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+/**********************************************************************************************
+*
+* 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