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#include <stdlib.h>
//#include <android/sensor.h> // Required for: Android sensors functions (accelerometer, gyroscope, light...)
#include <android/window.h> // Required for: AWINDOW_FLAG_FULLSCREEN definition and others
#include <android_native_app_glue.h> // Required for: android_app struct and activity management
#include <jni.h> // Required for: JNIEnv and JavaVM [Used in OpenURL()]
#include <EGL/egl.h> // Native platform windowing system interface
//#include <GLES2/gl2.h> // OpenGL ES 2.0 library (not required in this module, only in rlgl)
static bool InitGraphicsDevice(int width, int height); // Initialize graphics device
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
// 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)
{
TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION);
TRACELOG(LOG_INFO, "Supported raylib modules:");
TRACELOG(LOG_INFO, " > rcore:..... loaded (mandatory)");
TRACELOG(LOG_INFO, " > rlgl:...... loaded (mandatory)");
#if defined(SUPPORT_MODULE_RSHAPES)
TRACELOG(LOG_INFO, " > rshapes:... loaded (optional)");
#else
TRACELOG(LOG_INFO, " > rshapes:... not loaded (optional)");
#endif
#if defined(SUPPORT_MODULE_RTEXTURES)
TRACELOG(LOG_INFO, " > rtextures:. loaded (optional)");
#else
TRACELOG(LOG_INFO, " > rtextures:. not loaded (optional)");
#endif
#if defined(SUPPORT_MODULE_RTEXT)
TRACELOG(LOG_INFO, " > rtext:..... loaded (optional)");
#else
TRACELOG(LOG_INFO, " > rtext:..... not loaded (optional)");
#endif
#if defined(SUPPORT_MODULE_RMODELS)
TRACELOG(LOG_INFO, " > rmodels:... loaded (optional)");
#else
TRACELOG(LOG_INFO, " > rmodels:... not loaded (optional)");
#endif
#if defined(SUPPORT_MODULE_RAUDIO)
TRACELOG(LOG_INFO, " > raudio:.... loaded (optional)");
#else
TRACELOG(LOG_INFO, " > raudio:.... not loaded (optional)");
#endif
if ((title != NULL) && (title[0] != 0)) CORE.Window.title = title;
// Initialize global input state
memset(&CORE.Input, 0, sizeof(CORE.Input));
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 = 0; // GAMEPAD_BUTTON_UNKNOWN
#if defined(SUPPORT_EVENTS_WAITING)
CORE.Window.eventWaiting = true;
#endif
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
CORE.Window.currentFbo.width = width;
CORE.Window.currentFbo.height = height;
// 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);
// Initialize App command system
// NOTE: On APP_CMD_INIT_WINDOW -> InitGraphicsDevice(), InitTimer(), LoadFontDefault()...
CORE.Android.app->onAppCmd = AndroidCommandCallback;
// Initialize input events system
CORE.Android.app->onInputEvent = AndroidInputCallback;
// Initialize assets manager
InitAssetManager(CORE.Android.app->activity->assetManager, CORE.Android.app->activity->internalDataPath);
// Initialize base path for storage
CORE.Storage.basePath = 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;
}
}
}
// 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
// Set the window minimum and maximum default values to 0
CORE.Window.windowMin.width = 0;
CORE.Window.windowMin.height = 0;
CORE.Window.windowMax.width = 0;
CORE.Window.windowMax.height = 0;
// 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 scaling)
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
glfwSetErrorCallback(ErrorCallback);
/*
// TODO: Setup GLFW custom allocators to match raylib ones
const GLFWallocator allocator = {
.allocate = MemAlloc,
.deallocate = MemFree,
.reallocate = MemRealloc,
.user = NULL
};
glfwInitAllocator(&allocator);
*/
#if defined(__APPLE__)
glfwInitHint(GLFW_COCOA_CHDIR_RESOURCES, GLFW_FALSE);
#endif
if (!glfwInit())
{
TRACELOG(LOG_WARNING, "GLFW: Failed to initialize GLFW");
return false;
}
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);
// Mouse passthrough
if ((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0) glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE);
else glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, 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 the highest supported version
// with backward compatibility to older OpenGL versions.
// For example, if using OpenGL 1.1, driver can provide a 4.3 backwards compatible context.
// Check selection OpenGL version
if (rlGetVersion() == RL_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() == RL_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 forward compatibility
#else
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Forward Compatibility Hint: Only 3.3 and above!
#endif
//glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context
}
else if (rlGetVersion() == RL_OPENGL_43)
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); // 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);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE);
#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT)
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Enable OpenGL Debug Context
#endif
}
else if (rlGetVersion() == RL_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
}
else if (rlGetVersion() == RL_OPENGL_ES_30) // Request OpenGL ES 3.0 context
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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 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;
// Set screen width/height to the display width/height if they are 0
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)
// NOTE: Getting video modes is not implemented in emscripten GLFW3 version
CORE.Window.display.width = CORE.Window.screen.width;
CORE.Window.display.height = CORE.Window.screen.height;
#endif // PLATFORM_WEB
if (CORE.Window.fullscreen)
{
// remember center for switchinging from fullscreen to window
if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
{
// If screen width/height equal to the display, we can't calculate the window pos for toggling full-screened/windowed.
// Toggling full-screened/windowed with pos(0, 0) can cause problems in some platforms, such as X11.
CORE.Window.position.x = CORE.Window.display.width/4;
CORE.Window.position.y = CORE.Window.display.height/4;
}
else
{
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;
}
}
}
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 appropriate 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
{
#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
// 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)
{
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);
}
}
}