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authorUneven Prankster <unevenprankster@protonmail.com>2023-11-16 21:12:27 -0300
committerUneven Prankster <unevenprankster@protonmail.com>2023-11-16 21:12:27 -0300
commit2bbf92ad5ae7708bf18ac7ef333e9a979d8d1bde (patch)
treec9d22bb0d73d9cc0c8586e4d31c93a561ea8e910 /raylib/src/rcore_android.c
parent1c0cc775732201f4c4d3ee0d6772be786b3b4aa1 (diff)
Working so hard like a soldiermain
Can't afford a thing on TV
Diffstat (limited to 'raylib/src/rcore_android.c')
-rw-r--r--raylib/src/rcore_android.c1219
1 files changed, 0 insertions, 1219 deletions
diff --git a/raylib/src/rcore_android.c b/raylib/src/rcore_android.c
deleted file mode 100644
index 98ce64a..0000000
--- a/raylib/src/rcore_android.c
+++ /dev/null
@@ -1,1219 +0,0 @@
-/**********************************************************************************************
-*
-* rcore_android - Functions to manage window, graphics device and inputs
-*
-* PLATFORM: ANDROID
-* - Android (ARM, ARM64)
-*
-* LIMITATIONS:
-* - Limitation 01
-* - Limitation 02
-*
-* POSSIBLE IMPROVEMENTS:
-* - Improvement 01
-* - Improvement 02
-*
-* ADDITIONAL NOTES:
-* - TRACELOG() function is located in raylib [utils] module
-*
-* CONFIGURATION:
-* #define RCORE_PLATFORM_CUSTOM_FLAG
-* Custom flag for rcore on target platform -not used-
-*
-* DEPENDENCIES:
-* Android NDK - Provides C API to access Android functionality
-* gestures - Gestures system for touch-ready devices (or simulated from mouse inputs)
-*
-*
-* LICENSE: zlib/libpng
-*
-* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) and contributors
-*
-* 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 "rcore.h"
-
-#include <android_native_app_glue.h> // Required for: android_app struct and activity management
-#include <android/window.h> // Required for: AWINDOW_FLAG_FULLSCREEN definition and others
-//#include <android/sensor.h> // Required for: Android sensors functions (accelerometer, gyroscope, light...)
-#include <jni.h> // Required for: JNIEnv and JavaVM [Used in OpenURL()]
-
-#include <EGL/egl.h> // Native platform windowing system interface
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-typedef struct {
- // Application data
- struct android_app *app; // Android activity
- struct android_poll_source *source; // Android events polling source
- bool appEnabled; // Flag to detect if app is active ** = true
- bool contextRebindRequired; // Used to know context rebind required
-
- // Display data
- 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
-} PlatformData;
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-extern CoreData CORE; // Global CORE state context
-
-static PlatformData platform = { 0 }; // Platform specific data
-
-//----------------------------------------------------------------------------------
-// Module Internal Functions Declaration
-//----------------------------------------------------------------------------------
-static int InitPlatform(void); // Initialize platform (graphics, inputs and more)
-static void ClosePlatform(void); // Close platform
-
-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
-static GamepadButton AndroidTranslateGamepadButton(int button); // Map Android gamepad button to raylib gamepad button
-
-//----------------------------------------------------------------------------------
-// Module Functions Declaration
-//----------------------------------------------------------------------------------
-// NOTE: Functions declaration is provided by raylib.h
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition: Application
-//----------------------------------------------------------------------------------
-
-// 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[]);
-
-// Android main function
-void android_main(struct android_app *app)
-{
- char arg0[] = "raylib"; // NOTE: argv[] are mutable
- platform.app = app;
-
- // NOTE: Return from main is ignored
- (void)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 (!app->destroyRequested)
- {
- while ((pollResult = ALooper_pollAll(0, NULL, &pollEvents, (void **)&platform.source)) >= 0)
- {
- if (platform.source != NULL) platform.source->process(app, platform.source);
- }
- }
-}
-
-// NOTE: Add this to header (if apps really need it)
-struct android_app *GetAndroidApp(void)
-{
- return platform.app;
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition: Window and Graphics Device
-//----------------------------------------------------------------------------------
-
-// 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
-
- // Initialize window data
- CORE.Window.screen.width = width;
- CORE.Window.screen.height = height;
- CORE.Window.eventWaiting = false;
- CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default
- if ((title != NULL) && (title[0] != 0)) CORE.Window.title = title;
-
- // Initialize global input state
- memset(&CORE.Input, 0, sizeof(CORE.Input)); // Reset CORE.Input structure to 0
- 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 = GAMEPAD_BUTTON_UNKNOWN;
-
- // Initialize platform
- //--------------------------------------------------------------
- InitPlatform();
- //--------------------------------------------------------------
-}
-
-// 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(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
- timeEndPeriod(1); // Restore time period
-#endif
-
- // De-initialize platform
- //--------------------------------------------------------------
- ClosePlatform();
- //--------------------------------------------------------------
-
-#if defined(SUPPORT_EVENTS_AUTOMATION)
- RL_FREE(events);
-#endif
-
- CORE.Window.ready = false;
- TRACELOG(LOG_INFO, "Window closed successfully");
-}
-
-// Check if application should close
-bool WindowShouldClose(void)
-{
- if (CORE.Window.ready) return CORE.Window.shouldClose;
- else return true;
-}
-
-// Toggle fullscreen mode
-void ToggleFullscreen(void)
-{
- TRACELOG(LOG_WARNING, "ToggleFullscreen() not available on target platform");
-}
-
-// Toggle borderless windowed mode
-void ToggleBorderlessWindowed(void)
-{
- TRACELOG(LOG_WARNING, "ToggleBorderlessWindowed() not available on target platform");
-}
-
-// Set window state: maximized, if resizable
-void MaximizeWindow(void)
-{
- TRACELOG(LOG_WARNING, "MaximizeWindow() not available on target platform");
-}
-
-// Set window state: minimized
-void MinimizeWindow(void)
-{
- TRACELOG(LOG_WARNING, "MinimizeWindow() not available on target platform");
-}
-
-// Set window state: not minimized/maximized
-void RestoreWindow(void)
-{
- TRACELOG(LOG_WARNING, "RestoreWindow() not available on target platform");
-}
-
-// Set window configuration state using flags
-void SetWindowState(unsigned int flags)
-{
- TRACELOG(LOG_WARNING, "SetWindowState() not available on target platform");
-}
-
-// Clear window configuration state flags
-void ClearWindowState(unsigned int flags)
-{
- TRACELOG(LOG_WARNING, "ClearWindowState() not available on target platform");
-}
-
-// Set icon for window
-void SetWindowIcon(Image image)
-{
- TRACELOG(LOG_WARNING, "SetWindowIcon() not available on target platform");
-}
-
-// Set icon for window
-void SetWindowIcons(Image *images, int count)
-{
- TRACELOG(LOG_WARNING, "SetWindowIcons() not available on target platform");
-}
-
-// Set title for window
-void SetWindowTitle(const char *title)
-{
- CORE.Window.title = title;
-}
-
-// Set window position on screen (windowed mode)
-void SetWindowPosition(int x, int y)
-{
- TRACELOG(LOG_WARNING, "SetWindowPosition() not available on target platform");
-}
-
-// Set monitor for the current window
-void SetWindowMonitor(int monitor)
-{
- TRACELOG(LOG_WARNING, "SetWindowMonitor() not available on target platform");
-}
-
-// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
-void SetWindowMinSize(int width, int height)
-{
- CORE.Window.screenMin.width = width;
- CORE.Window.screenMin.height = height;
-}
-
-// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
-void SetWindowMaxSize(int width, int height)
-{
- CORE.Window.screenMax.width = width;
- CORE.Window.screenMax.height = height;
-}
-
-// Set window dimensions
-void SetWindowSize(int width, int height)
-{
- TRACELOG(LOG_WARNING, "SetWindowSize() not available on target platform");
-}
-
-// Set window opacity, value opacity is between 0.0 and 1.0
-void SetWindowOpacity(float opacity)
-{
- TRACELOG(LOG_WARNING, "SetWindowOpacity() not available on target platform");
-}
-
-// Set window focused
-void SetWindowFocused(void)
-{
- TRACELOG(LOG_WARNING, "SetWindowFocused() not available on target platform");
-}
-
-// Get native window handle
-void *GetWindowHandle(void)
-{
- TRACELOG(LOG_WARNING, "GetWindowHandle() not implemented on target platform");
- return NULL;
-}
-
-// Get number of monitors
-int GetMonitorCount(void)
-{
- TRACELOG(LOG_WARNING, "GetMonitorCount() not implemented on target platform");
- return 1;
-}
-
-// Get number of monitors
-int GetCurrentMonitor(void)
-{
- TRACELOG(LOG_WARNING, "GetCurrentMonitor() not implemented on target platform");
- return 0;
-}
-
-// Get selected monitor position
-Vector2 GetMonitorPosition(int monitor)
-{
- TRACELOG(LOG_WARNING, "GetMonitorPosition() not implemented on target platform");
- return (Vector2){ 0, 0 };
-}
-
-// Get selected monitor width (currently used by monitor)
-int GetMonitorWidth(int monitor)
-{
- TRACELOG(LOG_WARNING, "GetMonitorWidth() not implemented on target platform");
- return 0;
-}
-
-// Get selected monitor height (currently used by monitor)
-int GetMonitorHeight(int monitor)
-{
- TRACELOG(LOG_WARNING, "GetMonitorHeight() not implemented on target platform");
- return 0;
-}
-
-// Get selected monitor physical width in millimetres
-int GetMonitorPhysicalWidth(int monitor)
-{
- TRACELOG(LOG_WARNING, "GetMonitorPhysicalWidth() not implemented on target platform");
- return 0;
-}
-
-// Get selected monitor physical height in millimetres
-int GetMonitorPhysicalHeight(int monitor)
-{
- TRACELOG(LOG_WARNING, "GetMonitorPhysicalHeight() not implemented on target platform");
- return 0;
-}
-
-// Get selected monitor refresh rate
-int GetMonitorRefreshRate(int monitor)
-{
- TRACELOG(LOG_WARNING, "GetMonitorRefreshRate() not implemented on target platform");
- return 0;
-}
-
-// Get the human-readable, UTF-8 encoded name of the selected monitor
-const char *GetMonitorName(int monitor)
-{
- TRACELOG(LOG_WARNING, "GetMonitorName() not implemented on target platform");
- return "";
-}
-
-// Get window position XY on monitor
-Vector2 GetWindowPosition(void)
-{
- TRACELOG(LOG_WARNING, "GetWindowPosition() not implemented on target platform");
- return (Vector2){ 0, 0 };
-}
-
-// Get window scale DPI factor for current monitor
-Vector2 GetWindowScaleDPI(void)
-{
- TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on target platform");
- return (Vector2){ 1.0f, 1.0f };
-}
-
-// Set clipboard text content
-void SetClipboardText(const char *text)
-{
- TRACELOG(LOG_WARNING, "SetClipboardText() not implemented on target platform");
-}
-
-// Get clipboard text content
-// NOTE: returned string is allocated and freed by GLFW
-const char *GetClipboardText(void)
-{
- TRACELOG(LOG_WARNING, "GetClipboardText() not implemented on target platform");
- return NULL;
-}
-
-// Show mouse cursor
-void ShowCursor(void)
-{
- CORE.Input.Mouse.cursorHidden = false;
-}
-
-// Hides mouse cursor
-void HideCursor(void)
-{
- CORE.Input.Mouse.cursorHidden = true;
-}
-
-// Enables cursor (unlock cursor)
-void EnableCursor(void)
-{
- // 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)
-{
- // Set cursor position in the middle
- SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
-
- CORE.Input.Mouse.cursorHidden = true;
-}
-
-// Swap back buffer with front buffer (screen drawing)
-void SwapScreenBuffer(void)
-{
- eglSwapBuffers(platform.device, platform.surface);
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition: Misc
-//----------------------------------------------------------------------------------
-
-// Get elapsed time measure in seconds since InitTimer()
-double GetTime(void)
-{
- double time = 0.0;
- 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()
-
- return time;
-}
-
-// 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 (partially) avoid malicious code
- if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
- else
- {
- JNIEnv *env = NULL;
- JavaVM *vm = platform.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, platform.app->activity->clazz, startActivity, intent);
-
- (*vm)->DetachCurrentThread(vm);
- }
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition: Inputs
-//----------------------------------------------------------------------------------
-
-// Set internal gamepad mappings
-int SetGamepadMappings(const char *mappings)
-{
- TRACELOG(LOG_WARNING, "SetGamepadMappings() not implemented on target platform");
- return 0;
-}
-
-// 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;
-}
-
-// Set mouse cursor
-void SetMouseCursor(int cursor)
-{
- TRACELOG(LOG_WARNING, "SetMouseCursor() not implemented on target platform");
-}
-
-// 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;
- // Reset key repeats
- for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
-
- // Reset last gamepad button/axis registered state
- CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
- //CORE.Input.Gamepad.axisCount = 0;
-
- // 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
- //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
-
- // 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];
- CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
- }
-
- // Android ALooper_pollAll() variables
- int pollResult = 0;
- int pollEvents = 0;
-
- // Poll Events (registered events)
- // NOTE: Activity is paused if not enabled (platform.appEnabled)
- while ((pollResult = ALooper_pollAll(platform.appEnabled? 0 : -1, NULL, &pollEvents, (void**)&platform.source)) >= 0)
- {
- // Process this event
- if (platform.source != NULL) platform.source->process(platform.app, platform.source);
-
- // NOTE: Never close window, native activity is controlled by the system!
- if (platform.app->destroyRequested != 0)
- {
- //CORE.Window.shouldClose = true;
- //ANativeActivity_finish(platform.app->activity);
- }
- }
-}
-
-
-//----------------------------------------------------------------------------------
-// Module Internal Functions Definition
-//----------------------------------------------------------------------------------
-
-// Initialize platform: graphics, inputs and more
-static int InitPlatform(void)
-{
- CORE.Window.currentFbo.width = CORE.Window.screen.width;
- CORE.Window.currentFbo.height = CORE.Window.screen.height;
-
- // Set desired windows flags before initializing anything
- ANativeActivity_setWindowFlags(platform.app->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER
-
- int orientation = AConfiguration_getOrientation(platform.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 (CORE.Window.screen.width <= CORE.Window.screen.height)
- {
- AConfiguration_setOrientation(platform.app->config, ACONFIGURATION_ORIENTATION_PORT);
- TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to portrait");
- }
- else
- {
- AConfiguration_setOrientation(platform.app->config, ACONFIGURATION_ORIENTATION_LAND);
- TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to landscape");
- }
-
- //AConfiguration_getDensity(platform.app->config);
- //AConfiguration_getKeyboard(platform.app->config);
- //AConfiguration_getScreenSize(platform.app->config);
- //AConfiguration_getScreenLong(platform.app->config);
-
- // Initialize App command system
- // NOTE: On APP_CMD_INIT_WINDOW -> InitGraphicsDevice(), InitTimer(), LoadFontDefault()...
- platform.app->onAppCmd = AndroidCommandCallback;
-
- // Initialize input events system
- platform.app->onInputEvent = AndroidInputCallback;
-
- // Initialize assets manager
- InitAssetManager(platform.app->activity->assetManager, platform.app->activity->internalDataPath);
-
- // Initialize base path for storage
- CORE.Storage.basePath = platform.app->activity->internalDataPath;
-
- // Set some default window flags
- CORE.Window.flags &= ~FLAG_WINDOW_HIDDEN; // false
- CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // false
- CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; // true
- CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // false
-
- TRACELOG(LOG_INFO, "PLATFORM: ANDROID: Application 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**)&platform.source)) >= 0)
- {
- // Process this event
- if (platform.source != NULL) platform.source->process(platform.app, platform.source);
-
- // NOTE: Never close window, native activity is controlled by the system!
- //if (platform.app->destroyRequested != 0) CORE.Window.shouldClose = true;
- }
- }
-
- return 0;
-}
-
-// Close platform
-static void ClosePlatform(void)
-{
- // Close surface, context and display
- if (platform.device != EGL_NO_DISPLAY)
- {
- eglMakeCurrent(platform.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
-
- if (platform.surface != EGL_NO_SURFACE)
- {
- eglDestroySurface(platform.device, platform.surface);
- platform.surface = EGL_NO_SURFACE;
- }
-
- if (platform.context != EGL_NO_CONTEXT)
- {
- eglDestroyContext(platform.device, platform.context);
- platform.context = EGL_NO_CONTEXT;
- }
-
- eglTerminate(platform.device);
- platform.device = EGL_NO_DISPLAY;
- }
-}
-
-// 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 int InitGraphicsDevice(void)
-{
- CORE.Window.fullscreen = true;
- CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
-
- 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
- EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5)
- EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6)
- EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5)
- //EGL_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
- };
-
- EGLint numConfigs = 0;
-
- // Get an EGL device connection
- platform.device = eglGetDisplay(EGL_DEFAULT_DISPLAY);
- if (platform.device == EGL_NO_DISPLAY)
- {
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
- return -1;
- }
-
- // Initialize the EGL device connection
- if (eglInitialize(platform.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 -1;
- }
-
- // Get an appropriate EGL framebuffer configuration
- eglChooseConfig(platform.device, framebufferAttribs, &platform.config, 1, &numConfigs);
-
- // Set rendering API
- eglBindAPI(EGL_OPENGL_ES_API);
-
- // Create an EGL rendering context
- platform.context = eglCreateContext(platform.device, platform.config, EGL_NO_CONTEXT, contextAttribs);
- if (platform.context == EGL_NO_CONTEXT)
- {
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL context");
- return -1;
- }
-
- // Create an EGL window surface
- //---------------------------------------------------------------------------------
- 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(platform.device, platform.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(platform.app->window, CORE.Window.render.width, CORE.Window.render.height, displayFormat);
- //ANativeWindow_setBuffersGeometry(platform.app->window, 0, 0, displayFormat); // Force use of native display size
-
- platform.surface = eglCreateWindowSurface(platform.device, platform.config, platform.app->window, NULL);
-
- // There must be at least one frame displayed before the buffers are swapped
- //eglSwapInterval(platform.device, 1);
-
- if (eglMakeCurrent(platform.device, platform.surface, platform.surface, platform.context) == EGL_FALSE)
- {
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to attach EGL rendering context to EGL surface");
- return -1;
- }
- 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);
- }
-
- // Load OpenGL extensions
- // NOTE: GL procedures address loader is required to load extensions
- rlLoadExtensions(eglGetProcAddress);
-
- CORE.Window.ready = true;
-
- if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
-
- return 0;
-}
-
-// 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 (platform.contextRebindRequired)
- {
- // Reset screen scaling to full display size
- EGLint displayFormat = 0;
- eglGetConfigAttrib(platform.device, platform.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
- platform.surface = eglCreateWindowSurface(platform.device, platform.config, app->window, NULL);
- eglMakeCurrent(platform.device, platform.surface, platform.surface, platform.context);
-
- platform.contextRebindRequired = false;
- }
- else
- {
- CORE.Window.display.width = ANativeWindow_getWidth(platform.app->window);
- CORE.Window.display.height = ANativeWindow_getHeight(platform.app->window);
-
- // Initialize graphics device (display device and OpenGL context)
- InitGraphicsDevice();
-
- // 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);
-
- // Initialize hi-res timer
- InitTimer();
-
- #if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
- // Load default font
- // WARNING: External function: Module required: rtext
- LoadFontDefault();
- #if defined(SUPPORT_MODULE_RSHAPES)
- // Set font white rectangle for shapes drawing, so shapes and text can be batched together
- // WARNING: rshapes module is required, if not available, default internal white rectangle is used
- Rectangle rec = GetFontDefault().recs[95];
- if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
- {
- // NOTE: We try to maxime rec padding to avoid pixel bleeding on MSAA filtering
- SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 2, rec.y + 2, 1, 1 });
- }
- else
- {
- // NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding
- SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
- }
- #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
-
- // Initialize random seed
- SetRandomSeed((unsigned int)time(NULL));
-
- // 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:
- {
- platform.appEnabled = true;
- CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED;
- //ResumeMusicStream();
- } break;
- case APP_CMD_PAUSE: break;
- case APP_CMD_LOST_FOCUS:
- {
- platform.appEnabled = false;
- CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED;
- //PauseMusicStream();
- } break;
- case APP_CMD_TERM_WINDOW:
- {
- // Detach OpenGL context and destroy display surface
- // NOTE 1: This case is used when the user exits the app without closing it. We detach the context to ensure everything is recoverable upon resuming.
- // NOTE 2: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...)
- // NOTE 3: In some cases (too many context loaded), OS could unload context automatically... :(
- if (platform.device != EGL_NO_DISPLAY)
- {
- eglMakeCurrent(platform.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
-
- if (platform.surface != EGL_NO_SURFACE)
- {
- eglDestroySurface(platform.device, platform.surface);
- platform.surface = EGL_NO_SURFACE;
- }
-
- platform.contextRebindRequired = true;
- }
- // If 'platform.device' is already set to 'EGL_NO_DISPLAY'
- // this means that the user has already called 'CloseWindow()'
-
- } break;
- case APP_CMD_SAVE_STATE: break;
- case APP_CMD_STOP: break;
- case APP_CMD_DESTROY: break;
- case APP_CMD_CONFIG_CHANGED:
- {
- //AConfiguration_fromAssetManager(platform.app->config, platform.app->activity->assetManager);
- //print_cur_config(platform.app);
-
- // Check screen orientation here!
- } break;
- default: break;
- }
-}
-
-// ANDROID: Map Android gamepad button to raylib gamepad button
-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 if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_MULTIPLE) CORE.Input.Keyboard.keyRepeatInFrame[keycode] = 1;
- 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)
- 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];
- gestureEvent.position[i].x /= (float)GetScreenWidth();
- gestureEvent.position[i].y /= (float)GetScreenHeight();
- }
-
- // 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;
-
- // Stores the previous position of touch[0] only while it's active to calculate the delta.
- if (flags == AMOTION_EVENT_ACTION_MOVE)
- {
- CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
- }
- else
- {
- CORE.Input.Mouse.previousPosition = CORE.Input.Touch.position[0];
- }
-
- // Map touch[0] as mouse input for convenience
- CORE.Input.Mouse.currentPosition = CORE.Input.Touch.position[0];
- CORE.Input.Mouse.currentWheelMove = (Vector2){ 0.0f, 0.0f };
-
- return 0;
-}
-
-// EOF