diff options
| author | Uneven Prankster <unevenprankster@protonmail.com> | 2023-11-16 21:12:27 -0300 |
|---|---|---|
| committer | Uneven Prankster <unevenprankster@protonmail.com> | 2023-11-16 21:12:27 -0300 |
| commit | 2bbf92ad5ae7708bf18ac7ef333e9a979d8d1bde (patch) | |
| tree | c9d22bb0d73d9cc0c8586e4d31c93a561ea8e910 /raylib/src/rcore_android.c | |
| parent | 1c0cc775732201f4c4d3ee0d6772be786b3b4aa1 (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.c | 1219 |
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 |
