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#include <stdlib.h>
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//#include <android/sensor.h> // Required for: Android sensors functions (accelerometer, gyroscope, light...)
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#include <android/window.h> // Required for: AWINDOW_FLAG_FULLSCREEN definition and others
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#include <android_native_app_glue.h> // Required for: android_app struct and activity management
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#include <jni.h> // Required for: JNIEnv and JavaVM [Used in OpenURL()]
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#include <EGL/egl.h> // Native platform windowing system interface
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//#include <GLES2/gl2.h> // OpenGL ES 2.0 library (not required in this module, only in rlgl)
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static bool InitGraphicsDevice(int width, int height); // Initialize graphics device
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static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands
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static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); // Process Android inputs
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// Initialize window and OpenGL context
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// NOTE: data parameter could be used to pass any kind of required data to the initialization
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void InitWindow(int width, int height, const char *title)
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{
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TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION);
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TRACELOG(LOG_INFO, "Supported raylib modules:");
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TRACELOG(LOG_INFO, " > rcore:..... loaded (mandatory)");
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TRACELOG(LOG_INFO, " > rlgl:...... loaded (mandatory)");
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#if defined(SUPPORT_MODULE_RSHAPES)
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TRACELOG(LOG_INFO, " > rshapes:... loaded (optional)");
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#else
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TRACELOG(LOG_INFO, " > rshapes:... not loaded (optional)");
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#endif
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#if defined(SUPPORT_MODULE_RTEXTURES)
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TRACELOG(LOG_INFO, " > rtextures:. loaded (optional)");
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#else
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TRACELOG(LOG_INFO, " > rtextures:. not loaded (optional)");
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#endif
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#if defined(SUPPORT_MODULE_RTEXT)
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TRACELOG(LOG_INFO, " > rtext:..... loaded (optional)");
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#else
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TRACELOG(LOG_INFO, " > rtext:..... not loaded (optional)");
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#endif
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#if defined(SUPPORT_MODULE_RMODELS)
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TRACELOG(LOG_INFO, " > rmodels:... loaded (optional)");
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#else
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TRACELOG(LOG_INFO, " > rmodels:... not loaded (optional)");
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#endif
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#if defined(SUPPORT_MODULE_RAUDIO)
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TRACELOG(LOG_INFO, " > raudio:.... loaded (optional)");
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#else
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TRACELOG(LOG_INFO, " > raudio:.... not loaded (optional)");
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#endif
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if ((title != NULL) && (title[0] != 0)) CORE.Window.title = title;
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// Initialize global input state
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memset(&CORE.Input, 0, sizeof(CORE.Input));
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CORE.Input.Keyboard.exitKey = KEY_ESCAPE;
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CORE.Input.Mouse.scale = (Vector2){ 1.0f, 1.0f };
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CORE.Input.Mouse.cursor = MOUSE_CURSOR_ARROW;
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CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
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#if defined(SUPPORT_EVENTS_WAITING)
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CORE.Window.eventWaiting = true;
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#endif
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CORE.Window.screen.width = width;
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CORE.Window.screen.height = height;
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CORE.Window.currentFbo.width = width;
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CORE.Window.currentFbo.height = height;
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// Set desired windows flags before initializing anything
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ANativeActivity_setWindowFlags(CORE.Android.app->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER
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int orientation = AConfiguration_getOrientation(CORE.Android.app->config);
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if (orientation == ACONFIGURATION_ORIENTATION_PORT) TRACELOG(LOG_INFO, "ANDROID: Window orientation set as portrait");
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else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TRACELOG(LOG_INFO, "ANDROID: Window orientation set as landscape");
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// TODO: Automatic orientation doesn't seem to work
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if (width <= height)
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{
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AConfiguration_setOrientation(CORE.Android.app->config, ACONFIGURATION_ORIENTATION_PORT);
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TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to portrait");
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}
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else
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{
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AConfiguration_setOrientation(CORE.Android.app->config, ACONFIGURATION_ORIENTATION_LAND);
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TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to landscape");
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}
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//AConfiguration_getDensity(CORE.Android.app->config);
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//AConfiguration_getKeyboard(CORE.Android.app->config);
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//AConfiguration_getScreenSize(CORE.Android.app->config);
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//AConfiguration_getScreenLong(CORE.Android.app->config);
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// Initialize App command system
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// NOTE: On APP_CMD_INIT_WINDOW -> InitGraphicsDevice(), InitTimer(), LoadFontDefault()...
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CORE.Android.app->onAppCmd = AndroidCommandCallback;
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// Initialize input events system
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CORE.Android.app->onInputEvent = AndroidInputCallback;
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// Initialize assets manager
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InitAssetManager(CORE.Android.app->activity->assetManager, CORE.Android.app->activity->internalDataPath);
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// Initialize base path for storage
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CORE.Storage.basePath = CORE.Android.app->activity->internalDataPath;
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TRACELOG(LOG_INFO, "ANDROID: App initialized successfully");
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// Android ALooper_pollAll() variables
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int pollResult = 0;
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int pollEvents = 0;
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// Wait for window to be initialized (display and context)
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while (!CORE.Window.ready)
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{
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// Process events loop
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while ((pollResult = ALooper_pollAll(0, NULL, &pollEvents, (void**)&CORE.Android.source)) >= 0)
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{
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// Process this event
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if (CORE.Android.source != NULL) CORE.Android.source->process(CORE.Android.app, CORE.Android.source);
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// NOTE: Never close window, native activity is controlled by the system!
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//if (CORE.Android.app->destroyRequested != 0) CORE.Window.shouldClose = true;
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}
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}
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}
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// Initialize display device and framebuffer
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// NOTE: width and height represent the screen (framebuffer) desired size, not actual display size
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// If width or height are 0, default display size will be used for framebuffer size
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// NOTE: returns false in case graphic device could not be created
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static bool InitGraphicsDevice(int width, int height)
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{
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CORE.Window.screen.width = width; // User desired width
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CORE.Window.screen.height = height; // User desired height
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CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default
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// Set the window minimum and maximum default values to 0
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CORE.Window.windowMin.width = 0;
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CORE.Window.windowMin.height = 0;
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CORE.Window.windowMax.width = 0;
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CORE.Window.windowMax.height = 0;
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// NOTE: Framebuffer (render area - CORE.Window.render.width, CORE.Window.render.height) could include black bars...
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// ...in top-down or left-right to match display aspect ratio (no weird scaling)
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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glfwSetErrorCallback(ErrorCallback);
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/*
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// TODO: Setup GLFW custom allocators to match raylib ones
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const GLFWallocator allocator = {
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.allocate = MemAlloc,
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.deallocate = MemFree,
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.reallocate = MemRealloc,
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.user = NULL
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};
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glfwInitAllocator(&allocator);
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*/
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#if defined(__APPLE__)
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glfwInitHint(GLFW_COCOA_CHDIR_RESOURCES, GLFW_FALSE);
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#endif
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if (!glfwInit())
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{
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TRACELOG(LOG_WARNING, "GLFW: Failed to initialize GLFW");
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return false;
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}
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glfwDefaultWindowHints(); // Set default windows hints
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//glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits
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//glfwWindowHint(GLFW_GREEN_BITS, 8); // Framebuffer green color component bits
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//glfwWindowHint(GLFW_BLUE_BITS, 8); // Framebuffer blue color component bits
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//glfwWindowHint(GLFW_ALPHA_BITS, 8); // Framebuffer alpha color component bits
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//glfwWindowHint(GLFW_DEPTH_BITS, 24); // Depthbuffer bits
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//glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window
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//glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // OpenGL API to use. Alternative: GLFW_OPENGL_ES_API
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//glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers
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// Check window creation flags
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if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) CORE.Window.fullscreen = true;
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if ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // Visible window
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else glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE); // Window initially hidden
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if ((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window
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else glfwWindowHint(GLFW_DECORATED, GLFW_TRUE); // Decorated window
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if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // Resizable window
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else glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); // Avoid window being resizable
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// Disable FLAG_WINDOW_MINIMIZED, not supported on initialization
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if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;
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// Disable FLAG_WINDOW_MAXIMIZED, not supported on initialization
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if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
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if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE);
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else glfwWindowHint(GLFW_FOCUSED, GLFW_TRUE);
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if ((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) glfwWindowHint(GLFW_FLOATING, GLFW_TRUE);
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else glfwWindowHint(GLFW_FLOATING, GLFW_FALSE);
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// NOTE: Some GLFW flags are not supported on HTML5
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#if defined(PLATFORM_DESKTOP)
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if ((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); // Transparent framebuffer
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else glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_FALSE); // Opaque framebuffer
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if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
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{
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// Resize window content area based on the monitor content scale.
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// NOTE: This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11.
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// On platforms like macOS the resolution of the framebuffer is changed independently of the window size.
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glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); // Scale content area based on the monitor content scale where window is placed on
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#if defined(__APPLE__)
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glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE);
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#endif
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}
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else glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
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// Mouse passthrough
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if ((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0) glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE);
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else glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_FALSE);
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#endif
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if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
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{
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// NOTE: MSAA is only enabled for main framebuffer, not user-created FBOs
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TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
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glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0
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}
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// NOTE: When asking for an OpenGL context version, most drivers provide the highest supported version
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// with backward compatibility to older OpenGL versions.
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// For example, if using OpenGL 1.1, driver can provide a 4.3 backwards compatible context.
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// Check selection OpenGL version
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if (rlGetVersion() == RL_OPENGL_21)
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{
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint)
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint)
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}
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else if (rlGetVersion() == RL_OPENGL_33)
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{
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint)
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
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// Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
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#if defined(__APPLE__)
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); // OSX Requires forward compatibility
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#else
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Forward Compatibility Hint: Only 3.3 and above!
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#endif
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//glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context
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}
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else if (rlGetVersion() == RL_OPENGL_43)
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{
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); // Choose OpenGL major version (just hint)
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE);
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#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT)
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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Enable OpenGL Debug Context
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#endif
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}
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else if (rlGetVersion() == RL_OPENGL_ES_20) // Request OpenGL ES 2.0 context
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{
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
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#if defined(PLATFORM_DESKTOP)
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glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
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#else
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glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
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#endif
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}
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else if (rlGetVersion() == RL_OPENGL_ES_30) // Request OpenGL ES 3.0 context
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{
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
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#if defined(PLATFORM_DESKTOP)
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glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
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#else
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glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
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#endif
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}
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#if defined(PLATFORM_DESKTOP)
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// NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions.
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// Forcing this initialization here avoids doing it on PollInputEvents() called by EndDrawing() after first frame has been just drawn.
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// The initialization will still happen and possible delays still occur, but before the window is shown, which is a nicer experience.
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// REF: https://github.com/raysan5/raylib/issues/1554
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if (MAX_GAMEPADS > 0) glfwSetJoystickCallback(NULL);
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#endif
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#if defined(PLATFORM_DESKTOP)
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// Find monitor resolution
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GLFWmonitor *monitor = glfwGetPrimaryMonitor();
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if (!monitor)
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{
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TRACELOG(LOG_WARNING, "GLFW: Failed to get primary monitor");
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return false;
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}
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const GLFWvidmode *mode = glfwGetVideoMode(monitor);
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CORE.Window.display.width = mode->width;
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CORE.Window.display.height = mode->height;
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// Set screen width/height to the display width/height if they are 0
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if (CORE.Window.screen.width == 0) CORE.Window.screen.width = CORE.Window.display.width;
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if (CORE.Window.screen.height == 0) CORE.Window.screen.height = CORE.Window.display.height;
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#endif // PLATFORM_DESKTOP
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#if defined(PLATFORM_WEB)
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// NOTE: Getting video modes is not implemented in emscripten GLFW3 version
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CORE.Window.display.width = CORE.Window.screen.width;
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CORE.Window.display.height = CORE.Window.screen.height;
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#endif // PLATFORM_WEB
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if (CORE.Window.fullscreen)
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{
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// remember center for switchinging from fullscreen to window
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if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
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{
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// If screen width/height equal to the display, we can't calculate the window pos for toggling full-screened/windowed.
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// Toggling full-screened/windowed with pos(0, 0) can cause problems in some platforms, such as X11.
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CORE.Window.position.x = CORE.Window.display.width/4;
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CORE.Window.position.y = CORE.Window.display.height/4;
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}
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else
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{
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CORE.Window.position.x = CORE.Window.display.width/2 - CORE.Window.screen.width/2;
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CORE.Window.position.y = CORE.Window.display.height/2 - CORE.Window.screen.height/2;
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}
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if (CORE.Window.position.x < 0) CORE.Window.position.x = 0;
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if (CORE.Window.position.y < 0) CORE.Window.position.y = 0;
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// Obtain recommended CORE.Window.display.width/CORE.Window.display.height from a valid videomode for the monitor
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int count = 0;
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const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count);
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// Get closest video mode to desired CORE.Window.screen.width/CORE.Window.screen.height
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for (int i = 0; i < count; i++)
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{
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if ((unsigned int)modes[i].width >= CORE.Window.screen.width)
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{
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if ((unsigned int)modes[i].height >= CORE.Window.screen.height)
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{
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CORE.Window.display.width = modes[i].width;
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CORE.Window.display.height = modes[i].height;
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break;
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}
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}
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}
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TRACELOG(LOG_WARNING, "SYSTEM: Closest fullscreen videomode: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
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// NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example,
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// for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3),
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// framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched
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// by the sides to fit all monitor space...
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// Try to setup the most appropriate fullscreen framebuffer for the requested screenWidth/screenHeight
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// It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset)
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// 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
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// TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed...
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// HighDPI monitors are properly considered in a following similar function: SetupViewport()
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SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
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CORE.Window.handle = glfwCreateWindow(CORE.Window.display.width, CORE.Window.display.height, (CORE.Window.title != 0)? CORE.Window.title : " ", glfwGetPrimaryMonitor(), NULL);
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// NOTE: Full-screen change, not working properly...
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//glfwSetWindowMonitor(CORE.Window.handle, glfwGetPrimaryMonitor(), 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
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}
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else
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{
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#if defined(PLATFORM_DESKTOP)
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// If we are windowed fullscreen, ensures that window does not minimize when focus is lost
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if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
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{
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glfwWindowHint(GLFW_AUTO_ICONIFY, 0);
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}
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#endif
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// No-fullscreen window creation
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CORE.Window.handle = glfwCreateWindow(CORE.Window.screen.width, CORE.Window.screen.height, (CORE.Window.title != 0)? CORE.Window.title : " ", NULL, NULL);
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|
|
if (CORE.Window.handle)
|
|
{
|
|
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;
|
|
}
|
|
|
|
// glfwCreateWindow title doesn't work with emscripten.
|
|
#if defined(PLATFORM_WEB)
|
|
emscripten_set_window_title((CORE.Window.title != 0)? CORE.Window.title : " ");
|
|
#endif
|
|
|
|
// 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)
|
|
glfwSetInputMode(CORE.Window.handle, GLFW_LOCK_KEY_MODS, GLFW_TRUE); // Enable lock keys modifiers (CAPS, NUM)
|
|
|
|
glfwSwapInterval(0); // No V-Sync by default
|
|
#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, it doesn't need
|
|
// to be activated on web platforms since VSync is enforced there.
|
|
#if !defined(PLATFORM_WEB)
|
|
if (CORE.Window.flags & FLAG_VSYNC_HINT)
|
|
{
|
|
// WARNING: It seems to hit a critical render path in Intel HD Graphics
|
|
glfwSwapInterval(1);
|
|
TRACELOG(LOG_INFO, "DISPLAY: Trying to enable VSYNC");
|
|
}
|
|
#endif
|
|
|
|
int fbWidth = CORE.Window.screen.width;
|
|
int fbHeight = CORE.Window.screen.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 from 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
|
|
|
|
CORE.Window.render.width = fbWidth;
|
|
CORE.Window.render.height = fbHeight;
|
|
CORE.Window.currentFbo.width = fbWidth;
|
|
CORE.Window.currentFbo.height = fbHeight;
|
|
|
|
TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
|
|
TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
|
|
TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
|
|
TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
|
|
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
|
|
|
|
#endif // PLATFORM_DESKTOP || PLATFORM_WEB
|
|
|
|
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_DRM)
|
|
CORE.Window.fullscreen = true;
|
|
CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
|
|
|
|
#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 platform-gpu-card");
|
|
CORE.Window.fd = open("/dev/dri/by-path/platform-gpu-card", O_RDWR); // VideoCore VI (Raspberry Pi 4)
|
|
|
|
if ((-1 == CORE.Window.fd) || (drmModeGetResources(CORE.Window.fd) == NULL))
|
|
{
|
|
TRACELOG(LOG_INFO, "DISPLAY: Failed to open platform-gpu-card, trying card1");
|
|
CORE.Window.fd = open("/dev/dri/card1", O_RDWR); // Other Embedded
|
|
}
|
|
|
|
if ((-1 == CORE.Window.fd) || (drmModeGetResources(CORE.Window.fd) == NULL))
|
|
{
|
|
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, (rlGetVersion() == RL_OPENGL_ES_30)? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT, // Type of context support
|
|
#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_ANDROID) || 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_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
|
|
{
|
|
CORE.Window.render.width = CORE.Window.screen.width;
|
|
CORE.Window.render.height = CORE.Window.screen.height;
|
|
CORE.Window.currentFbo.width = CORE.Window.render.width;
|
|
CORE.Window.currentFbo.height = CORE.Window.render.height;
|
|
|
|
TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
|
|
TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
|
|
TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
|
|
TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
|
|
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
|
|
}
|
|
#endif // PLATFORM_ANDROID || PLATFORM_DRM
|
|
|
|
// Load OpenGL extensions
|
|
// NOTE: GL procedures address loader is required to load extensions
|
|
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
|
rlLoadExtensions(glfwGetProcAddress);
|
|
#else
|
|
rlLoadExtensions(eglGetProcAddress);
|
|
#endif
|
|
|
|
// Initialize OpenGL context (states and resources)
|
|
// NOTE: CORE.Window.currentFbo.width and CORE.Window.currentFbo.height not used, just stored as globals in rlgl
|
|
rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
|
|
|
|
// Setup default viewport
|
|
// NOTE: It updated CORE.Window.render.width and CORE.Window.render.height
|
|
SetupViewport(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
|
|
|
|
#if defined(PLATFORM_ANDROID)
|
|
CORE.Window.ready = true;
|
|
#endif
|
|
|
|
if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
|
|
|
|
return true;
|
|
}
|
|
|
|
// 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 = 0;
|
|
eglGetConfigAttrib(CORE.Window.device, CORE.Window.config, EGL_NATIVE_VISUAL_ID, &displayFormat);
|
|
|
|
// Adding renderOffset here feels rather hackish, but the viewport scaling is wrong after the
|
|
// context rebinding if the screen is scaled unless offsets are added. There's probably a more
|
|
// appropriate way to fix this
|
|
ANativeWindow_setBuffersGeometry(app->window,
|
|
CORE.Window.render.width + CORE.Window.renderOffset.x,
|
|
CORE.Window.render.height + CORE.Window.renderOffset.y,
|
|
displayFormat);
|
|
|
|
// Recreate display surface and re-attach OpenGL context
|
|
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);
|
|
|
|
// Initialize graphics device (display device and OpenGL context)
|
|
InitGraphicsDevice(CORE.Window.screen.width, CORE.Window.screen.height);
|
|
|
|
// Initialize hi-res timer
|
|
InitTimer();
|
|
|
|
// Initialize random seed
|
|
srand((unsigned int)time(NULL));
|
|
|
|
#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
|
|
// Load default font
|
|
// WARNING: External function: Module required: rtext
|
|
LoadFontDefault();
|
|
Rectangle rec = GetFontDefault().recs[95];
|
|
// NOTE: We setup a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering
|
|
#if defined(SUPPORT_MODULE_RSHAPES)
|
|
SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 }); // WARNING: Module required: rshapes
|
|
#endif
|
|
#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 < assetCount; i++)
|
|
{
|
|
// TODO: Unload old asset if required
|
|
|
|
// Load texture again to pointed texture
|
|
(*textureAsset + i) = LoadTexture(assetPath[i]);
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
} break;
|
|
case APP_CMD_GAINED_FOCUS:
|
|
{
|
|
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:
|
|
{
|
|
// Detach OpenGL context and destroy display surface
|
|
// NOTE 1: This case is used when the user exits the app without closing it. We detach the context to ensure everything is recoverable upon resuming.
|
|
// NOTE 2: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...)
|
|
// NOTE 3: In some cases (too many context loaded), OS could unload context automatically... :(
|
|
if (CORE.Window.device != EGL_NO_DISPLAY)
|
|
{
|
|
eglMakeCurrent(CORE.Window.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
|
|
|
|
if (CORE.Window.surface != EGL_NO_SURFACE)
|
|
{
|
|
eglDestroySurface(CORE.Window.device, CORE.Window.surface);
|
|
CORE.Window.surface = EGL_NO_SURFACE;
|
|
}
|
|
|
|
CORE.Android.contextRebindRequired = true;
|
|
}
|
|
// If 'CORE.Window.device' is already set to 'EGL_NO_DISPLAY'
|
|
// this means that the user has already called 'CloseWindow()'
|
|
|
|
} break;
|
|
case APP_CMD_SAVE_STATE: break;
|
|
case APP_CMD_STOP: break;
|
|
case APP_CMD_DESTROY: break;
|
|
case APP_CMD_CONFIG_CHANGED:
|
|
{
|
|
//AConfiguration_fromAssetManager(CORE.Android.app->config, CORE.Android.app->activity->assetManager);
|
|
//print_cur_config(CORE.Android.app);
|
|
|
|
// Check screen orientation here!
|
|
} break;
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
static GamepadButton AndroidTranslateGamepadButton(int button)
|
|
{
|
|
switch (button)
|
|
{
|
|
case AKEYCODE_BUTTON_A: return GAMEPAD_BUTTON_RIGHT_FACE_DOWN;
|
|
case AKEYCODE_BUTTON_B: return GAMEPAD_BUTTON_RIGHT_FACE_RIGHT;
|
|
case AKEYCODE_BUTTON_X: return GAMEPAD_BUTTON_RIGHT_FACE_LEFT;
|
|
case AKEYCODE_BUTTON_Y: return GAMEPAD_BUTTON_RIGHT_FACE_UP;
|
|
case AKEYCODE_BUTTON_L1: return GAMEPAD_BUTTON_LEFT_TRIGGER_1;
|
|
case AKEYCODE_BUTTON_R1: return GAMEPAD_BUTTON_RIGHT_TRIGGER_1;
|
|
case AKEYCODE_BUTTON_L2: return GAMEPAD_BUTTON_LEFT_TRIGGER_2;
|
|
case AKEYCODE_BUTTON_R2: return GAMEPAD_BUTTON_RIGHT_TRIGGER_2;
|
|
case AKEYCODE_BUTTON_THUMBL: return GAMEPAD_BUTTON_LEFT_THUMB;
|
|
case AKEYCODE_BUTTON_THUMBR: return GAMEPAD_BUTTON_RIGHT_THUMB;
|
|
case AKEYCODE_BUTTON_START: return GAMEPAD_BUTTON_MIDDLE_RIGHT;
|
|
case AKEYCODE_BUTTON_SELECT: return GAMEPAD_BUTTON_MIDDLE_LEFT;
|
|
case AKEYCODE_BUTTON_MODE: return GAMEPAD_BUTTON_MIDDLE;
|
|
// On some (most?) gamepads dpad events are reported as axis motion instead
|
|
case AKEYCODE_DPAD_DOWN: return GAMEPAD_BUTTON_LEFT_FACE_DOWN;
|
|
case AKEYCODE_DPAD_RIGHT: return GAMEPAD_BUTTON_LEFT_FACE_RIGHT;
|
|
case AKEYCODE_DPAD_LEFT: return GAMEPAD_BUTTON_LEFT_FACE_LEFT;
|
|
case AKEYCODE_DPAD_UP: return GAMEPAD_BUTTON_LEFT_FACE_UP;
|
|
default: return GAMEPAD_BUTTON_UNKNOWN;
|
|
}
|
|
}
|
|
|
|
// ANDROID: Get input events
|
|
static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
|
|
{
|
|
// If additional inputs are required check:
|
|
// https://developer.android.com/ndk/reference/group/input
|
|
// https://developer.android.com/training/game-controllers/controller-input
|
|
|
|
int type = AInputEvent_getType(event);
|
|
int source = AInputEvent_getSource(event);
|
|
|
|
if (type == AINPUT_EVENT_TYPE_MOTION)
|
|
{
|
|
if (((source & AINPUT_SOURCE_JOYSTICK) == AINPUT_SOURCE_JOYSTICK) ||
|
|
((source & AINPUT_SOURCE_GAMEPAD) == AINPUT_SOURCE_GAMEPAD))
|
|
{
|
|
// For now we'll assume a single gamepad which we "detect" on its input event
|
|
CORE.Input.Gamepad.ready[0] = true;
|
|
|
|
CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_X] = AMotionEvent_getAxisValue(
|
|
event, AMOTION_EVENT_AXIS_X, 0);
|
|
CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_Y] = AMotionEvent_getAxisValue(
|
|
event, AMOTION_EVENT_AXIS_Y, 0);
|
|
CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_X] = AMotionEvent_getAxisValue(
|
|
event, AMOTION_EVENT_AXIS_Z, 0);
|
|
CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_Y] = AMotionEvent_getAxisValue(
|
|
event, AMOTION_EVENT_AXIS_RZ, 0);
|
|
CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_TRIGGER] = AMotionEvent_getAxisValue(
|
|
event, AMOTION_EVENT_AXIS_BRAKE, 0) * 2.0f - 1.0f;
|
|
CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_TRIGGER] = AMotionEvent_getAxisValue(
|
|
event, AMOTION_EVENT_AXIS_GAS, 0) * 2.0f - 1.0f;
|
|
|
|
// dpad is reported as an axis on android
|
|
float dpadX = AMotionEvent_getAxisValue(event, AMOTION_EVENT_AXIS_HAT_X, 0);
|
|
float dpadY = AMotionEvent_getAxisValue(event, AMOTION_EVENT_AXIS_HAT_Y, 0);
|
|
|
|
if (dpadX == 1.0f)
|
|
{
|
|
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_RIGHT] = 1;
|
|
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_LEFT] = 0;
|
|
}
|
|
else if (dpadX == -1.0f)
|
|
{
|
|
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_RIGHT] = 0;
|
|
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_LEFT] = 1;
|
|
}
|
|
else
|
|
{
|
|
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_RIGHT] = 0;
|
|
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_LEFT] = 0;
|
|
}
|
|
|
|
if (dpadY == 1.0f)
|
|
{
|
|
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_DOWN] = 1;
|
|
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_UP] = 0;
|
|
}
|
|
else if (dpadY == -1.0f)
|
|
{
|
|
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_DOWN] = 0;
|
|
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_UP] = 1;
|
|
}
|
|
else
|
|
{
|
|
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_DOWN] = 0;
|
|
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_UP] = 0;
|
|
}
|
|
|
|
return 1; // Handled gamepad axis motion
|
|
}
|
|
}
|
|
else if (type == AINPUT_EVENT_TYPE_KEY)
|
|
{
|
|
int32_t keycode = AKeyEvent_getKeyCode(event);
|
|
//int32_t AKeyEvent_getMetaState(event);
|
|
|
|
// Handle gamepad button presses and releases
|
|
if (((source & AINPUT_SOURCE_JOYSTICK) == AINPUT_SOURCE_JOYSTICK) ||
|
|
((source & AINPUT_SOURCE_GAMEPAD) == AINPUT_SOURCE_GAMEPAD))
|
|
{
|
|
// For now we'll assume a single gamepad which we "detect" on its input event
|
|
CORE.Input.Gamepad.ready[0] = true;
|
|
|
|
GamepadButton button = AndroidTranslateGamepadButton(keycode);
|
|
|
|
if (button == GAMEPAD_BUTTON_UNKNOWN) return 1;
|
|
|
|
if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
|
|
{
|
|
CORE.Input.Gamepad.currentButtonState[0][button] = 1;
|
|
}
|
|
else CORE.Input.Gamepad.currentButtonState[0][button] = 0; // Key up
|
|
|
|
return 1; // Handled gamepad button
|
|
}
|
|
|
|
// Save current button and its state
|
|
// NOTE: Android key action is 0 for down and 1 for up
|
|
if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
|
|
{
|
|
CORE.Input.Keyboard.currentKeyState[keycode] = 1; // Key down
|
|
|
|
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode;
|
|
CORE.Input.Keyboard.keyPressedQueueCount++;
|
|
}
|
|
else if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_MULTIPLE) CORE.Input.Keyboard.keyRepeatInFrame[keycode] = 1;
|
|
else CORE.Input.Keyboard.currentKeyState[keycode] = 0; // Key up
|
|
|
|
if (keycode == AKEYCODE_POWER)
|
|
{
|
|
// Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS
|
|
// Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS
|
|
// It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected.
|
|
// NOTE: AndroidManifest.xml must have <activity android:configChanges="orientation|keyboardHidden|screenSize" >
|
|
// Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour
|
|
return 0;
|
|
}
|
|
else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU))
|
|
{
|
|
// Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS!
|
|
return 1;
|
|
}
|
|
else if ((keycode == AKEYCODE_VOLUME_UP) || (keycode == AKEYCODE_VOLUME_DOWN))
|
|
{
|
|
// Set default OS behaviour
|
|
return 0;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Register touch points count
|
|
CORE.Input.Touch.pointCount = AMotionEvent_getPointerCount(event);
|
|
|
|
for (int i = 0; (i < CORE.Input.Touch.pointCount) && (i < MAX_TOUCH_POINTS); i++)
|
|
{
|
|
// Register touch points id
|
|
CORE.Input.Touch.pointId[i] = AMotionEvent_getPointerId(event, i);
|
|
|
|
// Register touch points position
|
|
CORE.Input.Touch.position[i] = (Vector2){ AMotionEvent_getX(event, i), AMotionEvent_getY(event, i) };
|
|
|
|
// Normalize CORE.Input.Touch.position[i] for CORE.Window.screen.width and CORE.Window.screen.height
|
|
float widthRatio = (float)(CORE.Window.screen.width + CORE.Window.renderOffset.x) / (float)CORE.Window.display.width;
|
|
float heightRatio = (float)(CORE.Window.screen.height + CORE.Window.renderOffset.y) / (float)CORE.Window.display.height;
|
|
CORE.Input.Touch.position[i].x = CORE.Input.Touch.position[i].x * widthRatio - (float)CORE.Window.renderOffset.x / 2;
|
|
CORE.Input.Touch.position[i].y = CORE.Input.Touch.position[i].y * heightRatio - (float)CORE.Window.renderOffset.y / 2;
|
|
}
|
|
|
|
int32_t action = AMotionEvent_getAction(event);
|
|
unsigned int flags = action & AMOTION_EVENT_ACTION_MASK;
|
|
|
|
#if defined(SUPPORT_GESTURES_SYSTEM) // PLATFORM_ANDROID
|
|
GestureEvent gestureEvent = { 0 };
|
|
|
|
gestureEvent.pointCount = CORE.Input.Touch.pointCount;
|
|
|
|
// Register touch actions
|
|
if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
|
|
else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_ACTION_UP;
|
|
else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_ACTION_MOVE;
|
|
else if (flags == AMOTION_EVENT_ACTION_CANCEL) gestureEvent.touchAction = TOUCH_ACTION_CANCEL;
|
|
|
|
for (int i = 0; (i < gestureEvent.pointCount) && (i < MAX_TOUCH_POINTS); i++)
|
|
{
|
|
gestureEvent.pointId[i] = CORE.Input.Touch.pointId[i];
|
|
gestureEvent.position[i] = CORE.Input.Touch.position[i];
|
|
}
|
|
|
|
// Gesture data is sent to gestures system for processing
|
|
ProcessGestureEvent(gestureEvent);
|
|
#endif
|
|
|
|
int32_t pointerIndex = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
|
|
|
|
if (flags == AMOTION_EVENT_ACTION_POINTER_UP || flags == AMOTION_EVENT_ACTION_UP)
|
|
{
|
|
// One of the touchpoints is released, remove it from touch point arrays
|
|
for (int i = pointerIndex; (i < CORE.Input.Touch.pointCount - 1) && (i < MAX_TOUCH_POINTS); i++)
|
|
{
|
|
CORE.Input.Touch.pointId[i] = CORE.Input.Touch.pointId[i+1];
|
|
CORE.Input.Touch.position[i] = CORE.Input.Touch.position[i+1];
|
|
}
|
|
|
|
CORE.Input.Touch.pointCount--;
|
|
}
|
|
|
|
// When all touchpoints are tapped and released really quickly, this event is generated
|
|
if (flags == AMOTION_EVENT_ACTION_CANCEL) CORE.Input.Touch.pointCount = 0;
|
|
|
|
if (CORE.Input.Touch.pointCount > 0) CORE.Input.Touch.currentTouchState[MOUSE_BUTTON_LEFT] = 1;
|
|
else CORE.Input.Touch.currentTouchState[MOUSE_BUTTON_LEFT] = 0;
|
|
|
|
return 0;
|
|
}
|
|
|
|
// 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;
|
|
|
|
// NOTE: Return from main is ignored
|
|
(void)main(1, (char *[]) { arg0, NULL });
|
|
|
|
// Request to end the native activity
|
|
ANativeActivity_finish(app->activity);
|
|
|
|
// Android ALooper_pollAll() variables
|
|
int pollResult = 0;
|
|
int pollEvents = 0;
|
|
|
|
// Waiting for application events before complete finishing
|
|
while (!app->destroyRequested)
|
|
{
|
|
while ((pollResult = ALooper_pollAll(0, NULL, &pollEvents, (void **)&CORE.Android.source)) >= 0)
|
|
{
|
|
if (CORE.Android.source != NULL) CORE.Android.source->process(app, CORE.Android.source);
|
|
}
|
|
}
|
|
}
|
|
|
|
// NOTE: Add this to header (if apps really need it)
|
|
struct android_app *GetAndroidApp(void)
|
|
{
|
|
return CORE.Android.app;
|
|
}
|
|
|
|
// Close window and unload OpenGL context
|
|
void CloseWindow(void)
|
|
{
|
|
#if defined(SUPPORT_GIF_RECORDING)
|
|
if (gifRecording)
|
|
{
|
|
MsfGifResult result = msf_gif_end(&gifState);
|
|
msf_gif_free(result);
|
|
gifRecording = false;
|
|
}
|
|
#endif
|
|
|
|
#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
|
|
UnloadFontDefault(); // WARNING: Module required: rtext
|
|
#endif
|
|
|
|
rlglClose(); // De-init rlgl
|
|
|
|
#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
|
|
timeEndPeriod(1); // Restore time period
|
|
#endif
|
|
|
|
// Close surface, context and display
|
|
if (CORE.Window.device != EGL_NO_DISPLAY)
|
|
{
|
|
eglMakeCurrent(CORE.Window.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
|
|
|
|
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;
|
|
}
|
|
|
|
#if defined(SUPPORT_EVENTS_AUTOMATION)
|
|
RL_FREE(events);
|
|
#endif
|
|
|
|
CORE.Window.ready = false;
|
|
TRACELOG(LOG_INFO, "Window closed successfully");
|
|
}
|
|
|
|
|
|
// Check if KEY_ESCAPE pressed or Close icon pressed
|
|
bool WindowShouldClose(void)
|
|
{
|
|
if (CORE.Window.ready) return CORE.Window.shouldClose;
|
|
else return true;
|
|
}
|
|
|
|
// Check if window is currently hidden
|
|
bool IsWindowHidden(void)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Check if window has been minimized
|
|
bool IsWindowMinimized(void)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
|
|
// Check if window has been maximized (only PLATFORM_DESKTOP)
|
|
bool IsWindowMaximized(void)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Check if window has the focus
|
|
bool IsWindowFocused(void)
|
|
{
|
|
return CORE.Android.appEnabled;
|
|
}
|
|
|
|
// Check if window has been resizedLastFrame
|
|
bool IsWindowResized(void)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Toggle fullscreen mode (only PLATFORM_DESKTOP)
|
|
void ToggleFullscreen(void)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SYSTEM: Failed to toggle to windowed mode");
|
|
}
|
|
|
|
// Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
|
|
void MaximizeWindow(void)
|
|
{
|
|
TRACELOG(LOG_INFO, "MaximizeWindow not implemented in rcore_android.c");
|
|
}
|
|
|
|
// Set window state: minimized (only PLATFORM_DESKTOP)
|
|
void MinimizeWindow(void)
|
|
{
|
|
TRACELOG(LOG_INFO, "MinimizeWindow not implemented in rcore_android.c");
|
|
}
|
|
|
|
// Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
|
|
void RestoreWindow(void)
|
|
{
|
|
TRACELOG(LOG_INFO, "RestoreWindow not implemented in rcore_android.c");
|
|
}
|
|
|
|
|
|
// Toggle borderless windowed mode (only PLATFORM_DESKTOP)
|
|
void ToggleBorderlessWindowed(void)
|
|
{
|
|
TRACELOG(LOG_INFO, "ToggleBorderlessWindowed not implemented in rcore_android.c");
|
|
}
|
|
|
|
// Set window configuration state using flags
|
|
void SetWindowState(unsigned int flags)
|
|
{
|
|
TRACELOG(LOG_INFO, "SetWindowState not implemented in rcore_android.c");
|
|
}
|
|
|
|
// Clear window configuration state flags
|
|
void ClearWindowState(unsigned int flags)
|
|
{
|
|
TRACELOG(LOG_INFO, "ClearWindowState not implemented in rcore_android.c");
|
|
}
|
|
|
|
// Set icon for window (only PLATFORM_DESKTOP)
|
|
// NOTE 1: Image must be in RGBA format, 8bit per channel
|
|
// NOTE 2: Image is scaled by the OS for all required sizes
|
|
void SetWindowIcon(Image image)
|
|
{
|
|
TRACELOG(LOG_INFO, "SetWindowIcon not implemented in rcore_android.c");
|
|
}
|
|
|
|
// Set icon for window (multiple images, only PLATFORM_DESKTOP)
|
|
// NOTE 1: Images must be in RGBA format, 8bit per channel
|
|
// NOTE 2: The multiple images are used depending on provided sizes
|
|
// Standard Windows icon sizes: 256, 128, 96, 64, 48, 32, 24, 16
|
|
void SetWindowIcons(Image *images, int count)
|
|
{
|
|
TRACELOG(LOG_INFO, "SetWindowIcons not implemented in rcore_android.c");
|
|
}
|
|
|
|
// Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
|
|
void SetWindowTitle(const char *title)
|
|
{
|
|
CORE.Window.title = title;
|
|
}
|
|
|
|
// Set window position on screen (windowed mode)
|
|
void SetWindowPosition(int x, int y)
|
|
{
|
|
TRACELOG(LOG_INFO, "SetWindowPosition not implemented in rcore_android.c");
|
|
}
|
|
|
|
// Set monitor for the current window
|
|
void SetWindowMonitor(int monitor)
|
|
{
|
|
TRACELOG(LOG_INFO, "SetWindowMonitor not implemented in rcore_android.c");
|
|
}
|
|
|
|
// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
|
|
void SetWindowMinSize(int width, int height)
|
|
{
|
|
CORE.Window.windowMin.width = width;
|
|
CORE.Window.windowMin.height = height;
|
|
}
|
|
|
|
// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
|
|
void SetWindowMaxSize(int width, int height)
|
|
{
|
|
CORE.Window.windowMax.width = width;
|
|
CORE.Window.windowMax.height = height;
|
|
}
|
|
|
|
// Set window dimensions
|
|
void SetWindowSize(int width, int height)
|
|
{
|
|
TRACELOG(LOG_INFO, "SetWindowSize not implemented in rcore_android.c");
|
|
}
|
|
|
|
// Set window opacity, value opacity is between 0.0 and 1.0
|
|
void SetWindowOpacity(float opacity)
|
|
{
|
|
TRACELOG(LOG_INFO, "SetWindowOpacity not implemented in rcore_android.c");
|
|
}
|
|
|
|
// Set window focused
|
|
void SetWindowFocused(void)
|
|
{
|
|
TRACELOG(LOG_INFO, "SetWindowFocused not implemented in rcore_android.c");
|
|
|
|
}
|
|
|
|
// Get native window handle
|
|
void *GetWindowHandle(void)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
// Get number of monitors
|
|
int GetMonitorCount(void)
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
// Get number of monitors
|
|
int GetCurrentMonitor(void)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// Get selected monitor position
|
|
Vector2 GetMonitorPosition(int monitor)
|
|
{
|
|
return (Vector2){ 0, 0 };
|
|
}
|
|
|
|
// Get selected monitor width (currently used by monitor)
|
|
int GetMonitorWidth(int monitor)
|
|
{
|
|
if (CORE.Android.app->window != NULL)
|
|
{
|
|
return ANativeWindow_getWidth(CORE.Android.app->window);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
// Get selected monitor height (currently used by monitor)
|
|
int GetMonitorHeight(int monitor)
|
|
{
|
|
if (CORE.Android.app->window != NULL)
|
|
{
|
|
return ANativeWindow_getHeight(CORE.Android.app->window);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
// Get selected monitor physical height in millimetres
|
|
int GetMonitorPhysicalHeight(int monitor)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// Get selected monitor refresh rate
|
|
int GetMonitorRefreshRate(int monitor)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// Get window position XY on monitor
|
|
Vector2 GetWindowPosition(void)
|
|
{
|
|
return (Vector2){ 0, 0 };
|
|
}
|
|
|
|
// Get window scale DPI factor for current monitor
|
|
Vector2 GetWindowScaleDPI(void)
|
|
{
|
|
return (Vector2){ 1.0f, 1.0f };
|
|
}
|
|
|
|
// Get the human-readable, UTF-8 encoded name of the selected monitor
|
|
const char *GetMonitorName(int monitor)
|
|
{
|
|
return "";
|
|
}
|
|
|
|
|
|
// Set clipboard text content
|
|
void SetClipboardText(const char *text)
|
|
{
|
|
}
|
|
|
|
|
|
// Get clipboard text content
|
|
// NOTE: returned string is allocated and freed by GLFW
|
|
const char *GetClipboardText(void)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
// Show mouse cursor
|
|
void ShowCursor(void)
|
|
{
|
|
CORE.Input.Mouse.cursorHidden = false;
|
|
}
|
|
|
|
// Hides mouse cursor
|
|
void HideCursor(void)
|
|
{
|
|
CORE.Input.Mouse.cursorHidden = true;
|
|
}
|
|
|
|
|
|
// Enables cursor (unlock cursor)
|
|
void EnableCursor(void)
|
|
{
|
|
// Set cursor position in the middle
|
|
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
|
|
|
|
CORE.Input.Mouse.cursorHidden = false;
|
|
}
|
|
|
|
// Disables cursor (lock cursor)
|
|
void DisableCursor(void)
|
|
{
|
|
// Set cursor position in the middle
|
|
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
|
|
|
|
CORE.Input.Mouse.cursorHidden = true;
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
double time = 0.0;
|
|
struct timespec ts = { 0 };
|
|
clock_gettime(CLOCK_MONOTONIC, &ts);
|
|
unsigned long long int nanoSeconds = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec;
|
|
|
|
time = (double)(nanoSeconds - CORE.Time.base)*1e-9; // Elapsed time since InitTimer()
|
|
return time;
|
|
}
|
|
|
|
// NOTE TRACELOG() function is located in [utils.h]
|
|
|
|
// Takes a screenshot of current screen (saved a .png)
|
|
void TakeScreenshot(const char *fileName)
|
|
{
|
|
#if defined(SUPPORT_MODULE_RTEXTURES)
|
|
// Security check to (partially) avoid malicious code on PLATFORM_WEB
|
|
if (strchr(fileName, '\'') != NULL) { TRACELOG(LOG_WARNING, "SYSTEM: Provided fileName could be potentially malicious, avoid [\'] character"); return; }
|
|
|
|
Vector2 scale = GetWindowScaleDPI();
|
|
unsigned char *imgData = rlReadScreenPixels((int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y));
|
|
Image image = { imgData, (int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y), 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
|
|
|
|
char path[2048] = { 0 };
|
|
strcpy(path, TextFormat("%s/%s", CORE.Storage.basePath, fileName));
|
|
|
|
ExportImage(image, path); // WARNING: Module required: rtextures
|
|
RL_FREE(imgData);
|
|
|
|
TRACELOG(LOG_INFO, "SYSTEM: [%s] Screenshot taken successfully", path);
|
|
#else
|
|
TRACELOG(LOG_WARNING,"IMAGE: ExportImage() requires module: rtextures");
|
|
#endif
|
|
}
|
|
|
|
// Open URL with default system browser (if available)
|
|
// NOTE: This function is only safe to use if you control the URL given.
|
|
// A user could craft a malicious string performing another action.
|
|
// Only call this function yourself not with user input or make sure to check the string yourself.
|
|
// Ref: https://github.com/raysan5/raylib/issues/686
|
|
void OpenURL(const char *url)
|
|
{
|
|
// Security check to (partially) avoid malicious code on PLATFORM_WEB
|
|
if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
|
|
else
|
|
{
|
|
JNIEnv *env = NULL;
|
|
JavaVM *vm = CORE.Android.app->activity->vm;
|
|
(*vm)->AttachCurrentThread(vm, &env, NULL);
|
|
|
|
jstring urlString = (*env)->NewStringUTF(env, url);
|
|
jclass uriClass = (*env)->FindClass(env, "android/net/Uri");
|
|
jmethodID uriParse = (*env)->GetStaticMethodID(env, uriClass, "parse", "(Ljava/lang/String;)Landroid/net/Uri;");
|
|
jobject uri = (*env)->CallStaticObjectMethod(env, uriClass, uriParse, urlString);
|
|
|
|
jclass intentClass = (*env)->FindClass(env, "android/content/Intent");
|
|
jfieldID actionViewId = (*env)->GetStaticFieldID(env, intentClass, "ACTION_VIEW", "Ljava/lang/String;");
|
|
jobject actionView = (*env)->GetStaticObjectField(env, intentClass, actionViewId);
|
|
jmethodID newIntent = (*env)->GetMethodID(env, intentClass, "<init>", "(Ljava/lang/String;Landroid/net/Uri;)V");
|
|
jobject intent = (*env)->AllocObject(env, intentClass);
|
|
|
|
(*env)->CallVoidMethod(env, intent, newIntent, actionView, uri);
|
|
jclass activityClass = (*env)->FindClass(env, "android/app/Activity");
|
|
jmethodID startActivity = (*env)->GetMethodID(env, activityClass, "startActivity", "(Landroid/content/Intent;)V");
|
|
(*env)->CallVoidMethod(env, CORE.Android.app->activity->clazz, startActivity, intent);
|
|
|
|
(*vm)->DetachCurrentThread(vm);
|
|
}
|
|
}
|
|
|
|
// Get gamepad internal name id
|
|
const char *GetGamepadName(int gamepad)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
// Get selected monitor physical width in millimetres
|
|
int GetMonitorPhysicalWidth(int monitor)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// Get gamepad axis count
|
|
int GetGamepadAxisCount(int gamepad)
|
|
{
|
|
return CORE.Input.Gamepad.axisCount;
|
|
}
|
|
|
|
// Set internal gamepad mappings
|
|
int SetGamepadMappings(const char *mappings)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// Get mouse position X
|
|
int GetMouseX(void)
|
|
{
|
|
return (int)CORE.Input.Touch.position[0].x;
|
|
}
|
|
|
|
// Get mouse position Y
|
|
int GetMouseY(void)
|
|
{
|
|
return (int)CORE.Input.Touch.position[0].y;
|
|
}
|
|
|
|
// Get mouse position XY
|
|
Vector2 GetMousePosition(void)
|
|
{
|
|
return GetTouchPosition(0);
|
|
}
|
|
|
|
// Set mouse position XY
|
|
void SetMousePosition(int x, int y)
|
|
{
|
|
CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
|
|
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
|
|
}
|
|
|
|
|
|
// Get mouse wheel movement Y
|
|
float GetMouseWheelMove(void)
|
|
{
|
|
return 0.0f;
|
|
}
|
|
|
|
|
|
// Swap back buffer with front buffer (screen drawing)
|
|
void SwapScreenBuffer(void)
|
|
{
|
|
eglSwapBuffers(CORE.Window.device, CORE.Window.surface);
|
|
}
|
|
|
|
|
|
// Register all input events
|
|
void PollInputEvents(void)
|
|
{
|
|
#if defined(SUPPORT_GESTURES_SYSTEM)
|
|
// NOTE: Gestures update must be called every frame to reset gestures correctly
|
|
// because ProcessGestureEvent() is just called on an event, not every frame
|
|
UpdateGestures();
|
|
#endif
|
|
|
|
// Reset keys/chars pressed registered
|
|
CORE.Input.Keyboard.keyPressedQueueCount = 0;
|
|
CORE.Input.Keyboard.charPressedQueueCount = 0;
|
|
// Reset key repeats
|
|
for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
|
|
|
|
// Reset last gamepad button/axis registered state
|
|
CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
|
|
CORE.Input.Gamepad.axisCount = 0;
|
|
|
|
// Register previous touch states
|
|
for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
|
|
|
|
// Reset touch positions
|
|
// TODO: It resets on PLATFORM_WEB the mouse position and not filled again until a move-event,
|
|
// so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed!
|
|
//for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
|
|
|
|
// Register previous keys states
|
|
// NOTE: Android supports up to 260 keys
|
|
for (int i = 0; i < 260; i++)
|
|
{
|
|
CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
|
|
CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
}
|
|
}
|