- /**********************************************************************************************
- *
- * rcore - Window/display management, Graphic device/context management and input management
- *
- * PLATFORMS SUPPORTED:
- * > PLATFORM_DESKTOP_GLFW (GLFW backend):
- * - Windows (Win32, Win64)
- * - Linux (X11/Wayland desktop mode)
- * - macOS/OSX (x64, arm64)
- * - FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop)
- * > PLATFORM_DESKTOP_SDL (SDL backend):
- * - Windows (Win32, Win64)
- * - Linux (X11/Wayland desktop mode)
- * - Others (not tested)
- * > PLATFORM_DESKTOP_RGFW (RGFW backend):
- * - Windows (Win32, Win64)
- * - Linux (X11/Wayland desktop mode)
- * - macOS/OSX (x64, arm64)
- * - Others (not tested)
- * > PLATFORM_WEB_RGFW:
- * - HTML5 (WebAssembly)
- * > PLATFORM_WEB:
- * - HTML5 (WebAssembly)
- * > PLATFORM_DRM:
- * - Raspberry Pi 0-5 (DRM/KMS)
- * - Linux DRM subsystem (KMS mode)
- * > PLATFORM_ANDROID:
- * - Android (ARM, ARM64)
- *
- * CONFIGURATION:
- * #define SUPPORT_DEFAULT_FONT (default)
- * Default font is loaded on window initialization to be available for the user to render simple text.
- * NOTE: If enabled, uses external module functions to load default raylib font (module: text)
- *
- * #define SUPPORT_CAMERA_SYSTEM
- * Camera module is included (rcamera.h) and multiple predefined cameras are available:
- * free, 1st/3rd person, orbital, custom
- *
- * #define SUPPORT_GESTURES_SYSTEM
- * Gestures module is included (rgestures.h) to support gestures detection: tap, hold, swipe, drag
- *
- * #define SUPPORT_MOUSE_GESTURES
- * Mouse gestures are directly mapped like touches and processed by gestures system.
- *
- * #define SUPPORT_BUSY_WAIT_LOOP
- * Use busy wait loop for timing sync, if not defined, a high-resolution timer is setup and used
- *
- * #define SUPPORT_PARTIALBUSY_WAIT_LOOP
- * Use a partial-busy wait loop, in this case frame sleeps for most of the time and runs a busy-wait-loop at the end
- *
- * #define SUPPORT_SCREEN_CAPTURE
- * Allow automatic screen capture of current screen pressing F12, defined in KeyCallback()
- *
- * #define SUPPORT_GIF_RECORDING
- * Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback()
- *
- * #define SUPPORT_COMPRESSION_API
- * Support CompressData() and DecompressData() functions, those functions use zlib implementation
- * provided by stb_image and stb_image_write libraries, so, those libraries must be enabled on textures module
- * for linkage
- *
- * #define SUPPORT_AUTOMATION_EVENTS
- * Support automatic events recording and playing, useful for automated testing systems or AI based game playing
- *
- * DEPENDENCIES:
- * raymath - 3D math functionality (Vector2, Vector3, Matrix, Quaternion)
- * camera - Multiple 3D camera modes (free, orbital, 1st person, 3rd person)
- * gestures - Gestures system for touch-ready devices (or simulated from mouse inputs)
- *
- *
- * LICENSE: zlib/libpng
- *
- * Copyright (c) 2013-2025 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.
- *
- **********************************************************************************************/
-
- //----------------------------------------------------------------------------------
- // Feature Test Macros required for this module
- //----------------------------------------------------------------------------------
- #if (defined(__linux__) || defined(PLATFORM_WEB) || defined(PLATFORM_WEB_RGFW)) && (_XOPEN_SOURCE < 500)
- #undef _XOPEN_SOURCE
- #define _XOPEN_SOURCE 500 // Required for: readlink if compiled with c99 without gnu ext.
- #endif
-
- #if (defined(__linux__) || defined(PLATFORM_WEB) || defined(PLATFORM_WEB_RGFW)) && (_POSIX_C_SOURCE < 199309L)
- #undef _POSIX_C_SOURCE
- #define _POSIX_C_SOURCE 199309L // Required for: CLOCK_MONOTONIC if compiled with c99 without gnu ext.
- #endif
-
- #include "raylib.h" // Declares module functions
-
- // Check if config flags have been externally provided on compilation line
- #if !defined(EXTERNAL_CONFIG_FLAGS)
- #include "config.h" // Defines module configuration flags
- #endif
-
- #include "utils.h" // Required for: TRACELOG() macros
-
- #include <stdlib.h> // Required for: srand(), rand(), atexit()
- #include <stdio.h> // Required for: sprintf() [Used in OpenURL()]
- #include <string.h> // Required for: strrchr(), strcmp(), strlen(), memset()
- #include <time.h> // Required for: time() [Used in InitTimer()]
- #include <math.h> // Required for: tan() [Used in BeginMode3D()], atan2f() [Used in LoadVrStereoConfig()]
-
- #define RLGL_IMPLEMENTATION
- #include "rlgl.h" // OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
-
- #define RAYMATH_IMPLEMENTATION
- #include "raymath.h" // Vector2, Vector3, Quaternion and Matrix functionality
-
- #if defined(SUPPORT_GESTURES_SYSTEM)
- #define RGESTURES_IMPLEMENTATION
- #include "rgestures.h" // Gestures detection functionality
- #endif
-
- #if defined(SUPPORT_CAMERA_SYSTEM)
- #define RCAMERA_IMPLEMENTATION
- #include "rcamera.h" // Camera system functionality
- #endif
-
- #if defined(SUPPORT_GIF_RECORDING)
- #define MSF_GIF_MALLOC(contextPointer, newSize) RL_MALLOC(newSize)
- #define MSF_GIF_REALLOC(contextPointer, oldMemory, oldSize, newSize) RL_REALLOC(oldMemory, newSize)
- #define MSF_GIF_FREE(contextPointer, oldMemory, oldSize) RL_FREE(oldMemory)
-
- #define MSF_GIF_IMPL
- #include "external/msf_gif.h" // GIF recording functionality
- #endif
-
- #if defined(SUPPORT_COMPRESSION_API)
- #define SINFL_IMPLEMENTATION
- #define SINFL_NO_SIMD
- #include "external/sinfl.h" // Deflate (RFC 1951) decompressor
-
- #define SDEFL_IMPLEMENTATION
- #include "external/sdefl.h" // Deflate (RFC 1951) compressor
- #endif
-
- #if defined(SUPPORT_RPRAND_GENERATOR)
- #define RPRAND_IMPLEMENTATION
- #include "external/rprand.h"
- #endif
-
- #if defined(__linux__) && !defined(_GNU_SOURCE)
- #define _GNU_SOURCE
- #endif
-
- // Platform specific defines to handle GetApplicationDirectory()
- #if (defined(_WIN32) && !defined(PLATFORM_DESKTOP_RGFW)) || (defined(_MSC_VER) && defined(PLATFORM_DESKTOP_RGFW))
- #ifndef MAX_PATH
- #define MAX_PATH 1025
- #endif
- struct HINSTANCE__;
- __declspec(dllimport) unsigned long __stdcall GetModuleFileNameA(struct HINSTANCE__ *hModule, char *lpFilename, unsigned long nSize);
- __declspec(dllimport) unsigned long __stdcall GetModuleFileNameW(struct HINSTANCE__ *hModule, wchar_t *lpFilename, unsigned long nSize);
- __declspec(dllimport) int __stdcall WideCharToMultiByte(unsigned int cp, unsigned long flags, const wchar_t *widestr, int cchwide, char *str, int cbmb, const char *defchar, int *used_default);
- __declspec(dllimport) unsigned int __stdcall timeBeginPeriod(unsigned int uPeriod);
- __declspec(dllimport) unsigned int __stdcall timeEndPeriod(unsigned int uPeriod);
- #elif defined(__linux__)
- #include <unistd.h>
- #elif defined(__FreeBSD__)
- #include <sys/types.h>
- #include <sys/sysctl.h>
- #include <unistd.h>
- #elif defined(__APPLE__)
- #include <sys/syslimits.h>
- #include <mach-o/dyld.h>
- #endif // OSs
-
- #define _CRT_INTERNAL_NONSTDC_NAMES 1
- #include <sys/stat.h> // Required for: stat(), S_ISREG [Used in GetFileModTime(), IsFilePath()]
-
- #if !defined(S_ISREG) && defined(S_IFMT) && defined(S_IFREG)
- #define S_ISREG(m) (((m) & S_IFMT) == S_IFREG)
- #endif
-
- #if defined(_WIN32) && (defined(_MSC_VER) || defined(__TINYC__))
- #define DIRENT_MALLOC RL_MALLOC
- #define DIRENT_FREE RL_FREE
-
- #include "external/dirent.h" // Required for: DIR, opendir(), closedir() [Used in LoadDirectoryFiles()]
- #else
- #include <dirent.h> // Required for: DIR, opendir(), closedir() [Used in LoadDirectoryFiles()]
- #endif
-
- #if defined(_WIN32)
- #include <io.h> // Required for: _access() [Used in FileExists()]
- #include <direct.h> // Required for: _getch(), _chdir(), _mkdir()
- #define GETCWD _getcwd // NOTE: MSDN recommends not to use getcwd(), chdir()
- #define CHDIR _chdir
- #define MKDIR(dir) _mkdir(dir)
- #else
- #include <unistd.h> // Required for: getch(), chdir(), mkdir(), access()
- #define GETCWD getcwd
- #define CHDIR chdir
- #define MKDIR(dir) mkdir(dir, 0777)
- #endif
-
- //----------------------------------------------------------------------------------
- // Defines and Macros
- //----------------------------------------------------------------------------------
- #ifndef MAX_FILEPATH_CAPACITY
- #define MAX_FILEPATH_CAPACITY 8192 // Maximum capacity for filepath
- #endif
- #ifndef MAX_FILEPATH_LENGTH
- #if defined(_WIN32)
- #define MAX_FILEPATH_LENGTH 256 // On Win32, MAX_PATH = 260 (limits.h) but Windows 10, Version 1607 enables long paths...
- #else
- #define MAX_FILEPATH_LENGTH 4096 // On Linux, PATH_MAX = 4096 by default (limits.h)
- #endif
- #endif
-
- #ifndef MAX_KEYBOARD_KEYS
- #define MAX_KEYBOARD_KEYS 512 // Maximum number of keyboard keys supported
- #endif
- #ifndef MAX_MOUSE_BUTTONS
- #define MAX_MOUSE_BUTTONS 8 // Maximum number of mouse buttons supported
- #endif
- #ifndef MAX_GAMEPADS
- #define MAX_GAMEPADS 4 // Maximum number of gamepads supported
- #endif
- #ifndef MAX_GAMEPAD_NAME_LENGTH
- #define MAX_GAMEPAD_NAME_LENGTH 128 // Maximum number of characters of gamepad name (byte size)
- #endif
- #ifndef MAX_GAMEPAD_AXIS
- #define MAX_GAMEPAD_AXIS 8 // Maximum number of axis supported (per gamepad)
- #endif
- #ifndef MAX_GAMEPAD_BUTTONS
- #define MAX_GAMEPAD_BUTTONS 32 // Maximum number of buttons supported (per gamepad)
- #endif
- #ifndef MAX_GAMEPAD_VIBRATION_TIME
- #define MAX_GAMEPAD_VIBRATION_TIME 2.0f // Maximum vibration time in seconds
- #endif
- #ifndef MAX_TOUCH_POINTS
- #define MAX_TOUCH_POINTS 8 // Maximum number of touch points supported
- #endif
- #ifndef MAX_KEY_PRESSED_QUEUE
- #define MAX_KEY_PRESSED_QUEUE 16 // Maximum number of keys in the key input queue
- #endif
- #ifndef MAX_CHAR_PRESSED_QUEUE
- #define MAX_CHAR_PRESSED_QUEUE 16 // Maximum number of characters in the char input queue
- #endif
-
- #ifndef MAX_DECOMPRESSION_SIZE
- #define MAX_DECOMPRESSION_SIZE 64 // Maximum size allocated for decompression in MB
- #endif
-
- #ifndef MAX_AUTOMATION_EVENTS
- #define MAX_AUTOMATION_EVENTS 16384 // Maximum number of automation events to record
- #endif
-
- #ifndef DIRECTORY_FILTER_TAG
- #define DIRECTORY_FILTER_TAG "DIR" // Name tag used to request directory inclusion on directory scan
- #endif // NOTE: Used in ScanDirectoryFiles(), ScanDirectoryFilesRecursively() and LoadDirectoryFilesEx()
-
- // Flags operation macros
- #define FLAG_SET(n, f) ((n) |= (f))
- #define FLAG_CLEAR(n, f) ((n) &= ~(f))
- #define FLAG_TOGGLE(n, f) ((n) ^= (f))
- #define FLAG_CHECK(n, f) ((n) & (f))
-
- //----------------------------------------------------------------------------------
- // Types and Structures Definition
- //----------------------------------------------------------------------------------
- typedef struct { int x; int y; } Point;
- typedef struct { unsigned int width; unsigned int height; } Size;
-
- // Core global state context data
- typedef struct CoreData {
- struct {
- const char *title; // Window text title const pointer
- unsigned int flags; // Configuration flags (bit based), keeps window state
- bool ready; // Check if window has been initialized successfully
- bool fullscreen; // Check if fullscreen mode is enabled
- bool shouldClose; // Check if window set for closing
- bool resizedLastFrame; // Check if window has been resized last frame
- bool eventWaiting; // Wait for events before ending frame
- bool usingFbo; // Using FBO (RenderTexture) for rendering instead of default framebuffer
-
- Point position; // Window position (required on fullscreen toggle)
- Point previousPosition; // Window previous position (required on borderless windowed toggle)
- Size display; // Display width and height (monitor, device-screen, LCD, ...)
- Size screen; // Screen width and height (used render area)
- Size previousScreen; // Screen previous width and height (required on borderless windowed toggle)
- Size currentFbo; // Current render width and height (depends on active fbo)
- Size render; // Framebuffer width and height (render area, including black bars if required)
- Point renderOffset; // Offset from render area (must be divided by 2)
- Size screenMin; // Screen minimum width and height (for resizable window)
- Size screenMax; // Screen maximum width and height (for resizable window)
- Matrix screenScale; // Matrix to scale screen (framebuffer rendering)
-
- char **dropFilepaths; // Store dropped files paths pointers (provided by GLFW)
- unsigned int dropFileCount; // Count dropped files strings
-
- } Window;
- struct {
- const char *basePath; // Base path for data storage
-
- } Storage;
- struct {
- struct {
- int exitKey; // Default exit key
- char currentKeyState[MAX_KEYBOARD_KEYS]; // Registers current frame key state
- char previousKeyState[MAX_KEYBOARD_KEYS]; // Registers previous frame key state
-
- // NOTE: Since key press logic involves comparing prev vs cur key state, we need to handle key repeats specially
- char keyRepeatInFrame[MAX_KEYBOARD_KEYS]; // Registers key repeats for current frame
-
- int keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input keys queue
- int keyPressedQueueCount; // Input keys queue count
-
- int charPressedQueue[MAX_CHAR_PRESSED_QUEUE]; // Input characters queue (unicode)
- int charPressedQueueCount; // Input characters queue count
-
- } Keyboard;
- struct {
- Vector2 offset; // Mouse offset
- Vector2 scale; // Mouse scaling
- Vector2 currentPosition; // Mouse position on screen
- Vector2 previousPosition; // Previous mouse position
-
- int cursor; // Tracks current mouse cursor
- bool cursorHidden; // Track if cursor is hidden
- bool cursorOnScreen; // Tracks if cursor is inside client area
-
- char currentButtonState[MAX_MOUSE_BUTTONS]; // Registers current mouse button state
- char previousButtonState[MAX_MOUSE_BUTTONS]; // Registers previous mouse button state
- Vector2 currentWheelMove; // Registers current mouse wheel variation
- Vector2 previousWheelMove; // Registers previous mouse wheel variation
-
- } Mouse;
- struct {
- int pointCount; // Number of touch points active
- int pointId[MAX_TOUCH_POINTS]; // Point identifiers
- Vector2 position[MAX_TOUCH_POINTS]; // Touch position on screen
- char currentTouchState[MAX_TOUCH_POINTS]; // Registers current touch state
- char previousTouchState[MAX_TOUCH_POINTS]; // Registers previous touch state
-
- } Touch;
- struct {
- int lastButtonPressed; // Register last gamepad button pressed
- int axisCount[MAX_GAMEPADS]; // Register number of available gamepad axis
- bool ready[MAX_GAMEPADS]; // Flag to know if gamepad is ready
- char name[MAX_GAMEPADS][MAX_GAMEPAD_NAME_LENGTH]; // Gamepad name holder
- char currentButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state
- char previousButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
- float axisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
-
- } Gamepad;
- } Input;
- struct {
- double current; // Current time measure
- double previous; // Previous time measure
- double update; // Time measure for frame update
- double draw; // Time measure for frame draw
- double frame; // Time measure for one frame
- double target; // Desired time for one frame, if 0 not applied
- unsigned long long int base; // Base time measure for hi-res timer (PLATFORM_ANDROID, PLATFORM_DRM)
- unsigned int frameCounter; // Frame counter
-
- } Time;
- } CoreData;
-
- //----------------------------------------------------------------------------------
- // Global Variables Definition
- //----------------------------------------------------------------------------------
- RLAPI const char *raylib_version = RAYLIB_VERSION; // raylib version exported symbol, required for some bindings
-
- CoreData CORE = { 0 }; // Global CORE state context
-
- // Flag to note GPU acceleration is available,
- // referenced from other modules to support GPU data loading
- // NOTE: Useful to allow Texture, RenderTexture, Font.texture, Mesh.vaoId/vboId, Shader loading
- bool isGpuReady = false;
-
- #if defined(SUPPORT_SCREEN_CAPTURE)
- static int screenshotCounter = 0; // Screenshots counter
- #endif
-
- #if defined(SUPPORT_GIF_RECORDING)
- static unsigned int gifFrameCounter = 0; // GIF frames counter
- static bool gifRecording = false; // GIF recording state
- static MsfGifState gifState = { 0 }; // MSGIF context state
- #endif
-
- #if defined(SUPPORT_AUTOMATION_EVENTS)
- // Automation events type
- typedef enum AutomationEventType {
- EVENT_NONE = 0,
- // Input events
- INPUT_KEY_UP, // param[0]: key
- INPUT_KEY_DOWN, // param[0]: key
- INPUT_KEY_PRESSED, // param[0]: key
- INPUT_KEY_RELEASED, // param[0]: key
- INPUT_MOUSE_BUTTON_UP, // param[0]: button
- INPUT_MOUSE_BUTTON_DOWN, // param[0]: button
- INPUT_MOUSE_POSITION, // param[0]: x, param[1]: y
- INPUT_MOUSE_WHEEL_MOTION, // param[0]: x delta, param[1]: y delta
- INPUT_GAMEPAD_CONNECT, // param[0]: gamepad
- INPUT_GAMEPAD_DISCONNECT, // param[0]: gamepad
- INPUT_GAMEPAD_BUTTON_UP, // param[0]: button
- INPUT_GAMEPAD_BUTTON_DOWN, // param[0]: button
- INPUT_GAMEPAD_AXIS_MOTION, // param[0]: axis, param[1]: delta
- INPUT_TOUCH_UP, // param[0]: id
- INPUT_TOUCH_DOWN, // param[0]: id
- INPUT_TOUCH_POSITION, // param[0]: x, param[1]: y
- INPUT_GESTURE, // param[0]: gesture
- // Window events
- WINDOW_CLOSE, // no params
- WINDOW_MAXIMIZE, // no params
- WINDOW_MINIMIZE, // no params
- WINDOW_RESIZE, // param[0]: width, param[1]: height
- // Custom events
- ACTION_TAKE_SCREENSHOT, // no params
- ACTION_SETTARGETFPS // param[0]: fps
- } AutomationEventType;
-
- // Event type to config events flags
- // TODO: Not used at the moment
- typedef enum {
- EVENT_INPUT_KEYBOARD = 0,
- EVENT_INPUT_MOUSE = 1,
- EVENT_INPUT_GAMEPAD = 2,
- EVENT_INPUT_TOUCH = 4,
- EVENT_INPUT_GESTURE = 8,
- EVENT_WINDOW = 16,
- EVENT_CUSTOM = 32
- } EventType;
-
- // Event type name strings, required for export
- static const char *autoEventTypeName[] = {
- "EVENT_NONE",
- "INPUT_KEY_UP",
- "INPUT_KEY_DOWN",
- "INPUT_KEY_PRESSED",
- "INPUT_KEY_RELEASED",
- "INPUT_MOUSE_BUTTON_UP",
- "INPUT_MOUSE_BUTTON_DOWN",
- "INPUT_MOUSE_POSITION",
- "INPUT_MOUSE_WHEEL_MOTION",
- "INPUT_GAMEPAD_CONNECT",
- "INPUT_GAMEPAD_DISCONNECT",
- "INPUT_GAMEPAD_BUTTON_UP",
- "INPUT_GAMEPAD_BUTTON_DOWN",
- "INPUT_GAMEPAD_AXIS_MOTION",
- "INPUT_TOUCH_UP",
- "INPUT_TOUCH_DOWN",
- "INPUT_TOUCH_POSITION",
- "INPUT_GESTURE",
- "WINDOW_CLOSE",
- "WINDOW_MAXIMIZE",
- "WINDOW_MINIMIZE",
- "WINDOW_RESIZE",
- "ACTION_TAKE_SCREENSHOT",
- "ACTION_SETTARGETFPS"
- };
-
- /*
- // Automation event (24 bytes)
- // NOTE: Opaque struct, internal to raylib
- struct AutomationEvent {
- unsigned int frame; // Event frame
- unsigned int type; // Event type (AutomationEventType)
- int params[4]; // Event parameters (if required)
- };
- */
-
- static AutomationEventList *currentEventList = NULL; // Current automation events list, set by user, keep internal pointer
- static bool automationEventRecording = false; // Recording automation events flag
- //static short automationEventEnabled = 0b0000001111111111; // TODO: Automation events enabled for recording/playing
- #endif
- //-----------------------------------------------------------------------------------
-
- //----------------------------------------------------------------------------------
- // Module Functions Declaration
- // NOTE: Those functions are common for all platforms!
- //----------------------------------------------------------------------------------
-
- #if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
- extern void LoadFontDefault(void); // [Module: text] Loads default font on InitWindow()
- extern void UnloadFontDefault(void); // [Module: text] Unloads default font from GPU memory
- #endif
-
- extern int InitPlatform(void); // Initialize platform (graphics, inputs and more)
- extern void ClosePlatform(void); // Close platform
-
- static void InitTimer(void); // Initialize timer, hi-resolution if available (required by InitPlatform())
- static void SetupFramebuffer(int width, int height); // Setup main framebuffer (required by InitPlatform())
- static void SetupViewport(int width, int height); // Set viewport for a provided width and height
-
- static void ScanDirectoryFiles(const char *basePath, FilePathList *list, const char *filter); // Scan all files and directories in a base path
- static void ScanDirectoryFilesRecursively(const char *basePath, FilePathList *list, const char *filter); // Scan all files and directories recursively from a base path
-
- #if defined(SUPPORT_AUTOMATION_EVENTS)
- static void RecordAutomationEvent(void); // Record frame events (to internal events array)
- #endif
-
- #if defined(_WIN32) && !defined(PLATFORM_DESKTOP_RGFW)
- // NOTE: We declare Sleep() function symbol to avoid including windows.h (kernel32.lib linkage required)
- __declspec(dllimport) void __stdcall Sleep(unsigned long msTimeout); // Required for: WaitTime()
- #endif
-
- #if !defined(SUPPORT_MODULE_RTEXT)
- const char *TextFormat(const char *text, ...); // Formatting of text with variables to 'embed'
- #endif // !SUPPORT_MODULE_RTEXT
-
- #if defined(PLATFORM_DESKTOP)
- #define PLATFORM_DESKTOP_GLFW
- #endif
-
- // We're using `#pragma message` because `#warning` is not adopted by MSVC.
- #if defined(SUPPORT_CLIPBOARD_IMAGE)
- #if !defined(SUPPORT_MODULE_RTEXTURES)
- #pragma message ("Warning: Enabling SUPPORT_CLIPBOARD_IMAGE requires SUPPORT_MODULE_RTEXTURES to work properly")
- #endif
-
- // It's nice to have support Bitmap on Linux as well, but not as necessary as Windows
- #if !defined(SUPPORT_FILEFORMAT_BMP) && defined(_WIN32)
- #pragma message ("Warning: Enabling SUPPORT_CLIPBOARD_IMAGE requires SUPPORT_FILEFORMAT_BMP, specially on Windows")
- #endif
-
- // From what I've tested applications on Wayland saves images on clipboard as PNG.
- #if (!defined(SUPPORT_FILEFORMAT_PNG) || !defined(SUPPORT_FILEFORMAT_JPG)) && !defined(_WIN32)
- #pragma message ("Warning: Getting image from the clipboard might not work without SUPPORT_FILEFORMAT_PNG or SUPPORT_FILEFORMAT_JPG")
- #endif
-
- // Not needed because `rtexture.c` will automatically defined STBI_REQUIRED when any SUPPORT_FILEFORMAT_* is defined.
- // #if !defined(STBI_REQUIRED)
- // #pragma message ("Warning: "STBI_REQUIRED is not defined, that means we can't load images from clipbard"
- // #endif
-
- #endif // SUPPORT_CLIPBOARD_IMAGE
-
- // Include platform-specific submodules
- #if defined(PLATFORM_DESKTOP_GLFW)
- #include "platforms/rcore_desktop_glfw.c"
- #elif defined(PLATFORM_DESKTOP_SDL)
- #include "platforms/rcore_desktop_sdl.c"
- #elif (defined(PLATFORM_DESKTOP_RGFW) || defined(PLATFORM_WEB_RGFW))
- #include "platforms/rcore_desktop_rgfw.c"
- #elif defined(PLATFORM_WEB)
- #include "platforms/rcore_web.c"
- #elif defined(PLATFORM_DRM)
- #include "platforms/rcore_drm.c"
- #elif defined(PLATFORM_ANDROID)
- #include "platforms/rcore_android.c"
- #else
- // TODO: Include your custom platform backend!
- // i.e software rendering backend or console backend!
- #endif
-
- //----------------------------------------------------------------------------------
- // Module Functions Definition: Window and Graphics Device
- //----------------------------------------------------------------------------------
-
- // NOTE: Functions with a platform-specific implementation on rcore_<platform>.c
- //bool WindowShouldClose(void)
- //void ToggleFullscreen(void)
- //void ToggleBorderlessWindowed(void)
- //void MaximizeWindow(void)
- //void MinimizeWindow(void)
- //void RestoreWindow(void)
-
- //void SetWindowState(unsigned int flags)
- //void ClearWindowState(unsigned int flags)
-
- //void SetWindowIcon(Image image)
- //void SetWindowIcons(Image *images, int count)
- //void SetWindowTitle(const char *title)
- //void SetWindowPosition(int x, int y)
- //void SetWindowMonitor(int monitor)
- //void SetWindowMinSize(int width, int height)
- //void SetWindowMaxSize(int width, int height)
- //void SetWindowSize(int width, int height)
- //void SetWindowOpacity(float opacity)
- //void SetWindowFocused(void)
- //void *GetWindowHandle(void)
- //Vector2 GetWindowPosition(void)
- //Vector2 GetWindowScaleDPI(void)
-
- //int GetMonitorCount(void)
- //int GetCurrentMonitor(void)
- //int GetMonitorWidth(int monitor)
- //int GetMonitorHeight(int monitor)
- //int GetMonitorPhysicalWidth(int monitor)
- //int GetMonitorPhysicalHeight(int monitor)
- //int GetMonitorRefreshRate(int monitor)
- //Vector2 GetMonitorPosition(int monitor)
- //const char *GetMonitorName(int monitor)
-
- //void SetClipboardText(const char *text)
- //const char *GetClipboardText(void)
-
- //void ShowCursor(void)
- //void HideCursor(void)
- //void EnableCursor(void)
- //void DisableCursor(void)
-
- // Initialize window and OpenGL context
- void InitWindow(int width, int height, const char *title)
- {
- TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION);
-
- #if defined(PLATFORM_DESKTOP_GLFW)
- TRACELOG(LOG_INFO, "Platform backend: DESKTOP (GLFW)");
- #elif defined(PLATFORM_DESKTOP_SDL)
- TRACELOG(LOG_INFO, "Platform backend: DESKTOP (SDL)");
- #elif defined(PLATFORM_DESKTOP_RGFW)
- TRACELOG(LOG_INFO, "Platform backend: DESKTOP (RGFW)");
- #elif defined(PLATFORM_WEB_RGFW)
- TRACELOG(LOG_INFO, "Platform backend: WEB (RGFW) (HTML5)");
- #elif defined(PLATFORM_WEB)
- TRACELOG(LOG_INFO, "Platform backend: WEB (HTML5)");
- #elif defined(PLATFORM_DRM)
- TRACELOG(LOG_INFO, "Platform backend: NATIVE DRM");
- #elif defined(PLATFORM_ANDROID)
- TRACELOG(LOG_INFO, "Platform backend: ANDROID");
- #else
- // TODO: Include your custom platform backend!
- // i.e software rendering backend or console backend!
- TRACELOG(LOG_INFO, "Platform backend: CUSTOM");
- #endif
-
- 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();
- //--------------------------------------------------------------
-
- // Initialize rlgl default data (buffers and shaders)
- // 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);
- isGpuReady = true; // Flag to note GPU has been initialized successfully
-
- // Setup default viewport
- SetupViewport(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
-
- #if defined(SUPPORT_MODULE_RTEXT)
- #if 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
- #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
-
- CORE.Time.frameCounter = 0;
- CORE.Window.shouldClose = false;
-
- // Initialize random seed
- SetRandomSeed((unsigned int)time(NULL));
-
- TRACELOG(LOG_INFO, "SYSTEM: Working Directory: %s", GetWorkingDirectory());
- }
-
- // 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
-
- // De-initialize platform
- //--------------------------------------------------------------
- ClosePlatform();
- //--------------------------------------------------------------
-
- CORE.Window.ready = false;
- TRACELOG(LOG_INFO, "Window closed successfully");
- }
-
- // Check if window has been initialized successfully
- bool IsWindowReady(void)
- {
- return CORE.Window.ready;
- }
-
- // Check if window is currently fullscreen
- bool IsWindowFullscreen(void)
- {
- return CORE.Window.fullscreen;
- }
-
- // Check if window is currently hidden
- bool IsWindowHidden(void)
- {
- return ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0);
- }
-
- // Check if window has been minimized
- bool IsWindowMinimized(void)
- {
- return ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0);
- }
-
- // Check if window has been maximized
- bool IsWindowMaximized(void)
- {
- return ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0);
- }
-
- // Check if window has the focus
- bool IsWindowFocused(void)
- {
- return ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) == 0);
- }
-
- // Check if window has been resizedLastFrame
- bool IsWindowResized(void)
- {
- return CORE.Window.resizedLastFrame;
- }
-
- // Check if one specific window flag is enabled
- bool IsWindowState(unsigned int flag)
- {
- return ((CORE.Window.flags & flag) > 0);
- }
-
- // Get current screen width
- int GetScreenWidth(void)
- {
- return CORE.Window.screen.width;
- }
-
- // Get current screen height
- int GetScreenHeight(void)
- {
- return CORE.Window.screen.height;
- }
-
- // Get current render width which is equal to screen width*dpi scale
- int GetRenderWidth(void)
- {
- int width = 0;
- #if defined(__APPLE__)
- Vector2 scale = GetWindowScaleDPI();
- width = (int)((float)CORE.Window.render.width*scale.x);
- #else
- width = CORE.Window.render.width;
- #endif
- return width;
- }
-
- // Get current screen height which is equal to screen height*dpi scale
- int GetRenderHeight(void)
- {
- int height = 0;
- #if defined(__APPLE__)
- Vector2 scale = GetWindowScaleDPI();
- height = (int)((float)CORE.Window.render.height*scale.y);
- #else
- height = CORE.Window.render.height;
- #endif
- return height;
- }
-
- // Enable waiting for events on EndDrawing(), no automatic event polling
- void EnableEventWaiting(void)
- {
- CORE.Window.eventWaiting = true;
- }
-
- // Disable waiting for events on EndDrawing(), automatic events polling
- void DisableEventWaiting(void)
- {
- CORE.Window.eventWaiting = false;
- }
-
- // Check if cursor is not visible
- bool IsCursorHidden(void)
- {
- return CORE.Input.Mouse.cursorHidden;
- }
-
- // Check if cursor is on the current screen
- bool IsCursorOnScreen(void)
- {
- return CORE.Input.Mouse.cursorOnScreen;
- }
-
- //----------------------------------------------------------------------------------
- // Module Functions Definition: Screen Drawing
- //----------------------------------------------------------------------------------
-
- // Set background color (framebuffer clear color)
- void ClearBackground(Color color)
- {
- rlClearColor(color.r, color.g, color.b, color.a); // Set clear color
- rlClearScreenBuffers(); // Clear current framebuffers
- }
-
- // Setup canvas (framebuffer) to start drawing
- void BeginDrawing(void)
- {
- // WARNING: Previously to BeginDrawing() other render textures drawing could happen,
- // consequently the measure for update vs draw is not accurate (only the total frame time is accurate)
-
- CORE.Time.current = GetTime(); // Number of elapsed seconds since InitTimer()
- CORE.Time.update = CORE.Time.current - CORE.Time.previous;
- CORE.Time.previous = CORE.Time.current;
-
- rlLoadIdentity(); // Reset current matrix (modelview)
- rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling
-
- //rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1
- // NOTE: Not required with OpenGL 3.3+
- }
-
- // End canvas drawing and swap buffers (double buffering)
- void EndDrawing(void)
- {
- rlDrawRenderBatchActive(); // Update and draw internal render batch
-
- #if defined(SUPPORT_GIF_RECORDING)
- // Draw record indicator
- if (gifRecording)
- {
- #ifndef GIF_RECORD_FRAMERATE
- #define GIF_RECORD_FRAMERATE 10
- #endif
- gifFrameCounter += (unsigned int)(GetFrameTime()*1000);
-
- // NOTE: We record one gif frame depending on the desired gif framerate
- if (gifFrameCounter > 1000/GIF_RECORD_FRAMERATE)
- {
- // Get image data for the current frame (from backbuffer)
- // NOTE: This process is quite slow... :(
- Vector2 scale = GetWindowScaleDPI();
- unsigned char *screenData = rlReadScreenPixels((int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y));
-
- #ifndef GIF_RECORD_BITRATE
- #define GIF_RECORD_BITRATE 16
- #endif
-
- // Add the frame to the gif recording, given how many frames have passed in centiseconds
- msf_gif_frame(&gifState, screenData, gifFrameCounter/10, GIF_RECORD_BITRATE, (int)((float)CORE.Window.render.width*scale.x)*4);
- gifFrameCounter -= 1000/GIF_RECORD_FRAMERATE;
-
- RL_FREE(screenData); // Free image data
- }
-
- #if defined(SUPPORT_MODULE_RSHAPES) && defined(SUPPORT_MODULE_RTEXT)
- // Display the recording indicator every half-second
- if ((int)(GetTime()/0.5)%2 == 1)
- {
- DrawCircle(30, CORE.Window.screen.height - 20, 10, MAROON); // WARNING: Module required: rshapes
- DrawText("GIF RECORDING", 50, CORE.Window.screen.height - 25, 10, RED); // WARNING: Module required: rtext
- }
- #endif
-
- rlDrawRenderBatchActive(); // Update and draw internal render batch
- }
- #endif
-
- #if defined(SUPPORT_AUTOMATION_EVENTS)
- if (automationEventRecording) RecordAutomationEvent(); // Event recording
- #endif
-
- #if !defined(SUPPORT_CUSTOM_FRAME_CONTROL)
- SwapScreenBuffer(); // Copy back buffer to front buffer (screen)
-
- // Frame time control system
- CORE.Time.current = GetTime();
- CORE.Time.draw = CORE.Time.current - CORE.Time.previous;
- CORE.Time.previous = CORE.Time.current;
-
- CORE.Time.frame = CORE.Time.update + CORE.Time.draw;
-
- // Wait for some milliseconds...
- if (CORE.Time.frame < CORE.Time.target)
- {
- WaitTime(CORE.Time.target - CORE.Time.frame);
-
- CORE.Time.current = GetTime();
- double waitTime = CORE.Time.current - CORE.Time.previous;
- CORE.Time.previous = CORE.Time.current;
-
- CORE.Time.frame += waitTime; // Total frame time: update + draw + wait
- }
-
- PollInputEvents(); // Poll user events (before next frame update)
- #endif
-
- #if defined(SUPPORT_SCREEN_CAPTURE)
- if (IsKeyPressed(KEY_F12))
- {
- #if defined(SUPPORT_GIF_RECORDING)
- if (IsKeyDown(KEY_LEFT_CONTROL))
- {
- if (gifRecording)
- {
- gifRecording = false;
-
- MsfGifResult result = msf_gif_end(&gifState);
-
- SaveFileData(TextFormat("%s/screenrec%03i.gif", CORE.Storage.basePath, screenshotCounter), result.data, (unsigned int)result.dataSize);
- msf_gif_free(result);
-
- TRACELOG(LOG_INFO, "SYSTEM: Finish animated GIF recording");
- }
- else
- {
- gifRecording = true;
- gifFrameCounter = 0;
-
- Vector2 scale = GetWindowScaleDPI();
- msf_gif_begin(&gifState, (int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y));
- screenshotCounter++;
-
- TRACELOG(LOG_INFO, "SYSTEM: Start animated GIF recording: %s", TextFormat("screenrec%03i.gif", screenshotCounter));
- }
- }
- else
- #endif // SUPPORT_GIF_RECORDING
- {
- TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
- screenshotCounter++;
- }
- }
- #endif // SUPPORT_SCREEN_CAPTURE
-
- CORE.Time.frameCounter++;
- }
-
- // Initialize 2D mode with custom camera (2D)
- void BeginMode2D(Camera2D camera)
- {
- rlDrawRenderBatchActive(); // Update and draw internal render batch
-
- rlLoadIdentity(); // Reset current matrix (modelview)
-
- // Apply 2d camera transformation to modelview
- rlMultMatrixf(MatrixToFloat(GetCameraMatrix2D(camera)));
- }
-
- // Ends 2D mode with custom camera
- void EndMode2D(void)
- {
- rlDrawRenderBatchActive(); // Update and draw internal render batch
-
- rlLoadIdentity(); // Reset current matrix (modelview)
-
- if (rlGetActiveFramebuffer() == 0) rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
- }
-
- // Initializes 3D mode with custom camera (3D)
- void BeginMode3D(Camera camera)
- {
- rlDrawRenderBatchActive(); // Update and draw internal render batch
-
- rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
- rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
- rlLoadIdentity(); // Reset current matrix (projection)
-
- float aspect = (float)CORE.Window.currentFbo.width/(float)CORE.Window.currentFbo.height;
-
- // NOTE: zNear and zFar values are important when computing depth buffer values
- if (camera.projection == CAMERA_PERSPECTIVE)
- {
- // Setup perspective projection
- double top = rlGetCullDistanceNear()*tan(camera.fovy*0.5*DEG2RAD);
- double right = top*aspect;
-
- rlFrustum(-right, right, -top, top, rlGetCullDistanceNear(), rlGetCullDistanceFar());
- }
- else if (camera.projection == CAMERA_ORTHOGRAPHIC)
- {
- // Setup orthographic projection
- double top = camera.fovy/2.0;
- double right = top*aspect;
-
- rlOrtho(-right, right, -top,top, rlGetCullDistanceNear(), rlGetCullDistanceFar());
- }
-
- rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
- rlLoadIdentity(); // Reset current matrix (modelview)
-
- // Setup Camera view
- Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
- rlMultMatrixf(MatrixToFloat(matView)); // Multiply modelview matrix by view matrix (camera)
-
- rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
- }
-
- // Ends 3D mode and returns to default 2D orthographic mode
- void EndMode3D(void)
- {
- rlDrawRenderBatchActive(); // Update and draw internal render batch
-
- rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
- rlPopMatrix(); // Restore previous matrix (projection) from matrix stack
-
- rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
- rlLoadIdentity(); // Reset current matrix (modelview)
-
- if (rlGetActiveFramebuffer() == 0) rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
-
- rlDisableDepthTest(); // Disable DEPTH_TEST for 2D
- }
-
- // Initializes render texture for drawing
- void BeginTextureMode(RenderTexture2D target)
- {
- rlDrawRenderBatchActive(); // Update and draw internal render batch
-
- rlEnableFramebuffer(target.id); // Enable render target
-
- // Set viewport and RLGL internal framebuffer size
- rlViewport(0, 0, target.texture.width, target.texture.height);
- rlSetFramebufferWidth(target.texture.width);
- rlSetFramebufferHeight(target.texture.height);
-
- rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
- rlLoadIdentity(); // Reset current matrix (projection)
-
- // Set orthographic projection to current framebuffer size
- // NOTE: Configured top-left corner as (0, 0)
- rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f);
-
- rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
- rlLoadIdentity(); // Reset current matrix (modelview)
-
- //rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?)
-
- // Setup current width/height for proper aspect ratio
- // calculation when using BeginMode3D()
- CORE.Window.currentFbo.width = target.texture.width;
- CORE.Window.currentFbo.height = target.texture.height;
- CORE.Window.usingFbo = true;
- }
-
- // Ends drawing to render texture
- void EndTextureMode(void)
- {
- rlDrawRenderBatchActive(); // Update and draw internal render batch
-
- rlDisableFramebuffer(); // Disable render target (fbo)
-
- // Set viewport to default framebuffer size
- SetupViewport(CORE.Window.render.width, CORE.Window.render.height);
-
- // Go back to the modelview state from BeginDrawing since we are back to the default FBO
- rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
- rlLoadIdentity(); // Reset current matrix (modelview)
- rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
-
- // Reset current fbo to screen size
- CORE.Window.currentFbo.width = CORE.Window.render.width;
- CORE.Window.currentFbo.height = CORE.Window.render.height;
- CORE.Window.usingFbo = false;
- }
-
- // Begin custom shader mode
- void BeginShaderMode(Shader shader)
- {
- rlSetShader(shader.id, shader.locs);
- }
-
- // End custom shader mode (returns to default shader)
- void EndShaderMode(void)
- {
- rlSetShader(rlGetShaderIdDefault(), rlGetShaderLocsDefault());
- }
-
- // Begin blending mode (alpha, additive, multiplied, subtract, custom)
- // NOTE: Blend modes supported are enumerated in BlendMode enum
- void BeginBlendMode(int mode)
- {
- rlSetBlendMode(mode);
- }
-
- // End blending mode (reset to default: alpha blending)
- void EndBlendMode(void)
- {
- rlSetBlendMode(BLEND_ALPHA);
- }
-
- // Begin scissor mode (define screen area for following drawing)
- // NOTE: Scissor rec refers to bottom-left corner, we change it to upper-left
- void BeginScissorMode(int x, int y, int width, int height)
- {
- rlDrawRenderBatchActive(); // Update and draw internal render batch
-
- rlEnableScissorTest();
-
- #if defined(__APPLE__)
- if (!CORE.Window.usingFbo)
- {
- Vector2 scale = GetWindowScaleDPI();
- rlScissor((int)(x*scale.x), (int)(GetScreenHeight()*scale.y - (((y + height)*scale.y))), (int)(width*scale.x), (int)(height*scale.y));
- }
- #else
- if (!CORE.Window.usingFbo && ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0))
- {
- Vector2 scale = GetWindowScaleDPI();
- rlScissor((int)(x*scale.x), (int)(CORE.Window.currentFbo.height - (y + height)*scale.y), (int)(width*scale.x), (int)(height*scale.y));
- }
- #endif
- else
- {
- rlScissor(x, CORE.Window.currentFbo.height - (y + height), width, height);
- }
- }
-
- // End scissor mode
- void EndScissorMode(void)
- {
- rlDrawRenderBatchActive(); // Update and draw internal render batch
- rlDisableScissorTest();
- }
-
- //----------------------------------------------------------------------------------
- // Module Functions Definition: VR Stereo Rendering
- //----------------------------------------------------------------------------------
-
- // Begin VR drawing configuration
- void BeginVrStereoMode(VrStereoConfig config)
- {
- rlEnableStereoRender();
-
- // Set stereo render matrices
- rlSetMatrixProjectionStereo(config.projection[0], config.projection[1]);
- rlSetMatrixViewOffsetStereo(config.viewOffset[0], config.viewOffset[1]);
- }
-
- // End VR drawing process (and desktop mirror)
- void EndVrStereoMode(void)
- {
- rlDisableStereoRender();
- }
-
- // Load VR stereo config for VR simulator device parameters
- VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device)
- {
- VrStereoConfig config = { 0 };
-
- if (rlGetVersion() != RL_OPENGL_11)
- {
- // Compute aspect ratio
- float aspect = ((float)device.hResolution*0.5f)/(float)device.vResolution;
-
- // Compute lens parameters
- float lensShift = (device.hScreenSize*0.25f - device.lensSeparationDistance*0.5f)/device.hScreenSize;
- config.leftLensCenter[0] = 0.25f + lensShift;
- config.leftLensCenter[1] = 0.5f;
- config.rightLensCenter[0] = 0.75f - lensShift;
- config.rightLensCenter[1] = 0.5f;
- config.leftScreenCenter[0] = 0.25f;
- config.leftScreenCenter[1] = 0.5f;
- config.rightScreenCenter[0] = 0.75f;
- config.rightScreenCenter[1] = 0.5f;
-
- // Compute distortion scale parameters
- // NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
- float lensRadius = fabsf(-1.0f - 4.0f*lensShift);
- float lensRadiusSq = lensRadius*lensRadius;
- float distortionScale = device.lensDistortionValues[0] +
- device.lensDistortionValues[1]*lensRadiusSq +
- device.lensDistortionValues[2]*lensRadiusSq*lensRadiusSq +
- device.lensDistortionValues[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
-
- float normScreenWidth = 0.5f;
- float normScreenHeight = 1.0f;
- config.scaleIn[0] = 2.0f/normScreenWidth;
- config.scaleIn[1] = 2.0f/normScreenHeight/aspect;
- config.scale[0] = normScreenWidth*0.5f/distortionScale;
- config.scale[1] = normScreenHeight*0.5f*aspect/distortionScale;
-
- // Fovy is normally computed with: 2*atan2f(device.vScreenSize, 2*device.eyeToScreenDistance)
- // ...but with lens distortion it is increased (see Oculus SDK Documentation)
- float fovy = 2.0f*atan2f(device.vScreenSize*0.5f*distortionScale, device.eyeToScreenDistance); // Really need distortionScale?
- // float fovy = 2.0f*(float)atan2f(device.vScreenSize*0.5f, device.eyeToScreenDistance);
-
- // Compute camera projection matrices
- float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
- Matrix proj = MatrixPerspective(fovy, aspect, rlGetCullDistanceNear(), rlGetCullDistanceFar());
-
- config.projection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
- config.projection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
-
- // Compute camera transformation matrices
- // NOTE: Camera movement might seem more natural if we model the head
- // Our axis of rotation is the base of our head, so we might want to add
- // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions
- config.viewOffset[0] = MatrixTranslate(device.interpupillaryDistance*0.5f, 0.075f, 0.045f);
- config.viewOffset[1] = MatrixTranslate(-device.interpupillaryDistance*0.5f, 0.075f, 0.045f);
-
- // Compute eyes Viewports
- /*
- config.eyeViewportRight[0] = 0;
- config.eyeViewportRight[1] = 0;
- config.eyeViewportRight[2] = device.hResolution/2;
- config.eyeViewportRight[3] = device.vResolution;
-
- config.eyeViewportLeft[0] = device.hResolution/2;
- config.eyeViewportLeft[1] = 0;
- config.eyeViewportLeft[2] = device.hResolution/2;
- config.eyeViewportLeft[3] = device.vResolution;
- */
- }
- else TRACELOG(LOG_WARNING, "RLGL: VR Simulator not supported on OpenGL 1.1");
-
- return config;
- }
-
- // Unload VR stereo config properties
- void UnloadVrStereoConfig(VrStereoConfig config)
- {
- TRACELOG(LOG_INFO, "UnloadVrStereoConfig not implemented in rcore.c");
- }
-
- //----------------------------------------------------------------------------------
- // Module Functions Definition: Shaders Management
- //----------------------------------------------------------------------------------
-
- // Load shader from files and bind default locations
- // NOTE: If shader string is NULL, using default vertex/fragment shaders
- Shader LoadShader(const char *vsFileName, const char *fsFileName)
- {
- Shader shader = { 0 };
-
- char *vShaderStr = NULL;
- char *fShaderStr = NULL;
-
- if (vsFileName != NULL) vShaderStr = LoadFileText(vsFileName);
- if (fsFileName != NULL) fShaderStr = LoadFileText(fsFileName);
-
- shader = LoadShaderFromMemory(vShaderStr, fShaderStr);
-
- UnloadFileText(vShaderStr);
- UnloadFileText(fShaderStr);
-
- return shader;
- }
-
- // Load shader from code strings and bind default locations
- Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
- {
- Shader shader = { 0 };
-
- shader.id = rlLoadShaderCode(vsCode, fsCode);
-
- if (shader.id == rlGetShaderIdDefault()) shader.locs = rlGetShaderLocsDefault();
- else if (shader.id > 0)
- {
- // After custom shader loading, we TRY to set default location names
- // Default shader attribute locations have been binded before linking:
- // vertex position location = 0
- // vertex texcoord location = 1
- // vertex normal location = 2
- // vertex color location = 3
- // vertex tangent location = 4
- // vertex texcoord2 location = 5
- // vertex boneIds location = 6
- // vertex boneWeights location = 7
-
- // NOTE: If any location is not found, loc point becomes -1
-
- shader.locs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
-
- // All locations reset to -1 (no location)
- for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
-
- // Get handles to GLSL input attribute locations
- shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
- shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
- shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
- shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
- shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
- shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
- shader.locs[SHADER_LOC_VERTEX_BONEIDS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
- shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
- shader.locs[SHADER_LOC_VERTEX_INSTANCE_TX] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX);
-
- // Get handles to GLSL uniform locations (vertex shader)
- shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
- shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW);
- shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION);
- shader.locs[SHADER_LOC_MATRIX_MODEL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL);
- shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL);
- shader.locs[SHADER_LOC_BONE_MATRICES] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES);
-
- // Get handles to GLSL uniform locations (fragment shader)
- shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR);
- shader.locs[SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0); // SHADER_LOC_MAP_ALBEDO
- shader.locs[SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1); // SHADER_LOC_MAP_METALNESS
- shader.locs[SHADER_LOC_MAP_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2);
- }
-
- return shader;
- }
-
- // Check if a shader is valid (loaded on GPU)
- bool IsShaderValid(Shader shader)
- {
- return ((shader.id > 0) && // Validate shader id (GPU loaded successfully)
- (shader.locs != NULL)); // Validate memory has been allocated for default shader locations
-
- // The following locations are tried to be set automatically (locs[i] >= 0),
- // any of them can be checked for validation but the only mandatory one is, afaik, SHADER_LOC_VERTEX_POSITION
- // NOTE: Users can also setup manually their own attributes/uniforms and do not used the default raylib ones
-
- // Vertex shader attribute locations (default)
- // shader.locs[SHADER_LOC_VERTEX_POSITION] // Set by default internal shader
- // shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] // Set by default internal shader
- // shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]
- // shader.locs[SHADER_LOC_VERTEX_NORMAL]
- // shader.locs[SHADER_LOC_VERTEX_TANGENT]
- // shader.locs[SHADER_LOC_VERTEX_COLOR] // Set by default internal shader
-
- // Vertex shader uniform locations (default)
- // shader.locs[SHADER_LOC_MATRIX_MVP] // Set by default internal shader
- // shader.locs[SHADER_LOC_MATRIX_VIEW]
- // shader.locs[SHADER_LOC_MATRIX_PROJECTION]
- // shader.locs[SHADER_LOC_MATRIX_MODEL]
- // shader.locs[SHADER_LOC_MATRIX_NORMAL]
-
- // Fragment shader uniform locations (default)
- // shader.locs[SHADER_LOC_COLOR_DIFFUSE] // Set by default internal shader
- // shader.locs[SHADER_LOC_MAP_DIFFUSE] // Set by default internal shader
- // shader.locs[SHADER_LOC_MAP_SPECULAR]
- // shader.locs[SHADER_LOC_MAP_NORMAL]
- }
-
- // Unload shader from GPU memory (VRAM)
- void UnloadShader(Shader shader)
- {
- if (shader.id != rlGetShaderIdDefault())
- {
- rlUnloadShaderProgram(shader.id);
-
- // NOTE: If shader loading failed, it should be 0
- RL_FREE(shader.locs);
- }
- }
-
- // Get shader uniform location
- int GetShaderLocation(Shader shader, const char *uniformName)
- {
- return rlGetLocationUniform(shader.id, uniformName);
- }
-
- // Get shader attribute location
- int GetShaderLocationAttrib(Shader shader, const char *attribName)
- {
- return rlGetLocationAttrib(shader.id, attribName);
- }
-
- // Set shader uniform value
- void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType)
- {
- SetShaderValueV(shader, locIndex, value, uniformType, 1);
- }
-
- // Set shader uniform value vector
- void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count)
- {
- if (locIndex > -1)
- {
- rlEnableShader(shader.id);
- rlSetUniform(locIndex, value, uniformType, count);
- //rlDisableShader(); // Avoid resetting current shader program, in case other uniforms are set
- }
- }
-
- // Set shader uniform value (matrix 4x4)
- void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat)
- {
- if (locIndex > -1)
- {
- rlEnableShader(shader.id);
- rlSetUniformMatrix(locIndex, mat);
- //rlDisableShader();
- }
- }
-
- // Set shader uniform value for texture
- void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
- {
- if (locIndex > -1)
- {
- rlEnableShader(shader.id);
- rlSetUniformSampler(locIndex, texture.id);
- //rlDisableShader();
- }
- }
-
- //----------------------------------------------------------------------------------
- // Module Functions Definition: Screen-space Queries
- //----------------------------------------------------------------------------------
-
- // Get a ray trace from screen position (i.e mouse)
- Ray GetScreenToWorldRay(Vector2 position, Camera camera)
- {
- Ray ray = GetScreenToWorldRayEx(position, camera, GetScreenWidth(), GetScreenHeight());
-
- return ray;
- }
-
- // Get a ray trace from the screen position (i.e mouse) within a specific section of the screen
- Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height)
- {
- Ray ray = { 0 };
-
- // Calculate normalized device coordinates
- // NOTE: y value is negative
- float x = (2.0f*position.x)/(float)width - 1.0f;
- float y = 1.0f - (2.0f*position.y)/(float)height;
- float z = 1.0f;
-
- // Store values in a vector
- Vector3 deviceCoords = { x, y, z };
-
- // Calculate view matrix from camera look at
- Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
-
- Matrix matProj = MatrixIdentity();
-
- if (camera.projection == CAMERA_PERSPECTIVE)
- {
- // Calculate projection matrix from perspective
- matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)width/(double)height), rlGetCullDistanceNear(), rlGetCullDistanceFar());
- }
- else if (camera.projection == CAMERA_ORTHOGRAPHIC)
- {
- double aspect = (double)width/(double)height;
- double top = camera.fovy/2.0;
- double right = top*aspect;
-
- // Calculate projection matrix from orthographic
- matProj = MatrixOrtho(-right, right, -top, top, 0.01, 1000.0);
- }
-
- // Unproject far/near points
- Vector3 nearPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView);
- Vector3 farPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
-
- // Unproject the mouse cursor in the near plane
- // We need this as the source position because orthographic projects,
- // compared to perspective doesn't have a convergence point,
- // meaning that the "eye" of the camera is more like a plane than a point
- Vector3 cameraPlanePointerPos = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView);
-
- // Calculate normalized direction vector
- Vector3 direction = Vector3Normalize(Vector3Subtract(farPoint, nearPoint));
-
- if (camera.projection == CAMERA_PERSPECTIVE) ray.position = camera.position;
- else if (camera.projection == CAMERA_ORTHOGRAPHIC) ray.position = cameraPlanePointerPos;
-
- // Apply calculated vectors to ray
- ray.direction = direction;
-
- return ray;
- }
-
- // Get transform matrix for camera
- Matrix GetCameraMatrix(Camera camera)
- {
- Matrix mat = MatrixLookAt(camera.position, camera.target, camera.up);
-
- return mat;
- }
-
- // Get camera 2d transform matrix
- Matrix GetCameraMatrix2D(Camera2D camera)
- {
- Matrix matTransform = { 0 };
- // The camera in world-space is set by
- // 1. Move it to target
- // 2. Rotate by -rotation and scale by (1/zoom)
- // When setting higher scale, it's more intuitive for the world to become bigger (= camera become smaller),
- // not for the camera getting bigger, hence the invert. Same deal with rotation
- // 3. Move it by (-offset);
- // Offset defines target transform relative to screen, but since we're effectively "moving" screen (camera)
- // we need to do it into opposite direction (inverse transform)
-
- // Having camera transform in world-space, inverse of it gives the modelview transform
- // Since (A*B*C)' = C'*B'*A', the modelview is
- // 1. Move to offset
- // 2. Rotate and Scale
- // 3. Move by -target
- Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
- Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
- Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
- Matrix matTranslation = MatrixTranslate(camera.offset.x, camera.offset.y, 0.0f);
-
- matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
-
- return matTransform;
- }
-
- // Get the screen space position from a 3d world space position
- Vector2 GetWorldToScreen(Vector3 position, Camera camera)
- {
- Vector2 screenPosition = GetWorldToScreenEx(position, camera, GetScreenWidth(), GetScreenHeight());
-
- return screenPosition;
- }
-
- // Get size position for a 3d world space position (useful for texture drawing)
- Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height)
- {
- // Calculate projection matrix (from perspective instead of frustum
- Matrix matProj = MatrixIdentity();
-
- if (camera.projection == CAMERA_PERSPECTIVE)
- {
- // Calculate projection matrix from perspective
- matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)width/(double)height), rlGetCullDistanceNear(), rlGetCullDistanceFar());
- }
- else if (camera.projection == CAMERA_ORTHOGRAPHIC)
- {
- double aspect = (double)width/(double)height;
- double top = camera.fovy/2.0;
- double right = top*aspect;
-
- // Calculate projection matrix from orthographic
- matProj = MatrixOrtho(-right, right, -top, top, rlGetCullDistanceNear(), rlGetCullDistanceFar());
- }
-
- // Calculate view matrix from camera look at (and transpose it)
- Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
-
- // TODO: Why not use Vector3Transform(Vector3 v, Matrix mat)?
-
- // Convert world position vector to quaternion
- Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
-
- // Transform world position to view
- worldPos = QuaternionTransform(worldPos, matView);
-
- // Transform result to projection (clip space position)
- worldPos = QuaternionTransform(worldPos, matProj);
-
- // Calculate normalized device coordinates (inverted y)
- Vector3 ndcPos = { worldPos.x/worldPos.w, -worldPos.y/worldPos.w, worldPos.z/worldPos.w };
-
- // Calculate 2d screen position vector
- Vector2 screenPosition = { (ndcPos.x + 1.0f)/2.0f*(float)width, (ndcPos.y + 1.0f)/2.0f*(float)height };
-
- return screenPosition;
- }
-
- // Get the screen space position for a 2d camera world space position
- Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera)
- {
- Matrix matCamera = GetCameraMatrix2D(camera);
- Vector3 transform = Vector3Transform((Vector3){ position.x, position.y, 0 }, matCamera);
-
- return (Vector2){ transform.x, transform.y };
- }
-
- // Get the world space position for a 2d camera screen space position
- Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera)
- {
- Matrix invMatCamera = MatrixInvert(GetCameraMatrix2D(camera));
- Vector3 transform = Vector3Transform((Vector3){ position.x, position.y, 0 }, invMatCamera);
-
- return (Vector2){ transform.x, transform.y };
- }
-
- //----------------------------------------------------------------------------------
- // Module Functions Definition: Timming
- //----------------------------------------------------------------------------------
-
- // NOTE: Functions with a platform-specific implementation on rcore_<platform>.c
- //double GetTime(void)
-
- // Set target FPS (maximum)
- void SetTargetFPS(int fps)
- {
- if (fps < 1) CORE.Time.target = 0.0;
- else CORE.Time.target = 1.0/(double)fps;
-
- TRACELOG(LOG_INFO, "TIMER: Target time per frame: %02.03f milliseconds", (float)CORE.Time.target*1000.0f);
- }
-
- // Get current FPS
- // NOTE: We calculate an average framerate
- int GetFPS(void)
- {
- int fps = 0;
-
- #if !defined(SUPPORT_CUSTOM_FRAME_CONTROL)
- #define FPS_CAPTURE_FRAMES_COUNT 30 // 30 captures
- #define FPS_AVERAGE_TIME_SECONDS 0.5f // 500 milliseconds
- #define FPS_STEP (FPS_AVERAGE_TIME_SECONDS/FPS_CAPTURE_FRAMES_COUNT)
-
- static int index = 0;
- static float history[FPS_CAPTURE_FRAMES_COUNT] = { 0 };
- static float average = 0, last = 0;
- float fpsFrame = GetFrameTime();
-
- // if we reset the window, reset the FPS info
- if (CORE.Time.frameCounter == 0)
- {
- average = 0;
- last = 0;
- index = 0;
-
- for (int i = 0; i < FPS_CAPTURE_FRAMES_COUNT; i++) history[i] = 0;
- }
-
- if (fpsFrame == 0) return 0;
-
- if ((GetTime() - last) > FPS_STEP)
- {
- last = (float)GetTime();
- index = (index + 1)%FPS_CAPTURE_FRAMES_COUNT;
- average -= history[index];
- history[index] = fpsFrame/FPS_CAPTURE_FRAMES_COUNT;
- average += history[index];
- }
-
- fps = (int)roundf(1.0f/average);
- #endif
-
- return fps;
- }
-
- // Get time in seconds for last frame drawn (delta time)
- float GetFrameTime(void)
- {
- return (float)CORE.Time.frame;
- }
-
- //----------------------------------------------------------------------------------
- // Module Functions Definition: Custom frame control
- //----------------------------------------------------------------------------------
-
- // NOTE: Functions with a platform-specific implementation on rcore_<platform>.c
- //void SwapScreenBuffer(void);
- //void PollInputEvents(void);
-
- // Wait for some time (stop program execution)
- // NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could
- // take longer than expected... for that reason we use the busy wait loop
- // Ref: http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
- // Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timing on Win32!
- void WaitTime(double seconds)
- {
- if (seconds < 0) return; // Security check
-
- #if defined(SUPPORT_BUSY_WAIT_LOOP) || defined(SUPPORT_PARTIALBUSY_WAIT_LOOP)
- double destinationTime = GetTime() + seconds;
- #endif
-
- #if defined(SUPPORT_BUSY_WAIT_LOOP)
- while (GetTime() < destinationTime) { }
- #else
- #if defined(SUPPORT_PARTIALBUSY_WAIT_LOOP)
- double sleepSeconds = seconds - seconds*0.05; // NOTE: We reserve a percentage of the time for busy waiting
- #else
- double sleepSeconds = seconds;
- #endif
-
- // System halt functions
- #if defined(_WIN32)
- Sleep((unsigned long)(sleepSeconds*1000.0));
- #endif
- #if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__EMSCRIPTEN__)
- struct timespec req = { 0 };
- time_t sec = sleepSeconds;
- long nsec = (sleepSeconds - sec)*1000000000L;
- req.tv_sec = sec;
- req.tv_nsec = nsec;
-
- // NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated
- while (nanosleep(&req, &req) == -1) continue;
- #endif
- #if defined(__APPLE__)
- usleep(sleepSeconds*1000000.0);
- #endif
-
- #if defined(SUPPORT_PARTIALBUSY_WAIT_LOOP)
- while (GetTime() < destinationTime) { }
- #endif
- #endif
- }
-
- //----------------------------------------------------------------------------------
- // Module Functions Definition: Misc
- //----------------------------------------------------------------------------------
-
- // NOTE: Functions with a platform-specific implementation on rcore_<platform>.c
- //void OpenURL(const char *url)
-
- // Set the seed for the random number generator
- void SetRandomSeed(unsigned int seed)
- {
- #if defined(SUPPORT_RPRAND_GENERATOR)
- rprand_set_seed(seed);
- #else
- srand(seed);
- #endif
- }
-
- // Get a random value between min and max included
- int GetRandomValue(int min, int max)
- {
- int value = 0;
-
- if (min > max)
- {
- int tmp = max;
- max = min;
- min = tmp;
- }
-
- #if defined(SUPPORT_RPRAND_GENERATOR)
- value = rprand_get_value(min, max);
- #else
- // WARNING: Ranges higher than RAND_MAX will return invalid results
- // More specifically, if (max - min) > INT_MAX there will be an overflow,
- // and otherwise if (max - min) > RAND_MAX the random value will incorrectly never exceed a certain threshold
- // NOTE: Depending on the library it can be as low as 32767
- if ((unsigned int)(max - min) > (unsigned int)RAND_MAX)
- {
- TRACELOG(LOG_WARNING, "Invalid GetRandomValue() arguments, range should not be higher than %i", RAND_MAX);
- }
-
- value = (rand()%(abs(max - min) + 1) + min);
- #endif
- return value;
- }
-
- // Load random values sequence, no values repeated, min and max included
- int *LoadRandomSequence(unsigned int count, int min, int max)
- {
- int *values = NULL;
-
- #if defined(SUPPORT_RPRAND_GENERATOR)
- values = rprand_load_sequence(count, min, max);
- #else
- if (count > ((unsigned int)abs(max - min) + 1)) return values; // Security check
-
- values = (int *)RL_CALLOC(count, sizeof(int));
-
- int value = 0;
- bool dupValue = false;
-
- for (int i = 0; i < (int)count;)
- {
- value = (rand()%(abs(max - min) + 1) + min);
- dupValue = false;
-
- for (int j = 0; j < i; j++)
- {
- if (values[j] == value)
- {
- dupValue = true;
- break;
- }
- }
-
- if (!dupValue)
- {
- values[i] = value;
- i++;
- }
- }
- #endif
- return values;
- }
-
- // Unload random values sequence
- void UnloadRandomSequence(int *sequence)
- {
- #if defined(SUPPORT_RPRAND_GENERATOR)
- rprand_unload_sequence(sequence);
- #else
- RL_FREE(sequence);
- #endif
- }
-
- // Takes a screenshot of current screen
- // NOTE: Provided fileName should not contain paths, saving to working directory
- void TakeScreenshot(const char *fileName)
- {
- #if defined(SUPPORT_MODULE_RTEXTURES)
- // Security check to (partially) avoid malicious code
- if (strchr(fileName, '\'') != NULL) { TRACELOG(LOG_WARNING, "SYSTEM: Provided fileName could be potentially malicious, avoid [\'] character"); return; }
-
- Vector2 scale = GetWindowScaleDPI();
- unsigned char *imgData = rlReadScreenPixels((int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y));
- Image image = { imgData, (int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y), 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
-
- char path[512] = { 0 };
- strcpy(path, TextFormat("%s/%s", CORE.Storage.basePath, GetFileName(fileName)));
-
- ExportImage(image, path); // WARNING: Module required: rtextures
- RL_FREE(imgData);
-
- if (FileExists(path)) TRACELOG(LOG_INFO, "SYSTEM: [%s] Screenshot taken successfully", path);
- else TRACELOG(LOG_WARNING, "SYSTEM: [%s] Screenshot could not be saved", path);
- #else
- TRACELOG(LOG_WARNING,"IMAGE: ExportImage() requires module: rtextures");
- #endif
- }
-
- // Setup window configuration flags (view FLAGS)
- // NOTE: This function is expected to be called before window creation,
- // because it sets up some flags for the window creation process
- // To configure window states after creation, just use SetWindowState()
- void SetConfigFlags(unsigned int flags)
- {
- // Selected flags are set but not evaluated at this point,
- // flag evaluation happens at InitWindow() or SetWindowState()
- CORE.Window.flags |= flags;
- }
-
- //----------------------------------------------------------------------------------
- // Module Functions Definition: File system
- //----------------------------------------------------------------------------------
-
- // Check if the file exists
- bool FileExists(const char *fileName)
- {
- bool result = false;
-
- #if defined(_WIN32)
- if (_access(fileName, 0) != -1) result = true;
- #else
- if (access(fileName, F_OK) != -1) result = true;
- #endif
-
- // NOTE: Alternatively, stat() can be used instead of access()
- //#include <sys/stat.h>
- //struct stat statbuf;
- //if (stat(filename, &statbuf) == 0) result = true;
-
- return result;
- }
-
- // Check file extension
- // NOTE: Extensions checking is not case-sensitive
- bool IsFileExtension(const char *fileName, const char *ext)
- {
- #define MAX_FILE_EXTENSION_LENGTH 16
-
- bool result = false;
- const char *fileExt = GetFileExtension(fileName);
-
- if (fileExt != NULL)
- {
- #if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_TEXT_MANIPULATION)
- int extCount = 0;
- char **checkExts = TextSplit(ext, ';', &extCount); // WARNING: Module required: rtext
-
- char fileExtLower[MAX_FILE_EXTENSION_LENGTH + 1] = { 0 };
- strncpy(fileExtLower, TextToLower(fileExt), MAX_FILE_EXTENSION_LENGTH); // WARNING: Module required: rtext
-
- for (int i = 0; i < extCount; i++)
- {
- if (strcmp(fileExtLower, TextToLower(checkExts[i])) == 0)
- {
- result = true;
- break;
- }
- }
- #else
- if (strcmp(fileExt, ext) == 0) result = true;
- #endif
- }
-
- return result;
- }
-
- // Check if a directory path exists
- bool DirectoryExists(const char *dirPath)
- {
- bool result = false;
- DIR *dir = opendir(dirPath);
-
- if (dir != NULL)
- {
- result = true;
- closedir(dir);
- }
-
- return result;
- }
-
- // Get file length in bytes
- // NOTE: GetFileSize() conflicts with windows.h
- int GetFileLength(const char *fileName)
- {
- int size = 0;
-
- // NOTE: On Unix-like systems, it can by used the POSIX system call: stat(),
- // but depending on the platform that call could not be available
- //struct stat result = { 0 };
- //stat(fileName, &result);
- //return result.st_size;
-
- FILE *file = fopen(fileName, "rb");
-
- if (file != NULL)
- {
- fseek(file, 0L, SEEK_END);
- long int fileSize = ftell(file);
-
- // Check for size overflow (INT_MAX)
- if (fileSize > 2147483647) TRACELOG(LOG_WARNING, "[%s] File size overflows expected limit, do not use GetFileLength()", fileName);
- else size = (int)fileSize;
-
- fclose(file);
- }
-
- return size;
- }
-
- // Get pointer to extension for a filename string (includes the dot: .png)
- const char *GetFileExtension(const char *fileName)
- {
- const char *dot = strrchr(fileName, '.');
-
- if (!dot || dot == fileName) return NULL;
-
- return dot;
- }
-
- // String pointer reverse break: returns right-most occurrence of charset in s
- static const char *strprbrk(const char *s, const char *charset)
- {
- const char *latestMatch = NULL;
-
- for (; s = strpbrk(s, charset), s != NULL; latestMatch = s++) { }
-
- return latestMatch;
- }
-
- // Get pointer to filename for a path string
- const char *GetFileName(const char *filePath)
- {
- const char *fileName = NULL;
-
- if (filePath != NULL) fileName = strprbrk(filePath, "\\/");
-
- if (fileName == NULL) return filePath;
-
- return fileName + 1;
- }
-
- // Get filename string without extension (uses static string)
- const char *GetFileNameWithoutExt(const char *filePath)
- {
- #define MAX_FILENAME_LENGTH 256
-
- static char fileName[MAX_FILENAME_LENGTH] = { 0 };
- memset(fileName, 0, MAX_FILENAME_LENGTH);
-
- if (filePath != NULL)
- {
- strcpy(fileName, GetFileName(filePath)); // Get filename.ext without path
- int size = (int)strlen(fileName); // Get size in bytes
-
- for (int i = size; i > 0; i--) // Reverse search '.'
- {
- if (fileName[i] == '.')
- {
- // NOTE: We break on first '.' found
- fileName[i] = '\0';
- break;
- }
- }
- }
-
- return fileName;
- }
-
- // Get directory for a given filePath
- const char *GetDirectoryPath(const char *filePath)
- {
- /*
- // NOTE: Directory separator is different in Windows and other platforms,
- // fortunately, Windows also support the '/' separator, that's the one should be used
- #if defined(_WIN32)
- char separator = '\\';
- #else
- char separator = '/';
- #endif
- */
- const char *lastSlash = NULL;
- static char dirPath[MAX_FILEPATH_LENGTH] = { 0 };
- memset(dirPath, 0, MAX_FILEPATH_LENGTH);
-
- // In case provided path does not contain a root drive letter (C:\, D:\) nor leading path separator (\, /),
- // we add the current directory path to dirPath
- if ((filePath[1] != ':') && (filePath[0] != '\\') && (filePath[0] != '/'))
- {
- // For security, we set starting path to current directory,
- // obtained path will be concatenated to this
- dirPath[0] = '.';
- dirPath[1] = '/';
- }
-
- lastSlash = strprbrk(filePath, "\\/");
- if (lastSlash)
- {
- if (lastSlash == filePath)
- {
- // The last and only slash is the leading one: path is in a root directory
- dirPath[0] = filePath[0];
- dirPath[1] = '\0';
- }
- else
- {
- // NOTE: Be careful, strncpy() is not safe, it does not care about '\0'
- char *dirPathPtr = dirPath;
- if ((filePath[1] != ':') && (filePath[0] != '\\') && (filePath[0] != '/')) dirPathPtr += 2; // Skip drive letter, "C:"
- memcpy(dirPathPtr, filePath, strlen(filePath) - (strlen(lastSlash) - 1));
- dirPath[strlen(filePath) - strlen(lastSlash) + (((filePath[1] != ':') && (filePath[0] != '\\') && (filePath[0] != '/'))? 2 : 0)] = '\0'; // Add '\0' manually
- }
- }
-
- return dirPath;
- }
-
- // Get previous directory path for a given path
- const char *GetPrevDirectoryPath(const char *dirPath)
- {
- static char prevDirPath[MAX_FILEPATH_LENGTH] = { 0 };
- memset(prevDirPath, 0, MAX_FILEPATH_LENGTH);
- int pathLen = (int)strlen(dirPath);
-
- if (pathLen <= 3) strcpy(prevDirPath, dirPath);
-
- for (int i = (pathLen - 1); (i >= 0) && (pathLen > 3); i--)
- {
- if ((dirPath[i] == '\\') || (dirPath[i] == '/'))
- {
- // Check for root: "C:\" or "/"
- if (((i == 2) && (dirPath[1] ==':')) || (i == 0)) i++;
-
- strncpy(prevDirPath, dirPath, i);
- break;
- }
- }
-
- return prevDirPath;
- }
-
- // Get current working directory
- const char *GetWorkingDirectory(void)
- {
- static char currentDir[MAX_FILEPATH_LENGTH] = { 0 };
- memset(currentDir, 0, MAX_FILEPATH_LENGTH);
-
- char *path = GETCWD(currentDir, MAX_FILEPATH_LENGTH - 1);
-
- return path;
- }
-
- const char *GetApplicationDirectory(void)
- {
- static char appDir[MAX_FILEPATH_LENGTH] = { 0 };
- memset(appDir, 0, MAX_FILEPATH_LENGTH);
-
- #if defined(_WIN32)
- int len = 0;
- #if defined(UNICODE)
- unsigned short widePath[MAX_PATH];
- len = GetModuleFileNameW(NULL, widePath, MAX_PATH);
- len = WideCharToMultiByte(0, 0, widePath, len, appDir, MAX_PATH, NULL, NULL);
- #else
- len = GetModuleFileNameA(NULL, appDir, MAX_PATH);
- #endif
- if (len > 0)
- {
- for (int i = len; i >= 0; --i)
- {
- if (appDir[i] == '\\')
- {
- appDir[i + 1] = '\0';
- break;
- }
- }
- }
- else
- {
- appDir[0] = '.';
- appDir[1] = '\\';
- }
-
- #elif defined(__linux__)
- unsigned int size = sizeof(appDir);
- ssize_t len = readlink("/proc/self/exe", appDir, size);
-
- if (len > 0)
- {
- for (int i = len; i >= 0; --i)
- {
- if (appDir[i] == '/')
- {
- appDir[i + 1] = '\0';
- break;
- }
- }
- }
- else
- {
- appDir[0] = '.';
- appDir[1] = '/';
- }
- #elif defined(__APPLE__)
- uint32_t size = sizeof(appDir);
-
- if (_NSGetExecutablePath(appDir, &size) == 0)
- {
- int len = strlen(appDir);
- for (int i = len; i >= 0; --i)
- {
- if (appDir[i] == '/')
- {
- appDir[i + 1] = '\0';
- break;
- }
- }
- }
- else
- {
- appDir[0] = '.';
- appDir[1] = '/';
- }
- #elif defined(__FreeBSD__)
- size_t size = sizeof(appDir);
- int mib[4] = {CTL_KERN, KERN_PROC, KERN_PROC_PATHNAME, -1};
-
- if (sysctl(mib, 4, appDir, &size, NULL, 0) == 0)
- {
- int len = strlen(appDir);
- for (int i = len; i >= 0; --i)
- {
- if (appDir[i] == '/')
- {
- appDir[i + 1] = '\0';
- break;
- }
- }
- }
- else
- {
- appDir[0] = '.';
- appDir[1] = '/';
- }
-
- #endif
-
- return appDir;
- }
-
- // Load directory filepaths
- // NOTE: Base path is prepended to the scanned filepaths
- // WARNING: Directory is scanned twice, first time to get files count
- // No recursive scanning is done!
- FilePathList LoadDirectoryFiles(const char *dirPath)
- {
- FilePathList files = { 0 };
- unsigned int fileCounter = 0;
-
- struct dirent *entity;
- DIR *dir = opendir(dirPath);
-
- if (dir != NULL) // It's a directory
- {
- // SCAN 1: Count files
- while ((entity = readdir(dir)) != NULL)
- {
- // NOTE: We skip '.' (current dir) and '..' (parent dir) filepaths
- if ((strcmp(entity->d_name, ".") != 0) && (strcmp(entity->d_name, "..") != 0)) fileCounter++;
- }
-
- // Memory allocation for dirFileCount
- files.capacity = fileCounter;
- files.paths = (char **)RL_MALLOC(files.capacity*sizeof(char *));
- for (unsigned int i = 0; i < files.capacity; i++) files.paths[i] = (char *)RL_MALLOC(MAX_FILEPATH_LENGTH*sizeof(char));
-
- closedir(dir);
-
- // SCAN 2: Read filepaths
- // NOTE: Directory paths are also registered
- ScanDirectoryFiles(dirPath, &files, NULL);
-
- // Security check: read files.count should match fileCounter
- if (files.count != files.capacity) TRACELOG(LOG_WARNING, "FILEIO: Read files count do not match capacity allocated");
- }
- else TRACELOG(LOG_WARNING, "FILEIO: Failed to open requested directory"); // Maybe it's a file...
-
- return files;
- }
-
- // Load directory filepaths with extension filtering and recursive directory scan
- // NOTE: On recursive loading we do not pre-scan for file count, we use MAX_FILEPATH_CAPACITY
- FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs)
- {
- FilePathList files = { 0 };
-
- files.capacity = MAX_FILEPATH_CAPACITY;
- files.paths = (char **)RL_CALLOC(files.capacity, sizeof(char *));
- for (unsigned int i = 0; i < files.capacity; i++) files.paths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
-
- // WARNING: basePath is always prepended to scanned paths
- if (scanSubdirs) ScanDirectoryFilesRecursively(basePath, &files, filter);
- else ScanDirectoryFiles(basePath, &files, filter);
-
- return files;
- }
-
- // Unload directory filepaths
- // WARNING: files.count is not reseted to 0 after unloading
- void UnloadDirectoryFiles(FilePathList files)
- {
- for (unsigned int i = 0; i < files.capacity; i++) RL_FREE(files.paths[i]);
-
- RL_FREE(files.paths);
- }
-
- // Create directories (including full path requested), returns 0 on success
- int MakeDirectory(const char *dirPath)
- {
- if ((dirPath == NULL) || (dirPath[0] == '\0')) return 1; // Path is not valid
- if (DirectoryExists(dirPath)) return 0; // Path already exists (is valid)
-
- // Copy path string to avoid modifying original
- int len = (int)strlen(dirPath) + 1;
- char *pathcpy = (char *)RL_CALLOC(len, 1);
- memcpy(pathcpy, dirPath, len);
-
- // Iterate over pathcpy, create each subdirectory as needed
- for (int i = 0; (i < len) && (pathcpy[i] != '\0'); i++)
- {
- if (pathcpy[i] == ':') i++;
- else
- {
- if ((pathcpy[i] == '\\') || (pathcpy[i] == '/'))
- {
- pathcpy[i] = '\0';
- if (!DirectoryExists(pathcpy)) MKDIR(pathcpy);
- pathcpy[i] = '/';
- }
- }
- }
-
- // Create final directory
- if (!DirectoryExists(pathcpy)) MKDIR(pathcpy);
-
- RL_FREE(pathcpy);
-
- return 0;
- }
-
- // Change working directory, returns true on success
- bool ChangeDirectory(const char *dir)
- {
- bool result = CHDIR(dir);
-
- if (result != 0) TRACELOG(LOG_WARNING, "SYSTEM: Failed to change to directory: %s", dir);
-
- return (result == 0);
- }
-
- // Check if a given path point to a file
- bool IsPathFile(const char *path)
- {
- struct stat result = { 0 };
- stat(path, &result);
-
- return S_ISREG(result.st_mode);
- }
-
- // Check if fileName is valid for the platform/OS
- bool IsFileNameValid(const char *fileName)
- {
- bool valid = true;
-
- if ((fileName != NULL) && (fileName[0] != '\0'))
- {
- int length = (int)strlen(fileName);
- bool allPeriods = true;
-
- for (int i = 0; i < length; i++)
- {
- // Check invalid characters
- if ((fileName[i] == '<') ||
- (fileName[i] == '>') ||
- (fileName[i] == ':') ||
- (fileName[i] == '\"') ||
- (fileName[i] == '/') ||
- (fileName[i] == '\\') ||
- (fileName[i] == '|') ||
- (fileName[i] == '?') ||
- (fileName[i] == '*')) { valid = false; break; }
-
- // Check non-glyph characters
- if ((unsigned char)fileName[i] < 32) { valid = false; break; }
-
- // TODO: Check trailing periods/spaces?
-
- // Check if filename is not all periods
- if (fileName[i] != '.') allPeriods = false;
- }
-
- if (allPeriods) valid = false;
-
- /*
- if (valid)
- {
- // Check invalid DOS names
- if (length >= 3)
- {
- if (((fileName[0] == 'C') && (fileName[1] == 'O') && (fileName[2] == 'N')) || // CON
- ((fileName[0] == 'P') && (fileName[1] == 'R') && (fileName[2] == 'N')) || // PRN
- ((fileName[0] == 'A') && (fileName[1] == 'U') && (fileName[2] == 'X')) || // AUX
- ((fileName[0] == 'N') && (fileName[1] == 'U') && (fileName[2] == 'L'))) valid = false; // NUL
- }
-
- if (length >= 4)
- {
- if (((fileName[0] == 'C') && (fileName[1] == 'O') && (fileName[2] == 'M') && ((fileName[3] >= '0') && (fileName[3] <= '9'))) || // COM0-9
- ((fileName[0] == 'L') && (fileName[1] == 'P') && (fileName[2] == 'T') && ((fileName[3] >= '0') && (fileName[3] <= '9')))) valid = false; // LPT0-9
- }
- }
- */
- }
-
- return valid;
- }
-
- // Check if a file has been dropped into window
- bool IsFileDropped(void)
- {
- bool result = false;
-
- if (CORE.Window.dropFileCount > 0) result = true;
-
- return result;
- }
-
- // Load dropped filepaths
- FilePathList LoadDroppedFiles(void)
- {
- FilePathList files = { 0 };
-
- files.count = CORE.Window.dropFileCount;
- files.paths = CORE.Window.dropFilepaths;
-
- return files;
- }
-
- // Unload dropped filepaths
- void UnloadDroppedFiles(FilePathList files)
- {
- // WARNING: files pointers are the same as internal ones
-
- if (files.count > 0)
- {
- for (unsigned int i = 0; i < files.count; i++) RL_FREE(files.paths[i]);
-
- RL_FREE(files.paths);
-
- CORE.Window.dropFileCount = 0;
- CORE.Window.dropFilepaths = NULL;
- }
- }
-
- // Get file modification time (last write time)
- long GetFileModTime(const char *fileName)
- {
- struct stat result = { 0 };
- long modTime = 0;
-
- if (stat(fileName, &result) == 0)
- {
- time_t mod = result.st_mtime;
-
- modTime = (long)mod;
- }
-
- return modTime;
- }
-
- //----------------------------------------------------------------------------------
- // Module Functions Definition: Compression and Encoding
- //----------------------------------------------------------------------------------
-
- // Compress data (DEFLATE algorithm)
- unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize)
- {
- #define COMPRESSION_QUALITY_DEFLATE 8
-
- unsigned char *compData = NULL;
-
- #if defined(SUPPORT_COMPRESSION_API)
- // Compress data and generate a valid DEFLATE stream
- struct sdefl *sdefl = RL_CALLOC(1, sizeof(struct sdefl)); // WARNING: Possible stack overflow, struct sdefl is almost 1MB
- int bounds = sdefl_bound(dataSize);
- compData = (unsigned char *)RL_CALLOC(bounds, 1);
-
- *compDataSize = sdeflate(sdefl, compData, data, dataSize, COMPRESSION_QUALITY_DEFLATE); // Compression level 8, same as stbiw
- RL_FREE(sdefl);
-
- TRACELOG(LOG_INFO, "SYSTEM: Compress data: Original size: %i -> Comp. size: %i", dataSize, *compDataSize);
- #endif
-
- return compData;
- }
-
- // Decompress data (DEFLATE algorithm)
- unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize)
- {
- unsigned char *data = NULL;
-
- #if defined(SUPPORT_COMPRESSION_API)
- // Decompress data from a valid DEFLATE stream
- data = (unsigned char *)RL_CALLOC(MAX_DECOMPRESSION_SIZE*1024*1024, 1);
- int length = sinflate(data, MAX_DECOMPRESSION_SIZE*1024*1024, compData, compDataSize);
-
- // WARNING: RL_REALLOC can make (and leave) data copies in memory, be careful with sensitive compressed data!
- // TODO: Use a different approach, create another buffer, copy data manually to it and wipe original buffer memory
- unsigned char *temp = (unsigned char *)RL_REALLOC(data, length);
-
- if (temp != NULL) data = temp;
- else TRACELOG(LOG_WARNING, "SYSTEM: Failed to re-allocate required decompression memory");
-
- *dataSize = length;
-
- TRACELOG(LOG_INFO, "SYSTEM: Decompress data: Comp. size: %i -> Original size: %i", compDataSize, *dataSize);
- #endif
-
- return data;
- }
-
- // Encode data to Base64 string
- char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize)
- {
- static const unsigned char base64encodeTable[] = {
- 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X',
- 'Y', 'Z', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v',
- 'w', 'x', 'y', 'z', '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '+', '/'
- };
-
- static const int modTable[] = { 0, 2, 1 };
-
- *outputSize = 4*((dataSize + 2)/3);
-
- char *encodedData = (char *)RL_MALLOC(*outputSize);
-
- if (encodedData == NULL) return NULL; // Security check
-
- for (int i = 0, j = 0; i < dataSize;)
- {
- unsigned int octetA = (i < dataSize)? (unsigned char)data[i++] : 0;
- unsigned int octetB = (i < dataSize)? (unsigned char)data[i++] : 0;
- unsigned int octetC = (i < dataSize)? (unsigned char)data[i++] : 0;
-
- unsigned int triple = (octetA << 0x10) + (octetB << 0x08) + octetC;
-
- encodedData[j++] = base64encodeTable[(triple >> 3*6) & 0x3F];
- encodedData[j++] = base64encodeTable[(triple >> 2*6) & 0x3F];
- encodedData[j++] = base64encodeTable[(triple >> 1*6) & 0x3F];
- encodedData[j++] = base64encodeTable[(triple >> 0*6) & 0x3F];
- }
-
- for (int i = 0; i < modTable[dataSize%3]; i++) encodedData[*outputSize - 1 - i] = '='; // Padding character
-
- return encodedData;
- }
-
- // Decode Base64 string data
- unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize)
- {
- static const unsigned char base64decodeTable[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 62, 0, 0, 0, 63, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10,
- 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 0, 0, 0, 0, 0, 0, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36,
- 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51
- };
-
- // Get output size of Base64 input data
- int outSize = 0;
- for (int i = 0; data[4*i] != 0; i++)
- {
- if (data[4*i + 3] == '=')
- {
- if (data[4*i + 2] == '=') outSize += 1;
- else outSize += 2;
- }
- else outSize += 3;
- }
-
- // Allocate memory to store decoded Base64 data
- unsigned char *decodedData = (unsigned char *)RL_MALLOC(outSize);
-
- for (int i = 0; i < outSize/3; i++)
- {
- unsigned char a = base64decodeTable[(int)data[4*i]];
- unsigned char b = base64decodeTable[(int)data[4*i + 1]];
- unsigned char c = base64decodeTable[(int)data[4*i + 2]];
- unsigned char d = base64decodeTable[(int)data[4*i + 3]];
-
- decodedData[3*i] = (a << 2) | (b >> 4);
- decodedData[3*i + 1] = (b << 4) | (c >> 2);
- decodedData[3*i + 2] = (c << 6) | d;
- }
-
- if (outSize%3 == 1)
- {
- int n = outSize/3;
- unsigned char a = base64decodeTable[(int)data[4*n]];
- unsigned char b = base64decodeTable[(int)data[4*n + 1]];
- decodedData[outSize - 1] = (a << 2) | (b >> 4);
- }
- else if (outSize%3 == 2)
- {
- int n = outSize/3;
- unsigned char a = base64decodeTable[(int)data[4*n]];
- unsigned char b = base64decodeTable[(int)data[4*n + 1]];
- unsigned char c = base64decodeTable[(int)data[4*n + 2]];
- decodedData[outSize - 2] = (a << 2) | (b >> 4);
- decodedData[outSize - 1] = (b << 4) | (c >> 2);
- }
-
- *outputSize = outSize;
- return decodedData;
- }
-
- // Compute CRC32 hash code
- unsigned int ComputeCRC32(unsigned char *data, int dataSize)
- {
- static unsigned int crcTable[256] = {
- 0x00000000, 0x77073096, 0xEE0E612C, 0x990951BA, 0x076DC419, 0x706AF48F, 0xE963A535, 0x9E6495A3,
- 0x0eDB8832, 0x79DCB8A4, 0xE0D5E91E, 0x97D2D988, 0x09B64C2B, 0x7EB17CBD, 0xE7B82D07, 0x90BF1D91,
- 0x1DB71064, 0x6AB020F2, 0xF3B97148, 0x84BE41DE, 0x1ADAD47D, 0x6DDDE4EB, 0xF4D4B551, 0x83D385C7,
- 0x136C9856, 0x646BA8C0, 0xFD62F97A, 0x8A65C9EC, 0x14015C4F, 0x63066CD9, 0xFA0F3D63, 0x8D080DF5,
- 0x3B6E20C8, 0x4C69105E, 0xD56041E4, 0xA2677172, 0x3C03E4D1, 0x4B04D447, 0xD20D85FD, 0xA50AB56B,
- 0x35B5A8FA, 0x42B2986C, 0xDBBBC9D6, 0xACBCF940, 0x32D86CE3, 0x45DF5C75, 0xDCD60DCF, 0xABD13D59,
- 0x26D930AC, 0x51DE003A, 0xC8D75180, 0xBFD06116, 0x21B4F4B5, 0x56B3C423, 0xCFBA9599, 0xB8BDA50F,
- 0x2802B89E, 0x5F058808, 0xC60CD9B2, 0xB10BE924, 0x2F6F7C87, 0x58684C11, 0xC1611DAB, 0xB6662D3D,
- 0x76DC4190, 0x01DB7106, 0x98D220BC, 0xEFD5102A, 0x71B18589, 0x06B6B51F, 0x9FBFE4A5, 0xE8B8D433,
- 0x7807C9A2, 0x0F00F934, 0x9609A88E, 0xE10E9818, 0x7F6A0DBB, 0x086D3D2D, 0x91646C97, 0xE6635C01,
- 0x6B6B51F4, 0x1C6C6162, 0x856530D8, 0xF262004E, 0x6C0695ED, 0x1B01A57B, 0x8208F4C1, 0xF50FC457,
- 0x65B0D9C6, 0x12B7E950, 0x8BBEB8EA, 0xFCB9887C, 0x62DD1DDF, 0x15DA2D49, 0x8CD37CF3, 0xFBD44C65,
- 0x4DB26158, 0x3AB551CE, 0xA3BC0074, 0xD4BB30E2, 0x4ADFA541, 0x3DD895D7, 0xA4D1C46D, 0xD3D6F4FB,
- 0x4369E96A, 0x346ED9FC, 0xAD678846, 0xDA60B8D0, 0x44042D73, 0x33031DE5, 0xAA0A4C5F, 0xDD0D7CC9,
- 0x5005713C, 0x270241AA, 0xBE0B1010, 0xC90C2086, 0x5768B525, 0x206F85B3, 0xB966D409, 0xCE61E49F,
- 0x5EDEF90E, 0x29D9C998, 0xB0D09822, 0xC7D7A8B4, 0x59B33D17, 0x2EB40D81, 0xB7BD5C3B, 0xC0BA6CAD,
- 0xEDB88320, 0x9ABFB3B6, 0x03B6E20C, 0x74B1D29A, 0xEAD54739, 0x9DD277AF, 0x04DB2615, 0x73DC1683,
- 0xE3630B12, 0x94643B84, 0x0D6D6A3E, 0x7A6A5AA8, 0xE40ECF0B, 0x9309FF9D, 0x0A00AE27, 0x7D079EB1,
- 0xF00F9344, 0x8708A3D2, 0x1E01F268, 0x6906C2FE, 0xF762575D, 0x806567CB, 0x196C3671, 0x6E6B06E7,
- 0xFED41B76, 0x89D32BE0, 0x10DA7A5A, 0x67DD4ACC, 0xF9B9DF6F, 0x8EBEEFF9, 0x17B7BE43, 0x60B08ED5,
- 0xD6D6A3E8, 0xA1D1937E, 0x38D8C2C4, 0x4FDFF252, 0xD1BB67F1, 0xA6BC5767, 0x3FB506DD, 0x48B2364B,
- 0xD80D2BDA, 0xAF0A1B4C, 0x36034AF6, 0x41047A60, 0xDF60EFC3, 0xA867DF55, 0x316E8EEF, 0x4669BE79,
- 0xCB61B38C, 0xBC66831A, 0x256FD2A0, 0x5268E236, 0xCC0C7795, 0xBB0B4703, 0x220216B9, 0x5505262F,
- 0xC5BA3BBE, 0xB2BD0B28, 0x2BB45A92, 0x5CB36A04, 0xC2D7FFA7, 0xB5D0CF31, 0x2CD99E8B, 0x5BDEAE1D,
- 0x9B64C2B0, 0xEC63F226, 0x756AA39C, 0x026D930A, 0x9C0906A9, 0xEB0E363F, 0x72076785, 0x05005713,
- 0x95BF4A82, 0xE2B87A14, 0x7BB12BAE, 0x0CB61B38, 0x92D28E9B, 0xE5D5BE0D, 0x7CDCEFB7, 0x0BDBDF21,
- 0x86D3D2D4, 0xF1D4E242, 0x68DDB3F8, 0x1FDA836E, 0x81BE16CD, 0xF6B9265B, 0x6FB077E1, 0x18B74777,
- 0x88085AE6, 0xFF0F6A70, 0x66063BCA, 0x11010B5C, 0x8F659EFF, 0xF862AE69, 0x616BFFD3, 0x166CCF45,
- 0xA00AE278, 0xD70DD2EE, 0x4E048354, 0x3903B3C2, 0xA7672661, 0xD06016F7, 0x4969474D, 0x3E6E77DB,
- 0xAED16A4A, 0xD9D65ADC, 0x40DF0B66, 0x37D83BF0, 0xA9BCAE53, 0xDEBB9EC5, 0x47B2CF7F, 0x30B5FFE9,
- 0xBDBDF21C, 0xCABAC28A, 0x53B39330, 0x24B4A3A6, 0xBAD03605, 0xCDD70693, 0x54DE5729, 0x23D967BF,
- 0xB3667A2E, 0xC4614AB8, 0x5D681B02, 0x2A6F2B94, 0xB40BBE37, 0xC30C8EA1, 0x5A05DF1B, 0x2D02EF8D
- };
-
- unsigned int crc = ~0u;
-
- for (int i = 0; i < dataSize; i++) crc = (crc >> 8) ^ crcTable[data[i] ^ (crc & 0xff)];
-
- return ~crc;
- }
-
- // Compute MD5 hash code
- // NOTE: Returns a static int[4] array (16 bytes)
- unsigned int *ComputeMD5(unsigned char *data, int dataSize)
- {
- #define ROTATE_LEFT(x, c) (((x) << (c)) | ((x) >> (32 - (c))))
-
- static unsigned int hash[4] = { 0 }; // Hash to be returned
-
- // WARNING: All variables are unsigned 32 bit and wrap modulo 2^32 when calculating
-
- // NOTE: r specifies the per-round shift amounts
- unsigned int r[] = {
- 7, 12, 17, 22, 7, 12, 17, 22, 7, 12, 17, 22, 7, 12, 17, 22,
- 5, 9, 14, 20, 5, 9, 14, 20, 5, 9, 14, 20, 5, 9, 14, 20,
- 4, 11, 16, 23, 4, 11, 16, 23, 4, 11, 16, 23, 4, 11, 16, 23,
- 6, 10, 15, 21, 6, 10, 15, 21, 6, 10, 15, 21, 6, 10, 15, 21
- };
-
- // Using binary integer part of the sines of integers (in radians) as constants
- unsigned int k[] = {
- 0xd76aa478, 0xe8c7b756, 0x242070db, 0xc1bdceee,
- 0xf57c0faf, 0x4787c62a, 0xa8304613, 0xfd469501,
- 0x698098d8, 0x8b44f7af, 0xffff5bb1, 0x895cd7be,
- 0x6b901122, 0xfd987193, 0xa679438e, 0x49b40821,
- 0xf61e2562, 0xc040b340, 0x265e5a51, 0xe9b6c7aa,
- 0xd62f105d, 0x02441453, 0xd8a1e681, 0xe7d3fbc8,
- 0x21e1cde6, 0xc33707d6, 0xf4d50d87, 0x455a14ed,
- 0xa9e3e905, 0xfcefa3f8, 0x676f02d9, 0x8d2a4c8a,
- 0xfffa3942, 0x8771f681, 0x6d9d6122, 0xfde5380c,
- 0xa4beea44, 0x4bdecfa9, 0xf6bb4b60, 0xbebfbc70,
- 0x289b7ec6, 0xeaa127fa, 0xd4ef3085, 0x04881d05,
- 0xd9d4d039, 0xe6db99e5, 0x1fa27cf8, 0xc4ac5665,
- 0xf4292244, 0x432aff97, 0xab9423a7, 0xfc93a039,
- 0x655b59c3, 0x8f0ccc92, 0xffeff47d, 0x85845dd1,
- 0x6fa87e4f, 0xfe2ce6e0, 0xa3014314, 0x4e0811a1,
- 0xf7537e82, 0xbd3af235, 0x2ad7d2bb, 0xeb86d391
- };
-
- hash[0] = 0x67452301;
- hash[1] = 0xefcdab89;
- hash[2] = 0x98badcfe;
- hash[3] = 0x10325476;
-
- // Pre-processing: adding a single 1 bit
- // Append '1' bit to message
- // NOTE: The input bytes are considered as bits strings,
- // where the first bit is the most significant bit of the byte
-
- // Pre-processing: padding with zeros
- // Append '0' bit until message length in bit 448 (mod 512)
- // Append length mod (2 pow 64) to message
-
- int newDataSize = ((((dataSize + 8)/64) + 1)*64) - 8;
-
- unsigned char *msg = RL_CALLOC(newDataSize + 64, 1); // Initialize with '0' bits, allocating 64 extra bytes
- memcpy(msg, data, dataSize);
- msg[dataSize] = 128; // Write the '1' bit
-
- unsigned int bitsLen = 8*dataSize;
- memcpy(msg + newDataSize, &bitsLen, 4); // Append the len in bits at the end of the buffer
-
- // Process the message in successive 512-bit chunks for each 512-bit chunk of message
- for (int offset = 0; offset < newDataSize; offset += (512/8))
- {
- // Break chunk into sixteen 32-bit words w[j], 0 <= j <= 15
- unsigned int *w = (unsigned int *)(msg + offset);
-
- // Initialize hash value for this chunk
- unsigned int a = hash[0];
- unsigned int b = hash[1];
- unsigned int c = hash[2];
- unsigned int d = hash[3];
-
- for (int i = 0; i < 64; i++)
- {
- unsigned int f = 0;
- unsigned int g = 0;
-
- if (i < 16)
- {
- f = (b & c) | ((~b) & d);
- g = i;
- }
- else if (i < 32)
- {
- f = (d & b) | ((~d) & c);
- g = (5*i + 1)%16;
- }
- else if (i < 48)
- {
- f = b ^ c ^ d;
- g = (3*i + 5)%16;
- }
- else
- {
- f = c ^ (b | (~d));
- g = (7*i)%16;
- }
-
- unsigned int temp = d;
- d = c;
- c = b;
- b = b + ROTATE_LEFT((a + f + k[i] + w[g]), r[i]);
- a = temp;
- }
-
- // Add chunk's hash to result so far
- hash[0] += a;
- hash[1] += b;
- hash[2] += c;
- hash[3] += d;
- }
-
- RL_FREE(msg);
-
- return hash;
- }
-
- // Compute SHA-1 hash code
- // NOTE: Returns a static int[5] array (20 bytes)
- unsigned int *ComputeSHA1(unsigned char *data, int dataSize)
- {
- #define ROTATE_LEFT(x, c) (((x) << (c)) | ((x) >> (32 - (c))))
-
- static unsigned int hash[5] = { 0 }; // Hash to be returned
-
- // Initialize hash values
- hash[0] = 0x67452301;
- hash[1] = 0xEFCDAB89;
- hash[2] = 0x98BADCFE;
- hash[3] = 0x10325476;
- hash[4] = 0xC3D2E1F0;
-
- // Pre-processing: adding a single 1 bit
- // Append '1' bit to message
- // NOTE: The input bytes are considered as bits strings,
- // where the first bit is the most significant bit of the byte
-
- // Pre-processing: padding with zeros
- // Append '0' bit until message length in bit 448 (mod 512)
- // Append length mod (2 pow 64) to message
-
- int newDataSize = ((((dataSize + 8)/64) + 1)*64);
-
- unsigned char *msg = RL_CALLOC(newDataSize, 1); // Initialize with '0' bits
- memcpy(msg, data, dataSize);
- msg[dataSize] = 128; // Write the '1' bit
-
- unsigned int bitsLen = 8*dataSize;
- msg[newDataSize-1] = bitsLen;
-
- // Process the message in successive 512-bit chunks
- for (int offset = 0; offset < newDataSize; offset += (512/8))
- {
- // Break chunk into sixteen 32-bit words w[j], 0 <= j <= 15
- unsigned int w[80] = {0};
- for (int i = 0; i < 16; i++)
- {
- w[i] = (msg[offset + (i*4) + 0] << 24) |
- (msg[offset + (i*4) + 1] << 16) |
- (msg[offset + (i*4) + 2] << 8) |
- (msg[offset + (i*4) + 3]);
- }
-
- // Message schedule: extend the sixteen 32-bit words into eighty 32-bit words:
- for (int i = 16; i < 80; i++) w[i] = ROTATE_LEFT(w[i-3] ^ w[i-8] ^ w[i-14] ^ w[i-16], 1);
-
- // Initialize hash value for this chunk
- unsigned int a = hash[0];
- unsigned int b = hash[1];
- unsigned int c = hash[2];
- unsigned int d = hash[3];
- unsigned int e = hash[4];
-
- for (int i = 0; i < 80; i++)
- {
- unsigned int f = 0;
- unsigned int k = 0;
-
- if (i < 20)
- {
- f = (b & c) | ((~b) & d);
- k = 0x5A827999;
- }
- else if (i < 40)
- {
- f = b ^ c ^ d;
- k = 0x6ED9EBA1;
- }
- else if (i < 60)
- {
- f = (b & c) | (b & d) | (c & d);
- k = 0x8F1BBCDC;
- }
- else
- {
- f = b ^ c ^ d;
- k = 0xCA62C1D6;
- }
-
- unsigned int temp = ROTATE_LEFT(a, 5) + f + e + k + w[i];
- e = d;
- d = c;
- c = ROTATE_LEFT(b, 30);
- b = a;
- a = temp;
- }
-
- // Add this chunk's hash to result so far
- hash[0] += a;
- hash[1] += b;
- hash[2] += c;
- hash[3] += d;
- hash[4] += e;
- }
-
- free(msg);
-
- return hash;
- }
-
- //----------------------------------------------------------------------------------
- // Module Functions Definition: Automation Events Recording and Playing
- //----------------------------------------------------------------------------------
-
- // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
- AutomationEventList LoadAutomationEventList(const char *fileName)
- {
- AutomationEventList list = { 0 };
-
- // Allocate and empty automation event list, ready to record new events
- list.events = (AutomationEvent *)RL_CALLOC(MAX_AUTOMATION_EVENTS, sizeof(AutomationEvent));
- list.capacity = MAX_AUTOMATION_EVENTS;
-
- #if defined(SUPPORT_AUTOMATION_EVENTS)
- if (fileName == NULL) TRACELOG(LOG_INFO, "AUTOMATION: New empty events list loaded successfully");
- else
- {
- // Load automation events file (binary)
- /*
- //int dataSize = 0;
- //unsigned char *data = LoadFileData(fileName, &dataSize);
-
- FILE *raeFile = fopen(fileName, "rb");
- unsigned char fileId[4] = { 0 };
-
- fread(fileId, 1, 4, raeFile);
-
- if ((fileId[0] == 'r') && (fileId[1] == 'A') && (fileId[2] == 'E') && (fileId[1] == ' '))
- {
- fread(&eventCount, sizeof(int), 1, raeFile);
- TRACELOG(LOG_WARNING, "Events loaded: %i\n", eventCount);
- fread(events, sizeof(AutomationEvent), eventCount, raeFile);
- }
-
- fclose(raeFile);
- */
-
- // Load events file (text)
- //unsigned char *buffer = LoadFileText(fileName);
- FILE *raeFile = fopen(fileName, "rt");
-
- if (raeFile != NULL)
- {
- unsigned int counter = 0;
- char buffer[256] = { 0 };
- char eventDesc[64] = { 0 };
-
- fgets(buffer, 256, raeFile);
-
- while (!feof(raeFile))
- {
- switch (buffer[0])
- {
- case 'c': sscanf(buffer, "c %i", &list.count); break;
- case 'e':
- {
- sscanf(buffer, "e %d %d %d %d %d %d %[^\n]s", &list.events[counter].frame, &list.events[counter].type,
- &list.events[counter].params[0], &list.events[counter].params[1], &list.events[counter].params[2], &list.events[counter].params[3], eventDesc);
-
- counter++;
- } break;
- default: break;
- }
-
- fgets(buffer, 256, raeFile);
- }
-
- if (counter != list.count)
- {
- TRACELOG(LOG_WARNING, "AUTOMATION: Events read from file [%i] do not mach event count specified [%i]", counter, list.count);
- list.count = counter;
- }
-
- fclose(raeFile);
-
- TRACELOG(LOG_INFO, "AUTOMATION: Events file loaded successfully");
- }
-
- TRACELOG(LOG_INFO, "AUTOMATION: Events loaded from file: %i", list.count);
- }
- #endif
- return list;
- }
-
- // Unload automation events list from file
- void UnloadAutomationEventList(AutomationEventList list)
- {
- #if defined(SUPPORT_AUTOMATION_EVENTS)
- RL_FREE(list.events);
- #endif
- }
-
- // Export automation events list as text file
- bool ExportAutomationEventList(AutomationEventList list, const char *fileName)
- {
- bool success = false;
-
- #if defined(SUPPORT_AUTOMATION_EVENTS)
- // Export events as binary file
- // TODO: Save to memory buffer and SaveFileData()
- /*
- unsigned char fileId[4] = "rAE ";
- FILE *raeFile = fopen(fileName, "wb");
- fwrite(fileId, sizeof(unsigned char), 4, raeFile);
- fwrite(&eventCount, sizeof(int), 1, raeFile);
- fwrite(events, sizeof(AutomationEvent), eventCount, raeFile);
- fclose(raeFile);
- */
-
- // Export events as text
- // TODO: Save to memory buffer and SaveFileText()
- char *txtData = (char *)RL_CALLOC(256*list.count + 2048, sizeof(char)); // 256 characters per line plus some header
-
- int byteCount = 0;
- byteCount += sprintf(txtData + byteCount, "#\n");
- byteCount += sprintf(txtData + byteCount, "# Automation events exporter v1.0 - raylib automation events list\n");
- byteCount += sprintf(txtData + byteCount, "#\n");
- byteCount += sprintf(txtData + byteCount, "# c <events_count>\n");
- byteCount += sprintf(txtData + byteCount, "# e <frame> <event_type> <param0> <param1> <param2> <param3> // <event_type_name>\n");
- byteCount += sprintf(txtData + byteCount, "#\n");
- byteCount += sprintf(txtData + byteCount, "# more info and bugs-report: github.com/raysan5/raylib\n");
- byteCount += sprintf(txtData + byteCount, "# feedback and support: ray[at]raylib.com\n");
- byteCount += sprintf(txtData + byteCount, "#\n");
- byteCount += sprintf(txtData + byteCount, "# Copyright (c) 2023-2025 Ramon Santamaria (@raysan5)\n");
- byteCount += sprintf(txtData + byteCount, "#\n\n");
-
- // Add events data
- byteCount += sprintf(txtData + byteCount, "c %i\n", list.count);
- for (unsigned int i = 0; i < list.count; i++)
- {
- byteCount += snprintf(txtData + byteCount, 256, "e %i %i %i %i %i %i // Event: %s\n", list.events[i].frame, list.events[i].type,
- list.events[i].params[0], list.events[i].params[1], list.events[i].params[2], list.events[i].params[3], autoEventTypeName[list.events[i].type]);
- }
-
- // NOTE: Text data size exported is determined by '\0' (NULL) character
- success = SaveFileText(fileName, txtData);
-
- RL_FREE(txtData);
- #endif
-
- return success;
- }
-
- // Setup automation event list to record to
- void SetAutomationEventList(AutomationEventList *list)
- {
- #if defined(SUPPORT_AUTOMATION_EVENTS)
- currentEventList = list;
- #endif
- }
-
- // Set automation event internal base frame to start recording
- void SetAutomationEventBaseFrame(int frame)
- {
- CORE.Time.frameCounter = frame;
- }
-
- // Start recording automation events (AutomationEventList must be set)
- void StartAutomationEventRecording(void)
- {
- #if defined(SUPPORT_AUTOMATION_EVENTS)
- automationEventRecording = true;
- #endif
- }
-
- // Stop recording automation events
- void StopAutomationEventRecording(void)
- {
- #if defined(SUPPORT_AUTOMATION_EVENTS)
- automationEventRecording = false;
- #endif
- }
-
- // Play a recorded automation event
- void PlayAutomationEvent(AutomationEvent event)
- {
- #if defined(SUPPORT_AUTOMATION_EVENTS)
- // WARNING: When should event be played? After/before/replace PollInputEvents()? -> Up to the user!
-
- if (!automationEventRecording) // TODO: Allow recording events while playing?
- {
- switch (event.type)
- {
- // Input event
- case INPUT_KEY_UP: CORE.Input.Keyboard.currentKeyState[event.params[0]] = false; break; // param[0]: key
- case INPUT_KEY_DOWN: { // param[0]: key
- CORE.Input.Keyboard.currentKeyState[event.params[0]] = true;
-
- if (CORE.Input.Keyboard.previousKeyState[event.params[0]] == false)
- {
- if (CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE)
- {
- // Add character to the queue
- CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = event.params[0];
- CORE.Input.Keyboard.keyPressedQueueCount++;
- }
- }
- } break;
- case INPUT_MOUSE_BUTTON_UP: CORE.Input.Mouse.currentButtonState[event.params[0]] = false; break; // param[0]: key
- case INPUT_MOUSE_BUTTON_DOWN: CORE.Input.Mouse.currentButtonState[event.params[0]] = true; break; // param[0]: key
- case INPUT_MOUSE_POSITION: // param[0]: x, param[1]: y
- {
- CORE.Input.Mouse.currentPosition.x = (float)event.params[0];
- CORE.Input.Mouse.currentPosition.y = (float)event.params[1];
- } break;
- case INPUT_MOUSE_WHEEL_MOTION: // param[0]: x delta, param[1]: y delta
- {
- CORE.Input.Mouse.currentWheelMove.x = (float)event.params[0];
- CORE.Input.Mouse.currentWheelMove.y = (float)event.params[1];
- } break;
- case INPUT_TOUCH_UP: CORE.Input.Touch.currentTouchState[event.params[0]] = false; break; // param[0]: id
- case INPUT_TOUCH_DOWN: CORE.Input.Touch.currentTouchState[event.params[0]] = true; break; // param[0]: id
- case INPUT_TOUCH_POSITION: // param[0]: id, param[1]: x, param[2]: y
- {
- CORE.Input.Touch.position[event.params[0]].x = (float)event.params[1];
- CORE.Input.Touch.position[event.params[0]].y = (float)event.params[2];
- } break;
- case INPUT_GAMEPAD_CONNECT: CORE.Input.Gamepad.ready[event.params[0]] = true; break; // param[0]: gamepad
- case INPUT_GAMEPAD_DISCONNECT: CORE.Input.Gamepad.ready[event.params[0]] = false; break; // param[0]: gamepad
- case INPUT_GAMEPAD_BUTTON_UP: CORE.Input.Gamepad.currentButtonState[event.params[0]][event.params[1]] = false; break; // param[0]: gamepad, param[1]: button
- case INPUT_GAMEPAD_BUTTON_DOWN: CORE.Input.Gamepad.currentButtonState[event.params[0]][event.params[1]] = true; break; // param[0]: gamepad, param[1]: button
- case INPUT_GAMEPAD_AXIS_MOTION: // param[0]: gamepad, param[1]: axis, param[2]: delta
- {
- CORE.Input.Gamepad.axisState[event.params[0]][event.params[1]] = ((float)event.params[2]/32768.0f);
- } break;
- #if defined(SUPPORT_GESTURES_SYSTEM)
- case INPUT_GESTURE: GESTURES.current = event.params[0]; break; // param[0]: gesture (enum Gesture) -> rgestures.h: GESTURES.current
- #endif
- // Window event
- case WINDOW_CLOSE: CORE.Window.shouldClose = true; break;
- case WINDOW_MAXIMIZE: MaximizeWindow(); break;
- case WINDOW_MINIMIZE: MinimizeWindow(); break;
- case WINDOW_RESIZE: SetWindowSize(event.params[0], event.params[1]); break;
-
- // Custom event
- #if defined(SUPPORT_SCREEN_CAPTURE)
- case ACTION_TAKE_SCREENSHOT:
- {
- TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
- screenshotCounter++;
- } break;
- #endif
- case ACTION_SETTARGETFPS: SetTargetFPS(event.params[0]); break;
- default: break;
- }
-
- TRACELOG(LOG_INFO, "AUTOMATION PLAY: Frame: %i | Event type: %i | Event parameters: %i, %i, %i", event.frame, event.type, event.params[0], event.params[1], event.params[2]);
- }
- #endif
- }
-
- //----------------------------------------------------------------------------------
- // Module Functions Definition: Input Handling: Keyboard
- //----------------------------------------------------------------------------------
-
- // Check if a key has been pressed once
- bool IsKeyPressed(int key)
- {
-
- bool pressed = false;
-
- if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
- {
- if ((CORE.Input.Keyboard.previousKeyState[key] == 0) && (CORE.Input.Keyboard.currentKeyState[key] == 1)) pressed = true;
- }
-
- return pressed;
- }
-
- // Check if a key has been pressed again
- bool IsKeyPressedRepeat(int key)
- {
- bool repeat = false;
-
- if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
- {
- if (CORE.Input.Keyboard.keyRepeatInFrame[key] == 1) repeat = true;
- }
-
- return repeat;
- }
-
- // Check if a key is being pressed (key held down)
- bool IsKeyDown(int key)
- {
- bool down = false;
-
- if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
- {
- if (CORE.Input.Keyboard.currentKeyState[key] == 1) down = true;
- }
-
- return down;
- }
-
- // Check if a key has been released once
- bool IsKeyReleased(int key)
- {
- bool released = false;
-
- if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
- {
- if ((CORE.Input.Keyboard.previousKeyState[key] == 1) && (CORE.Input.Keyboard.currentKeyState[key] == 0)) released = true;
- }
-
- return released;
- }
-
- // Check if a key is NOT being pressed (key not held down)
- bool IsKeyUp(int key)
- {
- bool up = false;
-
- if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
- {
- if (CORE.Input.Keyboard.currentKeyState[key] == 0) up = true;
- }
-
- return up;
- }
-
- // Get the last key pressed
- int GetKeyPressed(void)
- {
- int value = 0;
-
- if (CORE.Input.Keyboard.keyPressedQueueCount > 0)
- {
- // Get character from the queue head
- value = CORE.Input.Keyboard.keyPressedQueue[0];
-
- // Shift elements 1 step toward the head
- for (int i = 0; i < (CORE.Input.Keyboard.keyPressedQueueCount - 1); i++)
- CORE.Input.Keyboard.keyPressedQueue[i] = CORE.Input.Keyboard.keyPressedQueue[i + 1];
-
- // Reset last character in the queue
- CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount - 1] = 0;
- CORE.Input.Keyboard.keyPressedQueueCount--;
- }
-
- return value;
- }
-
- // Get the last char pressed
- int GetCharPressed(void)
- {
- int value = 0;
-
- if (CORE.Input.Keyboard.charPressedQueueCount > 0)
- {
- // Get character from the queue head
- value = CORE.Input.Keyboard.charPressedQueue[0];
-
- // Shift elements 1 step toward the head
- for (int i = 0; i < (CORE.Input.Keyboard.charPressedQueueCount - 1); i++)
- CORE.Input.Keyboard.charPressedQueue[i] = CORE.Input.Keyboard.charPressedQueue[i + 1];
-
- // Reset last character in the queue
- CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount - 1] = 0;
- CORE.Input.Keyboard.charPressedQueueCount--;
- }
-
- return value;
- }
-
- // Set a custom key to exit program
- // NOTE: default exitKey is set to ESCAPE
- void SetExitKey(int key)
- {
- CORE.Input.Keyboard.exitKey = key;
- }
-
- //----------------------------------------------------------------------------------
- // Module Functions Definition: Input Handling: Gamepad
- //----------------------------------------------------------------------------------
-
- // NOTE: Functions with a platform-specific implementation on rcore_<platform>.c
- //int SetGamepadMappings(const char *mappings)
-
- // Check if a gamepad is available
- bool IsGamepadAvailable(int gamepad)
- {
- bool result = false;
-
- if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad]) result = true;
-
- return result;
- }
-
- // Get gamepad internal name id
- const char *GetGamepadName(int gamepad)
- {
- return CORE.Input.Gamepad.name[gamepad];
- }
-
- // Check if a gamepad button has been pressed once
- bool IsGamepadButtonPressed(int gamepad, int button)
- {
- bool pressed = false;
-
- if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
- (CORE.Input.Gamepad.previousButtonState[gamepad][button] == 0) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) pressed = true;
-
- return pressed;
- }
-
- // Check if a gamepad button is being pressed
- bool IsGamepadButtonDown(int gamepad, int button)
- {
- bool down = false;
-
- if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
- (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) down = true;
-
- return down;
- }
-
- // Check if a gamepad button has NOT been pressed once
- bool IsGamepadButtonReleased(int gamepad, int button)
- {
- bool released = false;
-
- if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
- (CORE.Input.Gamepad.previousButtonState[gamepad][button] == 1) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) released = true;
-
- return released;
- }
-
- // Check if a gamepad button is NOT being pressed
- bool IsGamepadButtonUp(int gamepad, int button)
- {
- bool up = false;
-
- if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
- (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) up = true;
-
- return up;
- }
-
- // Get the last gamepad button pressed
- int GetGamepadButtonPressed(void)
- {
- return CORE.Input.Gamepad.lastButtonPressed;
- }
-
- // Get gamepad axis count
- int GetGamepadAxisCount(int gamepad)
- {
- return CORE.Input.Gamepad.axisCount[gamepad];
- }
-
- // Get axis movement vector for a gamepad
- float GetGamepadAxisMovement(int gamepad, int axis)
- {
- float value = (axis == GAMEPAD_AXIS_LEFT_TRIGGER || axis == GAMEPAD_AXIS_RIGHT_TRIGGER)? -1.0f : 0.0f;
-
- if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS))
- {
- float movement = value < 0.0f ? CORE.Input.Gamepad.axisState[gamepad][axis] : fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]);
-
- if (movement > value) value = CORE.Input.Gamepad.axisState[gamepad][axis];
- }
-
- return value;
- }
-
- //----------------------------------------------------------------------------------
- // Module Functions Definition: Input Handling: Mouse
- //----------------------------------------------------------------------------------
-
- // NOTE: Functions with a platform-specific implementation on rcore_<platform>.c
- //void SetMousePosition(int x, int y)
- //void SetMouseCursor(int cursor)
-
- // Check if a mouse button has been pressed once
- bool IsMouseButtonPressed(int button)
- {
- bool pressed = false;
-
- if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) pressed = true;
-
- // Map touches to mouse buttons checking
- if ((CORE.Input.Touch.currentTouchState[button] == 1) && (CORE.Input.Touch.previousTouchState[button] == 0)) pressed = true;
-
- return pressed;
- }
-
- // Check if a mouse button is being pressed
- bool IsMouseButtonDown(int button)
- {
- bool down = false;
-
- if (CORE.Input.Mouse.currentButtonState[button] == 1) down = true;
-
- // NOTE: Touches are considered like mouse buttons
- if (CORE.Input.Touch.currentTouchState[button] == 1) down = true;
-
- return down;
- }
-
- // Check if a mouse button has been released once
- bool IsMouseButtonReleased(int button)
- {
- bool released = false;
-
- if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) released = true;
-
- // Map touches to mouse buttons checking
- if ((CORE.Input.Touch.currentTouchState[button] == 0) && (CORE.Input.Touch.previousTouchState[button] == 1)) released = true;
-
- return released;
- }
-
- // Check if a mouse button is NOT being pressed
- bool IsMouseButtonUp(int button)
- {
- bool up = false;
-
- if (CORE.Input.Mouse.currentButtonState[button] == 0) up = true;
-
- // NOTE: Touches are considered like mouse buttons
- if (CORE.Input.Touch.currentTouchState[button] == 0) up = true;
-
- return up;
- }
-
- // Get mouse position X
- int GetMouseX(void)
- {
- int mouseX = (int)((CORE.Input.Mouse.currentPosition.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x);
- return mouseX;
- }
-
- // Get mouse position Y
- int GetMouseY(void)
- {
- int mouseY = (int)((CORE.Input.Mouse.currentPosition.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y);
- return mouseY;
- }
-
- // Get mouse position XY
- Vector2 GetMousePosition(void)
- {
- Vector2 position = { 0 };
-
- position.x = (CORE.Input.Mouse.currentPosition.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x;
- position.y = (CORE.Input.Mouse.currentPosition.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y;
-
- return position;
- }
-
- // Get mouse delta between frames
- Vector2 GetMouseDelta(void)
- {
- Vector2 delta = { 0 };
-
- delta.x = CORE.Input.Mouse.currentPosition.x - CORE.Input.Mouse.previousPosition.x;
- delta.y = CORE.Input.Mouse.currentPosition.y - CORE.Input.Mouse.previousPosition.y;
-
- return delta;
- }
-
- // Set mouse offset
- // NOTE: Useful when rendering to different size targets
- void SetMouseOffset(int offsetX, int offsetY)
- {
- CORE.Input.Mouse.offset = (Vector2){ (float)offsetX, (float)offsetY };
- }
-
- // Set mouse scaling
- // NOTE: Useful when rendering to different size targets
- void SetMouseScale(float scaleX, float scaleY)
- {
- CORE.Input.Mouse.scale = (Vector2){ scaleX, scaleY };
- }
-
- // Get mouse wheel movement Y
- float GetMouseWheelMove(void)
- {
- float result = 0.0f;
-
- if (fabsf(CORE.Input.Mouse.currentWheelMove.x) > fabsf(CORE.Input.Mouse.currentWheelMove.y)) result = (float)CORE.Input.Mouse.currentWheelMove.x;
- else result = (float)CORE.Input.Mouse.currentWheelMove.y;
-
- return result;
- }
-
- // Get mouse wheel movement X/Y as a vector
- Vector2 GetMouseWheelMoveV(void)
- {
- Vector2 result = { 0 };
-
- result = CORE.Input.Mouse.currentWheelMove;
-
- return result;
- }
-
- //----------------------------------------------------------------------------------
- // Module Functions Definition: Input Handling: Touch
- //----------------------------------------------------------------------------------
-
- // Get touch position X for touch point 0 (relative to screen size)
- int GetTouchX(void)
- {
- int touchX = (int)CORE.Input.Touch.position[0].x;
- return touchX;
- }
-
- // Get touch position Y for touch point 0 (relative to screen size)
- int GetTouchY(void)
- {
- int touchY = (int)CORE.Input.Touch.position[0].y;
- return touchY;
- }
-
- // Get touch position XY for a touch point index (relative to screen size)
- // TODO: Touch position should be scaled depending on display size and render size
- Vector2 GetTouchPosition(int index)
- {
- Vector2 position = { -1.0f, -1.0f };
-
- if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index];
- else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
-
- return position;
- }
-
- // Get touch point identifier for given index
- int GetTouchPointId(int index)
- {
- int id = -1;
-
- if (index < MAX_TOUCH_POINTS) id = CORE.Input.Touch.pointId[index];
-
- return id;
- }
-
- // Get number of touch points
- int GetTouchPointCount(void)
- {
- return CORE.Input.Touch.pointCount;
- }
-
- //----------------------------------------------------------------------------------
- // Module Internal Functions Definition
- //----------------------------------------------------------------------------------
-
- // NOTE: Functions with a platform-specific implementation on rcore_<platform>.c
- //int InitPlatform(void)
- //void ClosePlatform(void)
-
- // Initialize hi-resolution timer
- void InitTimer(void)
- {
- // Setting a higher resolution can improve the accuracy of time-out intervals in wait functions
- // However, it can also reduce overall system performance, because the thread scheduler switches tasks more often
- // High resolutions can also prevent the CPU power management system from entering power-saving modes
- // Setting a higher resolution does not improve the accuracy of the high-resolution performance counter
- #if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_DESKTOP_SDL)
- timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms)
- #endif
-
- #if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__EMSCRIPTEN__)
- struct timespec now = { 0 };
-
- if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) // Success
- {
- CORE.Time.base = (unsigned long long int)now.tv_sec*1000000000LLU + (unsigned long long int)now.tv_nsec;
- }
- else TRACELOG(LOG_WARNING, "TIMER: Hi-resolution timer not available");
- #endif
-
- CORE.Time.previous = GetTime(); // Get time as double
- }
-
- // Set viewport for a provided width and height
- void SetupViewport(int width, int height)
- {
- CORE.Window.render.width = width;
- CORE.Window.render.height = height;
-
- // Set viewport width and height
- // NOTE: We consider render size (scaled) and offset in case black bars are required and
- // render area does not match full display area (this situation is only applicable on fullscreen mode)
- #if defined(__APPLE__)
- Vector2 scale = GetWindowScaleDPI();
- rlViewport(CORE.Window.renderOffset.x/2*scale.x, CORE.Window.renderOffset.y/2*scale.y, (CORE.Window.render.width)*scale.x, (CORE.Window.render.height)*scale.y);
- #else
- rlViewport(CORE.Window.renderOffset.x/2, CORE.Window.renderOffset.y/2, CORE.Window.render.width, CORE.Window.render.height);
- #endif
-
- rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
- rlLoadIdentity(); // Reset current matrix (projection)
-
- // Set orthographic projection to current framebuffer size
- // NOTE: Configured top-left corner as (0, 0)
- rlOrtho(0, CORE.Window.render.width, CORE.Window.render.height, 0, 0.0f, 1.0f);
-
- rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
- rlLoadIdentity(); // Reset current matrix (modelview)
- }
-
- // Compute framebuffer size relative to screen size and display size
- // NOTE: Global variables CORE.Window.render.width/CORE.Window.render.height and CORE.Window.renderOffset.x/CORE.Window.renderOffset.y can be modified
- void SetupFramebuffer(int width, int height)
- {
- // Calculate CORE.Window.render.width and CORE.Window.render.height, we have the display size (input params) and the desired screen size (global var)
- if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height))
- {
- TRACELOG(LOG_WARNING, "DISPLAY: Downscaling required: Screen size (%ix%i) is bigger than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height);
-
- // Downscaling to fit display with border-bars
- float widthRatio = (float)CORE.Window.display.width/(float)CORE.Window.screen.width;
- float heightRatio = (float)CORE.Window.display.height/(float)CORE.Window.screen.height;
-
- if (widthRatio <= heightRatio)
- {
- CORE.Window.render.width = CORE.Window.display.width;
- CORE.Window.render.height = (int)round((float)CORE.Window.screen.height*widthRatio);
- CORE.Window.renderOffset.x = 0;
- CORE.Window.renderOffset.y = (CORE.Window.display.height - CORE.Window.render.height);
- }
- else
- {
- CORE.Window.render.width = (int)round((float)CORE.Window.screen.width*heightRatio);
- CORE.Window.render.height = CORE.Window.display.height;
- CORE.Window.renderOffset.x = (CORE.Window.display.width - CORE.Window.render.width);
- CORE.Window.renderOffset.y = 0;
- }
-
- // Screen scaling required
- float scaleRatio = (float)CORE.Window.render.width/(float)CORE.Window.screen.width;
- CORE.Window.screenScale = MatrixScale(scaleRatio, scaleRatio, 1.0f);
-
- // NOTE: We render to full display resolution!
- // We just need to calculate above parameters for downscale matrix and offsets
- CORE.Window.render.width = CORE.Window.display.width;
- CORE.Window.render.height = CORE.Window.display.height;
-
- TRACELOG(LOG_WARNING, "DISPLAY: Downscale matrix generated, content will be rendered at (%ix%i)", CORE.Window.render.width, CORE.Window.render.height);
- }
- else if ((CORE.Window.screen.width < CORE.Window.display.width) || (CORE.Window.screen.height < CORE.Window.display.height))
- {
- // Required screen size is smaller than display size
- TRACELOG(LOG_INFO, "DISPLAY: Upscaling required: Screen size (%ix%i) smaller than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height);
-
- if ((CORE.Window.screen.width == 0) || (CORE.Window.screen.height == 0))
- {
- CORE.Window.screen.width = CORE.Window.display.width;
- CORE.Window.screen.height = CORE.Window.display.height;
- }
-
- // Upscaling to fit display with border-bars
- float displayRatio = (float)CORE.Window.display.width/(float)CORE.Window.display.height;
- float screenRatio = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
-
- if (displayRatio <= screenRatio)
- {
- CORE.Window.render.width = CORE.Window.screen.width;
- CORE.Window.render.height = (int)round((float)CORE.Window.screen.width/displayRatio);
- CORE.Window.renderOffset.x = 0;
- CORE.Window.renderOffset.y = (CORE.Window.render.height - CORE.Window.screen.height);
- }
- else
- {
- CORE.Window.render.width = (int)round((float)CORE.Window.screen.height*displayRatio);
- CORE.Window.render.height = CORE.Window.screen.height;
- CORE.Window.renderOffset.x = (CORE.Window.render.width - CORE.Window.screen.width);
- CORE.Window.renderOffset.y = 0;
- }
- }
- else
- {
- CORE.Window.render.width = CORE.Window.screen.width;
- CORE.Window.render.height = CORE.Window.screen.height;
- CORE.Window.renderOffset.x = 0;
- CORE.Window.renderOffset.y = 0;
- }
- }
-
- // Scan all files and directories in a base path
- // WARNING: files.paths[] must be previously allocated and
- // contain enough space to store all required paths
- static void ScanDirectoryFiles(const char *basePath, FilePathList *files, const char *filter)
- {
- static char path[MAX_FILEPATH_LENGTH] = { 0 };
- memset(path, 0, MAX_FILEPATH_LENGTH);
-
- struct dirent *dp = NULL;
- DIR *dir = opendir(basePath);
-
- if (dir != NULL)
- {
- while ((dp = readdir(dir)) != NULL)
- {
- if ((strcmp(dp->d_name, ".") != 0) &&
- (strcmp(dp->d_name, "..") != 0))
- {
- #if defined(_WIN32)
- sprintf(path, "%s\\%s", basePath, dp->d_name);
- #else
- sprintf(path, "%s/%s", basePath, dp->d_name);
- #endif
-
- if (filter != NULL)
- {
- if (IsPathFile(path))
- {
- if (IsFileExtension(path, filter))
- {
- strcpy(files->paths[files->count], path);
- files->count++;
- }
- }
- else
- {
- if (strstr(filter, DIRECTORY_FILTER_TAG) != NULL)
- {
- strcpy(files->paths[files->count], path);
- files->count++;
- }
- }
- }
- else
- {
- strcpy(files->paths[files->count], path);
- files->count++;
- }
- }
- }
-
- closedir(dir);
- }
- else TRACELOG(LOG_WARNING, "FILEIO: Directory cannot be opened (%s)", basePath);
- }
-
- // Scan all files and directories recursively from a base path
- static void ScanDirectoryFilesRecursively(const char *basePath, FilePathList *files, const char *filter)
- {
- char path[MAX_FILEPATH_LENGTH] = { 0 };
- memset(path, 0, MAX_FILEPATH_LENGTH);
-
- struct dirent *dp = NULL;
- DIR *dir = opendir(basePath);
-
- if (dir != NULL)
- {
- while (((dp = readdir(dir)) != NULL) && (files->count < files->capacity))
- {
- if ((strcmp(dp->d_name, ".") != 0) && (strcmp(dp->d_name, "..") != 0))
- {
- // Construct new path from our base path
- #if defined(_WIN32)
- sprintf(path, "%s\\%s", basePath, dp->d_name);
- #else
- sprintf(path, "%s/%s", basePath, dp->d_name);
- #endif
-
- if (IsPathFile(path))
- {
- if (filter != NULL)
- {
- if (IsFileExtension(path, filter))
- {
- strcpy(files->paths[files->count], path);
- files->count++;
- }
- }
- else
- {
- strcpy(files->paths[files->count], path);
- files->count++;
- }
-
- if (files->count >= files->capacity)
- {
- TRACELOG(LOG_WARNING, "FILEIO: Maximum filepath scan capacity reached (%i files)", files->capacity);
- break;
- }
- }
- else
- {
- if ((filter != NULL) && (strstr(filter, DIRECTORY_FILTER_TAG) != NULL))
- {
- strcpy(files->paths[files->count], path);
- files->count++;
- }
-
- if (files->count >= files->capacity)
- {
- TRACELOG(LOG_WARNING, "FILEIO: Maximum filepath scan capacity reached (%i files)", files->capacity);
- break;
- }
-
- ScanDirectoryFilesRecursively(path, files, filter);
- }
- }
- }
-
- closedir(dir);
- }
- else TRACELOG(LOG_WARNING, "FILEIO: Directory cannot be opened (%s)", basePath);
- }
-
- #if defined(SUPPORT_AUTOMATION_EVENTS)
- // Automation event recording
- // NOTE: Recording is by default done at EndDrawing(), before PollInputEvents()
- static void RecordAutomationEvent(void)
- {
- // Checking events in current frame and save them into currentEventList
- // TODO: How important is the current frame? Could it be modified?
-
- if (currentEventList->count == currentEventList->capacity) return; // Security check
-
- // Keyboard input events recording
- //-------------------------------------------------------------------------------------
- for (int key = 0; key < MAX_KEYBOARD_KEYS; key++)
- {
- // Event type: INPUT_KEY_UP (only saved once)
- if (CORE.Input.Keyboard.previousKeyState[key] && !CORE.Input.Keyboard.currentKeyState[key])
- {
- currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
- currentEventList->events[currentEventList->count].type = INPUT_KEY_UP;
- currentEventList->events[currentEventList->count].params[0] = key;
- currentEventList->events[currentEventList->count].params[1] = 0;
- currentEventList->events[currentEventList->count].params[2] = 0;
-
- TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_KEY_UP | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]);
- currentEventList->count++;
- }
-
- if (currentEventList->count == currentEventList->capacity) return; // Security check
-
- // Event type: INPUT_KEY_DOWN
- if (CORE.Input.Keyboard.currentKeyState[key])
- {
- currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
- currentEventList->events[currentEventList->count].type = INPUT_KEY_DOWN;
- currentEventList->events[currentEventList->count].params[0] = key;
- currentEventList->events[currentEventList->count].params[1] = 0;
- currentEventList->events[currentEventList->count].params[2] = 0;
-
- TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_KEY_DOWN | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]);
- currentEventList->count++;
- }
-
- if (currentEventList->count == currentEventList->capacity) return; // Security check
- }
- //-------------------------------------------------------------------------------------
-
- // Mouse input currentEventList->events recording
- //-------------------------------------------------------------------------------------
- for (int button = 0; button < MAX_MOUSE_BUTTONS; button++)
- {
- // Event type: INPUT_MOUSE_BUTTON_UP
- if (CORE.Input.Mouse.previousButtonState[button] && !CORE.Input.Mouse.currentButtonState[button])
- {
- currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
- currentEventList->events[currentEventList->count].type = INPUT_MOUSE_BUTTON_UP;
- currentEventList->events[currentEventList->count].params[0] = button;
- currentEventList->events[currentEventList->count].params[1] = 0;
- currentEventList->events[currentEventList->count].params[2] = 0;
-
- TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_MOUSE_BUTTON_UP | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]);
- currentEventList->count++;
- }
-
- if (currentEventList->count == currentEventList->capacity) return; // Security check
-
- // Event type: INPUT_MOUSE_BUTTON_DOWN
- if (CORE.Input.Mouse.currentButtonState[button])
- {
- currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
- currentEventList->events[currentEventList->count].type = INPUT_MOUSE_BUTTON_DOWN;
- currentEventList->events[currentEventList->count].params[0] = button;
- currentEventList->events[currentEventList->count].params[1] = 0;
- currentEventList->events[currentEventList->count].params[2] = 0;
-
- TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_MOUSE_BUTTON_DOWN | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]);
- currentEventList->count++;
- }
-
- if (currentEventList->count == currentEventList->capacity) return; // Security check
- }
-
- // Event type: INPUT_MOUSE_POSITION (only saved if changed)
- if (((int)CORE.Input.Mouse.currentPosition.x != (int)CORE.Input.Mouse.previousPosition.x) ||
- ((int)CORE.Input.Mouse.currentPosition.y != (int)CORE.Input.Mouse.previousPosition.y))
- {
- currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
- currentEventList->events[currentEventList->count].type = INPUT_MOUSE_POSITION;
- currentEventList->events[currentEventList->count].params[0] = (int)CORE.Input.Mouse.currentPosition.x;
- currentEventList->events[currentEventList->count].params[1] = (int)CORE.Input.Mouse.currentPosition.y;
- currentEventList->events[currentEventList->count].params[2] = 0;
-
- TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_MOUSE_POSITION | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]);
- currentEventList->count++;
-
- if (currentEventList->count == currentEventList->capacity) return; // Security check
- }
-
- // Event type: INPUT_MOUSE_WHEEL_MOTION
- if (((int)CORE.Input.Mouse.currentWheelMove.x != (int)CORE.Input.Mouse.previousWheelMove.x) ||
- ((int)CORE.Input.Mouse.currentWheelMove.y != (int)CORE.Input.Mouse.previousWheelMove.y))
- {
- currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
- currentEventList->events[currentEventList->count].type = INPUT_MOUSE_WHEEL_MOTION;
- currentEventList->events[currentEventList->count].params[0] = (int)CORE.Input.Mouse.currentWheelMove.x;
- currentEventList->events[currentEventList->count].params[1] = (int)CORE.Input.Mouse.currentWheelMove.y;
- currentEventList->events[currentEventList->count].params[2] = 0;
-
- TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_MOUSE_WHEEL_MOTION | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]);
- currentEventList->count++;
-
- if (currentEventList->count == currentEventList->capacity) return; // Security check
- }
- //-------------------------------------------------------------------------------------
-
- // Touch input currentEventList->events recording
- //-------------------------------------------------------------------------------------
- for (int id = 0; id < MAX_TOUCH_POINTS; id++)
- {
- // Event type: INPUT_TOUCH_UP
- if (CORE.Input.Touch.previousTouchState[id] && !CORE.Input.Touch.currentTouchState[id])
- {
- currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
- currentEventList->events[currentEventList->count].type = INPUT_TOUCH_UP;
- currentEventList->events[currentEventList->count].params[0] = id;
- currentEventList->events[currentEventList->count].params[1] = 0;
- currentEventList->events[currentEventList->count].params[2] = 0;
-
- TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_TOUCH_UP | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]);
- currentEventList->count++;
- }
-
- if (currentEventList->count == currentEventList->capacity) return; // Security check
-
- // Event type: INPUT_TOUCH_DOWN
- if (CORE.Input.Touch.currentTouchState[id])
- {
- currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
- currentEventList->events[currentEventList->count].type = INPUT_TOUCH_DOWN;
- currentEventList->events[currentEventList->count].params[0] = id;
- currentEventList->events[currentEventList->count].params[1] = 0;
- currentEventList->events[currentEventList->count].params[2] = 0;
-
- TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_TOUCH_DOWN | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]);
- currentEventList->count++;
- }
-
- if (currentEventList->count == currentEventList->capacity) return; // Security check
-
- // Event type: INPUT_TOUCH_POSITION
- // TODO: It requires the id!
- /*
- if (((int)CORE.Input.Touch.currentPosition[id].x != (int)CORE.Input.Touch.previousPosition[id].x) ||
- ((int)CORE.Input.Touch.currentPosition[id].y != (int)CORE.Input.Touch.previousPosition[id].y))
- {
- currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
- currentEventList->events[currentEventList->count].type = INPUT_TOUCH_POSITION;
- currentEventList->events[currentEventList->count].params[0] = id;
- currentEventList->events[currentEventList->count].params[1] = (int)CORE.Input.Touch.currentPosition[id].x;
- currentEventList->events[currentEventList->count].params[2] = (int)CORE.Input.Touch.currentPosition[id].y;
-
- TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_TOUCH_POSITION | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]);
- currentEventList->count++;
- }
- */
-
- if (currentEventList->count == currentEventList->capacity) return; // Security check
- }
- //-------------------------------------------------------------------------------------
-
- // Gamepad input currentEventList->events recording
- //-------------------------------------------------------------------------------------
- for (int gamepad = 0; gamepad < MAX_GAMEPADS; gamepad++)
- {
- // Event type: INPUT_GAMEPAD_CONNECT
- /*
- if ((CORE.Input.Gamepad.currentState[gamepad] != CORE.Input.Gamepad.previousState[gamepad]) &&
- (CORE.Input.Gamepad.currentState[gamepad])) // Check if changed to ready
- {
- // TODO: Save gamepad connect event
- }
- */
-
- // Event type: INPUT_GAMEPAD_DISCONNECT
- /*
- if ((CORE.Input.Gamepad.currentState[gamepad] != CORE.Input.Gamepad.previousState[gamepad]) &&
- (!CORE.Input.Gamepad.currentState[gamepad])) // Check if changed to not-ready
- {
- // TODO: Save gamepad disconnect event
- }
- */
-
- for (int button = 0; button < MAX_GAMEPAD_BUTTONS; button++)
- {
- // Event type: INPUT_GAMEPAD_BUTTON_UP
- if (CORE.Input.Gamepad.previousButtonState[gamepad][button] && !CORE.Input.Gamepad.currentButtonState[gamepad][button])
- {
- currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
- currentEventList->events[currentEventList->count].type = INPUT_GAMEPAD_BUTTON_UP;
- currentEventList->events[currentEventList->count].params[0] = gamepad;
- currentEventList->events[currentEventList->count].params[1] = button;
- currentEventList->events[currentEventList->count].params[2] = 0;
-
- TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_GAMEPAD_BUTTON_UP | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]);
- currentEventList->count++;
- }
-
- if (currentEventList->count == currentEventList->capacity) return; // Security check
-
- // Event type: INPUT_GAMEPAD_BUTTON_DOWN
- if (CORE.Input.Gamepad.currentButtonState[gamepad][button])
- {
- currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
- currentEventList->events[currentEventList->count].type = INPUT_GAMEPAD_BUTTON_DOWN;
- currentEventList->events[currentEventList->count].params[0] = gamepad;
- currentEventList->events[currentEventList->count].params[1] = button;
- currentEventList->events[currentEventList->count].params[2] = 0;
-
- TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_GAMEPAD_BUTTON_DOWN | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]);
- currentEventList->count++;
- }
-
- if (currentEventList->count == currentEventList->capacity) return; // Security check
- }
-
- for (int axis = 0; axis < MAX_GAMEPAD_AXIS; axis++)
- {
- // Event type: INPUT_GAMEPAD_AXIS_MOTION
- float defaultMovement = (axis == GAMEPAD_AXIS_LEFT_TRIGGER || axis == GAMEPAD_AXIS_RIGHT_TRIGGER)? -1.0f : 0.0f;
- if (GetGamepadAxisMovement(gamepad, axis) != defaultMovement)
- {
- currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
- currentEventList->events[currentEventList->count].type = INPUT_GAMEPAD_AXIS_MOTION;
- currentEventList->events[currentEventList->count].params[0] = gamepad;
- currentEventList->events[currentEventList->count].params[1] = axis;
- currentEventList->events[currentEventList->count].params[2] = (int)(CORE.Input.Gamepad.axisState[gamepad][axis]*32768.0f);
-
- TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_GAMEPAD_AXIS_MOTION | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]);
- currentEventList->count++;
- }
-
- if (currentEventList->count == currentEventList->capacity) return; // Security check
- }
- }
- //-------------------------------------------------------------------------------------
-
- #if defined(SUPPORT_GESTURES_SYSTEM)
- // Gestures input currentEventList->events recording
- //-------------------------------------------------------------------------------------
- if (GESTURES.current != GESTURE_NONE)
- {
- // Event type: INPUT_GESTURE
- currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
- currentEventList->events[currentEventList->count].type = INPUT_GESTURE;
- currentEventList->events[currentEventList->count].params[0] = GESTURES.current;
- currentEventList->events[currentEventList->count].params[1] = 0;
- currentEventList->events[currentEventList->count].params[2] = 0;
-
- TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_GESTURE | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]);
- currentEventList->count++;
-
- if (currentEventList->count == currentEventList->capacity) return; // Security check
- }
- //-------------------------------------------------------------------------------------
- #endif
- }
- #endif
-
- #if !defined(SUPPORT_MODULE_RTEXT)
- // Formatting of text with variables to 'embed'
- // WARNING: String returned will expire after this function is called MAX_TEXTFORMAT_BUFFERS times
- const char *TextFormat(const char *text, ...)
- {
- #ifndef MAX_TEXTFORMAT_BUFFERS
- #define MAX_TEXTFORMAT_BUFFERS 4 // Maximum number of static buffers for text formatting
- #endif
- #ifndef MAX_TEXT_BUFFER_LENGTH
- #define MAX_TEXT_BUFFER_LENGTH 1024 // Maximum size of static text buffer
- #endif
-
- // We create an array of buffers so strings don't expire until MAX_TEXTFORMAT_BUFFERS invocations
- static char buffers[MAX_TEXTFORMAT_BUFFERS][MAX_TEXT_BUFFER_LENGTH] = { 0 };
- static int index = 0;
-
- char *currentBuffer = buffers[index];
- memset(currentBuffer, 0, MAX_TEXT_BUFFER_LENGTH); // Clear buffer before using
-
- va_list args;
- va_start(args, text);
- int requiredByteCount = vsnprintf(currentBuffer, MAX_TEXT_BUFFER_LENGTH, text, args);
- va_end(args);
-
- // If requiredByteCount is larger than the MAX_TEXT_BUFFER_LENGTH, then overflow occured
- if (requiredByteCount >= MAX_TEXT_BUFFER_LENGTH)
- {
- // Inserting "..." at the end of the string to mark as truncated
- char *truncBuffer = buffers[index] + MAX_TEXT_BUFFER_LENGTH - 4; // Adding 4 bytes = "...\0"
- sprintf(truncBuffer, "...");
- }
-
- index += 1; // Move to next buffer for next function call
- if (index >= MAX_TEXTFORMAT_BUFFERS) index = 0;
-
- return currentBuffer;
- }
-
- #endif // !SUPPORT_MODULE_RTEXT
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