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/**********************************************************************************************
*
* raylib.core - Basic functions to manage windows, OpenGL context and input on multiple platforms
*
* PLATFORMS SUPPORTED:
* - PLATFORM_DESKTOP: Windows (Win32, Win64)
* - PLATFORM_DESKTOP: Linux (X11 desktop mode)
* - PLATFORM_DESKTOP: FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop)
* - PLATFORM_DESKTOP: OSX/macOS
* - PLATFORM_ANDROID: Android 4.0 (ARM, ARM64)
* - PLATFORM_RPI: Raspberry Pi 0,1,2,3,4 (Raspbian)
* - PLATFORM_DRM: Linux native mode, including Raspberry Pi 4 with V3D fkms driver
* - PLATFORM_WEB: HTML5 with asm.js (Chrome, Firefox)
* - PLATFORM_UWP: Windows 10 App, Windows Phone, Xbox One
*
* CONFIGURATION:
*
* #define PLATFORM_DESKTOP
* Windowing and input system configured for desktop platforms: Windows, Linux, OSX, FreeBSD, OpenBSD, NetBSD, DragonFly
* NOTE: Oculus Rift CV1 requires PLATFORM_DESKTOP for mirror rendering - View [rlgl] module to enable it
*
* #define PLATFORM_ANDROID
* Windowing and input system configured for Android device, app activity managed internally in this module.
* NOTE: OpenGL ES 2.0 is required and graphic device is managed by EGL
*
* #define PLATFORM_RPI
* Windowing and input system configured for Raspberry Pi i native mode (no X.org required, tested on Raspbian),
* graphic device is managed by EGL and inputs are processed is raw mode, reading from /dev/input/
*
* #define PLATFORM_WEB
* Windowing and input system configured for HTML5 (run on browser), code converted from C to asm.js
* using emscripten compiler. OpenGL ES 2.0 required for direct translation to WebGL equivalent code.
*
* #define PLATFORM_UWP
* Universal Windows Platform support, using OpenGL ES 2.0 through ANGLE on multiple Windows platforms,
* including Windows 10 App, Windows Phone and Xbox One platforms.
*
* #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 (camera.h) and multiple predefined cameras are available: free, 1st/3rd person, orbital
*
* #define SUPPORT_GESTURES_SYSTEM
* Gestures module is included (gestures.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_TOUCH_AS_MOUSE
* Touch input and mouse input are shared. Mouse functions also return touch information.
*
* #define SUPPORT_SSH_KEYBOARD_RPI (Raspberry Pi only)
* Reconfigure standard input to receive key inputs, works with SSH connection.
* WARNING: Reconfiguring standard input could lead to undesired effects, like breaking other running processes or
* blocking the device is not restored properly. Use with care.
*
* #define SUPPORT_MOUSE_CURSOR_NATIVE (Raspberry Pi and DRM only)
* Draw a mouse pointer on screen
*
* #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_HALFBUSY_WAIT_LOOP
* Use a half-busy wait loop, in this case frame sleeps for some time and runs a busy-wait-loop at the end
*
* #define SUPPORT_EVENTS_WAITING
* Wait for events passively (sleeping while no events) instead of polling them actively every frame
*
* #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_DATA_STORAGE
* Support saving binary data automatically to a generated storage.data file. This file is managed internally
*
* #define SUPPORT_VR_SIMULATOR
* Support VR simulation functionality (stereo rendering)
*
* DEPENDENCIES:
* rglfw - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX. FreeBSD, OpenBSD, NetBSD, DragonFly)
* 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) 2013-2021 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "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
#else
#define RAYLIB_VERSION "3.5"
#endif
#include "utils.h" // Required for: TRACELOG macros
#if (defined(__linux__) || defined(PLATFORM_WEB)) && _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
#define RAYMATH_IMPLEMENTATION // Define external out-of-line implementation of raymath here
#include "raymath.h" // Required for: Vector3 and Matrix functions
#define RLGL_IMPLEMENTATION
#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
#if defined(SUPPORT_GESTURES_SYSTEM)
#define GESTURES_IMPLEMENTATION
#include "gestures.h" // Gestures detection functionality
#endif
#if defined(SUPPORT_CAMERA_SYSTEM)
#define CAMERA_IMPLEMENTATION
#include "camera.h" // Camera system functionality
#endif
#if defined(SUPPORT_GIF_RECORDING)
//#define MSF_GIF_MALLOC RL_MALLOC
//#define MSF_GIF_FREE RL_FREE
#define MSF_GIF_IMPL
#include "external/msf_gif.h" // Support GIF recording
#endif
#if defined(SUPPORT_COMPRESSION_API)
#define SINFL_IMPLEMENTATION
#include "external/sinfl.h"
#define SDEFL_IMPLEMENTATION
#include "external/sdefl.h"
#endif
#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()
#include <time.h> // Required for: time() [Used in InitTimer()]
#include <math.h> // Required for: tan() [Used in BeginMode3D()], atan2f() [Used in InitVrSimulator()]
#include <sys/stat.h> // Required for: stat() [Used in GetFileModTime()]
#if (defined(PLATFORM_DESKTOP) || defined(PLATFORM_UWP)) && 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 GetDirectoryFiles()]
#else
#include <dirent.h> // Required for: DIR, opendir(), closedir() [Used in GetDirectoryFiles()]
#endif
#if defined(_WIN32)
#include <direct.h> // Required for: _getch(), _chdir()
#define GETCWD _getcwd // NOTE: MSDN recommends not to use getcwd(), chdir()
#define CHDIR _chdir
#include <io.h> // Required for _access() [Used in FileExists()]
#else
#include <unistd.h> // Required for: getch(), chdir() (POSIX), access()
#define GETCWD getcwd
#define CHDIR chdir
#endif
#if defined(PLATFORM_DESKTOP)
#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3
// NOTE: Already provided by rlgl implementation (on glad.h)
#include "GLFW/glfw3.h" // GLFW3 library: Windows, OpenGL context and Input management
// NOTE: GLFW3 already includes gl.h (OpenGL) headers
// Support retrieving native window handlers
#if defined(_WIN32)
#define GLFW_EXPOSE_NATIVE_WIN32
#include "GLFW/glfw3native.h" // WARNING: It requires customization to avoid windows.h inclusion!
#if defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
// NOTE: Those functions require linking with winmm library
unsigned int __stdcall timeBeginPeriod(unsigned int uPeriod);
unsigned int __stdcall timeEndPeriod(unsigned int uPeriod);
#endif
#endif
#if defined(__linux__) || defined(__FreeBSD__)
#include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
//#define GLFW_EXPOSE_NATIVE_X11 // WARNING: Exposing Xlib.h > X.h results in dup symbols for Font type
//#define GLFW_EXPOSE_NATIVE_WAYLAND
//#define GLFW_EXPOSE_NATIVE_MIR
#include "GLFW/glfw3native.h" // Required for: glfwGetX11Window()
#endif
#if defined(__APPLE__)
#include <unistd.h> // Required for: usleep()
//#define GLFW_EXPOSE_NATIVE_COCOA // WARNING: Fails due to type redefinition
#include "GLFW/glfw3native.h" // Required for: glfwGetCocoaWindow()
#endif
#endif
#if defined(PLATFORM_ANDROID)
//#include <android/sensor.h> // Android sensors functions (accelerometer, gyroscope, light...)
#include <android/window.h> // Defines AWINDOW_FLAG_FULLSCREEN and others
#include <android_native_app_glue.h> // Defines basic app state struct and manages activity
#include <EGL/egl.h> // EGL library - Native platform display device control functions
#include <GLES2/gl2.h> // OpenGL ES 2.0 library
#endif
#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
#include <fcntl.h> // POSIX file control definitions - open(), creat(), fcntl()
#include <unistd.h> // POSIX standard function definitions - read(), close(), STDIN_FILENO
#include <termios.h> // POSIX terminal control definitions - tcgetattr(), tcsetattr()
#include <pthread.h> // POSIX threads management (inputs reading)
#include <dirent.h> // POSIX directory browsing
#include <sys/ioctl.h> // UNIX System call for device-specific input/output operations - ioctl()
#include <linux/kd.h> // Linux: KDSKBMODE, K_MEDIUMRAM constants definition
#include <linux/input.h> // Linux: Keycodes constants definition (KEY_A, ...)
#include <linux/joystick.h> // Linux: Joystick support library
#if defined(PLATFORM_RPI)
#include "bcm_host.h" // Raspberry Pi VideoCore IV access functions
#endif
#if defined(PLATFORM_DRM)
#include <gbm.h> // Generic Buffer Management
#include <xf86drm.h> // Direct Rendering Manager user-level library interface
#include <xf86drmMode.h> // Direct Rendering Manager modesetting interface
#endif
#include "EGL/egl.h" // EGL library - Native platform display device control functions
#include "EGL/eglext.h" // EGL library - Extensions
#include "GLES2/gl2.h" // OpenGL ES 2.0 library
#endif
#if defined(PLATFORM_UWP)
#include "EGL/egl.h" // EGL library - Native platform display device control functions
#include "EGL/eglext.h" // EGL library - Extensions
#include "GLES2/gl2.h" // OpenGL ES 2.0 library
#include "uwp_events.h" // UWP bootstrapping functions
#endif
#if defined(PLATFORM_WEB)
#define GLFW_INCLUDE_ES2 // GLFW3: Enable OpenGL ES 2.0 (translated to WebGL)
#include "GLFW/glfw3.h" // GLFW3 library: Windows, OpenGL context and Input management
#include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
#include <emscripten/emscripten.h> // Emscripten library - LLVM to JavaScript compiler
#include <emscripten/html5.h> // Emscripten HTML5 library
#endif
#if defined(SUPPORT_COMPRESSION_API)
// NOTE: Those declarations require stb_image and stb_image_write definitions, included in textures module
unsigned char *stbi_zlib_compress(unsigned char *data, int data_len, int *out_len, int quality);
char *stbi_zlib_decode_malloc(char const *buffer, int len, int *outlen);
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
#define USE_LAST_TOUCH_DEVICE // When multiple touchscreens are connected, only use the one with the highest event<N> number
#define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...)
#define DEFAULT_EVDEV_PATH "/dev/input/" // Path to the linux input events
#endif
#ifndef MAX_FILEPATH_LENGTH
#if defined(__linux__)
#define MAX_FILEPATH_LENGTH 4096 // Maximum length for filepaths (Linux PATH_MAX default value)
#else
#define MAX_FILEPATH_LENGTH 512 // Maximum length supported for filepaths
#endif
#endif
#ifndef MAX_GAMEPADS
#define MAX_GAMEPADS 4 // Max number of gamepads supported
#endif
#ifndef MAX_GAMEPAD_AXIS
#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
#endif
#ifndef MAX_GAMEPAD_BUTTONS
#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
#endif
#ifndef MAX_TOUCH_POINTS
#define MAX_TOUCH_POINTS 10 // Maximum number of touch points supported
#endif
#ifndef MAX_KEY_PRESSED_QUEUE
#define MAX_KEY_PRESSED_QUEUE 16 // Max number of keys in the key input queue
#endif
#ifndef MAX_CHAR_PRESSED_QUEUE
#define MAX_CHAR_PRESSED_QUEUE 16 // Max number of characters in the char input queue
#endif
#if defined(SUPPORT_DATA_STORAGE)
#ifndef STORAGE_DATA_FILE
#define STORAGE_DATA_FILE "storage.data" // Automatic storage filename
#endif
#endif
// 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
//----------------------------------------------------------------------------------
#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
typedef struct {
pthread_t threadId; // Event reading thread id
int fd; // File descriptor to the device it is assigned to
int eventNum; // Number of 'event<N>' device
Rectangle absRange; // Range of values for absolute pointing devices (touchscreens)
int touchSlot; // Hold the touch slot number of the currently being sent multitouch block
bool isMouse; // True if device supports relative X Y movements
bool isTouch; // True if device supports absolute X Y movements and has BTN_TOUCH
bool isMultitouch; // True if device supports multiple absolute movevents and has BTN_TOUCH
bool isKeyboard; // True if device has letter keycodes
bool isGamepad; // True if device has gamepad buttons
} InputEventWorker;
#endif
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 {
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
GLFWwindow *handle; // Native window handle (graphic device)
#endif
#if defined(PLATFORM_RPI)
EGL_DISPMANX_WINDOW_T handle; // Native window handle (graphic device)
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
#if defined(PLATFORM_DRM)
int fd; // /dev/dri/... file descriptor
drmModeConnector *connector; // Direct Rendering Manager (DRM) mode connector
int modeIndex; // index of the used mode of connector->modes
drmModeCrtc *crtc; // crt controller
struct gbm_device *gbmDevice; // device of Generic Buffer Management (GBM, native platform for EGL on DRM)
struct gbm_surface *gbmSurface; // surface of GBM
struct gbm_bo *prevBO; // previous used GBM buffer object (during frame swapping)
uint32_t prevFB; // previous used GBM framebufer (during frame swapping)
#endif
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
#endif
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
Point position; // Window position on screen (required on fullscreen toggle)
Size display; // Display width and height (monitor, device-screen, LCD, ...)
Size screen; // Screen width and height (used render area)
Size currentFbo; // Current render width and height, it could change on BeginTextureMode()
Size render; // Framebuffer width and height (render area, including black bars if required)
Point renderOffset; // Offset from render area (must be divided by 2)
Matrix screenScale; // Matrix to scale screen (framebuffer rendering)
char **dropFilesPath; // Store dropped files paths as strings
int dropFilesCount; // Count dropped files strings
} Window;
#if defined(PLATFORM_ANDROID)
struct {
bool appEnabled; // Flag to detect if app is active ** = true
struct android_app *app; // Android activity
struct android_poll_source *source; // Android events polling source
const char *internalDataPath; // Android internal data path to write data (/data/data/<package>/files)
bool contextRebindRequired; // Used to know context rebind required
} Android;
#endif
#if defined(PLATFORM_UWP)
struct {
const char *internalDataPath; // UWP App data path
} UWP;
#endif
struct {
#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
InputEventWorker eventWorker[10]; // List of worker threads for every monitored "/dev/input/event<N>"
#endif
struct {
int exitKey; // Default exit key
char currentKeyState[512]; // Registers current frame key state
char previousKeyState[512]; // Registers previous frame key state
int keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input keys queue
int keyPressedQueueCount; // Input keys queue count
int charPressedQueue[MAX_CHAR_PRESSED_QUEUE]; // Input characters queue
int charPressedQueueCount; // Input characters queue count
#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
int defaultMode; // Default keyboard mode
struct termios defaultSettings; // Default keyboard settings
int fd; // File descriptor for the evdev keyboard
#endif
} Keyboard;
struct {
Vector2 position; // Mouse position on screen
Vector2 offset; // Mouse offset
Vector2 scale; // Mouse scaling
int cursor; // Tracks current mouse cursor
bool cursorHidden; // Track if cursor is hidden
bool cursorOnScreen; // Tracks if cursor is inside client area
char currentButtonState[3]; // Registers current mouse button state
char previousButtonState[3]; // Registers previous mouse button state
float currentWheelMove; // Registers current mouse wheel variation
float previousWheelMove; // Registers previous mouse wheel variation
#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
char currentButtonStateEvdev[3]; // Holds the new mouse state for the next polling event to grab (Can't be written directly due to multithreading, app could miss the update)
#endif
} Mouse;
struct {
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; // Register number of available gamepad axis
bool ready[MAX_GAMEPADS]; // Flag to know if gamepad is ready
float axisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
char currentState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state
char previousState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
pthread_t threadId; // Gamepad reading thread id
int streamId[MAX_GAMEPADS]; // Gamepad device file descriptor
char name[64]; // Gamepad name holder
#endif
} 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
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
unsigned long long base; // Base time measure for hi-res timer
#endif
} Time;
#if defined(SUPPORT_VR_SIMULATOR)
struct {
VrStereoConfig config; // VR stereo configuration for simulator
unsigned int stereoFboId; // VR stereo rendering framebuffer id
unsigned int stereoTexId; // VR stereo color texture (attached to framebuffer)
bool simulatorReady; // VR simulator ready flag
bool stereoRender; // VR stereo rendering enabled/disabled flag
} Vr; // VR simulator data
#endif // SUPPORT_VR_SIMULATOR
} CoreData;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static CoreData CORE = { 0 }; // Global CORE state context
static char **dirFilesPath = NULL; // Store directory files paths as strings
static int dirFilesCount = 0; // Count directory files strings
#if defined(SUPPORT_SCREEN_CAPTURE)
static int screenshotCounter = 0; // Screenshots counter
#endif
#if defined(SUPPORT_GIF_RECORDING)
static int gifFramesCounter = 0; // GIF frames counter
static bool gifRecording = false; // GIF recording state
static MsfGifState gifState = { 0 }; // MSGIF context state
#endif
//-----------------------------------------------------------------------------------
//----------------------------------------------------------------------------------
// Other Modules Functions Declaration (required by core)
//----------------------------------------------------------------------------------
#if 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
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static bool InitGraphicsDevice(int width, int height); // Initialize graphics device
static void SetupFramebuffer(int width, int height); // Setup main framebuffer
static void SetupViewport(int width, int height); // Set viewport for a provided width and height
static void SwapBuffers(void); // Copy back buffer to front buffers
static void InitTimer(void); // Initialize timer
static void Wait(float ms); // Wait for some milliseconds (stop program execution)
static void PollInputEvents(void); // Register user events
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
// Window callbacks events
static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
#if !defined(PLATFORM_WEB)
static void WindowMaximizeCallback(GLFWwindow* window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized
#endif
static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
static void WindowFocusCallback(GLFWwindow *window, int focused); // GLFW3 WindowFocus Callback, runs when window get/lose focus
static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window
// Input callbacks events
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value)
static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed
static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move
static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel
static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
#endif
#if defined(PLATFORM_ANDROID)
static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands
static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); // Process Android inputs
#endif
#if defined(PLATFORM_WEB)
static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData);
static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const void *reserved, void *userData);
static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyEvent, void *userData);
static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData);
static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData);
static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData);
#endif
#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
#if defined(SUPPORT_SSH_KEYBOARD_RPI)
static void InitKeyboard(void); // Init raw keyboard system (standard input reading)
static void ProcessKeyboard(void); // Process keyboard events
static void RestoreKeyboard(void); // Restore keyboard system
#else
static void InitTerminal(void); // Init terminal (block echo and signal short cuts)
static void RestoreTerminal(void); // Restore terminal
#endif
static void InitEvdevInput(void); // Evdev inputs initialization
static void ConfigureEvdevDevice(char *device); // Identifies a input device and configures it for use if appropriate
static void PollKeyboardEvents(void); // Process evdev keyboard events.
static void *EventThread(void *arg); // Input device events reading thread
static void InitGamepad(void); // Init raw gamepad input
static void *GamepadThread(void *arg); // Mouse reading thread
#if defined(PLATFORM_DRM)
static int FindMatchingConnectorMode(const drmModeConnector *connector, const drmModeModeInfo *mode); // Search matching DRM mode in connector's mode list
static int FindExactConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced); // Search exactly matching DRM connector mode in connector's list
static int FindNearestConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced); // Search the nearest matching DRM connector mode in connector's list
#endif
#endif // PLATFORM_RPI || PLATFORM_DRM
#if defined(_WIN32)
// NOTE: We include Sleep() function signature here to avoid windows.h inclusion (kernel32 lib)
void __stdcall Sleep(unsigned long msTimeout); // Required for Wait()
#endif
//----------------------------------------------------------------------------------
// Module Functions Definition - Window and OpenGL Context Functions
//----------------------------------------------------------------------------------
#if defined(PLATFORM_ANDROID)
// To allow easier porting to android, we allow the user to define a
// main function which we call from android_main, defined by ourselves
extern int main(int argc, char *argv[]);
void android_main(struct android_app *app)
{
char arg0[] = "raylib"; // NOTE: argv[] are mutable
CORE.Android.app = app;
// TODO: Should we maybe report != 0 return codes somewhere?
(void)main(1, (char *[]) { arg0, NULL });
}
// TODO: Add this to header (if apps really need it)
struct android_app *GetAndroidApp(void)
{
return CORE.Android.app;
}
#endif
#if (defined(PLATFORM_RPI) || defined(PLATFORM_DRM)) && !defined(SUPPORT_SSH_KEYBOARD_RPI)
// Init terminal (block echo and signal short cuts)
static void InitTerminal(void)
{
TRACELOG(LOG_INFO, "RPI: Reconfiguring terminal...");
// Save terminal keyboard settings and reconfigure terminal with new settings
struct termios keyboardNewSettings;
tcgetattr(STDIN_FILENO, &CORE.Input.Keyboard.defaultSettings); // Get current keyboard settings
keyboardNewSettings = CORE.Input.Keyboard.defaultSettings;
// New terminal settings for keyboard: turn off buffering (non-canonical mode), echo
// NOTE: ISIG controls if ^C and ^Z generate break signals or not
keyboardNewSettings.c_lflag &= ~(ICANON | ECHO | ISIG);
keyboardNewSettings.c_cc[VMIN] = 1;
keyboardNewSettings.c_cc[VTIME] = 0;
// Set new keyboard settings (change occurs immediately)
tcsetattr(STDIN_FILENO, TCSANOW, &keyboardNewSettings);
// Save old keyboard mode to restore it at the end
if (ioctl(STDIN_FILENO, KDGKBMODE, &CORE.Input.Keyboard.defaultMode) < 0)
{
// NOTE: It could mean we are using a remote keyboard through ssh or from the desktop
TRACELOG(LOG_WARNING, "RPI: Failed to change keyboard mode (not a local terminal)");
}
else ioctl(STDIN_FILENO, KDSKBMODE, K_XLATE);
// Register terminal restore when program finishes
atexit(RestoreTerminal);
}
// Restore terminal
static void RestoreTerminal(void)
{
TRACELOG(LOG_INFO, "RPI: Restoring terminal...");
// Reset to default keyboard settings
tcsetattr(STDIN_FILENO, TCSANOW, &CORE.Input.Keyboard.defaultSettings);
// Reconfigure keyboard to default mode
ioctl(STDIN_FILENO, KDSKBMODE, CORE.Input.Keyboard.defaultMode);
}
#endif
// Initialize window and OpenGL context
// NOTE: data parameter could be used to pass any kind of required data to the initialization
void InitWindow(int width, int height, const char *title)
{
#if defined(PLATFORM_UWP)
if (!UWPIsConfigured())
{
TRACELOG(LOG_ERROR, "UWP Functions have not been set yet, please set these before initializing raylib!");
return;
}
#endif
TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION);
if ((title != NULL) && (title[0] != 0)) CORE.Window.title = title;
// Initialize required global values different than 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 = -1;
#if defined(PLATFORM_UWP)
// The axis count is 6 (2 thumbsticks and left and right trigger)
CORE.Input.Gamepad.axisCount = 6;
#endif
#if defined(PLATFORM_ANDROID)
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
CORE.Window.currentFbo.width = width;
CORE.Window.currentFbo.height = height;
// Input data is android app pointer
CORE.Android.internalDataPath = CORE.Android.app->activity->internalDataPath;
// Set desired windows flags before initializing anything
ANativeActivity_setWindowFlags(CORE.Android.app->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER
int orientation = AConfiguration_getOrientation(CORE.Android.app->config);
if (orientation == ACONFIGURATION_ORIENTATION_PORT) TRACELOG(LOG_INFO, "ANDROID: Window orientation set as portrait");
else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TRACELOG(LOG_INFO, "ANDROID: Window orientation set as landscape");
// TODO: Automatic orientation doesn't seem to work
if (width <= height)
{
AConfiguration_setOrientation(CORE.Android.app->config, ACONFIGURATION_ORIENTATION_PORT);
TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to portrait");
}
else
{
AConfiguration_setOrientation(CORE.Android.app->config, ACONFIGURATION_ORIENTATION_LAND);
TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to landscape");
}
//AConfiguration_getDensity(CORE.Android.app->config);
//AConfiguration_getKeyboard(CORE.Android.app->config);
//AConfiguration_getScreenSize(CORE.Android.app->config);
//AConfiguration_getScreenLong(CORE.Android.app->config);
CORE.Android.app->onAppCmd = AndroidCommandCallback;
CORE.Android.app->onInputEvent = AndroidInputCallback;
InitAssetManager(CORE.Android.app->activity->assetManager, CORE.Android.app->activity->internalDataPath);
TRACELOG(LOG_INFO, "ANDROID: App initialized successfully");
// Android ALooper_pollAll() variables
int pollResult = 0;
int pollEvents = 0;
// Wait for window to be initialized (display and context)
while (!CORE.Window.ready)
{
// Process events loop
while ((pollResult = ALooper_pollAll(0, NULL, &pollEvents, (void**)&CORE.Android.source)) >= 0)
{
// Process this event
if (CORE.Android.source != NULL) CORE.Android.source->process(CORE.Android.app, CORE.Android.source);
// NOTE: Never close window, native activity is controlled by the system!
//if (CORE.Android.app->destroyRequested != 0) CORE.Window.shouldClose = true;
}
}
#endif
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP) || defined(PLATFORM_DRM)
// Init graphics device (display device and OpenGL context)
// NOTE: returns true if window and graphic device has been initialized successfully
CORE.Window.ready = InitGraphicsDevice(width, height);
if (!CORE.Window.ready) return;
// Init hi-res timer
InitTimer();
#if defined(SUPPORT_DEFAULT_FONT)
// Load default font
// NOTE: External functions (defined in module: text)
LoadFontDefault();
Rectangle rec = GetFontDefault().recs[95];
// NOTE: We setup a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering
rlSetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
#endif
#if defined(PLATFORM_DESKTOP)
if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
{
// Set default font texture filter for HighDPI (blurry)
SetTextureFilter(GetFontDefault().texture, TEXTURE_FILTER_BILINEAR);
}
#endif
#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
// Init raw input system
InitEvdevInput(); // Evdev inputs initialization
InitGamepad(); // Gamepad init
#if defined(SUPPORT_SSH_KEYBOARD_RPI)
InitKeyboard(); // Keyboard init
#else
InitTerminal(); // Terminal init
#endif
#endif
#if defined(PLATFORM_WEB)
// Detect fullscreen change events
emscripten_set_fullscreenchange_callback("#canvas", NULL, 1, EmscriptenFullscreenChangeCallback);
// Support keyboard events
//emscripten_set_keypress_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
emscripten_set_keydown_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
// Support mouse events
emscripten_set_click_callback("#canvas", NULL, 1, EmscriptenMouseCallback);
// Support touch events
emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
// Support gamepad events (not provided by GLFW3 on emscripten)
emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback);
emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback);
#endif
CORE.Input.Mouse.position.x = (float)CORE.Window.screen.width/2.0f;
CORE.Input.Mouse.position.y = (float)CORE.Window.screen.height/2.0f;
#endif // PLATFORM_ANDROID
}
// 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_DEFAULT_FONT)
UnloadFontDefault();
#endif
rlglClose(); // De-init rlgl
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
glfwDestroyWindow(CORE.Window.handle);
glfwTerminate();
#endif
#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_UWP)
timeEndPeriod(1); // Restore time period
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
#if defined(PLATFORM_DRM)
if (CORE.Window.prevFB)
{
drmModeRmFB(CORE.Window.fd, CORE.Window.prevFB);
CORE.Window.prevFB = 0;
}
if (CORE.Window.prevBO)
{
gbm_surface_release_buffer(CORE.Window.gbmSurface, CORE.Window.prevBO);
CORE.Window.prevBO = NULL;
}
if (CORE.Window.gbmSurface)
{
gbm_surface_destroy(CORE.Window.gbmSurface);
CORE.Window.gbmSurface = NULL;
}
if (CORE.Window.gbmDevice)
{
gbm_device_destroy(CORE.Window.gbmDevice);
CORE.Window.gbmDevice = NULL;
}
if (CORE.Window.crtc)
{
if (CORE.Window.connector)
{
drmModeSetCrtc(CORE.Window.fd, CORE.Window.crtc->crtc_id, CORE.Window.crtc->buffer_id,
CORE.Window.crtc->x, CORE.Window.crtc->y, &CORE.Window.connector->connector_id, 1, &CORE.Window.crtc->mode);
drmModeFreeConnector(CORE.Window.connector);
CORE.Window.connector = NULL;
}
drmModeFreeCrtc(CORE.Window.crtc);
CORE.Window.crtc = NULL;
}
if (CORE.Window.fd != -1)
{
close(CORE.Window.fd);
CORE.Window.fd = -1;
}
#endif
// Close surface, context and display
if (CORE.Window.device != EGL_NO_DISPLAY)
{
#if !defined(PLATFORM_DRM)
eglMakeCurrent(CORE.Window.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
#endif
if (CORE.Window.surface != EGL_NO_SURFACE)
{
eglDestroySurface(CORE.Window.device, CORE.Window.surface);
CORE.Window.surface = EGL_NO_SURFACE;
}
if (CORE.Window.context != EGL_NO_CONTEXT)
{
eglDestroyContext(CORE.Window.device, CORE.Window.context);
CORE.Window.context = EGL_NO_CONTEXT;
}
eglTerminate(CORE.Window.device);
CORE.Window.device = EGL_NO_DISPLAY;
}
#endif
#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
// Wait for mouse and gamepad threads to finish before closing
// NOTE: Those threads should already have finished at this point
// because they are controlled by CORE.Window.shouldClose variable
CORE.Window.shouldClose = true; // Added to force threads to exit when the close window is called
// Close the evdev keyboard
if (CORE.Input.Keyboard.fd != -1)
{
close(CORE.Input.Keyboard.fd);
CORE.Input.Keyboard.fd = -1;
}
for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
{
if (CORE.Input.eventWorker[i].threadId)
{
pthread_join(CORE.Input.eventWorker[i].threadId, NULL);
}
}
if (CORE.Input.Gamepad.threadId) pthread_join(CORE.Input.Gamepad.threadId, NULL);
#endif
TRACELOG(LOG_INFO, "Window closed successfully");
}
// Check if KEY_ESCAPE pressed or Close icon pressed
bool WindowShouldClose(void)
{
#if defined(PLATFORM_WEB)
// Emterpreter-Async required to run sync code
// https://github.com/emscripten-core/emscripten/wiki/Emterpreter#emterpreter-async-run-synchronous-code
// By default, this function is never called on a web-ready raylib example because we encapsulate
// frame code in a UpdateDrawFrame() function, to allow browser manage execution asynchronously
// but now emscripten allows sync code to be executed in an interpreted way, using emterpreter!
emscripten_sleep(16);
return false;
#endif
#if defined(PLATFORM_DESKTOP)
if (CORE.Window.ready)
{
// While window minimized, stop loop execution
while (IsWindowState(FLAG_WINDOW_MINIMIZED) && !IsWindowState(FLAG_WINDOW_ALWAYS_RUN)) glfwWaitEvents();
CORE.Window.shouldClose = glfwWindowShouldClose(CORE.Window.handle);
// Reset close status for next frame
glfwSetWindowShouldClose(CORE.Window.handle, GLFW_FALSE);
return CORE.Window.shouldClose;
}
else return true;
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
if (CORE.Window.ready) return CORE.Window.shouldClose;
else return true;
#endif
}
// 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)
{
#if defined(PLATFORM_DESKTOP)
return ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0);
#endif
return false;
}
// Check if window has been minimized
bool IsWindowMinimized(void)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
return ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0);
#else
return false;
#endif
}
// Check if window has been maximized (only PLATFORM_DESKTOP)
bool IsWindowMaximized(void)
{
#if defined(PLATFORM_DESKTOP)
return ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0);
#else
return false;
#endif
}
// Check if window has the focus
bool IsWindowFocused(void)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
return ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) == 0); // TODO!
#else
return true;
#endif
}
// Check if window has been resizedLastFrame
bool IsWindowResized(void)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
return CORE.Window.resizedLastFrame;
#else
return false;
#endif
}
// Check if one specific window flag is enabled
bool IsWindowState(unsigned int flag)
{
return ((CORE.Window.flags & flag) > 0);
}
// Toggle fullscreen mode (only PLATFORM_DESKTOP)
void ToggleFullscreen(void)
{
#if defined(PLATFORM_DESKTOP)
// NOTE: glfwSetWindowMonitor() doesn't work properly (bugs)
if (!CORE.Window.fullscreen)
{
// Store previous window position (in case we exit fullscreen)
glfwGetWindowPos(CORE.Window.handle, &CORE.Window.position.x, &CORE.Window.position.y);
int monitorCount = 0;
GLFWmonitor** monitors = glfwGetMonitors(&monitorCount);
int monitorIndex = GetCurrentMonitor();
// use GetCurrentMonitor so we correctly get the display the window is on
GLFWmonitor* monitor = monitorIndex < monitorCount ? monitors[monitorIndex] : NULL;
if (!monitor)
{
TRACELOG(LOG_WARNING, "GLFW: Failed to get monitor");
CORE.Window.fullscreen = false; // Toggle fullscreen flag
CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
glfwSetWindowMonitor(CORE.Window.handle, NULL, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
return;
}
CORE.Window.fullscreen = true; // Toggle fullscreen flag
CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
glfwSetWindowMonitor(CORE.Window.handle, monitor, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
}
else
{
CORE.Window.fullscreen = false; // Toggle fullscreen flag
CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
glfwSetWindowMonitor(CORE.Window.handle, NULL, CORE.Window.position.x, CORE.Window.position.y, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
}
// Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
// NOTE: V-Sync can be enabled by graphic driver configuration
if (CORE.Window.flags & FLAG_VSYNC_HINT) glfwSwapInterval(1);
#endif
#if defined(PLATFORM_WEB)
/*
EM_ASM(
if (document.fullscreenElement) document.exitFullscreen();
else Module.requestFullscreen(true, true);
);
*/
//EM_ASM(Module.requestFullscreen(false, false););
/*
if (!CORE.Window.fullscreen)
{
//https://github.com/emscripten-core/emscripten/issues/5124
EmscriptenFullscreenStrategy strategy = {
.scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_STRETCH, //EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
.canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
.filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT,
.canvasResizedCallback = EmscriptenWindowResizedCallback, //on_canvassize_changed,
.canvasResizedCallbackUserData = NULL
};
emscripten_request_fullscreen("#canvas", false);
//emscripten_request_fullscreen_strategy("#canvas", EM_FALSE, &strategy);
//emscripten_enter_soft_fullscreen("canvas", &strategy);
TRACELOG(LOG_INFO, "emscripten_request_fullscreen_strategy");
}
else
{
TRACELOG(LOG_INFO, "emscripten_exit_fullscreen");
emscripten_exit_fullscreen();
}
*/
CORE.Window.fullscreen = !CORE.Window.fullscreen; // Toggle fullscreen flag
CORE.Window.flags ^= FLAG_FULLSCREEN_MODE;
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
TRACELOG(LOG_WARNING, "SYSTEM: Failed to toggle to windowed mode");
#endif
}
// Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
void MaximizeWindow(void)
{
#if defined(PLATFORM_DESKTOP)
if (glfwGetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE) == GLFW_TRUE)
{
glfwMaximizeWindow(CORE.Window.handle);
CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED;
}
#endif
}
// Set window state: minimized (only PLATFORM_DESKTOP)
void MinimizeWindow(void)
{
#if defined(PLATFORM_DESKTOP)
// NOTE: Following function launches callback that sets appropiate flag!
glfwIconifyWindow(CORE.Window.handle);
#endif
}
// Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
void RestoreWindow(void)
{
#if defined(PLATFORM_DESKTOP)
if (glfwGetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE) == GLFW_TRUE)
{
// Restores the specified window if it was previously iconified (minimized) or maximized
glfwRestoreWindow(CORE.Window.handle);
CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;
CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
}
#endif
}
// Set window configuration state using flags
void SetWindowState(unsigned int flags)
{
#if defined(PLATFORM_DESKTOP)
// Check previous state and requested state to apply required changes
// NOTE: In most cases the functions already change the flags internally
// State change: FLAG_VSYNC_HINT
if (((CORE.Window.flags & FLAG_VSYNC_HINT) != (flags & FLAG_VSYNC_HINT)) && ((flags & FLAG_VSYNC_HINT) > 0))
{
glfwSwapInterval(1);
CORE.Window.flags |= FLAG_VSYNC_HINT;
}
// State change: FLAG_FULLSCREEN_MODE
if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) != (flags & FLAG_FULLSCREEN_MODE))
{
ToggleFullscreen(); // NOTE: Window state flag updated inside function
}
// State change: FLAG_WINDOW_RESIZABLE
if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != (flags & FLAG_WINDOW_RESIZABLE)) && ((flags & FLAG_WINDOW_RESIZABLE) > 0))
{
glfwSetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE, GLFW_TRUE);
CORE.Window.flags |= FLAG_WINDOW_RESIZABLE;
}
// State change: FLAG_WINDOW_UNDECORATED
if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) != (flags & FLAG_WINDOW_UNDECORATED)) && (flags & FLAG_WINDOW_UNDECORATED))
{
glfwSetWindowAttrib(CORE.Window.handle, GLFW_DECORATED, GLFW_FALSE);
CORE.Window.flags |= FLAG_WINDOW_UNDECORATED;
}
// State change: FLAG_WINDOW_HIDDEN
if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) != (flags & FLAG_WINDOW_HIDDEN)) && ((flags & FLAG_WINDOW_HIDDEN) > 0))
{
glfwHideWindow(CORE.Window.handle);
CORE.Window.flags |= FLAG_WINDOW_HIDDEN;
}
// State change: FLAG_WINDOW_MINIMIZED
if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) != (flags & FLAG_WINDOW_MINIMIZED)) && ((flags & FLAG_WINDOW_MINIMIZED) > 0))
{
//GLFW_ICONIFIED
MinimizeWindow(); // NOTE: Window state flag updated inside function
}
// State change: FLAG_WINDOW_MAXIMIZED
if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) != (flags & FLAG_WINDOW_MAXIMIZED)) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0))
{
//GLFW_MAXIMIZED
MaximizeWindow(); // NOTE: Window state flag updated inside function
}
// State change: FLAG_WINDOW_UNFOCUSED
if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) != (flags & FLAG_WINDOW_UNFOCUSED)) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0))
{
glfwSetWindowAttrib(CORE.Window.handle, GLFW_FOCUS_ON_SHOW, GLFW_FALSE);
CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED;
}
// State change: FLAG_WINDOW_TOPMOST
if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) != (flags & FLAG_WINDOW_TOPMOST)) && ((flags & FLAG_WINDOW_TOPMOST) > 0))
{
glfwSetWindowAttrib(CORE.Window.handle, GLFW_FLOATING, GLFW_TRUE);
CORE.Window.flags |= FLAG_WINDOW_TOPMOST;
}
// State change: FLAG_WINDOW_ALWAYS_RUN
if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) != (flags & FLAG_WINDOW_ALWAYS_RUN)) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0))
{
CORE.Window.flags |= FLAG_WINDOW_ALWAYS_RUN;
}
// The following states can not be changed after window creation
// State change: FLAG_WINDOW_TRANSPARENT
if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) != (flags & FLAG_WINDOW_TRANSPARENT)) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0))
{
TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only by configured before window initialization");
}
// State change: FLAG_WINDOW_HIGHDPI
if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) != (flags & FLAG_WINDOW_HIGHDPI)) && ((flags & FLAG_WINDOW_HIGHDPI) > 0))
{
TRACELOG(LOG_WARNING, "WINDOW: High DPI can only by configured before window initialization");
}
// State change: FLAG_MSAA_4X_HINT
if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) != (flags & FLAG_MSAA_4X_HINT)) && ((flags & FLAG_MSAA_4X_HINT) > 0))
{
TRACELOG(LOG_WARNING, "WINDOW: MSAA can only by configured before window initialization");
}
// State change: FLAG_INTERLACED_HINT
if (((CORE.Window.flags & FLAG_INTERLACED_HINT) != (flags & FLAG_INTERLACED_HINT)) && ((flags & FLAG_INTERLACED_HINT) > 0))
{
TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only by configured before window initialization");
}
#endif
}
// Clear window configuration state flags
void ClearWindowState(unsigned int flags)
{
#if defined(PLATFORM_DESKTOP)
// Check previous state and requested state to apply required changes
// NOTE: In most cases the functions already change the flags internally
// State change: FLAG_VSYNC_HINT
if (((CORE.Window.flags & FLAG_VSYNC_HINT) > 0) && ((flags & FLAG_VSYNC_HINT) > 0))
{
glfwSwapInterval(0);
CORE.Window.flags &= ~FLAG_VSYNC_HINT;
}
// State change: FLAG_FULLSCREEN_MODE
if (((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) && ((flags & FLAG_FULLSCREEN_MODE) > 0))
{
ToggleFullscreen(); // NOTE: Window state flag updated inside function
}
// State change: FLAG_WINDOW_RESIZABLE
if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) && ((flags & FLAG_WINDOW_RESIZABLE) > 0))
{
glfwSetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE, GLFW_FALSE);
CORE.Window.flags &= ~FLAG_WINDOW_RESIZABLE;
}
// State change: FLAG_WINDOW_UNDECORATED
if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) && ((flags & FLAG_WINDOW_UNDECORATED) > 0))
{
glfwSetWindowAttrib(CORE.Window.handle, GLFW_DECORATED, GLFW_TRUE);
CORE.Window.flags &= ~FLAG_WINDOW_UNDECORATED;
}
// State change: FLAG_WINDOW_HIDDEN
if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) && ((flags & FLAG_WINDOW_HIDDEN) > 0))
{
glfwShowWindow(CORE.Window.handle);
CORE.Window.flags &= ~FLAG_WINDOW_HIDDEN;
}
// State change: FLAG_WINDOW_MINIMIZED
if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) && ((flags & FLAG_WINDOW_MINIMIZED) > 0))
{
RestoreWindow(); // NOTE: Window state flag updated inside function
}
// State change: FLAG_WINDOW_MAXIMIZED
if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0))
{
RestoreWindow(); // NOTE: Window state flag updated inside function
}
// State change: FLAG_WINDOW_UNFOCUSED
if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0))
{
glfwSetWindowAttrib(CORE.Window.handle, GLFW_FOCUS_ON_SHOW, GLFW_TRUE);
CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED;
}
// State change: FLAG_WINDOW_TOPMOST
if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) && ((flags & FLAG_WINDOW_TOPMOST) > 0))
{
glfwSetWindowAttrib(CORE.Window.handle, GLFW_FLOATING, GLFW_FALSE);
CORE.Window.flags &= ~FLAG_WINDOW_TOPMOST;
}
// State change: FLAG_WINDOW_ALWAYS_RUN
if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) > 0) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0))
{
CORE.Window.flags &= ~FLAG_WINDOW_ALWAYS_RUN;
}
// The following states can not be changed after window creation
// State change: FLAG_WINDOW_TRANSPARENT
if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0))
{
TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only by configured before window initialization");
}
// State change: FLAG_WINDOW_HIGHDPI
if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) && ((flags & FLAG_WINDOW_HIGHDPI) > 0))
{
TRACELOG(LOG_WARNING, "WINDOW: High DPI can only by configured before window initialization");
}
// State change: FLAG_MSAA_4X_HINT
if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) > 0) && ((flags & FLAG_MSAA_4X_HINT) > 0))
{
TRACELOG(LOG_WARNING, "WINDOW: MSAA can only by configured before window initialization");
}
// State change: FLAG_INTERLACED_HINT
if (((CORE.Window.flags & FLAG_INTERLACED_HINT) > 0) && ((flags & FLAG_INTERLACED_HINT) > 0))
{
TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only by configured before window initialization");
}
#endif
}
// Set icon for window (only PLATFORM_DESKTOP)
// NOTE: Image must be in RGBA format, 8bit per channel
void SetWindowIcon(Image image)
{
#if defined(PLATFORM_DESKTOP)
if (image.format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
{
GLFWimage icon[1] = { 0 };
icon[0].width = image.width;
icon[0].height = image.height;
icon[0].pixels = (unsigned char *)image.data;
// NOTE 1: We only support one image icon
// NOTE 2: The specified image data is copied before this function returns
glfwSetWindowIcon(CORE.Window.handle, 1, icon);
}
else TRACELOG(LOG_WARNING, "GLFW: Window icon image must be in R8G8B8A8 pixel format");
#endif
}
// Set title for window (only PLATFORM_DESKTOP)
void SetWindowTitle(const char *title)
{
CORE.Window.title = title;
#if defined(PLATFORM_DESKTOP)
glfwSetWindowTitle(CORE.Window.handle, title);
#endif
}
// Set window position on screen (windowed mode)
void SetWindowPosition(int x, int y)
{
#if defined(PLATFORM_DESKTOP)
glfwSetWindowPos(CORE.Window.handle, x, y);
#endif
}
// Set monitor for the current window (fullscreen mode)
void SetWindowMonitor(int monitor)
{
#if defined(PLATFORM_DESKTOP)
int monitorCount = 0;
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
if ((monitor >= 0) && (monitor < monitorCount))
{
TRACELOG(LOG_INFO, "GLFW: Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
glfwSetWindowMonitor(CORE.Window.handle, monitors[monitor], 0, 0, mode->width, mode->height, mode->refreshRate);
}
else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
#endif
}
// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
void SetWindowMinSize(int width, int height)
{
#if defined(PLATFORM_DESKTOP)
const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
glfwSetWindowSizeLimits(CORE.Window.handle, width, height, mode->width, mode->height);
#endif
}
// Set window dimensions
// TODO: Issues on HighDPI scaling
void SetWindowSize(int width, int height)
{
#if defined(PLATFORM_DESKTOP)
glfwSetWindowSize(CORE.Window.handle, width, height);
#endif
#if defined(PLATFORM_WEB)
//emscripten_set_canvas_size(width, height); // DEPRECATED!
// TODO: Below functions should be used to replace previous one but
// they do not seem to work properly
//emscripten_set_canvas_element_size("canvas", width, height);
//emscripten_set_element_css_size("canvas", width, height);
#endif
}
// Get current screen width
int GetScreenWidth(void)
{
return CORE.Window.currentFbo.width;
}
// Get current screen height
int GetScreenHeight(void)
{
return CORE.Window.currentFbo.height;
}
// Get native window handle
void *GetWindowHandle(void)
{
#if defined(PLATFORM_DESKTOP) && defined(_WIN32)
// NOTE: Returned handle is: void *HWND (windows.h)
return glfwGetWin32Window(CORE.Window.handle);
#endif
#if defined(__linux__)
// NOTE: Returned handle is: unsigned long Window (X.h)
// typedef unsigned long XID;
// typedef XID Window;
//unsigned long id = (unsigned long)glfwGetX11Window(window);
return NULL; // TODO: Find a way to return value... cast to void *?
#endif
#if defined(__APPLE__)
// NOTE: Returned handle is: (objc_object *)
return NULL; // TODO: return (void *)glfwGetCocoaWindow(window);
#endif
return NULL;
}
// Get number of monitors
int GetMonitorCount(void)
{
#if defined(PLATFORM_DESKTOP)
int monitorCount;
glfwGetMonitors(&monitorCount);
return monitorCount;
#else
return 1;
#endif
}
// Get number of monitors
int GetCurrentMonitor(void)
{
#if defined(PLATFORM_DESKTOP)
int monitorCount;
GLFWmonitor** monitors = glfwGetMonitors(&monitorCount);
GLFWmonitor* monitor = NULL;
if (monitorCount == 1) // easy out
return 0;
if (IsWindowFullscreen())
{
monitor = glfwGetWindowMonitor(CORE.Window.handle);
for (int i = 0; i < monitorCount; i++)
{
if (monitors[i] == monitor)
return i;
}
return 0;
}
else
{
int x = 0;
int y = 0;
glfwGetWindowPos(CORE.Window.handle, &x, &y);
for (int i = 0; i < monitorCount; i++)
{
int mx = 0;
int my = 0;
int width = 0;
int height = 0;
monitor = monitors[i];
glfwGetMonitorWorkarea(monitor, &mx, &my, &width, &height);
if (x >= mx && x <= (mx + width) && y >= my && y <= (my + height))
return i;
}
}
return 0;
#else
return 0;
#endif
}
// Get selected monitor width
Vector2 GetMonitorPosition(int monitor)
{
#if defined(PLATFORM_DESKTOP)
int monitorCount;
GLFWmonitor** monitors = glfwGetMonitors(&monitorCount);
if ((monitor >= 0) && (monitor < monitorCount))
{
int x, y;
glfwGetMonitorPos(monitors[monitor], &x, &y);
return (Vector2){ (float)x, (float)y };
}
else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
#endif
return (Vector2){ 0, 0 };
}
// Get selected monitor width (max available by monitor)
int GetMonitorWidth(int monitor)
{
#if defined(PLATFORM_DESKTOP)
int monitorCount;
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
if ((monitor >= 0) && (monitor < monitorCount))
{
int count = 0;
const GLFWvidmode *modes = glfwGetVideoModes(monitors[monitor], &count);
// We return the maximum resolution available, the last one in the modes array
if (count > 0) return modes[count - 1].width;
else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
}
else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
#endif
return 0;
}
// Get selected monitor width (max available by monitor)
int GetMonitorHeight(int monitor)
{
#if defined(PLATFORM_DESKTOP)
int monitorCount;
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
if ((monitor >= 0) && (monitor < monitorCount))
{
int count = 0;
const GLFWvidmode *modes = glfwGetVideoModes(monitors[monitor], &count);
// We return the maximum resolution available, the last one in the modes array
if (count > 0) return modes[count - 1].height;
else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
}
else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
#endif
return 0;
}
// Get selected monitor physical width in millimetres
int GetMonitorPhysicalWidth(int monitor)
{
#if defined(PLATFORM_DESKTOP)
int monitorCount;
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
if ((monitor >= 0) && (monitor < monitorCount))
{
int physicalWidth;
glfwGetMonitorPhysicalSize(monitors[monitor], &physicalWidth, NULL);
return physicalWidth;
}
else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
#endif
return 0;
}
// Get primary monitor physical height in millimetres
int GetMonitorPhysicalHeight(int monitor)
{
#if defined(PLATFORM_DESKTOP)
int monitorCount;
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
if ((monitor >= 0) && (monitor < monitorCount))
{
int physicalHeight;
glfwGetMonitorPhysicalSize(monitors[monitor], NULL, &physicalHeight);
return physicalHeight;
}
else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
#endif
return 0;
}
int GetMonitorRefreshRate(int monitor)
{
#if defined(PLATFORM_DESKTOP)
int monitorCount;
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
if ((monitor >= 0) && (monitor < monitorCount))
{
const GLFWvidmode *vidmode = glfwGetVideoMode(monitors[monitor]);
return vidmode->refreshRate;
}
else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
#endif
#if defined(PLATFORM_DRM)
if ((CORE.Window.connector) && (CORE.Window.modeIndex >= 0))
{
return CORE.Window.connector->modes[CORE.Window.modeIndex].vrefresh;
}
#endif
return 0;
}
// Get window position XY on monitor
Vector2 GetWindowPosition(void)
{
int x = 0;
int y = 0;
#if defined(PLATFORM_DESKTOP)
glfwGetWindowPos(CORE.Window.handle, &x, &y);
#endif
return (Vector2){ (float)x, (float)y };
}
// Get window scale DPI factor
Vector2 GetWindowScaleDPI(void)
{
Vector2 scale = { 1.0f, 1.0f };
#if defined(PLATFORM_DESKTOP)
float xdpi = 1.0;
float ydpi = 1.0;
Vector2 windowPos = GetWindowPosition();
int monitorCount = 0;
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
// Check window monitor
for (int i = 0; i < monitorCount; i++)
{
glfwGetMonitorContentScale(monitors[i], &xdpi, &ydpi);
int xpos, ypos, width, height;
glfwGetMonitorWorkarea(monitors[i], &xpos, &ypos, &width, &height);
if ((windowPos.x >= xpos) && (windowPos.x < xpos + width) &&
(windowPos.y >= ypos) && (windowPos.y < ypos + height))
{
scale.x = xdpi;
scale.y = ydpi;
break;
}
}
#endif
return scale;
}
// Get the human-readable, UTF-8 encoded name of the primary monitor
const char *GetMonitorName(int monitor)
{
#if defined(PLATFORM_DESKTOP)
int monitorCount;
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
if ((monitor >= 0) && (monitor < monitorCount))
{
return glfwGetMonitorName(monitors[monitor]);
}
else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
#endif
return "";
}
// Get clipboard text content
// NOTE: returned string is allocated and freed by GLFW
const char *GetClipboardText(void)
{
#if defined(PLATFORM_DESKTOP)
return glfwGetClipboardString(CORE.Window.handle);
#else
return NULL;
#endif
}
// Set clipboard text content
void SetClipboardText(const char *text)
{
#if defined(PLATFORM_DESKTOP)
glfwSetClipboardString(CORE.Window.handle, text);
#endif
}
// Show mouse cursor
void ShowCursor(void)
{
#if defined(PLATFORM_DESKTOP)
glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
#endif
#if defined(PLATFORM_UWP)
UWPGetMouseShowFunc()();
#endif
CORE.Input.Mouse.cursorHidden = false;
}
// Hides mouse cursor
void HideCursor(void)
{
#if defined(PLATFORM_DESKTOP)
glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
#endif
#if defined(PLATFORM_UWP)
UWPGetMouseHideFunc()();
#endif
CORE.Input.Mouse.cursorHidden = true;
}
// Check if cursor is not visible
bool IsCursorHidden(void)
{
return CORE.Input.Mouse.cursorHidden;
}
// Enables cursor (unlock cursor)
void EnableCursor(void)
{
#if defined(PLATFORM_DESKTOP)
glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
#endif
#if defined(PLATFORM_WEB)
emscripten_exit_pointerlock();
#endif
#if defined(PLATFORM_UWP)
UWPGetMouseUnlockFunc()();
#endif
CORE.Input.Mouse.cursorHidden = false;
}
// Disables cursor (lock cursor)
void DisableCursor(void)
{
#if defined(PLATFORM_DESKTOP)
glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
#endif
#if defined(PLATFORM_WEB)
emscripten_request_pointerlock("#canvas", 1);
#endif
#if defined(PLATFORM_UWP)
UWPGetMouseLockFunc()();
#endif
CORE.Input.Mouse.cursorHidden = true;
}
// Check if cursor is on the current screen.
bool IsCursorOnScreen(void)
{
return CORE.Input.Mouse.cursorOnScreen;
}
// 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)
{
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)
{
#if (defined(PLATFORM_RPI) || defined(PLATFORM_DRM)) && defined(SUPPORT_MOUSE_CURSOR_NATIVE)
// On native mode we have no system mouse cursor, so,
// we draw a small rectangle for user reference
if (!CORE.Input.Mouse.cursorHidden)
{
DrawRectangle(CORE.Input.Mouse.position.x, CORE.Input.Mouse.position.y, 3, 3, MAROON);
}
#endif
rlDrawRenderBatchActive(); // Update and draw internal render batch
#if defined(SUPPORT_GIF_RECORDING)
#define GIF_RECORD_FRAMERATE 10
if (gifRecording)
{
gifFramesCounter++;
// NOTE: We record one gif frame every 10 game frames
if ((gifFramesCounter%GIF_RECORD_FRAMERATE) == 0)
{
// Get image data for the current frame (from backbuffer)
// NOTE: This process is quite slow... :(
unsigned char *screenData = rlReadScreenPixels(CORE.Window.screen.width, CORE.Window.screen.height);
msf_gif_frame(&gifState, screenData, 10, 16, CORE.Window.screen.width*4);
RL_FREE(screenData); // Free image data
}
if (((gifFramesCounter/15)%2) == 1)
{
DrawCircle(30, CORE.Window.screen.height - 20, 10, RED);
DrawText("RECORDING", 50, CORE.Window.screen.height - 25, 10, MAROON);
}
rlDrawRenderBatchActive(); // Update and draw internal render batch
}
#endif
SwapBuffers(); // Copy back buffer to front buffer
// 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)
{
Wait((float)(CORE.Time.target - CORE.Time.frame)*1000.0f);
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
}
// 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)));
// Apply screen scaling if required
rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale));
}
// Ends 2D mode with custom camera
void EndMode2D(void)
{
rlDrawRenderBatchActive(); // Update and draw internal render batch
rlLoadIdentity(); // Reset current matrix (modelview)
rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
}
// Initializes 3D mode with custom camera (3D)
void BeginMode3D(Camera3D 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 = RL_CULL_DISTANCE_NEAR*tan(camera.fovy*0.5*DEG2RAD);
double right = top*aspect;
rlFrustum(-right, right, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
}
else if (camera.projection == CAMERA_ORTHOGRAPHIC)
{
// Setup orthographic projection
double top = camera.fovy/2.0;
double right = top*aspect;
rlOrtho(-right, right, -top,top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
}
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)
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 to framebuffer size
rlViewport(0, 0, target.texture.width, 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;
}
// 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);
// Reset current fbo to screen size
CORE.Window.currentFbo.width = CORE.Window.screen.width;
CORE.Window.currentFbo.height = CORE.Window.screen.height;
}
// 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 };
shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
// NOTE: All locations must be reseted to -1 (no location)
for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
char *vShaderStr = NULL;
char *fShaderStr = NULL;
if (vsFileName != NULL) vShaderStr = LoadFileText(vsFileName);
if (fsFileName != NULL) fShaderStr = LoadFileText(fsFileName);
shader.id = rlLoadShaderCode(vShaderStr, fShaderStr);
if (vShaderStr != NULL) RL_FREE(vShaderStr);
if (fShaderStr != NULL) RL_FREE(fShaderStr);
// After shader loading, we TRY to set default location names
if (shader.id > 0)
{
// Default shader attrib locations have been fixed 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
// NOTE: If any location is not found, loc point becomes -1
// Get handles to GLSL input attibute locations
shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_POSITION);
shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_COLOR);
// Get handles to GLSL uniform locations (vertex shader)
shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, "mvp");
shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, "view");
shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, "projection");
shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, "matNormal");
// Get handles to GLSL uniform locations (fragment shader)
shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, "colDiffuse");
shader.locs[SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, "texture0");
shader.locs[SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, "texture1");
shader.locs[SHADER_LOC_MAP_NORMAL] = rlGetLocationUniform(shader.id, "texture2");
}
return shader;
}
// Load shader from code strings and bind default locations
RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
{
Shader shader = { 0 };
shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
shader.id = rlLoadShaderCode(vsCode, fsCode);
// After shader loading, we TRY to set default location names
if (shader.id > 0)
{
// Default shader attrib locations have been fixed 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
// NOTE: If any location is not found, loc point becomes -1
// Get handles to GLSL input attibute locations
shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_POSITION);
shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_COLOR);
// Get handles to GLSL uniform locations (vertex shader)
shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, "mvp");
shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, "projection");
shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, "view");
// Get handles to GLSL uniform locations (fragment shader)
shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, "colDiffuse");
shader.locs[SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, "texture0");
shader.locs[SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, "texture1");
shader.locs[SHADER_LOC_MAP_NORMAL] = rlGetLocationUniform(shader.id, "texture2");
}
return shader;
}
// Unload shader from GPU memory (VRAM)
void UnloadShader(Shader shader)
{
if (shader.id != rlGetShaderDefault().id)
{
rlUnloadShaderProgram(shader.id);
RL_FREE(shader.locs);
}
}
// Begin custom shader mode
void BeginShaderMode(Shader shader)
{
rlSetShader(shader);
}
// End custom shader mode (returns to default shader)
void EndShaderMode(void)
{
rlSetShader(rlGetShaderDefault());
}
// 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)
{
rlEnableShader(shader.id);
rlSetUniform(locIndex, value, uniformType, count);
//rlDisableShader(); // Avoid reseting current shader program, in case other uniforms are set
}
// Set shader uniform value (matrix 4x4)
void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat)
{
rlEnableShader(shader.id);
rlSetUniformMatrix(locIndex, mat);
//rlDisableShader();
}
// Set shader uniform value for texture
void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
{
rlEnableShader(shader.id);
rlSetUniformSampler(locIndex, texture.id);
//rlDisableShader();
}
// Begin blending mode (alpha, additive, multiplied)
// NOTE: Only 3 blending modes supported, default blend mode is alpha
void BeginBlendMode(int mode)
{
rlSetBlendMode(mode);
}
// End blending mode (reset to default: alpha blending)
void EndBlendMode(void)
{
rlSetBlendMode(BLEND_ALPHA);
}
#if defined(SUPPORT_VR_SIMULATOR)
// Init VR simulator for selected device parameters
void InitVrSimulator(VrDeviceInfo device)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Reset CORE.Vr.config for a new values assignment
memset(&CORE.Vr.config, 0, sizeof(VrStereoConfig));
// 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;
CORE.Vr.config.leftLensCenter[0] = 0.25f + lensShift;
CORE.Vr.config.leftLensCenter[1] = 0.5f;
CORE.Vr.config.rightLensCenter[0] = 0.75f - lensShift;
CORE.Vr.config.rightLensCenter[1] = 0.5f;
CORE.Vr.config.leftScreenCenter[0] = 0.25f;
CORE.Vr.config.leftScreenCenter[1] = 0.5f;
CORE.Vr.config.rightScreenCenter[0] = 0.75f;
CORE.Vr.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;
CORE.Vr.config.scaleIn[0] = 2.0f/normScreenWidth;
CORE.Vr.config.scaleIn[1] = 2.0f/normScreenHeight/aspect;
CORE.Vr.config.scale[0] = normScreenWidth*0.5f/distortionScale;
CORE.Vr.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, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
rlSetMatrixProjectionStereo(MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f)), 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.
rlSetMatrixViewOffsetStereo(MatrixTranslate(-device.interpupillaryDistance*0.5f, 0.075f, 0.045f), MatrixTranslate(device.interpupillaryDistance*0.5f, 0.075f, 0.045f));
// Compute eyes Viewports
/*
CORE.Vr.config.eyeViewportRight[0] = 0;
CORE.Vr.config.eyeViewportRight[1] = 0;
CORE.Vr.config.eyeViewportRight[2] = device.hResolution/2;
CORE.Vr.config.eyeViewportRight[3] = device.vResolution;
CORE.Vr.config.eyeViewportLeft[0] = device.hResolution/2;
CORE.Vr.config.eyeViewportLeft[1] = 0;
CORE.Vr.config.eyeViewportLeft[2] = device.hResolution/2;
CORE.Vr.config.eyeViewportLeft[3] = device.vResolution;
*/
CORE.Vr.simulatorReady = true;
#else
TRACELOG(LOG_WARNING, "RLGL: VR Simulator not supported on OpenGL 1.1");
#endif
}
// Update VR tracking (position and orientation) and camera
// NOTE: Camera (position, target, up) gets update with head tracking information
void UpdateVrTracking(Camera *camera)
{
// TODO: Simulate 1st person camera system
}
// Close VR simulator for current device
void CloseVrSimulator(void)
{
CORE.Vr.simulatorReady = false;
}
// Get stereo rendering configuration parameters
VrStereoConfig GetVrConfig(VrDeviceInfo device)
{
VrStereoConfig config = { 0 };
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
config = CORE.Vr.config;
#endif
return config;
}
// Detect if VR simulator is running
bool IsVrSimulatorReady(void)
{
return CORE.Vr.simulatorReady;
}
// Begin VR drawing configuration
void BeginVrDrawing(RenderTexture2D target)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (CORE.Vr.simulatorReady)
{
rlEnableFramebuffer(target.id); // Setup framebuffer for stereo rendering
//glEnable(GL_FRAMEBUFFER_SRGB); // Enable SRGB framebuffer (only if required)
//rlViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
rlClearScreenBuffers(); // Clear current framebuffer
rlEnableStereoRender();
}
#endif
}
// End VR drawing process (and desktop mirror)
void EndVrDrawing(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (CORE.Vr.simulatorReady)
{
rlDisableStereoRender();
rlDisableFramebuffer(); // Unbind current framebuffer
// Reset viewport and default projection-modelview matrices
rlViewport(0, 0, GetScreenWidth(), GetScreenHeight());
rlSetMatrixProjection(MatrixOrtho(0.0, GetScreenWidth(), GetScreenHeight(), 0.0, 0.0, 1.0));
rlSetMatrixModelview(MatrixIdentity());
rlDisableDepthTest();
}
#endif
}
#endif // SUPPORT_VR_SIMULATOR
// 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();
rlScissor(x, CORE.Window.currentFbo.height - (y + height), width, height);
}
// End scissor mode
void EndScissorMode(void)
{
rlDrawRenderBatchActive(); // Update and draw internal render batch
rlDisableScissorTest();
}
// Returns a ray trace from mouse position
Ray GetMouseRay(Vector2 mouse, Camera camera)
{
Ray ray;
// Calculate normalized device coordinates
// NOTE: y value is negative
float x = (2.0f*mouse.x)/(float)GetScreenWidth() - 1.0f;
float y = 1.0f - (2.0f*mouse.y)/(float)GetScreenHeight();
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)GetScreenWidth()/(double)GetScreenHeight()), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
}
else if (camera.projection == CAMERA_ORTHOGRAPHIC)
{
float aspect = (float)CORE.Window.screen.width/(float)CORE.Window.screen.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 perspect 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)
{
return MatrixLookAt(camera.position, camera.target, camera.up);
}
// Returns 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;
}
// Returns 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;
}
// Returns 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), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
}
else if (camera.projection == CAMERA_ORTHOGRAPHIC)
{
float aspect = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
double top = camera.fovy/2.0;
double right = top*aspect;
// Calculate projection matrix from orthographic
matProj = MatrixOrtho(-right, right, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
}
// Calculate view matrix from camera look at (and transpose it)
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
// 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;
}
// Returns 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 };
}
// Returns 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 };
}
// 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);
}
// Returns current FPS
// NOTE: We calculate an average framerate
int GetFPS(void)
{
#define FPS_CAPTURE_FRAMES_COUNT 30 // 30 captures
#define FPS_AVERAGE_TIME_SECONDS 0.5f // 500 millisecondes
#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 (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];
}
return (int)roundf(1.0f/average);
}
// Returns time in seconds for last frame drawn (delta time)
float GetFrameTime(void)
{
return (float)CORE.Time.frame;
}
// Get elapsed time measure in seconds since InitTimer()
// NOTE: On PLATFORM_DESKTOP InitTimer() is called on InitWindow()
// NOTE: On PLATFORM_DESKTOP, timer is initialized on glfwInit()
double GetTime(void)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
return glfwGetTime(); // Elapsed time since glfwInit()
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
struct timespec ts;
clock_gettime(CLOCK_MONOTONIC, &ts);
unsigned long long int time = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec;
return (double)(time - CORE.Time.base)*1e-9; // Elapsed time since InitTimer()
#endif
#if defined(PLATFORM_UWP)
return UWPGetQueryTimeFunc()();
#endif
}
// Setup window configuration flags (view FLAGS)
// NOTE: This function is expected to be called before window creation,
// because it setups 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;
}
// NOTE TRACELOG() function is located in [utils.h]
// Takes a screenshot of current screen (saved a .png)
// NOTE: This function could work in any platform but some platforms: PLATFORM_ANDROID and PLATFORM_WEB
// have their own internal file-systems, to dowload image to user file-system some additional mechanism is required
void TakeScreenshot(const char *fileName)
{
unsigned char *imgData = rlReadScreenPixels(CORE.Window.render.width, CORE.Window.render.height);
Image image = { imgData, CORE.Window.render.width, CORE.Window.render.height, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
char path[512] = { 0 };
#if defined(PLATFORM_ANDROID)
strcpy(path, CORE.Android.internalDataPath);
strcat(path, "/");
strcat(path, fileName);
#elif defined(PLATFORM_UWP)
strcpy(path, CORE.UWP.internalDataPath);
strcat(path, "/");
strcat(path, fileName);
#else
strcpy(path, fileName);
#endif
ExportImage(image, path);
RL_FREE(imgData);
#if defined(PLATFORM_WEB)
// Download file from MEMFS (emscripten memory filesystem)
// saveFileFromMEMFSToDisk() function is defined in raylib/src/shell.html
emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", GetFileName(path), GetFileName(path)));
#endif
// TODO: Verification required for log
TRACELOG(LOG_INFO, "SYSTEM: [%s] Screenshot taken successfully", path);
}
// Returns a random value between min and max (both included)
int GetRandomValue(int min, int max)
{
if (min > max)
{
int tmp = max;
max = min;
min = tmp;
}
return (rand()%(abs(max - min) + 1) + min);
}
// 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
return result;
}
// Check file extension
// NOTE: Extensions checking is not case-sensitive
bool IsFileExtension(const char *fileName, const char *ext)
{
bool result = false;
const char *fileExt = GetFileExtension(fileName);
if (fileExt != NULL)
{
#if defined(SUPPORT_TEXT_MANIPULATION)
int extCount = 0;
const char **checkExts = TextSplit(ext, ';', &extCount);
char fileExtLower[16] = { 0 };
strcpy(fileExtLower, TextToLower(fileExt));
for (int i = 0; i < extCount; i++)
{
if (TextIsEqual(fileExtLower, TextToLower(checkExts[i])))
{
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 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) return filePath;
return fileName + 1;
}
// Get filename string without extension (uses static string)
const char *GetFileNameWithoutExt(const char *filePath)
{
#define MAX_FILENAMEWITHOUTEXT_LENGTH 128
static char fileName[MAX_FILENAMEWITHOUTEXT_LENGTH];
memset(fileName, 0, MAX_FILENAMEWITHOUTEXT_LENGTH);
if (filePath != NULL) strcpy(fileName, GetFileName(filePath)); // Get filename with extension
int len = (int)strlen(fileName);
for (int i = 0; (i < len) && (i < MAX_FILENAMEWITHOUTEXT_LENGTH); i++)
{
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];
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 concated 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'
memcpy(dirPath + (filePath[1] != ':' && filePath[0] != '\\' && filePath[0] != '/' ? 2 : 0), 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];
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];
memset(currentDir, 0, MAX_FILEPATH_LENGTH);
char *ptr = GETCWD(currentDir, MAX_FILEPATH_LENGTH - 1);
return ptr;
}
// Get filenames in a directory path (max 512 files)
// NOTE: Files count is returned by parameters pointer
char **GetDirectoryFiles(const char *dirPath, int *fileCount)
{
#define MAX_DIRECTORY_FILES 512
ClearDirectoryFiles();
// Memory allocation for MAX_DIRECTORY_FILES
dirFilesPath = (char **)RL_MALLOC(sizeof(char *)*MAX_DIRECTORY_FILES);
for (int i = 0; i < MAX_DIRECTORY_FILES; i++) dirFilesPath[i] = (char *)RL_MALLOC(sizeof(char)*MAX_FILEPATH_LENGTH);
int counter = 0;
struct dirent *entity;
DIR *dir = opendir(dirPath);
if (dir != NULL) // It's a directory
{
// TODO: Reading could be done in two passes,
// first one to count files and second one to read names
// That way we can allocate required memory, instead of a limited pool
while ((entity = readdir(dir)) != NULL)
{
strcpy(dirFilesPath[counter], entity->d_name);
counter++;
}
closedir(dir);
}
else TRACELOG(LOG_WARNING, "FILEIO: Failed to open requested directory"); // Maybe it's a file...
dirFilesCount = counter;
*fileCount = dirFilesCount;
return dirFilesPath;
}
// Clear directory files paths buffers
void ClearDirectoryFiles(void)
{
if (dirFilesCount > 0)
{
for (int i = 0; i < MAX_DIRECTORY_FILES; i++) RL_FREE(dirFilesPath[i]);
RL_FREE(dirFilesPath);
}
dirFilesCount = 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 file has been dropped into window
bool IsFileDropped(void)
{
if (CORE.Window.dropFilesCount > 0) return true;
else return false;
}
// Get dropped files names
char **GetDroppedFiles(int *count)
{
*count = CORE.Window.dropFilesCount;
return CORE.Window.dropFilesPath;
}
// Clear dropped files paths buffer
void ClearDroppedFiles(void)
{
if (CORE.Window.dropFilesCount > 0)
{
for (int i = 0; i < CORE.Window.dropFilesCount; i++) RL_FREE(CORE.Window.dropFilesPath[i]);
RL_FREE(CORE.Window.dropFilesPath);
CORE.Window.dropFilesCount = 0;
}
}
// Get file modification time (last write time)
long GetFileModTime(const char *fileName)
{
struct stat result = { 0 };
if (stat(fileName, &result) == 0)
{
time_t mod = result.st_mtime;
return (long)mod;
}
return 0;
}
// Compress data (DEFLATE algorythm)
unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength)
{
#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 = { 0 };
int bounds = sdefl_bound(dataLength);
compData = (unsigned char *)RL_CALLOC(bounds, 1);
*compDataLength = sdeflate(&sdefl, compData, data, dataLength, COMPRESSION_QUALITY_DEFLATE); // Compression level 8, same as stbwi
TraceLog(LOG_INFO, "SYSTEM: Data compressed: Original size: %i -> Comp. size: %i\n", dataLength, compDataLength);
#endif
return compData;
}
// Decompress data (DEFLATE algorythm)
unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength)
{
unsigned char *data = NULL;
#if defined(SUPPORT_COMPRESSION_API)
// Decompress data from a valid DEFLATE stream
data = RL_CALLOC(MAX_DECOMPRESSION_SIZE*1024*1024, 1);
int length = sinflate(data, compData, compDataLength);
unsigned char *temp = RL_REALLOC(data, length);
if (temp != NULL) data = temp;
else TRACELOG(LOG_WARNING, "SYSTEM: Failed to re-allocate required decompression memory");
*dataLength = length;
TraceLog(LOG_INFO, "SYSTEM: Data compressed: Original size: %i -> Comp. size: %i\n", dataLength, compDataLength);
#endif
return data;
}
// Save integer value to storage file (to defined position)
// NOTE: Storage positions is directly related to file memory layout (4 bytes each integer)
bool SaveStorageValue(unsigned int position, int value)
{
bool success = false;
#if defined(SUPPORT_DATA_STORAGE)
char path[512] = { 0 };
#if defined(PLATFORM_ANDROID)
strcpy(path, CORE.Android.internalDataPath);
strcat(path, "/");
strcat(path, STORAGE_DATA_FILE);
#elif defined(PLATFORM_UWP)
strcpy(path, CORE.UWP.internalDataPath);
strcat(path, "/");
strcat(path, STORAGE_DATA_FILE);
#else
strcpy(path, STORAGE_DATA_FILE);
#endif
unsigned int dataSize = 0;
unsigned int newDataSize = 0;
unsigned char *fileData = LoadFileData(path, &dataSize);
unsigned char *newFileData = NULL;
if (fileData != NULL)
{
if (dataSize <= (position*sizeof(int)))
{
// Increase data size up to position and store value
newDataSize = (position + 1)*sizeof(int);
newFileData = (unsigned char *)RL_REALLOC(fileData, newDataSize);
if (newFileData != NULL)
{
// RL_REALLOC succeded
int *dataPtr = (int *)newFileData;
dataPtr[position] = value;
}
else
{
// RL_REALLOC failed
TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to realloc data (%u), position in bytes (%u) bigger than actual file size", path, dataSize, position*sizeof(int));
// We store the old size of the file
newFileData = fileData;
newDataSize = dataSize;
}
}
else
{
// Store the old size of the file
newFileData = fileData;
newDataSize = dataSize;
// Replace value on selected position
int *dataPtr = (int *)newFileData;
dataPtr[position] = value;
}
success = SaveFileData(path, newFileData, newDataSize);
RL_FREE(newFileData);
}
else
{
TRACELOG(LOG_INFO, "FILEIO: [%s] File not found, creating it", path);
dataSize = (position + 1)*sizeof(int);
fileData = (unsigned char *)RL_MALLOC(dataSize);
int *dataPtr = (int *)fileData;
dataPtr[position] = value;
success = SaveFileData(path, fileData, dataSize);
UnloadFileData(fileData);
}
#endif
return success;
}
// Load integer value from storage file (from defined position)
// NOTE: If requested position could not be found, value 0 is returned
int LoadStorageValue(unsigned int position)
{
int value = 0;
#if defined(SUPPORT_DATA_STORAGE)
char path[512] = { 0 };
#if defined(PLATFORM_ANDROID)
strcpy(path, CORE.Android.internalDataPath);
strcat(path, "/");
strcat(path, STORAGE_DATA_FILE);
#elif defined(PLATFORM_UWP)
strcpy(path, CORE.UWP.internalDataPath);
strcat(path, "/");
strcat(path, STORAGE_DATA_FILE);
#else
strcpy(path, STORAGE_DATA_FILE);
#endif
unsigned int dataSize = 0;
unsigned char *fileData = LoadFileData(path, &dataSize);
if (fileData != NULL)
{
if (dataSize < (position*4)) TRACELOG(LOG_WARNING, "SYSTEM: Failed to find storage position");
else
{
int *dataPtr = (int *)fileData;
value = dataPtr[position];
}
UnloadFileData(fileData);
}
#endif
return value;
}
// 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)
{
// Small security check trying to avoid (partially) malicious code...
// sorry for the inconvenience when you hit this point...
if (strchr(url, '\'') != NULL)
{
TRACELOG(LOG_WARNING, "SYSTEM: Provided URL is not valid");
}
else
{
#if defined(PLATFORM_DESKTOP)
char *cmd = (char *)RL_CALLOC(strlen(url) + 10, sizeof(char));
#if defined(_WIN32)
sprintf(cmd, "explorer %s", url);
#endif
#if defined(__linux__) || defined(__FreeBSD__)
sprintf(cmd, "xdg-open '%s'", url); // Alternatives: firefox, x-www-browser
#endif
#if defined(__APPLE__)
sprintf(cmd, "open '%s'", url);
#endif
system(cmd);
RL_FREE(cmd);
#endif
#if defined(PLATFORM_WEB)
emscripten_run_script(TextFormat("window.open('%s', '_blank')", url));
#endif
}
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
//----------------------------------------------------------------------------------
// Detect if a key has been pressed once
bool IsKeyPressed(int key)
{
bool pressed = false;
if ((CORE.Input.Keyboard.previousKeyState[key] == 0) && (CORE.Input.Keyboard.currentKeyState[key] == 1)) pressed = true;
else pressed = false;
return pressed;
}
// Detect if a key is being pressed (key held down)
bool IsKeyDown(int key)
{
if (CORE.Input.Keyboard.currentKeyState[key] == 1) return true;
else return false;
}
// Detect if a key has been released once
bool IsKeyReleased(int key)
{
bool released = false;
if ((CORE.Input.Keyboard.previousKeyState[key] == 1) && (CORE.Input.Keyboard.currentKeyState[key] == 0)) released = true;
else released = false;
return released;
}
// Detect if a key is NOT being pressed (key not held down)
bool IsKeyUp(int key)
{
if (CORE.Input.Keyboard.currentKeyState[key] == 0) return true;
else return false;
}
// 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] = 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] = 0;
CORE.Input.Keyboard.charPressedQueueCount--;
}
return value;
}
// Set a custom key to exit program
// NOTE: default exitKey is ESCAPE
void SetExitKey(int key)
{
#if !defined(PLATFORM_ANDROID)
CORE.Input.Keyboard.exitKey = key;
#endif
}
// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB)
// Detect 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;
}
// Check gamepad name (if available)
bool IsGamepadName(int gamepad, const char *name)
{
bool result = false;
const char *currentName = NULL;
if (CORE.Input.Gamepad.ready[gamepad]) currentName = GetGamepadName(gamepad);
if ((name != NULL) && (currentName != NULL)) result = (strcmp(name, currentName) == 0);
return result;
}
// Return gamepad internal name id
const char *GetGamepadName(int gamepad)
{
#if defined(PLATFORM_DESKTOP)
if (CORE.Input.Gamepad.ready[gamepad]) return glfwGetJoystickName(gamepad);
else return NULL;
#endif
#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
if (CORE.Input.Gamepad.ready[gamepad]) ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGNAME(64), &CORE.Input.Gamepad.name);
return CORE.Input.Gamepad.name;
#endif
return NULL;
}
// Return gamepad axis count
int GetGamepadAxisCount(int gamepad)
{
#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
int axisCount = 0;
if (CORE.Input.Gamepad.ready[gamepad]) ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGAXES, &axisCount);
CORE.Input.Gamepad.axisCount = axisCount;
#endif
return CORE.Input.Gamepad.axisCount;
}
// Return axis movement vector for a gamepad
float GetGamepadAxisMovement(int gamepad, int axis)
{
float value = 0;
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS) &&
(fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]) > 0.1f)) value = CORE.Input.Gamepad.axisState[gamepad][axis]; // 0.1f = GAMEPAD_AXIS_MINIMUM_DRIFT/DELTA
return value;
}
// Detect 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.previousState[gamepad][button] == 0) && (CORE.Input.Gamepad.currentState[gamepad][button] == 1)) pressed = true;
else pressed = false;
return pressed;
}
// Detect if a gamepad button is being pressed
bool IsGamepadButtonDown(int gamepad, int button)
{
bool result = false;
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
(CORE.Input.Gamepad.currentState[gamepad][button] == 1)) result = true;
return result;
}
// Detect 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.previousState[gamepad][button] == 1) && (CORE.Input.Gamepad.currentState[gamepad][button] == 0)) released = true;
else released = false;
return released;
}
// Detect if a gamepad button is NOT being pressed
bool IsGamepadButtonUp(int gamepad, int button)
{
bool result = false;
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
(CORE.Input.Gamepad.currentState[gamepad][button] == 0)) result = true;
return result;
}
// Get the last gamepad button pressed
int GetGamepadButtonPressed(void)
{
return CORE.Input.Gamepad.lastButtonPressed;
}
// Set internal gamepad mappings
int SetGamepadMappings(const char *mappings)
{
int result = 0;
#if defined(PLATFORM_DESKTOP)
result = glfwUpdateGamepadMappings(mappings);
#endif
return result;
}
// Detect 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;
}
// Detect if a mouse button is being pressed
bool IsMouseButtonDown(int button)
{
bool down = false;
if (CORE.Input.Mouse.currentButtonState[button] == 1) down = true;
// Map touches to mouse buttons checking
if (CORE.Input.Touch.currentTouchState[button] == 1) down = true;
return down;
}
// Detect 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;
}
// Detect if a mouse button is NOT being pressed
bool IsMouseButtonUp(int button)
{
return !IsMouseButtonDown(button);
}
// Returns mouse position X
int GetMouseX(void)
{
#if defined(PLATFORM_ANDROID)
return (int)CORE.Input.Touch.position[0].x;
#else
return (int)((CORE.Input.Mouse.position.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x);
#endif
}
// Returns mouse position Y
int GetMouseY(void)
{
#if defined(PLATFORM_ANDROID)
return (int)CORE.Input.Touch.position[0].y;
#else
return (int)((CORE.Input.Mouse.position.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y);
#endif
}
// Returns mouse position XY
Vector2 GetMousePosition(void)
{
Vector2 position = { 0 };
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
position = GetTouchPosition(0);
#else
position.x = (CORE.Input.Mouse.position.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x;
position.y = (CORE.Input.Mouse.position.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y;
#endif
return position;
}
// Set mouse position XY
void SetMousePosition(int x, int y)
{
CORE.Input.Mouse.position = (Vector2){ (float)x, (float)y };
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// NOTE: emscripten not implemented
glfwSetCursorPos(CORE.Window.handle, CORE.Input.Mouse.position.x, CORE.Input.Mouse.position.y);
#endif
#if defined(PLATFORM_UWP)
UWPGetMouseSetPosFunc()(x, y);
#endif
}
// 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 };
}
// Returns mouse wheel movement Y
float GetMouseWheelMove(void)
{
#if defined(PLATFORM_ANDROID)
return 0.0f;
#endif
#if defined(PLATFORM_WEB)
return CORE.Input.Mouse.previousWheelMove/100.0f;
#endif
return CORE.Input.Mouse.previousWheelMove;
}
// Set mouse cursor
// NOTE: This is a no-op on platforms other than PLATFORM_DESKTOP
void SetMouseCursor(int cursor)
{
#if defined(PLATFORM_DESKTOP)
CORE.Input.Mouse.cursor = cursor;
if (cursor == MOUSE_CURSOR_DEFAULT) glfwSetCursor(CORE.Window.handle, NULL);
else
{
// NOTE: We are relating internal GLFW enum values to our MouseCursor enum values
glfwSetCursor(CORE.Window.handle, glfwCreateStandardCursor(0x00036000 + cursor));
}
#endif
}
// Returns touch position X for touch point 0 (relative to screen size)
int GetTouchX(void)
{
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
return (int)CORE.Input.Touch.position[0].x;
#else // PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_DRM
return GetMouseX();
#endif
}
// Returns touch position Y for touch point 0 (relative to screen size)
int GetTouchY(void)
{
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
return (int)CORE.Input.Touch.position[0].y;
#else // PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_DRM
return GetMouseY();
#endif
}
// Returns 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 defined(PLATFORM_DESKTOP)
// TODO: GLFW does not support multi-touch input just yet
// https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
// https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
if (index == 0) position = GetMousePosition();
#endif
#if defined(PLATFORM_ANDROID)
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);
if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height))
{
position.x = position.x*((float)CORE.Window.screen.width/(float)(CORE.Window.display.width - CORE.Window.renderOffset.x)) - CORE.Window.renderOffset.x/2;
position.y = position.y*((float)CORE.Window.screen.height/(float)(CORE.Window.display.height - CORE.Window.renderOffset.y)) - CORE.Window.renderOffset.y/2;
}
else
{
position.x = position.x*((float)CORE.Window.render.width/(float)CORE.Window.display.width) - CORE.Window.renderOffset.x/2;
position.y = position.y*((float)CORE.Window.render.height/(float)CORE.Window.display.height) - CORE.Window.renderOffset.y/2;
}
#endif
#if defined(PLATFORM_WEB) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
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);
// TODO: Touch position scaling required?
#endif
return position;
}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
// Initialize display device and framebuffer
// NOTE: width and height represent the screen (framebuffer) desired size, not actual display size
// If width or height are 0, default display size will be used for framebuffer size
// NOTE: returns false in case graphic device could not be created
static bool InitGraphicsDevice(int width, int height)
{
CORE.Window.screen.width = width; // User desired width
CORE.Window.screen.height = height; // User desired height
CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default
// NOTE: Framebuffer (render area - CORE.Window.render.width, CORE.Window.render.height) could include black bars...
// ...in top-down or left-right to match display aspect ratio (no weird scalings)
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
glfwSetErrorCallback(ErrorCallback);
#if defined(__APPLE__)
glfwInitHint(GLFW_COCOA_CHDIR_RESOURCES, GLFW_FALSE);
#endif
if (!glfwInit())
{
TRACELOG(LOG_WARNING, "GLFW: Failed to initialize GLFW");
return false;
}
// NOTE: Getting video modes is not implemented in emscripten GLFW3 version
#if defined(PLATFORM_DESKTOP)
// Find monitor resolution
GLFWmonitor *monitor = glfwGetPrimaryMonitor();
if (!monitor)
{
TRACELOG(LOG_WARNING, "GLFW: Failed to get primary monitor");
return false;
}
const GLFWvidmode *mode = glfwGetVideoMode(monitor);
CORE.Window.display.width = mode->width;
CORE.Window.display.height = mode->height;
// Screen size security check
if (CORE.Window.screen.width == 0) CORE.Window.screen.width = CORE.Window.display.width;
if (CORE.Window.screen.height == 0) CORE.Window.screen.height = CORE.Window.display.height;
#endif // PLATFORM_DESKTOP
#if defined(PLATFORM_WEB)
CORE.Window.display.width = CORE.Window.screen.width;
CORE.Window.display.height = CORE.Window.screen.height;
#endif // PLATFORM_WEB
glfwDefaultWindowHints(); // Set default windows hints
//glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits
//glfwWindowHint(GLFW_GREEN_BITS, 8); // Framebuffer green color component bits
//glfwWindowHint(GLFW_BLUE_BITS, 8); // Framebuffer blue color component bits
//glfwWindowHint(GLFW_ALPHA_BITS, 8); // Framebuffer alpha color component bits
//glfwWindowHint(GLFW_DEPTH_BITS, 24); // Depthbuffer bits
//glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window
//glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // OpenGL API to use. Alternative: GLFW_OPENGL_ES_API
//glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers
// Check window creation flags
if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) CORE.Window.fullscreen = true;
if ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // Visible window
else glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE); // Window initially hidden
if ((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window
else glfwWindowHint(GLFW_DECORATED, GLFW_TRUE); // Decorated window
if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // Resizable window
else glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); // Avoid window being resizable
// Disable FLAG_WINDOW_MINIMIZED, not supported on initialization
if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;
// Disable FLAG_WINDOW_MAXIMIZED, not supported on initialization
if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE);
else glfwWindowHint(GLFW_FOCUSED, GLFW_TRUE);
if ((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) glfwWindowHint(GLFW_FLOATING, GLFW_TRUE);
else glfwWindowHint(GLFW_FLOATING, GLFW_FALSE);
// NOTE: Some GLFW flags are not supported on HTML5
#if defined(PLATFORM_DESKTOP)
if ((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); // Transparent framebuffer
else glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_FALSE); // Opaque framebuffer
if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
{
// Resize window content area based on the monitor content scale.
// NOTE: This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11.
// On platforms like macOS the resolution of the framebuffer is changed independently of the window size.
glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); // Scale content area based on the monitor content scale where window is placed on
#if defined(__APPLE__)
glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE);
#endif
}
else glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
#endif
if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
{
// NOTE: MSAA is only enabled for main framebuffer, not user-created FBOs
TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0
}
// NOTE: When asking for an OpenGL context version, most drivers provide highest supported version
// with forward compatibility to older OpenGL versions.
// For example, if using OpenGL 1.1, driver can provide a 4.3 context forward compatible.
// Check selection OpenGL version
if (rlGetVersion() == OPENGL_21)
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint)
}
else if (rlGetVersion() == OPENGL_33)
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
// Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
#if defined(__APPLE__)
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); // OSX Requires fordward compatibility
#else
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Fordward Compatibility Hint: Only 3.3 and above!
#endif
//glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context
}
else if (rlGetVersion() == OPENGL_ES_20) // Request OpenGL ES 2.0 context
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#if defined(PLATFORM_DESKTOP)
glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
#else
glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
#endif
}
#if defined(PLATFORM_DESKTOP)
// NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions.
// Forcing this initialization here avoids doing it on `PollInputEvents` called by `EndDrawing` after first frame has been just drawn.
// The initialization will still happen and possible delays still occur, but before the window is shown, which is a nicer experience.
// REF: https://github.com/raysan5/raylib/issues/1554
if (MAX_GAMEPADS > 0) glfwSetJoystickCallback(NULL);
#endif
if (CORE.Window.fullscreen)
{
// remember center for switchinging from fullscreen to window
CORE.Window.position.x = CORE.Window.display.width/2 - CORE.Window.screen.width/2;
CORE.Window.position.y = CORE.Window.display.height/2 - CORE.Window.screen.height/2;
if (CORE.Window.position.x < 0) CORE.Window.position.x = 0;
if (CORE.Window.position.y < 0) CORE.Window.position.y = 0;
// Obtain recommended CORE.Window.display.width/CORE.Window.display.height from a valid videomode for the monitor
int count = 0;
const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count);
// Get closest video mode to desired CORE.Window.screen.width/CORE.Window.screen.height
for (int i = 0; i < count; i++)
{
if ((unsigned int)modes[i].width >= CORE.Window.screen.width)
{
if ((unsigned int)modes[i].height >= CORE.Window.screen.height)
{
CORE.Window.display.width = modes[i].width;
CORE.Window.display.height = modes[i].height;
break;
}
}
}
#if defined(PLATFORM_DESKTOP)
// If we are windowed fullscreen, ensures that window does not minimize when focus is lost
if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
{
glfwWindowHint(GLFW_AUTO_ICONIFY, 0);
}
#endif
TRACELOG(LOG_WARNING, "SYSTEM: Closest fullscreen videomode: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
// NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example,
// for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3),
// framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched
// by the sides to fit all monitor space...
// Try to setup the most appropiate fullscreen framebuffer for the requested screenWidth/screenHeight
// It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset)
// Modified global variables: CORE.Window.screen.width/CORE.Window.screen.height - CORE.Window.render.width/CORE.Window.render.height - CORE.Window.renderOffset.x/CORE.Window.renderOffset.y - CORE.Window.screenScale
// TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed...
// HighDPI monitors are properly considered in a following similar function: SetupViewport()
SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
CORE.Window.handle = glfwCreateWindow(CORE.Window.display.width, CORE.Window.display.height, (CORE.Window.title != 0)? CORE.Window.title : " ", glfwGetPrimaryMonitor(), NULL);
// NOTE: Full-screen change, not working properly...
//glfwSetWindowMonitor(CORE.Window.handle, glfwGetPrimaryMonitor(), 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
}
else
{
// No-fullscreen window creation
CORE.Window.handle = glfwCreateWindow(CORE.Window.screen.width, CORE.Window.screen.height, (CORE.Window.title != 0)? CORE.Window.title : " ", NULL, NULL);
if (CORE.Window.handle)
{
#if defined(PLATFORM_DESKTOP)
// Center window on screen
int windowPosX = CORE.Window.display.width/2 - CORE.Window.screen.width/2;
int windowPosY = CORE.Window.display.height/2 - CORE.Window.screen.height/2;
if (windowPosX < 0) windowPosX = 0;
if (windowPosY < 0) windowPosY = 0;
glfwSetWindowPos(CORE.Window.handle, windowPosX, windowPosY);
#endif
CORE.Window.render.width = CORE.Window.screen.width;
CORE.Window.render.height = CORE.Window.screen.height;
}
}
if (!CORE.Window.handle)
{
glfwTerminate();
TRACELOG(LOG_WARNING, "GLFW: Failed to initialize Window");
return false;
}
else
{
TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
#if defined(PLATFORM_DESKTOP)
TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
#endif
TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
}
// Set window callback events
glfwSetWindowSizeCallback(CORE.Window.handle, WindowSizeCallback); // NOTE: Resizing not allowed by default!
#if !defined(PLATFORM_WEB)
glfwSetWindowMaximizeCallback(CORE.Window.handle, WindowMaximizeCallback);
#endif
glfwSetWindowIconifyCallback(CORE.Window.handle, WindowIconifyCallback);
glfwSetWindowFocusCallback(CORE.Window.handle, WindowFocusCallback);
glfwSetDropCallback(CORE.Window.handle, WindowDropCallback);
// Set input callback events
glfwSetKeyCallback(CORE.Window.handle, KeyCallback);
glfwSetCharCallback(CORE.Window.handle, CharCallback);
glfwSetMouseButtonCallback(CORE.Window.handle, MouseButtonCallback);
glfwSetCursorPosCallback(CORE.Window.handle, MouseCursorPosCallback); // Track mouse position changes
glfwSetScrollCallback(CORE.Window.handle, MouseScrollCallback);
glfwSetCursorEnterCallback(CORE.Window.handle, CursorEnterCallback);
glfwMakeContextCurrent(CORE.Window.handle);
#if !defined(PLATFORM_WEB)
glfwSwapInterval(0); // No V-Sync by default
#endif
#if defined(PLATFORM_DESKTOP)
// Load OpenGL 3.3 extensions
// NOTE: GLFW loader function is passed as parameter
rlLoadExtensions(glfwGetProcAddress);
#endif
// Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
// NOTE: V-Sync can be enabled by graphic driver configuration
if (CORE.Window.flags & FLAG_VSYNC_HINT)
{
// WARNING: It seems to hits a critical render path in Intel HD Graphics
glfwSwapInterval(1);
TRACELOG(LOG_INFO, "DISPLAY: Trying to enable VSYNC");
}
#endif // PLATFORM_DESKTOP || PLATFORM_WEB
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
CORE.Window.fullscreen = true;
CORE.Window.flags &= FLAG_FULLSCREEN_MODE;
#if defined(PLATFORM_RPI)
bcm_host_init();
DISPMANX_ELEMENT_HANDLE_T dispmanElement;
DISPMANX_DISPLAY_HANDLE_T dispmanDisplay;
DISPMANX_UPDATE_HANDLE_T dispmanUpdate;
VC_RECT_T dstRect;
VC_RECT_T srcRect;
#endif
#if defined(PLATFORM_DRM)
CORE.Window.fd = -1;
CORE.Window.connector = NULL;
CORE.Window.modeIndex = -1;
CORE.Window.crtc = NULL;
CORE.Window.gbmDevice = NULL;
CORE.Window.gbmSurface = NULL;
CORE.Window.prevBO = NULL;
CORE.Window.prevFB = 0;
#if defined(DEFAULT_GRAPHIC_DEVICE_DRM)
CORE.Window.fd = open(DEFAULT_GRAPHIC_DEVICE_DRM, O_RDWR);
#else
TRACELOG(LOG_INFO, "DISPLAY: No graphic card set, trying card1");
CORE.Window.fd = open("/dev/dri/card1", O_RDWR); // VideoCore VI (Raspberry Pi 4)
if (-1 == CORE.Window.fd)
{
TRACELOG(LOG_INFO, "DISPLAY: Failed to open graphic card1, trying card0");
CORE.Window.fd = open("/dev/dri/card0", O_RDWR); // VideoCore IV (Raspberry Pi 1-3)
}
#endif
if (-1 == CORE.Window.fd)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to open graphic card");
return false;
}
drmModeRes *res = drmModeGetResources(CORE.Window.fd);
if (!res)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed get DRM resources");
return false;
}
TRACELOG(LOG_TRACE, "DISPLAY: Connectors found: %i", res->count_connectors);
for (size_t i = 0; i < res->count_connectors; i++)
{
TRACELOG(LOG_TRACE, "DISPLAY: Connector index %i", i);
drmModeConnector *con = drmModeGetConnector(CORE.Window.fd, res->connectors[i]);
TRACELOG(LOG_TRACE, "DISPLAY: Connector modes detected: %i", con->count_modes);
if ((con->connection == DRM_MODE_CONNECTED) && (con->encoder_id))
{
TRACELOG(LOG_TRACE, "DISPLAY: DRM mode connected");
CORE.Window.connector = con;
break;
}
else
{
TRACELOG(LOG_TRACE, "DISPLAY: DRM mode NOT connected (deleting)");
drmModeFreeConnector(con);
}
}
if (!CORE.Window.connector)
{
TRACELOG(LOG_WARNING, "DISPLAY: No suitable DRM connector found");
drmModeFreeResources(res);
return false;
}
drmModeEncoder *enc = drmModeGetEncoder(CORE.Window.fd, CORE.Window.connector->encoder_id);
if (!enc)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to get DRM mode encoder");
drmModeFreeResources(res);
return false;
}
CORE.Window.crtc = drmModeGetCrtc(CORE.Window.fd, enc->crtc_id);
if (!CORE.Window.crtc)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to get DRM mode crtc");
drmModeFreeEncoder(enc);
drmModeFreeResources(res);
return false;
}
// If InitWindow should use the current mode find it in the connector's mode list
if ((CORE.Window.screen.width <= 0) || (CORE.Window.screen.height <= 0))
{
TRACELOG(LOG_TRACE, "DISPLAY: Selecting DRM connector mode for current used mode...");
CORE.Window.modeIndex = FindMatchingConnectorMode(CORE.Window.connector, &CORE.Window.crtc->mode);
if (CORE.Window.modeIndex < 0)
{
TRACELOG(LOG_WARNING, "DISPLAY: No matching DRM connector mode found");
drmModeFreeEncoder(enc);
drmModeFreeResources(res);
return false;
}
CORE.Window.screen.width = CORE.Window.display.width;
CORE.Window.screen.height = CORE.Window.display.height;
}
const bool allowInterlaced = CORE.Window.flags & FLAG_INTERLACED_HINT;
const int fps = (CORE.Time.target > 0) ? (1.0/CORE.Time.target) : 60;
// try to find an exact matching mode
CORE.Window.modeIndex = FindExactConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, allowInterlaced);
// if nothing found, try to find a nearly matching mode
if (CORE.Window.modeIndex < 0)
CORE.Window.modeIndex = FindNearestConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, allowInterlaced);
// if nothing found, try to find an exactly matching mode including interlaced
if (CORE.Window.modeIndex < 0)
CORE.Window.modeIndex = FindExactConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, true);
// if nothing found, try to find a nearly matching mode including interlaced
if (CORE.Window.modeIndex < 0)
CORE.Window.modeIndex = FindNearestConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, true);
// if nothing found, there is no suitable mode
if (CORE.Window.modeIndex < 0)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to find a suitable DRM connector mode");
drmModeFreeEncoder(enc);
drmModeFreeResources(res);
return false;
}
CORE.Window.display.width = CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay;
CORE.Window.display.height = CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay;
TRACELOG(LOG_INFO, "DISPLAY: Selected DRM connector mode %s (%ux%u%c@%u)", CORE.Window.connector->modes[CORE.Window.modeIndex].name,
CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay, CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay,
(CORE.Window.connector->modes[CORE.Window.modeIndex].flags & DRM_MODE_FLAG_INTERLACE) ? 'i' : 'p',
CORE.Window.connector->modes[CORE.Window.modeIndex].vrefresh);
// Use the width and height of the surface for render
CORE.Window.render.width = CORE.Window.screen.width;
CORE.Window.render.height = CORE.Window.screen.height;
drmModeFreeEncoder(enc);
enc = NULL;
drmModeFreeResources(res);
res = NULL;
CORE.Window.gbmDevice = gbm_create_device(CORE.Window.fd);
if (!CORE.Window.gbmDevice)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to create GBM device");
return false;
}
CORE.Window.gbmSurface = gbm_surface_create(CORE.Window.gbmDevice, CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay,
CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay, GBM_FORMAT_ARGB8888, GBM_BO_USE_SCANOUT | GBM_BO_USE_RENDERING);
if (!CORE.Window.gbmSurface)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to create GBM surface");
return false;
}
#endif
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, EGL_OPENGL_ES2_BIT, // Type of context support -> Required on RPI?
#if defined(PLATFORM_DRM)
EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android!
#endif
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)
#if defined(PLATFORM_DRM)
EGL_ALPHA_SIZE, 8, // ALPHA bit depth (required for transparent framebuffer)
#endif
//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
};
#if defined(PLATFORM_UWP)
const EGLint surfaceAttributes[] =
{
// EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER is part of the same optimization as EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER (see above).
// If you have compilation issues with it then please update your Visual Studio templates.
EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_NONE
};
const EGLint defaultDisplayAttributes[] =
{
// These are the default display attributes, used to request ANGLE's D3D11 renderer.
// eglInitialize will only succeed with these attributes if the hardware supports D3D11 Feature Level 10_0+.
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
// EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER is an optimization that can have large performance benefits on mobile devices.
// Its syntax is subject to change, though. Please update your Visual Studio templates if you experience compilation issues with it.
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
// EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is an option that enables ANGLE to automatically call
// the IDXGIDevice3::Trim method on behalf of the application when it gets suspended.
// Calling IDXGIDevice3::Trim when an application is suspended is a Windows Store application certification requirement.
EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
EGL_NONE,
};
const EGLint fl9_3DisplayAttributes[] =
{
// These can be used to request ANGLE's D3D11 renderer, with D3D11 Feature Level 9_3.
// These attributes are used if the call to eglInitialize fails with the default display attributes.
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9,
EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3,
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
EGL_NONE,
};
const EGLint warpDisplayAttributes[] =
{
// These attributes can be used to request D3D11 WARP.
// They are used if eglInitialize fails with both the default display attributes and the 9_3 display attributes.
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE,
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
EGL_NONE,
};
// eglGetPlatformDisplayEXT is an alternative to eglGetDisplay. It allows us to pass in display attributes, used to configure D3D11.
PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = (PFNEGLGETPLATFORMDISPLAYEXTPROC)(eglGetProcAddress("eglGetPlatformDisplayEXT"));
if (!eglGetPlatformDisplayEXT)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to get function pointer: eglGetPlatformDisplayEXT()");
return false;
}
//
// To initialize the display, we make three sets of calls to eglGetPlatformDisplayEXT and eglInitialize, with varying
// parameters passed to eglGetPlatformDisplayEXT:
// 1) The first calls uses "defaultDisplayAttributes" as a parameter. This corresponds to D3D11 Feature Level 10_0+.
// 2) If eglInitialize fails for step 1 (e.g. because 10_0+ isn't supported by the default GPU), then we try again
// using "fl9_3DisplayAttributes". This corresponds to D3D11 Feature Level 9_3.
// 3) If eglInitialize fails for step 2 (e.g. because 9_3+ isn't supported by the default GPU), then we try again
// using "warpDisplayAttributes". This corresponds to D3D11 Feature Level 11_0 on WARP, a D3D11 software rasterizer.
//
// This tries to initialize EGL to D3D11 Feature Level 10_0+. See above comment for details.
CORE.Window.device = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, defaultDisplayAttributes);
if (CORE.Window.device == EGL_NO_DISPLAY)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
return false;
}
if (eglInitialize(CORE.Window.device, NULL, NULL) == EGL_FALSE)
{
// This tries to initialize EGL to D3D11 Feature Level 9_3, if 10_0+ is unavailable (e.g. on some mobile devices).
CORE.Window.device = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, fl9_3DisplayAttributes);
if (CORE.Window.device == EGL_NO_DISPLAY)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
return false;
}
if (eglInitialize(CORE.Window.device, NULL, NULL) == EGL_FALSE)
{
// This initializes EGL to D3D11 Feature Level 11_0 on WARP, if 9_3+ is unavailable on the default GPU.
CORE.Window.device = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, warpDisplayAttributes);
if (CORE.Window.device == EGL_NO_DISPLAY)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
return false;
}
if (eglInitialize(CORE.Window.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;
}
}
}
EGLint numConfigs = 0;
if ((eglChooseConfig(CORE.Window.device, framebufferAttribs, &CORE.Window.config, 1, &numConfigs) == EGL_FALSE) || (numConfigs == 0))
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to choose first EGL configuration");
return false;
}
// Create a PropertySet and initialize with the EGLNativeWindowType.
//PropertySet^ surfaceCreationProperties = ref new PropertySet();
//surfaceCreationProperties->Insert(ref new String(EGLNativeWindowTypeProperty), window); // CoreWindow^ window
// You can configure the surface to render at a lower resolution and be scaled up to
// the full window size. The scaling is often free on mobile hardware.
//
// One way to configure the SwapChainPanel is to specify precisely which resolution it should render at.
// Size customRenderSurfaceSize = Size(800, 600);
// surfaceCreationProperties->Insert(ref new String(EGLRenderSurfaceSizeProperty), PropertyValue::CreateSize(customRenderSurfaceSize));
//
// Another way is to tell the SwapChainPanel to render at a certain scale factor compared to its size.
// e.g. if the SwapChainPanel is 1920x1280 then setting a factor of 0.5f will make the app render at 960x640
// float customResolutionScale = 0.5f;
// surfaceCreationProperties->Insert(ref new String(EGLRenderResolutionScaleProperty), PropertyValue::CreateSingle(customResolutionScale));
// eglCreateWindowSurface() requires a EGLNativeWindowType parameter,
// In Windows platform: typedef HWND EGLNativeWindowType;
// Property: EGLNativeWindowTypeProperty
// Type: IInspectable
// Description: Set this property to specify the window type to use for creating a surface.
// If this property is missing, surface creation will fail.
//
//const wchar_t EGLNativeWindowTypeProperty[] = L"EGLNativeWindowTypeProperty";
//https://stackoverflow.com/questions/46550182/how-to-create-eglsurface-using-c-winrt-and-angle
//CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, reinterpret_cast<IInspectable*>(surfaceCreationProperties), surfaceAttributes);
CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, (EGLNativeWindowType) UWPGetCoreWindowPtr(), surfaceAttributes);
if (CORE.Window.surface == EGL_NO_SURFACE)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL fullscreen surface");
return false;
}
CORE.Window.context = eglCreateContext(CORE.Window.device, CORE.Window.config, EGL_NO_CONTEXT, contextAttribs);
if (CORE.Window.context == EGL_NO_CONTEXT)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL context");
return false;
}
// Get EGL device window size
eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_WIDTH, &CORE.Window.screen.width);
eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_HEIGHT, &CORE.Window.screen.height);
// Get display size
UWPGetDisplaySizeFunc()(&CORE.Window.display.width, &CORE.Window.display.height);
// Use the width and height of the surface for render
CORE.Window.render.width = CORE.Window.screen.width;
CORE.Window.render.height = CORE.Window.screen.height;
#endif // PLATFORM_UWP
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
EGLint numConfigs = 0;
// Get an EGL device connection
#if defined(PLATFORM_DRM)
CORE.Window.device = eglGetDisplay((EGLNativeDisplayType)CORE.Window.gbmDevice);
#else
CORE.Window.device = eglGetDisplay(EGL_DEFAULT_DISPLAY);
#endif
if (CORE.Window.device == EGL_NO_DISPLAY)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
return false;
}
// Initialize the EGL device connection
if (eglInitialize(CORE.Window.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;
}
#if defined(PLATFORM_DRM)
if (!eglChooseConfig(CORE.Window.device, NULL, NULL, 0, &numConfigs))
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to get EGL config count: 0x%x", eglGetError());
return false;
}
TRACELOG(LOG_TRACE, "DISPLAY: EGL configs available: %d", numConfigs);
EGLConfig *configs = RL_CALLOC(numConfigs, sizeof(*configs));
if (!configs)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to get memory for EGL configs");
return false;
}
EGLint matchingNumConfigs = 0;
if (!eglChooseConfig(CORE.Window.device, framebufferAttribs, configs, numConfigs, &matchingNumConfigs))
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to choose EGL config: 0x%x", eglGetError());
free(configs);
return false;
}
TRACELOG(LOG_TRACE, "DISPLAY: EGL matching configs available: %d", matchingNumConfigs);
// find the EGL config that matches the previously setup GBM format
int found = 0;
for (EGLint i = 0; i < matchingNumConfigs; ++i)
{
EGLint id = 0;
if (!eglGetConfigAttrib(CORE.Window.device, configs[i], EGL_NATIVE_VISUAL_ID, &id))
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to get EGL config attribute: 0x%x", eglGetError());
continue;
}
if (GBM_FORMAT_ARGB8888 == id)
{
TRACELOG(LOG_TRACE, "DISPLAY: Using EGL config: %d", i);
CORE.Window.config = configs[i];
found = 1;
break;
}
}
RL_FREE(configs);
if (!found)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to find a suitable EGL config");
return false;
}
#else
// Get an appropriate EGL framebuffer configuration
eglChooseConfig(CORE.Window.device, framebufferAttribs, &CORE.Window.config, 1, &numConfigs);
#endif
// Set rendering API
eglBindAPI(EGL_OPENGL_ES_API);
// Create an EGL rendering context
CORE.Window.context = eglCreateContext(CORE.Window.device, CORE.Window.config, EGL_NO_CONTEXT, contextAttribs);
if (CORE.Window.context == EGL_NO_CONTEXT)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL context");
return false;
}
#endif
// Create an EGL window surface
//---------------------------------------------------------------------------------
#if defined(PLATFORM_ANDROID)
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(CORE.Window.device, CORE.Window.config, EGL_NATIVE_VISUAL_ID, &displayFormat);
// At this point we need to manage render size vs screen size
// NOTE: This function use and modify global module variables:
// -> CORE.Window.screen.width/CORE.Window.screen.height
// -> CORE.Window.render.width/CORE.Window.render.height
// -> CORE.Window.screenScale
SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
ANativeWindow_setBuffersGeometry(CORE.Android.app->window, CORE.Window.render.width, CORE.Window.render.height, displayFormat);
//ANativeWindow_setBuffersGeometry(CORE.Android.app->window, 0, 0, displayFormat); // Force use of native display size
CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, CORE.Android.app->window, NULL);
#endif // PLATFORM_ANDROID
#if defined(PLATFORM_RPI)
graphics_get_display_size(0, &CORE.Window.display.width, &CORE.Window.display.height);
// Screen size security check
if (CORE.Window.screen.width <= 0) CORE.Window.screen.width = CORE.Window.display.width;
if (CORE.Window.screen.height <= 0) CORE.Window.screen.height = CORE.Window.display.height;
// At this point we need to manage render size vs screen size
// NOTE: This function use and modify global module variables:
// -> CORE.Window.screen.width/CORE.Window.screen.height
// -> CORE.Window.render.width/CORE.Window.render.height
// -> CORE.Window.screenScale
SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
dstRect.x = 0;
dstRect.y = 0;
dstRect.width = CORE.Window.display.width;
dstRect.height = CORE.Window.display.height;
srcRect.x = 0;
srcRect.y = 0;
srcRect.width = CORE.Window.render.width << 16;
srcRect.height = CORE.Window.render.height << 16;
// NOTE: RPI dispmanx windowing system takes care of source rectangle scaling to destination rectangle by hardware (no cost)
// Take care that renderWidth/renderHeight fit on displayWidth/displayHeight aspect ratio
VC_DISPMANX_ALPHA_T alpha;
alpha.flags = DISPMANX_FLAGS_ALPHA_FIXED_ALL_PIXELS;
//alpha.flags = DISPMANX_FLAGS_ALPHA_FROM_SOURCE; // TODO: Allow transparent framebuffer! -> FLAG_WINDOW_TRANSPARENT
alpha.opacity = 255; // Set transparency level for framebuffer, requires EGLAttrib: EGL_TRANSPARENT_TYPE
alpha.mask = 0;
dispmanDisplay = vc_dispmanx_display_open(0); // LCD
dispmanUpdate = vc_dispmanx_update_start(0);
dispmanElement = vc_dispmanx_element_add(dispmanUpdate, dispmanDisplay, 0/*layer*/, &dstRect, 0/*src*/,
&srcRect, DISPMANX_PROTECTION_NONE, &alpha, 0/*clamp*/, DISPMANX_NO_ROTATE);
CORE.Window.handle.element = dispmanElement;
CORE.Window.handle.width = CORE.Window.render.width;
CORE.Window.handle.height = CORE.Window.render.height;
vc_dispmanx_update_submit_sync(dispmanUpdate);
CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, &CORE.Window.handle, NULL);
const unsigned char *const renderer = glGetString(GL_RENDERER);
if (renderer) TRACELOG(LOG_INFO, "DISPLAY: Renderer name is: %s", renderer);
else TRACELOG(LOG_WARNING, "DISPLAY: Failed to get renderer name");
//---------------------------------------------------------------------------------
#endif // PLATFORM_RPI
#if defined(PLATFORM_DRM)
CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, (EGLNativeWindowType)CORE.Window.gbmSurface, NULL);
if (EGL_NO_SURFACE == CORE.Window.surface)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL window surface: 0x%04x", eglGetError());
return false;
}
// At this point we need to manage render size vs screen size
// NOTE: This function use and modify global module variables:
// -> CORE.Window.screen.width/CORE.Window.screen.height
// -> CORE.Window.render.width/CORE.Window.render.height
// -> CORE.Window.screenScale
SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
#endif // PLATFORM_DRM
// There must be at least one frame displayed before the buffers are swapped
//eglSwapInterval(CORE.Window.device, 1);
if (eglMakeCurrent(CORE.Window.device, CORE.Window.surface, CORE.Window.surface, CORE.Window.context) == EGL_FALSE)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to attach EGL rendering context to EGL surface");
return false;
}
else
{
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, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
}
#endif // PLATFORM_ANDROID || PLATFORM_RPI || PLATFORM_DRM || PLATFORM_UWP
// Initialize OpenGL context (states and resources)
// NOTE: CORE.Window.screen.width and CORE.Window.screen.height not used, just stored as globals in rlgl
rlglInit(CORE.Window.screen.width, CORE.Window.screen.height);
int fbWidth = CORE.Window.render.width;
int fbHeight = CORE.Window.render.height;
#if defined(PLATFORM_DESKTOP)
if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
{
// NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling
// Framebuffer scaling should be activated with: glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE);
#if !defined(__APPLE__)
glfwGetFramebufferSize(CORE.Window.handle, &fbWidth, &fbHeight);
// Screen scaling matrix is required in case desired screen area is different than display area
CORE.Window.screenScale = MatrixScale((float)fbWidth/CORE.Window.screen.width, (float)fbHeight/CORE.Window.screen.height, 1.0f);
// Mouse input scaling for the new screen size
SetMouseScale((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight);
#endif
}
#endif
// Setup default viewport
SetupViewport(fbWidth, fbHeight);
CORE.Window.currentFbo.width = CORE.Window.screen.width;
CORE.Window.currentFbo.height = CORE.Window.screen.height;
ClearBackground(RAYWHITE); // Default background color for raylib games :P
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_UWP)
CORE.Window.ready = true;
#endif
if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
return true;
}
// Set viewport for a provided width and height
static 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__)
float xScale = 1.0f, yScale = 1.0f;
glfwGetWindowContentScale(CORE.Window.handle, &xScale, &yScale);
rlViewport(CORE.Window.renderOffset.x/2*xScale, CORE.Window.renderOffset.y/2*yScale, (CORE.Window.render.width - CORE.Window.renderOffset.x)*xScale, (CORE.Window.render.height - CORE.Window.renderOffset.y)*yScale);
#else
rlViewport(CORE.Window.renderOffset.x/2, CORE.Window.renderOffset.y/2, CORE.Window.render.width - CORE.Window.renderOffset.x, CORE.Window.render.height - CORE.Window.renderOffset.y);
#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
static 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;
}
}
// Initialize hi-resolution timer
static void InitTimer(void)
{
srand((unsigned int)time(NULL)); // Initialize random seed
// 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_UWP)
timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms)
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
struct timespec now;
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
}
// Wait for some milliseconds (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 timming on Win32!
static void Wait(float ms)
{
#if defined(PLATFORM_UWP)
UWPGetSleepFunc()(ms/1000);
return;
#endif
#if defined(SUPPORT_BUSY_WAIT_LOOP)
double prevTime = GetTime();
double nextTime = 0.0;
// Busy wait loop
while ((nextTime - prevTime) < ms/1000.0f) nextTime = GetTime();
#else
#if defined(SUPPORT_HALFBUSY_WAIT_LOOP)
#define MAX_HALFBUSY_WAIT_TIME 4
double destTime = GetTime() + ms/1000;
if (ms > MAX_HALFBUSY_WAIT_TIME) ms -= MAX_HALFBUSY_WAIT_TIME;
#endif
#if defined(_WIN32)
Sleep((unsigned int)ms);
#endif
#if defined(__linux__) || defined(__FreeBSD__) || defined(__EMSCRIPTEN__)
struct timespec req = { 0 };
time_t sec = (int)(ms/1000.0f);
ms -= (sec*1000);
req.tv_sec = sec;
req.tv_nsec = ms*1000000L;
// NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated.
while (nanosleep(&req, &req) == -1) continue;
#endif
#if defined(__APPLE__)
usleep(ms*1000.0f);
#endif
#if defined(SUPPORT_HALFBUSY_WAIT_LOOP)
while (GetTime() < destTime) { }
#endif
#endif
}
// Poll (store) all input events
static 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;
#if !(defined(PLATFORM_RPI) || defined(PLATFORM_DRM))
// Reset last gamepad button/axis registered state
CORE.Input.Gamepad.lastButtonPressed = -1;
CORE.Input.Gamepad.axisCount = 0;
#endif
#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
// Register previous keys states
for (int i = 0; i < 512; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
PollKeyboardEvents();
// Register previous mouse states
CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
CORE.Input.Mouse.currentWheelMove = 0.0f;
for (int i = 0; i < 3; i++)
{
CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
CORE.Input.Mouse.currentButtonState[i] = CORE.Input.Mouse.currentButtonStateEvdev[i];
}
// Register gamepads buttons events
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (CORE.Input.Gamepad.ready[i]) // Check if gamepad is available
{
// Register previous gamepad states
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousState[i][k] = CORE.Input.Gamepad.currentState[i][k];
}
}
#endif
#if defined(PLATFORM_UWP)
// Register previous keys states
for (int i = 0; i < 512; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (CORE.Input.Gamepad.ready[i])
{
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousState[i][k] = CORE.Input.Gamepad.currentState[i][k];
}
}
// Register previous mouse states
CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
CORE.Input.Mouse.currentWheelMove = 0.0f;
for (int i = 0; i < 3; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
#endif // PLATFORM_UWP
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
// Register previous keys states
for (int i = 0; i < 512; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
// Register previous mouse states
for (int i = 0; i < 3; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
// Register previous mouse wheel state
CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
CORE.Input.Mouse.currentWheelMove = 0.0f;
#endif
// Register previous touch states
for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
#if defined(PLATFORM_DESKTOP)
// Check if gamepads are ready
// NOTE: We do it here in case of disconnection
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (glfwJoystickPresent(i)) CORE.Input.Gamepad.ready[i] = true;
else CORE.Input.Gamepad.ready[i] = false;
}
// Register gamepads buttons events
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (CORE.Input.Gamepad.ready[i]) // Check if gamepad is available
{
// Register previous gamepad states
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousState[i][k] = CORE.Input.Gamepad.currentState[i][k];
// Get current gamepad state
// NOTE: There is no callback available, so we get it manually
// Get remapped buttons
GLFWgamepadstate state = { 0 };
glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller
const unsigned char *buttons = state.buttons;
for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++)
{
GamepadButton button = -1;
switch (k)
{
case GLFW_GAMEPAD_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
case GLFW_GAMEPAD_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
case GLFW_GAMEPAD_BUTTON_A: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
case GLFW_GAMEPAD_BUTTON_X: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
case GLFW_GAMEPAD_BUTTON_BACK: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
case GLFW_GAMEPAD_BUTTON_GUIDE: button = GAMEPAD_BUTTON_MIDDLE; break;
case GLFW_GAMEPAD_BUTTON_START: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
case GLFW_GAMEPAD_BUTTON_DPAD_UP: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: button = GAMEPAD_BUTTON_LEFT_THUMB; break;
case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
default: break;
}
if (button != -1) // Check for valid button
{
if (buttons[k] == GLFW_PRESS)
{
CORE.Input.Gamepad.currentState[i][button] = 1;
CORE.Input.Gamepad.lastButtonPressed = button;
}
else CORE.Input.Gamepad.currentState[i][button] = 0;
}
}
// Get current axis state
const float *axes = state.axes;
for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
{
CORE.Input.Gamepad.axisState[i][k] = axes[k];
}
// Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis)
CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST;
}
}
CORE.Window.resizedLastFrame = false;
#if defined(SUPPORT_EVENTS_WAITING)
glfwWaitEvents();
#else
glfwPollEvents(); // Register keyboard/mouse events (callbacks)... and window events!
#endif
#endif //defined(PLATFORM_DESKTOP)
// Gamepad support using emscripten API
// NOTE: GLFW3 joystick functionality not available in web
#if defined(PLATFORM_WEB)
// Get number of gamepads connected
int numGamepads = 0;
if (emscripten_sample_gamepad_data() == EMSCRIPTEN_RESULT_SUCCESS) numGamepads = emscripten_get_num_gamepads();
for (int i = 0; (i < numGamepads) && (i < MAX_GAMEPADS); i++)
{
// Register previous gamepad button states
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousState[i][k] = CORE.Input.Gamepad.currentState[i][k];
EmscriptenGamepadEvent gamepadState;
int result = emscripten_get_gamepad_status(i, &gamepadState);
if (result == EMSCRIPTEN_RESULT_SUCCESS)
{
// Register buttons data for every connected gamepad
for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++)
{
GamepadButton button = -1;
// Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface
switch (j)
{
case 0: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
case 1: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
case 2: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
case 3: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
case 4: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
case 5: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
case 6: button = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
case 7: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
case 8: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
case 9: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
case 10: button = GAMEPAD_BUTTON_LEFT_THUMB; break;
case 11: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
case 12: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
case 13: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
case 14: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
case 15: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
default: break;
}
if (button != -1) // Check for valid button
{
if (gamepadState.digitalButton[j] == 1)
{
CORE.Input.Gamepad.currentState[i][button] = 1;
CORE.Input.Gamepad.lastButtonPressed = button;
}
else CORE.Input.Gamepad.currentState[i][button] = 0;
}
//TRACELOGD("INPUT: Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
}
// Register axis data for every connected gamepad
for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
{
CORE.Input.Gamepad.axisState[i][j] = gamepadState.axis[j];
}
CORE.Input.Gamepad.axisCount = gamepadState.numAxes;
}
}
#endif
#if defined(PLATFORM_ANDROID)
// 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];
// Android ALooper_pollAll() variables
int pollResult = 0;
int pollEvents = 0;
// Poll Events (registered events)
// NOTE: Activity is paused if not enabled (CORE.Android.appEnabled)
while ((pollResult = ALooper_pollAll(CORE.Android.appEnabled? 0 : -1, NULL, &pollEvents, (void**)&CORE.Android.source)) >= 0)
{
// Process this event
if (CORE.Android.source != NULL) CORE.Android.source->process(CORE.Android.app, CORE.Android.source);
// NOTE: Never close window, native activity is controlled by the system!
if (CORE.Android.app->destroyRequested != 0)
{
//CORE.Window.shouldClose = true;
//ANativeActivity_finish(CORE.Android.app->activity);
}
}
#endif
#if (defined(PLATFORM_RPI) || defined(PLATFORM_DRM)) && defined(SUPPORT_SSH_KEYBOARD_RPI)
// NOTE: Keyboard reading could be done using input_event(s) reading or just read from stdin,
// we now use both methods inside here. 2nd method is still used for legacy purposes (Allows for input trough SSH console)
ProcessKeyboard();
// NOTE: Mouse input events polling is done asynchronously in another pthread - EventThread()
// NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread()
#endif
}
// Copy back buffer to front buffers
static void SwapBuffers(void)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
glfwSwapBuffers(CORE.Window.handle);
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
eglSwapBuffers(CORE.Window.device, CORE.Window.surface);
#if defined(PLATFORM_DRM)
if (!CORE.Window.gbmSurface || (-1 == CORE.Window.fd) || !CORE.Window.connector || !CORE.Window.crtc)
{
TRACELOG(LOG_ERROR, "DISPLAY: DRM initialization failed to swap");
abort();
}
struct gbm_bo *bo = gbm_surface_lock_front_buffer(CORE.Window.gbmSurface);
if (!bo)
{
TRACELOG(LOG_ERROR, "DISPLAY: Failed GBM to lock front buffer");
abort();
}
uint32_t fb = 0;
int result = drmModeAddFB(CORE.Window.fd, CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay,
CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay, 24, 32, gbm_bo_get_stride(bo), gbm_bo_get_handle(bo).u32, &fb);
if (0 != result)
{
TRACELOG(LOG_ERROR, "DISPLAY: drmModeAddFB() failed with result: %d", result);
abort();
}
result = drmModeSetCrtc(CORE.Window.fd, CORE.Window.crtc->crtc_id, fb, 0, 0,
&CORE.Window.connector->connector_id, 1, &CORE.Window.connector->modes[CORE.Window.modeIndex]);
if (0 != result)
{
TRACELOG(LOG_ERROR, "DISPLAY: drmModeSetCrtc() failed with result: %d", result);
abort();
}
if (CORE.Window.prevFB)
{
result = drmModeRmFB(CORE.Window.fd, CORE.Window.prevFB);
if (0 != result)
{
TRACELOG(LOG_ERROR, "DISPLAY: drmModeRmFB() failed with result: %d", result);
abort();
}
}
CORE.Window.prevFB = fb;
if (CORE.Window.prevBO)
{
gbm_surface_release_buffer(CORE.Window.gbmSurface, CORE.Window.prevBO);
}
CORE.Window.prevBO = bo;
#endif // defined(PLATFORM_DRM)
#endif // defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
}
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// GLFW3 Error Callback, runs on GLFW3 error
static void ErrorCallback(int error, const char *description)
{
TRACELOG(LOG_WARNING, "GLFW: Error: %i Description: %s", error, description);
}
// GLFW3 WindowSize Callback, runs when window is resizedLastFrame
// NOTE: Window resizing not allowed by default
static void WindowSizeCallback(GLFWwindow *window, int width, int height)
{
SetupViewport(width, height); // Reset viewport and projection matrix for new size
CORE.Window.currentFbo.width = width;
CORE.Window.currentFbo.height = height;
CORE.Window.resizedLastFrame = true;
if (IsWindowFullscreen()) return;
// Set current screen size
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
// NOTE: Postprocessing texture is not scaled to new size
}
// GLFW3 WindowIconify Callback, runs when window is minimized/restored
static void WindowIconifyCallback(GLFWwindow *window, int iconified)
{
if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; // The window was iconified
else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // The window was restored
}
#if !defined(PLATFORM_WEB)
// GLFW3 WindowMaximize Callback, runs when window is maximized/restored
static void WindowMaximizeCallback(GLFWwindow *window, int maximized)
{
if (maximized) CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; // The window was maximized
else CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; // The window was restored
}
#endif
// GLFW3 WindowFocus Callback, runs when window get/lose focus
static void WindowFocusCallback(GLFWwindow *window, int focused)
{
if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // The window was focused
else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; // The window lost focus
}
// GLFW3 Keyboard Callback, runs on key pressed
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
{
//TRACELOG(LOG_DEBUG, "Key Callback: KEY:%i(%c) - SCANCODE:%i (STATE:%i)", key, key, scancode, action);
if (key == CORE.Input.Keyboard.exitKey && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(CORE.Window.handle, GLFW_TRUE);
// NOTE: Before closing window, while loop must be left!
}
#if defined(SUPPORT_SCREEN_CAPTURE)
else if (key == GLFW_KEY_F12 && action == GLFW_PRESS)
{
#if defined(SUPPORT_GIF_RECORDING)
if (mods == GLFW_MOD_CONTROL)
{
if (gifRecording)
{
gifRecording = false;
MsfGifResult result = msf_gif_end(&gifState);
char path[512] = { 0 };
#if defined(PLATFORM_ANDROID)
strcpy(path, CORE.Android.internalDataPath);
strcat(path, TextFormat("./screenrec%03i.gif", screenshotCounter));
#else
strcpy(path, TextFormat("./screenrec%03i.gif", screenshotCounter));
#endif
SaveFileData(path, result.data, (unsigned int)result.dataSize);
msf_gif_free(result);
#if defined(PLATFORM_WEB)
// Download file from MEMFS (emscripten memory filesystem)
// saveFileFromMEMFSToDisk() function is defined in raylib/templates/web_shel/shell.html
emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", TextFormat("screenrec%03i.gif", screenshotCounter - 1), TextFormat("screenrec%03i.gif", screenshotCounter - 1)));
#endif
TRACELOG(LOG_INFO, "SYSTEM: Finish animated GIF recording");
}
else
{
gifRecording = true;
gifFramesCounter = 0;
msf_gif_begin(&gifState, CORE.Window.screen.width, CORE.Window.screen.height);
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
else
{
// WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
// to work properly with our implementation (IsKeyDown/IsKeyUp checks)
if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
else CORE.Input.Keyboard.currentKeyState[key] = 1;
// Check if there is space available in the key queue
if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_RELEASE))
{
// Add character to the queue
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
CORE.Input.Keyboard.keyPressedQueueCount++;
}
}
}
// GLFW3 Char Key Callback, runs on key down (gets equivalent unicode char value)
static void CharCallback(GLFWwindow *window, unsigned int key)
{
//TRACELOG(LOG_DEBUG, "Char Callback: KEY:%i(%c)", key, key);
// NOTE: Registers any key down considering OS keyboard layout but
// do not detects action events, those should be managed by user...
// Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
// Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
// Check if there is space available in the queue
if (CORE.Input.Keyboard.charPressedQueueCount < MAX_KEY_PRESSED_QUEUE)
{
// Add character to the queue
CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = key;
CORE.Input.Keyboard.charPressedQueueCount++;
}
}
// GLFW3 Mouse Button Callback, runs on mouse button pressed
static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
{
// WARNING: GLFW could only return GLFW_PRESS (1) or GLFW_RELEASE (0) for now,
// but future releases may add more actions (i.e. GLFW_REPEAT)
CORE.Input.Mouse.currentButtonState[button] = action;
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent = { 0 };
// Register touch actions
if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_DOWN;
else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_UP;
// NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback()
// Assign a pointer ID
gestureEvent.pointerId[0] = 0;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
gestureEvent.position[0] = GetMousePosition();
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
#endif
}
// GLFW3 Cursor Position Callback, runs on mouse move
static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
{
CORE.Input.Mouse.position.x = (float)x;
CORE.Input.Mouse.position.y = (float)y;
CORE.Input.Touch.position[0] = CORE.Input.Mouse.position;
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent = { 0 };
gestureEvent.touchAction = TOUCH_MOVE;
// Assign a pointer ID
gestureEvent.pointerId[0] = 0;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
gestureEvent.position[0] = CORE.Input.Touch.position[0];
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
#endif
}
// GLFW3 Srolling Callback, runs on mouse wheel
static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
{
CORE.Input.Mouse.currentWheelMove = (float)yoffset;
}
// GLFW3 CursorEnter Callback, when cursor enters the window
static void CursorEnterCallback(GLFWwindow *window, int enter)
{
if (enter == true) CORE.Input.Mouse.cursorOnScreen = true;
else CORE.Input.Mouse.cursorOnScreen = false;
}
// GLFW3 Window Drop Callback, runs when drop files into window
// NOTE: Paths are stored in dynamic memory for further retrieval
// Everytime new files are dropped, old ones are discarded
static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
{
ClearDroppedFiles();
CORE.Window.dropFilesPath = (char **)RL_MALLOC(sizeof(char *)*count);
for (int i = 0; i < count; i++)
{
CORE.Window.dropFilesPath[i] = (char *)RL_MALLOC(sizeof(char)*MAX_FILEPATH_LENGTH);
strcpy(CORE.Window.dropFilesPath[i], paths[i]);
}
CORE.Window.dropFilesCount = count;
}
#endif
#if defined(PLATFORM_ANDROID)
// ANDROID: Process activity lifecycle commands
static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
{
switch (cmd)
{
case APP_CMD_START:
{
//rendering = true;
} break;
case APP_CMD_RESUME: break;
case APP_CMD_INIT_WINDOW:
{
if (app->window != NULL)
{
if (CORE.Android.contextRebindRequired)
{
// Reset screen scaling to full display size
EGLint displayFormat;
eglGetConfigAttrib(CORE.Window.device, CORE.Window.config, EGL_NATIVE_VISUAL_ID, &displayFormat);
ANativeWindow_setBuffersGeometry(app->window, CORE.Window.render.width, CORE.Window.render.height, displayFormat);
// Recreate display surface and re-attach OpenGL context
CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, app->window, NULL);
eglMakeCurrent(CORE.Window.device, CORE.Window.surface, CORE.Window.surface, CORE.Window.context);
CORE.Android.contextRebindRequired = false;
}
else
{
CORE.Window.display.width = ANativeWindow_getWidth(CORE.Android.app->window);
CORE.Window.display.height = ANativeWindow_getHeight(CORE.Android.app->window);
// Init graphics device (display device and OpenGL context)
InitGraphicsDevice(CORE.Window.screen.width, CORE.Window.screen.height);
// Init hi-res timer
InitTimer();
#if defined(SUPPORT_DEFAULT_FONT)
// Load default font
// NOTE: External function (defined in module: text)
LoadFontDefault();
Rectangle rec = GetFontDefault().recs[95];
// NOTE: We setup a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering
rlSetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
#endif
// TODO: GPU assets reload in case of lost focus (lost context)
// NOTE: This problem has been solved just unbinding and rebinding context from display
/*
if (assetsReloadRequired)
{
for (int i = 0; i < assetsCount; i++)
{
// TODO: Unload old asset if required
// Load texture again to pointed texture
(*textureAsset + i) = LoadTexture(assetPath[i]);
}
}
*/
}
}
} break;
case APP_CMD_GAINED_FOCUS:
{
CORE.Android.appEnabled = true;
//ResumeMusicStream();
} break;
case APP_CMD_PAUSE: break;
case APP_CMD_LOST_FOCUS:
{
CORE.Android.appEnabled = false;
//PauseMusicStream();
} break;
case APP_CMD_TERM_WINDOW:
{
// Dettach OpenGL context and destroy display surface
// NOTE 1: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...)
// NOTE 2: In some cases (too many context loaded), OS could unload context automatically... :(
eglMakeCurrent(CORE.Window.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglDestroySurface(CORE.Window.device, CORE.Window.surface);
CORE.Android.contextRebindRequired = true;
} break;
case APP_CMD_SAVE_STATE: break;
case APP_CMD_STOP: break;
case APP_CMD_DESTROY:
{
// TODO: Finish activity?
//ANativeActivity_finish(CORE.Android.app->activity);
} break;
case APP_CMD_CONFIG_CHANGED:
{
//AConfiguration_fromAssetManager(CORE.Android.app->config, CORE.Android.app->activity->assetManager);
//print_cur_config(CORE.Android.app);
// Check screen orientation here!
} break;
default: break;
}
}
// ANDROID: Get input events
static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
{
// If additional inputs are required check:
// https://developer.android.com/ndk/reference/group/input
// https://developer.android.com/training/game-controllers/controller-input
int type = AInputEvent_getType(event);
int source = AInputEvent_getSource(event);
if (type == AINPUT_EVENT_TYPE_MOTION)
{
if (((source & AINPUT_SOURCE_JOYSTICK) == AINPUT_SOURCE_JOYSTICK) ||
((source & AINPUT_SOURCE_GAMEPAD) == AINPUT_SOURCE_GAMEPAD))
{
// Get first touch position
CORE.Input.Touch.position[0].x = AMotionEvent_getX(event, 0);
CORE.Input.Touch.position[0].y = AMotionEvent_getY(event, 0);
// Get second touch position
CORE.Input.Touch.position[1].x = AMotionEvent_getX(event, 1);
CORE.Input.Touch.position[1].y = AMotionEvent_getY(event, 1);
int32_t keycode = AKeyEvent_getKeyCode(event);
if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
{
CORE.Input.Keyboard.currentKeyState[keycode] = 1; // Key down
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode;
CORE.Input.Keyboard.keyPressedQueueCount++;
}
else CORE.Input.Keyboard.currentKeyState[keycode] = 0; // Key up
// Stop processing gamepad buttons
return 1;
}
}
else if (type == AINPUT_EVENT_TYPE_KEY)
{
int32_t keycode = AKeyEvent_getKeyCode(event);
//int32_t AKeyEvent_getMetaState(event);
// Save current button and its state
// NOTE: Android key action is 0 for down and 1 for up
if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
{
CORE.Input.Keyboard.currentKeyState[keycode] = 1; // Key down
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode;
CORE.Input.Keyboard.keyPressedQueueCount++;
}
else CORE.Input.Keyboard.currentKeyState[keycode] = 0; // Key up
if (keycode == AKEYCODE_POWER)
{
// Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS
// Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS
// It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected.
// NOTE: AndroidManifest.xml must have <activity android:configChanges="orientation|keyboardHidden|screenSize" >
// Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour
return 0;
}
else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU))
{
// Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS!
return 1;
}
else if ((keycode == AKEYCODE_VOLUME_UP) || (keycode == AKEYCODE_VOLUME_DOWN))
{
// Set default OS behaviour
return 0;
}
return 0;
}
CORE.Input.Touch.position[0].x = AMotionEvent_getX(event, 0);
CORE.Input.Touch.position[0].y = AMotionEvent_getY(event, 0);
int32_t action = AMotionEvent_getAction(event);
unsigned int flags = action & AMOTION_EVENT_ACTION_MASK;
if (flags == AMOTION_EVENT_ACTION_DOWN || flags == AMOTION_EVENT_ACTION_MOVE)
{
CORE.Input.Touch.currentTouchState[MOUSE_LEFT_BUTTON] = 1;
}
else if (flags == AMOTION_EVENT_ACTION_UP)
{
CORE.Input.Touch.currentTouchState[MOUSE_LEFT_BUTTON] = 0;
}
#if defined(SUPPORT_GESTURES_SYSTEM)
GestureEvent gestureEvent;
// Register touch actions
if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_DOWN;
else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_UP;
else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_MOVE;
// Register touch points count
// NOTE: Documentation says pointerCount is Always >= 1,
// but in practice it can be 0 or over a million
gestureEvent.pointCount = AMotionEvent_getPointerCount(event);
// Only enable gestures for 1-3 touch points
if ((gestureEvent.pointCount > 0) && (gestureEvent.pointCount < 4))
{
// Register touch points id
// NOTE: Only two points registered
gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0);
gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1);
// Register touch points position
gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) };
gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) };
// Normalize gestureEvent.position[x] for screenWidth and screenHeight
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
gestureEvent.position[1].x /= (float)GetScreenWidth();
gestureEvent.position[1].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
}
#endif
return 0;
}
#endif
#if defined(PLATFORM_WEB)
// Register fullscreen change events
static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData)
{
//isFullscreen: int event->isFullscreen
//fullscreenEnabled: int event->fullscreenEnabled
//fs element nodeName: (char *) event->nodeName
//fs element id: (char *) event->id
//Current element size: (int) event->elementWidth, (int) event->elementHeight
//Screen size:(int) event->screenWidth, (int) event->screenHeight
/*
if (event->isFullscreen)
{
CORE.Window.fullscreen = true;
TRACELOG(LOG_INFO, "WEB: Canvas scaled to fullscreen. ElementSize: (%ix%i), ScreenSize(%ix%i)", event->elementWidth, event->elementHeight, event->screenWidth, event->screenHeight);
}
else
{
CORE.Window.fullscreen = false;
TRACELOG(LOG_INFO, "WEB: Canvas scaled to windowed. ElementSize: (%ix%i), ScreenSize(%ix%i)", event->elementWidth, event->elementHeight, event->screenWidth, event->screenHeight);
}
// TODO: Depending on scaling factor (screen vs element), calculate factor to scale mouse/touch input
*/
return 0;
}
// Register keyboard input events
static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyEvent, void *userData)
{
if ((eventType == EMSCRIPTEN_EVENT_KEYDOWN) && (keyEvent->keyCode == 27)) // ESCAPE key (strcmp(keyEvent->code, "Escape") == 0)
{
// WARNING: Not executed when pressing Esc to exit fullscreen, it seems document has priority over #canvas
emscripten_exit_pointerlock();
CORE.Window.fullscreen = false;
//TRACELOG(LOG_INFO, "CORE.Window.fullscreen = %s", CORE.Window.fullscreen? "true" : "false");
}
return 0;
}
// Register mouse input events
static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData)
{
// Lock mouse pointer when click on screen
if (eventType == EMSCRIPTEN_EVENT_CLICK)
{
// TODO: Manage mouse events if required (note that GLFW JS wrapper manages it now)
}
return 0;
}
// Register touch input events
static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
{
for (int i = 0; i < touchEvent->numTouches; i++)
{
if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) CORE.Input.Touch.currentTouchState[i] = 1;
else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) CORE.Input.Touch.currentTouchState[i] = 0;
}
#if defined(SUPPORT_GESTURES_SYSTEM)
GestureEvent gestureEvent = { 0 };
// Register touch actions
if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_DOWN;
else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_UP;
else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_MOVE;
// Register touch points count
gestureEvent.pointCount = touchEvent->numTouches;
// Register touch points id
gestureEvent.pointerId[0] = touchEvent->touches[0].identifier;
gestureEvent.pointerId[1] = touchEvent->touches[1].identifier;
// Register touch points position
// NOTE: Only two points registered
gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].targetX, touchEvent->touches[0].targetY };
gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].targetX, touchEvent->touches[1].targetY };
double canvasWidth, canvasHeight;
// NOTE: emscripten_get_canvas_element_size() returns canvas.width and canvas.height but
// we are looking for actual CSS size: canvas.style.width and canvas.style.height
//EMSCRIPTEN_RESULT res = emscripten_get_canvas_element_size("#canvas", &canvasWidth, &canvasHeight);
emscripten_get_element_css_size("#canvas", &canvasWidth, &canvasHeight);
// Normalize gestureEvent.position[x] for CORE.Window.screen.width and CORE.Window.screen.height
gestureEvent.position[0].x *= ((float)GetScreenWidth()/(float)canvasWidth);
gestureEvent.position[0].y *= ((float)GetScreenHeight()/(float)canvasHeight);
gestureEvent.position[1].x *= ((float)GetScreenWidth()/(float)canvasWidth);
gestureEvent.position[1].y *= ((float)GetScreenHeight()/(float)canvasHeight);
CORE.Input.Touch.position[0] = gestureEvent.position[0];
CORE.Input.Touch.position[1] = gestureEvent.position[1];
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
#else
// Support only simple touch position
if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART)
{
// Get first touch position
CORE.Input.Touch.position[0] = (Vector2){ touchEvent->touches[0].targetX, touchEvent->touches[0].targetY };
double canvasWidth, canvasHeight;
//EMSCRIPTEN_RESULT res = emscripten_get_canvas_element_size("#canvas", &canvasWidth, &canvasHeight);
emscripten_get_element_css_size("#canvas", &canvasWidth, &canvasHeight);
// Normalize gestureEvent.position[x] for screenWidth and screenHeight
CORE.Input.Touch.position[0].x *= ((float)GetScreenWidth()/(float)canvasWidth);
CORE.Input.Touch.position[0].y *= ((float)GetScreenHeight()/(float)canvasHeight);
}
#endif
return 1;
}
// Register connected/disconnected gamepads events
static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData)
{
/*
TRACELOGD("%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"",
eventType != 0? emscripten_event_type_to_string(eventType) : "Gamepad state",
gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping);
for (int i = 0; i < gamepadEvent->numAxes; ++i) TRACELOGD("Axis %d: %g", i, gamepadEvent->axis[i]);
for (int i = 0; i < gamepadEvent->numButtons; ++i) TRACELOGD("Button %d: Digital: %d, Analog: %g", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]);
*/
if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS)) CORE.Input.Gamepad.ready[gamepadEvent->index] = true;
else CORE.Input.Gamepad.ready[gamepadEvent->index] = false;
// TODO: Test gamepadEvent->index
return 0;
}
static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const void *reserved, void *userData)
{
double width, height;
emscripten_get_element_css_size("canvas", &width, &height);
// TODO.
return true;
}
#endif
#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
#if defined(SUPPORT_SSH_KEYBOARD_RPI)
// Initialize Keyboard system (using standard input)
static void InitKeyboard(void)
{
// NOTE: We read directly from Standard Input (stdin) - STDIN_FILENO file descriptor
// Make stdin non-blocking (not enough, need to configure to non-canonical mode)
int flags = fcntl(STDIN_FILENO, F_GETFL, 0); // F_GETFL: Get the file access mode and the file status flags
fcntl(STDIN_FILENO, F_SETFL, flags | O_NONBLOCK); // F_SETFL: Set the file status flags to the value specified
// Save terminal keyboard settings and reconfigure terminal with new settings
struct termios keyboardNewSettings;
tcgetattr(STDIN_FILENO, &CORE.Input.Keyboard.defaultSettings); // Get current keyboard settings
keyboardNewSettings = CORE.Input.Keyboard.defaultSettings;
// New terminal settings for keyboard: turn off buffering (non-canonical mode), echo and key processing
// NOTE: ISIG controls if ^C and ^Z generate break signals or not
keyboardNewSettings.c_lflag &= ~(ICANON | ECHO | ISIG);
//keyboardNewSettings.c_iflag &= ~(ISTRIP | INLCR | ICRNL | IGNCR | IXON | IXOFF);
keyboardNewSettings.c_cc[VMIN] = 1;
keyboardNewSettings.c_cc[VTIME] = 0;
// Set new keyboard settings (change occurs immediately)
tcsetattr(STDIN_FILENO, TCSANOW, &keyboardNewSettings);
// NOTE: Reading directly from stdin will give chars already key-mapped by kernel to ASCII or UNICODE
// Save old keyboard mode to restore it at the end
if (ioctl(STDIN_FILENO, KDGKBMODE, &CORE.Input.Keyboard.defaultMode) < 0)
{
// NOTE: It could mean we are using a remote keyboard through ssh!
TRACELOG(LOG_WARNING, "RPI: Failed to change keyboard mode (SSH keyboard?)");
}
else
{
// We reconfigure keyboard mode to get:
// - scancodes (K_RAW)
// - keycodes (K_MEDIUMRAW)
// - ASCII chars (K_XLATE)
// - UNICODE chars (K_UNICODE)
ioctl(STDIN_FILENO, KDSKBMODE, K_XLATE);
}
// Register keyboard restore when program finishes
atexit(RestoreKeyboard);
}
// Process keyboard inputs
// TODO: Most probably input reading and processing should be in a separate thread
static void ProcessKeyboard(void)
{
#define MAX_KEYBUFFER_SIZE 32 // Max size in bytes to read
// Keyboard input polling (fill keys[256] array with status)
int bufferByteCount = 0; // Bytes available on the buffer
char keysBuffer[MAX_KEYBUFFER_SIZE]; // Max keys to be read at a time
// Read availables keycodes from stdin
bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call
// Reset pressed keys array (it will be filled below)
if (bufferByteCount > 0) for (int i = 0; i < 512; i++) CORE.Input.Keyboard.currentKeyState[i] = 0;
// Check keys from event input workers (This is the new keyboard reading method)
//for (int i = 0; i < 512; i++) CORE.Input.Keyboard.currentKeyState[i] = CORE.Input.Keyboard.currentKeyStateEvdev[i];
// Fill all read bytes (looking for keys)
for (int i = 0; i < bufferByteCount; i++)
{
// NOTE: If (key == 0x1b), depending on next key, it could be a special keymap code!
// Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42
if (keysBuffer[i] == 0x1b)
{
// Detect ESC to stop program
if (bufferByteCount == 1) CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] = 1;
else
{
if (keysBuffer[i + 1] == 0x5b) // Special function key
{
if ((keysBuffer[i + 2] == 0x5b) || (keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32))
{
// Process special function keys (F1 - F12)
switch (keysBuffer[i + 3])
{
case 0x41: CORE.Input.Keyboard.currentKeyState[290] = 1; break; // raylib KEY_F1
case 0x42: CORE.Input.Keyboard.currentKeyState[291] = 1; break; // raylib KEY_F2
case 0x43: CORE.Input.Keyboard.currentKeyState[292] = 1; break; // raylib KEY_F3
case 0x44: CORE.Input.Keyboard.currentKeyState[293] = 1; break; // raylib KEY_F4
case 0x45: CORE.Input.Keyboard.currentKeyState[294] = 1; break; // raylib KEY_F5
case 0x37: CORE.Input.Keyboard.currentKeyState[295] = 1; break; // raylib KEY_F6
case 0x38: CORE.Input.Keyboard.currentKeyState[296] = 1; break; // raylib KEY_F7
case 0x39: CORE.Input.Keyboard.currentKeyState[297] = 1; break; // raylib KEY_F8
case 0x30: CORE.Input.Keyboard.currentKeyState[298] = 1; break; // raylib KEY_F9
case 0x31: CORE.Input.Keyboard.currentKeyState[299] = 1; break; // raylib KEY_F10
case 0x33: CORE.Input.Keyboard.currentKeyState[300] = 1; break; // raylib KEY_F11
case 0x34: CORE.Input.Keyboard.currentKeyState[301] = 1; break; // raylib KEY_F12
default: break;
}
if (keysBuffer[i + 2] == 0x5b) i += 4;
else if ((keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) i += 5;
}
else
{
switch (keysBuffer[i + 2])
{
case 0x41: CORE.Input.Keyboard.currentKeyState[265] = 1; break; // raylib KEY_UP
case 0x42: CORE.Input.Keyboard.currentKeyState[264] = 1; break; // raylib KEY_DOWN
case 0x43: CORE.Input.Keyboard.currentKeyState[262] = 1; break; // raylib KEY_RIGHT
case 0x44: CORE.Input.Keyboard.currentKeyState[263] = 1; break; // raylib KEY_LEFT
default: break;
}
i += 3; // Jump to next key
}
// NOTE: Some keys are not directly keymapped (CTRL, ALT, SHIFT)
}
}
}
else if (keysBuffer[i] == 0x0a) // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*)
{
CORE.Input.Keyboard.currentKeyState[257] = 1;
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 257; // Add keys pressed into queue
CORE.Input.Keyboard.keyPressedQueueCount++;
}
else if (keysBuffer[i] == 0x7f) // raylib KEY_BACKSPACE
{
CORE.Input.Keyboard.currentKeyState[259] = 1;
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 257; // Add keys pressed into queue
CORE.Input.Keyboard.keyPressedQueueCount++;
}
else
{
// Translate lowercase a-z letters to A-Z
if ((keysBuffer[i] >= 97) && (keysBuffer[i] <= 122))
{
CORE.Input.Keyboard.currentKeyState[(int)keysBuffer[i] - 32] = 1;
}
else CORE.Input.Keyboard.currentKeyState[(int)keysBuffer[i]] = 1;
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keysBuffer[i]; // Add keys pressed into queue
CORE.Input.Keyboard.keyPressedQueueCount++;
}
}
// Check exit key (same functionality as GLFW3 KeyCallback())
if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] == 1) CORE.Window.shouldClose = true;
#if defined(SUPPORT_SCREEN_CAPTURE)
// Check screen capture key (raylib key: KEY_F12)
if (CORE.Input.Keyboard.currentKeyState[301] == 1)
{
TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
screenshotCounter++;
}
#endif
}
// Restore default keyboard input
static void RestoreKeyboard(void)
{
// Reset to default keyboard settings
tcsetattr(STDIN_FILENO, TCSANOW, &CORE.Input.Keyboard.defaultSettings);
// Reconfigure keyboard to default mode
ioctl(STDIN_FILENO, KDSKBMODE, CORE.Input.Keyboard.defaultMode);
}
#endif //SUPPORT_SSH_KEYBOARD_RPI
// Initialise user input from evdev(/dev/input/event<N>) this means mouse, keyboard or gamepad devices
static void InitEvdevInput(void)
{
char path[MAX_FILEPATH_LENGTH];
DIR *directory;
struct dirent *entity;
// Initialise keyboard file descriptor
CORE.Input.Keyboard.fd = -1;
// Reset variables
for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
{
CORE.Input.Touch.position[i].x = -1;
CORE.Input.Touch.position[i].y = -1;
}
// Reset keyboard key state
for (int i = 0; i < 512; i++) CORE.Input.Keyboard.currentKeyState[i] = 0;
// Open the linux directory of "/dev/input"
directory = opendir(DEFAULT_EVDEV_PATH);
if (directory)
{
while ((entity = readdir(directory)) != NULL)
{
if (strncmp("event", entity->d_name, strlen("event")) == 0) // Search for devices named "event*"
{
sprintf(path, "%s%s", DEFAULT_EVDEV_PATH, entity->d_name);
ConfigureEvdevDevice(path); // Configure the device if appropriate
}
}
closedir(directory);
}
else TRACELOG(LOG_WARNING, "RPI: Failed to open linux event directory: %s", DEFAULT_EVDEV_PATH);
}
// Identifies a input device and configures it for use if appropriate
static void ConfigureEvdevDevice(char *device)
{
#define BITS_PER_LONG (8*sizeof(long))
#define NBITS(x) ((((x) - 1)/BITS_PER_LONG) + 1)
#define OFF(x) ((x)%BITS_PER_LONG)
#define BIT(x) (1UL<<OFF(x))
#define LONG(x) ((x)/BITS_PER_LONG)
#define TEST_BIT(array, bit) ((array[LONG(bit)] >> OFF(bit)) & 1)
struct input_absinfo absinfo;
unsigned long evBits[NBITS(EV_MAX)];
unsigned long absBits[NBITS(ABS_MAX)];
unsigned long relBits[NBITS(REL_MAX)];
unsigned long keyBits[NBITS(KEY_MAX)];
bool hasAbs = false;
bool hasRel = false;
bool hasAbsMulti = false;
int freeWorkerId = -1;
int fd = -1;
InputEventWorker *worker;
// Open the device and allocate worker
//-------------------------------------------------------------------------------------------------------
// Find a free spot in the workers array
for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
{
if (CORE.Input.eventWorker[i].threadId == 0)
{
freeWorkerId = i;
break;
}
}
// Select the free worker from array
if (freeWorkerId >= 0)
{
worker = &(CORE.Input.eventWorker[freeWorkerId]); // Grab a pointer to the worker
memset(worker, 0, sizeof(InputEventWorker)); // Clear the worker
}
else
{
TRACELOG(LOG_WARNING, "RPI: Failed to create input device thread for %s, out of worker slots", device);
return;
}
// Open the device
fd = open(device, O_RDONLY | O_NONBLOCK);
if (fd < 0)
{
TRACELOG(LOG_WARNING, "RPI: Failed to open input device %s", device);
return;
}
worker->fd = fd;
// Grab number on the end of the devices name "event<N>"
int devNum = 0;
char *ptrDevName = strrchr(device, 't');
worker->eventNum = -1;
if (ptrDevName != NULL)
{
if (sscanf(ptrDevName, "t%d", &devNum) == 1)
worker->eventNum = devNum;
}
// At this point we have a connection to the device, but we don't yet know what the device is.
// It could be many things, even as simple as a power button...
//-------------------------------------------------------------------------------------------------------
// Identify the device
//-------------------------------------------------------------------------------------------------------
ioctl(fd, EVIOCGBIT(0, sizeof(evBits)), evBits); // Read a bitfield of the available device properties
// Check for absolute input devices
if (TEST_BIT(evBits, EV_ABS))
{
ioctl(fd, EVIOCGBIT(EV_ABS, sizeof(absBits)), absBits);
// Check for absolute movement support (usualy touchscreens, but also joysticks)
if (TEST_BIT(absBits, ABS_X) && TEST_BIT(absBits, ABS_Y))
{
hasAbs = true;
// Get the scaling values
ioctl(fd, EVIOCGABS(ABS_X), &absinfo);
worker->absRange.x = absinfo.minimum;
worker->absRange.width = absinfo.maximum - absinfo.minimum;
ioctl(fd, EVIOCGABS(ABS_Y), &absinfo);
worker->absRange.y = absinfo.minimum;
worker->absRange.height = absinfo.maximum - absinfo.minimum;
}
// Check for multiple absolute movement support (usualy multitouch touchscreens)
if (TEST_BIT(absBits, ABS_MT_POSITION_X) && TEST_BIT(absBits, ABS_MT_POSITION_Y))
{
hasAbsMulti = true;
// Get the scaling values
ioctl(fd, EVIOCGABS(ABS_X), &absinfo);
worker->absRange.x = absinfo.minimum;
worker->absRange.width = absinfo.maximum - absinfo.minimum;
ioctl(fd, EVIOCGABS(ABS_Y), &absinfo);
worker->absRange.y = absinfo.minimum;
worker->absRange.height = absinfo.maximum - absinfo.minimum;
}
}
// Check for relative movement support (usualy mouse)
if (TEST_BIT(evBits, EV_REL))
{
ioctl(fd, EVIOCGBIT(EV_REL, sizeof(relBits)), relBits);
if (TEST_BIT(relBits, REL_X) && TEST_BIT(relBits, REL_Y)) hasRel = true;
}
// Check for button support to determine the device type(usualy on all input devices)
if (TEST_BIT(evBits, EV_KEY))
{
ioctl(fd, EVIOCGBIT(EV_KEY, sizeof(keyBits)), keyBits);
if (hasAbs || hasAbsMulti)
{
if (TEST_BIT(keyBits, BTN_TOUCH)) worker->isTouch = true; // This is a touchscreen
if (TEST_BIT(keyBits, BTN_TOOL_FINGER)) worker->isTouch = true; // This is a drawing tablet
if (TEST_BIT(keyBits, BTN_TOOL_PEN)) worker->isTouch = true; // This is a drawing tablet
if (TEST_BIT(keyBits, BTN_STYLUS)) worker->isTouch = true; // This is a drawing tablet
if (worker->isTouch || hasAbsMulti) worker->isMultitouch = true; // This is a multitouch capable device
}
if (hasRel)
{
if (TEST_BIT(keyBits, BTN_LEFT)) worker->isMouse = true; // This is a mouse
if (TEST_BIT(keyBits, BTN_RIGHT)) worker->isMouse = true; // This is a mouse
}
if (TEST_BIT(keyBits, BTN_A)) worker->isGamepad = true; // This is a gamepad
if (TEST_BIT(keyBits, BTN_TRIGGER)) worker->isGamepad = true; // This is a gamepad
if (TEST_BIT(keyBits, BTN_START)) worker->isGamepad = true; // This is a gamepad
if (TEST_BIT(keyBits, BTN_TL)) worker->isGamepad = true; // This is a gamepad
if (TEST_BIT(keyBits, BTN_TL)) worker->isGamepad = true; // This is a gamepad
if (TEST_BIT(keyBits, KEY_SPACE)) worker->isKeyboard = true; // This is a keyboard
}
//-------------------------------------------------------------------------------------------------------
// Decide what to do with the device
//-------------------------------------------------------------------------------------------------------
if (worker->isKeyboard && CORE.Input.Keyboard.fd == -1)
{
// Use the first keyboard encountered. This assumes that a device that says it's a keyboard is just a
// keyboard. The keyboard is polled synchronously, whereas other input devices are polled in separate
// threads so that they don't drop events when the frame rate is slow.
TRACELOG(LOG_INFO, "RPI: Opening keyboard device: %s", device);
CORE.Input.Keyboard.fd = worker->fd;
}
else if (worker->isTouch || worker->isMouse)
{
// Looks like an interesting device
TRACELOG(LOG_INFO, "RPI: Opening input device: %s (%s%s%s%s)", device,
worker->isMouse? "mouse " : "",
worker->isMultitouch? "multitouch " : "",
worker->isTouch? "touchscreen " : "",
worker->isGamepad? "gamepad " : "");
// Create a thread for this device
int error = pthread_create(&worker->threadId, NULL, &EventThread, (void *)worker);
if (error != 0)
{
TRACELOG(LOG_WARNING, "RPI: Failed to create input device thread: %s (error: %d)", device, error);
worker->threadId = 0;
close(fd);
}
#if defined(USE_LAST_TOUCH_DEVICE)
// Find touchscreen with the highest index
int maxTouchNumber = -1;
for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
{
if (CORE.Input.eventWorker[i].isTouch && (CORE.Input.eventWorker[i].eventNum > maxTouchNumber)) maxTouchNumber = CORE.Input.eventWorker[i].eventNum;
}
// Find touchscreens with lower indexes
for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
{
if (CORE.Input.eventWorker[i].isTouch && (CORE.Input.eventWorker[i].eventNum < maxTouchNumber))
{
if (CORE.Input.eventWorker[i].threadId != 0)
{
TRACELOG(LOG_WARNING, "RPI: Found duplicate touchscreen, killing touchscreen on event: %d", i);
pthread_cancel(CORE.Input.eventWorker[i].threadId);
close(CORE.Input.eventWorker[i].fd);
}
}
}
#endif
}
else close(fd); // We are not interested in this device
//-------------------------------------------------------------------------------------------------------
}
static void PollKeyboardEvents(void)
{
// Scancode to keycode mapping for US keyboards
// TODO: Probably replace this with a keymap from the X11 to get the correct regional map for the keyboard:
// Currently non US keyboards will have the wrong mapping for some keys
static const int keymap_US[] =
{ 0,256,49,50,51,52,53,54,55,56,57,48,45,61,259,258,81,87,69,82,84,
89,85,73,79,80,91,93,257,341,65,83,68,70,71,72,74,75,76,59,39,96,
340,92,90,88,67,86,66,78,77,44,46,47,344,332,342,32,280,290,291,
292,293,294,295,296,297,298,299,282,281,327,328,329,333,324,325,
326,334,321,322,323,320,330,0,85,86,300,301,89,90,91,92,93,94,95,
335,345,331,283,346,101,268,265,266,263,262,269,264,267,260,261,
112,113,114,115,116,117,118,119,120,121,122,123,124,125,347,127,
128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,
144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,
160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,
176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,
192,193,194,0,0,0,0,0,200,201,202,203,204,205,206,207,208,209,210,
211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,
227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,
243,244,245,246,247,248,0,0,0,0,0,0,0, };
int fd = CORE.Input.Keyboard.fd;
if (fd == -1) return;
struct input_event event;
int keycode;
// Try to read data from the keyboard and only continue if successful
while (read(fd, &event, sizeof(event)) == (int)sizeof(event))
{
// Button parsing
if (event.type == EV_KEY)
{
// Keyboard button parsing
if ((event.code >= 1) && (event.code <= 255)) //Keyboard keys appear for codes 1 to 255
{
keycode = keymap_US[event.code & 0xFF]; // The code we get is a scancode so we look up the apropriate keycode
// Make sure we got a valid keycode
if ((keycode > 0) && (keycode < sizeof(CORE.Input.Keyboard.currentKeyState)))
{
// WARNING: https://www.kernel.org/doc/Documentation/input/input.txt
// Event interface: 'value' is the value the event carries. Either a relative change for EV_REL,
// absolute new value for EV_ABS (joysticks ...), or 0 for EV_KEY for release, 1 for keypress and 2 for autorepeat
CORE.Input.Keyboard.currentKeyState[keycode] = (event.value >= 1)? 1 : 0;
if (event.value >= 1)
{
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode; // Register last key pressed
CORE.Input.Keyboard.keyPressedQueueCount++;
}
#if defined(SUPPORT_SCREEN_CAPTURE)
// Check screen capture key (raylib key: KEY_F12)
if (CORE.Input.Keyboard.currentKeyState[301] == 1)
{
TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
screenshotCounter++;
}
#endif
if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] == 1) CORE.Window.shouldClose = true;
TRACELOGD("RPI: KEY_%s ScanCode: %4i KeyCode: %4i", event.value == 0 ? "UP":"DOWN", event.code, keycode);
}
}
}
}
}
// Input device events reading thread
static void *EventThread(void *arg)
{
struct input_event event;
InputEventWorker *worker = (InputEventWorker *)arg;
int touchAction = -1;
bool gestureUpdate = false;
while (!CORE.Window.shouldClose)
{
// Try to read data from the device and only continue if successful
while (read(worker->fd, &event, sizeof(event)) == (int)sizeof(event))
{
// Relative movement parsing
if (event.type == EV_REL)
{
if (event.code == REL_X)
{
CORE.Input.Mouse.position.x += event.value;
CORE.Input.Touch.position[0].x = CORE.Input.Mouse.position.x;
#if defined(SUPPORT_GESTURES_SYSTEM)
touchAction = TOUCH_MOVE;
gestureUpdate = true;
#endif
}
if (event.code == REL_Y)
{
CORE.Input.Mouse.position.y += event.value;
CORE.Input.Touch.position[0].y = CORE.Input.Mouse.position.y;
#if defined(SUPPORT_GESTURES_SYSTEM)
touchAction = TOUCH_MOVE;
gestureUpdate = true;
#endif
}
if (event.code == REL_WHEEL) CORE.Input.Mouse.currentWheelMove += event.value;
}
// Absolute movement parsing
if (event.type == EV_ABS)
{
// Basic movement
if (event.code == ABS_X)
{
CORE.Input.Mouse.position.x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange
CORE.Input.Touch.position[0].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange
#if defined(SUPPORT_GESTURES_SYSTEM)
touchAction = TOUCH_MOVE;
gestureUpdate = true;
#endif
}
if (event.code == ABS_Y)
{
CORE.Input.Mouse.position.y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale acording to absRange
CORE.Input.Touch.position[0].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale acording to absRange
#if defined(SUPPORT_GESTURES_SYSTEM)
touchAction = TOUCH_MOVE;
gestureUpdate = true;
#endif
}
// Multitouch movement
if (event.code == ABS_MT_SLOT) worker->touchSlot = event.value; // Remember the slot number for the folowing events
if (event.code == ABS_MT_POSITION_X)
{
if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange
}
if (event.code == ABS_MT_POSITION_Y)
{
if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale acording to absRange
}
if (event.code == ABS_MT_TRACKING_ID)
{
if ((event.value < 0) && (worker->touchSlot < MAX_TOUCH_POINTS))
{
// Touch has ended for this point
CORE.Input.Touch.position[worker->touchSlot].x = -1;
CORE.Input.Touch.position[worker->touchSlot].y = -1;
}
}
// Touchscreen tap
if (event.code == ABS_PRESSURE)
{
int previousMouseLeftButtonState = CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON];
if (!event.value && previousMouseLeftButtonState)
{
CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON] = 0;
#if defined(SUPPORT_GESTURES_SYSTEM)
touchAction = TOUCH_UP;
gestureUpdate = true;
#endif
}
if (event.value && !previousMouseLeftButtonState)
{
CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON] = 1;
#if defined(SUPPORT_GESTURES_SYSTEM)
touchAction = TOUCH_DOWN;
gestureUpdate = true;
#endif
}
}
}
// Button parsing
if (event.type == EV_KEY)
{
// Mouse button parsing
if ((event.code == BTN_TOUCH) || (event.code == BTN_LEFT))
{
CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON] = event.value;
#if defined(SUPPORT_GESTURES_SYSTEM)
if (event.value > 0) touchAction = TOUCH_DOWN;
else touchAction = TOUCH_UP;
gestureUpdate = true;
#endif
}
if (event.code == BTN_RIGHT) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_RIGHT_BUTTON] = event.value;
if (event.code == BTN_MIDDLE) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_MIDDLE_BUTTON] = event.value;
}
// Screen confinement
if (!CORE.Input.Mouse.cursorHidden)
{
if (CORE.Input.Mouse.position.x < 0) CORE.Input.Mouse.position.x = 0;
if (CORE.Input.Mouse.position.x > CORE.Window.screen.width/CORE.Input.Mouse.scale.x) CORE.Input.Mouse.position.x = CORE.Window.screen.width/CORE.Input.Mouse.scale.x;
if (CORE.Input.Mouse.position.y < 0) CORE.Input.Mouse.position.y = 0;
if (CORE.Input.Mouse.position.y > CORE.Window.screen.height/CORE.Input.Mouse.scale.y) CORE.Input.Mouse.position.y = CORE.Window.screen.height/CORE.Input.Mouse.scale.y;
}
// Gesture update
if (gestureUpdate)
{
#if defined(SUPPORT_GESTURES_SYSTEM)
GestureEvent gestureEvent = { 0 };
gestureEvent.pointCount = 0;
gestureEvent.touchAction = touchAction;
if (CORE.Input.Touch.position[0].x >= 0) gestureEvent.pointCount++;
if (CORE.Input.Touch.position[1].x >= 0) gestureEvent.pointCount++;
if (CORE.Input.Touch.position[2].x >= 0) gestureEvent.pointCount++;
if (CORE.Input.Touch.position[3].x >= 0) gestureEvent.pointCount++;
gestureEvent.pointerId[0] = 0;
gestureEvent.pointerId[1] = 1;
gestureEvent.pointerId[2] = 2;
gestureEvent.pointerId[3] = 3;
gestureEvent.position[0] = CORE.Input.Touch.position[0];
gestureEvent.position[1] = CORE.Input.Touch.position[1];
gestureEvent.position[2] = CORE.Input.Touch.position[2];
gestureEvent.position[3] = CORE.Input.Touch.position[3];
ProcessGestureEvent(gestureEvent);
#endif
}
}
Wait(5); // Sleep for 5ms to avoid hogging CPU time
}
close(worker->fd);
return NULL;
}
// Init gamepad system
static void InitGamepad(void)
{
char gamepadDev[128] = "";
for (int i = 0; i < MAX_GAMEPADS; i++)
{
sprintf(gamepadDev, "%s%i", DEFAULT_GAMEPAD_DEV, i);
if ((CORE.Input.Gamepad.streamId[i] = open(gamepadDev, O_RDONLY|O_NONBLOCK)) < 0)
{
// NOTE: Only show message for first gamepad
if (i == 0) TRACELOG(LOG_WARNING, "RPI: Failed to open Gamepad device, no gamepad available");
}
else
{
CORE.Input.Gamepad.ready[i] = true;
// NOTE: Only create one thread
if (i == 0)
{
int error = pthread_create(&CORE.Input.Gamepad.threadId, NULL, &GamepadThread, NULL);
if (error != 0) TRACELOG(LOG_WARNING, "RPI: Failed to create gamepad input event thread");
else TRACELOG(LOG_INFO, "RPI: Gamepad device initialized successfully");
}
}
}
}
// Process Gamepad (/dev/input/js0)
static void *GamepadThread(void *arg)
{
#define JS_EVENT_BUTTON 0x01 // Button pressed/released
#define JS_EVENT_AXIS 0x02 // Joystick axis moved
#define JS_EVENT_INIT 0x80 // Initial state of device
struct js_event {
unsigned int time; // event timestamp in milliseconds
short value; // event value
unsigned char type; // event type
unsigned char number; // event axis/button number
};
// Read gamepad event
struct js_event gamepadEvent;
while (!CORE.Window.shouldClose)
{
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (read(CORE.Input.Gamepad.streamId[i], &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
{
gamepadEvent.type &= ~JS_EVENT_INIT; // Ignore synthetic events
// Process gamepad events by type
if (gamepadEvent.type == JS_EVENT_BUTTON)
{
//TRACELOG(LOG_WARNING, "RPI: Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS)
{
// 1 - button pressed, 0 - button released
CORE.Input.Gamepad.currentState[i][gamepadEvent.number] = (int)gamepadEvent.value;
if ((int)gamepadEvent.value == 1) CORE.Input.Gamepad.lastButtonPressed = gamepadEvent.number;
else CORE.Input.Gamepad.lastButtonPressed = -1;
}
}
else if (gamepadEvent.type == JS_EVENT_AXIS)
{
//TRACELOG(LOG_WARNING, "RPI: Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
if (gamepadEvent.number < MAX_GAMEPAD_AXIS)
{
// NOTE: Scaling of gamepadEvent.value to get values between -1..1
CORE.Input.Gamepad.axisState[i][gamepadEvent.number] = (float)gamepadEvent.value/32768;
}
}
}
else Wait(1); // Sleep for 1 ms to avoid hogging CPU time
}
}
return NULL;
}
#endif // PLATFORM_RPI || PLATFORM_DRM
#if defined(PLATFORM_UWP)
// UWP function pointers
// NOTE: Those pointers are set by UWP App
static UWPQueryTimeFunc uwpQueryTimeFunc = NULL;
static UWPSleepFunc uwpSleepFunc = NULL;
static UWPDisplaySizeFunc uwpDisplaySizeFunc = NULL;
static UWPMouseFunc uwpMouseLockFunc = NULL;
static UWPMouseFunc uwpMouseUnlockFunc = NULL;
static UWPMouseFunc uwpMouseShowFunc = NULL;
static UWPMouseFunc uwpMouseHideFunc = NULL;
static UWPMouseSetPosFunc uwpMouseSetPosFunc = NULL;
static void *uwpCoreWindow = NULL;
// Check all required UWP function pointers have been set
bool UWPIsConfigured()
{
bool pass = true;
if (uwpQueryTimeFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetQueryTimeFunc() must be called with a valid function before InitWindow()"); pass = false; }
if (uwpSleepFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetSleepFunc() must be called with a valid function before InitWindow()"); pass = false; }
if (uwpDisplaySizeFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetDisplaySizeFunc() must be called with a valid function before InitWindow()"); pass = false; }
if (uwpMouseLockFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetMouseLockFunc() must be called with a valid function before InitWindow()"); pass = false; }
if (uwpMouseUnlockFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetMouseUnlockFunc() must be called with a valid function before InitWindow()"); pass = false; }
if (uwpMouseShowFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetMouseShowFunc() must be called with a valid function before InitWindow()"); pass = false; }
if (uwpMouseHideFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetMouseHideFunc() must be called with a valid function before InitWindow()"); pass = false; }
if (uwpMouseSetPosFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetMouseSetPosFunc() must be called with a valid function before InitWindow()"); pass = false; }
if (uwpCoreWindow == NULL) { TRACELOG(LOG_ERROR, "UWP: A pointer to the UWP core window must be set before InitWindow()"); pass = false; }
return pass;
}
// UWP function handlers get/set
void UWPSetDataPath(const char* path) { CORE.UWP.internalDataPath = path; }
UWPQueryTimeFunc UWPGetQueryTimeFunc(void) { return uwpQueryTimeFunc; }
void UWPSetQueryTimeFunc(UWPQueryTimeFunc func) { uwpQueryTimeFunc = func; }
UWPSleepFunc UWPGetSleepFunc(void) { return uwpSleepFunc; }
void UWPSetSleepFunc(UWPSleepFunc func) { uwpSleepFunc = func; }
UWPDisplaySizeFunc UWPGetDisplaySizeFunc(void) { return uwpDisplaySizeFunc; }
void UWPSetDisplaySizeFunc(UWPDisplaySizeFunc func) { uwpDisplaySizeFunc = func; }
UWPMouseFunc UWPGetMouseLockFunc() { return uwpMouseLockFunc; }
void UWPSetMouseLockFunc(UWPMouseFunc func) { uwpMouseLockFunc = func; }
UWPMouseFunc UWPGetMouseUnlockFunc() { return uwpMouseUnlockFunc; }
void UWPSetMouseUnlockFunc(UWPMouseFunc func) { uwpMouseUnlockFunc = func; }
UWPMouseFunc UWPGetMouseShowFunc() { return uwpMouseShowFunc; }
void UWPSetMouseShowFunc(UWPMouseFunc func) { uwpMouseShowFunc = func; }
UWPMouseFunc UWPGetMouseHideFunc() { return uwpMouseHideFunc; }
void UWPSetMouseHideFunc(UWPMouseFunc func) { uwpMouseHideFunc = func; }
UWPMouseSetPosFunc UWPGetMouseSetPosFunc() { return uwpMouseSetPosFunc; }
void UWPSetMouseSetPosFunc(UWPMouseSetPosFunc func) { uwpMouseSetPosFunc = func; }
void *UWPGetCoreWindowPtr() { return uwpCoreWindow; }
void UWPSetCoreWindowPtr(void* ptr) { uwpCoreWindow = ptr; }
void UWPMouseWheelEvent(int deltaY) { CORE.Input.Mouse.currentWheelMove = (float)deltaY; }
void UWPKeyDownEvent(int key, bool down, bool controlKey)
{
if (key == CORE.Input.Keyboard.exitKey && down)
{
// Time to close the window.
CORE.Window.shouldClose = true;
}
#if defined(SUPPORT_SCREEN_CAPTURE)
else if (key == KEY_F12 && down)
{
#if defined(SUPPORT_GIF_RECORDING)
if (controlKey)
{
if (gifRecording)
{
gifRecording = false;
MsfGifResult result = msf_gif_end(&gifState);
SaveFileData(TextFormat("%s/screenrec%03i.gif", CORE.UWP.internalDataPath, screenshotCounter), result.data, result.dataSize);
msf_gif_free(result);
#if defined(PLATFORM_WEB)
// Download file from MEMFS (emscripten memory filesystem)
// saveFileFromMEMFSToDisk() function is defined in raylib/templates/web_shel/shell.html
emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", TextFormat("screenrec%03i.gif", screenshotCounter - 1), TextFormat("screenrec%03i.gif", screenshotCounter - 1)));
#endif
TRACELOG(LOG_INFO, "SYSTEM: Finish animated GIF recording");
}
else
{
gifRecording = true;
gifFramesCounter = 0;
msf_gif_begin(&gifState, CORE.Window.screen.width, CORE.Window.screen.height);
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
else
{
CORE.Input.Keyboard.currentKeyState[key] = down;
}
}
void UWPKeyCharEvent(int key)
{
if (CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE)
{
// Add character to the queue
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
CORE.Input.Keyboard.keyPressedQueueCount++;
}
}
void UWPMouseButtonEvent(int button, bool down)
{
CORE.Input.Mouse.currentButtonState[button] = down;
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent = { 0 };
// Register touch actions
if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_DOWN;
else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_UP;
// NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback()
// Assign a pointer ID
gestureEvent.pointerId[0] = 0;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
gestureEvent.position[0] = GetMousePosition();
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
#endif
}
void UWPMousePosEvent(double x, double y)
{
CORE.Input.Mouse.position.x = (float)x;
CORE.Input.Mouse.position.y = (float)y;
CORE.Input.Touch.position[0] = CORE.Input.Mouse.position;
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent = { 0 };
gestureEvent.touchAction = TOUCH_MOVE;
// Assign a pointer ID
gestureEvent.pointerId[0] = 0;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
gestureEvent.position[0] = CORE.Input.Mouse.position;
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
#endif
}
void UWPResizeEvent(int width, int height)
{
SetupViewport(width, height); // Reset viewport and projection matrix for new size
// Set current screen size
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
CORE.Window.currentFbo.width = width;
CORE.Window.currentFbo.height = height;
// NOTE: Postprocessing texture is not scaled to new size
CORE.Window.resizedLastFrame = true;
}
void UWPActivateGamepadEvent(int gamepad, bool active)
{
if (gamepad < MAX_GAMEPADS) CORE.Input.Gamepad.ready[gamepad] = active;
}
void UWPRegisterGamepadButton(int gamepad, int button, bool down)
{
if (gamepad < MAX_GAMEPADS)
{
if (button < MAX_GAMEPAD_BUTTONS)
{
CORE.Input.Gamepad.currentState[gamepad][button] = down;
CORE.Input.Gamepad.lastButtonPressed = button;
}
}
}
void UWPRegisterGamepadAxis(int gamepad, int axis, float value)
{
if (gamepad < MAX_GAMEPADS)
{
if (axis < MAX_GAMEPAD_AXIS) CORE.Input.Gamepad.axisState[gamepad][axis] = value;
}
}
void UWPGestureMove(int pointer, float x, float y)
{
#if defined(SUPPORT_GESTURES_SYSTEM)
GestureEvent gestureEvent = { 0 };
// Assign the pointer ID and touch action
gestureEvent.pointerId[0] = pointer;
gestureEvent.touchAction = TOUCH_MOVE;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
gestureEvent.position[0].x = x;
gestureEvent.position[0].y = y;
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
#endif
}
void UWPGestureTouch(int pointer, float x, float y, bool touch)
{
#if defined(SUPPORT_GESTURES_SYSTEM)
GestureEvent gestureEvent = { 0 };
// Assign the pointer ID and touch action
gestureEvent.pointerId[0] = pointer;
gestureEvent.touchAction = touch ? TOUCH_DOWN : TOUCH_UP;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
gestureEvent.position[0].x = x;
gestureEvent.position[0].y = y;
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
#endif
}
#endif // PLATFORM_UWP
#if defined(PLATFORM_DRM)
// Search matching DRM mode in connector's mode list
static int FindMatchingConnectorMode(const drmModeConnector *connector, const drmModeModeInfo *mode)
{
if (NULL == connector) return -1;
if (NULL == mode) return -1;
// safe bitwise comparison of two modes
#define BINCMP(a, b) memcmp((a), (b), (sizeof(a) < sizeof(b)) ? sizeof(a) : sizeof(b))
for (size_t i = 0; i < connector->count_modes; i++)
{
TRACELOG(LOG_TRACE, "DISPLAY: DRM mode: %d %ux%u@%u %s", i, connector->modes[i].hdisplay, connector->modes[i].vdisplay,
connector->modes[i].vrefresh, (connector->modes[i].flags & DRM_MODE_FLAG_INTERLACE) ? "interlaced" : "progressive");
if (0 == BINCMP(&CORE.Window.crtc->mode, &CORE.Window.connector->modes[i])) return i;
}
return -1;
#undef BINCMP
}
// Search exactly matching DRM connector mode in connector's list
static int FindExactConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced)
{
TRACELOG(LOG_TRACE, "DISPLAY: Searching exact connector mode for %ux%u@%u, selecting an interlaced mode is allowed: %s", width, height, fps, allowInterlaced ? "yes" : "no");
if (NULL == connector) return -1;
for (int i = 0; i < CORE.Window.connector->count_modes; i++)
{
const drmModeModeInfo *const mode = &CORE.Window.connector->modes[i];
TRACELOG(LOG_TRACE, "DISPLAY: DRM Mode %d %ux%u@%u %s", i, mode->hdisplay, mode->vdisplay, mode->vrefresh, (mode->flags & DRM_MODE_FLAG_INTERLACE) ? "interlaced" : "progressive");
if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && (!allowInterlaced)) continue;
if ((mode->hdisplay == width) && (mode->vdisplay == height) && (mode->vrefresh == fps)) return i;
}
TRACELOG(LOG_TRACE, "DISPLAY: No DRM exact matching mode found");
return -1;
}
// Search the nearest matching DRM connector mode in connector's list
static int FindNearestConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced)
{
TRACELOG(LOG_TRACE, "DISPLAY: Searching nearest connector mode for %ux%u@%u, selecting an interlaced mode is allowed: %s", width, height, fps, allowInterlaced ? "yes" : "no");
if (NULL == connector) return -1;
int nearestIndex = -1;
for (int i = 0; i < CORE.Window.connector->count_modes; i++)
{
const drmModeModeInfo *const mode = &CORE.Window.connector->modes[i];
TRACELOG(LOG_TRACE, "DISPLAY: DRM mode: %d %ux%u@%u %s", i, mode->hdisplay, mode->vdisplay, mode->vrefresh,
(mode->flags & DRM_MODE_FLAG_INTERLACE) ? "interlaced" : "progressive");
if ((mode->hdisplay < width) || (mode->vdisplay < height) | (mode->vrefresh < fps))
{
TRACELOG(LOG_TRACE, "DISPLAY: DRM mode is too small");
continue;
}
if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && (!allowInterlaced))
{
TRACELOG(LOG_TRACE, "DISPLAY: DRM shouldn't choose an interlaced mode");
continue;
}
if ((mode->hdisplay >= width) && (mode->vdisplay >= height) && (mode->vrefresh >= fps))
{
const int widthDiff = mode->hdisplay - width;
const int heightDiff = mode->vdisplay - height;
const int fpsDiff = mode->vrefresh - fps;
if (nearestIndex < 0)
{
nearestIndex = i;
continue;
}
const int nearestWidthDiff = CORE.Window.connector->modes[nearestIndex].hdisplay - width;
const int nearestHeightDiff = CORE.Window.connector->modes[nearestIndex].vdisplay - height;
const int nearestFpsDiff = CORE.Window.connector->modes[nearestIndex].vrefresh - fps;
if ((widthDiff < nearestWidthDiff) || (heightDiff < nearestHeightDiff) || (fpsDiff < nearestFpsDiff)) nearestIndex = i;
}
}
return nearestIndex;
}
#endif