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/**********************************************************************************************
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*
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* raylib.core - Basic functions to manage windows, OpenGL context and input on multiple platforms
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*
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* PLATFORMS SUPPORTED:
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* - PLATFORM_DESKTOP: Windows (Win32, Win64)
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* - PLATFORM_DESKTOP: Linux (X11 desktop mode)
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* - PLATFORM_DESKTOP: FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop)
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* - PLATFORM_DESKTOP: OSX/macOS
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* - PLATFORM_ANDROID: Android 4.0 (ARM, ARM64)
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* - PLATFORM_RPI: Raspberry Pi 0,1,2,3,4 (Raspbian)
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* - PLATFORM_DRM: Linux native mode, including Raspberry Pi 4 with V3D fkms driver
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* - PLATFORM_WEB: HTML5 with asm.js (Chrome, Firefox)
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* - PLATFORM_UWP: Windows 10 App, Windows Phone, Xbox One
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*
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* CONFIGURATION:
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*
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* #define PLATFORM_DESKTOP
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* Windowing and input system configured for desktop platforms: Windows, Linux, OSX, FreeBSD, OpenBSD, NetBSD, DragonFly
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* NOTE: Oculus Rift CV1 requires PLATFORM_DESKTOP for mirror rendering - View [rlgl] module to enable it
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*
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* #define PLATFORM_ANDROID
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* Windowing and input system configured for Android device, app activity managed internally in this module.
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* NOTE: OpenGL ES 2.0 is required and graphic device is managed by EGL
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*
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* #define PLATFORM_RPI
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* Windowing and input system configured for Raspberry Pi i native mode (no X.org required, tested on Raspbian),
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* graphic device is managed by EGL and inputs are processed is raw mode, reading from /dev/input/
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*
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* #define PLATFORM_WEB
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* Windowing and input system configured for HTML5 (run on browser), code converted from C to asm.js
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* using emscripten compiler. OpenGL ES 2.0 required for direct translation to WebGL equivalent code.
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*
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* #define PLATFORM_UWP
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* Universal Windows Platform support, using OpenGL ES 2.0 through ANGLE on multiple Windows platforms,
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* including Windows 10 App, Windows Phone and Xbox One platforms.
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*
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* #define SUPPORT_DEFAULT_FONT (default)
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* Default font is loaded on window initialization to be available for the user to render simple text.
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* NOTE: If enabled, uses external module functions to load default raylib font (module: text)
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*
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* #define SUPPORT_CAMERA_SYSTEM
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* Camera module is included (camera.h) and multiple predefined cameras are available: free, 1st/3rd person, orbital
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*
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* #define SUPPORT_GESTURES_SYSTEM
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* Gestures module is included (gestures.h) to support gestures detection: tap, hold, swipe, drag
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*
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* #define SUPPORT_MOUSE_GESTURES
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* Mouse gestures are directly mapped like touches and processed by gestures system.
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*
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* #define SUPPORT_TOUCH_AS_MOUSE
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* Touch input and mouse input are shared. Mouse functions also return touch information.
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*
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* #define SUPPORT_SSH_KEYBOARD_RPI (Raspberry Pi only)
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* Reconfigure standard input to receive key inputs, works with SSH connection.
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* WARNING: Reconfiguring standard input could lead to undesired effects, like breaking other running processes or
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* blocking the device is not restored properly. Use with care.
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*
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* #define SUPPORT_MOUSE_CURSOR_NATIVE (Raspberry Pi and DRM only)
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* Draw a mouse pointer on screen
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*
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* #define SUPPORT_BUSY_WAIT_LOOP
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* Use busy wait loop for timing sync, if not defined, a high-resolution timer is setup and used
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*
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* #define SUPPORT_HALFBUSY_WAIT_LOOP
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* Use a half-busy wait loop, in this case frame sleeps for some time and runs a busy-wait-loop at the end
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*
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* #define SUPPORT_EVENTS_WAITING
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* Wait for events passively (sleeping while no events) instead of polling them actively every frame
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*
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* #define SUPPORT_SCREEN_CAPTURE
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* Allow automatic screen capture of current screen pressing F12, defined in KeyCallback()
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*
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* #define SUPPORT_GIF_RECORDING
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* Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback()
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*
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* #define SUPPORT_COMPRESSION_API
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* Support CompressData() and DecompressData() functions, those functions use zlib implementation
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* provided by stb_image and stb_image_write libraries, so, those libraries must be enabled on textures module
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* for linkage
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*
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* #define SUPPORT_DATA_STORAGE
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* Support saving binary data automatically to a generated storage.data file. This file is managed internally
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*
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* #define SUPPORT_VR_SIMULATOR
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* Support VR simulation functionality (stereo rendering)
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*
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* DEPENDENCIES:
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* rglfw - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX. FreeBSD, OpenBSD, NetBSD, DragonFly)
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* raymath - 3D math functionality (Vector2, Vector3, Matrix, Quaternion)
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* camera - Multiple 3D camera modes (free, orbital, 1st person, 3rd person)
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* gestures - Gestures system for touch-ready devices (or simulated from mouse inputs)
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*
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2013-2021 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#include "raylib.h" // Declares module functions
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// Check if config flags have been externally provided on compilation line
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#if !defined(EXTERNAL_CONFIG_FLAGS)
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#include "config.h" // Defines module configuration flags
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#else
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#define RAYLIB_VERSION "3.5"
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#endif
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#include "utils.h" // Required for: TRACELOG macros
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#if (defined(__linux__) || defined(PLATFORM_WEB)) && _POSIX_C_SOURCE < 199309L
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#undef _POSIX_C_SOURCE
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#define _POSIX_C_SOURCE 199309L // Required for CLOCK_MONOTONIC if compiled with c99 without gnu ext.
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#endif
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#define RAYMATH_IMPLEMENTATION // Define external out-of-line implementation of raymath here
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#include "raymath.h" // Required for: Vector3 and Matrix functions
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#define RLGL_IMPLEMENTATION
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#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
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#if defined(SUPPORT_GESTURES_SYSTEM)
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#define GESTURES_IMPLEMENTATION
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#include "gestures.h" // Gestures detection functionality
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#endif
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#if defined(SUPPORT_CAMERA_SYSTEM)
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#define CAMERA_IMPLEMENTATION
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#include "camera.h" // Camera system functionality
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#endif
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#if defined(SUPPORT_GIF_RECORDING)
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//#define MSF_GIF_MALLOC RL_MALLOC
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//#define MSF_GIF_FREE RL_FREE
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#define MSF_GIF_IMPL
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#include "external/msf_gif.h" // Support GIF recording
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#endif
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#if defined(SUPPORT_COMPRESSION_API)
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#define SINFL_IMPLEMENTATION
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#include "external/sinfl.h"
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#define SDEFL_IMPLEMENTATION
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#include "external/sdefl.h"
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#endif
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#include <stdlib.h> // Required for: srand(), rand(), atexit()
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#include <stdio.h> // Required for: sprintf() [Used in OpenURL()]
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#include <string.h> // Required for: strrchr(), strcmp(), strlen()
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#include <time.h> // Required for: time() [Used in InitTimer()]
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#include <math.h> // Required for: tan() [Used in BeginMode3D()], atan2f() [Used in InitVrSimulator()]
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#include <sys/stat.h> // Required for: stat() [Used in GetFileModTime()]
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#if (defined(PLATFORM_DESKTOP) || defined(PLATFORM_UWP)) && defined(_WIN32) && (defined(_MSC_VER) || defined(__TINYC__))
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#define DIRENT_MALLOC RL_MALLOC
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#define DIRENT_FREE RL_FREE
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#include "external/dirent.h" // Required for: DIR, opendir(), closedir() [Used in GetDirectoryFiles()]
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#else
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#include <dirent.h> // Required for: DIR, opendir(), closedir() [Used in GetDirectoryFiles()]
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#endif
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#if defined(_WIN32)
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#include <direct.h> // Required for: _getch(), _chdir()
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#define GETCWD _getcwd // NOTE: MSDN recommends not to use getcwd(), chdir()
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#define CHDIR _chdir
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#include <io.h> // Required for _access() [Used in FileExists()]
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#else
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#include <unistd.h> // Required for: getch(), chdir() (POSIX), access()
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#define GETCWD getcwd
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#define CHDIR chdir
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#endif
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#if defined(PLATFORM_DESKTOP)
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#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3
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// NOTE: Already provided by rlgl implementation (on glad.h)
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#include "GLFW/glfw3.h" // GLFW3 library: Windows, OpenGL context and Input management
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// NOTE: GLFW3 already includes gl.h (OpenGL) headers
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// Support retrieving native window handlers
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#if defined(_WIN32)
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#define GLFW_EXPOSE_NATIVE_WIN32
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#include "GLFW/glfw3native.h" // WARNING: It requires customization to avoid windows.h inclusion!
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#if defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
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// NOTE: Those functions require linking with winmm library
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unsigned int __stdcall timeBeginPeriod(unsigned int uPeriod);
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unsigned int __stdcall timeEndPeriod(unsigned int uPeriod);
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#endif
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#endif
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#if defined(__linux__) || defined(__FreeBSD__)
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#include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
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//#define GLFW_EXPOSE_NATIVE_X11 // WARNING: Exposing Xlib.h > X.h results in dup symbols for Font type
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//#define GLFW_EXPOSE_NATIVE_WAYLAND
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//#define GLFW_EXPOSE_NATIVE_MIR
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#include "GLFW/glfw3native.h" // Required for: glfwGetX11Window()
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#endif
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#if defined(__APPLE__)
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#include <unistd.h> // Required for: usleep()
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//#define GLFW_EXPOSE_NATIVE_COCOA // WARNING: Fails due to type redefinition
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#include "GLFW/glfw3native.h" // Required for: glfwGetCocoaWindow()
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#endif
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#endif
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#if defined(PLATFORM_ANDROID)
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//#include <android/sensor.h> // Android sensors functions (accelerometer, gyroscope, light...)
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#include <android/window.h> // Defines AWINDOW_FLAG_FULLSCREEN and others
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#include <android_native_app_glue.h> // Defines basic app state struct and manages activity
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#include <EGL/egl.h> // EGL library - Native platform display device control functions
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#include <GLES2/gl2.h> // OpenGL ES 2.0 library
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#endif
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#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
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#include <fcntl.h> // POSIX file control definitions - open(), creat(), fcntl()
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#include <unistd.h> // POSIX standard function definitions - read(), close(), STDIN_FILENO
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#include <termios.h> // POSIX terminal control definitions - tcgetattr(), tcsetattr()
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#include <pthread.h> // POSIX threads management (inputs reading)
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#include <dirent.h> // POSIX directory browsing
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#include <sys/ioctl.h> // UNIX System call for device-specific input/output operations - ioctl()
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#include <linux/kd.h> // Linux: KDSKBMODE, K_MEDIUMRAM constants definition
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#include <linux/input.h> // Linux: Keycodes constants definition (KEY_A, ...)
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#include <linux/joystick.h> // Linux: Joystick support library
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#if defined(PLATFORM_RPI)
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#include "bcm_host.h" // Raspberry Pi VideoCore IV access functions
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#endif
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#if defined(PLATFORM_DRM)
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#include <gbm.h> // Generic Buffer Management
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#include <xf86drm.h> // Direct Rendering Manager user-level library interface
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#include <xf86drmMode.h> // Direct Rendering Manager modesetting interface
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#endif
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#include "EGL/egl.h" // EGL library - Native platform display device control functions
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#include "EGL/eglext.h" // EGL library - Extensions
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#include "GLES2/gl2.h" // OpenGL ES 2.0 library
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#endif
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#if defined(PLATFORM_UWP)
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#include "EGL/egl.h" // EGL library - Native platform display device control functions
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#include "EGL/eglext.h" // EGL library - Extensions
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#include "GLES2/gl2.h" // OpenGL ES 2.0 library
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#include "uwp_events.h" // UWP bootstrapping functions
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#endif
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#if defined(PLATFORM_WEB)
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#define GLFW_INCLUDE_ES2 // GLFW3: Enable OpenGL ES 2.0 (translated to WebGL)
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#include "GLFW/glfw3.h" // GLFW3 library: Windows, OpenGL context and Input management
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#include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
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#include <emscripten/emscripten.h> // Emscripten library - LLVM to JavaScript compiler
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#include <emscripten/html5.h> // Emscripten HTML5 library
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#endif
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#if defined(SUPPORT_COMPRESSION_API)
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// NOTE: Those declarations require stb_image and stb_image_write definitions, included in textures module
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unsigned char *stbi_zlib_compress(unsigned char *data, int data_len, int *out_len, int quality);
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char *stbi_zlib_decode_malloc(char const *buffer, int len, int *outlen);
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#endif
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
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#define USE_LAST_TOUCH_DEVICE // When multiple touchscreens are connected, only use the one with the highest event<N> number
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#define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...)
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#define DEFAULT_EVDEV_PATH "/dev/input/" // Path to the linux input events
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#endif
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#ifndef MAX_FILEPATH_LENGTH
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#if defined(__linux__)
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#define MAX_FILEPATH_LENGTH 4096 // Maximum length for filepaths (Linux PATH_MAX default value)
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#else
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#define MAX_FILEPATH_LENGTH 512 // Maximum length supported for filepaths
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#endif
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#endif
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#ifndef MAX_GAMEPADS
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#define MAX_GAMEPADS 4 // Max number of gamepads supported
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#endif
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#ifndef MAX_GAMEPAD_AXIS
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#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
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#endif
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#ifndef MAX_GAMEPAD_BUTTONS
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#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
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#endif
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#ifndef MAX_TOUCH_POINTS
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#define MAX_TOUCH_POINTS 10 // Maximum number of touch points supported
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#endif
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#ifndef MAX_KEY_PRESSED_QUEUE
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#define MAX_KEY_PRESSED_QUEUE 16 // Max number of keys in the key input queue
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#endif
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#ifndef MAX_CHAR_PRESSED_QUEUE
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#define MAX_CHAR_PRESSED_QUEUE 16 // Max number of characters in the char input queue
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#endif
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#if defined(SUPPORT_DATA_STORAGE)
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#ifndef STORAGE_DATA_FILE
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#define STORAGE_DATA_FILE "storage.data" // Automatic storage filename
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#endif
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#endif
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// Flags operation macros
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#define FLAG_SET(n, f) ((n) |= (f))
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#define FLAG_CLEAR(n, f) ((n) &= ~(f))
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#define FLAG_TOGGLE(n, f) ((n) ^= (f))
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#define FLAG_CHECK(n, f) ((n) & (f))
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
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typedef struct {
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pthread_t threadId; // Event reading thread id
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int fd; // File descriptor to the device it is assigned to
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int eventNum; // Number of 'event<N>' device
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Rectangle absRange; // Range of values for absolute pointing devices (touchscreens)
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int touchSlot; // Hold the touch slot number of the currently being sent multitouch block
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|
bool isMouse; // True if device supports relative X Y movements
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|
bool isTouch; // True if device supports absolute X Y movements and has BTN_TOUCH
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|
bool isMultitouch; // True if device supports multiple absolute movevents and has BTN_TOUCH
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|
bool isKeyboard; // True if device has letter keycodes
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|
bool isGamepad; // True if device has gamepad buttons
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|
} InputEventWorker;
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|
#endif
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|
typedef struct { int x; int y; } Point;
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|
typedef struct { unsigned int width; unsigned int height; } Size;
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|
|
// Core global state context data
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|
typedef struct CoreData {
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|
struct {
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|
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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|
GLFWwindow *handle; // Native window handle (graphic device)
|
|
#endif
|
|
#if defined(PLATFORM_RPI)
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|
EGL_DISPMANX_WINDOW_T handle; // Native window handle (graphic device)
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|
#endif
|
|
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
|
|
#if defined(PLATFORM_DRM)
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|
int fd; // /dev/dri/... file descriptor
|
|
drmModeConnector *connector; // Direct Rendering Manager (DRM) mode connector
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|
int modeIndex; // index of the used mode of connector->modes
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|
drmModeCrtc *crtc; // crt controller
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|
struct gbm_device *gbmDevice; // device of Generic Buffer Management (GBM, native platform for EGL on DRM)
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|
struct gbm_surface *gbmSurface; // surface of GBM
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|
struct gbm_bo *prevBO; // previous used GBM buffer object (during frame swapping)
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|
uint32_t prevFB; // previous used GBM framebufer (during frame swapping)
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|
#endif
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|
EGLDisplay device; // Native display device (physical screen connection)
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|
EGLSurface surface; // Surface to draw on, framebuffers (connected to context)
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|
EGLContext context; // Graphic context, mode in which drawing can be done
|
|
EGLConfig config; // Graphic config
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|
#endif
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|
const char *title; // Window text title const pointer
|
|
unsigned int flags; // Configuration flags (bit based), keeps window state
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|
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
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|
bool resizedLastFrame; // Check if window has been resized last frame
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|
|
|
Point position; // Window position on screen (required on fullscreen toggle)
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|
Size display; // Display width and height (monitor, device-screen, LCD, ...)
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|
Size screen; // Screen width and height (used render area)
|
|
Size currentFbo; // Current render width and height, it could change on BeginTextureMode()
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|
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)
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|
|
|
char **dropFilesPath; // Store dropped files paths as strings
|
|
int dropFilesCount; // Count dropped files strings
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|
|
|
} Window;
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|
#if defined(PLATFORM_ANDROID)
|
|
struct {
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|
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 {
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|
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>"
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|
#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
|