|
@ -0,0 +1,591 @@ |
|
|
|
|
|
/********************************************************************************************** |
|
|
|
|
|
* |
|
|
|
|
|
* rcore_<platform> template - Functions to manage window, graphics device and inputs |
|
|
|
|
|
* |
|
|
|
|
|
* PLATFORM: <PLATFORM> |
|
|
|
|
|
* - TODO: Define the target platform for the core |
|
|
|
|
|
* |
|
|
|
|
|
* LIMITATIONS: |
|
|
|
|
|
* - Limitation 01 |
|
|
|
|
|
* - Limitation 02 |
|
|
|
|
|
* |
|
|
|
|
|
* POSSIBLE IMPROVEMENTS: |
|
|
|
|
|
* - Improvement 01 |
|
|
|
|
|
* - Improvement 02 |
|
|
|
|
|
* |
|
|
|
|
|
* ADDITIONAL NOTES: |
|
|
|
|
|
* - TRACELOG() function is located in raylib [utils] module |
|
|
|
|
|
* |
|
|
|
|
|
* CONFIGURATION: |
|
|
|
|
|
* #define RCORE_PLATFORM_CUSTOM_FLAG |
|
|
|
|
|
* Custom flag for rcore on target platform -not used- |
|
|
|
|
|
* |
|
|
|
|
|
* DEPENDENCIES: |
|
|
|
|
|
* - <platform-specific SDK dependency> |
|
|
|
|
|
* - gestures: Gestures system for touch-ready devices (or simulated from mouse inputs) |
|
|
|
|
|
* |
|
|
|
|
|
* |
|
|
|
|
|
* LICENSE: zlib/libpng |
|
|
|
|
|
* |
|
|
|
|
|
* Copyright (c) 2013-2024 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. |
|
|
|
|
|
* |
|
|
|
|
|
**********************************************************************************************/ |
|
|
|
|
|
|
|
|
|
|
|
// TODO: Include the platform specific libraries |
|
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
// Types and Structures Definition |
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
typedef struct { |
|
|
|
|
|
// TODO: Define the platform specific variables required |
|
|
|
|
|
|
|
|
|
|
|
// Display data |
|
|
|
|
|
EGLDisplay device; // Native display device (physical screen connection) |
|
|
|
|
|
EGLSurface surface; // Surface to draw on, framebuffers (connected to context) |
|
|
|
|
|
EGLContext context; // Graphic context, mode in which drawing can be done |
|
|
|
|
|
EGLConfig config; // Graphic config |
|
|
|
|
|
} PlatformData; |
|
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
// Global Variables Definition |
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
extern CoreData CORE; // Global CORE state context |
|
|
|
|
|
|
|
|
|
|
|
static PlatformData platform = { 0 }; // Platform specific data |
|
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
// Module Internal Functions Declaration |
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
int InitPlatform(void); // Initialize platform (graphics, inputs and more) |
|
|
|
|
|
bool InitGraphicsDevice(void); // Initialize graphics device |
|
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
// Module Functions Declaration |
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
// NOTE: Functions declaration is provided by raylib.h |
|
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
// Module Functions Definition: Window and Graphics Device |
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
|
|
|
|
|
|
// Check if application should close |
|
|
|
|
|
bool WindowShouldClose(void) |
|
|
|
|
|
{ |
|
|
|
|
|
if (CORE.Window.ready) return CORE.Window.shouldClose; |
|
|
|
|
|
else return true; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Toggle fullscreen mode |
|
|
|
|
|
void ToggleFullscreen(void) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "ToggleFullscreen() not available on target platform"); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Toggle borderless windowed mode |
|
|
|
|
|
void ToggleBorderlessWindowed(void) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "ToggleBorderlessWindowed() not available on target platform"); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Set window state: maximized, if resizable |
|
|
|
|
|
void MaximizeWindow(void) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "MaximizeWindow() not available on target platform"); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Set window state: minimized |
|
|
|
|
|
void MinimizeWindow(void) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "MinimizeWindow() not available on target platform"); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Set window state: not minimized/maximized |
|
|
|
|
|
void RestoreWindow(void) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "RestoreWindow() not available on target platform"); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Set window configuration state using flags |
|
|
|
|
|
void SetWindowState(unsigned int flags) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "SetWindowState() not available on target platform"); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Clear window configuration state flags |
|
|
|
|
|
void ClearWindowState(unsigned int flags) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "ClearWindowState() not available on target platform"); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Set icon for window |
|
|
|
|
|
void SetWindowIcon(Image image) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "SetWindowIcon() not available on target platform"); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Set icon for window |
|
|
|
|
|
void SetWindowIcons(Image *images, int count) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "SetWindowIcons() not available on target platform"); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Set title for window |
|
|
|
|
|
void SetWindowTitle(const char *title) |
|
|
|
|
|
{ |
|
|
|
|
|
CORE.Window.title = title; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Set window position on screen (windowed mode) |
|
|
|
|
|
void SetWindowPosition(int x, int y) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "SetWindowPosition() not available on target platform"); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Set monitor for the current window |
|
|
|
|
|
void SetWindowMonitor(int monitor) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "SetWindowMonitor() not available on target platform"); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE) |
|
|
|
|
|
void SetWindowMinSize(int width, int height) |
|
|
|
|
|
{ |
|
|
|
|
|
CORE.Window.screenMin.width = width; |
|
|
|
|
|
CORE.Window.screenMin.height = height; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE) |
|
|
|
|
|
void SetWindowMaxSize(int width, int height) |
|
|
|
|
|
{ |
|
|
|
|
|
CORE.Window.screenMax.width = width; |
|
|
|
|
|
CORE.Window.screenMax.height = height; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Set window dimensions |
|
|
|
|
|
void SetWindowSize(int width, int height) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "SetWindowSize() not available on target platform"); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Set window opacity, value opacity is between 0.0 and 1.0 |
|
|
|
|
|
void SetWindowOpacity(float opacity) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "SetWindowOpacity() not available on target platform"); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Set window focused |
|
|
|
|
|
void SetWindowFocused(void) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "SetWindowFocused() not available on target platform"); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Get native window handle |
|
|
|
|
|
void *GetWindowHandle(void) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "GetWindowHandle() not implemented on target platform"); |
|
|
|
|
|
return NULL; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Get number of monitors |
|
|
|
|
|
int GetMonitorCount(void) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "GetMonitorCount() not implemented on target platform"); |
|
|
|
|
|
return 1; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Get number of monitors |
|
|
|
|
|
int GetCurrentMonitor(void) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "GetCurrentMonitor() not implemented on target platform"); |
|
|
|
|
|
return 0; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Get selected monitor position |
|
|
|
|
|
Vector2 GetMonitorPosition(int monitor) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "GetMonitorPosition() not implemented on target platform"); |
|
|
|
|
|
return (Vector2){ 0, 0 }; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Get selected monitor width (currently used by monitor) |
|
|
|
|
|
int GetMonitorWidth(int monitor) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "GetMonitorWidth() not implemented on target platform"); |
|
|
|
|
|
return 0; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Get selected monitor height (currently used by monitor) |
|
|
|
|
|
int GetMonitorHeight(int monitor) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "GetMonitorHeight() not implemented on target platform"); |
|
|
|
|
|
return 0; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Get selected monitor physical width in millimetres |
|
|
|
|
|
int GetMonitorPhysicalWidth(int monitor) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "GetMonitorPhysicalWidth() not implemented on target platform"); |
|
|
|
|
|
return 0; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Get selected monitor physical height in millimetres |
|
|
|
|
|
int GetMonitorPhysicalHeight(int monitor) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "GetMonitorPhysicalHeight() not implemented on target platform"); |
|
|
|
|
|
return 0; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Get selected monitor refresh rate |
|
|
|
|
|
int GetMonitorRefreshRate(int monitor) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "GetMonitorRefreshRate() not implemented on target platform"); |
|
|
|
|
|
return 0; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Get the human-readable, UTF-8 encoded name of the selected monitor |
|
|
|
|
|
const char *GetMonitorName(int monitor) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "GetMonitorName() not implemented on target platform"); |
|
|
|
|
|
return ""; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Get window position XY on monitor |
|
|
|
|
|
Vector2 GetWindowPosition(void) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "GetWindowPosition() not implemented on target platform"); |
|
|
|
|
|
return (Vector2){ 0, 0 }; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Get window scale DPI factor for current monitor |
|
|
|
|
|
Vector2 GetWindowScaleDPI(void) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on target platform"); |
|
|
|
|
|
return (Vector2){ 1.0f, 1.0f }; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Set clipboard text content |
|
|
|
|
|
void SetClipboardText(const char *text) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "SetClipboardText() not implemented on target platform"); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Get clipboard text content |
|
|
|
|
|
// NOTE: returned string is allocated and freed by GLFW |
|
|
|
|
|
const char *GetClipboardText(void) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "GetClipboardText() not implemented on target platform"); |
|
|
|
|
|
return NULL; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Show mouse cursor |
|
|
|
|
|
void ShowCursor(void) |
|
|
|
|
|
{ |
|
|
|
|
|
CORE.Input.Mouse.cursorHidden = false; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Hides mouse cursor |
|
|
|
|
|
void HideCursor(void) |
|
|
|
|
|
{ |
|
|
|
|
|
CORE.Input.Mouse.cursorHidden = true; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Enables cursor (unlock cursor) |
|
|
|
|
|
void EnableCursor(void) |
|
|
|
|
|
{ |
|
|
|
|
|
// Set cursor position in the middle |
|
|
|
|
|
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2); |
|
|
|
|
|
|
|
|
|
|
|
CORE.Input.Mouse.cursorHidden = false; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Disables cursor (lock cursor) |
|
|
|
|
|
void DisableCursor(void) |
|
|
|
|
|
{ |
|
|
|
|
|
// Set cursor position in the middle |
|
|
|
|
|
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2); |
|
|
|
|
|
|
|
|
|
|
|
CORE.Input.Mouse.cursorHidden = true; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Swap back buffer with front buffer (screen drawing) |
|
|
|
|
|
void SwapScreenBuffer(void) |
|
|
|
|
|
{ |
|
|
|
|
|
eglSwapBuffers(platform.device, platform.surface); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
// Module Functions Definition: Misc |
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
|
|
|
|
|
|
// Get elapsed time measure in seconds since InitTimer() |
|
|
|
|
|
double GetTime(void) |
|
|
|
|
|
{ |
|
|
|
|
|
double time = 0.0; |
|
|
|
|
|
struct timespec ts = { 0 }; |
|
|
|
|
|
clock_gettime(CLOCK_MONOTONIC, &ts); |
|
|
|
|
|
unsigned long long int nanoSeconds = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec; |
|
|
|
|
|
|
|
|
|
|
|
time = (double)(nanoSeconds - CORE.Time.base)*1e-9; // Elapsed time since InitTimer() |
|
|
|
|
|
|
|
|
|
|
|
return time; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Open URL with default system browser (if available) |
|
|
|
|
|
// NOTE: This function is only safe to use if you control the URL given. |
|
|
|
|
|
// A user could craft a malicious string performing another action. |
|
|
|
|
|
// Only call this function yourself not with user input or make sure to check the string yourself. |
|
|
|
|
|
// Ref: https://github.com/raysan5/raylib/issues/686 |
|
|
|
|
|
void OpenURL(const char *url) |
|
|
|
|
|
{ |
|
|
|
|
|
// Security check to (partially) avoid malicious code on target platform |
|
|
|
|
|
if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character"); |
|
|
|
|
|
else |
|
|
|
|
|
{ |
|
|
|
|
|
// TODO: |
|
|
|
|
|
} |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
// Module Functions Definition: Inputs |
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
|
|
|
|
|
|
// Set internal gamepad mappings |
|
|
|
|
|
int SetGamepadMappings(const char *mappings) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "SetGamepadMappings() not implemented on target platform"); |
|
|
|
|
|
return 0; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Set mouse position XY |
|
|
|
|
|
void SetMousePosition(int x, int y) |
|
|
|
|
|
{ |
|
|
|
|
|
CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y }; |
|
|
|
|
|
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Set mouse cursor |
|
|
|
|
|
void SetMouseCursor(int cursor) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "SetMouseCursor() not implemented on target platform"); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Register all input events |
|
|
|
|
|
void PollInputEvents(void) |
|
|
|
|
|
{ |
|
|
|
|
|
#if defined(SUPPORT_GESTURES_SYSTEM) |
|
|
|
|
|
// NOTE: Gestures update must be called every frame to reset gestures correctly |
|
|
|
|
|
// because ProcessGestureEvent() is just called on an event, not every frame |
|
|
|
|
|
UpdateGestures(); |
|
|
|
|
|
#endif |
|
|
|
|
|
|
|
|
|
|
|
// Reset keys/chars pressed registered |
|
|
|
|
|
CORE.Input.Keyboard.keyPressedQueueCount = 0; |
|
|
|
|
|
CORE.Input.Keyboard.charPressedQueueCount = 0; |
|
|
|
|
|
|
|
|
|
|
|
// Reset key repeats |
|
|
|
|
|
for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0; |
|
|
|
|
|
|
|
|
|
|
|
// Reset last gamepad button/axis registered state |
|
|
|
|
|
CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN |
|
|
|
|
|
//CORE.Input.Gamepad.axisCount = 0; |
|
|
|
|
|
|
|
|
|
|
|
// Register previous touch states |
|
|
|
|
|
for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i]; |
|
|
|
|
|
|
|
|
|
|
|
// Reset touch positions |
|
|
|
|
|
// TODO: It resets on target platform the mouse position and not filled again until a move-event, |
|
|
|
|
|
// so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed! |
|
|
|
|
|
//for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 }; |
|
|
|
|
|
|
|
|
|
|
|
// Register previous keys states |
|
|
|
|
|
// NOTE: Android supports up to 260 keys |
|
|
|
|
|
for (int i = 0; i < 260; i++) |
|
|
|
|
|
{ |
|
|
|
|
|
CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i]; |
|
|
|
|
|
CORE.Input.Keyboard.keyRepeatInFrame[i] = 0; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// TODO: Poll input events for current platform |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
// Module Internal Functions Definition |
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
|
|
|
|
|
|
// Initialize platform: graphics, inputs and more |
|
|
|
|
|
int InitPlatform(void) |
|
|
|
|
|
{ |
|
|
|
|
|
// TODO: Initialize graphic device: display/window |
|
|
|
|
|
// It usually requires setting up the platform display system configuration |
|
|
|
|
|
// and connexion with the GPU through some system graphic API |
|
|
|
|
|
// raylib uses OpenGL so, platform should create that kind of connection |
|
|
|
|
|
// Below example illustrates that process using EGL library |
|
|
|
|
|
//---------------------------------------------------------------------------- |
|
|
|
|
|
CORE.Window.fullscreen = true; |
|
|
|
|
|
CORE.Window.flags |= FLAG_FULLSCREEN_MODE; |
|
|
|
|
|
|
|
|
|
|
|
EGLint samples = 0; |
|
|
|
|
|
EGLint sampleBuffer = 0; |
|
|
|
|
|
if (CORE.Window.flags & FLAG_MSAA_4X_HINT) |
|
|
|
|
|
{ |
|
|
|
|
|
samples = 4; |
|
|
|
|
|
sampleBuffer = 1; |
|
|
|
|
|
TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4"); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
const EGLint framebufferAttribs[] = |
|
|
|
|
|
{ |
|
|
|
|
|
EGL_RENDERABLE_TYPE, (rlGetVersion() == RL_OPENGL_ES_30)? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT, // Type of context support |
|
|
|
|
|
EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5) |
|
|
|
|
|
EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6) |
|
|
|
|
|
EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5) |
|
|
|
|
|
//EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI) |
|
|
|
|
|
EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!) |
|
|
|
|
|
//EGL_STENCIL_SIZE, 8, // Stencil buffer size |
|
|
|
|
|
EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA |
|
|
|
|
|
EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs) |
|
|
|
|
|
EGL_NONE |
|
|
|
|
|
}; |
|
|
|
|
|
|
|
|
|
|
|
const EGLint contextAttribs[] = |
|
|
|
|
|
{ |
|
|
|
|
|
EGL_CONTEXT_CLIENT_VERSION, 2, |
|
|
|
|
|
EGL_NONE |
|
|
|
|
|
}; |
|
|
|
|
|
|
|
|
|
|
|
EGLint numConfigs = 0; |
|
|
|
|
|
|
|
|
|
|
|
// Get an EGL device connection |
|
|
|
|
|
platform.device = eglGetDisplay(EGL_DEFAULT_DISPLAY); |
|
|
|
|
|
if (platform.device == EGL_NO_DISPLAY) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device"); |
|
|
|
|
|
return false; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Initialize the EGL device connection |
|
|
|
|
|
if (eglInitialize(platform.device, NULL, NULL) == EGL_FALSE) |
|
|
|
|
|
{ |
|
|
|
|
|
// If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred. |
|
|
|
|
|
TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device"); |
|
|
|
|
|
return false; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Get an appropriate EGL framebuffer configuration |
|
|
|
|
|
eglChooseConfig(platform.device, framebufferAttribs, &platform.config, 1, &numConfigs); |
|
|
|
|
|
|
|
|
|
|
|
// Set rendering API |
|
|
|
|
|
eglBindAPI(EGL_OPENGL_ES_API); |
|
|
|
|
|
|
|
|
|
|
|
// Create an EGL rendering context |
|
|
|
|
|
platform.context = eglCreateContext(platform.device, platform.config, EGL_NO_CONTEXT, contextAttribs); |
|
|
|
|
|
if (platform.context == EGL_NO_CONTEXT) |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL context"); |
|
|
|
|
|
return -1; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Create an EGL window surface |
|
|
|
|
|
EGLint displayFormat = 0; |
|
|
|
|
|
|
|
|
|
|
|
// EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry() |
|
|
|
|
|
// As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID |
|
|
|
|
|
eglGetConfigAttrib(platform.device, platform.config, EGL_NATIVE_VISUAL_ID, &displayFormat); |
|
|
|
|
|
|
|
|
|
|
|
// Android specific call |
|
|
|
|
|
ANativeWindow_setBuffersGeometry(platform.app->window, 0, 0, displayFormat); // Force use of native display size |
|
|
|
|
|
|
|
|
|
|
|
platform.surface = eglCreateWindowSurface(platform.device, platform.config, platform.app->window, NULL); |
|
|
|
|
|
|
|
|
|
|
|
// There must be at least one frame displayed before the buffers are swapped |
|
|
|
|
|
eglSwapInterval(platform.device, 1); |
|
|
|
|
|
|
|
|
|
|
|
EGLBoolean result = eglMakeCurrent(platform.device, platform.surface, platform.surface, platform.context); |
|
|
|
|
|
|
|
|
|
|
|
// Check surface and context activation |
|
|
|
|
|
if (result != EGL_FALSE) |
|
|
|
|
|
{ |
|
|
|
|
|
CORE.Window.ready = true; |
|
|
|
|
|
|
|
|
|
|
|
CORE.Window.render.width = CORE.Window.screen.width; |
|
|
|
|
|
CORE.Window.render.height = CORE.Window.screen.height; |
|
|
|
|
|
CORE.Window.currentFbo.width = CORE.Window.render.width; |
|
|
|
|
|
CORE.Window.currentFbo.height = CORE.Window.render.height; |
|
|
|
|
|
|
|
|
|
|
|
TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully"); |
|
|
|
|
|
TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height); |
|
|
|
|
|
TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height); |
|
|
|
|
|
TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height); |
|
|
|
|
|
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y); |
|
|
|
|
|
} |
|
|
|
|
|
else |
|
|
|
|
|
{ |
|
|
|
|
|
TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphics device"); |
|
|
|
|
|
return -1; |
|
|
|
|
|
} |
|
|
|
|
|
//---------------------------------------------------------------------------- |
|
|
|
|
|
|
|
|
|
|
|
// If everything work as expected, we can continue |
|
|
|
|
|
CORE.Window.render.width = CORE.Window.screen.width; |
|
|
|
|
|
CORE.Window.render.height = CORE.Window.screen.height; |
|
|
|
|
|
CORE.Window.currentFbo.width = CORE.Window.render.width; |
|
|
|
|
|
CORE.Window.currentFbo.height = CORE.Window.render.height; |
|
|
|
|
|
|
|
|
|
|
|
TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully"); |
|
|
|
|
|
TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height); |
|
|
|
|
|
TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height); |
|
|
|
|
|
TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height); |
|
|
|
|
|
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y); |
|
|
|
|
|
|
|
|
|
|
|
// TODO: Load OpenGL extensions |
|
|
|
|
|
// NOTE: GL procedures address loader is required to load extensions |
|
|
|
|
|
//---------------------------------------------------------------------------- |
|
|
|
|
|
rlLoadExtensions(eglGetProcAddress); |
|
|
|
|
|
//---------------------------------------------------------------------------- |
|
|
|
|
|
|
|
|
|
|
|
// TODO: Initialize input events system |
|
|
|
|
|
// It could imply keyboard, mouse, gamepad, touch... |
|
|
|
|
|
// Depending on the platform libraries/SDK it could use a callback mechanism |
|
|
|
|
|
// For system events and inputs evens polling on a per-frame basis, use PollInputEvents() |
|
|
|
|
|
//---------------------------------------------------------------------------- |
|
|
|
|
|
// ... |
|
|
|
|
|
//---------------------------------------------------------------------------- |
|
|
|
|
|
|
|
|
|
|
|
// TODO: Initialize timing system |
|
|
|
|
|
//---------------------------------------------------------------------------- |
|
|
|
|
|
InitTimer(); |
|
|
|
|
|
//---------------------------------------------------------------------------- |
|
|
|
|
|
|
|
|
|
|
|
// TODO: Initialize storage system |
|
|
|
|
|
//---------------------------------------------------------------------------- |
|
|
|
|
|
CORE.Storage.basePath = GetWorkingDirectory(); |
|
|
|
|
|
//---------------------------------------------------------------------------- |
|
|
|
|
|
|
|
|
|
|
|
TRACELOG(LOG_INFO, "PLATFORM: CUSTOM: Initialized successfully"); |
|
|
|
|
|
|
|
|
|
|
|
return 0; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Close platform |
|
|
|
|
|
void ClosePlatform(void) |
|
|
|
|
|
{ |
|
|
|
|
|
// TODO: De-initialize graphics, inputs and more |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// EOF |