diff options
| author | Uneven Prankster <unevenprankster@protonmail.com> | 2023-10-15 21:28:29 -0300 |
|---|---|---|
| committer | Uneven Prankster <unevenprankster@protonmail.com> | 2023-10-15 21:28:29 -0300 |
| commit | 1c0cc775732201f4c4d3ee0d6772be786b3b4aa1 (patch) | |
| tree | f5d692d046868261275c7430a624c3ea9ed75d3d /raylib/rcore.c | |
| parent | a89f892640cf12f75c7ce18e6e88c70a8d3965ed (diff) | |
A lot has certainly happened!
Diffstat (limited to 'raylib/rcore.c')
| -rw-r--r-- | raylib/rcore.c | 7516 |
1 files changed, 0 insertions, 7516 deletions
diff --git a/raylib/rcore.c b/raylib/rcore.c deleted file mode 100644 index d263869..0000000 --- a/raylib/rcore.c +++ /dev/null @@ -1,7516 +0,0 @@ -/********************************************************************************************** -* -* rcore - Basic functions to manage windows, OpenGL context and input on multiple platforms -* -* PLATFORMS SUPPORTED: -* - PLATFORM_DESKTOP: Windows (Win32, Win64) -* - PLATFORM_DESKTOP: Linux (X11 desktop mode) -* - PLATFORM_DESKTOP: FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop) -* - PLATFORM_DESKTOP: OSX/macOS -* - PLATFORM_ANDROID: Android (ARM, ARM64) -* - PLATFORM_RPI: Raspberry Pi 0,1,2,3 (Raspbian, native mode) -* - PLATFORM_DRM: Linux native mode, including Raspberry Pi 4 with V3D fkms driver -* - PLATFORM_WEB: HTML5 with WebAssembly -* -* CONFIGURATION: -* #define PLATFORM_DESKTOP -* Windowing and input system configured for desktop platforms: -* Windows, Linux, OSX, FreeBSD, OpenBSD, NetBSD, DragonFly -* -* #define PLATFORM_ANDROID -* Windowing and input system configured for Android device, app activity managed internally in this module. -* NOTE: OpenGL ES 2.0 is required and graphic device is managed by EGL -* -* #define PLATFORM_RPI (deprecated - RPI OS Buster only) -* Windowing and input system configured for Raspberry Pi in native mode (no XWindow required), -* graphic device is managed by EGL and inputs are processed is raw mode, reading from /dev/input/ -* WARNING: This platform is deprecated, since RPI OS Bullseye, the old Dispmanx libraries are not -* supported and you must be using PLATFORM_DRM -* -* #define PLATFORM_DRM -* Windowing and input system configured for DRM native mode (RPI4 and other devices) -* graphic device is managed by EGL and inputs are processed is raw mode, reading from /dev/input/ -* -* #define PLATFORM_WEB -* Windowing and input system configured for HTML5 (run on browser), code converted from C to asm.js -* using emscripten compiler. OpenGL ES 2.0 required for direct translation to WebGL equivalent code. -* -* #define SUPPORT_DEFAULT_FONT (default) -* Default font is loaded on window initialization to be available for the user to render simple text. -* NOTE: If enabled, uses external module functions to load default raylib font (module: text) -* -* #define SUPPORT_CAMERA_SYSTEM -* Camera module is included (rcamera.h) and multiple predefined cameras are available: -* free, 1st/3rd person, orbital, custom -* -* #define SUPPORT_GESTURES_SYSTEM -* Gestures module is included (rgestures.h) to support gestures detection: tap, hold, swipe, drag -* -* #define SUPPORT_MOUSE_GESTURES -* Mouse gestures are directly mapped like touches and processed by gestures system. -* -* #define SUPPORT_TOUCH_AS_MOUSE -* Touch input and mouse input are shared. Mouse functions also return touch information. -* -* #define SUPPORT_SSH_KEYBOARD_RPI (Raspberry Pi only) -* Reconfigure standard input to receive key inputs, works with SSH connection. -* WARNING: Reconfiguring standard input could lead to undesired effects, like breaking other -* running processes orblocking the device if not restored properly. Use with care. -* -* #define SUPPORT_BUSY_WAIT_LOOP -* Use busy wait loop for timing sync, if not defined, a high-resolution timer is setup and used -* -* #define SUPPORT_PARTIALBUSY_WAIT_LOOP -* Use a partial-busy wait loop, in this case frame sleeps for most of the time and runs a busy-wait-loop at the end -* -* #define SUPPORT_EVENTS_WAITING -* Wait for events passively (sleeping while no events) instead of polling them actively every frame -* -* #define SUPPORT_SCREEN_CAPTURE -* Allow automatic screen capture of current screen pressing F12, defined in KeyCallback() -* -* #define SUPPORT_GIF_RECORDING -* Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback() -* -* #define SUPPORT_COMPRESSION_API -* Support CompressData() and DecompressData() functions, those functions use zlib implementation -* provided by stb_image and stb_image_write libraries, so, those libraries must be enabled on textures module -* for linkage -* -* #define SUPPORT_EVENTS_AUTOMATION -* Support automatic generated events, loading and recording of those events when required -* -* DEPENDENCIES: -* rglfw - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX, FreeBSD...) -* raymath - 3D math functionality (Vector2, Vector3, Matrix, Quaternion) -* camera - Multiple 3D camera modes (free, orbital, 1st person, 3rd person) -* gestures - Gestures system for touch-ready devices (or simulated from mouse inputs) -* -* -* LICENSE: zlib/libpng -* -* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) -* -* This software is provided "as-is", without any express or implied warranty. In no event -* will the authors be held liable for any damages arising from the use of this software. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -#include "raylib.h" // Declares module functions - -// Check if config flags have been externally provided on compilation line -#if !defined(EXTERNAL_CONFIG_FLAGS) - #include "config.h" // Defines module configuration flags -#endif - -#include "utils.h" // Required for: TRACELOG() macros - -#define RLGL_IMPLEMENTATION -#include "rlgl.h" // OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2 - -#define RAYMATH_IMPLEMENTATION // Define external out-of-line implementation -#include "raymath.h" // Vector3, Quaternion and Matrix functionality - -#if defined(SUPPORT_GESTURES_SYSTEM) - #define RGESTURES_IMPLEMENTATION - #include "rgestures.h" // Gestures detection functionality -#endif - -#if defined(SUPPORT_CAMERA_SYSTEM) - #define RCAMERA_IMPLEMENTATION - #include "rcamera.h" // Camera system functionality -#endif - -#if defined(SUPPORT_GIF_RECORDING) - #define MSF_GIF_MALLOC(contextPointer, newSize) RL_MALLOC(newSize) - #define MSF_GIF_REALLOC(contextPointer, oldMemory, oldSize, newSize) RL_REALLOC(oldMemory, newSize) - #define MSF_GIF_FREE(contextPointer, oldMemory, oldSize) RL_FREE(oldMemory) - - #define MSF_GIF_IMPL - #include "external/msf_gif.h" // GIF recording functionality -#endif - -#if defined(SUPPORT_COMPRESSION_API) - #define SINFL_IMPLEMENTATION - #define SINFL_NO_SIMD - #include "external/sinfl.h" // Deflate (RFC 1951) decompressor - - #define SDEFL_IMPLEMENTATION - #include "external/sdefl.h" // Deflate (RFC 1951) compressor -#endif - -#if (defined(__linux__) || defined(PLATFORM_WEB)) && (_POSIX_C_SOURCE < 199309L) - #undef _POSIX_C_SOURCE - #define _POSIX_C_SOURCE 199309L // Required for: CLOCK_MONOTONIC if compiled with c99 without gnu ext. -#endif -#if defined(__linux__) && !defined(_GNU_SOURCE) - #define _GNU_SOURCE -#endif - -// Platform specific defines to handle GetApplicationDirectory() -#if defined (PLATFORM_DESKTOP) - #if defined(_WIN32) - #ifndef MAX_PATH - #define MAX_PATH 1025 - #endif - __declspec(dllimport) unsigned long __stdcall GetModuleFileNameA(void *hModule, void *lpFilename, unsigned long nSize); - __declspec(dllimport) unsigned long __stdcall GetModuleFileNameW(void *hModule, void *lpFilename, unsigned long nSize); - __declspec(dllimport) int __stdcall WideCharToMultiByte(unsigned int cp, unsigned long flags, void *widestr, int cchwide, void *str, int cbmb, void *defchar, int *used_default); - #elif defined(__linux__) - #include <unistd.h> - #elif defined(__APPLE__) - #include <sys/syslimits.h> - #include <mach-o/dyld.h> - #endif // OSs -#endif // PLATFORM_DESKTOP - -#include <stdlib.h> // Required for: srand(), rand(), atexit() -#include <stdio.h> // Required for: sprintf() [Used in OpenURL()] -#include <string.h> // Required for: strrchr(), strcmp(), strlen(), memset() -#include <time.h> // Required for: time() [Used in InitTimer()] -#include <math.h> // Required for: tan() [Used in BeginMode3D()], atan2f() [Used in LoadVrStereoConfig()] - -#define _CRT_INTERNAL_NONSTDC_NAMES 1 -#include <sys/stat.h> // Required for: stat(), S_ISREG [Used in GetFileModTime(), IsFilePath()] - -#if !defined(S_ISREG) && defined(S_IFMT) && defined(S_IFREG) - #define S_ISREG(m) (((m) & S_IFMT) == S_IFREG) -#endif - -#if defined(PLATFORM_DESKTOP) && defined(_WIN32) && (defined(_MSC_VER) || defined(__TINYC__)) - #define DIRENT_MALLOC RL_MALLOC - #define DIRENT_FREE RL_FREE - - #include "external/dirent.h" // Required for: DIR, opendir(), closedir() [Used in LoadDirectoryFiles()] -#else - #include <dirent.h> // Required for: DIR, opendir(), closedir() [Used in LoadDirectoryFiles()] -#endif - -#if defined(_WIN32) - #include <direct.h> // Required for: _getch(), _chdir() - #define GETCWD _getcwd // NOTE: MSDN recommends not to use getcwd(), chdir() - #define CHDIR _chdir - #include <io.h> // Required for: _access() [Used in FileExists()] -#else - #include <unistd.h> // Required for: getch(), chdir() (POSIX), access() - #define GETCWD getcwd - #define CHDIR chdir -#endif - -#if defined(PLATFORM_DESKTOP) - #define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3 - // NOTE: Already provided by rlgl implementation (on glad.h) - #include "GLFW/glfw3.h" // GLFW3 library: Windows, OpenGL context and Input management - // NOTE: GLFW3 already includes gl.h (OpenGL) headers - - // Support retrieving native window handlers - #if defined(_WIN32) - typedef void *PVOID; - typedef PVOID HANDLE; - typedef HANDLE HWND; - #define GLFW_EXPOSE_NATIVE_WIN32 - #define GLFW_NATIVE_INCLUDE_NONE // To avoid some symbols re-definition in windows.h - #include "GLFW/glfw3native.h" - - #if defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP) - // NOTE: Those functions require linking with winmm library - unsigned int __stdcall timeBeginPeriod(unsigned int uPeriod); - unsigned int __stdcall timeEndPeriod(unsigned int uPeriod); - #endif - #endif - #if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) - #include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX - - //#define GLFW_EXPOSE_NATIVE_X11 // WARNING: Exposing Xlib.h > X.h results in dup symbols for Font type - //#define GLFW_EXPOSE_NATIVE_WAYLAND - //#define GLFW_EXPOSE_NATIVE_MIR - #include "GLFW/glfw3native.h" // Required for: glfwGetX11Window() - #endif - #if defined(__APPLE__) - #include <unistd.h> // Required for: usleep() - - //#define GLFW_EXPOSE_NATIVE_COCOA // WARNING: Fails due to type redefinition - void *glfwGetCocoaWindow(GLFWwindow* handle); - #include "GLFW/glfw3native.h" // Required for: glfwGetCocoaWindow() - #endif - - // TODO: HACK: Added flag if not provided by GLFW when using external library - // Latest GLFW release (GLFW 3.3.8) does not implement this flag, it was added for 3.4.0-dev - #if !defined(GLFW_MOUSE_PASSTHROUGH) - #define GLFW_MOUSE_PASSTHROUGH 0x0002000D - #endif -#endif - -#if defined(PLATFORM_ANDROID) - //#include <android/sensor.h> // Required for: Android sensors functions (accelerometer, gyroscope, light...) - #include <android/window.h> // Required for: AWINDOW_FLAG_FULLSCREEN definition and others - #include <android_native_app_glue.h> // Required for: android_app struct and activity management - #include <jni.h> // Required for: JNIEnv and JavaVM [Used in OpenURL()] - - #include <EGL/egl.h> // Native platform windowing system interface - //#include <GLES2/gl2.h> // OpenGL ES 2.0 library (not required in this module, only in rlgl) -#endif - -#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) - #include <fcntl.h> // POSIX file control definitions - open(), creat(), fcntl() - #include <unistd.h> // POSIX standard function definitions - read(), close(), STDIN_FILENO - #include <termios.h> // POSIX terminal control definitions - tcgetattr(), tcsetattr() - #include <pthread.h> // POSIX threads management (inputs reading) - #include <dirent.h> // POSIX directory browsing - - #include <sys/ioctl.h> // Required for: ioctl() - UNIX System call for device-specific input/output operations - #include <linux/kd.h> // Linux: KDSKBMODE, K_MEDIUMRAM constants definition - #include <linux/input.h> // Linux: Keycodes constants definition (KEY_A, ...) - #include <linux/joystick.h> // Linux: Joystick support library - -#if defined(PLATFORM_RPI) - #include "bcm_host.h" // Raspberry Pi VideoCore IV access functions -#endif -#if defined(PLATFORM_DRM) - #include <gbm.h> // Generic Buffer Management (native platform for EGL on DRM) - #include <xf86drm.h> // Direct Rendering Manager user-level library interface - #include <xf86drmMode.h> // Direct Rendering Manager mode setting (KMS) interface -#endif - - #include "EGL/egl.h" // Native platform windowing system interface - #include "EGL/eglext.h" // EGL extensions - //#include "GLES2/gl2.h" // OpenGL ES 2.0 library (not required in this module, only in rlgl) -#endif - -#if defined(PLATFORM_WEB) - #define GLFW_INCLUDE_ES2 // GLFW3: Enable OpenGL ES 2.0 (translated to WebGL) - //#define GLFW_INCLUDE_ES3 // GLFW3: Enable OpenGL ES 3.0 (transalted to WebGL2?) - #include "GLFW/glfw3.h" // GLFW3: Windows, OpenGL context and Input management - #include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX - - #include <emscripten/emscripten.h> // Emscripten functionality for C - #include <emscripten/html5.h> // Emscripten HTML5 library -#endif - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) - #define USE_LAST_TOUCH_DEVICE // When multiple touchscreens are connected, only use the one with the highest event<N> number - - #define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...) - #define DEFAULT_EVDEV_PATH "/dev/input/" // Path to the linux input events -#endif - -#ifndef MAX_FILEPATH_CAPACITY - #define MAX_FILEPATH_CAPACITY 8192 // Maximum capacity for filepath -#endif -#ifndef MAX_FILEPATH_LENGTH - #define MAX_FILEPATH_LENGTH 4096 // Maximum length for filepaths (Linux PATH_MAX default value) -#endif - -#ifndef MAX_KEYBOARD_KEYS - #define MAX_KEYBOARD_KEYS 512 // Maximum number of keyboard keys supported -#endif -#ifndef MAX_MOUSE_BUTTONS - #define MAX_MOUSE_BUTTONS 8 // Maximum number of mouse buttons supported -#endif -#ifndef MAX_GAMEPADS - #define MAX_GAMEPADS 4 // Maximum number of gamepads supported -#endif -#ifndef MAX_GAMEPAD_AXIS - #define MAX_GAMEPAD_AXIS 8 // Maximum number of axis supported (per gamepad) -#endif -#ifndef MAX_GAMEPAD_BUTTONS - #define MAX_GAMEPAD_BUTTONS 32 // Maximum number of buttons supported (per gamepad) -#endif -#ifndef MAX_TOUCH_POINTS - #define MAX_TOUCH_POINTS 8 // Maximum number of touch points supported -#endif -#ifndef MAX_KEY_PRESSED_QUEUE - #define MAX_KEY_PRESSED_QUEUE 16 // Maximum number of keys in the key input queue -#endif -#ifndef MAX_CHAR_PRESSED_QUEUE - #define MAX_CHAR_PRESSED_QUEUE 16 // Maximum number of characters in the char input queue -#endif - -#ifndef MAX_DECOMPRESSION_SIZE - #define MAX_DECOMPRESSION_SIZE 64 // Maximum size allocated for decompression in MB -#endif - -// Flags operation macros -#define FLAG_SET(n, f) ((n) |= (f)) -#define FLAG_CLEAR(n, f) ((n) &= ~(f)) -#define FLAG_TOGGLE(n, f) ((n) ^= (f)) -#define FLAG_CHECK(n, f) ((n) & (f)) - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- -#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) -typedef struct { - pthread_t threadId; // Event reading thread id - int fd; // File descriptor to the device it is assigned to - int eventNum; // Number of 'event<N>' device - Rectangle absRange; // Range of values for absolute pointing devices (touchscreens) - int touchSlot; // Hold the touch slot number of the currently being sent multitouch block - bool isMouse; // True if device supports relative X Y movements - bool isTouch; // True if device supports absolute X Y movements and has BTN_TOUCH - bool isMultitouch; // True if device supports multiple absolute movevents and has BTN_TOUCH - bool isKeyboard; // True if device has letter keycodes - bool isGamepad; // True if device has gamepad buttons -} InputEventWorker; -#endif - -typedef struct { int x; int y; } Point; -typedef struct { unsigned int width; unsigned int height; } Size; - -// Core global state context data -typedef struct CoreData { - struct { -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - GLFWwindow *handle; // GLFW window handle (graphic device) -#endif -#if defined(PLATFORM_RPI) - EGL_DISPMANX_WINDOW_T handle; // Native window handle (graphic device) -#endif -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) -#if defined(PLATFORM_DRM) - int fd; // File descriptor for /dev/dri/... - drmModeConnector *connector; // Direct Rendering Manager (DRM) mode connector - drmModeCrtc *crtc; // CRT Controller - int modeIndex; // Index of the used mode of connector->modes - struct gbm_device *gbmDevice; // GBM device - struct gbm_surface *gbmSurface; // GBM surface - struct gbm_bo *prevBO; // Previous GBM buffer object (during frame swapping) - uint32_t prevFB; // Previous GBM framebufer (during frame swapping) -#endif // PLATFORM_DRM - EGLDisplay device; // Native display device (physical screen connection) - EGLSurface surface; // Surface to draw on, framebuffers (connected to context) - EGLContext context; // Graphic context, mode in which drawing can be done - EGLConfig config; // Graphic config -#endif - const char *title; // Window text title const pointer - unsigned int flags; // Configuration flags (bit based), keeps window state - bool ready; // Check if window has been initialized successfully - bool fullscreen; // Check if fullscreen mode is enabled - bool shouldClose; // Check if window set for closing - bool resizedLastFrame; // Check if window has been resized last frame - bool eventWaiting; // Wait for events before ending frame - - Point position; // Window position on screen (required on fullscreen toggle) - Size display; // Display width and height (monitor, device-screen, LCD, ...) - Size screen; // Screen width and height (used render area) - Size currentFbo; // Current render width and height (depends on active fbo) - Size render; // Framebuffer width and height (render area, including black bars if required) - Point renderOffset; // Offset from render area (must be divided by 2) - Matrix screenScale; // Matrix to scale screen (framebuffer rendering) - Point previousPosition; // Previous screen position (required on borderless windowed toggle) - Size previousScreen; // Previous screen size (required on borderless windowed toggle) - - char **dropFilepaths; // Store dropped files paths pointers (provided by GLFW) - unsigned int dropFileCount; // Count dropped files strings - - } Window; -#if defined(PLATFORM_ANDROID) - struct { - bool appEnabled; // Flag to detect if app is active ** = true - struct android_app *app; // Android activity - struct android_poll_source *source; // Android events polling source - bool contextRebindRequired; // Used to know context rebind required - } Android; -#endif - struct { - const char *basePath; // Base path for data storage - } Storage; - struct { -#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) - InputEventWorker eventWorker[10]; // List of worker threads for every monitored "/dev/input/event<N>" -#endif - struct { - int exitKey; // Default exit key - char currentKeyState[MAX_KEYBOARD_KEYS]; // Registers current frame key state - char previousKeyState[MAX_KEYBOARD_KEYS]; // Registers previous frame key state - - int keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input keys queue - int keyPressedQueueCount; // Input keys queue count - - int charPressedQueue[MAX_CHAR_PRESSED_QUEUE]; // Input characters queue (unicode) - int charPressedQueueCount; // Input characters queue count - -#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) - int defaultMode; // Default keyboard mode -#if defined(SUPPORT_SSH_KEYBOARD_RPI) - bool evtMode; // Keyboard in event mode -#endif - int defaultFileFlags; // Default IO file flags - struct termios defaultSettings; // Default keyboard settings - int fd; // File descriptor for the evdev keyboard -#endif - } Keyboard; - struct { - Vector2 offset; // Mouse offset - Vector2 scale; // Mouse scaling - Vector2 currentPosition; // Mouse position on screen - Vector2 previousPosition; // Previous mouse position - - int cursor; // Tracks current mouse cursor - bool cursorHidden; // Track if cursor is hidden - bool cursorOnScreen; // Tracks if cursor is inside client area - - char currentButtonState[MAX_MOUSE_BUTTONS]; // Registers current mouse button state - char previousButtonState[MAX_MOUSE_BUTTONS]; // Registers previous mouse button state - Vector2 currentWheelMove; // Registers current mouse wheel variation - Vector2 previousWheelMove; // Registers previous mouse wheel variation -#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) - // NOTE: currentButtonState[] can't be written directly due to multithreading, app could miss the update - char currentButtonStateEvdev[MAX_MOUSE_BUTTONS]; // Holds the new mouse state for the next polling event to grab -#endif - } Mouse; - struct { - int pointCount; // Number of touch points active - int pointId[MAX_TOUCH_POINTS]; // Point identifiers - Vector2 position[MAX_TOUCH_POINTS]; // Touch position on screen - char currentTouchState[MAX_TOUCH_POINTS]; // Registers current touch state - char previousTouchState[MAX_TOUCH_POINTS]; // Registers previous touch state - } Touch; - struct { - int lastButtonPressed; // Register last gamepad button pressed - int axisCount; // Register number of available gamepad axis - bool ready[MAX_GAMEPADS]; // Flag to know if gamepad is ready - char name[MAX_GAMEPADS][64]; // Gamepad name holder - char currentButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state - char previousButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state - float axisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state -#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) - pthread_t threadId; // Gamepad reading thread id - int streamId[MAX_GAMEPADS]; // Gamepad device file descriptor -#endif - } Gamepad; - } Input; - struct { - double current; // Current time measure - double previous; // Previous time measure - double update; // Time measure for frame update - double draw; // Time measure for frame draw - double frame; // Time measure for one frame - double target; // Desired time for one frame, if 0 not applied -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) - unsigned long long base; // Base time measure for hi-res timer -#endif - unsigned int frameCounter; // Frame counter - } Time; -} CoreData; - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -RLAPI const char *raylib_version = RAYLIB_VERSION; // raylib version exported symbol, required for some bindings - -static CoreData CORE = { 0 }; // Global CORE state context - -#if defined(SUPPORT_SCREEN_CAPTURE) -static int screenshotCounter = 0; // Screenshots counter -#endif - -#if defined(SUPPORT_GIF_RECORDING) -static int gifFrameCounter = 0; // GIF frames counter -static bool gifRecording = false; // GIF recording state -static MsfGifState gifState = { 0 }; // MSGIF context state -#endif - -#if defined(SUPPORT_EVENTS_AUTOMATION) -#define MAX_CODE_AUTOMATION_EVENTS 16384 - -typedef enum AutomationEventType { - EVENT_NONE = 0, - // Input events - INPUT_KEY_UP, // param[0]: key - INPUT_KEY_DOWN, // param[0]: key - INPUT_KEY_PRESSED, // param[0]: key - INPUT_KEY_RELEASED, // param[0]: key - INPUT_MOUSE_BUTTON_UP, // param[0]: button - INPUT_MOUSE_BUTTON_DOWN, // param[0]: button - INPUT_MOUSE_POSITION, // param[0]: x, param[1]: y - INPUT_MOUSE_WHEEL_MOTION, // param[0]: x delta, param[1]: y delta - INPUT_GAMEPAD_CONNECT, // param[0]: gamepad - INPUT_GAMEPAD_DISCONNECT, // param[0]: gamepad - INPUT_GAMEPAD_BUTTON_UP, // param[0]: button - INPUT_GAMEPAD_BUTTON_DOWN, // param[0]: button - INPUT_GAMEPAD_AXIS_MOTION, // param[0]: axis, param[1]: delta - INPUT_TOUCH_UP, // param[0]: id - INPUT_TOUCH_DOWN, // param[0]: id - INPUT_TOUCH_POSITION, // param[0]: x, param[1]: y - INPUT_GESTURE, // param[0]: gesture - // Window events - WINDOW_CLOSE, // no params - WINDOW_MAXIMIZE, // no params - WINDOW_MINIMIZE, // no params - WINDOW_RESIZE, // param[0]: width, param[1]: height - // Custom events - ACTION_TAKE_SCREENSHOT, - ACTION_SETTARGETFPS -} AutomationEventType; - -// Event type -// Used to enable events flags -typedef enum { - EVENT_INPUT_KEYBOARD = 0, - EVENT_INPUT_MOUSE = 1, - EVENT_INPUT_GAMEPAD = 2, - EVENT_INPUT_TOUCH = 4, - EVENT_INPUT_GESTURE = 8, - EVENT_WINDOW = 16, - EVENT_CUSTOM = 32 -} EventType; - -static const char *autoEventTypeName[] = { - "EVENT_NONE", - "INPUT_KEY_UP", - "INPUT_KEY_DOWN", - "INPUT_KEY_PRESSED", - "INPUT_KEY_RELEASED", - "INPUT_MOUSE_BUTTON_UP", - "INPUT_MOUSE_BUTTON_DOWN", - "INPUT_MOUSE_POSITION", - "INPUT_MOUSE_WHEEL_MOTION", - "INPUT_GAMEPAD_CONNECT", - "INPUT_GAMEPAD_DISCONNECT", - "INPUT_GAMEPAD_BUTTON_UP", - "INPUT_GAMEPAD_BUTTON_DOWN", - "INPUT_GAMEPAD_AXIS_MOTION", - "INPUT_TOUCH_UP", - "INPUT_TOUCH_DOWN", - "INPUT_TOUCH_POSITION", - "INPUT_GESTURE", - "WINDOW_CLOSE", - "WINDOW_MAXIMIZE", - "WINDOW_MINIMIZE", - "WINDOW_RESIZE", - "ACTION_TAKE_SCREENSHOT", - "ACTION_SETTARGETFPS" -}; - -// Automation Event (24 bytes) -typedef struct AutomationEvent { - unsigned int frame; // Event frame - unsigned int type; // Event type (AutomationEventType) - int params[4]; // Event parameters (if required) -} AutomationEvent; - -static AutomationEvent *events = NULL; // Events array -static unsigned int eventCount = 0; // Events count -static bool eventsPlaying = false; // Play events -static bool eventsRecording = false; // Record events - -//static short eventsEnabled = 0b0000001111111111; // Events enabled for checking -#endif -//----------------------------------------------------------------------------------- - -//---------------------------------------------------------------------------------- -// Other Modules Functions Declaration (required by core) -//---------------------------------------------------------------------------------- -#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT) -extern void LoadFontDefault(void); // [Module: text] Loads default font on InitWindow() -extern void UnloadFontDefault(void); // [Module: text] Unloads default font from GPU memory -#endif - -//---------------------------------------------------------------------------------- -// Module specific Functions Declaration -//---------------------------------------------------------------------------------- -static void InitTimer(void); // Initialize timer (hi-resolution if available) -static bool InitGraphicsDevice(int width, int height); // Initialize graphics device -static void SetupFramebuffer(int width, int height); // Setup main framebuffer -static void SetupViewport(int width, int height); // Set viewport for a provided width and height - -static void ScanDirectoryFiles(const char *basePath, FilePathList *list, const char *filter); // Scan all files and directories in a base path -static void ScanDirectoryFilesRecursively(const char *basePath, FilePathList *list, const char *filter); // Scan all files and directories recursively from a base path - -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) -static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error -// Window callbacks events -static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized -#if !defined(PLATFORM_WEB) -static void WindowMaximizeCallback(GLFWwindow* window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized -#endif -static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored -static void WindowFocusCallback(GLFWwindow *window, int focused); // GLFW3 WindowFocus Callback, runs when window get/lose focus -static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window -// Input callbacks events -static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed -static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value) -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 MouseScrollCallback(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 -#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 *event, void *userData); -static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData); -static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, 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) || defined(PLATFORM_DRM) -static void InitKeyboard(void); // Initialize raw keyboard system -static void RestoreKeyboard(void); // Restore keyboard system -#if defined(SUPPORT_SSH_KEYBOARD_RPI) -static void ProcessKeyboard(void); // Process keyboard events -#endif - -static void InitEvdevInput(void); // Initialize evdev inputs -static void ConfigureEvdevDevice(char *device); // Identifies a input device and configures it for use if appropriate -static void PollKeyboardEvents(void); // Process evdev keyboard events. -static void *EventThread(void *arg); // Input device events reading thread - -static void InitGamepad(void); // Initialize raw gamepad input -static void *GamepadThread(void *arg); // Mouse reading thread - -#if defined(PLATFORM_DRM) -static int FindMatchingConnectorMode(const drmModeConnector *connector, const drmModeModeInfo *mode); // Search matching DRM mode in connector's mode list -static int FindExactConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced); // Search exactly matching DRM connector mode in connector's list -static int FindNearestConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced); // Search the nearest matching DRM connector mode in connector's list -#endif - -#endif // PLATFORM_RPI || PLATFORM_DRM - -#if defined(SUPPORT_EVENTS_AUTOMATION) -static void LoadAutomationEvents(const char *fileName); // Load automation events from file -static void ExportAutomationEvents(const char *fileName); // Export recorded automation events into a file -static void RecordAutomationEvent(unsigned int frame); // Record frame events (to internal events array) -static void PlayAutomationEvent(unsigned int frame); // Play frame events (from internal events array) -#endif - -#if defined(_WIN32) -// NOTE: We declare Sleep() function symbol to avoid including windows.h (kernel32.lib linkage required) -void __stdcall Sleep(unsigned long msTimeout); // Required for: WaitTime() -#endif - -#if !defined(SUPPORT_MODULE_RTEXT) -const char *TextFormat(const char *text, ...); // Formatting of text with variables to 'embed' -#endif // !SUPPORT_MODULE_RTEXT - -//---------------------------------------------------------------------------------- -// 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 - CORE.Android.app = app; - - // NOTE: We get the main return for exit() - int ret = main(1, (char *[]) { arg0, NULL }); - - // Request to end the native activity - ANativeActivity_finish(app->activity); - - // Android ALooper_pollAll() variables - int pollResult = 0; - int pollEvents = 0; - - // Waiting for application events before complete finishing - while (!CORE.Android.app->destroyRequested) - { - while ((pollResult = ALooper_pollAll(0, NULL, &pollEvents, (void **)&CORE.Android.source)) >= 0) - { - if (CORE.Android.source != NULL) CORE.Android.source->process(CORE.Android.app, CORE.Android.source); - } - } - - // WARNING: Make sure you free resources properly and no other process is running from Java code or other. - // NOTE: You can use JNI to call a NativeLoader method (which will call finish() from the UI thread) - // to handle the full close from Java, without using exit(0) like here. - - exit(ret); // Close the application directly, without going through Java -} - -// NOTE: Add this to header (if apps really need it) -struct android_app *GetAndroidApp(void) -{ - return CORE.Android.app; -} -#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); - - TRACELOG(LOG_INFO, "Supported raylib modules:"); - TRACELOG(LOG_INFO, " > rcore:..... loaded (mandatory)"); - TRACELOG(LOG_INFO, " > rlgl:...... loaded (mandatory)"); -#if defined(SUPPORT_MODULE_RSHAPES) - TRACELOG(LOG_INFO, " > rshapes:... loaded (optional)"); -#else - TRACELOG(LOG_INFO, " > rshapes:... not loaded (optional)"); -#endif -#if defined(SUPPORT_MODULE_RTEXTURES) - TRACELOG(LOG_INFO, " > rtextures:. loaded (optional)"); -#else - TRACELOG(LOG_INFO, " > rtextures:. not loaded (optional)"); -#endif -#if defined(SUPPORT_MODULE_RTEXT) - TRACELOG(LOG_INFO, " > rtext:..... loaded (optional)"); -#else - TRACELOG(LOG_INFO, " > rtext:..... not loaded (optional)"); -#endif -#if defined(SUPPORT_MODULE_RMODELS) - TRACELOG(LOG_INFO, " > rmodels:... loaded (optional)"); -#else - TRACELOG(LOG_INFO, " > rmodels:... not loaded (optional)"); -#endif -#if defined(SUPPORT_MODULE_RAUDIO) - TRACELOG(LOG_INFO, " > raudio:.... loaded (optional)"); -#else - TRACELOG(LOG_INFO, " > raudio:.... not loaded (optional)"); -#endif - - if ((title != NULL) && (title[0] != 0)) CORE.Window.title = title; - - // Initialize global input state - memset(&CORE.Input, 0, sizeof(CORE.Input)); - CORE.Input.Keyboard.exitKey = KEY_ESCAPE; - CORE.Input.Mouse.scale = (Vector2){ 1.0f, 1.0f }; - CORE.Input.Mouse.cursor = MOUSE_CURSOR_ARROW; - CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN -#if defined(SUPPORT_EVENTS_WAITING) - CORE.Window.eventWaiting = true; -#endif - -#if defined(PLATFORM_ANDROID) - CORE.Window.screen.width = width; - CORE.Window.screen.height = height; - CORE.Window.currentFbo.width = width; - CORE.Window.currentFbo.height = height; - - // Set desired windows flags before initializing anything - ANativeActivity_setWindowFlags(CORE.Android.app->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER - - int orientation = AConfiguration_getOrientation(CORE.Android.app->config); - - if (orientation == ACONFIGURATION_ORIENTATION_PORT) TRACELOG(LOG_INFO, "ANDROID: Window orientation set as portrait"); - else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TRACELOG(LOG_INFO, "ANDROID: Window orientation set as landscape"); - - // TODO: Automatic orientation doesn't seem to work - if (width <= height) - { - AConfiguration_setOrientation(CORE.Android.app->config, ACONFIGURATION_ORIENTATION_PORT); - TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to portrait"); - } - else - { - AConfiguration_setOrientation(CORE.Android.app->config, ACONFIGURATION_ORIENTATION_LAND); - TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to landscape"); - } - - //AConfiguration_getDensity(CORE.Android.app->config); - //AConfiguration_getKeyboard(CORE.Android.app->config); - //AConfiguration_getScreenSize(CORE.Android.app->config); - //AConfiguration_getScreenLong(CORE.Android.app->config); - - // Initialize App command system - // NOTE: On APP_CMD_INIT_WINDOW -> InitGraphicsDevice(), InitTimer(), LoadFontDefault()... - CORE.Android.app->onAppCmd = AndroidCommandCallback; - - // Initialize input events system - CORE.Android.app->onInputEvent = AndroidInputCallback; - - // Initialize assets manager - InitAssetManager(CORE.Android.app->activity->assetManager, CORE.Android.app->activity->internalDataPath); - - // Initialize base path for storage - CORE.Storage.basePath = CORE.Android.app->activity->internalDataPath; - - TRACELOG(LOG_INFO, "ANDROID: App initialized successfully"); - - // Android ALooper_pollAll() variables - int pollResult = 0; - int pollEvents = 0; - - // Wait for window to be initialized (display and context) - while (!CORE.Window.ready) - { - // Process events loop - while ((pollResult = ALooper_pollAll(0, NULL, &pollEvents, (void**)&CORE.Android.source)) >= 0) - { - // Process this event - if (CORE.Android.source != NULL) CORE.Android.source->process(CORE.Android.app, CORE.Android.source); - - // NOTE: Never close window, native activity is controlled by the system! - //if (CORE.Android.app->destroyRequested != 0) CORE.Window.shouldClose = true; - } - } -#endif -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) - // Initialize graphics device (display device and OpenGL context) - // NOTE: returns true if window and graphic device has been initialized successfully - CORE.Window.ready = InitGraphicsDevice(width, height); - - // If graphic device is no properly initialized, we end program - if (!CORE.Window.ready) - { - TRACELOG(LOG_FATAL, "Failed to initialize Graphic Device"); - return; - } - else SetWindowPosition(GetMonitorWidth(GetCurrentMonitor())/2 - CORE.Window.screen.width/2, GetMonitorHeight(GetCurrentMonitor())/2 - CORE.Window.screen.height/2); - - // Initialize hi-res timer - InitTimer(); - - // Initialize random seed - srand((unsigned int)time(NULL)); - - // Initialize base path for storage - CORE.Storage.basePath = GetWorkingDirectory(); - -#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT) - // Load default font - // WARNING: External function: Module required: rtext - LoadFontDefault(); - #if defined(SUPPORT_MODULE_RSHAPES) - Rectangle rec = GetFontDefault().recs[95]; - // NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering - SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 }); // WARNING: Module required: rshapes - #endif -#else - #if defined(SUPPORT_MODULE_RSHAPES) - // Set default texture and rectangle to be used for shapes drawing - // NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8 - Texture2D texture = { rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 }; - SetShapesTexture(texture, (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f }); // WARNING: Module required: rshapes - #endif -#endif -#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT) - if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) - { - // Set default font texture filter for HighDPI (blurry) - // RL_TEXTURE_FILTER_LINEAR - tex filter: BILINEAR, no mipmaps - rlTextureParameters(GetFontDefault().texture.id, RL_TEXTURE_MIN_FILTER, RL_TEXTURE_FILTER_LINEAR); - rlTextureParameters(GetFontDefault().texture.id, RL_TEXTURE_MAG_FILTER, RL_TEXTURE_FILTER_LINEAR); - } -#endif - -#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) - // Initialize raw input system - InitEvdevInput(); // Evdev inputs initialization - InitGamepad(); // Gamepad init - InitKeyboard(); // Keyboard init (stdin) -#endif - -#if defined(PLATFORM_WEB) - // Setup callback functions for the DOM events - emscripten_set_fullscreenchange_callback("#canvas", NULL, 1, EmscriptenFullscreenChangeCallback); - - // WARNING: Below resize code was breaking fullscreen mode for sample games and examples, it needs review - // Check fullscreen change events(note this is done on the window since most browsers don't support this on #canvas) - //emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenResizeCallback); - // Check Resize event (note this is done on the window since most browsers don't support this on #canvas) - //emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenResizeCallback); - // Trigger this once to get initial window sizing - //EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL); - - // Support keyboard events -> Not used, GLFW.JS takes care of that - //emscripten_set_keypress_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback); - //emscripten_set_keydown_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 - -#if defined(SUPPORT_EVENTS_AUTOMATION) - events = (AutomationEvent *)RL_CALLOC(MAX_CODE_AUTOMATION_EVENTS, sizeof(AutomationEvent)); - CORE.Time.frameCounter = 0; -#endif - -#endif // PLATFORM_DESKTOP || PLATFORM_WEB || PLATFORM_RPI || PLATFORM_DRM -} - -// Close window and unload OpenGL context -void CloseWindow(void) -{ -#if defined(SUPPORT_GIF_RECORDING) - if (gifRecording) - { - MsfGifResult result = msf_gif_end(&gifState); - msf_gif_free(result); - gifRecording = false; - } -#endif - -#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT) - UnloadFontDefault(); // WARNING: Module required: rtext -#endif - - rlglClose(); // De-init rlgl - -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - glfwDestroyWindow(CORE.Window.handle); - glfwTerminate(); -#endif - -#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP) - timeEndPeriod(1); // Restore time period -#endif - -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) - // Close surface, context and display - if (CORE.Window.device != EGL_NO_DISPLAY) - { - eglMakeCurrent(CORE.Window.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); - - if (CORE.Window.surface != EGL_NO_SURFACE) - { - eglDestroySurface(CORE.Window.device, CORE.Window.surface); - CORE.Window.surface = EGL_NO_SURFACE; - } - - if (CORE.Window.context != EGL_NO_CONTEXT) - { - eglDestroyContext(CORE.Window.device, CORE.Window.context); - CORE.Window.context = EGL_NO_CONTEXT; - } - - eglTerminate(CORE.Window.device); - CORE.Window.device = EGL_NO_DISPLAY; - } -#endif - -#if defined(PLATFORM_DRM) - if (CORE.Window.prevFB) - { - drmModeRmFB(CORE.Window.fd, CORE.Window.prevFB); - CORE.Window.prevFB = 0; - } - - if (CORE.Window.prevBO) - { - gbm_surface_release_buffer(CORE.Window.gbmSurface, CORE.Window.prevBO); - CORE.Window.prevBO = NULL; - } - - if (CORE.Window.gbmSurface) - { - gbm_surface_destroy(CORE.Window.gbmSurface); - CORE.Window.gbmSurface = NULL; - } - - if (CORE.Window.gbmDevice) - { - gbm_device_destroy(CORE.Window.gbmDevice); - CORE.Window.gbmDevice = NULL; - } - - if (CORE.Window.crtc) - { - if (CORE.Window.connector) - { - drmModeSetCrtc(CORE.Window.fd, CORE.Window.crtc->crtc_id, CORE.Window.crtc->buffer_id, - CORE.Window.crtc->x, CORE.Window.crtc->y, &CORE.Window.connector->connector_id, 1, &CORE.Window.crtc->mode); - drmModeFreeConnector(CORE.Window.connector); - CORE.Window.connector = NULL; - } - - drmModeFreeCrtc(CORE.Window.crtc); - CORE.Window.crtc = NULL; - } - - if (CORE.Window.fd != -1) - { - close(CORE.Window.fd); - CORE.Window.fd = -1; - } - - // Close surface, context and display - if (CORE.Window.device != EGL_NO_DISPLAY) - { - if (CORE.Window.surface != EGL_NO_SURFACE) - { - eglDestroySurface(CORE.Window.device, CORE.Window.surface); - CORE.Window.surface = EGL_NO_SURFACE; - } - - if (CORE.Window.context != EGL_NO_CONTEXT) - { - eglDestroyContext(CORE.Window.device, CORE.Window.context); - CORE.Window.context = EGL_NO_CONTEXT; - } - - eglTerminate(CORE.Window.device); - CORE.Window.device = EGL_NO_DISPLAY; - } -#endif - -#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) - // 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 CORE.Window.shouldClose variable - - CORE.Window.shouldClose = true; // Added to force threads to exit when the close window is called - - // Close the evdev keyboard - if (CORE.Input.Keyboard.fd != -1) - { - close(CORE.Input.Keyboard.fd); - CORE.Input.Keyboard.fd = -1; - } - - for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i) - { - if (CORE.Input.eventWorker[i].threadId) - { - pthread_join(CORE.Input.eventWorker[i].threadId, NULL); - } - } - - if (CORE.Input.Gamepad.threadId) pthread_join(CORE.Input.Gamepad.threadId, NULL); -#endif - -#if defined(SUPPORT_EVENTS_AUTOMATION) - RL_FREE(events); -#endif - - CORE.Window.ready = false; - TRACELOG(LOG_INFO, "Window closed successfully"); -} - -// 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 (CORE.Window.ready) - { - // While window minimized, stop loop execution - while (IsWindowState(FLAG_WINDOW_MINIMIZED) && !IsWindowState(FLAG_WINDOW_ALWAYS_RUN)) glfwWaitEvents(); - - CORE.Window.shouldClose = glfwWindowShouldClose(CORE.Window.handle); - - // Reset close status for next frame - glfwSetWindowShouldClose(CORE.Window.handle, GLFW_FALSE); - - return CORE.Window.shouldClose; - } - else return true; -#endif - -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) - if (CORE.Window.ready) return CORE.Window.shouldClose; - else return true; -#endif -} - -// Check if window has been initialized successfully -bool IsWindowReady(void) -{ - return CORE.Window.ready; -} - -// Check if window is currently fullscreen -bool IsWindowFullscreen(void) -{ - return CORE.Window.fullscreen; -} - -// Check if window is currently hidden -bool IsWindowHidden(void) -{ -#if defined(PLATFORM_DESKTOP) - return ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0); -#endif - return false; -} - -// Check if window has been minimized -bool IsWindowMinimized(void) -{ -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - return ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0); -#endif - return false; -} - -// Check if window has been maximized (only PLATFORM_DESKTOP) -bool IsWindowMaximized(void) -{ -#if defined(PLATFORM_DESKTOP) - return ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0); -#endif - return false; -} - -// Check if window has the focus -bool IsWindowFocused(void) -{ -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - return ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) == 0); -#endif -#if defined(PLATFORM_ANDROID) - return CORE.Android.appEnabled; -#endif - return true; -} - -// Check if window has been resizedLastFrame -bool IsWindowResized(void) -{ -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - return CORE.Window.resizedLastFrame; -#else - return false; -#endif -} - -// Check if one specific window flag is enabled -bool IsWindowState(unsigned int flag) -{ - return ((CORE.Window.flags & flag) > 0); -} - -// Toggle fullscreen mode (only PLATFORM_DESKTOP) -void ToggleFullscreen(void) -{ -#if defined(PLATFORM_DESKTOP) - if (!CORE.Window.fullscreen) - { - // Store previous window position (in case we exit fullscreen) - glfwGetWindowPos(CORE.Window.handle, &CORE.Window.position.x, &CORE.Window.position.y); - - int monitorCount = 0; - int monitorIndex = GetCurrentMonitor(); - GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); - - // Use current monitor, so we correctly get the display the window is on - GLFWmonitor *monitor = (monitorIndex < monitorCount)? monitors[monitorIndex] : NULL; - - if (monitor == NULL) - { - TRACELOG(LOG_WARNING, "GLFW: Failed to get monitor"); - - CORE.Window.fullscreen = false; - CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE; - - glfwSetWindowMonitor(CORE.Window.handle, NULL, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE); - } - else - { - CORE.Window.fullscreen = true; - CORE.Window.flags |= FLAG_FULLSCREEN_MODE; - - glfwSetWindowMonitor(CORE.Window.handle, monitor, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE); - } - } - else - { - CORE.Window.fullscreen = false; - CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE; - - glfwSetWindowMonitor(CORE.Window.handle, NULL, CORE.Window.position.x, CORE.Window.position.y, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE); - } - - // 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 (CORE.Window.flags & FLAG_VSYNC_HINT) glfwSwapInterval(1); -#endif -#if defined(PLATFORM_WEB) -/* - EM_ASM - ( - // This strategy works well while using raylib minimal web shell for emscripten, - // it re-scales the canvas to fullscreen using monitor resolution, for tools this - // is a good strategy but maybe games prefer to keep current canvas resolution and - // display it in fullscreen, adjusting monitor resolution if possible - if (document.fullscreenElement) document.exitFullscreen(); - else Module.requestFullscreen(true, true); //false, true); - ); -*/ - //EM_ASM(Module.requestFullscreen(false, false);); -/* - if (!CORE.Window.fullscreen) - { - // Option 1: Request fullscreen for the canvas element - // This option does not seem to work at all: - // emscripten_request_pointerlock() and emscripten_request_fullscreen() are affected by web security, - // the user must click once on the canvas to hide the pointer or transition to full screen - //emscripten_request_fullscreen("#canvas", false); - - // Option 2: Request fullscreen for the canvas element with strategy - // This option does not seem to work at all - // Ref: https://github.com/emscripten-core/emscripten/issues/5124 - // EmscriptenFullscreenStrategy strategy = { - // .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_STRETCH, //EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT, - // .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF, - // .filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT, - // .canvasResizedCallback = EmscriptenWindowResizedCallback, - // .canvasResizedCallbackUserData = NULL - // }; - //emscripten_request_fullscreen_strategy("#canvas", EM_FALSE, &strategy); - - // Option 3: Request fullscreen for the canvas element with strategy - // It works as expected but only inside the browser (client area) - EmscriptenFullscreenStrategy strategy = { - .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT, - .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF, - .filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT, - .canvasResizedCallback = EmscriptenWindowResizedCallback, - .canvasResizedCallbackUserData = NULL - }; - emscripten_enter_soft_fullscreen("#canvas", &strategy); - - int width, height; - emscripten_get_canvas_element_size("#canvas", &width, &height); - TRACELOG(LOG_WARNING, "Emscripten: Enter fullscreen: Canvas size: %i x %i", width, height); - - CORE.Window.fullscreen = true; // Toggle fullscreen flag - CORE.Window.flags |= FLAG_FULLSCREEN_MODE; - } - else - { - //emscripten_exit_fullscreen(); - //emscripten_exit_soft_fullscreen(); - - int width, height; - emscripten_get_canvas_element_size("#canvas", &width, &height); - TRACELOG(LOG_WARNING, "Emscripten: Exit fullscreen: Canvas size: %i x %i", width, height); - - CORE.Window.fullscreen = false; // Toggle fullscreen flag - CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE; - } -*/ - - CORE.Window.fullscreen = !CORE.Window.fullscreen; // Toggle fullscreen flag -#endif -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) - TRACELOG(LOG_WARNING, "SYSTEM: Failed to toggle to windowed mode"); -#endif -} - -// Toggle borderless windowed mode (only PLATFORM_DESKTOP) -void ToggleBorderlessWindowed(void) -{ -#if defined(PLATFORM_DESKTOP) - // Leave fullscreen before attempting to set borderless windowed mode and get screen position from it - bool wasOnFullscreen = false; - if (CORE.Window.fullscreen) - { - CORE.Window.previousPosition = CORE.Window.position; - ToggleFullscreen(); - wasOnFullscreen = true; - } - - const int monitor = GetCurrentMonitor(); - int monitorCount; - GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); - if ((monitor >= 0) && (monitor < monitorCount)) - { - const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]); - if (mode) - { - if (!IsWindowState(FLAG_BORDERLESS_WINDOWED_MODE)) - { - // Store screen position and size - // NOTE: If it was on fullscreen, screen position was already stored, so skip setting it here - if (!wasOnFullscreen) glfwGetWindowPos(CORE.Window.handle, &CORE.Window.previousPosition.x, &CORE.Window.previousPosition.y); - CORE.Window.previousScreen = CORE.Window.screen; - - // Set undecorated and topmost modes and flags - glfwSetWindowAttrib(CORE.Window.handle, GLFW_DECORATED, GLFW_FALSE); - CORE.Window.flags |= FLAG_WINDOW_UNDECORATED; - glfwSetWindowAttrib(CORE.Window.handle, GLFW_FLOATING, GLFW_TRUE); - CORE.Window.flags |= FLAG_WINDOW_TOPMOST; - - // Get monitor position and size - int monitorPosX = 0; - int monitorPosY = 0; - glfwGetMonitorPos(monitors[monitor], &monitorPosX, &monitorPosY); - const int monitorWidth = mode->width; - const int monitorHeight = mode->height; - glfwSetWindowSize(CORE.Window.handle, monitorWidth, monitorHeight); - - // Set screen position and size - glfwSetWindowPos(CORE.Window.handle, monitorPosX, monitorPosY); - glfwSetWindowSize(CORE.Window.handle, monitorWidth, monitorHeight); - - // Refocus window - glfwFocusWindow(CORE.Window.handle); - - CORE.Window.flags |= FLAG_BORDERLESS_WINDOWED_MODE; - } - else - { - // Remove topmost and undecorated modes and flags - glfwSetWindowAttrib(CORE.Window.handle, GLFW_FLOATING, GLFW_FALSE); - CORE.Window.flags &= ~FLAG_WINDOW_TOPMOST; - glfwSetWindowAttrib(CORE.Window.handle, GLFW_DECORATED, GLFW_TRUE); - CORE.Window.flags &= ~FLAG_WINDOW_UNDECORATED; - - // Return previous screen size and position - // NOTE: The order matters here, it must set size first, then set position, otherwise the screen will be positioned incorrectly - glfwSetWindowSize(CORE.Window.handle, CORE.Window.previousScreen.width, CORE.Window.previousScreen.height); - glfwSetWindowPos(CORE.Window.handle, CORE.Window.previousPosition.x, CORE.Window.previousPosition.y); - - // Refocus window - glfwFocusWindow(CORE.Window.handle); - - CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE; - } - } - else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor"); - } - else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); -#endif -} - -// Set window state: maximized, if resizable (only PLATFORM_DESKTOP) -void MaximizeWindow(void) -{ -#if defined(PLATFORM_DESKTOP) - if (glfwGetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE) == GLFW_TRUE) - { - glfwMaximizeWindow(CORE.Window.handle); - CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; - } -#endif -} - -// Set window state: minimized (only PLATFORM_DESKTOP) -void MinimizeWindow(void) -{ -#if defined(PLATFORM_DESKTOP) - // NOTE: Following function launches callback that sets appropriate flag! - glfwIconifyWindow(CORE.Window.handle); -#endif -} - -// Set window state: not minimized/maximized (only PLATFORM_DESKTOP) -void RestoreWindow(void) -{ -#if defined(PLATFORM_DESKTOP) - if (glfwGetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE) == GLFW_TRUE) - { - // Restores the specified window if it was previously iconified (minimized) or maximized - glfwRestoreWindow(CORE.Window.handle); - CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; - CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; - } -#endif -} - -// Set window configuration state using flags -void SetWindowState(unsigned int flags) -{ -#if defined(PLATFORM_DESKTOP) - // Check previous state and requested state to apply required changes - // NOTE: In most cases the functions already change the flags internally - - // State change: FLAG_VSYNC_HINT - if (((CORE.Window.flags & FLAG_VSYNC_HINT) != (flags & FLAG_VSYNC_HINT)) && ((flags & FLAG_VSYNC_HINT) > 0)) - { - glfwSwapInterval(1); - CORE.Window.flags |= FLAG_VSYNC_HINT; - } - - // State change: FLAG_BORDERLESS_WINDOWED_MODE - // NOTE: This must be handled before FLAG_FULLSCREEN_MODE because ToggleBorderlessWindowed() needs to get some fullscreen values if fullscreen is running - if (((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) != (flags & FLAG_BORDERLESS_WINDOWED_MODE)) && ((flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0)) - { - ToggleBorderlessWindowed(); // NOTE: Window state flag updated inside function - } - - // State change: FLAG_FULLSCREEN_MODE - if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) != (flags & FLAG_FULLSCREEN_MODE)) - { - ToggleFullscreen(); // NOTE: Window state flag updated inside function - } - - // State change: FLAG_WINDOW_RESIZABLE - if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != (flags & FLAG_WINDOW_RESIZABLE)) && ((flags & FLAG_WINDOW_RESIZABLE) > 0)) - { - glfwSetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE, GLFW_TRUE); - CORE.Window.flags |= FLAG_WINDOW_RESIZABLE; - } - - // State change: FLAG_WINDOW_UNDECORATED - if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) != (flags & FLAG_WINDOW_UNDECORATED)) && (flags & FLAG_WINDOW_UNDECORATED)) - { - glfwSetWindowAttrib(CORE.Window.handle, GLFW_DECORATED, GLFW_FALSE); - CORE.Window.flags |= FLAG_WINDOW_UNDECORATED; - } - - // State change: FLAG_WINDOW_HIDDEN - if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) != (flags & FLAG_WINDOW_HIDDEN)) && ((flags & FLAG_WINDOW_HIDDEN) > 0)) - { - glfwHideWindow(CORE.Window.handle); - CORE.Window.flags |= FLAG_WINDOW_HIDDEN; - } - - // State change: FLAG_WINDOW_MINIMIZED - if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) != (flags & FLAG_WINDOW_MINIMIZED)) && ((flags & FLAG_WINDOW_MINIMIZED) > 0)) - { - //GLFW_ICONIFIED - MinimizeWindow(); // NOTE: Window state flag updated inside function - } - - // State change: FLAG_WINDOW_MAXIMIZED - if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) != (flags & FLAG_WINDOW_MAXIMIZED)) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0)) - { - //GLFW_MAXIMIZED - MaximizeWindow(); // NOTE: Window state flag updated inside function - } - - // State change: FLAG_WINDOW_UNFOCUSED - if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) != (flags & FLAG_WINDOW_UNFOCUSED)) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0)) - { - glfwSetWindowAttrib(CORE.Window.handle, GLFW_FOCUS_ON_SHOW, GLFW_FALSE); - CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; - } - - // State change: FLAG_WINDOW_TOPMOST - if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) != (flags & FLAG_WINDOW_TOPMOST)) && ((flags & FLAG_WINDOW_TOPMOST) > 0)) - { - glfwSetWindowAttrib(CORE.Window.handle, GLFW_FLOATING, GLFW_TRUE); - CORE.Window.flags |= FLAG_WINDOW_TOPMOST; - } - - // State change: FLAG_WINDOW_ALWAYS_RUN - if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) != (flags & FLAG_WINDOW_ALWAYS_RUN)) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0)) - { - CORE.Window.flags |= FLAG_WINDOW_ALWAYS_RUN; - } - - // The following states can not be changed after window creation - - // State change: FLAG_WINDOW_TRANSPARENT - if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) != (flags & FLAG_WINDOW_TRANSPARENT)) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0)) - { - TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization"); - } - - // State change: FLAG_WINDOW_HIGHDPI - if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) != (flags & FLAG_WINDOW_HIGHDPI)) && ((flags & FLAG_WINDOW_HIGHDPI) > 0)) - { - TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization"); - } - - // State change: FLAG_WINDOW_MOUSE_PASSTHROUGH - if (((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) != (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH)) && ((flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0)) - { - glfwSetWindowAttrib(CORE.Window.handle, GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE); - CORE.Window.flags |= FLAG_WINDOW_MOUSE_PASSTHROUGH; - } - - // State change: FLAG_MSAA_4X_HINT - if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) != (flags & FLAG_MSAA_4X_HINT)) && ((flags & FLAG_MSAA_4X_HINT) > 0)) - { - TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization"); - } - - // State change: FLAG_INTERLACED_HINT - if (((CORE.Window.flags & FLAG_INTERLACED_HINT) != (flags & FLAG_INTERLACED_HINT)) && ((flags & FLAG_INTERLACED_HINT) > 0)) - { - TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization"); - } -#endif -} - -// Clear window configuration state flags -void ClearWindowState(unsigned int flags) -{ -#if defined(PLATFORM_DESKTOP) - // Check previous state and requested state to apply required changes - // NOTE: In most cases the functions already change the flags internally - - // State change: FLAG_VSYNC_HINT - if (((CORE.Window.flags & FLAG_VSYNC_HINT) > 0) && ((flags & FLAG_VSYNC_HINT) > 0)) - { - glfwSwapInterval(0); - CORE.Window.flags &= ~FLAG_VSYNC_HINT; - } - - // State change: FLAG_BORDERLESS_WINDOWED_MODE - // NOTE: This must be handled before FLAG_FULLSCREEN_MODE because ToggleBorderlessWindowed() needs to get some fullscreen values if fullscreen is running - if (((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0) && ((flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0)) - { - ToggleBorderlessWindowed(); // NOTE: Window state flag updated inside function - } - - // State change: FLAG_FULLSCREEN_MODE - if (((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) && ((flags & FLAG_FULLSCREEN_MODE) > 0)) - { - ToggleFullscreen(); // NOTE: Window state flag updated inside function - } - - // State change: FLAG_WINDOW_RESIZABLE - if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) && ((flags & FLAG_WINDOW_RESIZABLE) > 0)) - { - glfwSetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE, GLFW_FALSE); - CORE.Window.flags &= ~FLAG_WINDOW_RESIZABLE; - } - - // State change: FLAG_WINDOW_HIDDEN - if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) && ((flags & FLAG_WINDOW_HIDDEN) > 0)) - { - glfwShowWindow(CORE.Window.handle); - CORE.Window.flags &= ~FLAG_WINDOW_HIDDEN; - } - - // State change: FLAG_WINDOW_MINIMIZED - if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) && ((flags & FLAG_WINDOW_MINIMIZED) > 0)) - { - RestoreWindow(); // NOTE: Window state flag updated inside function - } - - // State change: FLAG_WINDOW_MAXIMIZED - if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0)) - { - RestoreWindow(); // NOTE: Window state flag updated inside function - } - - // State change: FLAG_WINDOW_UNDECORATED - if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) && ((flags & FLAG_WINDOW_UNDECORATED) > 0)) - { - glfwSetWindowAttrib(CORE.Window.handle, GLFW_DECORATED, GLFW_TRUE); - CORE.Window.flags &= ~FLAG_WINDOW_UNDECORATED; - } - - // State change: FLAG_WINDOW_UNFOCUSED - if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0)) - { - glfwSetWindowAttrib(CORE.Window.handle, GLFW_FOCUS_ON_SHOW, GLFW_TRUE); - CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; - } - - // State change: FLAG_WINDOW_TOPMOST - if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) && ((flags & FLAG_WINDOW_TOPMOST) > 0)) - { - glfwSetWindowAttrib(CORE.Window.handle, GLFW_FLOATING, GLFW_FALSE); - CORE.Window.flags &= ~FLAG_WINDOW_TOPMOST; - } - - // State change: FLAG_WINDOW_ALWAYS_RUN - if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) > 0) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0)) - { - CORE.Window.flags &= ~FLAG_WINDOW_ALWAYS_RUN; - } - - // The following states can not be changed after window creation - - // State change: FLAG_WINDOW_TRANSPARENT - if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0)) - { - TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization"); - } - - // State change: FLAG_WINDOW_HIGHDPI - if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) && ((flags & FLAG_WINDOW_HIGHDPI) > 0)) - { - TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization"); - } - - // State change: FLAG_WINDOW_MOUSE_PASSTHROUGH - if (((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0) && ((flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0)) - { - glfwSetWindowAttrib(CORE.Window.handle, GLFW_MOUSE_PASSTHROUGH, GLFW_FALSE); - CORE.Window.flags &= ~FLAG_WINDOW_MOUSE_PASSTHROUGH; - } - - // State change: FLAG_MSAA_4X_HINT - if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) > 0) && ((flags & FLAG_MSAA_4X_HINT) > 0)) - { - TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization"); - } - - // State change: FLAG_INTERLACED_HINT - if (((CORE.Window.flags & FLAG_INTERLACED_HINT) > 0) && ((flags & FLAG_INTERLACED_HINT) > 0)) - { - TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization"); - } -#endif -} - -// Set icon for window (only PLATFORM_DESKTOP) -// NOTE 1: Image must be in RGBA format, 8bit per channel -// NOTE 2: Image is scaled by the OS for all required sizes -void SetWindowIcon(Image image) -{ -#if defined(PLATFORM_DESKTOP) - if (image.data == NULL) - { - // Revert to the default window icon, pass in an empty image array - glfwSetWindowIcon(CORE.Window.handle, 0, NULL); - } - else - { - if (image.format == PIXELFORMAT_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(CORE.Window.handle, 1, icon); - } - else TRACELOG(LOG_WARNING, "GLFW: Window icon image must be in R8G8B8A8 pixel format"); - } -#endif -} - -// Set icon for window (multiple images, only PLATFORM_DESKTOP) -// NOTE 1: Images must be in RGBA format, 8bit per channel -// NOTE 2: The multiple images are used depending on provided sizes -// Standard Windows icon sizes: 256, 128, 96, 64, 48, 32, 24, 16 -void SetWindowIcons(Image *images, int count) -{ -#if defined(PLATFORM_DESKTOP) - if ((images == NULL) || (count <= 0)) - { - // Revert to the default window icon, pass in an empty image array - glfwSetWindowIcon(CORE.Window.handle, 0, NULL); - } - else - { - int valid = 0; - GLFWimage *icons = RL_CALLOC(count, sizeof(GLFWimage)); - - for (int i = 0; i < count; i++) - { - if (images[i].format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8) - { - icons[valid].width = images[i].width; - icons[valid].height = images[i].height; - icons[valid].pixels = (unsigned char *)images[i].data; - - valid++; - } - else TRACELOG(LOG_WARNING, "GLFW: Window icon image must be in R8G8B8A8 pixel format"); - } - // NOTE: Images data is copied internally before this function returns - glfwSetWindowIcon(CORE.Window.handle, valid, icons); - - RL_FREE(icons); - } -#endif -} - -// Set title for window (only PLATFORM_DESKTOP) -void SetWindowTitle(const char *title) -{ - CORE.Window.title = title; -#if defined(PLATFORM_DESKTOP) - glfwSetWindowTitle(CORE.Window.handle, title); -#endif -} - -// Set window position on screen (windowed mode) -void SetWindowPosition(int x, int y) -{ -#if defined(PLATFORM_DESKTOP) - glfwSetWindowPos(CORE.Window.handle, x, y); -#endif -} - -// Set monitor for the current window (fullscreen mode) -void SetWindowMonitor(int monitor) -{ -#if defined(PLATFORM_DESKTOP) - int monitorCount = 0; - GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); - if ((monitor >= 0) && (monitor < monitorCount)) - { - if (CORE.Window.fullscreen) - { - TRACELOG(LOG_INFO, "GLFW: Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor])); - const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]); - glfwSetWindowMonitor(CORE.Window.handle, monitors[monitor], 0, 0, mode->width, mode->height, mode->refreshRate); - } - else - { - TRACELOG(LOG_INFO, "GLFW: Selected monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor])); - const int screenWidth = CORE.Window.screen.width; - const int screenHeight = CORE.Window.screen.height; - int monitorWorkareaX = 0; - int monitorWorkareaY = 0; - int monitorWorkareaWidth = 0; - int monitorWorkareaHeight = 0; - glfwGetMonitorWorkarea(monitors[monitor], &monitorWorkareaX, &monitorWorkareaY, &monitorWorkareaWidth, &monitorWorkareaHeight); - // If the screen size is larger than the monitor workarea, anchor it on the top left corner, otherwise, center it - if ((screenWidth >= monitorWorkareaWidth) || (screenHeight >= monitorWorkareaHeight)) glfwSetWindowPos(CORE.Window.handle, monitorWorkareaX, monitorWorkareaY); - else - { - const int x = monitorWorkareaX + (monitorWorkareaWidth/2) - (screenWidth/2); - const int y = monitorWorkareaY + (monitorWorkareaHeight/2) - (screenHeight/2); - glfwSetWindowPos(CORE.Window.handle, x, y); - } - } - } - else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); -#endif -} - -// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE) -void SetWindowMinSize(int width, int height) -{ -#if defined(PLATFORM_DESKTOP) - const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor()); - glfwSetWindowSizeLimits(CORE.Window.handle, width, height, mode->width, mode->height); -#endif -} - -// Set window dimensions -void SetWindowSize(int width, int height) -{ -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - glfwSetWindowSize(CORE.Window.handle, width, height); -#endif -} - -// Set window opacity, value opacity is between 0.0 and 1.0 -void SetWindowOpacity(float opacity) -{ -#if defined(PLATFORM_DESKTOP) - if (opacity >= 1.0f) opacity = 1.0f; - else if (opacity <= 0.0f) opacity = 0.0f; - glfwSetWindowOpacity(CORE.Window.handle, opacity); -#endif -} - -// Set window focused -void SetWindowFocused(void) -{ -#if defined(PLATFORM_DESKTOP) - glfwFocusWindow(CORE.Window.handle); -#endif -} - -// Get current screen width -int GetScreenWidth(void) -{ - return CORE.Window.screen.width; -} - -// Get current screen height -int GetScreenHeight(void) -{ - return CORE.Window.screen.height; -} - -// Get current render width which is equal to screen width * dpi scale -int GetRenderWidth(void) -{ - return CORE.Window.render.width; -} - -// Get current screen height which is equal to screen height * dpi scale -int GetRenderHeight(void) -{ - return CORE.Window.render.height; -} - -// Get native window handle -void *GetWindowHandle(void) -{ -#if defined(PLATFORM_DESKTOP) && defined(_WIN32) - // NOTE: Returned handle is: void *HWND (windows.h) - return glfwGetWin32Window(CORE.Window.handle); -#endif -#if defined(PLATFORM_DESKTOP) && defined(__linux__) - // NOTE: Returned handle is: unsigned long Window (X.h) - // typedef unsigned long XID; - // typedef XID Window; - //unsigned long id = (unsigned long)glfwGetX11Window(CORE.Window.handle); - //return NULL; // TODO: Find a way to return value... cast to void *? - return (void *)CORE.Window.handle; -#endif -#if defined(__APPLE__) - // NOTE: Returned handle is: (objc_object *) - return (void *)glfwGetCocoaWindow(CORE.Window.handle); -#endif - - return NULL; -} - -// Get number of monitors -int GetMonitorCount(void) -{ -#if defined(PLATFORM_DESKTOP) - int monitorCount; - glfwGetMonitors(&monitorCount); - return monitorCount; -#else - return 1; -#endif -} - -// Get number of monitors -int GetCurrentMonitor(void) -{ - int index = 0; - -#if defined(PLATFORM_DESKTOP) - int monitorCount; - GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); - GLFWmonitor *monitor = NULL; - - if (monitorCount > 1) - { - if (IsWindowFullscreen()) - { - // Get the handle of the monitor that the specified window is in full screen on - monitor = glfwGetWindowMonitor(CORE.Window.handle); - - for (int i = 0; i < monitorCount; i++) - { - if (monitors[i] == monitor) - { - index = i; - break; - } - } - } - else - { - int x = 0; - int y = 0; - - glfwGetWindowPos(CORE.Window.handle, &x, &y); - - for (int i = 0; i < monitorCount; i++) - { - int mx = 0; - int my = 0; - - monitor = monitors[i]; - glfwGetMonitorPos(monitor, &mx, &my); - const GLFWvidmode *mode = glfwGetVideoMode(monitor); - if (mode) - { - const int width = mode->width; - const int height = mode->height; - - if ((x >= mx) && - (x < (mx + width)) && - (y >= my) && - (y < (my + height))) - { - index = i; - break; - } - } - else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor"); - } - } - } -#endif - - return index; -} - -// Get selected monitor position -Vector2 GetMonitorPosition(int monitor) -{ -#if defined(PLATFORM_DESKTOP) - int monitorCount; - GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); - - if ((monitor >= 0) && (monitor < monitorCount)) - { - int x, y; - glfwGetMonitorPos(monitors[monitor], &x, &y); - - return (Vector2){ (float)x, (float)y }; - } - else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); -#endif - return (Vector2){ 0, 0 }; -} - -// Get selected monitor width (currently used by monitor) -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]); - - if (mode) return mode->width; - else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor"); - } - else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); -#endif -#if defined(PLATFORM_ANDROID) - if (CORE.Android.app->window != NULL) - { - return ANativeWindow_getWidth(CORE.Android.app->window); - } -#endif - return 0; -} - -// Get selected monitor height (currently used by monitor) -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]); - - if (mode) return mode->height; - else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor"); - } - else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); -#endif -#if defined(PLATFORM_ANDROID) - if (CORE.Android.app->window != NULL) - { - return ANativeWindow_getHeight(CORE.Android.app->window); - } -#endif - return 0; -} - -// Get selected monitor 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, "GLFW: Failed to find selected monitor"); -#endif - return 0; -} - -// Get selected 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, "GLFW: Failed to find selected monitor"); -#endif - return 0; -} - -// Get selected monitor refresh rate -int GetMonitorRefreshRate(int monitor) -{ -#if defined(PLATFORM_DESKTOP) - int monitorCount; - GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); - - if ((monitor >= 0) && (monitor < monitorCount)) - { - const GLFWvidmode *vidmode = glfwGetVideoMode(monitors[monitor]); - return vidmode->refreshRate; - } - else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); -#endif -#if defined(PLATFORM_DRM) - if ((CORE.Window.connector) && (CORE.Window.modeIndex >= 0)) - { - return CORE.Window.connector->modes[CORE.Window.modeIndex].vrefresh; - } -#endif - return 0; -} - -// Get window position XY on monitor -Vector2 GetWindowPosition(void) -{ - int x = 0; - int y = 0; -#if defined(PLATFORM_DESKTOP) - glfwGetWindowPos(CORE.Window.handle, &x, &y); -#endif - return (Vector2){ (float)x, (float)y }; -} - -// Get window scale DPI factor for current monitor -Vector2 GetWindowScaleDPI(void) -{ - Vector2 scale = { 1.0f, 1.0f }; - -#if defined(PLATFORM_DESKTOP) - float xdpi = 1.0; - float ydpi = 1.0; - Vector2 windowPos = GetWindowPosition(); - - int monitorCount = 0; - GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); - - // Check window monitor - for (int i = 0; i < monitorCount; i++) - { - glfwGetMonitorContentScale(monitors[i], &xdpi, &ydpi); - - int xpos, ypos, width, height; - glfwGetMonitorWorkarea(monitors[i], &xpos, &ypos, &width, &height); - - if ((windowPos.x >= xpos) && (windowPos.x < xpos + width) && - (windowPos.y >= ypos) && (windowPos.y < ypos + height)) - { - scale.x = xdpi; - scale.y = ydpi; - break; - } - } -#endif - - return scale; -} - -// Get the human-readable, UTF-8 encoded name of the selected 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, "GLFW: Failed to find selected monitor"); -#endif - return ""; -} - -// Set clipboard text content -void SetClipboardText(const char *text) -{ -#if defined(PLATFORM_DESKTOP) - glfwSetClipboardString(CORE.Window.handle, text); -#endif -#if defined(PLATFORM_WEB) - // Security check to (partially) avoid malicious code - if (strchr(text, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided Clipboard could be potentially malicious, avoid [\'] character"); - else emscripten_run_script(TextFormat("navigator.clipboard.writeText('%s')", text)); -#endif -} - -// Get clipboard text content -// NOTE: returned string is allocated and freed by GLFW -const char *GetClipboardText(void) -{ -#if defined(PLATFORM_DESKTOP) - return glfwGetClipboardString(CORE.Window.handle); -#endif -#if defined(PLATFORM_WEB) -/* - // Accessing clipboard data from browser is tricky due to security reasons - // The method to use is navigator.clipboard.readText() but this is an asynchronous method - // that will return at some moment after the function is called with the required data - emscripten_run_script_string("navigator.clipboard.readText() \ - .then(text => { document.getElementById('clipboard').innerText = text; console.log('Pasted content: ', text); }) \ - .catch(err => { console.error('Failed to read clipboard contents: ', err); });" - ); - - // The main issue is getting that data, one approach could be using ASYNCIFY and wait - // for the data but it requires adding Asyncify emscripten library on compilation - - // Another approach could be just copy the data in a HTML text field and try to retrieve it - // later on if available... and clean it for future accesses -*/ - return NULL; -#endif - return NULL; -} - -// Enable waiting for events on EndDrawing(), no automatic event polling -void EnableEventWaiting(void) -{ - CORE.Window.eventWaiting = true; -} - -// Disable waiting for events on EndDrawing(), automatic events polling -void DisableEventWaiting(void) -{ - CORE.Window.eventWaiting = false; -} - -// Show mouse cursor -void ShowCursor(void) -{ -#if defined(PLATFORM_DESKTOP) - glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL); -#endif - - CORE.Input.Mouse.cursorHidden = false; -} - -// Hides mouse cursor -void HideCursor(void) -{ -#if defined(PLATFORM_DESKTOP) - glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); -#endif - - CORE.Input.Mouse.cursorHidden = true; -} - -// Check if cursor is not visible -bool IsCursorHidden(void) -{ - return CORE.Input.Mouse.cursorHidden; -} - -// Enables cursor (unlock cursor) -void EnableCursor(void) -{ -#if defined(PLATFORM_DESKTOP) - glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL); -#endif -#if defined(PLATFORM_WEB) - emscripten_exit_pointerlock(); -#endif - // Set cursor position in the middle - SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2); - - CORE.Input.Mouse.cursorHidden = false; -} - -// Disables cursor (lock cursor) -void DisableCursor(void) -{ -#if defined(PLATFORM_DESKTOP) - glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_DISABLED); -#endif -#if defined(PLATFORM_WEB) - emscripten_request_pointerlock("#canvas", 1); -#endif - // Set cursor position in the middle - SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2); - - CORE.Input.Mouse.cursorHidden = true; -} - -// Check if cursor is on the current screen. -bool IsCursorOnScreen(void) -{ - return CORE.Input.Mouse.cursorOnScreen; -} - -// 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) -{ - // WARNING: Previously to BeginDrawing() other render textures drawing could happen, - // consequently the measure for update vs draw is not accurate (only the total frame time is accurate) - - CORE.Time.current = GetTime(); // Number of elapsed seconds since InitTimer() - CORE.Time.update = CORE.Time.current - CORE.Time.previous; - CORE.Time.previous = CORE.Time.current; - - rlLoadIdentity(); // Reset current matrix (modelview) - rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // 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) -{ - rlDrawRenderBatchActive(); // Update and draw internal render batch - -#if defined(SUPPORT_GIF_RECORDING) - // Draw record indicator - if (gifRecording) - { - #define GIF_RECORD_FRAMERATE 10 - gifFrameCounter++; - - // NOTE: We record one gif frame every 10 game frames - if ((gifFrameCounter%GIF_RECORD_FRAMERATE) == 0) - { - // Get image data for the current frame (from backbuffer) - // NOTE: This process is quite slow... :( - Vector2 scale = GetWindowScaleDPI(); - unsigned char *screenData = rlReadScreenPixels((int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y)); - msf_gif_frame(&gifState, screenData, 10, 16, (int)((float)CORE.Window.render.width*scale.x)*4); - - RL_FREE(screenData); // Free image data - } - - #if defined(SUPPORT_MODULE_RSHAPES) && defined(SUPPORT_MODULE_RTEXT) - if (((gifFrameCounter/15)%2) == 1) - { - DrawCircle(30, CORE.Window.screen.height - 20, 10, MAROON); // WARNING: Module required: rshapes - DrawText("GIF RECORDING", 50, CORE.Window.screen.height - 25, 10, RED); // WARNING: Module required: rtext - } - #endif - - rlDrawRenderBatchActive(); // Update and draw internal render batch - } -#endif - -#if defined(SUPPORT_EVENTS_AUTOMATION) - // Draw record/play indicator - if (eventsRecording) - { - gifFrameCounter++; - - if (((gifFrameCounter/15)%2) == 1) - { - DrawCircle(30, CORE.Window.screen.height - 20, 10, MAROON); - DrawText("EVENTS RECORDING", 50, CORE.Window.screen.height - 25, 10, RED); - } - - rlDrawRenderBatchActive(); // Update and draw internal render batch - } - else if (eventsPlaying) - { - gifFrameCounter++; - - if (((gifFrameCounter/15)%2) == 1) - { - DrawCircle(30, CORE.Window.screen.height - 20, 10, LIME); - DrawText("EVENTS PLAYING", 50, CORE.Window.screen.height - 25, 10, GREEN); - } - - rlDrawRenderBatchActive(); // Update and draw internal render batch - } -#endif - -#if !defined(SUPPORT_CUSTOM_FRAME_CONTROL) - SwapScreenBuffer(); // Copy back buffer to front buffer (screen) - - // Frame time control system - CORE.Time.current = GetTime(); - CORE.Time.draw = CORE.Time.current - CORE.Time.previous; - CORE.Time.previous = CORE.Time.current; - - CORE.Time.frame = CORE.Time.update + CORE.Time.draw; - - // Wait for some milliseconds... - if (CORE.Time.frame < CORE.Time.target) - { - WaitTime(CORE.Time.target - CORE.Time.frame); - - CORE.Time.current = GetTime(); - double waitTime = CORE.Time.current - CORE.Time.previous; - CORE.Time.previous = CORE.Time.current; - - CORE.Time.frame += waitTime; // Total frame time: update + draw + wait - } - - PollInputEvents(); // Poll user events (before next frame update) -#endif - -#if defined(SUPPORT_EVENTS_AUTOMATION) - // Events recording and playing logic - if (eventsRecording) RecordAutomationEvent(CORE.Time.frameCounter); - else if (eventsPlaying) - { - // TODO: When should we play? After/before/replace PollInputEvents()? - if (CORE.Time.frameCounter >= eventCount) eventsPlaying = false; - PlayAutomationEvent(CORE.Time.frameCounter); - } -#endif - - CORE.Time.frameCounter++; -} - -// Initialize 2D mode with custom camera (2D) -void BeginMode2D(Camera2D camera) -{ - rlDrawRenderBatchActive(); // Update and draw internal render batch - - rlLoadIdentity(); // Reset current matrix (modelview) - - // Apply 2d camera transformation to modelview - rlMultMatrixf(MatrixToFloat(GetCameraMatrix2D(camera))); - - // Apply screen scaling if required - rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); -} - -// Ends 2D mode with custom camera -void EndMode2D(void) -{ - rlDrawRenderBatchActive(); // Update and draw internal render batch - - rlLoadIdentity(); // Reset current matrix (modelview) - rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required -} - -// Initializes 3D mode with custom camera (3D) -void BeginMode3D(Camera camera) -{ - rlDrawRenderBatchActive(); // Update and draw internal render batch - - 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)CORE.Window.currentFbo.width/(float)CORE.Window.currentFbo.height; - - // NOTE: zNear and zFar values are important when computing depth buffer values - if (camera.projection == CAMERA_PERSPECTIVE) - { - // Setup perspective projection - double top = RL_CULL_DISTANCE_NEAR*tan(camera.fovy*0.5*DEG2RAD); - double right = top*aspect; - - rlFrustum(-right, right, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); - } - else if (camera.projection == CAMERA_ORTHOGRAPHIC) - { - // Setup orthographic projection - double top = camera.fovy/2.0; - double right = top*aspect; - - rlOrtho(-right, right, -top,top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); - } - - 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) -{ - rlDrawRenderBatchActive(); // Update and draw internal render batch - - rlMatrixMode(RL_PROJECTION); // Switch to projection matrix - rlPopMatrix(); // Restore previous matrix (projection) from matrix stack - - rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix - rlLoadIdentity(); // Reset current matrix (modelview) - - rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required - - rlDisableDepthTest(); // Disable DEPTH_TEST for 2D -} - -// Initializes render texture for drawing -void BeginTextureMode(RenderTexture2D target) -{ - rlDrawRenderBatchActive(); // Update and draw internal render batch - - rlEnableFramebuffer(target.id); // Enable render target - - // Set viewport and RLGL internal framebuffer size - rlViewport(0, 0, target.texture.width, target.texture.height); - rlSetFramebufferWidth(target.texture.width); - rlSetFramebufferHeight(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() - CORE.Window.currentFbo.width = target.texture.width; - CORE.Window.currentFbo.height = target.texture.height; -} - -// Ends drawing to render texture -void EndTextureMode(void) -{ - rlDrawRenderBatchActive(); // Update and draw internal render batch - - rlDisableFramebuffer(); // Disable render target (fbo) - - // Set viewport to default framebuffer size - SetupViewport(CORE.Window.render.width, CORE.Window.render.height); - - // Reset current fbo to screen size - CORE.Window.currentFbo.width = CORE.Window.render.width; - CORE.Window.currentFbo.height = CORE.Window.render.height; -} - -// Begin custom shader mode -void BeginShaderMode(Shader shader) -{ - rlSetShader(shader.id, shader.locs); -} - -// End custom shader mode (returns to default shader) -void EndShaderMode(void) -{ - rlSetShader(rlGetShaderIdDefault(), rlGetShaderLocsDefault()); -} - -// Begin blending mode (alpha, additive, multiplied, subtract, custom) -// NOTE: Blend modes supported are enumerated in BlendMode enum -void BeginBlendMode(int mode) -{ - rlSetBlendMode(mode); -} - -// End blending mode (reset to default: alpha blending) -void EndBlendMode(void) -{ - rlSetBlendMode(BLEND_ALPHA); -} - -// Begin scissor mode (define screen area for following drawing) -// NOTE: Scissor rec refers to bottom-left corner, we change it to upper-left -void BeginScissorMode(int x, int y, int width, int height) -{ - rlDrawRenderBatchActive(); // Update and draw internal render batch - - rlEnableScissorTest(); - -#if defined(__APPLE__) - Vector2 scale = GetWindowScaleDPI(); - rlScissor((int)(x*scale.x), (int)(GetScreenHeight()*scale.y - (((y + height)*scale.y))), (int)(width*scale.x), (int)(height*scale.y)); -#else - if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) - { - Vector2 scale = GetWindowScaleDPI(); - rlScissor((int)(x*scale.x), (int)(CORE.Window.currentFbo.height - (y + height)*scale.y), (int)(width*scale.x), (int)(height*scale.y)); - } - else - { - rlScissor(x, CORE.Window.currentFbo.height - (y + height), width, height); - } -#endif -} - -// End scissor mode -void EndScissorMode(void) -{ - rlDrawRenderBatchActive(); // Update and draw internal render batch - rlDisableScissorTest(); -} - -// Begin VR drawing configuration -void BeginVrStereoMode(VrStereoConfig config) -{ - rlEnableStereoRender(); - - // Set stereo render matrices - rlSetMatrixProjectionStereo(config.projection[0], config.projection[1]); - rlSetMatrixViewOffsetStereo(config.viewOffset[0], config.viewOffset[1]); -} - -// End VR drawing process (and desktop mirror) -void EndVrStereoMode(void) -{ - rlDisableStereoRender(); -} - -// Load VR stereo config for VR simulator device parameters -VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device) -{ - VrStereoConfig config = { 0 }; - - if ((rlGetVersion() == RL_OPENGL_33) || (rlGetVersion() >= RL_OPENGL_ES_20)) - { - // Compute aspect ratio - float aspect = ((float)device.hResolution*0.5f)/(float)device.vResolution; - - // Compute lens parameters - float lensShift = (device.hScreenSize*0.25f - device.lensSeparationDistance*0.5f)/device.hScreenSize; - config.leftLensCenter[0] = 0.25f + lensShift; - config.leftLensCenter[1] = 0.5f; - config.rightLensCenter[0] = 0.75f - lensShift; - config.rightLensCenter[1] = 0.5f; - config.leftScreenCenter[0] = 0.25f; - config.leftScreenCenter[1] = 0.5f; - config.rightScreenCenter[0] = 0.75f; - config.rightScreenCenter[1] = 0.5f; - - // Compute distortion scale parameters - // NOTE: To get lens max radius, lensShift must be normalized to [-1..1] - float lensRadius = fabsf(-1.0f - 4.0f*lensShift); - float lensRadiusSq = lensRadius*lensRadius; - float distortionScale = device.lensDistortionValues[0] + - device.lensDistortionValues[1]*lensRadiusSq + - device.lensDistortionValues[2]*lensRadiusSq*lensRadiusSq + - device.lensDistortionValues[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq; - - float normScreenWidth = 0.5f; - float normScreenHeight = 1.0f; - config.scaleIn[0] = 2.0f/normScreenWidth; - config.scaleIn[1] = 2.0f/normScreenHeight/aspect; - config.scale[0] = normScreenWidth*0.5f/distortionScale; - config.scale[1] = normScreenHeight*0.5f*aspect/distortionScale; - - // Fovy is normally computed with: 2*atan2f(device.vScreenSize, 2*device.eyeToScreenDistance) - // ...but with lens distortion it is increased (see Oculus SDK Documentation) - float fovy = 2.0f*atan2f(device.vScreenSize*0.5f*distortionScale, device.eyeToScreenDistance); // Really need distortionScale? - // float fovy = 2.0f*(float)atan2f(device.vScreenSize*0.5f, device.eyeToScreenDistance); - - // Compute camera projection matrices - float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1] - Matrix proj = MatrixPerspective(fovy, aspect, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); - - config.projection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f)); - config.projection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f)); - - // Compute camera transformation matrices - // NOTE: Camera movement might seem more natural if we model the head. - // Our axis of rotation is the base of our head, so we might want to add - // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions. - config.viewOffset[0] = MatrixTranslate(-device.interpupillaryDistance*0.5f, 0.075f, 0.045f); - config.viewOffset[1] = MatrixTranslate(device.interpupillaryDistance*0.5f, 0.075f, 0.045f); - - // Compute eyes Viewports - /* - config.eyeViewportRight[0] = 0; - config.eyeViewportRight[1] = 0; - config.eyeViewportRight[2] = device.hResolution/2; - config.eyeViewportRight[3] = device.vResolution; - - config.eyeViewportLeft[0] = device.hResolution/2; - config.eyeViewportLeft[1] = 0; - config.eyeViewportLeft[2] = device.hResolution/2; - config.eyeViewportLeft[3] = device.vResolution; - */ - } - else TRACELOG(LOG_WARNING, "RLGL: VR Simulator not supported on OpenGL 1.1"); - - return config; -} - -// Unload VR stereo config properties -void UnloadVrStereoConfig(VrStereoConfig config) -{ - //... -} - -// Load shader from files and bind default locations -// NOTE: If shader string is NULL, using default vertex/fragment shaders -Shader LoadShader(const char *vsFileName, const char *fsFileName) -{ - Shader shader = { 0 }; - - char *vShaderStr = NULL; - char *fShaderStr = NULL; - - if (vsFileName != NULL) vShaderStr = LoadFileText(vsFileName); - if (fsFileName != NULL) fShaderStr = LoadFileText(fsFileName); - - shader = LoadShaderFromMemory(vShaderStr, fShaderStr); - - UnloadFileText(vShaderStr); - UnloadFileText(fShaderStr); - - return shader; -} - -// Load shader from code strings and bind default locations -Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode) -{ - Shader shader = { 0 }; - - shader.id = rlLoadShaderCode(vsCode, fsCode); - - // After shader loading, we TRY to set default location names - if (shader.id > 0) - { - // Default shader attribute locations have been binded before linking: - // vertex position location = 0 - // vertex texcoord location = 1 - // vertex normal location = 2 - // vertex color location = 3 - // vertex tangent location = 4 - // vertex texcoord2 location = 5 - - // NOTE: If any location is not found, loc point becomes -1 - - shader.locs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int)); - - // All locations reset to -1 (no location) - for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1; - - // Get handles to GLSL input attribute locations - shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION); - shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD); - shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2); - shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL); - shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT); - shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR); - - // Get handles to GLSL uniform locations (vertex shader) - shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP); - shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW); - shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION); - shader.locs[SHADER_LOC_MATRIX_MODEL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL); - shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL); - - // Get handles to GLSL uniform locations (fragment shader) - shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR); - shader.locs[SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0); // SHADER_LOC_MAP_ALBEDO - shader.locs[SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1); // SHADER_LOC_MAP_METALNESS - shader.locs[SHADER_LOC_MAP_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2); - } - - return shader; -} - -// Check if a shader is ready -bool IsShaderReady(Shader shader) -{ - return ((shader.id > 0) && // Validate shader id (loaded successfully) - (shader.locs != NULL)); // Validate memory has been allocated for default shader locations - - // The following locations are tried to be set automatically (locs[i] >= 0), - // any of them can be checked for validation but the only mandatory one is, afaik, SHADER_LOC_VERTEX_POSITION - // NOTE: Users can also setup manually their own attributes/uniforms and do not used the default raylib ones - - // Vertex shader attribute locations (default) - // shader.locs[SHADER_LOC_VERTEX_POSITION] // Set by default internal shader - // shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] // Set by default internal shader - // shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] - // shader.locs[SHADER_LOC_VERTEX_NORMAL] - // shader.locs[SHADER_LOC_VERTEX_TANGENT] - // shader.locs[SHADER_LOC_VERTEX_COLOR] // Set by default internal shader - - // Vertex shader uniform locations (default) - // shader.locs[SHADER_LOC_MATRIX_MVP] // Set by default internal shader - // shader.locs[SHADER_LOC_MATRIX_VIEW] - // shader.locs[SHADER_LOC_MATRIX_PROJECTION] - // shader.locs[SHADER_LOC_MATRIX_MODEL] - // shader.locs[SHADER_LOC_MATRIX_NORMAL] - - // Fragment shader uniform locations (default) - // shader.locs[SHADER_LOC_COLOR_DIFFUSE] // Set by default internal shader - // shader.locs[SHADER_LOC_MAP_DIFFUSE] // Set by default internal shader - // shader.locs[SHADER_LOC_MAP_SPECULAR] - // shader.locs[SHADER_LOC_MAP_NORMAL] -} - -// Unload shader from GPU memory (VRAM) -void UnloadShader(Shader shader) -{ - if (shader.id != rlGetShaderIdDefault()) - { - rlUnloadShaderProgram(shader.id); - - // NOTE: If shader loading failed, it should be 0 - RL_FREE(shader.locs); - } -} - -// Get shader uniform location -int GetShaderLocation(Shader shader, const char *uniformName) -{ - return rlGetLocationUniform(shader.id, uniformName); -} - -// Get shader attribute location -int GetShaderLocationAttrib(Shader shader, const char *attribName) -{ - return rlGetLocationAttrib(shader.id, attribName); -} - -// Set shader uniform value -void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType) -{ - SetShaderValueV(shader, locIndex, value, uniformType, 1); -} - -// Set shader uniform value vector -void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count) -{ - if (locIndex > -1) - { - rlEnableShader(shader.id); - rlSetUniform(locIndex, value, uniformType, count); - //rlDisableShader(); // Avoid resetting current shader program, in case other uniforms are set - } -} - -// Set shader uniform value (matrix 4x4) -void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat) -{ - if (locIndex > -1) - { - rlEnableShader(shader.id); - rlSetUniformMatrix(locIndex, mat); - //rlDisableShader(); - } -} - -// Set shader uniform value for texture -void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture) -{ - if (locIndex > -1) - { - rlEnableShader(shader.id); - rlSetUniformSampler(locIndex, texture.id); - //rlDisableShader(); - } -} - -// Get a ray trace from mouse position -Ray GetMouseRay(Vector2 mouse, Camera camera) -{ - Ray ray = { 0 }; - - // Calculate normalized device coordinates - // NOTE: y value is negative - float x = (2.0f*mouse.x)/(float)GetScreenWidth() - 1.0f; - float y = 1.0f - (2.0f*mouse.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.projection == CAMERA_PERSPECTIVE) - { - // Calculate projection matrix from perspective - matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); - } - else if (camera.projection == CAMERA_ORTHOGRAPHIC) - { - float aspect = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height; - 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 = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView); - Vector3 farPoint = Vector3Unproject((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 perspective doesn't have a - // convergence point, meaning that the "eye" of the camera is more like a plane than a point. - Vector3 cameraPlanePointerPos = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView); - - // Calculate normalized direction vector - Vector3 direction = Vector3Normalize(Vector3Subtract(farPoint, nearPoint)); - - if (camera.projection == CAMERA_PERSPECTIVE) ray.position = camera.position; - else if (camera.projection == CAMERA_ORTHOGRAPHIC) ray.position = cameraPlanePointerPos; - - // Apply calculated vectors to ray - ray.direction = direction; - - return ray; -} - -// Get transform matrix for camera -Matrix GetCameraMatrix(Camera camera) -{ - return MatrixLookAt(camera.position, camera.target, camera.up); -} - -// Get camera 2d transform matrix -Matrix GetCameraMatrix2D(Camera2D camera) -{ - Matrix matTransform = { 0 }; - // The camera in world-space is set by - // 1. Move it to target - // 2. Rotate by -rotation and scale by (1/zoom) - // When setting higher scale, it's more intuitive for the world to become bigger (= camera become smaller), - // not for the camera getting bigger, hence the invert. Same deal with rotation. - // 3. Move it by (-offset); - // Offset defines target transform relative to screen, but since we're effectively "moving" screen (camera) - // we need to do it into opposite direction (inverse transform) - - // Having camera transform in world-space, inverse of it gives the modelview transform. - // Since (A*B*C)' = C'*B'*A', the modelview is - // 1. Move to offset - // 2. Rotate and Scale - // 3. Move by -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.offset.y, 0.0f); - - matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation); - - return matTransform; -} - -// Get the screen space position from a 3d world space position -Vector2 GetWorldToScreen(Vector3 position, Camera camera) -{ - Vector2 screenPosition = GetWorldToScreenEx(position, camera, GetScreenWidth(), GetScreenHeight()); - - return screenPosition; -} - -// Get size position for a 3d world space position (useful for texture drawing) -Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height) -{ - // Calculate projection matrix (from perspective instead of frustum - Matrix matProj = MatrixIdentity(); - - if (camera.projection == CAMERA_PERSPECTIVE) - { - // Calculate projection matrix from perspective - matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)width/(double)height), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); - } - else if (camera.projection == CAMERA_ORTHOGRAPHIC) - { - float aspect = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height; - double top = camera.fovy/2.0; - double right = top*aspect; - - // Calculate projection matrix from orthographic - matProj = MatrixOrtho(-right, right, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); - } - - // Calculate view matrix from camera look at (and transpose it) - Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); - - // TODO: Why not use Vector3Transform(Vector3 v, Matrix mat)? - - // 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)width, (ndcPos.y + 1.0f)/2.0f*(float)height }; - - return screenPosition; -} - -// Get the screen space position for a 2d camera world space position -Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera) -{ - Matrix matCamera = GetCameraMatrix2D(camera); - Vector3 transform = Vector3Transform((Vector3){ position.x, position.y, 0 }, matCamera); - - return (Vector2){ transform.x, transform.y }; -} - -// Get the world space position for a 2d camera screen space position -Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera) -{ - Matrix invMatCamera = MatrixInvert(GetCameraMatrix2D(camera)); - Vector3 transform = Vector3Transform((Vector3){ position.x, position.y, 0 }, invMatCamera); - - return (Vector2){ transform.x, transform.y }; -} - -// Set target FPS (maximum) -void SetTargetFPS(int fps) -{ - if (fps < 1) CORE.Time.target = 0.0; - else CORE.Time.target = 1.0/(double)fps; - - TRACELOG(LOG_INFO, "TIMER: Target time per frame: %02.03f milliseconds", (float)CORE.Time.target*1000.0f); -} - -// Get current FPS -// NOTE: We calculate an average framerate -int GetFPS(void) -{ - int fps = 0; - -#if !defined(SUPPORT_CUSTOM_FRAME_CONTROL) - #define FPS_CAPTURE_FRAMES_COUNT 30 // 30 captures - #define FPS_AVERAGE_TIME_SECONDS 0.5f // 500 millisecondes - #define FPS_STEP (FPS_AVERAGE_TIME_SECONDS/FPS_CAPTURE_FRAMES_COUNT) - - static int index = 0; - static float history[FPS_CAPTURE_FRAMES_COUNT] = { 0 }; - static float average = 0, last = 0; - float fpsFrame = GetFrameTime(); - - if (fpsFrame == 0) return 0; - - if ((GetTime() - last) > FPS_STEP) - { - last = (float)GetTime(); - index = (index + 1)%FPS_CAPTURE_FRAMES_COUNT; - average -= history[index]; - history[index] = fpsFrame/FPS_CAPTURE_FRAMES_COUNT; - average += history[index]; - } - - fps = (int)roundf(1.0f/average); -#endif - - return fps; -} - -// Get time in seconds for last frame drawn (delta time) -float GetFrameTime(void) -{ - return (float)CORE.Time.frame; -} - -// 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) -{ - double time = 0.0; -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - time = glfwGetTime(); // Elapsed time since glfwInit() -#endif - -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) - struct timespec ts = { 0 }; - clock_gettime(CLOCK_MONOTONIC, &ts); - unsigned long long int nanoSeconds = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec; - - time = (double)(nanoSeconds - CORE.Time.base)*1e-9; // Elapsed time since InitTimer() -#endif - return time; -} - -// Setup window configuration flags (view FLAGS) -// NOTE: This function is expected to be called before window creation, -// because it sets up some flags for the window creation process. -// To configure window states after creation, just use SetWindowState() -void SetConfigFlags(unsigned int flags) -{ - // Selected flags are set but not evaluated at this point, - // flag evaluation happens at InitWindow() or SetWindowState() - CORE.Window.flags |= flags; -} - -// NOTE TRACELOG() function is located in [utils.h] - -// Takes a screenshot of current screen (saved a .png) -void TakeScreenshot(const char *fileName) -{ -#if defined(SUPPORT_MODULE_RTEXTURES) - // Security check to (partially) avoid malicious code on PLATFORM_WEB - if (strchr(fileName, '\'') != NULL) { TRACELOG(LOG_WARNING, "SYSTEM: Provided fileName could be potentially malicious, avoid [\'] character"); return; } - - Vector2 scale = GetWindowScaleDPI(); - unsigned char *imgData = rlReadScreenPixels((int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y)); - Image image = { imgData, (int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y), 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 }; - - char path[2048] = { 0 }; - strcpy(path, TextFormat("%s/%s", CORE.Storage.basePath, fileName)); - - ExportImage(image, path); // WARNING: Module required: rtextures - RL_FREE(imgData); - -#if defined(PLATFORM_WEB) - // Download file from MEMFS (emscripten memory filesystem) - // saveFileFromMEMFSToDisk() function is defined in raylib/src/shell.html - emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", GetFileName(path), GetFileName(path))); -#endif - - TRACELOG(LOG_INFO, "SYSTEM: [%s] Screenshot taken successfully", path); -#else - TRACELOG(LOG_WARNING,"IMAGE: ExportImage() requires module: rtextures"); -#endif -} - -// Get a random value between min and max (both included) -// WARNING: Ranges higher than RAND_MAX will return invalid results -// More specifically, if (max - min) > INT_MAX there will be an overflow, -// and otherwise if (max - min) > RAND_MAX the random value will incorrectly never exceed a certain threshold -int GetRandomValue(int min, int max) -{ - if (min > max) - { - int tmp = max; - max = min; - min = tmp; - } - - if ((unsigned int)(max - min) > (unsigned int)RAND_MAX) - { - TRACELOG(LOG_WARNING, "Invalid GetRandomValue() arguments, range should not be higher than %i", RAND_MAX); - } - - return (rand()%(abs(max - min) + 1) + min); -} - -// Set the seed for the random number generator -void SetRandomSeed(unsigned int seed) -{ - srand(seed); -} - -// 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 - - // NOTE: Alternatively, stat() can be used instead of access() - //#include <sys/stat.h> - //struct stat statbuf; - //if (stat(filename, &statbuf) == 0) result = true; - - return result; -} - -// Check file extension -// NOTE: Extensions checking is not case-sensitive -bool IsFileExtension(const char *fileName, const char *ext) -{ - #define MAX_FILE_EXTENSION_SIZE 16 - - bool result = false; - const char *fileExt = GetFileExtension(fileName); - - if (fileExt != NULL) - { -#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_TEXT_MANIPULATION) - int extCount = 0; - const char **checkExts = TextSplit(ext, ';', &extCount); // WARNING: Module required: rtext - - char fileExtLower[MAX_FILE_EXTENSION_SIZE + 1] = { 0 }; - strncpy(fileExtLower, TextToLower(fileExt), MAX_FILE_EXTENSION_SIZE); // WARNING: Module required: rtext - - for (int i = 0; i < extCount; i++) - { - if (strcmp(fileExtLower, TextToLower(checkExts[i])) == 0) - { - result = true; - break; - } - } -#else - if (strcmp(fileExt, ext) == 0) result = true; -#endif - } - - return result; -} - -// Check if a directory path exists -bool DirectoryExists(const char *dirPath) -{ - bool result = false; - DIR *dir = opendir(dirPath); - - if (dir != NULL) - { - result = true; - closedir(dir); - } - - return result; -} - -// Get file length in bytes -// NOTE: GetFileSize() conflicts with windows.h -int GetFileLength(const char *fileName) -{ - int size = 0; - - FILE *file = fopen(fileName, "rb"); - - if (file != NULL) - { - fseek(file, 0L, SEEK_END); - size = (int)ftell(file); - fclose(file); - } - - return size; -} - -// Get pointer to extension for a filename string (includes the dot: .png) -const char *GetFileExtension(const char *fileName) -{ - const char *dot = strrchr(fileName, '.'); - - if (!dot || dot == fileName) return NULL; - - return dot; -} - -// 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 = NULL; - if (filePath != NULL) fileName = strprbrk(filePath, "\\/"); - - if (!fileName) return filePath; - - return fileName + 1; -} - -// Get filename string without extension (uses static string) -const char *GetFileNameWithoutExt(const char *filePath) -{ - #define MAX_FILENAMEWITHOUTEXT_LENGTH 256 - - static char fileName[MAX_FILENAMEWITHOUTEXT_LENGTH] = { 0 }; - memset(fileName, 0, MAX_FILENAMEWITHOUTEXT_LENGTH); - - if (filePath != NULL) strcpy(fileName, GetFileName(filePath)); // Get filename with extension - - int size = (int)strlen(fileName); // Get size in bytes - - for (int i = 0; (i < size) && (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 filePath -const char *GetDirectoryPath(const char *filePath) -{ -/* - // NOTE: Directory separator is different in Windows and other platforms, - // fortunately, Windows also support the '/' separator, that's the one should be used - #if defined(_WIN32) - char separator = '\\'; - #else - char separator = '/'; - #endif -*/ - const char *lastSlash = NULL; - static char dirPath[MAX_FILEPATH_LENGTH] = { 0 }; - memset(dirPath, 0, MAX_FILEPATH_LENGTH); - - // In case provided path does not contain a root drive letter (C:\, D:\) nor leading path separator (\, /), - // we add the current directory path to dirPath - if (filePath[1] != ':' && filePath[0] != '\\' && filePath[0] != '/') - { - // For security, we set starting path to current directory, - // obtained path will be concatenated to this - dirPath[0] = '.'; - dirPath[1] = '/'; - } - - lastSlash = strprbrk(filePath, "\\/"); - if (lastSlash) - { - if (lastSlash == filePath) - { - // The last and only slash is the leading one: path is in a root directory - dirPath[0] = filePath[0]; - dirPath[1] = '\0'; - } - else - { - // NOTE: Be careful, strncpy() is not safe, it does not care about '\0' - memcpy(dirPath + (filePath[1] != ':' && filePath[0] != '\\' && filePath[0] != '/' ? 2 : 0), filePath, strlen(filePath) - (strlen(lastSlash) - 1)); - dirPath[strlen(filePath) - strlen(lastSlash) + (filePath[1] != ':' && filePath[0] != '\\' && filePath[0] != '/' ? 2 : 0)] = '\0'; // Add '\0' manually - } - } - - return dirPath; -} - -// Get previous directory path for a given path -const char *GetPrevDirectoryPath(const char *dirPath) -{ - static char prevDirPath[MAX_FILEPATH_LENGTH] = { 0 }; - memset(prevDirPath, 0, MAX_FILEPATH_LENGTH); - int pathLen = (int)strlen(dirPath); - - if (pathLen <= 3) strcpy(prevDirPath, dirPath); - - for (int i = (pathLen - 1); (i >= 0) && (pathLen > 3); i--) - { - if ((dirPath[i] == '\\') || (dirPath[i] == '/')) - { - // Check for root: "C:\" or "/" - if (((i == 2) && (dirPath[1] ==':')) || (i == 0)) i++; - - strncpy(prevDirPath, dirPath, i); - break; - } - } - - return prevDirPath; -} - -// Get current working directory -const char *GetWorkingDirectory(void) -{ - static char currentDir[MAX_FILEPATH_LENGTH] = { 0 }; - memset(currentDir, 0, MAX_FILEPATH_LENGTH); - - char *path = GETCWD(currentDir, MAX_FILEPATH_LENGTH - 1); - - return path; -} - -const char *GetApplicationDirectory(void) -{ - static char appDir[MAX_FILEPATH_LENGTH] = { 0 }; - memset(appDir, 0, MAX_FILEPATH_LENGTH); - -#if defined(_WIN32) - int len = 0; -#if defined(UNICODE) - unsigned short widePath[MAX_PATH]; - len = GetModuleFileNameW(NULL, widePath, MAX_PATH); - len = WideCharToMultiByte(0, 0, widePath, len, appDir, MAX_PATH, NULL, NULL); -#else - len = GetModuleFileNameA(NULL, appDir, MAX_PATH); -#endif - if (len > 0) - { - for (int i = len; i >= 0; --i) - { - if (appDir[i] == '\\') - { - appDir[i + 1] = '\0'; - break; - } - } - } - else - { - appDir[0] = '.'; - appDir[1] = '\\'; - } - -#elif defined(__linux__) - unsigned int size = sizeof(appDir); - ssize_t len = readlink("/proc/self/exe", appDir, size); - - if (len > 0) - { - for (int i = len; i >= 0; --i) - { - if (appDir[i] == '/') - { - appDir[i + 1] = '\0'; - break; - } - } - } - else - { - appDir[0] = '.'; - appDir[1] = '/'; - } -#elif defined(__APPLE__) - uint32_t size = sizeof(appDir); - - if (_NSGetExecutablePath(appDir, &size) == 0) - { - int len = strlen(appDir); - for (int i = len; i >= 0; --i) - { - if (appDir[i] == '/') - { - appDir[i + 1] = '\0'; - break; - } - } - } - else - { - appDir[0] = '.'; - appDir[1] = '/'; - } -#endif - - return appDir; -} - -// Load directory filepaths -// NOTE: Base path is prepended to the scanned filepaths -// WARNING: Directory is scanned twice, first time to get files count -// No recursive scanning is done! -FilePathList LoadDirectoryFiles(const char *dirPath) -{ - FilePathList files = { 0 }; - unsigned int fileCounter = 0; - - struct dirent *entity; - DIR *dir = opendir(dirPath); - - if (dir != NULL) // It's a directory - { - // SCAN 1: Count files - while ((entity = readdir(dir)) != NULL) - { - // NOTE: We skip '.' (current dir) and '..' (parent dir) filepaths - if ((strcmp(entity->d_name, ".") != 0) && (strcmp(entity->d_name, "..") != 0)) fileCounter++; - } - - // Memory allocation for dirFileCount - files.capacity = fileCounter; - files.paths = (char **)RL_MALLOC(files.capacity*sizeof(char *)); - for (unsigned int i = 0; i < files.capacity; i++) files.paths[i] = (char *)RL_MALLOC(MAX_FILEPATH_LENGTH*sizeof(char)); - - closedir(dir); - - // SCAN 2: Read filepaths - // NOTE: Directory paths are also registered - ScanDirectoryFiles(dirPath, &files, NULL); - - // Security check: read files.count should match fileCounter - if (files.count != files.capacity) TRACELOG(LOG_WARNING, "FILEIO: Read files count do not match capacity allocated"); - } - else TRACELOG(LOG_WARNING, "FILEIO: Failed to open requested directory"); // Maybe it's a file... - - return files; -} - -// Load directory filepaths with extension filtering and recursive directory scan -// NOTE: On recursive loading we do not pre-scan for file count, we use MAX_FILEPATH_CAPACITY -FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs) -{ - FilePathList files = { 0 }; - - files.capacity = MAX_FILEPATH_CAPACITY; - files.paths = (char **)RL_CALLOC(files.capacity, sizeof(char *)); - for (unsigned int i = 0; i < files.capacity; i++) files.paths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char)); - - // WARNING: basePath is always prepended to scanned paths - if (scanSubdirs) ScanDirectoryFilesRecursively(basePath, &files, filter); - else ScanDirectoryFiles(basePath, &files, filter); - - return files; -} - -// Unload directory filepaths -// WARNING: files.count is not reseted to 0 after unloading -void UnloadDirectoryFiles(FilePathList files) -{ - for (unsigned int i = 0; i < files.capacity; i++) RL_FREE(files.paths[i]); - - RL_FREE(files.paths); -} - -// Change working directory, returns true on success -bool ChangeDirectory(const char *dir) -{ - bool result = CHDIR(dir); - - if (result != 0) TRACELOG(LOG_WARNING, "SYSTEM: Failed to change to directory: %s", dir); - - return (result == 0); -} - -// Check if a given path point to a file -bool IsPathFile(const char *path) -{ - struct stat pathStat = { 0 }; - stat(path, &pathStat); - - return S_ISREG(pathStat.st_mode); -} - -// Check if a file has been dropped into window -bool IsFileDropped(void) -{ - if (CORE.Window.dropFileCount > 0) return true; - else return false; -} - -// Load dropped filepaths -FilePathList LoadDroppedFiles(void) -{ - FilePathList files = { 0 }; - - files.count = CORE.Window.dropFileCount; - files.paths = CORE.Window.dropFilepaths; - - return files; -} - -// Unload dropped filepaths -void UnloadDroppedFiles(FilePathList files) -{ - // WARNING: files pointers are the same as internal ones - - if (files.count > 0) - { - for (unsigned int i = 0; i < files.count; i++) RL_FREE(files.paths[i]); - - RL_FREE(files.paths); - - CORE.Window.dropFileCount = 0; - CORE.Window.dropFilepaths = NULL; - } -} - -// 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; -} - -// Compress data (DEFLATE algorithm) -unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize) -{ - #define COMPRESSION_QUALITY_DEFLATE 8 - - unsigned char *compData = NULL; - -#if defined(SUPPORT_COMPRESSION_API) - // Compress data and generate a valid DEFLATE stream - struct sdefl sdefl = { 0 }; - int bounds = sdefl_bound(dataSize); - compData = (unsigned char *)RL_CALLOC(bounds, 1); - *compDataSize = sdeflate(&sdefl, compData, data, dataSize, COMPRESSION_QUALITY_DEFLATE); // Compression level 8, same as stbiw - - TRACELOG(LOG_INFO, "SYSTEM: Compress data: Original size: %i -> Comp. size: %i", dataSize, *compDataSize); -#endif - - return compData; -} - -// Decompress data (DEFLATE algorithm) -unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize) -{ - unsigned char *data = NULL; - -#if defined(SUPPORT_COMPRESSION_API) - // Decompress data from a valid DEFLATE stream - data = (unsigned char *)RL_CALLOC(MAX_DECOMPRESSION_SIZE*1024*1024, 1); - int length = sinflate(data, MAX_DECOMPRESSION_SIZE*1024*1024, compData, compDataSize); - - // WARNING: RL_REALLOC can make (and leave) data copies in memory, be careful with sensitive compressed data! - // TODO: Use a different approach, create another buffer, copy data manually to it and wipe original buffer memory - unsigned char *temp = (unsigned char *)RL_REALLOC(data, length); - - if (temp != NULL) data = temp; - else TRACELOG(LOG_WARNING, "SYSTEM: Failed to re-allocate required decompression memory"); - - *dataSize = length; - - TRACELOG(LOG_INFO, "SYSTEM: Decompress data: Comp. size: %i -> Original size: %i", compDataSize, *dataSize); -#endif - - return data; -} - -// Encode data to Base64 string -char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize) -{ - static const unsigned char base64encodeTable[] = { - 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', - 'Y', 'Z', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v', - 'w', 'x', 'y', 'z', '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '+', '/' - }; - - static const int modTable[] = { 0, 2, 1 }; - - *outputSize = 4*((dataSize + 2)/3); - - char *encodedData = (char *)RL_MALLOC(*outputSize); - - if (encodedData == NULL) return NULL; - - for (int i = 0, j = 0; i < dataSize;) - { - unsigned int octetA = (i < dataSize)? (unsigned char)data[i++] : 0; - unsigned int octetB = (i < dataSize)? (unsigned char)data[i++] : 0; - unsigned int octetC = (i < dataSize)? (unsigned char)data[i++] : 0; - - unsigned int triple = (octetA << 0x10) + (octetB << 0x08) + octetC; - - encodedData[j++] = base64encodeTable[(triple >> 3*6) & 0x3F]; - encodedData[j++] = base64encodeTable[(triple >> 2*6) & 0x3F]; - encodedData[j++] = base64encodeTable[(triple >> 1*6) & 0x3F]; - encodedData[j++] = base64encodeTable[(triple >> 0*6) & 0x3F]; - } - - for (int i = 0; i < modTable[dataSize%3]; i++) encodedData[*outputSize - 1 - i] = '='; // Padding character - - return encodedData; -} - -// Decode Base64 string data -unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize) -{ - static const unsigned char base64decodeTable[] = { - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 62, 0, 0, 0, 63, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, - 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 0, 0, 0, 0, 0, 0, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, - 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51 - }; - - // Get output size of Base64 input data - int outSize = 0; - for (int i = 0; data[4*i] != 0; i++) - { - if (data[4*i + 3] == '=') - { - if (data[4*i + 2] == '=') outSize += 1; - else outSize += 2; - } - else outSize += 3; - } - - // Allocate memory to store decoded Base64 data - unsigned char *decodedData = (unsigned char *)RL_MALLOC(outSize); - - for (int i = 0; i < outSize/3; i++) - { - unsigned char a = base64decodeTable[(int)data[4*i]]; - unsigned char b = base64decodeTable[(int)data[4*i + 1]]; - unsigned char c = base64decodeTable[(int)data[4*i + 2]]; - unsigned char d = base64decodeTable[(int)data[4*i + 3]]; - - decodedData[3*i] = (a << 2) | (b >> 4); - decodedData[3*i + 1] = (b << 4) | (c >> 2); - decodedData[3*i + 2] = (c << 6) | d; - } - - if (outSize%3 == 1) - { - int n = outSize/3; - unsigned char a = base64decodeTable[(int)data[4*n]]; - unsigned char b = base64decodeTable[(int)data[4*n + 1]]; - decodedData[outSize - 1] = (a << 2) | (b >> 4); - } - else if (outSize%3 == 2) - { - int n = outSize/3; - unsigned char a = base64decodeTable[(int)data[4*n]]; - unsigned char b = base64decodeTable[(int)data[4*n + 1]]; - unsigned char c = base64decodeTable[(int)data[4*n + 2]]; - decodedData[outSize - 2] = (a << 2) | (b >> 4); - decodedData[outSize - 1] = (b << 4) | (c >> 2); - } - - *outputSize = outSize; - return decodedData; -} - -// Open URL with default system browser (if available) -// NOTE: This function is only 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. -// Ref: https://github.com/raysan5/raylib/issues/686 -void OpenURL(const char *url) -{ - // Security check to (aprtially) avoid malicious code on PLATFORM_WEB - if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character"); - else - { -#if defined(PLATFORM_DESKTOP) - char *cmd = (char *)RL_CALLOC(strlen(url) + 32, sizeof(char)); - #if defined(_WIN32) - sprintf(cmd, "explorer \"%s\"", url); - #endif - #if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) - sprintf(cmd, "xdg-open '%s'", url); // Alternatives: firefox, x-www-browser - #endif - #if defined(__APPLE__) - sprintf(cmd, "open '%s'", url); - #endif - int result = system(cmd); - if (result == -1) TRACELOG(LOG_WARNING, "OpenURL() child process could not be created"); - RL_FREE(cmd); -#endif -#if defined(PLATFORM_WEB) - emscripten_run_script(TextFormat("window.open('%s', '_blank')", url)); -#endif -#if defined(PLATFORM_ANDROID) - JNIEnv *env = NULL; - JavaVM *vm = CORE.Android.app->activity->vm; - (*vm)->AttachCurrentThread(vm, &env, NULL); - - jstring urlString = (*env)->NewStringUTF(env, url); - jclass uriClass = (*env)->FindClass(env, "android/net/Uri"); - jmethodID uriParse = (*env)->GetStaticMethodID(env, uriClass, "parse", "(Ljava/lang/String;)Landroid/net/Uri;"); - jobject uri = (*env)->CallStaticObjectMethod(env, uriClass, uriParse, urlString); - - jclass intentClass = (*env)->FindClass(env, "android/content/Intent"); - jfieldID actionViewId = (*env)->GetStaticFieldID(env, intentClass, "ACTION_VIEW", "Ljava/lang/String;"); - jobject actionView = (*env)->GetStaticObjectField(env, intentClass, actionViewId); - jmethodID newIntent = (*env)->GetMethodID(env, intentClass, "<init>", "(Ljava/lang/String;Landroid/net/Uri;)V"); - jobject intent = (*env)->AllocObject(env, intentClass); - - (*env)->CallVoidMethod(env, intent, newIntent, actionView, uri); - jclass activityClass = (*env)->FindClass(env, "android/app/Activity"); - jmethodID startActivity = (*env)->GetMethodID(env, activityClass, "startActivity", "(Landroid/content/Intent;)V"); - (*env)->CallVoidMethod(env, CORE.Android.app->activity->clazz, startActivity, intent); - - (*vm)->DetachCurrentThread(vm); -#endif - } -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions -//---------------------------------------------------------------------------------- -// Check if a key has been pressed once -bool IsKeyPressed(int key) -{ - bool pressed = false; - - if ((CORE.Input.Keyboard.previousKeyState[key] == 0) && (CORE.Input.Keyboard.currentKeyState[key] == 1)) pressed = true; - - return pressed; -} - -// Check if a key is being pressed (key held down) -bool IsKeyDown(int key) -{ - if (CORE.Input.Keyboard.currentKeyState[key] == 1) return true; - else return false; -} - -// Check if a key has been released once -bool IsKeyReleased(int key) -{ - bool released = false; - - if ((CORE.Input.Keyboard.previousKeyState[key] == 1) && (CORE.Input.Keyboard.currentKeyState[key] == 0)) released = true; - - return released; -} - -// Check if a key is NOT being pressed (key not held down) -bool IsKeyUp(int key) -{ - if (CORE.Input.Keyboard.currentKeyState[key] == 0) return true; - else return false; -} - -// Get the last key pressed -int GetKeyPressed(void) -{ - int value = 0; - - if (CORE.Input.Keyboard.keyPressedQueueCount > 0) - { - // Get character from the queue head - value = CORE.Input.Keyboard.keyPressedQueue[0]; - - // Shift elements 1 step toward the head. - for (int i = 0; i < (CORE.Input.Keyboard.keyPressedQueueCount - 1); i++) - CORE.Input.Keyboard.keyPressedQueue[i] = CORE.Input.Keyboard.keyPressedQueue[i + 1]; - - // Reset last character in the queue - CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount - 1] = 0; - CORE.Input.Keyboard.keyPressedQueueCount--; - } - - return value; -} - -// Get the last char pressed -int GetCharPressed(void) -{ - int value = 0; - - if (CORE.Input.Keyboard.charPressedQueueCount > 0) - { - // Get character from the queue head - value = CORE.Input.Keyboard.charPressedQueue[0]; - - // Shift elements 1 step toward the head. - for (int i = 0; i < (CORE.Input.Keyboard.charPressedQueueCount - 1); i++) - CORE.Input.Keyboard.charPressedQueue[i] = CORE.Input.Keyboard.charPressedQueue[i + 1]; - - // Reset last character in the queue - CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount - 1] = 0; - CORE.Input.Keyboard.charPressedQueueCount--; - } - - return value; -} - -// Set a custom key to exit program -// NOTE: default exitKey is ESCAPE -void SetExitKey(int key) -{ -#if !defined(PLATFORM_ANDROID) - CORE.Input.Keyboard.exitKey = key; -#endif -} - -// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB) - -// Check if a gamepad is available -bool IsGamepadAvailable(int gamepad) -{ - bool result = false; - - if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad]) result = true; - - return result; -} - -// Get gamepad internal name id -const char *GetGamepadName(int gamepad) -{ -#if defined(PLATFORM_DESKTOP) - if (CORE.Input.Gamepad.ready[gamepad]) return glfwGetJoystickName(gamepad); - else return NULL; -#endif -#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) - if (CORE.Input.Gamepad.ready[gamepad]) ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGNAME(64), &CORE.Input.Gamepad.name[gamepad]); - return CORE.Input.Gamepad.name[gamepad]; -#endif -#if defined(PLATFORM_WEB) - return CORE.Input.Gamepad.name[gamepad]; -#endif - return NULL; -} - -// Get gamepad axis count -int GetGamepadAxisCount(int gamepad) -{ -#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) - int axisCount = 0; - if (CORE.Input.Gamepad.ready[gamepad]) ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGAXES, &axisCount); - CORE.Input.Gamepad.axisCount = axisCount; -#endif - - return CORE.Input.Gamepad.axisCount; -} - -// Get axis movement vector for a gamepad -float GetGamepadAxisMovement(int gamepad, int axis) -{ - float value = 0; - - if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS) && - (fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]) > 0.1f)) value = CORE.Input.Gamepad.axisState[gamepad][axis]; // 0.1f = GAMEPAD_AXIS_MINIMUM_DRIFT/DELTA - - return value; -} - -// Check if a gamepad button has been pressed once -bool IsGamepadButtonPressed(int gamepad, int button) -{ - bool pressed = false; - - if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && - (CORE.Input.Gamepad.previousButtonState[gamepad][button] == 0) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) pressed = true; - - return pressed; -} - -// Check if a gamepad button is being pressed -bool IsGamepadButtonDown(int gamepad, int button) -{ - bool result = false; - - if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && - (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) result = true; - - return result; -} - -// Check if a gamepad button has NOT been pressed once -bool IsGamepadButtonReleased(int gamepad, int button) -{ - bool released = false; - - if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && - (CORE.Input.Gamepad.previousButtonState[gamepad][button] == 1) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) released = true; - - return released; -} - -// Check if a gamepad button is NOT being pressed -bool IsGamepadButtonUp(int gamepad, int button) -{ - bool result = false; - - if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && - (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) result = true; - - return result; -} - -// Get the last gamepad button pressed -int GetGamepadButtonPressed(void) -{ - return CORE.Input.Gamepad.lastButtonPressed; -} - -// Set internal gamepad mappings -int SetGamepadMappings(const char *mappings) -{ - int result = 0; - -#if defined(PLATFORM_DESKTOP) - result = glfwUpdateGamepadMappings(mappings); -#endif - - return result; -} - -// Check if a mouse button has been pressed once -bool IsMouseButtonPressed(int button) -{ - bool pressed = false; - - if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) pressed = true; - - // Map touches to mouse buttons checking - if ((CORE.Input.Touch.currentTouchState[button] == 1) && (CORE.Input.Touch.previousTouchState[button] == 0)) pressed = true; - - return pressed; -} - -// Check if a mouse button is being pressed -bool IsMouseButtonDown(int button) -{ - bool down = false; - - if (CORE.Input.Mouse.currentButtonState[button] == 1) down = true; - - // Map touches to mouse buttons checking - if (CORE.Input.Touch.currentTouchState[button] == 1) down = true; - - return down; -} - -// Check if a mouse button has been released once -bool IsMouseButtonReleased(int button) -{ - bool released = false; - - if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) released = true; - - // Map touches to mouse buttons checking - if ((CORE.Input.Touch.currentTouchState[button] == 0) && (CORE.Input.Touch.previousTouchState[button] == 1)) released = true; - - return released; -} - -// Check if a mouse button is NOT being pressed -bool IsMouseButtonUp(int button) -{ - return !IsMouseButtonDown(button); -} - -// Get mouse position X -int GetMouseX(void) -{ -#if defined(PLATFORM_ANDROID) - return (int)CORE.Input.Touch.position[0].x; -#else - return (int)((CORE.Input.Mouse.currentPosition.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x); -#endif -} - -// Get mouse position Y -int GetMouseY(void) -{ -#if defined(PLATFORM_ANDROID) - return (int)CORE.Input.Touch.position[0].y; -#else - return (int)((CORE.Input.Mouse.currentPosition.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y); -#endif -} - -// Get mouse position XY -Vector2 GetMousePosition(void) -{ - Vector2 position = { 0 }; - -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) - position = GetTouchPosition(0); -#else - position.x = (CORE.Input.Mouse.currentPosition.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x; - position.y = (CORE.Input.Mouse.currentPosition.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y; -#endif - - return position; -} - -// Get mouse delta between frames -Vector2 GetMouseDelta(void) -{ - Vector2 delta = { 0 }; - - delta.x = CORE.Input.Mouse.currentPosition.x - CORE.Input.Mouse.previousPosition.x; - delta.y = CORE.Input.Mouse.currentPosition.y - CORE.Input.Mouse.previousPosition.y; - - return delta; -} - -// Set mouse position XY -void SetMousePosition(int x, int y) -{ - CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y }; - CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition; - -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - // NOTE: emscripten not implemented - glfwSetCursorPos(CORE.Window.handle, CORE.Input.Mouse.currentPosition.x, CORE.Input.Mouse.currentPosition.y); -#endif -} - -// Set mouse offset -// NOTE: Useful when rendering to different size targets -void SetMouseOffset(int offsetX, int offsetY) -{ - CORE.Input.Mouse.offset = (Vector2){ (float)offsetX, (float)offsetY }; -} - -// Set mouse scaling -// NOTE: Useful when rendering to different size targets -void SetMouseScale(float scaleX, float scaleY) -{ - CORE.Input.Mouse.scale = (Vector2){ scaleX, scaleY }; -} - -// Get mouse wheel movement Y -float GetMouseWheelMove(void) -{ - float result = 0.0f; - -#if !defined(PLATFORM_ANDROID) - if (fabsf(CORE.Input.Mouse.currentWheelMove.x) > fabsf(CORE.Input.Mouse.currentWheelMove.y)) result = (float)CORE.Input.Mouse.currentWheelMove.x; - else result = (float)CORE.Input.Mouse.currentWheelMove.y; -#endif - - return result; -} - -// Get mouse wheel movement X/Y as a vector -Vector2 GetMouseWheelMoveV(void) -{ - Vector2 result = { 0 }; - - result = CORE.Input.Mouse.currentWheelMove; - - return result; -} - -// Set mouse cursor -// NOTE: This is a no-op on platforms other than PLATFORM_DESKTOP -void SetMouseCursor(int cursor) -{ -#if defined(PLATFORM_DESKTOP) - CORE.Input.Mouse.cursor = cursor; - if (cursor == MOUSE_CURSOR_DEFAULT) glfwSetCursor(CORE.Window.handle, NULL); - else - { - // NOTE: We are relating internal GLFW enum values to our MouseCursor enum values - glfwSetCursor(CORE.Window.handle, glfwCreateStandardCursor(0x00036000 + cursor)); - } -#endif -} - -// Get touch position X for touch point 0 (relative to screen size) -int GetTouchX(void) -{ -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) - return (int)CORE.Input.Touch.position[0].x; -#else // PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_DRM - return GetMouseX(); -#endif -} - -// Get touch position Y for touch point 0 (relative to screen size) -int GetTouchY(void) -{ -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) - return (int)CORE.Input.Touch.position[0].y; -#else // PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_DRM - return GetMouseY(); -#endif -} - -// Get 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_DESKTOP) - // TODO: GLFW does not support multi-touch input just yet - // https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch - // https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages - if (index == 0) position = GetMousePosition(); -#endif -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) - if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index]; - else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS); -#endif - - return position; -} - -// Get touch point identifier for given index -int GetTouchPointId(int index) -{ - int id = -1; - - if (index < MAX_TOUCH_POINTS) id = CORE.Input.Touch.pointId[index]; - - return id; -} - -// Get number of touch points -int GetTouchPointCount(void) -{ - return CORE.Input.Touch.pointCount; -} - -//---------------------------------------------------------------------------------- -// 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) -{ - CORE.Window.screen.width = width; // User desired width - CORE.Window.screen.height = height; // User desired height - CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default - - // NOTE: Framebuffer (render area - CORE.Window.render.width, CORE.Window.render.height) could include black bars... - // ...in top-down or left-right to match display aspect ratio (no weird scaling) - -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - glfwSetErrorCallback(ErrorCallback); -/* - // TODO: Setup GLFW custom allocators to match raylib ones - const GLFWallocator allocator = { - .allocate = MemAlloc, - .deallocate = MemFree, - .reallocate = MemRealloc, - .user = NULL - }; - - glfwInitAllocator(&allocator); -*/ -#if defined(__APPLE__) - glfwInitHint(GLFW_COCOA_CHDIR_RESOURCES, GLFW_FALSE); -#endif - - if (!glfwInit()) - { - TRACELOG(LOG_WARNING, "GLFW: Failed to initialize GLFW"); - return false; - } - - glfwDefaultWindowHints(); // Set default windows hints - //glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits - //glfwWindowHint(GLFW_GREEN_BITS, 8); // Framebuffer green color component bits - //glfwWindowHint(GLFW_BLUE_BITS, 8); // Framebuffer blue color component bits - //glfwWindowHint(GLFW_ALPHA_BITS, 8); // Framebuffer alpha color component bits - //glfwWindowHint(GLFW_DEPTH_BITS, 24); // Depthbuffer bits - //glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window - //glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // OpenGL API to use. Alternative: GLFW_OPENGL_ES_API - //glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers - - // Check window creation flags - if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) CORE.Window.fullscreen = true; - - if ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // Visible window - else glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE); // Window initially hidden - - if ((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window - else glfwWindowHint(GLFW_DECORATED, GLFW_TRUE); // Decorated window - - if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // Resizable window - else glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); // Avoid window being resizable - - // Disable FLAG_WINDOW_MINIMIZED, not supported on initialization - if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; - - // Disable FLAG_WINDOW_MAXIMIZED, not supported on initialization - if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; - - if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE); - else glfwWindowHint(GLFW_FOCUSED, GLFW_TRUE); - - if ((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) glfwWindowHint(GLFW_FLOATING, GLFW_TRUE); - else glfwWindowHint(GLFW_FLOATING, GLFW_FALSE); - - // NOTE: Some GLFW flags are not supported on HTML5 -#if defined(PLATFORM_DESKTOP) - if ((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); // Transparent framebuffer - else glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_FALSE); // Opaque framebuffer - - if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) - { - // Resize window content area based on the monitor content scale. - // NOTE: This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11. - // On platforms like macOS the resolution of the framebuffer is changed independently of the window size. - glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); // Scale content area based on the monitor content scale where window is placed on - #if defined(__APPLE__) - glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE); - #endif - } - else glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE); - - // Mouse passthrough - if ((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0) glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE); - else glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_FALSE); -#endif - - if (CORE.Window.flags & FLAG_MSAA_4X_HINT) - { - // NOTE: MSAA is only enabled for main framebuffer, not user-created FBOs - TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4"); - glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0 - } - - // NOTE: When asking for an OpenGL context version, most drivers provide the highest supported version - // with backward compatibility to older OpenGL versions. - // For example, if using OpenGL 1.1, driver can provide a 4.3 backwards compatible context. - - // Check selection OpenGL version - if (rlGetVersion() == RL_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() == RL_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() == RL_OPENGL_43) - { - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); // 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); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); -#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) - glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Enable OpenGL Debug Context -#endif - } - else if (rlGetVersion() == RL_OPENGL_ES_20) // Request OpenGL ES 2.0 context - { - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); - glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); -#if defined(PLATFORM_DESKTOP) - glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API); -#else - glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API); -#endif - } - else if (rlGetVersion() == RL_OPENGL_ES_30) // Request OpenGL ES 3.0 context - { - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); - glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); -#if defined(PLATFORM_DESKTOP) - glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API); -#else - glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API); -#endif - } - -#if defined(PLATFORM_DESKTOP) - // NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions. - // Forcing this initialization here avoids doing it on PollInputEvents() called by EndDrawing() after first frame has been just drawn. - // The initialization will still happen and possible delays still occur, but before the window is shown, which is a nicer experience. - // REF: https://github.com/raysan5/raylib/issues/1554 - if (MAX_GAMEPADS > 0) glfwSetJoystickCallback(NULL); -#endif - -#if defined(PLATFORM_DESKTOP) - // Find monitor resolution - GLFWmonitor *monitor = glfwGetPrimaryMonitor(); - if (!monitor) - { - TRACELOG(LOG_WARNING, "GLFW: Failed to get primary monitor"); - return false; - } - - const GLFWvidmode *mode = glfwGetVideoMode(monitor); - - CORE.Window.display.width = mode->width; - CORE.Window.display.height = mode->height; - - // Set screen width/height to the display width/height if they are 0 - if (CORE.Window.screen.width == 0) CORE.Window.screen.width = CORE.Window.display.width; - if (CORE.Window.screen.height == 0) CORE.Window.screen.height = CORE.Window.display.height; -#endif // PLATFORM_DESKTOP - -#if defined(PLATFORM_WEB) - // NOTE: Getting video modes is not implemented in emscripten GLFW3 version - CORE.Window.display.width = CORE.Window.screen.width; - CORE.Window.display.height = CORE.Window.screen.height; -#endif // PLATFORM_WEB - - if (CORE.Window.fullscreen) - { - // remember center for switchinging from fullscreen to window - if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width)) - { - // If screen width/height equal to the display, we can't calculate the window pos for toggling full-screened/windowed. - // Toggling full-screened/windowed with pos(0, 0) can cause problems in some platforms, such as X11. - CORE.Window.position.x = CORE.Window.display.width/4; - CORE.Window.position.y = CORE.Window.display.height/4; - } - else - { - CORE.Window.position.x = CORE.Window.display.width/2 - CORE.Window.screen.width/2; - CORE.Window.position.y = CORE.Window.display.height/2 - CORE.Window.screen.height/2; - } - - if (CORE.Window.position.x < 0) CORE.Window.position.x = 0; - if (CORE.Window.position.y < 0) CORE.Window.position.y = 0; - - // Obtain recommended CORE.Window.display.width/CORE.Window.display.height from a valid videomode for the monitor - int count = 0; - const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count); - - // Get closest video mode to desired CORE.Window.screen.width/CORE.Window.screen.height - for (int i = 0; i < count; i++) - { - if ((unsigned int)modes[i].width >= CORE.Window.screen.width) - { - if ((unsigned int)modes[i].height >= CORE.Window.screen.height) - { - CORE.Window.display.width = modes[i].width; - CORE.Window.display.height = modes[i].height; - break; - } - } - } - TRACELOG(LOG_WARNING, "SYSTEM: Closest fullscreen videomode: %i x %i", CORE.Window.display.width, CORE.Window.display.height); - - // NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example, - // for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3), - // framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched - // by the sides to fit all monitor space... - - // Try to setup the most appropriate fullscreen framebuffer for the requested screenWidth/screenHeight - // It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset) - // Modified global variables: CORE.Window.screen.width/CORE.Window.screen.height - CORE.Window.render.width/CORE.Window.render.height - CORE.Window.renderOffset.x/CORE.Window.renderOffset.y - CORE.Window.screenScale - // TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed... - // HighDPI monitors are properly considered in a following similar function: SetupViewport() - SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height); - - CORE.Window.handle = glfwCreateWindow(CORE.Window.display.width, CORE.Window.display.height, (CORE.Window.title != 0)? CORE.Window.title : " ", glfwGetPrimaryMonitor(), NULL); - - // NOTE: Full-screen change, not working properly... - //glfwSetWindowMonitor(CORE.Window.handle, glfwGetPrimaryMonitor(), 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE); - } - else - { -#if defined(PLATFORM_DESKTOP) - // If we are windowed fullscreen, ensures that window does not minimize when focus is lost - if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width)) - { - glfwWindowHint(GLFW_AUTO_ICONIFY, 0); - } -#endif - // No-fullscreen window creation - CORE.Window.handle = glfwCreateWindow(CORE.Window.screen.width, CORE.Window.screen.height, (CORE.Window.title != 0)? CORE.Window.title : " ", NULL, NULL); - - if (CORE.Window.handle) - { - CORE.Window.render.width = CORE.Window.screen.width; - CORE.Window.render.height = CORE.Window.screen.height; - } - } - - if (!CORE.Window.handle) - { - glfwTerminate(); - TRACELOG(LOG_WARNING, "GLFW: Failed to initialize Window"); - return false; - } - - // Set window callback events - glfwSetWindowSizeCallback(CORE.Window.handle, WindowSizeCallback); // NOTE: Resizing not allowed by default! -#if !defined(PLATFORM_WEB) - glfwSetWindowMaximizeCallback(CORE.Window.handle, WindowMaximizeCallback); -#endif - glfwSetWindowIconifyCallback(CORE.Window.handle, WindowIconifyCallback); - glfwSetWindowFocusCallback(CORE.Window.handle, WindowFocusCallback); - glfwSetDropCallback(CORE.Window.handle, WindowDropCallback); - - // Set input callback events - glfwSetKeyCallback(CORE.Window.handle, KeyCallback); - glfwSetCharCallback(CORE.Window.handle, CharCallback); - glfwSetMouseButtonCallback(CORE.Window.handle, MouseButtonCallback); - glfwSetCursorPosCallback(CORE.Window.handle, MouseCursorPosCallback); // Track mouse position changes - glfwSetScrollCallback(CORE.Window.handle, MouseScrollCallback); - glfwSetCursorEnterCallback(CORE.Window.handle, CursorEnterCallback); - - glfwMakeContextCurrent(CORE.Window.handle); - -#if !defined(PLATFORM_WEB) - glfwSetInputMode(CORE.Window.handle, GLFW_LOCK_KEY_MODS, GLFW_TRUE); // Enable lock keys modifiers (CAPS, NUM) - - glfwSwapInterval(0); // No V-Sync by default -#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 (CORE.Window.flags & FLAG_VSYNC_HINT) - { - // WARNING: It seems to hit a critical render path in Intel HD Graphics - glfwSwapInterval(1); - TRACELOG(LOG_INFO, "DISPLAY: Trying to enable VSYNC"); - } - - int fbWidth = CORE.Window.screen.width; - int fbHeight = CORE.Window.screen.height; - -#if defined(PLATFORM_DESKTOP) - if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) - { - // NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling. - // Framebuffer scaling should be activated with: glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE); - #if !defined(__APPLE__) - glfwGetFramebufferSize(CORE.Window.handle, &fbWidth, &fbHeight); - - // Screen scaling matrix is required in case desired screen area is different from display area - CORE.Window.screenScale = MatrixScale((float)fbWidth/CORE.Window.screen.width, (float)fbHeight/CORE.Window.screen.height, 1.0f); - - // Mouse input scaling for the new screen size - SetMouseScale((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight); - #endif - } -#endif - - CORE.Window.render.width = fbWidth; - CORE.Window.render.height = fbHeight; - CORE.Window.currentFbo.width = fbWidth; - CORE.Window.currentFbo.height = fbHeight; - - TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully"); - TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height); - TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height); - TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height); - TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y); - -#endif // PLATFORM_DESKTOP || PLATFORM_WEB - -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) - CORE.Window.fullscreen = true; - CORE.Window.flags |= FLAG_FULLSCREEN_MODE; - -#if defined(PLATFORM_RPI) - bcm_host_init(); - - DISPMANX_ELEMENT_HANDLE_T dispmanElement = { 0 }; - DISPMANX_DISPLAY_HANDLE_T dispmanDisplay = { 0 }; - DISPMANX_UPDATE_HANDLE_T dispmanUpdate = { 0 }; - - VC_RECT_T dstRect = { 0 }; - VC_RECT_T srcRect = { 0 }; -#endif - -#if defined(PLATFORM_DRM) - CORE.Window.fd = -1; - CORE.Window.connector = NULL; - CORE.Window.modeIndex = -1; - CORE.Window.crtc = NULL; - CORE.Window.gbmDevice = NULL; - CORE.Window.gbmSurface = NULL; - CORE.Window.prevBO = NULL; - CORE.Window.prevFB = 0; - -#if defined(DEFAULT_GRAPHIC_DEVICE_DRM) - CORE.Window.fd = open(DEFAULT_GRAPHIC_DEVICE_DRM, O_RDWR); -#else - TRACELOG(LOG_INFO, "DISPLAY: No graphic card set, trying platform-gpu-card"); - CORE.Window.fd = open("/dev/dri/by-path/platform-gpu-card", O_RDWR); // VideoCore VI (Raspberry Pi 4) - - if ((-1 == CORE.Window.fd) || (drmModeGetResources(CORE.Window.fd) == NULL)) - { - TRACELOG(LOG_INFO, "DISPLAY: Failed to open platform-gpu-card, trying card1"); - CORE.Window.fd = open("/dev/dri/card1", O_RDWR); // Other Embedded - } - - if ((-1 == CORE.Window.fd) || (drmModeGetResources(CORE.Window.fd) == NULL)) - { - TRACELOG(LOG_INFO, "DISPLAY: Failed to open graphic card1, trying card0"); - CORE.Window.fd = open("/dev/dri/card0", O_RDWR); // VideoCore IV (Raspberry Pi 1-3) - } -#endif - if (-1 == CORE.Window.fd) - { - TRACELOG(LOG_WARNING, "DISPLAY: Failed to open graphic card"); - return false; - } - - drmModeRes *res = drmModeGetResources(CORE.Window.fd); - if (!res) - { - TRACELOG(LOG_WARNING, "DISPLAY: Failed get DRM resources"); - return false; - } - - TRACELOG(LOG_TRACE, "DISPLAY: Connectors found: %i", res->count_connectors); - for (size_t i = 0; i < res->count_connectors; i++) - { - TRACELOG(LOG_TRACE, "DISPLAY: Connector index %i", i); - drmModeConnector *con = drmModeGetConnector(CORE.Window.fd, res->connectors[i]); - TRACELOG(LOG_TRACE, "DISPLAY: Connector modes detected: %i", con->count_modes); - if ((con->connection == DRM_MODE_CONNECTED) && (con->encoder_id)) - { - TRACELOG(LOG_TRACE, "DISPLAY: DRM mode connected"); - CORE.Window.connector = con; - break; - } - else - { - TRACELOG(LOG_TRACE, "DISPLAY: DRM mode NOT connected (deleting)"); - drmModeFreeConnector(con); - } - } - - if (!CORE.Window.connector) - { - TRACELOG(LOG_WARNING, "DISPLAY: No suitable DRM connector found"); - drmModeFreeResources(res); - return false; - } - - drmModeEncoder *enc = drmModeGetEncoder(CORE.Window.fd, CORE.Window.connector->encoder_id); - if (!enc) - { - TRACELOG(LOG_WARNING, "DISPLAY: Failed to get DRM mode encoder"); - drmModeFreeResources(res); - return false; - } - - CORE.Window.crtc = drmModeGetCrtc(CORE.Window.fd, enc->crtc_id); - if (!CORE.Window.crtc) - { - TRACELOG(LOG_WARNING, "DISPLAY: Failed to get DRM mode crtc"); - drmModeFreeEncoder(enc); - drmModeFreeResources(res); - return false; - } - - // If InitWindow should use the current mode find it in the connector's mode list - if ((CORE.Window.screen.width <= 0) || (CORE.Window.screen.height <= 0)) - { - TRACELOG(LOG_TRACE, "DISPLAY: Selecting DRM connector mode for current used mode..."); - - CORE.Window.modeIndex = FindMatchingConnectorMode(CORE.Window.connector, &CORE.Window.crtc->mode); - - if (CORE.Window.modeIndex < 0) - { - TRACELOG(LOG_WARNING, "DISPLAY: No matching DRM connector mode found"); - drmModeFreeEncoder(enc); - drmModeFreeResources(res); - return false; - } - - CORE.Window.screen.width = CORE.Window.display.width; - CORE.Window.screen.height = CORE.Window.display.height; - } - - const bool allowInterlaced = CORE.Window.flags & FLAG_INTERLACED_HINT; - const int fps = (CORE.Time.target > 0) ? (1.0/CORE.Time.target) : 60; - - // Try to find an exact matching mode - CORE.Window.modeIndex = FindExactConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, allowInterlaced); - - // If nothing found, try to find a nearly matching mode - if (CORE.Window.modeIndex < 0) CORE.Window.modeIndex = FindNearestConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, allowInterlaced); - - // If nothing found, try to find an exactly matching mode including interlaced - if (CORE.Window.modeIndex < 0) CORE.Window.modeIndex = FindExactConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, true); - - // If nothing found, try to find a nearly matching mode including interlaced - if (CORE.Window.modeIndex < 0) CORE.Window.modeIndex = FindNearestConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, true); - - // If nothing found, there is no suitable mode - if (CORE.Window.modeIndex < 0) - { - TRACELOG(LOG_WARNING, "DISPLAY: Failed to find a suitable DRM connector mode"); - drmModeFreeEncoder(enc); - drmModeFreeResources(res); - return false; - } - - CORE.Window.display.width = CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay; - CORE.Window.display.height = CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay; - - TRACELOG(LOG_INFO, "DISPLAY: Selected DRM connector mode %s (%ux%u%c@%u)", CORE.Window.connector->modes[CORE.Window.modeIndex].name, - CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay, CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay, - (CORE.Window.connector->modes[CORE.Window.modeIndex].flags & DRM_MODE_FLAG_INTERLACE) ? 'i' : 'p', - CORE.Window.connector->modes[CORE.Window.modeIndex].vrefresh); - - // Use the width and height of the surface for render - CORE.Window.render.width = CORE.Window.screen.width; - CORE.Window.render.height = CORE.Window.screen.height; - - drmModeFreeEncoder(enc); - enc = NULL; - - drmModeFreeResources(res); - res = NULL; - - CORE.Window.gbmDevice = gbm_create_device(CORE.Window.fd); - if (!CORE.Window.gbmDevice) - { - TRACELOG(LOG_WARNING, "DISPLAY: Failed to create GBM device"); - return false; - } - - CORE.Window.gbmSurface = gbm_surface_create(CORE.Window.gbmDevice, CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay, - CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay, GBM_FORMAT_ARGB8888, GBM_BO_USE_SCANOUT | GBM_BO_USE_RENDERING); - if (!CORE.Window.gbmSurface) - { - TRACELOG(LOG_WARNING, "DISPLAY: Failed to create GBM surface"); - return false; - } -#endif - - EGLint samples = 0; - EGLint sampleBuffer = 0; - if (CORE.Window.flags & FLAG_MSAA_4X_HINT) - { - samples = 4; - sampleBuffer = 1; - TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4"); - } - - const EGLint framebufferAttribs[] = - { - EGL_RENDERABLE_TYPE, (rlGetVersion() == RL_OPENGL_ES_30)? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT, // Type of context support -#if defined(PLATFORM_DRM) - EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android! -#endif - 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) -#if defined(PLATFORM_DRM) - EGL_ALPHA_SIZE, 8, // ALPHA bit depth (required for transparent framebuffer) -#endif - //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_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) - EGLint numConfigs = 0; - - // Get an EGL device connection -#if defined(PLATFORM_DRM) - CORE.Window.device = eglGetDisplay((EGLNativeDisplayType)CORE.Window.gbmDevice); -#else - CORE.Window.device = eglGetDisplay(EGL_DEFAULT_DISPLAY); -#endif - if (CORE.Window.device == EGL_NO_DISPLAY) - { - TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device"); - return false; - } - - // Initialize the EGL device connection - if (eglInitialize(CORE.Window.device, NULL, NULL) == EGL_FALSE) - { - // If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred. - TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device"); - return false; - } - -#if defined(PLATFORM_DRM) - if (!eglChooseConfig(CORE.Window.device, NULL, NULL, 0, &numConfigs)) - { - TRACELOG(LOG_WARNING, "DISPLAY: Failed to get EGL config count: 0x%x", eglGetError()); - return false; - } - - TRACELOG(LOG_TRACE, "DISPLAY: EGL configs available: %d", numConfigs); - - EGLConfig *configs = RL_CALLOC(numConfigs, sizeof(*configs)); - if (!configs) - { - TRACELOG(LOG_WARNING, "DISPLAY: Failed to get memory for EGL configs"); - return false; - } - - EGLint matchingNumConfigs = 0; - if (!eglChooseConfig(CORE.Window.device, framebufferAttribs, configs, numConfigs, &matchingNumConfigs)) - { - TRACELOG(LOG_WARNING, "DISPLAY: Failed to choose EGL config: 0x%x", eglGetError()); - free(configs); - return false; - } - - TRACELOG(LOG_TRACE, "DISPLAY: EGL matching configs available: %d", matchingNumConfigs); - - // find the EGL config that matches the previously setup GBM format - int found = 0; - for (EGLint i = 0; i < matchingNumConfigs; ++i) - { - EGLint id = 0; - if (!eglGetConfigAttrib(CORE.Window.device, configs[i], EGL_NATIVE_VISUAL_ID, &id)) - { - TRACELOG(LOG_WARNING, "DISPLAY: Failed to get EGL config attribute: 0x%x", eglGetError()); - continue; - } - - if (GBM_FORMAT_ARGB8888 == id) - { - TRACELOG(LOG_TRACE, "DISPLAY: Using EGL config: %d", i); - CORE.Window.config = configs[i]; - found = 1; - break; - } - } - - RL_FREE(configs); - - if (!found) - { - TRACELOG(LOG_WARNING, "DISPLAY: Failed to find a suitable EGL config"); - return false; - } -#else - // Get an appropriate EGL framebuffer configuration - eglChooseConfig(CORE.Window.device, framebufferAttribs, &CORE.Window.config, 1, &numConfigs); -#endif - - // Set rendering API - eglBindAPI(EGL_OPENGL_ES_API); - - // Create an EGL rendering context - CORE.Window.context = eglCreateContext(CORE.Window.device, CORE.Window.config, EGL_NO_CONTEXT, contextAttribs); - if (CORE.Window.context == EGL_NO_CONTEXT) - { - TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL context"); - return false; - } -#endif - - // Create an EGL window surface - //--------------------------------------------------------------------------------- -#if defined(PLATFORM_ANDROID) - EGLint displayFormat = 0; - - // 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(CORE.Window.device, CORE.Window.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: - // -> CORE.Window.screen.width/CORE.Window.screen.height - // -> CORE.Window.render.width/CORE.Window.render.height - // -> CORE.Window.screenScale - SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height); - - ANativeWindow_setBuffersGeometry(CORE.Android.app->window, CORE.Window.render.width, CORE.Window.render.height, displayFormat); - //ANativeWindow_setBuffersGeometry(CORE.Android.app->window, 0, 0, displayFormat); // Force use of native display size - - CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, CORE.Android.app->window, NULL); -#endif // PLATFORM_ANDROID - -#if defined(PLATFORM_RPI) - graphics_get_display_size(0, &CORE.Window.display.width, &CORE.Window.display.height); - - // Screen size security check - if (CORE.Window.screen.width <= 0) CORE.Window.screen.width = CORE.Window.display.width; - if (CORE.Window.screen.height <= 0) CORE.Window.screen.height = CORE.Window.display.height; - - // At this point we need to manage render size vs screen size - // NOTE: This function use and modify global module variables: - // -> CORE.Window.screen.width/CORE.Window.screen.height - // -> CORE.Window.render.width/CORE.Window.render.height - // -> CORE.Window.screenScale - SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height); - - dstRect.x = 0; - dstRect.y = 0; - dstRect.width = CORE.Window.display.width; - dstRect.height = CORE.Window.display.height; - - srcRect.x = 0; - srcRect.y = 0; - srcRect.width = CORE.Window.render.width << 16; - srcRect.height = CORE.Window.render.height << 16; - - // NOTE: RPI dispmanx windowing system takes care of source rectangle scaling to destination rectangle by hardware (no cost) - // Take care that renderWidth/renderHeight fit on displayWidth/displayHeight aspect ratio - - VC_DISPMANX_ALPHA_T alpha = { 0 }; - alpha.flags = DISPMANX_FLAGS_ALPHA_FIXED_ALL_PIXELS; - //alpha.flags = DISPMANX_FLAGS_ALPHA_FROM_SOURCE; // TODO: Allow transparent framebuffer! -> FLAG_WINDOW_TRANSPARENT - 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); - - CORE.Window.handle.element = dispmanElement; - CORE.Window.handle.width = CORE.Window.render.width; - CORE.Window.handle.height = CORE.Window.render.height; - vc_dispmanx_update_submit_sync(dispmanUpdate); - - CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, &CORE.Window.handle, NULL); - - const unsigned char *const renderer = glGetString(GL_RENDERER); - if (renderer) TRACELOG(LOG_INFO, "DISPLAY: Renderer name is: %s", renderer); - else TRACELOG(LOG_WARNING, "DISPLAY: Failed to get renderer name"); - //--------------------------------------------------------------------------------- -#endif // PLATFORM_RPI - -#if defined(PLATFORM_DRM) - CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, (EGLNativeWindowType)CORE.Window.gbmSurface, NULL); - if (EGL_NO_SURFACE == CORE.Window.surface) - { - TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL window surface: 0x%04x", eglGetError()); - return false; - } - - // At this point we need to manage render size vs screen size - // NOTE: This function use and modify global module variables: - // -> CORE.Window.screen.width/CORE.Window.screen.height - // -> CORE.Window.render.width/CORE.Window.render.height - // -> CORE.Window.screenScale - SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height); -#endif // PLATFORM_DRM - - // There must be at least one frame displayed before the buffers are swapped - //eglSwapInterval(CORE.Window.device, 1); - - if (eglMakeCurrent(CORE.Window.device, CORE.Window.surface, CORE.Window.surface, CORE.Window.context) == EGL_FALSE) - { - TRACELOG(LOG_WARNING, "DISPLAY: Failed to attach EGL rendering context to EGL surface"); - return false; - } - else - { - CORE.Window.render.width = CORE.Window.screen.width; - CORE.Window.render.height = CORE.Window.screen.height; - CORE.Window.currentFbo.width = CORE.Window.render.width; - CORE.Window.currentFbo.height = CORE.Window.render.height; - - TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully"); - TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height); - TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height); - TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height); - TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y); - } -#endif // PLATFORM_ANDROID || PLATFORM_RPI || PLATFORM_DRM - - // Load OpenGL extensions - // NOTE: GL procedures address loader is required to load extensions -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - rlLoadExtensions(glfwGetProcAddress); -#else - rlLoadExtensions(eglGetProcAddress); -#endif - - // Initialize OpenGL context (states and resources) - // NOTE: CORE.Window.currentFbo.width and CORE.Window.currentFbo.height not used, just stored as globals in rlgl - rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height); - - // Setup default viewport - // NOTE: It updated CORE.Window.render.width and CORE.Window.render.height - SetupViewport(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height); - -#if defined(PLATFORM_ANDROID) - CORE.Window.ready = true; -#endif - - if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow(); - - return true; -} - -// Set viewport for a provided width and height -static void SetupViewport(int width, int height) -{ - CORE.Window.render.width = width; - CORE.Window.render.height = height; - - // Set viewport width and height - // NOTE: We consider render size (scaled) and offset in case black bars are required and - // render area does not match full display area (this situation is only applicable on fullscreen mode) -#if defined(__APPLE__) - float xScale = 1.0f, yScale = 1.0f; - glfwGetWindowContentScale(CORE.Window.handle, &xScale, &yScale); - rlViewport(CORE.Window.renderOffset.x/2*xScale, CORE.Window.renderOffset.y/2*yScale, (CORE.Window.render.width)*xScale, (CORE.Window.render.height)*yScale); -#else - rlViewport(CORE.Window.renderOffset.x/2, CORE.Window.renderOffset.y/2, CORE.Window.render.width, CORE.Window.render.height); -#endif - - 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, CORE.Window.render.width, CORE.Window.render.height, 0, 0.0f, 1.0f); - - rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix - rlLoadIdentity(); // Reset current matrix (modelview) -} - -// Compute framebuffer size relative to screen size and display size -// NOTE: Global variables CORE.Window.render.width/CORE.Window.render.height and CORE.Window.renderOffset.x/CORE.Window.renderOffset.y can be modified -static void SetupFramebuffer(int width, int height) -{ - // Calculate CORE.Window.render.width and CORE.Window.render.height, we have the display size (input params) and the desired screen size (global var) - if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height)) - { - TRACELOG(LOG_WARNING, "DISPLAY: Downscaling required: Screen size (%ix%i) is bigger than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height); - - // Downscaling to fit display with border-bars - float widthRatio = (float)CORE.Window.display.width/(float)CORE.Window.screen.width; - float heightRatio = (float)CORE.Window.display.height/(float)CORE.Window.screen.height; - - if (widthRatio <= heightRatio) - { - CORE.Window.render.width = CORE.Window.display.width; - CORE.Window.render.height = (int)round((float)CORE.Window.screen.height*widthRatio); - CORE.Window.renderOffset.x = 0; - CORE.Window.renderOffset.y = (CORE.Window.display.height - CORE.Window.render.height); - } - else - { - CORE.Window.render.width = (int)round((float)CORE.Window.screen.width*heightRatio); - CORE.Window.render.height = CORE.Window.display.height; - CORE.Window.renderOffset.x = (CORE.Window.display.width - CORE.Window.render.width); - CORE.Window.renderOffset.y = 0; - } - - // Screen scaling required - float scaleRatio = (float)CORE.Window.render.width/(float)CORE.Window.screen.width; - CORE.Window.screenScale = MatrixScale(scaleRatio, scaleRatio, 1.0f); - - // NOTE: We render to full display resolution! - // We just need to calculate above parameters for downscale matrix and offsets - CORE.Window.render.width = CORE.Window.display.width; - CORE.Window.render.height = CORE.Window.display.height; - - TRACELOG(LOG_WARNING, "DISPLAY: Downscale matrix generated, content will be rendered at (%ix%i)", CORE.Window.render.width, CORE.Window.render.height); - } - else if ((CORE.Window.screen.width < CORE.Window.display.width) || (CORE.Window.screen.height < CORE.Window.display.height)) - { - // Required screen size is smaller than display size - TRACELOG(LOG_INFO, "DISPLAY: Upscaling required: Screen size (%ix%i) smaller than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height); - - if ((CORE.Window.screen.width == 0) || (CORE.Window.screen.height == 0)) - { - CORE.Window.screen.width = CORE.Window.display.width; - CORE.Window.screen.height = CORE.Window.display.height; - } - - // Upscaling to fit display with border-bars - float displayRatio = (float)CORE.Window.display.width/(float)CORE.Window.display.height; - float screenRatio = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height; - - if (displayRatio <= screenRatio) - { - CORE.Window.render.width = CORE.Window.screen.width; - CORE.Window.render.height = (int)round((float)CORE.Window.screen.width/displayRatio); - CORE.Window.renderOffset.x = 0; - CORE.Window.renderOffset.y = (CORE.Window.render.height - CORE.Window.screen.height); - } - else - { - CORE.Window.render.width = (int)round((float)CORE.Window.screen.height*displayRatio); - CORE.Window.render.height = CORE.Window.screen.height; - CORE.Window.renderOffset.x = (CORE.Window.render.width - CORE.Window.screen.width); - CORE.Window.renderOffset.y = 0; - } - } - else - { - CORE.Window.render.width = CORE.Window.screen.width; - CORE.Window.render.height = CORE.Window.screen.height; - CORE.Window.renderOffset.x = 0; - CORE.Window.renderOffset.y = 0; - } -} - -// Initialize hi-resolution timer -static void InitTimer(void) -{ -// Setting a higher resolution can improve the accuracy of time-out intervals in wait functions. -// However, it can also reduce overall system performance, because the thread scheduler switches tasks more often. -// High resolutions can also prevent the CPU power management system from entering power-saving modes. -// Setting a higher resolution does not improve the accuracy of the high-resolution performance counter. -#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP) - timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms) -#endif - -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) - struct timespec now = { 0 }; - - if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) // Success - { - CORE.Time.base = (unsigned long long int)now.tv_sec*1000000000LLU + (unsigned long long int)now.tv_nsec; - } - else TRACELOG(LOG_WARNING, "TIMER: Hi-resolution timer not available"); -#endif - - CORE.Time.previous = GetTime(); // Get time as double -} - -// Wait for some time (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 -// Ref: http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected -// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timing on Win32! -void WaitTime(double seconds) -{ -#if defined(SUPPORT_BUSY_WAIT_LOOP) || defined(SUPPORT_PARTIALBUSY_WAIT_LOOP) - double destinationTime = GetTime() + seconds; -#endif - -#if defined(SUPPORT_BUSY_WAIT_LOOP) - while (GetTime() < destinationTime) { } -#else - #if defined(SUPPORT_PARTIALBUSY_WAIT_LOOP) - double sleepSeconds = seconds - seconds*0.05; // NOTE: We reserve a percentage of the time for busy waiting - #else - double sleepSeconds = seconds; - #endif - - // System halt functions - #if defined(_WIN32) - Sleep((unsigned long)(sleepSeconds*1000.0)); - #endif - #if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__EMSCRIPTEN__) - struct timespec req = { 0 }; - time_t sec = sleepSeconds; - long nsec = (sleepSeconds - sec)*1000000000L; - req.tv_sec = sec; - req.tv_nsec = nsec; - - // NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated. - while (nanosleep(&req, &req) == -1) continue; - #endif - #if defined(__APPLE__) - usleep(sleepSeconds*1000000.0); - #endif - - #if defined(SUPPORT_PARTIALBUSY_WAIT_LOOP) - while (GetTime() < destinationTime) { } - #endif -#endif -} - -// Swap back buffer with front buffer (screen drawing) -void SwapScreenBuffer(void) -{ -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - glfwSwapBuffers(CORE.Window.handle); -#endif - -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) - eglSwapBuffers(CORE.Window.device, CORE.Window.surface); - -#if defined(PLATFORM_DRM) - - if (!CORE.Window.gbmSurface || (-1 == CORE.Window.fd) || !CORE.Window.connector || !CORE.Window.crtc) TRACELOG(LOG_ERROR, "DISPLAY: DRM initialization failed to swap"); - - struct gbm_bo *bo = gbm_surface_lock_front_buffer(CORE.Window.gbmSurface); - if (!bo) TRACELOG(LOG_ERROR, "DISPLAY: Failed GBM to lock front buffer"); - - uint32_t fb = 0; - int result = drmModeAddFB(CORE.Window.fd, CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay, CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay, 24, 32, gbm_bo_get_stride(bo), gbm_bo_get_handle(bo).u32, &fb); - if (result != 0) TRACELOG(LOG_ERROR, "DISPLAY: drmModeAddFB() failed with result: %d", result); - - result = drmModeSetCrtc(CORE.Window.fd, CORE.Window.crtc->crtc_id, fb, 0, 0, &CORE.Window.connector->connector_id, 1, &CORE.Window.connector->modes[CORE.Window.modeIndex]); - if (result != 0) TRACELOG(LOG_ERROR, "DISPLAY: drmModeSetCrtc() failed with result: %d", result); - - if (CORE.Window.prevFB) - { - result = drmModeRmFB(CORE.Window.fd, CORE.Window.prevFB); - if (result != 0) TRACELOG(LOG_ERROR, "DISPLAY: drmModeRmFB() failed with result: %d", result); - } - - CORE.Window.prevFB = fb; - - if (CORE.Window.prevBO) gbm_surface_release_buffer(CORE.Window.gbmSurface, CORE.Window.prevBO); - - CORE.Window.prevBO = bo; - -#endif // PLATFORM_DRM -#endif // PLATFORM_ANDROID || PLATFORM_RPI || PLATFORM_DRM -} - -// Register all input events -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 keys/chars pressed registered - CORE.Input.Keyboard.keyPressedQueueCount = 0; - CORE.Input.Keyboard.charPressedQueueCount = 0; - -#if !(defined(PLATFORM_RPI) || defined(PLATFORM_DRM)) - // Reset last gamepad button/axis registered state - CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN - CORE.Input.Gamepad.axisCount = 0; -#endif - -#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) - // Register previous keys states - for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i]; - - PollKeyboardEvents(); - - // Register previous mouse states - CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove; - CORE.Input.Mouse.currentWheelMove = (Vector2){ 0.0f, 0.0f }; - for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) - { - CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i]; - CORE.Input.Mouse.currentButtonState[i] = CORE.Input.Mouse.currentButtonStateEvdev[i]; - } - - // Register gamepads buttons events - for (int i = 0; i < MAX_GAMEPADS; i++) - { - if (CORE.Input.Gamepad.ready[i]) - { - // Register previous gamepad states - for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k]; - } - } -#endif - -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - // Keyboard/Mouse input polling (automatically managed by GLFW3 through callback) - - // Register previous keys states - for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i]; - - // Register previous mouse states - for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i]; - - // Register previous mouse wheel state - CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove; - CORE.Input.Mouse.currentWheelMove = (Vector2){ 0.0f, 0.0f }; - - // Register previous mouse position - CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition; -#endif - - // Register previous touch states - for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i]; - - // Reset touch positions - // TODO: It resets on PLATFORM_WEB the mouse position and not filled again until a move-event, - // so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed! - //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 }; - -#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)) CORE.Input.Gamepad.ready[i] = true; - else CORE.Input.Gamepad.ready[i] = false; - } - - // Register gamepads buttons events - for (int i = 0; i < MAX_GAMEPADS; i++) - { - if (CORE.Input.Gamepad.ready[i]) // Check if gamepad is available - { - // Register previous gamepad states - for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k]; - - // Get current gamepad state - // NOTE: There is no callback available, so we get it manually - GLFWgamepadstate state = { 0 }; - glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller - - const unsigned char *buttons = state.buttons; - - for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++) - { - int button = -1; // GamepadButton enum values assigned - - switch (k) - { - case GLFW_GAMEPAD_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; - case GLFW_GAMEPAD_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; - case GLFW_GAMEPAD_BUTTON_A: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; - case GLFW_GAMEPAD_BUTTON_X: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; - - case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; - case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; - - case GLFW_GAMEPAD_BUTTON_BACK: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break; - case GLFW_GAMEPAD_BUTTON_GUIDE: button = GAMEPAD_BUTTON_MIDDLE; break; - case GLFW_GAMEPAD_BUTTON_START: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break; - - case GLFW_GAMEPAD_BUTTON_DPAD_UP: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break; - case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; - case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; - case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; - - case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: button = GAMEPAD_BUTTON_LEFT_THUMB; break; - case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: button = GAMEPAD_BUTTON_RIGHT_THUMB; break; - default: break; - } - - if (button != -1) // Check for valid button - { - if (buttons[k] == GLFW_PRESS) - { - CORE.Input.Gamepad.currentButtonState[i][button] = 1; - CORE.Input.Gamepad.lastButtonPressed = button; - } - else CORE.Input.Gamepad.currentButtonState[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++) - { - CORE.Input.Gamepad.axisState[i][k] = axes[k]; - } - - // Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis) - CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1f); - CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1f); - - CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST + 1; - } - } - - CORE.Window.resizedLastFrame = false; - - if (CORE.Window.eventWaiting) glfwWaitEvents(); // Wait for in input events before continue (drawing is paused) - else glfwPollEvents(); // Poll input events: keyboard/mouse/window events (callbacks) -#endif // PLATFORM_DESKTOP - -#if defined(PLATFORM_WEB) - CORE.Window.resizedLastFrame = false; -#endif // PLATFORM_WEB - -// 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++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[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++) - { - GamepadButton button = -1; - - // Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface - switch (j) - { - case 0: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; - case 1: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; - case 2: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; - case 3: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; - case 4: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; - case 5: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; - case 6: button = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break; - case 7: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break; - case 8: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break; - case 9: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break; - case 10: button = GAMEPAD_BUTTON_LEFT_THUMB; break; - case 11: button = GAMEPAD_BUTTON_RIGHT_THUMB; break; - case 12: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break; - case 13: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; - case 14: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; - case 15: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; - default: break; - } - - if (button != -1) // Check for valid button - { - if (gamepadState.digitalButton[j] == 1) - { - CORE.Input.Gamepad.currentButtonState[i][button] = 1; - CORE.Input.Gamepad.lastButtonPressed = button; - } - else CORE.Input.Gamepad.currentButtonState[i][button] = 0; - } - - //TRACELOGD("INPUT: 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++) - { - CORE.Input.Gamepad.axisState[i][j] = gamepadState.axis[j]; - } - - CORE.Input.Gamepad.axisCount = 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++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i]; - - // Android ALooper_pollAll() variables - int pollResult = 0; - int pollEvents = 0; - - // Poll Events (registered events) - // NOTE: Activity is paused if not enabled (CORE.Android.appEnabled) - while ((pollResult = ALooper_pollAll(CORE.Android.appEnabled? 0 : -1, NULL, &pollEvents, (void**)&CORE.Android.source)) >= 0) - { - // Process this event - if (CORE.Android.source != NULL) CORE.Android.source->process(CORE.Android.app, CORE.Android.source); - - // NOTE: Never close window, native activity is controlled by the system! - if (CORE.Android.app->destroyRequested != 0) - { - //CORE.Window.shouldClose = true; - //ANativeActivity_finish(CORE.Android.app->activity); - } - } -#endif - -#if (defined(PLATFORM_RPI) || defined(PLATFORM_DRM)) && defined(SUPPORT_SSH_KEYBOARD_RPI) - // NOTE: Keyboard reading could be done using input_event(s) or just read from stdin, both methods are used here. - // stdin reading is still used for legacy purposes, it allows keyboard input trough SSH console - - if (!CORE.Input.Keyboard.evtMode) ProcessKeyboard(); - - // NOTE: Mouse input events polling is done asynchronously in another pthread - EventThread() - // NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread() -#endif -} - -// Scan all files and directories in a base path -// WARNING: files.paths[] must be previously allocated and -// contain enough space to store all required paths -static void ScanDirectoryFiles(const char *basePath, FilePathList *files, const char *filter) -{ - static char path[MAX_FILEPATH_LENGTH] = { 0 }; - memset(path, 0, MAX_FILEPATH_LENGTH); - - struct dirent *dp = NULL; - DIR *dir = opendir(basePath); - - if (dir != NULL) - { - while ((dp = readdir(dir)) != NULL) - { - if ((strcmp(dp->d_name, ".") != 0) && - (strcmp(dp->d_name, "..") != 0)) - { - sprintf(path, "%s/%s", basePath, dp->d_name); - - if (filter != NULL) - { - if (IsFileExtension(path, filter)) - { - strcpy(files->paths[files->count], path); - files->count++; - } - } - else - { - strcpy(files->paths[files->count], path); - files->count++; - } - } - } - - closedir(dir); - } - else TRACELOG(LOG_WARNING, "FILEIO: Directory cannot be opened (%s)", basePath); -} - -// Scan all files and directories recursively from a base path -static void ScanDirectoryFilesRecursively(const char *basePath, FilePathList *files, const char *filter) -{ - char path[MAX_FILEPATH_LENGTH] = { 0 }; - memset(path, 0, MAX_FILEPATH_LENGTH); - - struct dirent *dp = NULL; - DIR *dir = opendir(basePath); - - if (dir != NULL) - { - while (((dp = readdir(dir)) != NULL) && (files->count < files->capacity)) - { - if ((strcmp(dp->d_name, ".") != 0) && (strcmp(dp->d_name, "..") != 0)) - { - // Construct new path from our base path - sprintf(path, "%s/%s", basePath, dp->d_name); - - if (IsPathFile(path)) - { - if (filter != NULL) - { - if (IsFileExtension(path, filter)) - { - strcpy(files->paths[files->count], path); - files->count++; - } - } - else - { - strcpy(files->paths[files->count], path); - files->count++; - } - - if (files->count >= files->capacity) - { - TRACELOG(LOG_WARNING, "FILEIO: Maximum filepath scan capacity reached (%i files)", files->capacity); - break; - } - } - else ScanDirectoryFilesRecursively(path, files, filter); - } - } - - closedir(dir); - } - else TRACELOG(LOG_WARNING, "FILEIO: Directory cannot be opened (%s)", basePath); -} - -#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, "GLFW: Error: %i Description: %s", error, description); -} - -// GLFW3 WindowSize Callback, runs when window is resizedLastFrame -// NOTE: Window resizing not allowed by default -static void WindowSizeCallback(GLFWwindow *window, int width, int height) -{ - // Reset viewport and projection matrix for new size - SetupViewport(width, height); - - CORE.Window.currentFbo.width = width; - CORE.Window.currentFbo.height = height; - CORE.Window.resizedLastFrame = true; - - if (IsWindowFullscreen()) return; - - // Set current screen size -#if defined(__APPLE__) - CORE.Window.screen.width = width; - CORE.Window.screen.height = height; -#else - if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) - { - Vector2 windowScaleDPI = GetWindowScaleDPI(); - - CORE.Window.screen.width = (unsigned int)(width/windowScaleDPI.x); - CORE.Window.screen.height = (unsigned int)(height/windowScaleDPI.y); - } - else - { - CORE.Window.screen.width = width; - CORE.Window.screen.height = height; - } -#endif - - // NOTE: Postprocessing texture is not scaled to new size -} - -// GLFW3 WindowIconify Callback, runs when window is minimized/restored -static void WindowIconifyCallback(GLFWwindow *window, int iconified) -{ - if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; // The window was iconified - else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // The window was restored -} - -#if !defined(PLATFORM_WEB) -// GLFW3 WindowMaximize Callback, runs when window is maximized/restored -static void WindowMaximizeCallback(GLFWwindow *window, int maximized) -{ - if (maximized) CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; // The window was maximized - else CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; // The window was restored -} -#endif - -// GLFW3 WindowFocus Callback, runs when window get/lose focus -static void WindowFocusCallback(GLFWwindow *window, int focused) -{ - if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // The window was focused - else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; // The window lost focus -} - -// GLFW3 Keyboard Callback, runs on key pressed -static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods) -{ - if (key < 0) return; // Security check, macOS fn key generates -1 - - // Check if there is space available in the key queue - if (CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE && - (action == GLFW_PRESS || action == GLFW_REPEAT) && - !IsKeyPressed(key)) - { - // Add character to the queue - CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key; - CORE.Input.Keyboard.keyPressedQueueCount++; - } - - // WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1 - // to work properly with our implementation (IsKeyDown/IsKeyUp checks) - if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0; - else CORE.Input.Keyboard.currentKeyState[key] = 1; - -#if !defined(PLATFORM_WEB) - // WARNING: Check if CAPS/NUM key modifiers are enabled and force down state for those keys - if (((key == KEY_CAPS_LOCK) && ((mods & GLFW_MOD_CAPS_LOCK) > 0)) || - ((key == KEY_NUM_LOCK) && ((mods & GLFW_MOD_NUM_LOCK) > 0))) CORE.Input.Keyboard.currentKeyState[key] = 1; -#endif - - // Check the exit key to set close window - if ((key == CORE.Input.Keyboard.exitKey) && (action == GLFW_PRESS)) glfwSetWindowShouldClose(CORE.Window.handle, GLFW_TRUE); - -#if defined(SUPPORT_SCREEN_CAPTURE) - if ((key == GLFW_KEY_F12) && (action == GLFW_PRESS)) - { -#if defined(SUPPORT_GIF_RECORDING) - if (mods == GLFW_MOD_CONTROL) - { - if (gifRecording) - { - gifRecording = false; - - MsfGifResult result = msf_gif_end(&gifState); - - SaveFileData(TextFormat("%s/screenrec%03i.gif", CORE.Storage.basePath, screenshotCounter), result.data, (unsigned int)result.dataSize); - msf_gif_free(result); - - #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, "SYSTEM: Finish animated GIF recording"); - } - else - { - gifRecording = true; - gifFrameCounter = 0; - - Vector2 scale = GetWindowScaleDPI(); - msf_gif_begin(&gifState, (int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y)); - screenshotCounter++; - - TRACELOG(LOG_INFO, "SYSTEM: Start animated GIF recording: %s", TextFormat("screenrec%03i.gif", screenshotCounter)); - } - } - else -#endif // SUPPORT_GIF_RECORDING - { - TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter)); - screenshotCounter++; - } - } -#endif // SUPPORT_SCREEN_CAPTURE - -#if defined(SUPPORT_EVENTS_AUTOMATION) - if ((key == GLFW_KEY_F11) && (action == GLFW_PRESS)) - { - eventsRecording = !eventsRecording; - - // On finish recording, we export events into a file - if (!eventsRecording) ExportAutomationEvents("eventsrec.rep"); - } - else if ((key == GLFW_KEY_F9) && (action == GLFW_PRESS)) - { - LoadAutomationEvents("eventsrec.rep"); - eventsPlaying = true; - - TRACELOG(LOG_WARNING, "eventsPlaying enabled!"); - } -#endif -} - -// GLFW3 Char Key Callback, runs on key down (gets equivalent unicode char value) -static void CharCallback(GLFWwindow *window, unsigned int key) -{ - //TRACELOG(LOG_DEBUG, "Char Callback: KEY:%i(%c)", key, key); - - // NOTE: Registers any key down considering OS keyboard layout but - // does not detect action events, those should be managed by user... - // Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907 - // Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char - - // Check if there is space available in the queue - if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE) - { - // Add character to the queue - CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = key; - CORE.Input.Keyboard.charPressedQueueCount++; - } -} - -// GLFW3 Mouse Button Callback, runs on mouse button pressed -static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods) -{ - // WARNING: GLFW could only return GLFW_PRESS (1) or GLFW_RELEASE (0) for now, - // but future releases may add more actions (i.e. GLFW_REPEAT) - CORE.Input.Mouse.currentButtonState[button] = action; - -#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) // PLATFORM_DESKTOP - // Process mouse events as touches to be able to use mouse-gestures - GestureEvent gestureEvent = { 0 }; - - // Register touch actions - if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_ACTION_DOWN; - else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_ACTION_UP; - - // NOTE: TOUCH_ACTION_MOVE event is registered in MouseCursorPosCallback() - - // Assign a pointer ID - gestureEvent.pointId[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 CORE.Window.screen.width and CORE.Window.screen.height - gestureEvent.position[0].x /= (float)GetScreenWidth(); - gestureEvent.position[0].y /= (float)GetScreenHeight(); - - // Gesture data is sent to gestures-system for processing -#if defined(PLATFORM_WEB) - // Prevent calling ProcessGestureEvent() when Emscripten is present and there's a touch gesture, so EmscriptenTouchCallback() can handle it itself - if (GetMouseX() != 0 || GetMouseY() != 0) ProcessGestureEvent(gestureEvent); -#else - ProcessGestureEvent(gestureEvent); -#endif - -#endif -} - -// GLFW3 Cursor Position Callback, runs on mouse move -static void MouseCursorPosCallback(GLFWwindow *window, double x, double y) -{ - CORE.Input.Mouse.currentPosition.x = (float)x; - CORE.Input.Mouse.currentPosition.y = (float)y; - CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition; - -#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) // PLATFORM_DESKTOP - // Process mouse events as touches to be able to use mouse-gestures - GestureEvent gestureEvent = { 0 }; - - gestureEvent.touchAction = TOUCH_ACTION_MOVE; - - // Assign a pointer ID - gestureEvent.pointId[0] = 0; - - // Register touch points count - gestureEvent.pointCount = 1; - - // Register touch points position, only one point registered - gestureEvent.position[0] = CORE.Input.Touch.position[0]; - - // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height - 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 Scrolling Callback, runs on mouse wheel -static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset) -{ - CORE.Input.Mouse.currentWheelMove = (Vector2){ (float)xoffset, (float)yoffset }; -} - -// GLFW3 CursorEnter Callback, when cursor enters the window -static void CursorEnterCallback(GLFWwindow *window, int enter) -{ - if (enter == true) CORE.Input.Mouse.cursorOnScreen = true; - else CORE.Input.Mouse.cursorOnScreen = false; -} - -// GLFW3 Window Drop Callback, runs when drop files into window -static void WindowDropCallback(GLFWwindow *window, int count, const char **paths) -{ - if (count > 0) - { - // In case previous dropped filepaths have not been freed, we free them - if (CORE.Window.dropFileCount > 0) - { - for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]); - - RL_FREE(CORE.Window.dropFilepaths); - - CORE.Window.dropFileCount = 0; - CORE.Window.dropFilepaths = NULL; - } - - // WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy - CORE.Window.dropFileCount = count; - CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *)); - - for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) - { - CORE.Window.dropFilepaths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char)); - strcpy(CORE.Window.dropFilepaths[i], paths[i]); - } - } -} -#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; - } break; - case APP_CMD_RESUME: break; - case APP_CMD_INIT_WINDOW: - { - if (app->window != NULL) - { - if (CORE.Android.contextRebindRequired) - { - // Reset screen scaling to full display size - EGLint displayFormat = 0; - eglGetConfigAttrib(CORE.Window.device, CORE.Window.config, EGL_NATIVE_VISUAL_ID, &displayFormat); - - // Adding renderOffset here feels rather hackish, but the viewport scaling is wrong after the - // context rebinding if the screen is scaled unless offsets are added. There's probably a more - // appropriate way to fix this - ANativeWindow_setBuffersGeometry(app->window, - CORE.Window.render.width + CORE.Window.renderOffset.x, - CORE.Window.render.height + CORE.Window.renderOffset.y, - displayFormat); - - // Recreate display surface and re-attach OpenGL context - CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, app->window, NULL); - eglMakeCurrent(CORE.Window.device, CORE.Window.surface, CORE.Window.surface, CORE.Window.context); - - CORE.Android.contextRebindRequired = false; - } - else - { - CORE.Window.display.width = ANativeWindow_getWidth(CORE.Android.app->window); - CORE.Window.display.height = ANativeWindow_getHeight(CORE.Android.app->window); - - // Initialize graphics device (display device and OpenGL context) - InitGraphicsDevice(CORE.Window.screen.width, CORE.Window.screen.height); - - // Initialize hi-res timer - InitTimer(); - - // Initialize random seed - srand((unsigned int)time(NULL)); - - #if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT) - // Load default font - // WARNING: External function: Module required: rtext - LoadFontDefault(); - Rectangle rec = GetFontDefault().recs[95]; - // NOTE: We setup a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering - #if defined(SUPPORT_MODULE_RSHAPES) - SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 }); // WARNING: Module required: rshapes - #endif - #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 < assetCount; i++) - { - // TODO: Unload old asset if required - - // Load texture again to pointed texture - (*textureAsset + i) = LoadTexture(assetPath[i]); - } - } - */ - } - } - } break; - case APP_CMD_GAINED_FOCUS: - { - CORE.Android.appEnabled = true; - //ResumeMusicStream(); - } break; - case APP_CMD_PAUSE: break; - case APP_CMD_LOST_FOCUS: - { - CORE.Android.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(CORE.Window.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); - eglDestroySurface(CORE.Window.device, CORE.Window.surface); - - CORE.Android.contextRebindRequired = true; - } break; - case APP_CMD_SAVE_STATE: break; - case APP_CMD_STOP: break; - case APP_CMD_DESTROY: - { - // NOTE 1: Call ANativeActivity_finish again to free resources unconditionally. - // NOTE 2: You can deallocate other things that are NativeActivity related here. - ANativeActivity_finish(CORE.Android.app->activity); - } break; - case APP_CMD_CONFIG_CHANGED: - { - //AConfiguration_fromAssetManager(CORE.Android.app->config, CORE.Android.app->activity->assetManager); - //print_cur_config(CORE.Android.app); - - // Check screen orientation here! - } break; - default: break; - } -} - -static GamepadButton AndroidTranslateGamepadButton(int button) -{ - switch (button) - { - case AKEYCODE_BUTTON_A: return GAMEPAD_BUTTON_RIGHT_FACE_DOWN; - case AKEYCODE_BUTTON_B: return GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; - case AKEYCODE_BUTTON_X: return GAMEPAD_BUTTON_RIGHT_FACE_LEFT; - case AKEYCODE_BUTTON_Y: return GAMEPAD_BUTTON_RIGHT_FACE_UP; - case AKEYCODE_BUTTON_L1: return GAMEPAD_BUTTON_LEFT_TRIGGER_1; - case AKEYCODE_BUTTON_R1: return GAMEPAD_BUTTON_RIGHT_TRIGGER_1; - case AKEYCODE_BUTTON_L2: return GAMEPAD_BUTTON_LEFT_TRIGGER_2; - case AKEYCODE_BUTTON_R2: return GAMEPAD_BUTTON_RIGHT_TRIGGER_2; - case AKEYCODE_BUTTON_THUMBL: return GAMEPAD_BUTTON_LEFT_THUMB; - case AKEYCODE_BUTTON_THUMBR: return GAMEPAD_BUTTON_RIGHT_THUMB; - case AKEYCODE_BUTTON_START: return GAMEPAD_BUTTON_MIDDLE_RIGHT; - case AKEYCODE_BUTTON_SELECT: return GAMEPAD_BUTTON_MIDDLE_LEFT; - case AKEYCODE_BUTTON_MODE: return GAMEPAD_BUTTON_MIDDLE; - // On some (most?) gamepads dpad events are reported as axis motion instead - case AKEYCODE_DPAD_DOWN: return GAMEPAD_BUTTON_LEFT_FACE_DOWN; - case AKEYCODE_DPAD_RIGHT: return GAMEPAD_BUTTON_LEFT_FACE_RIGHT; - case AKEYCODE_DPAD_LEFT: return GAMEPAD_BUTTON_LEFT_FACE_LEFT; - case AKEYCODE_DPAD_UP: return GAMEPAD_BUTTON_LEFT_FACE_UP; - default: return GAMEPAD_BUTTON_UNKNOWN; - } -} - -// 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 - // https://developer.android.com/training/game-controllers/controller-input - - int type = AInputEvent_getType(event); - int source = AInputEvent_getSource(event); - - if (type == AINPUT_EVENT_TYPE_MOTION) - { - if (((source & AINPUT_SOURCE_JOYSTICK) == AINPUT_SOURCE_JOYSTICK) || - ((source & AINPUT_SOURCE_GAMEPAD) == AINPUT_SOURCE_GAMEPAD)) - { - // For now we'll assume a single gamepad which we "detect" on its input event - CORE.Input.Gamepad.ready[0] = true; - - CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_X] = AMotionEvent_getAxisValue( - event, AMOTION_EVENT_AXIS_X, 0); - CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_Y] = AMotionEvent_getAxisValue( - event, AMOTION_EVENT_AXIS_Y, 0); - CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_X] = AMotionEvent_getAxisValue( - event, AMOTION_EVENT_AXIS_Z, 0); - CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_Y] = AMotionEvent_getAxisValue( - event, AMOTION_EVENT_AXIS_RZ, 0); - CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_TRIGGER] = AMotionEvent_getAxisValue( - event, AMOTION_EVENT_AXIS_BRAKE, 0) * 2.0f - 1.0f; - CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_TRIGGER] = AMotionEvent_getAxisValue( - event, AMOTION_EVENT_AXIS_GAS, 0) * 2.0f - 1.0f; - - // dpad is reported as an axis on android - float dpadX = AMotionEvent_getAxisValue(event, AMOTION_EVENT_AXIS_HAT_X, 0); - float dpadY = AMotionEvent_getAxisValue(event, AMOTION_EVENT_AXIS_HAT_Y, 0); - - if (dpadX == 1.0f) - { - CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_RIGHT] = 1; - CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_LEFT] = 0; - } - else if (dpadX == -1.0f) - { - CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_RIGHT] = 0; - CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_LEFT] = 1; - } - else - { - CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_RIGHT] = 0; - CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_LEFT] = 0; - } - - if (dpadY == 1.0f) - { - CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_DOWN] = 1; - CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_UP] = 0; - } - else if (dpadY == -1.0f) - { - CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_DOWN] = 0; - CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_UP] = 1; - } - else - { - CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_DOWN] = 0; - CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_UP] = 0; - } - - return 1; // Handled gamepad axis motion - } - } - else if (type == AINPUT_EVENT_TYPE_KEY) - { - int32_t keycode = AKeyEvent_getKeyCode(event); - //int32_t AKeyEvent_getMetaState(event); - - // Handle gamepad button presses and releases - if (((source & AINPUT_SOURCE_JOYSTICK) == AINPUT_SOURCE_JOYSTICK) || - ((source & AINPUT_SOURCE_GAMEPAD) == AINPUT_SOURCE_GAMEPAD)) - { - // For now we'll assume a single gamepad which we "detect" on its input event - CORE.Input.Gamepad.ready[0] = true; - - GamepadButton button = AndroidTranslateGamepadButton(keycode); - - if (button == GAMEPAD_BUTTON_UNKNOWN) return 1; - - if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN) - { - CORE.Input.Gamepad.currentButtonState[0][button] = 1; - } - else CORE.Input.Gamepad.currentButtonState[0][button] = 0; // Key up - - return 1; // Handled gamepad button - } - - // 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) - { - CORE.Input.Keyboard.currentKeyState[keycode] = 1; // Key down - - CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode; - CORE.Input.Keyboard.keyPressedQueueCount++; - } - else CORE.Input.Keyboard.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; - } - - return 0; - } - - // Register touch points count - CORE.Input.Touch.pointCount = AMotionEvent_getPointerCount(event); - - for (int i = 0; (i < CORE.Input.Touch.pointCount) && (i < MAX_TOUCH_POINTS); i++) - { - // Register touch points id - CORE.Input.Touch.pointId[i] = AMotionEvent_getPointerId(event, i); - - // Register touch points position - CORE.Input.Touch.position[i] = (Vector2){ AMotionEvent_getX(event, i), AMotionEvent_getY(event, i) }; - - // Normalize CORE.Input.Touch.position[i] for CORE.Window.screen.width and CORE.Window.screen.height - float widthRatio = (float)(CORE.Window.screen.width + CORE.Window.renderOffset.x) / (float)CORE.Window.display.width; - float heightRatio = (float)(CORE.Window.screen.height + CORE.Window.renderOffset.y) / (float)CORE.Window.display.height; - CORE.Input.Touch.position[i].x = CORE.Input.Touch.position[i].x * widthRatio - (float)CORE.Window.renderOffset.x / 2; - CORE.Input.Touch.position[i].y = CORE.Input.Touch.position[i].y * heightRatio - (float)CORE.Window.renderOffset.y / 2; - } - - int32_t action = AMotionEvent_getAction(event); - unsigned int flags = action & AMOTION_EVENT_ACTION_MASK; - -#if defined(SUPPORT_GESTURES_SYSTEM) // PLATFORM_ANDROID - GestureEvent gestureEvent = { 0 }; - - gestureEvent.pointCount = CORE.Input.Touch.pointCount; - - // Register touch actions - if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_ACTION_DOWN; - else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_ACTION_UP; - else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_ACTION_MOVE; - else if (flags == AMOTION_EVENT_ACTION_CANCEL) gestureEvent.touchAction = TOUCH_ACTION_CANCEL; - - for (int i = 0; (i < gestureEvent.pointCount) && (i < MAX_TOUCH_POINTS); i++) - { - gestureEvent.pointId[i] = CORE.Input.Touch.pointId[i]; - gestureEvent.position[i] = CORE.Input.Touch.position[i]; - } - - // Gesture data is sent to gestures system for processing - ProcessGestureEvent(gestureEvent); -#endif - - int32_t pointerIndex = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT; - - if (flags == AMOTION_EVENT_ACTION_POINTER_UP || flags == AMOTION_EVENT_ACTION_UP) - { - // One of the touchpoints is released, remove it from touch point arrays - for (int i = pointerIndex; (i < CORE.Input.Touch.pointCount - 1) && (i < MAX_TOUCH_POINTS); i++) - { - CORE.Input.Touch.pointId[i] = CORE.Input.Touch.pointId[i+1]; - CORE.Input.Touch.position[i] = CORE.Input.Touch.position[i+1]; - } - - CORE.Input.Touch.pointCount--; - } - - // When all touchpoints are tapped and released really quickly, this event is generated - if (flags == AMOTION_EVENT_ACTION_CANCEL) CORE.Input.Touch.pointCount = 0; - - if (CORE.Input.Touch.pointCount > 0) CORE.Input.Touch.currentTouchState[MOUSE_BUTTON_LEFT] = 1; - else CORE.Input.Touch.currentTouchState[MOUSE_BUTTON_LEFT] = 0; - - return 0; -} -#endif - -#if defined(PLATFORM_WEB) -// Register fullscreen change events -static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData) -{ - // TODO: Implement EmscriptenFullscreenChangeCallback()? - - return 1; // The event was consumed by the callback handler -} - -// Register window resize event -static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData) -{ - // TODO: Implement EmscriptenWindowResizedCallback()? - - return 1; // The event was consumed by the callback handler -} - -EM_JS(int, GetCanvasWidth, (), { return canvas.clientWidth; }); -EM_JS(int, GetCanvasHeight, (), { return canvas.clientHeight; }); - -// Register DOM element resize event -static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData) -{ - // Don't resize non-resizeable windows - if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) == 0) return 1; - - // This event is called whenever the window changes sizes, - // so the size of the canvas object is explicitly retrieved below - int width = GetCanvasWidth(); - int height = GetCanvasHeight(); - emscripten_set_canvas_element_size("#canvas",width,height); - - SetupViewport(width, height); // Reset viewport and projection matrix for new size - - CORE.Window.currentFbo.width = width; - CORE.Window.currentFbo.height = height; - CORE.Window.resizedLastFrame = true; - - if (IsWindowFullscreen()) return 1; - - // Set current screen size - CORE.Window.screen.width = width; - CORE.Window.screen.height = height; - - // NOTE: Postprocessing texture is not scaled to new size - - return 0; -} - -// Register mouse input events -static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData) -{ - // This is only for registering mouse click events with emscripten and doesn't need to do anything - - return 1; // The event was consumed by the callback handler -} - -// Register connected/disconnected gamepads events -static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData) -{ - /* - TRACELOGD("%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) TRACELOGD("Axis %d: %g", i, gamepadEvent->axis[i]); - for (int i = 0; i < gamepadEvent->numButtons; ++i) TRACELOGD("Button %d: Digital: %d, Analog: %g", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]); - */ - - if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS)) - { - CORE.Input.Gamepad.ready[gamepadEvent->index] = true; - sprintf(CORE.Input.Gamepad.name[gamepadEvent->index],"%s",gamepadEvent->id); - } - else CORE.Input.Gamepad.ready[gamepadEvent->index] = false; - - return 1; // The event was consumed by the callback handler -} - -// Register touch input events -static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData) -{ - // Register touch points count - CORE.Input.Touch.pointCount = touchEvent->numTouches; - - double canvasWidth = 0.0; - double canvasHeight = 0.0; - // NOTE: emscripten_get_canvas_element_size() returns canvas.width and canvas.height but - // we are looking for actual CSS size: canvas.style.width and canvas.style.height - //EMSCRIPTEN_RESULT res = emscripten_get_canvas_element_size("#canvas", &canvasWidth, &canvasHeight); - emscripten_get_element_css_size("#canvas", &canvasWidth, &canvasHeight); - - for (int i = 0; (i < CORE.Input.Touch.pointCount) && (i < MAX_TOUCH_POINTS); i++) - { - // Register touch points id - CORE.Input.Touch.pointId[i] = touchEvent->touches[i].identifier; - - // Register touch points position - CORE.Input.Touch.position[i] = (Vector2){ touchEvent->touches[i].targetX, touchEvent->touches[i].targetY }; - - // Normalize gestureEvent.position[x] for CORE.Window.screen.width and CORE.Window.screen.height - CORE.Input.Touch.position[i].x *= ((float)GetScreenWidth()/(float)canvasWidth); - CORE.Input.Touch.position[i].y *= ((float)GetScreenHeight()/(float)canvasHeight); - - if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) CORE.Input.Touch.currentTouchState[i] = 1; - else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) CORE.Input.Touch.currentTouchState[i] = 0; - } - -#if defined(SUPPORT_GESTURES_SYSTEM) // PLATFORM_WEB - GestureEvent gestureEvent = { 0 }; - - gestureEvent.pointCount = CORE.Input.Touch.pointCount; - - // Register touch actions - if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_ACTION_DOWN; - else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_ACTION_UP; - else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_ACTION_MOVE; - else if (eventType == EMSCRIPTEN_EVENT_TOUCHCANCEL) gestureEvent.touchAction = TOUCH_ACTION_CANCEL; - - for (int i = 0; (i < gestureEvent.pointCount) && (i < MAX_TOUCH_POINTS); i++) - { - gestureEvent.pointId[i] = CORE.Input.Touch.pointId[i]; - gestureEvent.position[i] = CORE.Input.Touch.position[i]; - - // Normalize gestureEvent.position[i] - gestureEvent.position[i].x /= (float)GetScreenWidth(); - gestureEvent.position[i].y /= (float)GetScreenHeight(); - } - - // Gesture data is sent to gestures system for processing - ProcessGestureEvent(gestureEvent); - - // Reset the pointCount for web, if it was the last Touch End event - if (eventType == EMSCRIPTEN_EVENT_TOUCHEND && CORE.Input.Touch.pointCount == 1) CORE.Input.Touch.pointCount = 0; -#endif - - return 1; // The event was consumed by the callback handler -} -#endif - -#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) -// Initialize Keyboard system (using standard input) -static void InitKeyboard(void) -{ - // NOTE: We read directly from Standard Input (stdin) - STDIN_FILENO file descriptor, - // Reading directly from stdin will give chars already key-mapped by kernel to ASCII or UNICODE - - // Save terminal keyboard settings - tcgetattr(STDIN_FILENO, &CORE.Input.Keyboard.defaultSettings); - - // Reconfigure terminal with new settings - struct termios keyboardNewSettings = { 0 }; - keyboardNewSettings = CORE.Input.Keyboard.defaultSettings; - - // 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); - - // Save old keyboard mode to restore it at the end - CORE.Input.Keyboard.defaultFileFlags = fcntl(STDIN_FILENO, F_GETFL, 0); // F_GETFL: Get the file access mode and the file status flags - fcntl(STDIN_FILENO, F_SETFL, CORE.Input.Keyboard.defaultFileFlags | O_NONBLOCK); // F_SETFL: Set the file status flags to the value specified - - // NOTE: If ioctl() returns -1, it means the call failed for some reason (error code set in errno) - int result = ioctl(STDIN_FILENO, KDGKBMODE, &CORE.Input.Keyboard.defaultMode); - - // In case of failure, it could mean a remote keyboard is used (SSH) - if (result < 0) TRACELOG(LOG_WARNING, "RPI: Failed to change keyboard mode, an SSH keyboard is probably used"); - else - { - // 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); // ASCII chars - } - - // Register keyboard restore when program finishes - atexit(RestoreKeyboard); -} - -// Restore default keyboard input -static void RestoreKeyboard(void) -{ - // Reset to default keyboard settings - tcsetattr(STDIN_FILENO, TCSANOW, &CORE.Input.Keyboard.defaultSettings); - - // Reconfigure keyboard to default mode - fcntl(STDIN_FILENO, F_SETFL, CORE.Input.Keyboard.defaultFileFlags); - ioctl(STDIN_FILENO, KDSKBMODE, CORE.Input.Keyboard.defaultMode); -} - -#if defined(SUPPORT_SSH_KEYBOARD_RPI) -// Process keyboard inputs -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] = { 0 }; // 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 < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.currentKeyState[i] = 0; - - // Fill all read bytes (looking for keys) - for (int i = 0; i < bufferByteCount; i++) - { - // 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) - { - // Check if ESCAPE key has been pressed to stop program - if (bufferByteCount == 1) CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] = 1; - 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: CORE.Input.Keyboard.currentKeyState[290] = 1; break; // raylib KEY_F1 - case 0x42: CORE.Input.Keyboard.currentKeyState[291] = 1; break; // raylib KEY_F2 - case 0x43: CORE.Input.Keyboard.currentKeyState[292] = 1; break; // raylib KEY_F3 - case 0x44: CORE.Input.Keyboard.currentKeyState[293] = 1; break; // raylib KEY_F4 - case 0x45: CORE.Input.Keyboard.currentKeyState[294] = 1; break; // raylib KEY_F5 - case 0x37: CORE.Input.Keyboard.currentKeyState[295] = 1; break; // raylib KEY_F6 - case 0x38: CORE.Input.Keyboard.currentKeyState[296] = 1; break; // raylib KEY_F7 - case 0x39: CORE.Input.Keyboard.currentKeyState[297] = 1; break; // raylib KEY_F8 - case 0x30: CORE.Input.Keyboard.currentKeyState[298] = 1; break; // raylib KEY_F9 - case 0x31: CORE.Input.Keyboard.currentKeyState[299] = 1; break; // raylib KEY_F10 - case 0x33: CORE.Input.Keyboard.currentKeyState[300] = 1; break; // raylib KEY_F11 - case 0x34: CORE.Input.Keyboard.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: CORE.Input.Keyboard.currentKeyState[265] = 1; break; // raylib KEY_UP - case 0x42: CORE.Input.Keyboard.currentKeyState[264] = 1; break; // raylib KEY_DOWN - case 0x43: CORE.Input.Keyboard.currentKeyState[262] = 1; break; // raylib KEY_RIGHT - case 0x44: CORE.Input.Keyboard.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) // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*) - { - CORE.Input.Keyboard.currentKeyState[257] = 1; - - CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 257; // Add keys pressed into queue - CORE.Input.Keyboard.keyPressedQueueCount++; - } - else if (keysBuffer[i] == 0x7f) // raylib KEY_BACKSPACE - { - CORE.Input.Keyboard.currentKeyState[259] = 1; - - CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 257; // Add keys pressed into queue - CORE.Input.Keyboard.keyPressedQueueCount++; - } - else - { - // Translate lowercase a-z letters to A-Z - if ((keysBuffer[i] >= 97) && (keysBuffer[i] <= 122)) - { - CORE.Input.Keyboard.currentKeyState[(int)keysBuffer[i] - 32] = 1; - } - else CORE.Input.Keyboard.currentKeyState[(int)keysBuffer[i]] = 1; - - CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keysBuffer[i]; // Add keys pressed into queue - CORE.Input.Keyboard.keyPressedQueueCount++; - } - } - - // Check exit key (same functionality as GLFW3 KeyCallback()) - if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] == 1) CORE.Window.shouldClose = true; - -#if defined(SUPPORT_SCREEN_CAPTURE) - // Check screen capture key (raylib key: KEY_F12) - if (CORE.Input.Keyboard.currentKeyState[301] == 1) - { - TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter)); - screenshotCounter++; - } -#endif -} -#endif // SUPPORT_SSH_KEYBOARD_RPI - -// Initialise user input from evdev(/dev/input/event<N>) this means mouse, keyboard or gamepad devices -static void InitEvdevInput(void) -{ - char path[MAX_FILEPATH_LENGTH] = { 0 }; - DIR *directory = NULL; - struct dirent *entity = NULL; - - // Initialise keyboard file descriptor - CORE.Input.Keyboard.fd = -1; - - // Reset variables - for (int i = 0; i < MAX_TOUCH_POINTS; ++i) - { - CORE.Input.Touch.position[i].x = -1; - CORE.Input.Touch.position[i].y = -1; - } - - // Reset keyboard key state - for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.currentKeyState[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*" - (strncmp("mouse", entity->d_name, strlen("mouse")) == 0)) // Search for devices named "mouse*" - { - sprintf(path, "%s%s", DEFAULT_EVDEV_PATH, entity->d_name); - ConfigureEvdevDevice(path); // Configure the device if appropriate - } - } - - closedir(directory); - } - else TRACELOG(LOG_WARNING, "RPI: Failed to open linux event directory: %s", DEFAULT_EVDEV_PATH); -} - -// Identifies a input device and configures it for use if appropriate -static void ConfigureEvdevDevice(char *device) -{ - #define BITS_PER_LONG (8*sizeof(long)) - #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 = { 0 }; - unsigned long evBits[NBITS(EV_MAX)] = { 0 }; - unsigned long absBits[NBITS(ABS_MAX)] = { 0 }; - unsigned long relBits[NBITS(REL_MAX)] = { 0 }; - unsigned long keyBits[NBITS(KEY_MAX)] = { 0 }; - bool hasAbs = false; - bool hasRel = false; - bool hasAbsMulti = false; - int freeWorkerId = -1; - int fd = -1; - - InputEventWorker *worker = NULL; - - // Open the device and allocate worker - //------------------------------------------------------------------------------------------------------- - // Find a free spot in the workers array - for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i) - { - if (CORE.Input.eventWorker[i].threadId == 0) - { - freeWorkerId = i; - break; - } - } - - // Select the free worker from array - if (freeWorkerId >= 0) - { - worker = &(CORE.Input.eventWorker[freeWorkerId]); // Grab a pointer to the worker - memset(worker, 0, sizeof(InputEventWorker)); // Clear the worker - } - else - { - TRACELOG(LOG_WARNING, "RPI: Failed to create 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, "RPI: Failed to open input device: %s", device); - 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; - } - else worker->eventNum = 0; // TODO: HACK: Grab number for mouse0 device! - - // 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 available 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->isKeyboard && (CORE.Input.Keyboard.fd == -1)) - { - // Use the first keyboard encountered. This assumes that a device that says it's a keyboard is just a - // keyboard. The keyboard is polled synchronously, whereas other input devices are polled in separate - // threads so that they don't drop events when the frame rate is slow. - TRACELOG(LOG_INFO, "RPI: Opening keyboard device: %s", device); - CORE.Input.Keyboard.fd = worker->fd; - } - else if (worker->isTouch || worker->isMouse) - { - // Looks like an interesting device - TRACELOG(LOG_INFO, "RPI: Opening input device: %s (%s%s%s%s)", device, - worker->isMouse? "mouse " : "", - worker->isMultitouch? "multitouch " : "", - worker->isTouch? "touchscreen " : "", - worker->isGamepad? "gamepad " : ""); - - // Create a thread for this device - int error = pthread_create(&worker->threadId, NULL, &EventThread, (void *)worker); - if (error != 0) - { - TRACELOG(LOG_WARNING, "RPI: Failed to create input device thread: %s (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(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i) - { - if (CORE.Input.eventWorker[i].isTouch && (CORE.Input.eventWorker[i].eventNum > maxTouchNumber)) maxTouchNumber = CORE.Input.eventWorker[i].eventNum; - } - - // Find touchscreens with lower indexes - for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i) - { - if (CORE.Input.eventWorker[i].isTouch && (CORE.Input.eventWorker[i].eventNum < maxTouchNumber)) - { - if (CORE.Input.eventWorker[i].threadId != 0) - { - TRACELOG(LOG_WARNING, "RPI: Found duplicate touchscreen, killing touchscreen on event: %d", i); - pthread_cancel(CORE.Input.eventWorker[i].threadId); - close(CORE.Input.eventWorker[i].fd); - } - } - } -#endif - } - else close(fd); // We are not interested in this device - //------------------------------------------------------------------------------------------------------- -} - -static void PollKeyboardEvents(void) -{ - // Scancode to keycode mapping for US keyboards - // TODO: 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 keymapUS[] = { - 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 - }; - - int fd = CORE.Input.Keyboard.fd; - if (fd == -1) return; - - struct input_event event = { 0 }; - int keycode = -1; - - // Try to read data from the keyboard and only continue if successful - while (read(fd, &event, sizeof(event)) == (int)sizeof(event)) - { - // Button parsing - if (event.type == EV_KEY) - { -#if defined(SUPPORT_SSH_KEYBOARD_RPI) - // Change keyboard mode to events - CORE.Input.Keyboard.evtMode = true; -#endif - // Keyboard button parsing - if ((event.code >= 1) && (event.code <= 255)) //Keyboard keys appear for codes 1 to 255 - { - keycode = keymapUS[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(CORE.Input.Keyboard.currentKeyState))) - { - // WARNING: https://www.kernel.org/doc/Documentation/input/input.txt - // Event interface: 'value' is the value the event carries. Either a relative change for EV_REL, - // absolute new value for EV_ABS (joysticks ...), or 0 for EV_KEY for release, 1 for keypress and 2 for autorepeat - CORE.Input.Keyboard.currentKeyState[keycode] = (event.value >= 1)? 1 : 0; - if (event.value >= 1) - { - CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode; // Register last key pressed - CORE.Input.Keyboard.keyPressedQueueCount++; - } - - #if defined(SUPPORT_SCREEN_CAPTURE) - // Check screen capture key (raylib key: KEY_F12) - if (CORE.Input.Keyboard.currentKeyState[301] == 1) - { - TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter)); - screenshotCounter++; - } - #endif - - if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] == 1) CORE.Window.shouldClose = true; - - TRACELOGD("RPI: KEY_%s ScanCode: %4i KeyCode: %4i", event.value == 0 ? "UP":"DOWN", event.code, keycode); - } - } - } - } -} - -// Input device events reading thread -static void *EventThread(void *arg) -{ - struct input_event event = { 0 }; - InputEventWorker *worker = (InputEventWorker *)arg; - - int touchAction = -1; // 0-TOUCH_ACTION_UP, 1-TOUCH_ACTION_DOWN, 2-TOUCH_ACTION_MOVE - bool gestureUpdate = false; // Flag to note gestures require to update - - while (!CORE.Window.shouldClose) - { - // Try to read data from the device and only continue if successful - while (read(worker->fd, &event, sizeof(event)) == (int)sizeof(event)) - { - // Relative movement parsing - if (event.type == EV_REL) - { - if (event.code == REL_X) - { - CORE.Input.Mouse.currentPosition.x += event.value; - CORE.Input.Touch.position[0].x = CORE.Input.Mouse.currentPosition.x; - - touchAction = 2; // TOUCH_ACTION_MOVE - gestureUpdate = true; - } - - if (event.code == REL_Y) - { - CORE.Input.Mouse.currentPosition.y += event.value; - CORE.Input.Touch.position[0].y = CORE.Input.Mouse.currentPosition.y; - - touchAction = 2; // TOUCH_ACTION_MOVE - gestureUpdate = true; - } - - if (event.code == REL_WHEEL) CORE.Input.Mouse.currentWheelMove.y += event.value; - } - - // Absolute movement parsing - if (event.type == EV_ABS) - { - // Basic movement - if (event.code == ABS_X) - { - CORE.Input.Mouse.currentPosition.x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange - CORE.Input.Touch.position[0].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange - - touchAction = 2; // TOUCH_ACTION_MOVE - gestureUpdate = true; - } - - if (event.code == ABS_Y) - { - CORE.Input.Mouse.currentPosition.y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale acording to absRange - CORE.Input.Touch.position[0].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale acording to absRange - - touchAction = 2; // TOUCH_ACTION_MOVE - gestureUpdate = true; - } - - // Multitouch movement - if (event.code == ABS_MT_SLOT) worker->touchSlot = event.value; // Remember the slot number for the folowing events - - if (event.code == ABS_MT_POSITION_X) - { - if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange - } - - if (event.code == ABS_MT_POSITION_Y) - { - if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/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 - CORE.Input.Touch.position[worker->touchSlot].x = -1; - CORE.Input.Touch.position[worker->touchSlot].y = -1; - } - } - - // Touchscreen tap - if (event.code == ABS_PRESSURE) - { - int previousMouseLeftButtonState = CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_LEFT]; - - if (!event.value && previousMouseLeftButtonState) - { - CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = 0; - - touchAction = 0; // TOUCH_ACTION_UP - gestureUpdate = true; - } - - if (event.value && !previousMouseLeftButtonState) - { - CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = 1; - - touchAction = 1; // TOUCH_ACTION_DOWN - gestureUpdate = true; - } - } - - } - - // Button parsing - if (event.type == EV_KEY) - { - // Mouse button parsing - if ((event.code == BTN_TOUCH) || (event.code == BTN_LEFT)) - { - CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = event.value; - - if (event.value > 0) touchAction = 1; // TOUCH_ACTION_DOWN - else touchAction = 0; // TOUCH_ACTION_UP - gestureUpdate = true; - } - - if (event.code == BTN_RIGHT) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_RIGHT] = event.value; - if (event.code == BTN_MIDDLE) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_MIDDLE] = event.value; - if (event.code == BTN_SIDE) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_SIDE] = event.value; - if (event.code == BTN_EXTRA) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_EXTRA] = event.value; - if (event.code == BTN_FORWARD) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_FORWARD] = event.value; - if (event.code == BTN_BACK) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_BACK] = event.value; - } - - // Screen confinement - if (!CORE.Input.Mouse.cursorHidden) - { - if (CORE.Input.Mouse.currentPosition.x < 0) CORE.Input.Mouse.currentPosition.x = 0; - if (CORE.Input.Mouse.currentPosition.x > CORE.Window.screen.width/CORE.Input.Mouse.scale.x) CORE.Input.Mouse.currentPosition.x = CORE.Window.screen.width/CORE.Input.Mouse.scale.x; - - if (CORE.Input.Mouse.currentPosition.y < 0) CORE.Input.Mouse.currentPosition.y = 0; - if (CORE.Input.Mouse.currentPosition.y > CORE.Window.screen.height/CORE.Input.Mouse.scale.y) CORE.Input.Mouse.currentPosition.y = CORE.Window.screen.height/CORE.Input.Mouse.scale.y; - } - - // Update touch point count - CORE.Input.Touch.pointCount = 0; - if (CORE.Input.Touch.position[0].x >= 0) CORE.Input.Touch.pointCount++; - if (CORE.Input.Touch.position[1].x >= 0) CORE.Input.Touch.pointCount++; - if (CORE.Input.Touch.position[2].x >= 0) CORE.Input.Touch.pointCount++; - if (CORE.Input.Touch.position[3].x >= 0) CORE.Input.Touch.pointCount++; - -#if defined(SUPPORT_GESTURES_SYSTEM) // PLATFORM_RPI, PLATFORM_DRM - if (gestureUpdate) - { - GestureEvent gestureEvent = { 0 }; - - gestureEvent.touchAction = touchAction; - gestureEvent.pointCount = CORE.Input.Touch.pointCount; - - gestureEvent.pointId[0] = 0; - gestureEvent.pointId[1] = 1; - gestureEvent.pointId[2] = 2; - gestureEvent.pointId[3] = 3; - - gestureEvent.position[0] = CORE.Input.Touch.position[0]; - gestureEvent.position[1] = CORE.Input.Touch.position[1]; - gestureEvent.position[2] = CORE.Input.Touch.position[2]; - gestureEvent.position[3] = CORE.Input.Touch.position[3]; - - ProcessGestureEvent(gestureEvent); - } -#endif - } - - WaitTime(0.005); // Sleep for 5ms to avoid hogging CPU time - } - - close(worker->fd); - - return NULL; -} - -// Initialize gamepad system -static void InitGamepad(void) -{ - char gamepadDev[128] = { 0 }; - - for (int i = 0; i < MAX_GAMEPADS; i++) - { - sprintf(gamepadDev, "%s%i", DEFAULT_GAMEPAD_DEV, i); - - if ((CORE.Input.Gamepad.streamId[i] = open(gamepadDev, O_RDONLY | O_NONBLOCK)) < 0) - { - // NOTE: Only show message for first gamepad - if (i == 0) TRACELOG(LOG_WARNING, "RPI: Failed to open Gamepad device, no gamepad available"); - } - else - { - CORE.Input.Gamepad.ready[i] = true; - - // NOTE: Only create one thread - if (i == 0) - { - int error = pthread_create(&CORE.Input.Gamepad.threadId, NULL, &GamepadThread, NULL); - - if (error != 0) TRACELOG(LOG_WARNING, "RPI: Failed to create gamepad input event thread"); - else TRACELOG(LOG_INFO, "RPI: 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 = { 0 }; - - while (!CORE.Window.shouldClose) - { - for (int i = 0; i < MAX_GAMEPADS; i++) - { - if (read(CORE.Input.Gamepad.streamId[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_WARNING, "RPI: Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value); - - if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS) - { - // 1 - button pressed, 0 - button released - CORE.Input.Gamepad.currentButtonState[i][gamepadEvent.number] = (int)gamepadEvent.value; - - if ((int)gamepadEvent.value == 1) CORE.Input.Gamepad.lastButtonPressed = gamepadEvent.number; - else CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN - } - } - else if (gamepadEvent.type == JS_EVENT_AXIS) - { - //TRACELOG(LOG_WARNING, "RPI: 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 - CORE.Input.Gamepad.axisState[i][gamepadEvent.number] = (float)gamepadEvent.value/32768; - } - } - } - else WaitTime(0.001); // Sleep for 1 ms to avoid hogging CPU time - } - } - - return NULL; -} -#endif // PLATFORM_RPI || PLATFORM_DRM - -#if defined(PLATFORM_DRM) -// Search matching DRM mode in connector's mode list -static int FindMatchingConnectorMode(const drmModeConnector *connector, const drmModeModeInfo *mode) -{ - if (NULL == connector) return -1; - if (NULL == mode) return -1; - - // safe bitwise comparison of two modes - #define BINCMP(a, b) memcmp((a), (b), (sizeof(a) < sizeof(b)) ? sizeof(a) : sizeof(b)) - - for (size_t i = 0; i < connector->count_modes; i++) - { - TRACELOG(LOG_TRACE, "DISPLAY: DRM mode: %d %ux%u@%u %s", i, connector->modes[i].hdisplay, connector->modes[i].vdisplay, - connector->modes[i].vrefresh, (connector->modes[i].flags & DRM_MODE_FLAG_INTERLACE) ? "interlaced" : "progressive"); - - if (0 == BINCMP(&CORE.Window.crtc->mode, &CORE.Window.connector->modes[i])) return i; - } - - return -1; - - #undef BINCMP -} - -// Search exactly matching DRM connector mode in connector's list -static int FindExactConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced) -{ - TRACELOG(LOG_TRACE, "DISPLAY: Searching exact connector mode for %ux%u@%u, selecting an interlaced mode is allowed: %s", width, height, fps, allowInterlaced ? "yes" : "no"); - - if (NULL == connector) return -1; - - for (int i = 0; i < CORE.Window.connector->count_modes; i++) - { - const drmModeModeInfo *const mode = &CORE.Window.connector->modes[i]; - - TRACELOG(LOG_TRACE, "DISPLAY: DRM Mode %d %ux%u@%u %s", i, mode->hdisplay, mode->vdisplay, mode->vrefresh, (mode->flags & DRM_MODE_FLAG_INTERLACE) ? "interlaced" : "progressive"); - - if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && (!allowInterlaced)) continue; - - if ((mode->hdisplay == width) && (mode->vdisplay == height) && (mode->vrefresh == fps)) return i; - } - - TRACELOG(LOG_TRACE, "DISPLAY: No DRM exact matching mode found"); - return -1; -} - -// Search the nearest matching DRM connector mode in connector's list -static int FindNearestConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced) -{ - TRACELOG(LOG_TRACE, "DISPLAY: Searching nearest connector mode for %ux%u@%u, selecting an interlaced mode is allowed: %s", width, height, fps, allowInterlaced ? "yes" : "no"); - - if (NULL == connector) return -1; - - int nearestIndex = -1; - for (int i = 0; i < CORE.Window.connector->count_modes; i++) - { - const drmModeModeInfo *const mode = &CORE.Window.connector->modes[i]; - - TRACELOG(LOG_TRACE, "DISPLAY: DRM mode: %d %ux%u@%u %s", i, mode->hdisplay, mode->vdisplay, mode->vrefresh, - (mode->flags & DRM_MODE_FLAG_INTERLACE) ? "interlaced" : "progressive"); - - if ((mode->hdisplay < width) || (mode->vdisplay < height)) - { - TRACELOG(LOG_TRACE, "DISPLAY: DRM mode is too small"); - continue; - } - - if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && (!allowInterlaced)) - { - TRACELOG(LOG_TRACE, "DISPLAY: DRM shouldn't choose an interlaced mode"); - continue; - } - - if (nearestIndex < 0) - { - nearestIndex = i; - continue; - } - - const int widthDiff = abs(mode->hdisplay - width); - const int heightDiff = abs(mode->vdisplay - height); - const int fpsDiff = abs(mode->vrefresh - fps); - - const int nearestWidthDiff = abs(CORE.Window.connector->modes[nearestIndex].hdisplay - width); - const int nearestHeightDiff = abs(CORE.Window.connector->modes[nearestIndex].vdisplay - height); - const int nearestFpsDiff = abs(CORE.Window.connector->modes[nearestIndex].vrefresh - fps); - - if ((widthDiff < nearestWidthDiff) || (heightDiff < nearestHeightDiff) || (fpsDiff < nearestFpsDiff)) { - nearestIndex = i; - } - } - - return nearestIndex; -} -#endif - -#if defined(SUPPORT_EVENTS_AUTOMATION) -// NOTE: Loading happens over AutomationEvent *events -// TODO: This system should probably be redesigned -static void LoadAutomationEvents(const char *fileName) -{ - // Load events file (binary) - /* - FILE *repFile = fopen(fileName, "rb"); - unsigned char fileId[4] = { 0 }; - - fread(fileId, 1, 4, repFile); - - if ((fileId[0] == 'r') && (fileId[1] == 'E') && (fileId[2] == 'P') && (fileId[1] == ' ')) - { - fread(&eventCount, sizeof(int), 1, repFile); - TRACELOG(LOG_WARNING, "Events loaded: %i\n", eventCount); - fread(events, sizeof(AutomationEvent), eventCount, repFile); - } - - fclose(repFile); - */ - - // Load events file (text) - FILE *repFile = fopen(fileName, "rt"); - - if (repFile != NULL) - { - unsigned int count = 0; - char buffer[256] = { 0 }; - - fgets(buffer, 256, repFile); - - while (!feof(repFile)) - { - if (buffer[0] == 'c') sscanf(buffer, "c %i", &eventCount); - else if (buffer[0] == 'e') - { - sscanf(buffer, "e %d %d %d %d %d", &events[count].frame, &events[count].type, - &events[count].params[0], &events[count].params[1], &events[count].params[2]); - - count++; - } - - fgets(buffer, 256, repFile); - } - - if (count != eventCount) TRACELOG(LOG_WARNING, "Events count provided is different than count"); - - fclose(repFile); - } - - TRACELOG(LOG_WARNING, "Events loaded: %i", eventCount); -} - -// Export recorded events into a file -static void ExportAutomationEvents(const char *fileName) -{ - unsigned char fileId[4] = "rEP "; - - // Save as binary - /* - FILE *repFile = fopen(fileName, "wb"); - fwrite(fileId, sizeof(unsigned char), 4, repFile); - fwrite(&eventCount, sizeof(int), 1, repFile); - fwrite(events, sizeof(AutomationEvent), eventCount, repFile); - fclose(repFile); - */ - - // Export events as text - FILE *repFile = fopen(fileName, "wt"); - - if (repFile != NULL) - { - fprintf(repFile, "# Automation events list\n"); - fprintf(repFile, "# c <events_count>\n"); - fprintf(repFile, "# e <frame> <event_type> <param0> <param1> <param2> // <event_type_name>\n"); - - fprintf(repFile, "c %i\n", eventCount); - for (int i = 0; i < eventCount; i++) - { - fprintf(repFile, "e %i %i %i %i %i // %s\n", events[i].frame, events[i].type, - events[i].params[0], events[i].params[1], events[i].params[2], autoEventTypeName[events[i].type]); - } - - fclose(repFile); - } -} - -// EndDrawing() -> After PollInputEvents() -// Check event in current frame and save into the events[i] array -static void RecordAutomationEvent(unsigned int frame) -{ - for (int key = 0; key < MAX_KEYBOARD_KEYS; key++) - { - // INPUT_KEY_UP (only saved once) - if (CORE.Input.Keyboard.previousKeyState[key] && !CORE.Input.Keyboard.currentKeyState[key]) - { - events[eventCount].frame = frame; - events[eventCount].type = INPUT_KEY_UP; - events[eventCount].params[0] = key; - events[eventCount].params[1] = 0; - events[eventCount].params[2] = 0; - - TRACELOG(LOG_INFO, "[%i] INPUT_KEY_UP: %i, %i, %i", events[eventCount].frame, events[eventCount].params[0], events[eventCount].params[1], events[eventCount].params[2]); - eventCount++; - } - - // INPUT_KEY_DOWN - if (CORE.Input.Keyboard.currentKeyState[key]) - { - events[eventCount].frame = frame; - events[eventCount].type = INPUT_KEY_DOWN; - events[eventCount].params[0] = key; - events[eventCount].params[1] = 0; - events[eventCount].params[2] = 0; - - TRACELOG(LOG_INFO, "[%i] INPUT_KEY_DOWN: %i, %i, %i", events[eventCount].frame, events[eventCount].params[0], events[eventCount].params[1], events[eventCount].params[2]); - eventCount++; - } - } - - for (int button = 0; button < MAX_MOUSE_BUTTONS; button++) - { - // INPUT_MOUSE_BUTTON_UP - if (CORE.Input.Mouse.previousButtonState[button] && !CORE.Input.Mouse.currentButtonState[button]) - { - events[eventCount].frame = frame; - events[eventCount].type = INPUT_MOUSE_BUTTON_UP; - events[eventCount].params[0] = button; - events[eventCount].params[1] = 0; - events[eventCount].params[2] = 0; - - TRACELOG(LOG_INFO, "[%i] INPUT_MOUSE_BUTTON_UP: %i, %i, %i", events[eventCount].frame, events[eventCount].params[0], events[eventCount].params[1], events[eventCount].params[2]); - eventCount++; - } - - // INPUT_MOUSE_BUTTON_DOWN - if (CORE.Input.Mouse.currentButtonState[button]) - { - events[eventCount].frame = frame; - events[eventCount].type = INPUT_MOUSE_BUTTON_DOWN; - events[eventCount].params[0] = button; - events[eventCount].params[1] = 0; - events[eventCount].params[2] = 0; - - TRACELOG(LOG_INFO, "[%i] INPUT_MOUSE_BUTTON_DOWN: %i, %i, %i", events[eventCount].frame, events[eventCount].params[0], events[eventCount].params[1], events[eventCount].params[2]); - eventCount++; - } - } - - // INPUT_MOUSE_POSITION (only saved if changed) - if (((int)CORE.Input.Mouse.currentPosition.x != (int)CORE.Input.Mouse.previousPosition.x) || - ((int)CORE.Input.Mouse.currentPosition.y != (int)CORE.Input.Mouse.previousPosition.y)) - { - events[eventCount].frame = frame; - events[eventCount].type = INPUT_MOUSE_POSITION; - events[eventCount].params[0] = (int)CORE.Input.Mouse.currentPosition.x; - events[eventCount].params[1] = (int)CORE.Input.Mouse.currentPosition.y; - events[eventCount].params[2] = 0; - - TRACELOG(LOG_INFO, "[%i] INPUT_MOUSE_POSITION: %i, %i, %i", events[eventCount].frame, events[eventCount].params[0], events[eventCount].params[1], events[eventCount].params[2]); - eventCount++; - } - - // INPUT_MOUSE_WHEEL_MOTION - if (((int)CORE.Input.Mouse.currentWheelMove.x != (int)CORE.Input.Mouse.previousWheelMove.x) || - ((int)CORE.Input.Mouse.currentWheelMove.y != (int)CORE.Input.Mouse.previousWheelMove.y)) - { - events[eventCount].frame = frame; - events[eventCount].type = INPUT_MOUSE_WHEEL_MOTION; - events[eventCount].params[0] = (int)CORE.Input.Mouse.currentWheelMove.x; - events[eventCount].params[1] = (int)CORE.Input.Mouse.currentWheelMove.y;; - events[eventCount].params[2] = 0; - - TRACELOG(LOG_INFO, "[%i] INPUT_MOUSE_WHEEL_MOTION: %i, %i, %i", events[eventCount].frame, events[eventCount].params[0], events[eventCount].params[1], events[eventCount].params[2]); - eventCount++; - } - - for (int id = 0; id < MAX_TOUCH_POINTS; id++) - { - // INPUT_TOUCH_UP - if (CORE.Input.Touch.previousTouchState[id] && !CORE.Input.Touch.currentTouchState[id]) - { - events[eventCount].frame = frame; - events[eventCount].type = INPUT_TOUCH_UP; - events[eventCount].params[0] = id; - events[eventCount].params[1] = 0; - events[eventCount].params[2] = 0; - - TRACELOG(LOG_INFO, "[%i] INPUT_TOUCH_UP: %i, %i, %i", events[eventCount].frame, events[eventCount].params[0], events[eventCount].params[1], events[eventCount].params[2]); - eventCount++; - } - - // INPUT_TOUCH_DOWN - if (CORE.Input.Touch.currentTouchState[id]) - { - events[eventCount].frame = frame; - events[eventCount].type = INPUT_TOUCH_DOWN; - events[eventCount].params[0] = id; - events[eventCount].params[1] = 0; - events[eventCount].params[2] = 0; - - TRACELOG(LOG_INFO, "[%i] INPUT_TOUCH_DOWN: %i, %i, %i", events[eventCount].frame, events[eventCount].params[0], events[eventCount].params[1], events[eventCount].params[2]); - eventCount++; - } - - // INPUT_TOUCH_POSITION - // TODO: It requires the id! - /* - if (((int)CORE.Input.Touch.currentPosition[id].x != (int)CORE.Input.Touch.previousPosition[id].x) || - ((int)CORE.Input.Touch.currentPosition[id].y != (int)CORE.Input.Touch.previousPosition[id].y)) - { - events[eventCount].frame = frame; - events[eventCount].type = INPUT_TOUCH_POSITION; - events[eventCount].params[0] = id; - events[eventCount].params[1] = (int)CORE.Input.Touch.currentPosition[id].x; - events[eventCount].params[2] = (int)CORE.Input.Touch.currentPosition[id].y; - - TRACELOG(LOG_INFO, "[%i] INPUT_TOUCH_POSITION: %i, %i, %i", events[eventCount].frame, events[eventCount].params[0], events[eventCount].params[1], events[eventCount].params[2]); - eventCount++; - } - */ - } - - for (int gamepad = 0; gamepad < MAX_GAMEPADS; gamepad++) - { - // INPUT_GAMEPAD_CONNECT - /* - if ((CORE.Input.Gamepad.currentState[gamepad] != CORE.Input.Gamepad.previousState[gamepad]) && - (CORE.Input.Gamepad.currentState[gamepad] == true)) // Check if changed to ready - { - // TODO: Save gamepad connect event - } - */ - - // INPUT_GAMEPAD_DISCONNECT - /* - if ((CORE.Input.Gamepad.currentState[gamepad] != CORE.Input.Gamepad.previousState[gamepad]) && - (CORE.Input.Gamepad.currentState[gamepad] == false)) // Check if changed to not-ready - { - // TODO: Save gamepad disconnect event - } - */ - - for (int button = 0; button < MAX_GAMEPAD_BUTTONS; button++) - { - // INPUT_GAMEPAD_BUTTON_UP - if (CORE.Input.Gamepad.previousButtonState[gamepad][button] && !CORE.Input.Gamepad.currentButtonState[gamepad][button]) - { - events[eventCount].frame = frame; - events[eventCount].type = INPUT_GAMEPAD_BUTTON_UP; - events[eventCount].params[0] = gamepad; - events[eventCount].params[1] = button; - events[eventCount].params[2] = 0; - - TRACELOG(LOG_INFO, "[%i] INPUT_GAMEPAD_BUTTON_UP: %i, %i, %i", events[eventCount].frame, events[eventCount].params[0], events[eventCount].params[1], events[eventCount].params[2]); - eventCount++; - } - - // INPUT_GAMEPAD_BUTTON_DOWN - if (CORE.Input.Gamepad.currentButtonState[gamepad][button]) - { - events[eventCount].frame = frame; - events[eventCount].type = INPUT_GAMEPAD_BUTTON_DOWN; - events[eventCount].params[0] = gamepad; - events[eventCount].params[1] = button; - events[eventCount].params[2] = 0; - - TRACELOG(LOG_INFO, "[%i] INPUT_GAMEPAD_BUTTON_DOWN: %i, %i, %i", events[eventCount].frame, events[eventCount].params[0], events[eventCount].params[1], events[eventCount].params[2]); - eventCount++; - } - } - - for (int axis = 0; axis < MAX_GAMEPAD_AXIS; axis++) - { - // INPUT_GAMEPAD_AXIS_MOTION - if (CORE.Input.Gamepad.axisState[gamepad][axis] > 0.1f) - { - events[eventCount].frame = frame; - events[eventCount].type = INPUT_GAMEPAD_AXIS_MOTION; - events[eventCount].params[0] = gamepad; - events[eventCount].params[1] = axis; - events[eventCount].params[2] = (int)(CORE.Input.Gamepad.axisState[gamepad][axis]*32768.0f); - - TRACELOG(LOG_INFO, "[%i] INPUT_GAMEPAD_AXIS_MOTION: %i, %i, %i", events[eventCount].frame, events[eventCount].params[0], events[eventCount].params[1], events[eventCount].params[2]); - eventCount++; - } - } - } - - // INPUT_GESTURE - if (GESTURES.current != GESTURE_NONE) - { - events[eventCount].frame = frame; - events[eventCount].type = INPUT_GESTURE; - events[eventCount].params[0] = GESTURES.current; - events[eventCount].params[1] = 0; - events[eventCount].params[2] = 0; - - TRACELOG(LOG_INFO, "[%i] INPUT_GESTURE: %i, %i, %i", events[eventCount].frame, events[eventCount].params[0], events[eventCount].params[1], events[eventCount].params[2]); - eventCount++; - } -} - -// Play automation event -static void PlayAutomationEvent(unsigned int frame) -{ - for (unsigned int i = 0; i < eventCount; i++) - { - if (events[i].frame == frame) - { - switch (events[i].type) - { - // Input events - case INPUT_KEY_UP: CORE.Input.Keyboard.currentKeyState[events[i].params[0]] = false; break; // param[0]: key - case INPUT_KEY_DOWN: CORE.Input.Keyboard.currentKeyState[events[i].params[0]] = true; break; // param[0]: key - case INPUT_MOUSE_BUTTON_UP: CORE.Input.Mouse.currentButtonState[events[i].params[0]] = false; break; // param[0]: key - case INPUT_MOUSE_BUTTON_DOWN: CORE.Input.Mouse.currentButtonState[events[i].params[0]] = true; break; // param[0]: key - case INPUT_MOUSE_POSITION: // param[0]: x, param[1]: y - { - CORE.Input.Mouse.currentPosition.x = (float)events[i].params[0]; - CORE.Input.Mouse.currentPosition.y = (float)events[i].params[1]; - } break; - case INPUT_MOUSE_WHEEL_MOTION: // param[0]: x delta, param[1]: y delta - { - CORE.Input.Mouse.currentWheelMove.x = (float)events[i].params[0]; break; - CORE.Input.Mouse.currentWheelMove.y = (float)events[i].params[1]; break; - } break; - case INPUT_TOUCH_UP: CORE.Input.Touch.currentTouchState[events[i].params[0]] = false; break; // param[0]: id - case INPUT_TOUCH_DOWN: CORE.Input.Touch.currentTouchState[events[i].params[0]] = true; break; // param[0]: id - case INPUT_TOUCH_POSITION: // param[0]: id, param[1]: x, param[2]: y - { - CORE.Input.Touch.position[events[i].params[0]].x = (float)events[i].params[1]; - CORE.Input.Touch.position[events[i].params[0]].y = (float)events[i].params[2]; - } break; - case INPUT_GAMEPAD_CONNECT: CORE.Input.Gamepad.ready[events[i].params[0]] = true; break; // param[0]: gamepad - case INPUT_GAMEPAD_DISCONNECT: CORE.Input.Gamepad.ready[events[i].params[0]] = false; break; // param[0]: gamepad - case INPUT_GAMEPAD_BUTTON_UP: CORE.Input.Gamepad.currentButtonState[events[i].params[0]][events[i].params[1]] = false; break; // param[0]: gamepad, param[1]: button - case INPUT_GAMEPAD_BUTTON_DOWN: CORE.Input.Gamepad.currentButtonState[events[i].params[0]][events[i].params[1]] = true; break; // param[0]: gamepad, param[1]: button - case INPUT_GAMEPAD_AXIS_MOTION: // param[0]: gamepad, param[1]: axis, param[2]: delta - { - CORE.Input.Gamepad.axisState[events[i].params[0]][events[i].params[1]] = ((float)events[i].params[2]/32768.0f); - } break; - case INPUT_GESTURE: GESTURES.current = events[i].params[0]; break; // param[0]: gesture (enum Gesture) -> rgestures.h: GESTURES.current - - // Window events - case WINDOW_CLOSE: CORE.Window.shouldClose = true; break; - case WINDOW_MAXIMIZE: MaximizeWindow(); break; - case WINDOW_MINIMIZE: MinimizeWindow(); break; - case WINDOW_RESIZE: SetWindowSize(events[i].params[0], events[i].params[1]); break; - - // Custom events - case ACTION_TAKE_SCREENSHOT: - { - TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter)); - screenshotCounter++; - } break; - case ACTION_SETTARGETFPS: SetTargetFPS(events[i].params[0]); break; - default: break; - } - } - } -} -#endif - -#if !defined(SUPPORT_MODULE_RTEXT) -// Formatting of text with variables to 'embed' -// WARNING: String returned will expire after this function is called MAX_TEXTFORMAT_BUFFERS times -const char *TextFormat(const char *text, ...) -{ -#ifndef MAX_TEXTFORMAT_BUFFERS - #define MAX_TEXTFORMAT_BUFFERS 4 // Maximum number of static buffers for text formatting -#endif -#ifndef MAX_TEXT_BUFFER_LENGTH - #define MAX_TEXT_BUFFER_LENGTH 1024 // Maximum size of static text buffer -#endif - - // We create an array of buffers so strings don't expire until MAX_TEXTFORMAT_BUFFERS invocations - static char buffers[MAX_TEXTFORMAT_BUFFERS][MAX_TEXT_BUFFER_LENGTH] = { 0 }; - static int index = 0; - - char *currentBuffer = buffers[index]; - memset(currentBuffer, 0, MAX_TEXT_BUFFER_LENGTH); // Clear buffer before using - - va_list args; - va_start(args, text); - vsnprintf(currentBuffer, MAX_TEXT_BUFFER_LENGTH, text, args); - va_end(args); - - index += 1; // Move to next buffer for next function call - if (index >= MAX_TEXTFORMAT_BUFFERS) index = 0; - - return currentBuffer; -} -#endif // !SUPPORT_MODULE_RTEXT |
