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+/**********************************************************************************************
+*
+* 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)
+}