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Diffstat (limited to 'templates/android_project/src/raylib_stripped/core.c')
| -rw-r--r-- | templates/android_project/src/raylib_stripped/core.c | 3477 |
1 files changed, 3477 insertions, 0 deletions
diff --git a/templates/android_project/src/raylib_stripped/core.c b/templates/android_project/src/raylib_stripped/core.c new file mode 100644 index 00000000..708c5fbf --- /dev/null +++ b/templates/android_project/src/raylib_stripped/core.c @@ -0,0 +1,3477 @@ +/********************************************************************************************** +* +* raylib.core - Basic functions to manage windows, OpenGL context and input on multiple platforms +* +* PLATFORMS SUPPORTED: +* - Windows (win32/Win64) +* - Linux (tested on Ubuntu) +* - OSX (Mac) +* - Android (ARM or ARM64) +* - Raspberry Pi (Raspbian) +* - HTML5 (Chrome, Firefox) +* +* CONFIGURATION: +* +* #define PLATFORM_DESKTOP +* Windowing and input system configured for desktop platforms: Windows, Linux, OSX (managed by GLFW3 library) +* NOTE: Oculus Rift CV1 requires PLATFORM_DESKTOP for mirror rendering - View [rlgl] module to enable it +* +* #define PLATFORM_ANDROID +* Windowing and input system configured for Android device, app activity managed internally in this module. +* NOTE: OpenGL ES 2.0 is required and graphic device is managed by EGL +* +* #define PLATFORM_RPI +* Windowing and input system configured for Raspberry Pi (tested on Raspbian), graphic device is managed by EGL +* and inputs are processed is raw mode, reading from /dev/input/ +* +* #define PLATFORM_WEB +* Windowing and input system configured for HTML5 (run on browser), code converted from C to asm.js +* using emscripten compiler. OpenGL ES 2.0 required for direct translation to WebGL equivalent code. +* +* #define SUPPORT_DEFAULT_FONT (default) +* Default font is loaded on window initialization to be available for the user to render simple text. +* NOTE: If enabled, uses external module functions to load default raylib font (module: text) +* +* #define SUPPORT_CAMERA_SYSTEM +* Camera module is included (camera.h) and multiple predefined cameras are available: free, 1st/3rd person, orbital +* +* #define SUPPORT_GESTURES_SYSTEM +* Gestures module is included (gestures.h) to support gestures detection: tap, hold, swipe, drag +* +* #define SUPPORT_MOUSE_GESTURES +* Mouse gestures are directly mapped like touches and processed by gestures system. +* +* #define SUPPORT_BUSY_WAIT_LOOP +* Use busy wait loop for timming sync, if not defined, a high-resolution timer is setup and used +* +* #define SUPPORT_GIF_RECORDING +* Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback() +* +* DEPENDENCIES: +* GLFW3 - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX) +* raymath - 3D math functionality (Vector3, Matrix, Quaternion) +* camera - Multiple 3D camera modes (free, orbital, 1st person, 3rd person) +* gestures - Gestures system for touch-ready devices (or simulated from mouse inputs) +* +* +* LICENSE: zlib/libpng +* +* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +// Default configuration flags (supported features) +//------------------------------------------------- +//#define SUPPORT_DEFAULT_FONT +//#define SUPPORT_MOUSE_GESTURES +//#define SUPPORT_CAMERA_SYSTEM +//#define SUPPORT_GESTURES_SYSTEM +#define SUPPORT_BUSY_WAIT_LOOP +//#define SUPPORT_GIF_RECORDING +//------------------------------------------------- + +#include "raylib.h" + +#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2 +#include "utils.h" // Required for: fopen() Android mapping + +#define RAYMATH_IMPLEMENTATION // Use raymath as a header-only library (includes implementation) +#define RAYMATH_EXTERN_INLINE // Compile raymath functions as static inline (remember, it's a compiler hint) +#include "raymath.h" // Required for: Vector3 and Matrix functions + +#if defined(SUPPORT_GESTURES_SYSTEM) + #define GESTURES_IMPLEMENTATION + #include "gestures.h" // Gestures detection functionality +#endif + +#if defined(SUPPORT_CAMERA_SYSTEM) && !defined(PLATFORM_ANDROID) + #define CAMERA_IMPLEMENTATION + #include "camera.h" // Camera system functionality +#endif + +#if defined(SUPPORT_GIF_RECORDING) + #define GIF_IMPLEMENTATION + #include "external/gif.h" // Support GIF recording +#endif + +#if defined(__linux__) || defined(PLATFORM_WEB) + #define _POSIX_C_SOURCE 199309L // Required for CLOCK_MONOTONIC if compiled with c99 without gnu ext. +#endif + +#include <stdio.h> // Standard input / output lib +#include <stdlib.h> // Required for: malloc(), free(), rand(), atexit() +#include <stdint.h> // Required for: typedef unsigned long long int uint64_t, used by hi-res timer +#include <time.h> // Required for: time() - Android/RPI hi-res timer (NOTE: Linux only!) +#include <math.h> // Required for: tan() [Used in Begin3dMode() to set perspective] +#include <string.h> // Required for: strrchr(), strcmp() +//#include <errno.h> // Macros for reporting and retrieving error conditions through error codes + +#ifdef _WIN32 + #include <direct.h> // Required for: _getch(), _chdir() + #define GETCWD _getcwd // NOTE: MSDN recommends not to use getcwd(), chdir() + #define CHDIR _chdir +#else + #include "unistd.h" // Required for: getch(), chdir() (POSIX) + #define GETCWD getcwd + #define CHDIR chdir +#endif + +#if defined(__linux__) || defined(PLATFORM_WEB) + #include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX +#elif defined(__APPLE__) + #include <unistd.h> // Required for: usleep() +#endif + +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + //#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3 + #include <GLFW/glfw3.h> // GLFW3 library: Windows, OpenGL context and Input management + + #if defined(__linux__) + #define GLFW_EXPOSE_NATIVE_X11 // Linux specific definitions for getting + #define GLFW_EXPOSE_NATIVE_GLX // native functions like glfwGetX11Window + #include <GLFW/glfw3native.h> // which are required for hiding mouse + #endif + //#include <GL/gl.h> // OpenGL functions (GLFW3 already includes gl.h) + //#define GLFW_DLL // Using GLFW DLL on Windows -> No, we use static version! + + #if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32) + // NOTE: Those functions require linking with winmm library + __stdcall unsigned int timeBeginPeriod(unsigned int uPeriod); + __stdcall unsigned int timeEndPeriod(unsigned int uPeriod); + #endif +#endif + +#if defined(PLATFORM_ANDROID) + //#include <android/sensor.h> // Android sensors functions (accelerometer, gyroscope, light...) + #include <android/window.h> // Defines AWINDOW_FLAG_FULLSCREEN and others + #include <android_native_app_glue.h> // Defines basic app state struct and manages activity + + #include <EGL/egl.h> // Khronos EGL library - Native platform display device control functions + #include <GLES2/gl2.h> // Khronos OpenGL ES 2.0 library +#endif + +#if defined(PLATFORM_RPI) + #include <fcntl.h> // POSIX file control definitions - open(), creat(), fcntl() + #include <unistd.h> // POSIX standard function definitions - read(), close(), STDIN_FILENO + #include <termios.h> // POSIX terminal control definitions - tcgetattr(), tcsetattr() + #include <pthread.h> // POSIX threads management (mouse input) + + #include <sys/ioctl.h> // UNIX System call for device-specific input/output operations - ioctl() + #include <linux/kd.h> // Linux: KDSKBMODE, K_MEDIUMRAM constants definition + #include <linux/input.h> // Linux: Keycodes constants definition (KEY_A, ...) + #include <linux/joystick.h> // Linux: Joystick support library + + #include "bcm_host.h" // Raspberry Pi VideoCore IV access functions + + #include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions + #include "EGL/eglext.h" // Khronos EGL library - Extensions + #include "GLES2/gl2.h" // Khronos OpenGL ES 2.0 library +#endif + +#if defined(PLATFORM_WEB) + #include <emscripten/emscripten.h> + #include <emscripten/html5.h> +#endif + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +#if defined(PLATFORM_RPI) + // Old device inputs system + #define DEFAULT_KEYBOARD_DEV STDIN_FILENO // Standard input + #define DEFAULT_MOUSE_DEV "/dev/input/mouse0" // Mouse input + #define DEFAULT_TOUCH_DEV "/dev/input/event4" // Touch input virtual device (created by ts_uinput) + #define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...) + + // New device input events (evdev) (must be detected) + //#define DEFAULT_KEYBOARD_DEV "/dev/input/eventN" + //#define DEFAULT_MOUSE_DEV "/dev/input/eventN" + //#define DEFAULT_GAMEPAD_DEV "/dev/input/eventN" + + #define MOUSE_SENSITIVITY 0.8f +#endif + +#define MAX_GAMEPADS 4 // Max number of gamepads supported +#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad) +#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad) + +#define STORAGE_FILENAME "storage.data" + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +// ... + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) +static GLFWwindow *window; // Native window (graphic device) +static bool windowMinimized = false; +#endif + +#if defined(PLATFORM_ANDROID) +static struct android_app *app; // Android activity +static struct android_poll_source *source; // Android events polling source +static int ident, events; // Android ALooper_pollAll() variables +static const char *internalDataPath; // Android internal data path to write data (/data/data/<package>/files) + +static bool windowReady = false; // Used to detect display initialization +static bool appEnabled = true; // Used to detec if app is active +static bool contextRebindRequired = false; // Used to know context rebind required +#endif + +#if defined(PLATFORM_RPI) +static EGL_DISPMANX_WINDOW_T nativeWindow; // Native window (graphic device) + +// Keyboard input variables +// NOTE: For keyboard we will use the standard input (but reconfigured...) +static struct termios defaultKeyboardSettings; // Used to store default keyboard settings +static int defaultKeyboardMode; // Used to store default keyboard mode + +// Mouse input variables +static int mouseStream = -1; // Mouse device file descriptor +static bool mouseReady = false; // Flag to know if mouse is ready +static pthread_t mouseThreadId; // Mouse reading thread id + +// Touch input variables +static int touchStream = -1; // Touch device file descriptor +static bool touchReady = false; // Flag to know if touch interface is ready +static pthread_t touchThreadId; // Touch reading thread id + +// Gamepad input variables +static int gamepadStream[MAX_GAMEPADS] = { -1 };// Gamepad device file descriptor +static pthread_t gamepadThreadId; // Gamepad reading thread id +static char gamepadName[64]; // Gamepad name holder +#endif + +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) +static EGLDisplay display; // Native display device (physical screen connection) +static EGLSurface surface; // Surface to draw on, framebuffers (connected to context) +static EGLContext context; // Graphic context, mode in which drawing can be done +static EGLConfig config; // Graphic config +static uint64_t baseTime; // Base time measure for hi-res timer +static bool windowShouldClose = false; // Flag to set window for closing +#endif + +// Display size-related data +static unsigned int displayWidth, displayHeight; // Display width and height (monitor, device-screen, LCD, ...) +static int screenWidth, screenHeight; // Screen width and height (used render area) +static int renderWidth, renderHeight; // Framebuffer width and height (render area, including black bars if required) +static int renderOffsetX = 0; // Offset X from render area (must be divided by 2) +static int renderOffsetY = 0; // Offset Y from render area (must be divided by 2) +static bool fullscreen = false; // Fullscreen mode (useful only for PLATFORM_DESKTOP) +static Matrix downscaleView; // Matrix to downscale view (in case screen size bigger than display size) + +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) +static const char *windowTitle; // Window text title... +static bool cursorOnScreen = false; // Tracks if cursor is inside client area +static bool cursorHidden = false; // Track if cursor is hidden +static int screenshotCounter = 0; // Screenshots counter + +// Register mouse states +static char previousMouseState[3] = { 0 }; // Registers previous mouse button state +static char currentMouseState[3] = { 0 }; // Registers current mouse button state +static int previousMouseWheelY = 0; // Registers previous mouse wheel variation +static int currentMouseWheelY = 0; // Registers current mouse wheel variation + +// Register gamepads states +static bool gamepadReady[MAX_GAMEPADS] = { false }; // Flag to know if gamepad is ready +static float gamepadAxisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state +static char previousGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state +static char currentGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state + +// Keyboard configuration +static int exitKey = KEY_ESCAPE; // Default exit key (ESC) +#endif + +// Register keyboard states +static char previousKeyState[512] = { 0 }; // Registers previous frame key state +static char currentKeyState[512] = { 0 }; // Registers current frame key state + +static int lastKeyPressed = -1; // Register last key pressed +static int lastGamepadButtonPressed = -1; // Register last gamepad button pressed +static int gamepadAxisCount = 0; // Register number of available gamepad axis + +static Vector2 mousePosition; // Mouse position on screen + +#if defined(PLATFORM_WEB) +static bool toggleCursorLock = false; // Ask for cursor pointer lock on next click +#endif + +//#if defined(SUPPORT_GESTURES_SYSTEM) +static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen +//#endif + +#if defined(PLATFORM_DESKTOP) +static char **dropFilesPath; // Store dropped files paths as strings +static int dropFilesCount = 0; // Count stored strings +#endif + +static double currentTime, previousTime; // Used to track timmings +static double updateTime, drawTime; // Time measures for update and draw +static double frameTime = 0.0; // Time measure for one frame +static double targetTime = 0.0; // Desired time for one frame, if 0 not applied + +static char configFlags = 0; // Configuration flags (bit based) +static bool showLogo = false; // Track if showing logo at init is enabled + +#if defined(SUPPORT_GIF_RECORDING) +static int gifFramesCounter = 0; +static bool gifRecording = false; +#endif + +//---------------------------------------------------------------------------------- +// Other Modules Functions Declaration (required by core) +//---------------------------------------------------------------------------------- +#if defined(SUPPORT_DEFAULT_FONT) +extern void LoadDefaultFont(void); // [Module: text] Loads default font on InitWindow() +extern void UnloadDefaultFont(void); // [Module: text] Unloads default font from GPU memory +#endif + +//---------------------------------------------------------------------------------- +// Module specific Functions Declaration +//---------------------------------------------------------------------------------- +static void InitGraphicsDevice(int width, int height); // Initialize graphics device +static void SetupFramebufferSize(int displayWidth, int displayHeight); +static void InitTimer(void); // Initialize timer +static double GetTime(void); // Returns time since InitTimer() was run +static void Wait(float ms); // Wait for some milliseconds (stop program execution) +static bool GetKeyStatus(int key); // Returns if a key has been pressed +static bool GetMouseButtonStatus(int button); // Returns if a mouse button has been pressed +static void PollInputEvents(void); // Register user events +static void SwapBuffers(void); // Copy back buffer to front buffers +static void LogoAnimation(void); // Plays raylib logo appearing animation +static void SetupViewport(void); // Set viewport parameters + +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) +static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error +static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed +static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed +static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move +static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value) +static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel +static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area +static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized +static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored +#endif + +#if defined(PLATFORM_DESKTOP) +static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window +#endif + +#if defined(PLATFORM_ANDROID) +static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands +static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); // Process Android inputs +#endif + +#if defined(PLATFORM_WEB) +static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData); +static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyEvent, void *userData); +static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData); +static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData); +static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData); +#endif + +#if defined(PLATFORM_RPI) +static void InitKeyboard(void); // Init raw keyboard system (standard input reading) +static void ProcessKeyboard(void); // Process keyboard events +static void RestoreKeyboard(void); // Restore keyboard system +static void InitMouse(void); // Mouse initialization (including mouse thread) +static void *MouseThread(void *arg); // Mouse reading thread +static void InitTouch(void); // Touch device initialization (including touch thread) +static void *TouchThread(void *arg); // Touch device reading thread +static void InitGamepad(void); // Init raw gamepad input +static void *GamepadThread(void *arg); // Mouse reading thread +#endif + +#if defined(_WIN32) + // NOTE: We include Sleep() function signature here to avoid windows.h inclusion + void __stdcall Sleep(unsigned long msTimeout); // Required for Wait() +#endif + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Window and OpenGL Context Functions +//---------------------------------------------------------------------------------- +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) +// Initialize window and OpenGL context +void InitWindow(int width, int height, const char *title) +{ + TraceLog(LOG_INFO, "Initializing raylib (v1.8.0)"); + + // Store window title (could be useful...) + windowTitle = title; + + // Init graphics device (display device and OpenGL context) + InitGraphicsDevice(width, height); + +#if defined(SUPPORT_DEFAULT_FONT) + // Load default font + // NOTE: External function (defined in module: text) + LoadDefaultFont(); +#endif + + // Init hi-res timer + InitTimer(); + +#if defined(PLATFORM_RPI) + // Init raw input system + InitMouse(); // Mouse init + InitTouch(); // Touch init + InitKeyboard(); // Keyboard init + InitGamepad(); // Gamepad init +#endif + +#if defined(PLATFORM_WEB) + emscripten_set_fullscreenchange_callback(0, 0, 1, EmscriptenFullscreenChangeCallback); + + // Support keyboard events + emscripten_set_keypress_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback); + + // Support mouse events + emscripten_set_click_callback("#canvas", NULL, 1, EmscriptenMouseCallback); + + // Support touch events + emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenTouchCallback); + emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenTouchCallback); + emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenTouchCallback); + emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenTouchCallback); + //emscripten_set_touchstart_callback(0, NULL, 1, Emscripten_HandleTouch); + //emscripten_set_touchend_callback("#canvas", data, 0, Emscripten_HandleTouch); + + // Support gamepad events (not provided by GLFW3 on emscripten) + emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback); + emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback); +#endif + + mousePosition.x = (float)screenWidth/2.0f; + mousePosition.y = (float)screenHeight/2.0f; + + // raylib logo appearing animation (if enabled) + if (showLogo) + { + SetTargetFPS(60); + LogoAnimation(); + } +} +#endif + +#if defined(PLATFORM_ANDROID) +// Initialize Android activity +void InitWindow(int width, int height, void *state) +{ + TraceLog(LOG_INFO, "Initializing raylib (v1.8.0)"); + + screenWidth = width; + screenHeight = height; + + app = (struct android_app *)state; + internalDataPath = app->activity->internalDataPath; + + // Set desired windows flags before initializing anything + ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER + //ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FORCE_NOT_FULLSCREEN, AWINDOW_FLAG_FULLSCREEN); + + int orientation = AConfiguration_getOrientation(app->config); + + if (orientation == ACONFIGURATION_ORIENTATION_PORT) TraceLog(LOG_INFO, "PORTRAIT window orientation"); + else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TraceLog(LOG_INFO, "LANDSCAPE window orientation"); + + // TODO: Automatic orientation doesn't seem to work + if (width <= height) + { + AConfiguration_setOrientation(app->config, ACONFIGURATION_ORIENTATION_PORT); + TraceLog(LOG_WARNING, "Window set to portraid mode"); + } + else + { + AConfiguration_setOrientation(app->config, ACONFIGURATION_ORIENTATION_LAND); + TraceLog(LOG_WARNING, "Window set to landscape mode"); + } + + //AConfiguration_getDensity(app->config); + //AConfiguration_getKeyboard(app->config); + //AConfiguration_getScreenSize(app->config); + //AConfiguration_getScreenLong(app->config); + + //state->userData = &engine; + app->onAppCmd = AndroidCommandCallback; + app->onInputEvent = AndroidInputCallback; + + InitAssetManager(app->activity->assetManager); + + TraceLog(LOG_INFO, "Android app initialized successfully"); + + // Wait for window to be initialized (display and context) + while (!windowReady) + { + // Process events loop + while ((ident = ALooper_pollAll(0, NULL, &events,(void**)&source)) >= 0) + { + // Process this event + if (source != NULL) source->process(app, source); + + // NOTE: Never close window, native activity is controlled by the system! + //if (app->destroyRequested != 0) windowShouldClose = true; + } + } +} +#endif + +// Close window and unload OpenGL context +void CloseWindow(void) +{ +#if defined(SUPPORT_GIF_RECORDING) + if (gifRecording) + { + GifEnd(); + gifRecording = false; + } +#endif + +#if defined(SUPPORT_DEFAULT_FONT) + UnloadDefaultFont(); +#endif + + rlglClose(); // De-init rlgl + +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + glfwDestroyWindow(window); + glfwTerminate(); +#endif + +#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32) + timeEndPeriod(1); // Restore time period +#endif + +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) + // Close surface, context and display + if (display != EGL_NO_DISPLAY) + { + eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); + + if (surface != EGL_NO_SURFACE) + { + eglDestroySurface(display, surface); + surface = EGL_NO_SURFACE; + } + + if (context != EGL_NO_CONTEXT) + { + eglDestroyContext(display, context); + context = EGL_NO_CONTEXT; + } + + eglTerminate(display); + display = EGL_NO_DISPLAY; + } +#endif + +#if defined(PLATFORM_RPI) + // Wait for mouse and gamepad threads to finish before closing + // NOTE: Those threads should already have finished at this point + // because they are controlled by windowShouldClose variable + + windowShouldClose = true; // Added to force threads to exit when the close window is called + + pthread_join(mouseThreadId, NULL); + pthread_join(touchThreadId, NULL); + pthread_join(gamepadThreadId, NULL); +#endif + + TraceLog(LOG_INFO, "Window closed successfully"); +} + +// Check if KEY_ESCAPE pressed or Close icon pressed +bool WindowShouldClose(void) +{ +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + // While window minimized, stop loop execution + while (windowMinimized) glfwWaitEvents(); + + return (glfwWindowShouldClose(window)); +#endif + +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) + return windowShouldClose; +#endif +} + +// Check if window has been minimized (or lost focus) +bool IsWindowMinimized(void) +{ +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + return windowMinimized; +#else + return false; +#endif +} + +// Toggle fullscreen mode (only PLATFORM_DESKTOP) +void ToggleFullscreen(void) +{ +#if defined(PLATFORM_DESKTOP) + fullscreen = !fullscreen; // Toggle fullscreen flag + + // NOTE: glfwSetWindowMonitor() doesn't work properly (bugs) + if (fullscreen) glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE); + else glfwSetWindowMonitor(window, NULL, 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE); +#endif + +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) + TraceLog(LOG_WARNING, "Could not toggle to windowed mode"); +#endif +} + +// Set icon for window (only PLATFORM_DESKTOP) +void SetWindowIcon(Image image) +{ +#if defined(PLATFORM_DESKTOP) + ImageFormat(&image, UNCOMPRESSED_R8G8B8A8); + + GLFWimage icon[1]; + + icon[0].width = image.width; + icon[0].height = image.height; + icon[0].pixels = (unsigned char *)image.data; + + // NOTE: We only support one image icon + glfwSetWindowIcon(window, 1, icon); + + // TODO: Support multi-image icons --> image.mipmaps +#endif +} + +// Set title for window (only PLATFORM_DESKTOP) +void SetWindowTitle(const char *title) +{ +#if defined(PLATFORM_DESKTOP) + glfwSetWindowTitle(window, title); +#endif +} + +// Set window position on screen (windowed mode) +void SetWindowPosition(int x, int y) +{ +#if defined(PLATFORM_DESKTOP) + glfwSetWindowPos(window, x, y); +#endif +} + +// Set monitor for the current window (fullscreen mode) +void SetWindowMonitor(int monitor) +{ +#if defined(PLATFORM_DESKTOP) + int monitorCount; + GLFWmonitor** monitors = glfwGetMonitors(&monitorCount); + + if ((monitor >= 0) && (monitor < monitorCount)) + { + glfwSetWindowMonitor(window, monitors[monitor], 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE); + TraceLog(LOG_INFO, "Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor])); + } + else TraceLog(LOG_WARNING, "Selected monitor not found"); +#endif +} + +// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE) +void SetWindowMinSize(int width, int height) +{ +#if defined(PLATFORM_DESKTOP) + const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor()); + glfwSetWindowSizeLimits(window, width, height, mode->width, mode->height); +#endif +} + +// Get current screen width +int GetScreenWidth(void) +{ + return screenWidth; +} + +// Get current screen height +int GetScreenHeight(void) +{ + return screenHeight; +} + +#if !defined(PLATFORM_ANDROID) +// Show mouse cursor +void ShowCursor() +{ +#if defined(PLATFORM_DESKTOP) + #if defined(__linux__) + XUndefineCursor(glfwGetX11Display(), glfwGetX11Window(window)); + #else + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); + #endif +#endif + cursorHidden = false; +} + +// Hides mouse cursor +void HideCursor() +{ +#if defined(PLATFORM_DESKTOP) + #if defined(__linux__) + XColor col; + const char nil[] = {0}; + + Pixmap pix = XCreateBitmapFromData(glfwGetX11Display(), glfwGetX11Window(window), nil, 1, 1); + Cursor cur = XCreatePixmapCursor(glfwGetX11Display(), pix, pix, &col, &col, 0, 0); + + XDefineCursor(glfwGetX11Display(), glfwGetX11Window(window), cur); + XFreeCursor(glfwGetX11Display(), cur); + #else + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); + #endif +#endif + cursorHidden = true; +} + +// Check if cursor is not visible +bool IsCursorHidden() +{ + return cursorHidden; +} + +// Enables cursor (unlock cursor) +void EnableCursor() +{ +#if defined(PLATFORM_DESKTOP) + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); +#endif +#if defined(PLATFORM_WEB) + toggleCursorLock = true; +#endif + cursorHidden = false; +} + +// Disables cursor (lock cursor) +void DisableCursor() +{ +#if defined(PLATFORM_DESKTOP) + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); +#endif +#if defined(PLATFORM_WEB) + toggleCursorLock = true; +#endif + cursorHidden = true; +} +#endif // !defined(PLATFORM_ANDROID) + +// Set background color (framebuffer clear color) +void ClearBackground(Color color) +{ + // Clear full framebuffer (not only render area) to color + rlClearColor(color.r, color.g, color.b, color.a); +} + +// Setup canvas (framebuffer) to start drawing +void BeginDrawing(void) +{ + currentTime = GetTime(); // Number of elapsed seconds since InitTimer() was called + updateTime = currentTime - previousTime; + previousTime = currentTime; + + rlClearScreenBuffers(); // Clear current framebuffers + rlLoadIdentity(); // Reset current matrix (MODELVIEW) + rlMultMatrixf(MatrixToFloat(downscaleView)); // If downscale required, apply it here + + //rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1 + // NOTE: Not required with OpenGL 3.3+ +} + +// End canvas drawing and swap buffers (double buffering) +void EndDrawing(void) +{ + rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) + +#if defined(SUPPORT_GIF_RECORDING) + + #define GIF_RECORD_FRAMERATE 10 + + if (gifRecording) + { + gifFramesCounter++; + + // NOTE: We record one gif frame every 10 game frames + if ((gifFramesCounter%GIF_RECORD_FRAMERATE) == 0) + { + // Get image data for the current frame (from backbuffer) + // NOTE: This process is very slow... :( + unsigned char *screenData = rlReadScreenPixels(screenWidth, screenHeight); + GifWriteFrame(screenData, screenWidth, screenHeight, 10, 8, false); + + free(screenData); // Free image data + } + + if (((gifFramesCounter/15)%2) == 1) + { + DrawCircle(30, screenHeight - 20, 10, RED); + DrawText("RECORDING", 50, screenHeight - 25, 10, MAROON); + } + + rlglDraw(); // Draw RECORDING message + } +#endif + + SwapBuffers(); // Copy back buffer to front buffer + PollInputEvents(); // Poll user events + + // Frame time control system + currentTime = GetTime(); + drawTime = currentTime - previousTime; + previousTime = currentTime; + + frameTime = updateTime + drawTime; + + // Wait for some milliseconds... + if (frameTime < targetTime) + { + Wait((targetTime - frameTime)*1000.0f); + + currentTime = GetTime(); + double extraTime = currentTime - previousTime; + previousTime = currentTime; + + frameTime += extraTime; + } +} + +// Initialize 2D mode with custom camera (2D) +void Begin2dMode(Camera2D camera) +{ + rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) + + rlLoadIdentity(); // Reset current matrix (MODELVIEW) + + // Camera rotation and scaling is always relative to target + Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f); + Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD); + Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f); + Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f); + + Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation); + + rlMultMatrixf(MatrixToFloat(matTransform)); +} + +// Ends 2D mode with custom camera +void End2dMode(void) +{ + rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) + + rlLoadIdentity(); // Reset current matrix (MODELVIEW) +} + +// Initializes 3D mode with custom camera (3D) +void Begin3dMode(Camera camera) +{ + rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) + + rlMatrixMode(RL_PROJECTION); // Switch to projection matrix + rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection + rlLoadIdentity(); // Reset current matrix (PROJECTION) + + // Setup perspective projection + float aspect = (float)screenWidth/(float)screenHeight; + double top = 0.01*tan(camera.fovy*0.5*DEG2RAD); + double right = top*aspect; + + // NOTE: zNear and zFar values are important when computing depth buffer values + rlFrustum(-right, right, -top, top, 0.01, 1000.0); + + rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix + rlLoadIdentity(); // Reset current matrix (MODELVIEW) + + // Setup Camera view + Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); + rlMultMatrixf(MatrixToFloat(matView)); // Multiply MODELVIEW matrix by view matrix (camera) + + rlEnableDepthTest(); // Enable DEPTH_TEST for 3D +} + +// Ends 3D mode and returns to default 2D orthographic mode +void End3dMode(void) +{ + rlglDraw(); // Process internal buffers (update + draw) + + rlMatrixMode(RL_PROJECTION); // Switch to projection matrix + rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack + + rlMatrixMode(RL_MODELVIEW); // Get back to modelview matrix + rlLoadIdentity(); // Reset current matrix (MODELVIEW) + + rlDisableDepthTest(); // Disable DEPTH_TEST for 2D +} + +// Initializes render texture for drawing +void BeginTextureMode(RenderTexture2D target) +{ + rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) + + rlEnableRenderTexture(target.id); // Enable render target + + rlClearScreenBuffers(); // Clear render texture buffers + + // Set viewport to framebuffer size + rlViewport(0, 0, target.texture.width, target.texture.height); + + rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix + rlLoadIdentity(); // Reset current matrix (PROJECTION) + + // Set orthographic projection to current framebuffer size + // NOTE: Configured top-left corner as (0, 0) + rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f); + + rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix + rlLoadIdentity(); // Reset current matrix (MODELVIEW) + + //rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?) +} + +// Ends drawing to render texture +void EndTextureMode(void) +{ + rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) + + rlDisableRenderTexture(); // Disable render target + + // Set viewport to default framebuffer size (screen size) + SetupViewport(); + + rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix + rlLoadIdentity(); // Reset current matrix (PROJECTION) + + // Set orthographic projection to current framebuffer size + // NOTE: Configured top-left corner as (0, 0) + rlOrtho(0, GetScreenWidth(), GetScreenHeight(), 0, 0.0f, 1.0f); + + rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix + rlLoadIdentity(); // Reset current matrix (MODELVIEW) +} + +// Returns a ray trace from mouse position +Ray GetMouseRay(Vector2 mousePosition, Camera camera) +{ + Ray ray; + + // Calculate normalized device coordinates + // NOTE: y value is negative + float x = (2.0f*mousePosition.x)/(float)GetScreenWidth() - 1.0f; + float y = 1.0f - (2.0f*mousePosition.y)/(float)GetScreenHeight(); + float z = 1.0f; + + // Store values in a vector + Vector3 deviceCoords = { x, y, z }; + + TraceLog(LOG_DEBUG, "Device coordinates: (%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z); + + // Calculate projection matrix from perspective + Matrix matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0); + + // Calculate view matrix from camera look at + Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); + + // Unproject far/near points + Vector3 nearPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView); + Vector3 farPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView); + + // Calculate normalized direction vector + Vector3 direction = Vector3Subtract(farPoint, nearPoint); + Vector3Normalize(&direction); + + // Apply calculated vectors to ray + ray.position = camera.position; + ray.direction = direction; + + return ray; +} + +// Returns the screen space position from a 3d world space position +Vector2 GetWorldToScreen(Vector3 position, Camera camera) +{ + // Calculate projection matrix (from perspective instead of frustum + Matrix matProj = MatrixPerspective(camera.fovy*DEG2RAD, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0); + + // Calculate view matrix from camera look at (and transpose it) + Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); + + // Convert world position vector to quaternion + Quaternion worldPos = { position.x, position.y, position.z, 1.0f }; + + // Transform world position to view + QuaternionTransform(&worldPos, matView); + + // Transform result to projection (clip space position) + QuaternionTransform(&worldPos, matProj); + + // Calculate normalized device coordinates (inverted y) + Vector3 ndcPos = { worldPos.x/worldPos.w, -worldPos.y/worldPos.w, worldPos.z/worldPos.w }; + + // Calculate 2d screen position vector + Vector2 screenPosition = { (ndcPos.x + 1.0f)/2.0f*(float)GetScreenWidth(), (ndcPos.y + 1.0f)/2.0f*(float)GetScreenHeight() }; + + return screenPosition; +} + +// Get transform matrix for camera +Matrix GetCameraMatrix(Camera camera) +{ + return MatrixLookAt(camera.position, camera.target, camera.up); +} + +// Set target FPS (maximum) +void SetTargetFPS(int fps) +{ + if (fps < 1) targetTime = 0.0; + else targetTime = 1.0/(double)fps; + + TraceLog(LOG_INFO, "Target time per frame: %02.03f milliseconds", (float)targetTime*1000); +} + +// Returns current FPS +int GetFPS(void) +{ + return (int)(1.0f/GetFrameTime()); +} + +// Returns time in seconds for last frame drawn +float GetFrameTime(void) +{ + // NOTE: We round value to milliseconds + return (float)frameTime; +} + +// Converts Color to float array and normalizes +float *ColorToFloat(Color color) +{ + static float buffer[4]; + + buffer[0] = (float)color.r/255; + buffer[1] = (float)color.g/255; + buffer[2] = (float)color.b/255; + buffer[3] = (float)color.a/255; + + return buffer; +} + +// Returns a Color struct from hexadecimal value +Color GetColor(int hexValue) +{ + Color color; + + color.r = (unsigned char)(hexValue >> 24) & 0xFF; + color.g = (unsigned char)(hexValue >> 16) & 0xFF; + color.b = (unsigned char)(hexValue >> 8) & 0xFF; + color.a = (unsigned char)hexValue & 0xFF; + + return color; +} + +// Returns hexadecimal value for a Color +int GetHexValue(Color color) +{ + return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a); +} + +// Returns a random value between min and max (both included) +int GetRandomValue(int min, int max) +{ + if (min > max) + { + int tmp = max; + max = min; + min = tmp; + } + + return (rand()%(abs(max-min)+1) + min); +} + +// Color fade-in or fade-out, alpha goes from 0.0f to 1.0f +Color Fade(Color color, float alpha) +{ + if (alpha < 0.0f) alpha = 0.0f; + else if (alpha > 1.0f) alpha = 1.0f; + + float colorAlpha = (float)color.a*alpha; + + return (Color){color.r, color.g, color.b, (unsigned char)colorAlpha}; +} + +// Activate raylib logo at startup (can be done with flags) +void ShowLogo(void) +{ + showLogo = true; +} + +// Setup window configuration flags (view FLAGS) +void SetConfigFlags(char flags) +{ + configFlags = flags; + + if (configFlags & FLAG_SHOW_LOGO) showLogo = true; + if (configFlags & FLAG_FULLSCREEN_MODE) fullscreen = true; +} + +// NOTE TraceLog() function is located in [utils.h] + +// Takes a screenshot of current screen (saved a .png) +void TakeScreenshot(const char *fileName) +{ +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) + unsigned char *imgData = rlReadScreenPixels(renderWidth, renderHeight); + SavePNG(fileName, imgData, renderWidth, renderHeight, 4); // Save image as PNG + free(imgData); + + TraceLog(LOG_INFO, "Screenshot taken: %s", fileName); +#endif +} + +// Check file extension +bool IsFileExtension(const char *fileName, const char *ext) +{ + bool result = false; + const char *fileExt; + + if ((fileExt = strrchr(fileName, '.')) != NULL) + { + if (strcmp(fileExt, ext) == 0) result = true; + } + + return result; +} + +// Get the extension for a filename +const char *GetExtension(const char *fileName) +{ + const char *dot = strrchr(fileName, '.'); + + if (!dot || dot == fileName) return ""; + + return (dot + 1); +} + +// Get directory for a given fileName (with path) +const char *GetDirectoryPath(const char *fileName) +{ + char *lastSlash = NULL; + static char filePath[256]; // MAX_DIRECTORY_PATH_SIZE = 256 + memset(filePath, 0, 256); + + lastSlash = strrchr(fileName, '\\'); + strncpy(filePath, fileName, strlen(fileName) - (strlen(lastSlash) - 1)); + filePath[strlen(fileName) - strlen(lastSlash)] = '\0'; + + return filePath; +} + +// Get current working directory +const char *GetWorkingDirectory(void) +{ + static char currentDir[256]; // MAX_DIRECTORY_PATH_SIZE = 256 + memset(currentDir, 0, 256); + + GETCWD(currentDir, 256 - 1); + + return currentDir; +} + +// Change working directory, returns true if success +bool ChangeDirectory(const char *dir) +{ + return (CHDIR(dir) == 0); +} + +#if defined(PLATFORM_DESKTOP) +// Check if a file has been dropped into window +bool IsFileDropped(void) +{ + if (dropFilesCount > 0) return true; + else return false; +} + +// Get dropped files names +char **GetDroppedFiles(int *count) +{ + *count = dropFilesCount; + return dropFilesPath; +} + +// Clear dropped files paths buffer +void ClearDroppedFiles(void) +{ + if (dropFilesCount > 0) + { + for (int i = 0; i < dropFilesCount; i++) free(dropFilesPath[i]); + + free(dropFilesPath); + + dropFilesCount = 0; + } +} +#endif + +// Save integer value to storage file (to defined position) +// NOTE: Storage positions is directly related to file memory layout (4 bytes each integer) +void StorageSaveValue(int position, int value) +{ + FILE *storageFile = NULL; + + char path[128]; +#if defined(PLATFORM_ANDROID) + strcpy(path, internalDataPath); + strcat(path, "/"); + strcat(path, STORAGE_FILENAME); +#else + strcpy(path, STORAGE_FILENAME); +#endif + + // Try open existing file to append data + storageFile = fopen(path, "rb+"); + + // If file doesn't exist, create a new storage data file + if (!storageFile) storageFile = fopen(path, "wb"); + + if (!storageFile) TraceLog(LOG_WARNING, "Storage data file could not be created"); + else + { + // Get file size + fseek(storageFile, 0, SEEK_END); + int fileSize = ftell(storageFile); // Size in bytes + fseek(storageFile, 0, SEEK_SET); + + if (fileSize < (position*4)) TraceLog(LOG_WARNING, "Storage position could not be found"); + else + { + fseek(storageFile, (position*4), SEEK_SET); + fwrite(&value, 1, 4, storageFile); + } + + fclose(storageFile); + } +} + +// Load integer value from storage file (from defined position) +// NOTE: If requested position could not be found, value 0 is returned +int StorageLoadValue(int position) +{ + int value = 0; + + char path[128]; +#if defined(PLATFORM_ANDROID) + strcpy(path, internalDataPath); + strcat(path, "/"); + strcat(path, STORAGE_FILENAME); +#else + strcpy(path, STORAGE_FILENAME); +#endif + + // Try open existing file to append data + FILE *storageFile = fopen(path, "rb"); + + if (!storageFile) TraceLog(LOG_WARNING, "Storage data file could not be found"); + else + { + // Get file size + fseek(storageFile, 0, SEEK_END); + int fileSize = ftell(storageFile); // Size in bytes + rewind(storageFile); + + if (fileSize < (position*4)) TraceLog(LOG_WARNING, "Storage position could not be found"); + else + { + fseek(storageFile, (position*4), SEEK_SET); + fread(&value, 4, 1, storageFile); // Read 1 element of 4 bytes size + } + + fclose(storageFile); + } + + return value; +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions +//---------------------------------------------------------------------------------- +// Detect if a key has been pressed once +bool IsKeyPressed(int key) +{ + bool pressed = false; + + if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 1)) pressed = true; + else pressed = false; + + return pressed; +} + +// Detect if a key is being pressed (key held down) +bool IsKeyDown(int key) +{ + if (GetKeyStatus(key) == 1) return true; + else return false; +} + +// Detect if a key has been released once +bool IsKeyReleased(int key) +{ + bool released = false; + + if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 0)) released = true; + else released = false; + + return released; +} + +// Detect if a key is NOT being pressed (key not held down) +bool IsKeyUp(int key) +{ + if (GetKeyStatus(key) == 0) return true; + else return false; +} + +// Get the last key pressed +int GetKeyPressed(void) +{ + return lastKeyPressed; +} + +// Set a custom key to exit program +// NOTE: default exitKey is ESCAPE +void SetExitKey(int key) +{ +#if !defined(PLATFORM_ANDROID) + exitKey = key; +#endif +} + +// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB) + +// Detect if a gamepad is available +bool IsGamepadAvailable(int gamepad) +{ + bool result = false; + +#if !defined(PLATFORM_ANDROID) + if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad]) result = true; +#endif + + return result; +} + +// Check gamepad name (if available) +bool IsGamepadName(int gamepad, const char *name) +{ + bool result = false; + +#if !defined(PLATFORM_ANDROID) + const char *gamepadName = NULL; + + if (gamepadReady[gamepad]) gamepadName = GetGamepadName(gamepad); + if ((name != NULL) && (gamepadName != NULL)) result = (strcmp(name, gamepadName) == 0); +#endif + + return result; +} + +// Return gamepad internal name id +const char *GetGamepadName(int gamepad) +{ +#if defined(PLATFORM_DESKTOP) + if (gamepadReady[gamepad]) return glfwGetJoystickName(gamepad); + else return NULL; +#elif defined(PLATFORM_RPI) + if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGNAME(64), &gamepadName); + + return gamepadName; +#else + return NULL; +#endif +} + +// Return gamepad axis count +int GetGamepadAxisCount(int gamepad) +{ +#if defined(PLATFORM_RPI) + int axisCount = 0; + if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGAXES, &axisCount); + gamepadAxisCount = axisCount; +#endif + return gamepadAxisCount; +} + +// Return axis movement vector for a gamepad +float GetGamepadAxisMovement(int gamepad, int axis) +{ + float value = 0; + +#if !defined(PLATFORM_ANDROID) + if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (axis < MAX_GAMEPAD_AXIS)) value = gamepadAxisState[gamepad][axis]; +#endif + + return value; +} + +// Detect if a gamepad button has been pressed once +bool IsGamepadButtonPressed(int gamepad, int button) +{ + bool pressed = false; + +#if !defined(PLATFORM_ANDROID) + if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && + (currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) && + (currentGamepadState[gamepad][button] == 1)) pressed = true; +#endif + + return pressed; +} + +// Detect if a gamepad button is being pressed +bool IsGamepadButtonDown(int gamepad, int button) +{ + bool result = false; + +#if !defined(PLATFORM_ANDROID) + if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && + (currentGamepadState[gamepad][button] == 1)) result = true; +#endif + + return result; +} + +// Detect if a gamepad button has NOT been pressed once +bool IsGamepadButtonReleased(int gamepad, int button) +{ + bool released = false; + +#if !defined(PLATFORM_ANDROID) + if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && + (currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) && + (currentGamepadState[gamepad][button] == 0)) released = true; +#endif + + return released; +} + +// Detect if a mouse button is NOT being pressed +bool IsGamepadButtonUp(int gamepad, int button) +{ + bool result = false; + +#if !defined(PLATFORM_ANDROID) + if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && + (currentGamepadState[gamepad][button] == 0)) result = true; +#endif + + return result; +} + +// Get the last gamepad button pressed +int GetGamepadButtonPressed(void) +{ + return lastGamepadButtonPressed; +} + +// Detect if a mouse button has been pressed once +bool IsMouseButtonPressed(int button) +{ + bool pressed = false; + +#if defined(PLATFORM_ANDROID) + //if (IsGestureDetected(GESTURE_TAP)) pressed = true; // TODO: review +#else + if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 1)) pressed = true; +#endif + + return pressed; +} + +// Detect if a mouse button is being pressed +bool IsMouseButtonDown(int button) +{ + bool down = false; + +#if defined(PLATFORM_ANDROID) + //if (IsGestureDetected(GESTURE_HOLD)) down = true; // TODO: review +#else + if (GetMouseButtonStatus(button) == 1) down = true; +#endif + + return down; +} + +// Detect if a mouse button has been released once +bool IsMouseButtonReleased(int button) +{ + bool released = false; + +#if !defined(PLATFORM_ANDROID) + if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 0)) released = true; +#endif + + return released; +} + +// Detect if a mouse button is NOT being pressed +bool IsMouseButtonUp(int button) +{ + bool up = false; + +#if !defined(PLATFORM_ANDROID) + if (GetMouseButtonStatus(button) == 0) up = true; +#endif + + return up; +} + +// Returns mouse position X +int GetMouseX(void) +{ +#if defined(PLATFORM_ANDROID) + return (int)touchPosition[0].x; +#else + return (int)mousePosition.x; +#endif +} + +// Returns mouse position Y +int GetMouseY(void) +{ +#if defined(PLATFORM_ANDROID) + return (int)touchPosition[0].x; +#else + return (int)mousePosition.y; +#endif +} + +// Returns mouse position XY +Vector2 GetMousePosition(void) +{ +#if defined(PLATFORM_ANDROID) + return GetTouchPosition(0); +#else + return mousePosition; +#endif +} + +// Set mouse position XY +void SetMousePosition(Vector2 position) +{ + mousePosition = position; +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + // NOTE: emscripten not implemented + glfwSetCursorPos(window, position.x, position.y); +#endif +} + +// Returns mouse wheel movement Y +int GetMouseWheelMove(void) +{ +#if defined(PLATFORM_ANDROID) + return 0; +#elif defined(PLATFORM_WEB) + return previousMouseWheelY/100; +#else + return previousMouseWheelY; +#endif +} + +// Returns touch position X for touch point 0 (relative to screen size) +int GetTouchX(void) +{ +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) + return (int)touchPosition[0].x; +#else // PLATFORM_DESKTOP, PLATFORM_RPI + return GetMouseX(); +#endif +} + +// Returns touch position Y for touch point 0 (relative to screen size) +int GetTouchY(void) +{ +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) + return (int)touchPosition[0].y; +#else // PLATFORM_DESKTOP, PLATFORM_RPI + return GetMouseY(); +#endif +} + +// Returns touch position XY for a touch point index (relative to screen size) +// TODO: Touch position should be scaled depending on display size and render size +Vector2 GetTouchPosition(int index) +{ + Vector2 position = { -1.0f, -1.0f }; + +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) + if (index < MAX_TOUCH_POINTS) position = touchPosition[index]; + else TraceLog(LOG_WARNING, "Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS); + + if ((screenWidth > displayWidth) || (screenHeight > displayHeight)) + { + // TODO: Review touch position scaling for screenSize vs displaySize + position.x = position.x*((float)screenWidth/(float)(displayWidth - renderOffsetX)) - renderOffsetX/2; + position.y = position.y*((float)screenHeight/(float)(displayHeight - renderOffsetY)) - renderOffsetY/2; + } + else + { + position.x = position.x*((float)renderWidth/(float)displayWidth) - renderOffsetX/2; + position.y = position.y*((float)renderHeight/(float)displayHeight) - renderOffsetY/2; + } +#else // PLATFORM_DESKTOP, PLATFORM_RPI + if (index == 0) position = GetMousePosition(); +#endif + + return position; +} + +//---------------------------------------------------------------------------------- +// Module specific Functions Definition +//---------------------------------------------------------------------------------- + +// Initialize display device and framebuffer +// NOTE: width and height represent the screen (framebuffer) desired size, not actual display size +// If width or height are 0, default display size will be used for framebuffer size +static void InitGraphicsDevice(int width, int height) +{ + screenWidth = width; // User desired width + screenHeight = height; // User desired height + + // NOTE: Framebuffer (render area - renderWidth, renderHeight) could include black bars... + // ...in top-down or left-right to match display aspect ratio (no weird scalings) + + // Downscale matrix is required in case desired screen area is bigger than display area + downscaleView = MatrixIdentity(); + +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + glfwSetErrorCallback(ErrorCallback); + + if (!glfwInit()) TraceLog(LOG_ERROR, "Failed to initialize GLFW"); + + // NOTE: Getting video modes is not implemented in emscripten GLFW3 version +#if defined(PLATFORM_DESKTOP) + // Find monitor resolution + const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor()); + + displayWidth = mode->width; + displayHeight = mode->height; + + // Screen size security check + if (screenWidth <= 0) screenWidth = displayWidth; + if (screenHeight <= 0) screenHeight = displayHeight; +#endif // defined(PLATFORM_DESKTOP) + +#if defined(PLATFORM_WEB) + displayWidth = screenWidth; + displayHeight = screenHeight; +#endif // defined(PLATFORM_WEB) + + glfwDefaultWindowHints(); // Set default windows hints + + // Check some Window creation flags + if (configFlags & FLAG_WINDOW_RESIZABLE) glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // Resizable window + else glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable + + if (configFlags & FLAG_WINDOW_DECORATED) glfwWindowHint(GLFW_DECORATED, GL_TRUE); // Border and buttons on Window + + if (configFlags & FLAG_WINDOW_TRANSPARENT) + { + // TODO: Enable transparent window (not ready yet on GLFW 3.2) + } + + if (configFlags & FLAG_MSAA_4X_HINT) + { + glfwWindowHint(GLFW_SAMPLES, 4); // Enables multisampling x4 (MSAA), default is 0 + TraceLog(LOG_INFO, "Trying to enable MSAA x4"); + } + + //glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits + //glfwWindowHint(GLFW_DEPTH_BITS, 16); // Depthbuffer bits (24 by default) + //glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window + //glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // Default OpenGL API to use. Alternative: GLFW_OPENGL_ES_API + //glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers + + // NOTE: When asking for an OpenGL context version, most drivers provide highest supported version + // with forward compatibility to older OpenGL versions. + // For example, if using OpenGL 1.1, driver can provide a 4.3 context forward compatible. + + // Check selection OpenGL version + if (rlGetVersion() == OPENGL_21) + { + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint) + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint) + } + else if (rlGetVersion() == OPENGL_33) + { + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint) + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint) + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above! + // Other values: GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE +#if defined(__APPLE__) + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // OSX Requires +#else + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE); // Fordward Compatibility Hint: Only 3.3 and above! +#endif + //glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE); + } + + if (fullscreen) + { + // Obtain recommended displayWidth/displayHeight from a valid videomode for the monitor + int count; + const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count); + + // Get closest videomode to desired screenWidth/screenHeight + for (int i = 0; i < count; i++) + { + if (modes[i].width >= screenWidth) + { + if (modes[i].height >= screenHeight) + { + displayWidth = modes[i].width; + displayHeight = modes[i].height; + break; + } + } + } + + TraceLog(LOG_WARNING, "Closest fullscreen videomode: %i x %i", displayWidth, displayHeight); + + // 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... + + // At this point we need to manage render size vs screen size + // NOTE: This function uses and modifies global module variables: + // screenWidth/screenHeight - renderWidth/renderHeight - downscaleView + SetupFramebufferSize(displayWidth, displayHeight); + + window = glfwCreateWindow(displayWidth, displayHeight, windowTitle, glfwGetPrimaryMonitor(), NULL); + + // NOTE: Full-screen change, not working properly... + //glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE); + } + else + { + // No-fullscreen window creation + window = glfwCreateWindow(screenWidth, screenHeight, windowTitle, NULL, NULL); + +#if defined(PLATFORM_DESKTOP) + // Center window on screen + int windowPosX = displayWidth/2 - screenWidth/2; + int windowPosY = displayHeight/2 - screenHeight/2; + + if (windowPosX < 0) windowPosX = 0; + if (windowPosY < 0) windowPosY = 0; + + glfwSetWindowPos(window, windowPosX, windowPosY); +#endif + renderWidth = screenWidth; + renderHeight = screenHeight; + } + + if (!window) + { + glfwTerminate(); + TraceLog(LOG_ERROR, "GLFW Failed to initialize Window"); + } + else + { + TraceLog(LOG_INFO, "Display device initialized successfully"); +#if defined(PLATFORM_DESKTOP) + TraceLog(LOG_INFO, "Display size: %i x %i", displayWidth, displayHeight); +#endif + TraceLog(LOG_INFO, "Render size: %i x %i", renderWidth, renderHeight); + TraceLog(LOG_INFO, "Screen size: %i x %i", screenWidth, screenHeight); + TraceLog(LOG_INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY); + } + + glfwSetWindowSizeCallback(window, WindowSizeCallback); // NOTE: Resizing not allowed by default! + glfwSetCursorEnterCallback(window, CursorEnterCallback); + glfwSetKeyCallback(window, KeyCallback); + glfwSetMouseButtonCallback(window, MouseButtonCallback); + glfwSetCursorPosCallback(window, MouseCursorPosCallback); // Track mouse position changes + glfwSetCharCallback(window, CharCallback); + glfwSetScrollCallback(window, ScrollCallback); + glfwSetWindowIconifyCallback(window, WindowIconifyCallback); +#if defined(PLATFORM_DESKTOP) + glfwSetDropCallback(window, WindowDropCallback); +#endif + + glfwMakeContextCurrent(window); + + // Try to disable GPU V-Sync by default, set framerate using SetTargetFPS() + // NOTE: V-Sync can be enabled by graphic driver configuration + glfwSwapInterval(0); + +#if defined(PLATFORM_DESKTOP) + // Load OpenGL 3.3 extensions + // NOTE: GLFW loader function is passed as parameter + rlLoadExtensions(glfwGetProcAddress); +#endif + + // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS) + // NOTE: V-Sync can be enabled by graphic driver configuration + if (configFlags & FLAG_VSYNC_HINT) + { + glfwSwapInterval(1); + TraceLog(LOG_INFO, "Trying to enable VSYNC"); + } +#endif // defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) + fullscreen = true; + + // Screen size security check + if (screenWidth <= 0) screenWidth = displayWidth; + if (screenHeight <= 0) screenHeight = displayHeight; + +#if defined(PLATFORM_RPI) + bcm_host_init(); + + DISPMANX_ELEMENT_HANDLE_T dispmanElement; + DISPMANX_DISPLAY_HANDLE_T dispmanDisplay; + DISPMANX_UPDATE_HANDLE_T dispmanUpdate; + + VC_RECT_T dstRect; + VC_RECT_T srcRect; +#endif + + EGLint samples = 0; + EGLint sampleBuffer = 0; + if (configFlags & FLAG_MSAA_4X_HINT) + { + samples = 4; + sampleBuffer = 1; + TraceLog(LOG_INFO, "Trying to enable MSAA x4"); + } + + const EGLint framebufferAttribs[] = + { + EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, // Type of context support -> Required on RPI? + //EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android! + EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5) + EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6) + EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5) + //EGL_ALPHA_SIZE, 8, // ALPHA bit depth (required for transparent framebuffer) + //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 + }; + + EGLint contextAttribs[] = + { + EGL_CONTEXT_CLIENT_VERSION, 2, + EGL_NONE + }; + + EGLint numConfigs; + + // Get an EGL display connection + display = eglGetDisplay(EGL_DEFAULT_DISPLAY); + + // Initialize the EGL display connection + eglInitialize(display, NULL, NULL); + + // Get an appropriate EGL framebuffer configuration + eglChooseConfig(display, framebufferAttribs, &config, 1, &numConfigs); + + // Set rendering API + eglBindAPI(EGL_OPENGL_ES_API); + + // Create an EGL rendering context + context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs); + + // Create an EGL window surface + //--------------------------------------------------------------------------------- +#if defined(PLATFORM_ANDROID) + EGLint displayFormat; + + displayWidth = ANativeWindow_getWidth(app->window); + displayHeight = ANativeWindow_getHeight(app->window); + + // 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(display, 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: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView + SetupFramebufferSize(displayWidth, displayHeight); + + ANativeWindow_setBuffersGeometry(app->window, renderWidth, renderHeight, displayFormat); + //ANativeWindow_setBuffersGeometry(app->window, 0, 0, displayFormat); // Force use of native display size + + surface = eglCreateWindowSurface(display, config, app->window, NULL); +#endif // defined(PLATFORM_ANDROID) + +#if defined(PLATFORM_RPI) + graphics_get_display_size(0, &displayWidth, &displayHeight); + + // At this point we need to manage render size vs screen size + // NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView + SetupFramebufferSize(displayWidth, displayHeight); + + dstRect.x = 0; + dstRect.y = 0; + dstRect.width = displayWidth; + dstRect.height = displayHeight; + + srcRect.x = 0; + srcRect.y = 0; + srcRect.width = renderWidth << 16; + srcRect.height = renderHeight << 16; + + // NOTE: RPI dispmanx windowing system takes care of srcRec scaling to dstRec by hardware (no cost) + // Take care that renderWidth/renderHeight fit on displayWidth/displayHeight aspect ratio + + VC_DISPMANX_ALPHA_T alpha; + alpha.flags = DISPMANX_FLAGS_ALPHA_FIXED_ALL_PIXELS; + alpha.opacity = 255; // Set transparency level for framebuffer, requires EGLAttrib: EGL_TRANSPARENT_TYPE + alpha.mask = 0; + + dispmanDisplay = vc_dispmanx_display_open(0); // LCD + dispmanUpdate = vc_dispmanx_update_start(0); + + dispmanElement = vc_dispmanx_element_add(dispmanUpdate, dispmanDisplay, 0/*layer*/, &dstRect, 0/*src*/, + &srcRect, DISPMANX_PROTECTION_NONE, &alpha, 0/*clamp*/, DISPMANX_NO_ROTATE); + + nativeWindow.element = dispmanElement; + nativeWindow.width = renderWidth; + nativeWindow.height = renderHeight; + vc_dispmanx_update_submit_sync(dispmanUpdate); + + surface = eglCreateWindowSurface(display, config, &nativeWindow, NULL); + //--------------------------------------------------------------------------------- +#endif // defined(PLATFORM_RPI) + // There must be at least one frame displayed before the buffers are swapped + //eglSwapInterval(display, 1); + + if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) + { + TraceLog(LOG_ERROR, "Unable to attach EGL rendering context to EGL surface"); + } + else + { + // Grab the width and height of the surface + //eglQuerySurface(display, surface, EGL_WIDTH, &renderWidth); + //eglQuerySurface(display, surface, EGL_HEIGHT, &renderHeight); + + TraceLog(LOG_INFO, "Display device initialized successfully"); + TraceLog(LOG_INFO, "Display size: %i x %i", displayWidth, displayHeight); + TraceLog(LOG_INFO, "Render size: %i x %i", renderWidth, renderHeight); + TraceLog(LOG_INFO, "Screen size: %i x %i", screenWidth, screenHeight); + TraceLog(LOG_INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY); + } +#endif // defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) + + // Initialize OpenGL context (states and resources) + // NOTE: screenWidth and screenHeight not used, just stored as globals + rlglInit(screenWidth, screenHeight); + + // Setup default viewport + SetupViewport(); + + // Initialize internal projection and modelview matrices + // NOTE: Default to orthographic projection mode with top-left corner at (0,0) + rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix + rlLoadIdentity(); // Reset current matrix (PROJECTION) + rlOrtho(0, renderWidth - renderOffsetX, renderHeight - renderOffsetY, 0, 0.0f, 1.0f); + rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix + rlLoadIdentity(); // Reset current matrix (MODELVIEW) + + ClearBackground(RAYWHITE); // Default background color for raylib games :P + +#if defined(PLATFORM_ANDROID) + windowReady = true; // IMPORTANT! +#endif +} + +// Set viewport parameters +static void SetupViewport(void) +{ +#if defined(__APPLE__) + // Get framebuffer size of current window + // NOTE: Required to handle HighDPI display correctly on OSX because framebuffer + // is automatically reasized to adapt to new DPI. + // When OS does that, it can be detected using GLFW3 callback: glfwSetFramebufferSizeCallback() + int fbWidth, fbHeight; + glfwGetFramebufferSize(window, &fbWidth, &fbHeight); + rlViewport(renderOffsetX/2, renderOffsetY/2, fbWidth - renderOffsetX, fbHeight - renderOffsetY); +#else + // Initialize screen viewport (area of the screen that you will actually draw to) + // NOTE: Viewport must be recalculated if screen is resized + rlViewport(renderOffsetX/2, renderOffsetY/2, renderWidth - renderOffsetX, renderHeight - renderOffsetY); +#endif +} + +// Compute framebuffer size relative to screen size and display size +// NOTE: Global variables renderWidth/renderHeight and renderOffsetX/renderOffsetY can be modified +static void SetupFramebufferSize(int displayWidth, int displayHeight) +{ + // Calculate renderWidth and renderHeight, we have the display size (input params) and the desired screen size (global var) + if ((screenWidth > displayWidth) || (screenHeight > displayHeight)) + { + TraceLog(LOG_WARNING, "DOWNSCALING: Required screen size (%ix%i) is bigger than display size (%ix%i)", screenWidth, screenHeight, displayWidth, displayHeight); + + // Downscaling to fit display with border-bars + float widthRatio = (float)displayWidth/(float)screenWidth; + float heightRatio = (float)displayHeight/(float)screenHeight; + + if (widthRatio <= heightRatio) + { + renderWidth = displayWidth; + renderHeight = (int)round((float)screenHeight*widthRatio); + renderOffsetX = 0; + renderOffsetY = (displayHeight - renderHeight); + } + else + { + renderWidth = (int)round((float)screenWidth*heightRatio); + renderHeight = displayHeight; + renderOffsetX = (displayWidth - renderWidth); + renderOffsetY = 0; + } + + // NOTE: downscale matrix required! + float scaleRatio = (float)renderWidth/(float)screenWidth; + + downscaleView = MatrixScale(scaleRatio, scaleRatio, scaleRatio); + + // NOTE: We render to full display resolution! + // We just need to calculate above parameters for downscale matrix and offsets + renderWidth = displayWidth; + renderHeight = displayHeight; + + TraceLog(LOG_WARNING, "Downscale matrix generated, content will be rendered at: %i x %i", renderWidth, renderHeight); + } + else if ((screenWidth < displayWidth) || (screenHeight < displayHeight)) + { + // Required screen size is smaller than display size + TraceLog(LOG_INFO, "UPSCALING: Required screen size: %i x %i -> Display size: %i x %i", screenWidth, screenHeight, displayWidth, displayHeight); + + // Upscaling to fit display with border-bars + float displayRatio = (float)displayWidth/(float)displayHeight; + float screenRatio = (float)screenWidth/(float)screenHeight; + + if (displayRatio <= screenRatio) + { + renderWidth = screenWidth; + renderHeight = (int)round((float)screenWidth/displayRatio); + renderOffsetX = 0; + renderOffsetY = (renderHeight - screenHeight); + } + else + { + renderWidth = (int)round((float)screenHeight*displayRatio); + renderHeight = screenHeight; + renderOffsetX = (renderWidth - screenWidth); + renderOffsetY = 0; + } + } + else // screen == display + { + renderWidth = screenWidth; + renderHeight = screenHeight; + renderOffsetX = 0; + renderOffsetY = 0; + } +} + +// Initialize hi-resolution timer +static void InitTimer(void) +{ + srand(time(NULL)); // Initialize random seed + +#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32) + timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms) +#endif + +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) + struct timespec now; + + if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) // Success + { + baseTime = (uint64_t)now.tv_sec*1000000000LLU + (uint64_t)now.tv_nsec; + } + else TraceLog(LOG_WARNING, "No hi-resolution timer available"); +#endif + + previousTime = GetTime(); // Get time as double +} + +// Get current time measure (in seconds) since InitTimer() +static double GetTime(void) +{ +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + return glfwGetTime(); +#endif + +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) + struct timespec ts; + clock_gettime(CLOCK_MONOTONIC, &ts); + uint64_t time = (uint64_t)ts.tv_sec*1000000000LLU + (uint64_t)ts.tv_nsec; + + return (double)(time - baseTime)*1e-9; +#endif +} + +// Wait for some milliseconds (stop program execution) +// NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could +// take longer than expected... for that reason we use the busy wait loop +// http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected +static void Wait(float ms) +{ +#if defined(SUPPORT_BUSY_WAIT_LOOP) + double prevTime = GetTime(); + double nextTime = 0.0; + + // Busy wait loop + while ((nextTime - prevTime) < ms/1000.0f) nextTime = GetTime(); +#else + #if defined(_WIN32) + Sleep((unsigned int)ms); + #elif defined(__linux__) || defined(PLATFORM_WEB) + struct timespec req = { 0 }; + time_t sec = (int)(ms/1000.0f); + ms -= (sec*1000); + req.tv_sec = sec; + req.tv_nsec = ms*1000000L; + + // NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated. + while (nanosleep(&req, &req) == -1) continue; + #elif defined(__APPLE__) + usleep(ms*1000.0f); + #endif +#endif +} + +// Get one key state +static bool GetKeyStatus(int key) +{ +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + return glfwGetKey(window, key); +#elif defined(PLATFORM_ANDROID) + // NOTE: Android supports up to 260 keys + if (key < 0 || key > 260) return false; + else return currentKeyState[key]; +#elif defined(PLATFORM_RPI) + // NOTE: Keys states are filled in PollInputEvents() + if (key < 0 || key > 511) return false; + else return currentKeyState[key]; +#endif +} + +// Get one mouse button state +static bool GetMouseButtonStatus(int button) +{ +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + return glfwGetMouseButton(window, button); +#elif defined(PLATFORM_ANDROID) + // TODO: Check for virtual mouse? + return false; +#elif defined(PLATFORM_RPI) + // NOTE: Mouse buttons states are filled in PollInputEvents() + return currentMouseState[button]; +#endif +} + +// Poll (store) all input events +static void PollInputEvents(void) +{ +#if defined(SUPPORT_GESTURES_SYSTEM) + // NOTE: Gestures update must be called every frame to reset gestures correctly + // because ProcessGestureEvent() is just called on an event, not every frame + UpdateGestures(); +#endif + + // Reset last key pressed registered + lastKeyPressed = -1; + +#if !defined(PLATFORM_RPI) + // Reset last gamepad button/axis registered state + lastGamepadButtonPressed = -1; + gamepadAxisCount = 0; +#endif + +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + // Mouse input polling + double mouseX; + double mouseY; + + glfwGetCursorPos(window, &mouseX, &mouseY); + + mousePosition.x = (float)mouseX; + mousePosition.y = (float)mouseY; + + // Keyboard input polling (automatically managed by GLFW3 through callback) + + // Register previous keys states + for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i]; + + // Register previous mouse states + for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i]; + + previousMouseWheelY = currentMouseWheelY; + currentMouseWheelY = 0; +#endif + +#if defined(PLATFORM_DESKTOP) + // Check if gamepads are ready + // NOTE: We do it here in case of disconection + for (int i = 0; i < MAX_GAMEPADS; i++) + { + if (glfwJoystickPresent(i)) gamepadReady[i] = true; + else gamepadReady[i] = false; + } + + // Register gamepads buttons events + for (int i = 0; i < MAX_GAMEPADS; i++) + { + if (gamepadReady[i]) // Check if gamepad is available + { + // Register previous gamepad states + for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k]; + + // Get current gamepad state + // NOTE: There is no callback available, so we get it manually + const unsigned char *buttons; + int buttonsCount; + + buttons = glfwGetJoystickButtons(i, &buttonsCount); + + for (int k = 0; (buttons != NULL) && (k < buttonsCount) && (buttonsCount < MAX_GAMEPAD_BUTTONS); k++) + { + if (buttons[k] == GLFW_PRESS) + { + currentGamepadState[i][k] = 1; + lastGamepadButtonPressed = k; + } + else currentGamepadState[i][k] = 0; + } + + // Get current axis state + const float *axes; + int axisCount = 0; + + axes = glfwGetJoystickAxes(i, &axisCount); + + for (int k = 0; (axes != NULL) && (k < axisCount) && (k < MAX_GAMEPAD_AXIS); k++) + { + gamepadAxisState[i][k] = axes[k]; + } + + gamepadAxisCount = axisCount; + } + } + + glfwPollEvents(); // Register keyboard/mouse events (callbacks)... and window events! +#endif + +// Gamepad support using emscripten API +// NOTE: GLFW3 joystick functionality not available in web +#if defined(PLATFORM_WEB) + // Get number of gamepads connected + int numGamepads = emscripten_get_num_gamepads(); + + for (int i = 0; (i < numGamepads) && (i < MAX_GAMEPADS); i++) + { + // Register previous gamepad button states + for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k]; + + EmscriptenGamepadEvent gamepadState; + + int result = emscripten_get_gamepad_status(i, &gamepadState); + + if (result == EMSCRIPTEN_RESULT_SUCCESS) + { + // Register buttons data for every connected gamepad + for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++) + { + if (gamepadState.digitalButton[j] == 1) + { + currentGamepadState[i][j] = 1; + lastGamepadButtonPressed = j; + } + else currentGamepadState[i][j] = 0; + + //printf("Gamepad %d, button %d: Digital: %d, Analog: %g\n", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]); + } + + // Register axis data for every connected gamepad + for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++) + { + gamepadAxisState[i][j] = gamepadState.axis[j]; + } + + gamepadAxisCount = gamepadState.numAxes; + } + } +#endif + +#if defined(PLATFORM_ANDROID) + // Register previous keys states + // NOTE: Android supports up to 260 keys + for (int i = 0; i < 260; i++) previousKeyState[i] = currentKeyState[i]; + + // Poll Events (registered events) + // NOTE: Activity is paused if not enabled (appEnabled) + while ((ident = ALooper_pollAll(appEnabled ? 0 : -1, NULL, &events,(void**)&source)) >= 0) + { + // Process this event + if (source != NULL) source->process(app, source); + + // NOTE: Never close window, native activity is controlled by the system! + if (app->destroyRequested != 0) + { + //TraceLog(LOG_INFO, "Closing Window..."); + //windowShouldClose = true; + //ANativeActivity_finish(app->activity); + } + } +#endif + +#if defined(PLATFORM_RPI) + // NOTE: Mouse input events polling is done asynchonously in another pthread - MouseThread() + + // NOTE: Keyboard reading could be done using input_event(s) reading or just read from stdin, + // we use method 2 (stdin) but maybe in a future we should change to method 1... + ProcessKeyboard(); + + // NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread() +#endif +} + +// Copy back buffer to front buffers +static void SwapBuffers(void) +{ +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + glfwSwapBuffers(window); +#endif + +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) + eglSwapBuffers(display, surface); +#endif +} + +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) +// GLFW3 Error Callback, runs on GLFW3 error +static void ErrorCallback(int error, const char *description) +{ + TraceLog(LOG_WARNING, "[GLFW3 Error] Code: %i Decription: %s", error, description); +} + +// GLFW3 Srolling Callback, runs on mouse wheel +static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset) +{ + currentMouseWheelY = (int)yoffset; +} + +// GLFW3 Keyboard Callback, runs on key pressed +static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods) +{ + if (key == exitKey && action == GLFW_PRESS) + { + glfwSetWindowShouldClose(window, GL_TRUE); + + // NOTE: Before closing window, while loop must be left! + } +#if defined(PLATFORM_DESKTOP) + else if (key == GLFW_KEY_F12 && action == GLFW_PRESS) + { + #if defined(SUPPORT_GIF_RECORDING) + if (mods == GLFW_MOD_CONTROL) + { + if (gifRecording) + { + GifEnd(); + gifRecording = false; + + TraceLog(LOG_INFO, "End animated GIF recording"); + } + else + { + gifRecording = true; + gifFramesCounter = 0; + + // NOTE: delay represents the time between frames in the gif, if we capture a gif frame every + // 10 game frames and each frame trakes 16.6ms (60fps), delay between gif frames should be ~16.6*10. + GifBegin(FormatText("screenrec%03i.gif", screenshotCounter), screenWidth, screenHeight, (int)(GetFrameTime()*10.0f), 8, false); + screenshotCounter++; + + TraceLog(LOG_INFO, "Begin animated GIF recording: %s", FormatText("screenrec%03i.gif", screenshotCounter)); + } + } + else + #endif // SUPPORT_GIF_RECORDING + { + TakeScreenshot(FormatText("screenshot%03i.png", screenshotCounter)); + screenshotCounter++; + } + } +#endif // PLATFORM_DESKTOP + else + { + currentKeyState[key] = action; + if (action == GLFW_PRESS) lastKeyPressed = key; + } +} + +// GLFW3 Mouse Button Callback, runs on mouse button pressed +static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods) +{ + currentMouseState[button] = action; + +#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) + // Process mouse events as touches to be able to use mouse-gestures + GestureEvent gestureEvent; + + // Register touch actions + if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_DOWN; + else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_UP; + + // NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback() + + // Assign a pointer ID + gestureEvent.pointerId[0] = 0; + + // Register touch points count + gestureEvent.pointCount = 1; + + // Register touch points position, only one point registered + gestureEvent.position[0] = GetMousePosition(); + + // Normalize gestureEvent.position[0] for screenWidth and screenHeight + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + // Gesture data is sent to gestures system for processing + ProcessGestureEvent(gestureEvent); +#endif +} + +// GLFW3 Cursor Position Callback, runs on mouse move +static void MouseCursorPosCallback(GLFWwindow *window, double x, double y) +{ +#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) + // Process mouse events as touches to be able to use mouse-gestures + GestureEvent gestureEvent; + + gestureEvent.touchAction = TOUCH_MOVE; + + // Assign a pointer ID + gestureEvent.pointerId[0] = 0; + + // Register touch points count + gestureEvent.pointCount = 1; + + // Register touch points position, only one point registered + gestureEvent.position[0] = (Vector2){ (float)x, (float)y }; + + touchPosition[0] = gestureEvent.position[0]; + + // Normalize gestureEvent.position[0] for screenWidth and screenHeight + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + // Gesture data is sent to gestures system for processing + ProcessGestureEvent(gestureEvent); +#endif +} + +// GLFW3 Char Key Callback, runs on key pressed (get char value) +static void CharCallback(GLFWwindow *window, unsigned int key) +{ + lastKeyPressed = key; + + //TraceLog(LOG_INFO, "Char Callback Key pressed: %i\n", key); +} + +// GLFW3 CursorEnter Callback, when cursor enters the window +static void CursorEnterCallback(GLFWwindow *window, int enter) +{ + if (enter == true) cursorOnScreen = true; + else cursorOnScreen = false; +} + +// GLFW3 WindowSize Callback, runs when window is resized +// NOTE: Window resizing not allowed by default +static void WindowSizeCallback(GLFWwindow *window, int width, int height) +{ + // If window is resized, viewport and projection matrix needs to be re-calculated + rlViewport(0, 0, width, height); // Set viewport width and height + rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix + rlLoadIdentity(); // Reset current matrix (PROJECTION) + rlOrtho(0, width, height, 0, 0.0f, 1.0f); // Orthographic projection mode with top-left corner at (0,0) + rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix + rlLoadIdentity(); // Reset current matrix (MODELVIEW) + rlClearScreenBuffers(); // Clear screen buffers (color and depth) + + // Window size must be updated to be used on 3D mode to get new aspect ratio (Begin3dMode()) + screenWidth = width; + screenHeight = height; + renderWidth = width; + renderHeight = height; + + // NOTE: Postprocessing texture is not scaled to new size +} + +// GLFW3 WindowIconify Callback, runs when window is minimized/restored +static void WindowIconifyCallback(GLFWwindow* window, int iconified) +{ + if (iconified) windowMinimized = true; // The window was iconified + else windowMinimized = false; // The window was restored +} +#endif + +#if defined(PLATFORM_DESKTOP) +// GLFW3 Window Drop Callback, runs when drop files into window +// NOTE: Paths are stored in dinamic memory for further retrieval +// Everytime new files are dropped, old ones are discarded +static void WindowDropCallback(GLFWwindow *window, int count, const char **paths) +{ + ClearDroppedFiles(); + + dropFilesPath = (char **)malloc(sizeof(char *)*count); + + for (int i = 0; i < count; i++) + { + dropFilesPath[i] = (char *)malloc(sizeof(char)*256); // Max path length set to 256 char + strcpy(dropFilesPath[i], paths[i]); + } + + dropFilesCount = count; +} +#endif + +#if defined(PLATFORM_ANDROID) +// Android: Process activity lifecycle commands +static void AndroidCommandCallback(struct android_app *app, int32_t cmd) +{ + switch (cmd) + { + case APP_CMD_START: + { + //rendering = true; + TraceLog(LOG_INFO, "APP_CMD_START"); + } break; + case APP_CMD_RESUME: + { + TraceLog(LOG_INFO, "APP_CMD_RESUME"); + } break; + case APP_CMD_INIT_WINDOW: + { + TraceLog(LOG_INFO, "APP_CMD_INIT_WINDOW"); + + if (app->window != NULL) + { + if (contextRebindRequired) + { + // Reset screen scaling to full display size + EGLint displayFormat; + eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat); + ANativeWindow_setBuffersGeometry(app->window, renderWidth, renderHeight, displayFormat); + + // Recreate display surface and re-attach OpenGL context + surface = eglCreateWindowSurface(display, config, app->window, NULL); + eglMakeCurrent(display, surface, surface, context); + + contextRebindRequired = false; + } + else + { + // Init graphics device (display device and OpenGL context) + InitGraphicsDevice(screenWidth, screenHeight); + + #if defined(SUPPORT_DEFAULT_FONT) + // Load default font + // NOTE: External function (defined in module: text) + LoadDefaultFont(); + #endif + + // TODO: GPU assets reload in case of lost focus (lost context) + // NOTE: This problem has been solved just unbinding and rebinding context from display + /* + if (assetsReloadRequired) + { + for (int i = 0; i < assetsCount; i++) + { + // TODO: Unload old asset if required + + // Load texture again to pointed texture + (*textureAsset + i) = LoadTexture(assetPath[i]); + } + } + */ + + // Init hi-res timer + InitTimer(); + + // raylib logo appearing animation (if enabled) + if (showLogo) + { + SetTargetFPS(60); // Not required on Android + LogoAnimation(); + } + } + } + } break; + case APP_CMD_GAINED_FOCUS: + { + TraceLog(LOG_INFO, "APP_CMD_GAINED_FOCUS"); + appEnabled = true; + //ResumeMusicStream(); + } break; + case APP_CMD_PAUSE: + { + TraceLog(LOG_INFO, "APP_CMD_PAUSE"); + } break; + case APP_CMD_LOST_FOCUS: + { + //DrawFrame(); + TraceLog(LOG_INFO, "APP_CMD_LOST_FOCUS"); + appEnabled = false; + //PauseMusicStream(); + } break; + case APP_CMD_TERM_WINDOW: + { + // Dettach OpenGL context and destroy display surface + // NOTE 1: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...) + // NOTE 2: In some cases (too many context loaded), OS could unload context automatically... :( + eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); + eglDestroySurface(display, surface); + + contextRebindRequired = true; + + TraceLog(LOG_INFO, "APP_CMD_TERM_WINDOW"); + } break; + case APP_CMD_SAVE_STATE: + { + TraceLog(LOG_INFO, "APP_CMD_SAVE_STATE"); + } break; + case APP_CMD_STOP: + { + TraceLog(LOG_INFO, "APP_CMD_STOP"); + } break; + case APP_CMD_DESTROY: + { + // TODO: Finish activity? + //ANativeActivity_finish(app->activity); + + TraceLog(LOG_INFO, "APP_CMD_DESTROY"); + } break; + case APP_CMD_CONFIG_CHANGED: + { + //AConfiguration_fromAssetManager(app->config, app->activity->assetManager); + //print_cur_config(app); + + // Check screen orientation here! + + TraceLog(LOG_INFO, "APP_CMD_CONFIG_CHANGED"); + } break; + default: break; + } +} + +// Android: Get input events +static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) +{ + //http://developer.android.com/ndk/reference/index.html + + int type = AInputEvent_getType(event); + + if (type == AINPUT_EVENT_TYPE_MOTION) + { + // Get first touch position + touchPosition[0].x = AMotionEvent_getX(event, 0); + touchPosition[0].y = AMotionEvent_getY(event, 0); + + // Get second touch position + touchPosition[1].x = AMotionEvent_getX(event, 1); + touchPosition[1].y = AMotionEvent_getY(event, 1); + } + else if (type == AINPUT_EVENT_TYPE_KEY) + { + int32_t keycode = AKeyEvent_getKeyCode(event); + //int32_t AKeyEvent_getMetaState(event); + + // Save current button and its state + // NOTE: Android key action is 0 for down and 1 for up + if (AKeyEvent_getAction(event) == 0) + { + currentKeyState[keycode] = 1; // Key down + lastKeyPressed = keycode; + } + else 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; + } + } + + int32_t action = AMotionEvent_getAction(event); + unsigned int flags = action & AMOTION_EVENT_ACTION_MASK; + +#if defined(SUPPORT_GESTURES_SYSTEM) + GestureEvent gestureEvent; + + // Register touch actions + if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_DOWN; + else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_UP; + else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_MOVE; + + // Register touch points count + gestureEvent.pointCount = AMotionEvent_getPointerCount(event); + + // Register touch points id + gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0); + gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1); + + // Register touch points position + // NOTE: Only two points registered + gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) }; + gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) }; + + // Normalize gestureEvent.position[x] for screenWidth and screenHeight + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + gestureEvent.position[1].x /= (float)GetScreenWidth(); + gestureEvent.position[1].y /= (float)GetScreenHeight(); + + // Gesture data is sent to gestures system for processing + ProcessGestureEvent(gestureEvent); +#else + + // TODO: Support only simple touch position + +#endif + + return 0; // return 1; +} +#endif + +#if defined(PLATFORM_WEB) + +// Register fullscreen change events +static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData) +{ + //isFullscreen: int e->isFullscreen + //fullscreenEnabled: int e->fullscreenEnabled + //fs element nodeName: (char *) e->nodeName + //fs element id: (char *) e->id + //Current element size: (int) e->elementWidth, (int) e->elementHeight + //Screen size:(int) e->screenWidth, (int) e->screenHeight + + if (e->isFullscreen) + { + TraceLog(LOG_INFO, "Canvas scaled to fullscreen. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight); + } + else + { + TraceLog(LOG_INFO, "Canvas scaled to windowed. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight); + } + + // TODO: Depending on scaling factor (screen vs element), calculate factor to scale mouse/touch input + + return 0; +} + +// Register keyboard input events +static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyEvent, void *userData) +{ + if ((eventType == EMSCRIPTEN_EVENT_KEYPRESS) && (strcmp(keyEvent->code, "Escape") == 0)) + { + emscripten_exit_pointerlock(); + } + + return 0; +} + +// Register mouse input events +static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData) +{ + // Lock mouse pointer when click on screen + if ((eventType == EMSCRIPTEN_EVENT_CLICK) && toggleCursorLock) + { + EmscriptenPointerlockChangeEvent plce; + emscripten_get_pointerlock_status(&plce); + + if (!plce.isActive) emscripten_request_pointerlock(0, 1); + else + { + emscripten_exit_pointerlock(); + emscripten_get_pointerlock_status(&plce); + //if (plce.isActive) TraceLog(LOG_WARNING, "Pointer lock exit did not work!"); + } + + toggleCursorLock = false; + } + + return 0; +} + +// Register touch input events +static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData) +{ + /* + for (int i = 0; i < touchEvent->numTouches; i++) + { + long x, y, id; + + if (!touchEvent->touches[i].isChanged) continue; + + id = touchEvent->touches[i].identifier; + x = touchEvent->touches[i].canvasX; + y = touchEvent->touches[i].canvasY; + } + + printf("%s, numTouches: %d %s%s%s%s\n", emscripten_event_type_to_string(eventType), event->numTouches, + event->ctrlKey ? " CTRL" : "", event->shiftKey ? " SHIFT" : "", event->altKey ? " ALT" : "", event->metaKey ? " META" : ""); + + for (int i = 0; i < event->numTouches; ++i) + { + const EmscriptenTouchPoint *t = &event->touches[i]; + + printf(" %ld: screen: (%ld,%ld), client: (%ld,%ld), page: (%ld,%ld), isChanged: %d, onTarget: %d, canvas: (%ld, %ld)\n", + t->identifier, t->screenX, t->screenY, t->clientX, t->clientY, t->pageX, t->pageY, t->isChanged, t->onTarget, t->canvasX, t->canvasY); + } + */ + + GestureEvent gestureEvent; + + // Register touch actions + if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_DOWN; + else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_UP; + else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_MOVE; + + // Register touch points count + gestureEvent.pointCount = touchEvent->numTouches; + + // Register touch points id + gestureEvent.pointerId[0] = touchEvent->touches[0].identifier; + gestureEvent.pointerId[1] = touchEvent->touches[1].identifier; + + // Register touch points position + // NOTE: Only two points registered + // TODO: Touch data should be scaled accordingly! + //gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].canvasX, touchEvent->touches[0].canvasY }; + //gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].canvasX, touchEvent->touches[1].canvasY }; + gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].targetX, touchEvent->touches[0].targetY }; + gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].targetX, touchEvent->touches[1].targetY }; + + touchPosition[0] = gestureEvent.position[0]; + touchPosition[1] = gestureEvent.position[1]; + + // Normalize gestureEvent.position[x] for screenWidth and screenHeight + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + gestureEvent.position[1].x /= (float)GetScreenWidth(); + gestureEvent.position[1].y /= (float)GetScreenHeight(); + + // Gesture data is sent to gestures system for processing + ProcessGestureEvent(gestureEvent); + + return 1; +} + +// Register connected/disconnected gamepads events +static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData) +{ + /* + printf("%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"\n", + eventType != 0 ? emscripten_event_type_to_string(eventType) : "Gamepad state", + gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping); + + for(int i = 0; i < gamepadEvent->numAxes; ++i) printf("Axis %d: %g\n", i, gamepadEvent->axis[i]); + for(int i = 0; i < gamepadEvent->numButtons; ++i) printf("Button %d: Digital: %d, Analog: %g\n", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]); + */ + + if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS)) gamepadReady[gamepadEvent->index] = true; + else gamepadReady[gamepadEvent->index] = false; + + // TODO: Test gamepadEvent->index + + return 0; +} +#endif + +#if defined(PLATFORM_RPI) +// Initialize Keyboard system (using standard input) +static void InitKeyboard(void) +{ + // NOTE: We read directly from Standard Input (stdin) - STDIN_FILENO file descriptor + + // Make stdin non-blocking (not enough, need to configure to non-canonical mode) + int flags = fcntl(STDIN_FILENO, F_GETFL, 0); // F_GETFL: Get the file access mode and the file status flags + fcntl(STDIN_FILENO, F_SETFL, flags | O_NONBLOCK); // F_SETFL: Set the file status flags to the value specified + + // Save terminal keyboard settings and reconfigure terminal with new settings + struct termios keyboardNewSettings; + tcgetattr(STDIN_FILENO, &defaultKeyboardSettings); // Get current keyboard settings + keyboardNewSettings = defaultKeyboardSettings; + + // New terminal settings for keyboard: turn off buffering (non-canonical mode), echo and key processing + // NOTE: ISIG controls if ^C and ^Z generate break signals or not + keyboardNewSettings.c_lflag &= ~(ICANON | ECHO | ISIG); + //keyboardNewSettings.c_iflag &= ~(ISTRIP | INLCR | ICRNL | IGNCR | IXON | IXOFF); + keyboardNewSettings.c_cc[VMIN] = 1; + keyboardNewSettings.c_cc[VTIME] = 0; + + // Set new keyboard settings (change occurs immediately) + tcsetattr(STDIN_FILENO, TCSANOW, &keyboardNewSettings); + + // NOTE: Reading directly from stdin will give chars already key-mapped by kernel to ASCII or UNICODE, we change that! -> WHY??? + + // Save old keyboard mode to restore it at the end + if (ioctl(STDIN_FILENO, KDGKBMODE, &defaultKeyboardMode) < 0) + { + // NOTE: It could mean we are using a remote keyboard through ssh! + TraceLog(LOG_WARNING, "Could not change keyboard mode (SSH keyboard?)"); + } + else + { + // We reconfigure keyboard mode to get: + // - scancodes (K_RAW) + // - keycodes (K_MEDIUMRAW) + // - ASCII chars (K_XLATE) + // - UNICODE chars (K_UNICODE) + ioctl(STDIN_FILENO, KDSKBMODE, K_XLATE); + } + + // Register keyboard restore when program finishes + atexit(RestoreKeyboard); +} + +// Process keyboard inputs +// TODO: Most probably input reading and processing should be in a separate thread +static void ProcessKeyboard(void) +{ + #define MAX_KEYBUFFER_SIZE 32 // Max size in bytes to read + + // Keyboard input polling (fill keys[256] array with status) + int bufferByteCount = 0; // Bytes available on the buffer + char keysBuffer[MAX_KEYBUFFER_SIZE]; // Max keys to be read at a time + + // Reset pressed keys array + for (int i = 0; i < 512; i++) currentKeyState[i] = 0; + + // Read availables keycodes from stdin + bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call + + // Fill all read bytes (looking for keys) + for (int i = 0; i < bufferByteCount; i++) + { + TraceLog(LOG_DEBUG, "Bytes on keysBuffer: %i", bufferByteCount); + + //printf("Key(s) bytes: "); + //for (int i = 0; i < bufferByteCount; i++) printf("0x%02x ", keysBuffer[i]); + //printf("\n"); + + // NOTE: If (key == 0x1b), depending on next key, it could be a special keymap code! + // Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42 + if (keysBuffer[i] == 0x1b) + { + // Detect ESC to stop program + if (bufferByteCount == 1) currentKeyState[256] = 1; // raylib key: KEY_ESCAPE + else + { + if (keysBuffer[i + 1] == 0x5b) // Special function key + { + if ((keysBuffer[i + 2] == 0x5b) || (keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) + { + // Process special function keys (F1 - F12) + switch (keysBuffer[i + 3]) + { + case 0x41: currentKeyState[290] = 1; break; // raylib KEY_F1 + case 0x42: currentKeyState[291] = 1; break; // raylib KEY_F2 + case 0x43: currentKeyState[292] = 1; break; // raylib KEY_F3 + case 0x44: currentKeyState[293] = 1; break; // raylib KEY_F4 + case 0x45: currentKeyState[294] = 1; break; // raylib KEY_F5 + case 0x37: currentKeyState[295] = 1; break; // raylib KEY_F6 + case 0x38: currentKeyState[296] = 1; break; // raylib KEY_F7 + case 0x39: currentKeyState[297] = 1; break; // raylib KEY_F8 + case 0x30: currentKeyState[298] = 1; break; // raylib KEY_F9 + case 0x31: currentKeyState[299] = 1; break; // raylib KEY_F10 + case 0x33: currentKeyState[300] = 1; break; // raylib KEY_F11 + case 0x34: currentKeyState[301] = 1; break; // raylib KEY_F12 + default: break; + } + + if (keysBuffer[i + 2] == 0x5b) i += 4; + else if ((keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) i += 5; + } + else + { + switch (keysBuffer[i + 2]) + { + case 0x41: currentKeyState[265] = 1; break; // raylib KEY_UP + case 0x42: currentKeyState[264] = 1; break; // raylib KEY_DOWN + case 0x43: currentKeyState[262] = 1; break; // raylib KEY_RIGHT + case 0x44: currentKeyState[263] = 1; break; // raylib KEY_LEFT + default: break; + } + + i += 3; // Jump to next key + } + + // NOTE: Some keys are not directly keymapped (CTRL, ALT, SHIFT) + } + } + } + else if (keysBuffer[i] == 0x0a) currentKeyState[257] = 1; // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*) + else if (keysBuffer[i] == 0x7f) currentKeyState[259] = 1; // raylib KEY_BACKSPACE + else + { + TraceLog(LOG_DEBUG, "Pressed key (ASCII): 0x%02x", keysBuffer[i]); + + // Translate lowercase a-z letters to A-Z + if ((keysBuffer[i] >= 97) && (keysBuffer[i] <= 122)) + { + currentKeyState[(int)keysBuffer[i] - 32] = 1; + } + else currentKeyState[(int)keysBuffer[i]] = 1; + } + } + + // Check exit key (same functionality as GLFW3 KeyCallback()) + if (currentKeyState[exitKey] == 1) windowShouldClose = true; + + // Check screen capture key (raylib key: KEY_F12) + if (currentKeyState[301] == 1) + { + TakeScreenshot(FormatText("screenshot%03i.png", screenshotCounter)); + screenshotCounter++; + } +} + +// Restore default keyboard input +static void RestoreKeyboard(void) +{ + // Reset to default keyboard settings + tcsetattr(STDIN_FILENO, TCSANOW, &defaultKeyboardSettings); + + // Reconfigure keyboard to default mode + ioctl(STDIN_FILENO, KDSKBMODE, defaultKeyboardMode); +} + +// Mouse initialization (including mouse thread) +static void InitMouse(void) +{ + // NOTE: We can use /dev/input/mice to read from all available mice + if ((mouseStream = open(DEFAULT_MOUSE_DEV, O_RDONLY|O_NONBLOCK)) < 0) + { + TraceLog(LOG_WARNING, "Mouse device could not be opened, no mouse available"); + } + else + { + mouseReady = true; + + int error = pthread_create(&mouseThreadId, NULL, &MouseThread, NULL); + + if (error != 0) TraceLog(LOG_WARNING, "Error creating mouse input event thread"); + else TraceLog(LOG_INFO, "Mouse device initialized successfully"); + } +} + +// Mouse reading thread +// NOTE: We need a separate thread to avoid loosing mouse events, +// if too much time passes between reads, queue gets full and new events override older ones... +static void *MouseThread(void *arg) +{ + const unsigned char XSIGN = (1 << 4); + const unsigned char YSIGN = (1 << 5); + + typedef struct { + char buttons; + char dx, dy; + } MouseEvent; + + MouseEvent mouse; + + int mouseRelX = 0; + int mouseRelY = 0; + + while (!windowShouldClose) + { + if (read(mouseStream, &mouse, sizeof(MouseEvent)) == (int)sizeof(MouseEvent)) + { + if ((mouse.buttons & 0x08) == 0) break; // This bit should always be set + + // Check Left button pressed + if ((mouse.buttons & 0x01) > 0) currentMouseState[0] = 1; + else currentMouseState[0] = 0; + + // Check Right button pressed + if ((mouse.buttons & 0x02) > 0) currentMouseState[1] = 1; + else currentMouseState[1] = 0; + + // Check Middle button pressed + if ((mouse.buttons & 0x04) > 0) currentMouseState[2] = 1; + else currentMouseState[2] = 0; + + mouseRelX = (int)mouse.dx; + mouseRelY = (int)mouse.dy; + + if ((mouse.buttons & XSIGN) > 0) mouseRelX = -1*(255 - mouseRelX); + if ((mouse.buttons & YSIGN) > 0) mouseRelY = -1*(255 - mouseRelY); + + // NOTE: Mouse movement is normalized to not be screen resolution dependant + // We suppose 2*255 (max relative movement) is equivalent to screenWidth (max pixels width) + // Result after normalization is multiplied by MOUSE_SENSITIVITY factor + + mousePosition.x += (float)mouseRelX*((float)screenWidth/(2*255))*MOUSE_SENSITIVITY; + mousePosition.y -= (float)mouseRelY*((float)screenHeight/(2*255))*MOUSE_SENSITIVITY; + + if (mousePosition.x < 0) mousePosition.x = 0; + if (mousePosition.y < 0) mousePosition.y = 0; + + if (mousePosition.x > screenWidth) mousePosition.x = screenWidth; + if (mousePosition.y > screenHeight) mousePosition.y = screenHeight; + } + //else read(mouseStream, &mouse, 1); // Try to sync up again + } + + return NULL; +} + +// Touch initialization (including touch thread) +static void InitTouch(void) +{ + if ((touchStream = open(DEFAULT_TOUCH_DEV, O_RDONLY|O_NONBLOCK)) < 0) + { + TraceLog(LOG_WARNING, "Touch device could not be opened, no touchscreen available"); + } + else + { + touchReady = true; + + int error = pthread_create(&touchThreadId, NULL, &TouchThread, NULL); + + if (error != 0) TraceLog(LOG_WARNING, "Error creating touch input event thread"); + else TraceLog(LOG_INFO, "Touch device initialized successfully"); + } +} + +// Touch reading thread. +// This reads from a Virtual Input Event /dev/input/event4 which is +// created by the ts_uinput daemon. This takes, filters and scales +// raw input from the Touchscreen (which appears in /dev/input/event3) +// based on the Calibration data referenced by tslib. +static void *TouchThread(void *arg) +{ + struct input_event ev; + GestureEvent gestureEvent; + + while (!windowShouldClose) + { + if (read(touchStream, &ev, sizeof(ev)) == (int)sizeof(ev)) + { + // if pressure > 0 then simulate left mouse button click + if (ev.type == EV_ABS && ev.code == 24 && ev.value == 0 && currentMouseState[0] == 1) + { + currentMouseState[0] = 0; + gestureEvent.touchAction = TOUCH_UP; + gestureEvent.pointCount = 1; + gestureEvent.pointerId[0] = 0; + gestureEvent.pointerId[1] = 1; + gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y }; + gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y }; + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + gestureEvent.position[1].x /= (float)GetScreenWidth(); + gestureEvent.position[1].y /= (float)GetScreenHeight(); + ProcessGestureEvent(gestureEvent); + } + if (ev.type == EV_ABS && ev.code == 24 && ev.value > 0 && currentMouseState[0] == 0) + { + currentMouseState[0] = 1; + gestureEvent.touchAction = TOUCH_DOWN; + gestureEvent.pointCount = 1; + gestureEvent.pointerId[0] = 0; + gestureEvent.pointerId[1] = 1; + gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y }; + gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y }; + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + gestureEvent.position[1].x /= (float)GetScreenWidth(); + gestureEvent.position[1].y /= (float)GetScreenHeight(); + ProcessGestureEvent(gestureEvent); + } + // x & y values supplied by event4 have been scaled & de-jittered using tslib calibration data + if (ev.type == EV_ABS && ev.code == 0) + { + mousePosition.x = ev.value; + if (mousePosition.x < 0) mousePosition.x = 0; + if (mousePosition.x > screenWidth) mousePosition.x = screenWidth; + gestureEvent.touchAction = TOUCH_MOVE; + gestureEvent.pointCount = 1; + gestureEvent.pointerId[0] = 0; + gestureEvent.pointerId[1] = 1; + gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y }; + gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y }; + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + gestureEvent.position[1].x /= (float)GetScreenWidth(); + gestureEvent.position[1].y /= (float)GetScreenHeight(); + ProcessGestureEvent(gestureEvent); + } + if (ev.type == EV_ABS && ev.code == 1) + { + mousePosition.y = ev.value; + if (mousePosition.y < 0) mousePosition.y = 0; + if (mousePosition.y > screenHeight) mousePosition.y = screenHeight; + gestureEvent.touchAction = TOUCH_MOVE; + gestureEvent.pointCount = 1; + gestureEvent.pointerId[0] = 0; + gestureEvent.pointerId[1] = 1; + gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y }; + gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y }; + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + gestureEvent.position[1].x /= (float)GetScreenWidth(); + gestureEvent.position[1].y /= (float)GetScreenHeight(); + ProcessGestureEvent(gestureEvent); + } + + } + } + return NULL; +} + +// Init gamepad system +static void InitGamepad(void) +{ + char gamepadDev[128] = ""; + + for (int i = 0; i < MAX_GAMEPADS; i++) + { + sprintf(gamepadDev, "%s%i", DEFAULT_GAMEPAD_DEV, i); + + if ((gamepadStream[i] = open(gamepadDev, O_RDONLY|O_NONBLOCK)) < 0) + { + // NOTE: Only show message for first gamepad + if (i == 0) TraceLog(LOG_WARNING, "Gamepad device could not be opened, no gamepad available"); + } + else + { + gamepadReady[i] = true; + + // NOTE: Only create one thread + if (i == 0) + { + int error = pthread_create(&gamepadThreadId, NULL, &GamepadThread, NULL); + + if (error != 0) TraceLog(LOG_WARNING, "Error creating gamepad input event thread"); + else TraceLog(LOG_INFO, "Gamepad device initialized successfully"); + } + } + } +} + +// Process Gamepad (/dev/input/js0) +static void *GamepadThread(void *arg) +{ + #define JS_EVENT_BUTTON 0x01 // Button pressed/released + #define JS_EVENT_AXIS 0x02 // Joystick axis moved + #define JS_EVENT_INIT 0x80 // Initial state of device + + struct js_event { + unsigned int time; // event timestamp in milliseconds + short value; // event value + unsigned char type; // event type + unsigned char number; // event axis/button number + }; + + // Read gamepad event + struct js_event gamepadEvent; + + while (!windowShouldClose) + { + for (int i = 0; i < MAX_GAMEPADS; i++) + { + if (read(gamepadStream[i], &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event)) + { + gamepadEvent.type &= ~JS_EVENT_INIT; // Ignore synthetic events + + // Process gamepad events by type + if (gamepadEvent.type == JS_EVENT_BUTTON) + { + TraceLog(LOG_DEBUG, "Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value); + + if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS) + { + // 1 - button pressed, 0 - button released + currentGamepadState[i][gamepadEvent.number] = (int)gamepadEvent.value; + + if ((int)gamepadEvent.value == 1) lastGamepadButtonPressed = gamepadEvent.number; + else lastGamepadButtonPressed = -1; + } + } + else if (gamepadEvent.type == JS_EVENT_AXIS) + { + TraceLog(LOG_DEBUG, "Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value); + + if (gamepadEvent.number < MAX_GAMEPAD_AXIS) + { + // NOTE: Scaling of gamepadEvent.value to get values between -1..1 + gamepadAxisState[i][gamepadEvent.number] = (float)gamepadEvent.value/32768; + } + } + } + } + } + + return NULL; +} +#endif // PLATFORM_RPI + +// Plays raylib logo appearing animation +static void LogoAnimation(void) +{ +/* // TODO: review +#if !defined(PLATFORM_WEB) + int logoPositionX = screenWidth/2 - 128; + int logoPositionY = screenHeight/2 - 128; + + int framesCounter = 0; + int lettersCount = 0; + + int topSideRecWidth = 16; + int leftSideRecHeight = 16; + + int bottomSideRecWidth = 16; + int rightSideRecHeight = 16; + + int state = 0; // Tracking animation states (State Machine) + float alpha = 1.0f; // Useful for fading + + while (!WindowShouldClose() && (state != 4)) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + if (state == 0) // State 0: Small box blinking + { + framesCounter++; + + if (framesCounter == 84) + { + state = 1; + framesCounter = 0; // Reset counter... will be used later... + } + } + else if (state == 1) // State 1: Top and left bars growing + { + topSideRecWidth += 4; + leftSideRecHeight += 4; + + if (topSideRecWidth == 256) state = 2; + } + else if (state == 2) // State 2: Bottom and right bars growing + { + bottomSideRecWidth += 4; + rightSideRecHeight += 4; + + if (bottomSideRecWidth == 256) state = 3; + } + else if (state == 3) // State 3: Letters appearing (one by one) + { + framesCounter++; + + if (framesCounter/12) // Every 12 frames, one more letter! + { + lettersCount++; + framesCounter = 0; + } + + if (lettersCount >= 10) // When all letters have appeared, just fade out everything + { + alpha -= 0.02f; + + if (alpha <= 0.0f) + { + alpha = 0.0f; + state = 4; + } + } + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + if (state == 0) + { + if ((framesCounter/12)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK); + } + else if (state == 1) + { + DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK); + DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK); + } + else if (state == 2) + { + DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK); + DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK); + + DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK); + DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK); + } + else if (state == 3) + { + DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha)); + DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha)); + + DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha)); + DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha)); + + DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, Fade(RAYWHITE, alpha)); + + DrawText(SubText("raylib", 0, lettersCount), screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha)); + } + + EndDrawing(); + //---------------------------------------------------------------------------------- + } +#endif +*/ + showLogo = false; // Prevent for repeating when reloading window (Android) +} |
