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@@ -53,9 +53,6 @@
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* #define SUPPORT_PARTIALBUSY_WAIT_LOOP
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* Use a partial-busy wait loop, in this case frame sleeps for most of the time and runs a busy-wait-loop at the end
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*
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-* #define SUPPORT_EVENTS_WAITING
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-* Wait for events passively (sleeping while no events) instead of polling them actively every frame
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-*
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* #define SUPPORT_SCREEN_CAPTURE
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* Allow automatic screen capture of current screen pressing F12, defined in KeyCallback()
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*
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@@ -105,12 +102,11 @@
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#include "config.h" // Defines module configuration flags
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#endif
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-#include "utils.h" // Required for: TRACELOG() macros
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+#include "rcore.h"
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#define RLGL_IMPLEMENTATION
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#include "rlgl.h" // OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
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-#define RAYMATH_IMPLEMENTATION // Define external out-of-line implementation
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#include "raymath.h" // Vector3, Quaternion and Matrix functionality
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#if defined(SUPPORT_GESTURES_SYSTEM)
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@@ -141,10 +137,6 @@
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#include "external/sdefl.h" // Deflate (RFC 1951) compressor
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#endif
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-#if (defined(__linux__) || defined(PLATFORM_WEB)) && (_POSIX_C_SOURCE < 199309L)
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- #undef _POSIX_C_SOURCE
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- #define _POSIX_C_SOURCE 199309L // Required for: CLOCK_MONOTONIC if compiled with c99 without gnu ext.
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-#endif
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#if defined(__linux__) && !defined(_GNU_SOURCE)
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#define _GNU_SOURCE
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#endif
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@@ -166,12 +158,6 @@
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#endif // OSs
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#endif // PLATFORM_DESKTOP
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-#include <stdlib.h> // Required for: srand(), rand(), atexit()
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-#include <stdio.h> // Required for: sprintf() [Used in OpenURL()]
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-#include <string.h> // Required for: strrchr(), strcmp(), strlen(), memset()
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-#include <time.h> // Required for: time() [Used in InitTimer()]
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-#include <math.h> // Required for: tan() [Used in BeginMode3D()], atan2f() [Used in LoadVrStereoConfig()]
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-
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#define _CRT_INTERNAL_NONSTDC_NAMES 1
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#include <sys/stat.h> // Required for: stat(), S_ISREG [Used in GetFileModTime(), IsFilePath()]
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@@ -199,318 +185,21 @@
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#define CHDIR chdir
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#endif
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-#if defined(PLATFORM_DESKTOP)
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- #define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3
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- // NOTE: Already provided by rlgl implementation (on glad.h)
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- #include "GLFW/glfw3.h" // GLFW3 library: Windows, OpenGL context and Input management
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- // NOTE: GLFW3 already includes gl.h (OpenGL) headers
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-
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- // Support retrieving native window handlers
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- #if defined(_WIN32)
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- typedef void *PVOID;
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- typedef PVOID HANDLE;
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- typedef HANDLE HWND;
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- #define GLFW_EXPOSE_NATIVE_WIN32
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- #define GLFW_NATIVE_INCLUDE_NONE // To avoid some symbols re-definition in windows.h
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- #include "GLFW/glfw3native.h"
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-
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- #if defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
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- // NOTE: Those functions require linking with winmm library
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- unsigned int __stdcall timeBeginPeriod(unsigned int uPeriod);
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- unsigned int __stdcall timeEndPeriod(unsigned int uPeriod);
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- #endif
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- #endif
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- #if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__)
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- #include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
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-
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- //#define GLFW_EXPOSE_NATIVE_X11 // WARNING: Exposing Xlib.h > X.h results in dup symbols for Font type
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- //#define GLFW_EXPOSE_NATIVE_WAYLAND
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- //#define GLFW_EXPOSE_NATIVE_MIR
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- #include "GLFW/glfw3native.h" // Required for: glfwGetX11Window()
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- #endif
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- #if defined(__APPLE__)
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- #include <unistd.h> // Required for: usleep()
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-
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- //#define GLFW_EXPOSE_NATIVE_COCOA // WARNING: Fails due to type redefinition
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- void *glfwGetCocoaWindow(GLFWwindow* handle);
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- #include "GLFW/glfw3native.h" // Required for: glfwGetCocoaWindow()
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- #endif
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-
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- // TODO: HACK: Added flag if not provided by GLFW when using external library
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- // Latest GLFW release (GLFW 3.3.8) does not implement this flag, it was added for 3.4.0-dev
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- #if !defined(GLFW_MOUSE_PASSTHROUGH)
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- #define GLFW_MOUSE_PASSTHROUGH 0x0002000D
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- #endif
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-#endif
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-
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-#if defined(PLATFORM_ANDROID)
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- //#include <android/sensor.h> // Required for: Android sensors functions (accelerometer, gyroscope, light...)
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- #include <android/window.h> // Required for: AWINDOW_FLAG_FULLSCREEN definition and others
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- #include <android_native_app_glue.h> // Required for: android_app struct and activity management
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- #include <jni.h> // Required for: JNIEnv and JavaVM [Used in OpenURL()]
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-
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- #include <EGL/egl.h> // Native platform windowing system interface
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- //#include <GLES2/gl2.h> // OpenGL ES 2.0 library (not required in this module, only in rlgl)
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-#endif
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-
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-#if defined(PLATFORM_DRM)
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- #include <fcntl.h> // POSIX file control definitions - open(), creat(), fcntl()
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- #include <unistd.h> // POSIX standard function definitions - read(), close(), STDIN_FILENO
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- #include <termios.h> // POSIX terminal control definitions - tcgetattr(), tcsetattr()
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- #include <pthread.h> // POSIX threads management (inputs reading)
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- #include <dirent.h> // POSIX directory browsing
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-
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- #include <sys/ioctl.h> // Required for: ioctl() - UNIX System call for device-specific input/output operations
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- #include <linux/kd.h> // Linux: KDSKBMODE, K_MEDIUMRAM constants definition
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- #include <linux/input.h> // Linux: Keycodes constants definition (KEY_A, ...)
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- #include <linux/joystick.h> // Linux: Joystick support library
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-
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- #include <gbm.h> // Generic Buffer Management (native platform for EGL on DRM)
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- #include <xf86drm.h> // Direct Rendering Manager user-level library interface
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- #include <xf86drmMode.h> // Direct Rendering Manager mode setting (KMS) interface
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-
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- #include "EGL/egl.h" // Native platform windowing system interface
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- #include "EGL/eglext.h" // EGL extensions
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- //#include "GLES2/gl2.h" // OpenGL ES 2.0 library (not required in this module, only in rlgl)
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-#endif
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-
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-#if defined(PLATFORM_WEB)
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- #define GLFW_INCLUDE_ES2 // GLFW3: Enable OpenGL ES 2.0 (translated to WebGL)
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- //#define GLFW_INCLUDE_ES3 // GLFW3: Enable OpenGL ES 3.0 (transalted to WebGL2?)
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- #include "GLFW/glfw3.h" // GLFW3: Windows, OpenGL context and Input management
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- #include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
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-
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- #include <emscripten/emscripten.h> // Emscripten functionality for C
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- #include <emscripten/html5.h> // Emscripten HTML5 library
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-#endif
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-
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-//----------------------------------------------------------------------------------
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-// Defines and Macros
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-//----------------------------------------------------------------------------------
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-#if defined(PLATFORM_DRM)
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- #define USE_LAST_TOUCH_DEVICE // When multiple touchscreens are connected, only use the one with the highest event<N> number
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-
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- #define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...)
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- #define DEFAULT_EVDEV_PATH "/dev/input/" // Path to the linux input events
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-#endif
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-
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-#ifndef MAX_FILEPATH_CAPACITY
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- #define MAX_FILEPATH_CAPACITY 8192 // Maximum capacity for filepath
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-#endif
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-#ifndef MAX_FILEPATH_LENGTH
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- #define MAX_FILEPATH_LENGTH 4096 // Maximum length for filepaths (Linux PATH_MAX default value)
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-#endif
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-
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-#ifndef MAX_KEYBOARD_KEYS
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- #define MAX_KEYBOARD_KEYS 512 // Maximum number of keyboard keys supported
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-#endif
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-#ifndef MAX_MOUSE_BUTTONS
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- #define MAX_MOUSE_BUTTONS 8 // Maximum number of mouse buttons supported
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-#endif
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-#ifndef MAX_GAMEPADS
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- #define MAX_GAMEPADS 4 // Maximum number of gamepads supported
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-#endif
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-#ifndef MAX_GAMEPAD_AXIS
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- #define MAX_GAMEPAD_AXIS 8 // Maximum number of axis supported (per gamepad)
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-#endif
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-#ifndef MAX_GAMEPAD_BUTTONS
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- #define MAX_GAMEPAD_BUTTONS 32 // Maximum number of buttons supported (per gamepad)
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-#endif
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-#ifndef MAX_TOUCH_POINTS
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- #define MAX_TOUCH_POINTS 8 // Maximum number of touch points supported
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-#endif
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-#ifndef MAX_KEY_PRESSED_QUEUE
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- #define MAX_KEY_PRESSED_QUEUE 16 // Maximum number of keys in the key input queue
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-#endif
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-#ifndef MAX_CHAR_PRESSED_QUEUE
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- #define MAX_CHAR_PRESSED_QUEUE 16 // Maximum number of characters in the char input queue
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-#endif
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-
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-#ifndef MAX_DECOMPRESSION_SIZE
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- #define MAX_DECOMPRESSION_SIZE 64 // Maximum size allocated for decompression in MB
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-#endif
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-
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-// Flags operation macros
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-#define FLAG_SET(n, f) ((n) |= (f))
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-#define FLAG_CLEAR(n, f) ((n) &= ~(f))
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-#define FLAG_TOGGLE(n, f) ((n) ^= (f))
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-#define FLAG_CHECK(n, f) ((n) & (f))
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-
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-//----------------------------------------------------------------------------------
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-// Types and Structures Definition
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-//----------------------------------------------------------------------------------
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-#if defined(PLATFORM_DRM)
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-typedef struct {
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- pthread_t threadId; // Event reading thread id
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- int fd; // File descriptor to the device it is assigned to
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- int eventNum; // Number of 'event<N>' device
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- Rectangle absRange; // Range of values for absolute pointing devices (touchscreens)
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- int touchSlot; // Hold the touch slot number of the currently being sent multitouch block
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- bool isMouse; // True if device supports relative X Y movements
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- bool isTouch; // True if device supports absolute X Y movements and has BTN_TOUCH
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- bool isMultitouch; // True if device supports multiple absolute movevents and has BTN_TOUCH
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- bool isKeyboard; // True if device has letter keycodes
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- bool isGamepad; // True if device has gamepad buttons
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-} InputEventWorker;
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-#endif
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-
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-typedef struct { int x; int y; } Point;
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-typedef struct { unsigned int width; unsigned int height; } Size;
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-
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-// Core global state context data
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-typedef struct CoreData {
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- struct {
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-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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- GLFWwindow *handle; // GLFW window handle (graphic device)
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-#endif
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-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_DRM)
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-#if defined(PLATFORM_DRM)
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- int fd; // File descriptor for /dev/dri/...
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- drmModeConnector *connector; // Direct Rendering Manager (DRM) mode connector
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- drmModeCrtc *crtc; // CRT Controller
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- int modeIndex; // Index of the used mode of connector->modes
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- struct gbm_device *gbmDevice; // GBM device
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- struct gbm_surface *gbmSurface; // GBM surface
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- struct gbm_bo *prevBO; // Previous GBM buffer object (during frame swapping)
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- uint32_t prevFB; // Previous GBM framebufer (during frame swapping)
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-#endif // PLATFORM_DRM
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- EGLDisplay device; // Native display device (physical screen connection)
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- EGLSurface surface; // Surface to draw on, framebuffers (connected to context)
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- EGLContext context; // Graphic context, mode in which drawing can be done
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- EGLConfig config; // Graphic config
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-#endif
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- const char *title; // Window text title const pointer
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- unsigned int flags; // Configuration flags (bit based), keeps window state
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- bool ready; // Check if window has been initialized successfully
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- bool fullscreen; // Check if fullscreen mode is enabled
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- bool shouldClose; // Check if window set for closing
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- bool resizedLastFrame; // Check if window has been resized last frame
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- bool eventWaiting; // Wait for events before ending frame
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-
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- Point position; // Window position (required on fullscreen toggle)
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- Point previousPosition; // Window previous position (required on borderless windowed toggle)
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- Size display; // Display width and height (monitor, device-screen, LCD, ...)
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- Size screen; // Screen width and height (used render area)
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- Size previousScreen; // Screen previous width and height (required on borderless windowed toggle)
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- Size currentFbo; // Current render width and height (depends on active fbo)
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- Size render; // Framebuffer width and height (render area, including black bars if required)
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- Point renderOffset; // Offset from render area (must be divided by 2)
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- Size screenMin; // Screen minimum width and height (for resizable window)
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- Size screenMax; // Screen maximum width and height (for resizable window)
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- Matrix screenScale; // Matrix to scale screen (framebuffer rendering)
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-
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- char **dropFilepaths; // Store dropped files paths pointers (provided by GLFW)
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- unsigned int dropFileCount; // Count dropped files strings
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-
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- } Window;
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-#if defined(PLATFORM_ANDROID)
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- struct {
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- bool appEnabled; // Flag to detect if app is active ** = true
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- struct android_app *app; // Android activity
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- struct android_poll_source *source; // Android events polling source
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- bool contextRebindRequired; // Used to know context rebind required
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- } Android;
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-#endif
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- struct {
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- const char *basePath; // Base path for data storage
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- } Storage;
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- struct {
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-#if defined(PLATFORM_DRM)
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- InputEventWorker eventWorker[10]; // List of worker threads for every monitored "/dev/input/event<N>"
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-#endif
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- struct {
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- int exitKey; // Default exit key
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- char currentKeyState[MAX_KEYBOARD_KEYS]; // Registers current frame key state
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- char previousKeyState[MAX_KEYBOARD_KEYS]; // Registers previous frame key state
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- // NOTE: Since key press logic involves comparing prev vs cur key state, we need to handle key repeats specially
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- char keyRepeatInFrame[MAX_KEYBOARD_KEYS]; // Registers key repeats for current frame.
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-
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- int keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input keys queue
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- int keyPressedQueueCount; // Input keys queue count
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-
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- int charPressedQueue[MAX_CHAR_PRESSED_QUEUE]; // Input characters queue (unicode)
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- int charPressedQueueCount; // Input characters queue count
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-
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-#if defined(PLATFORM_DRM)
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- int defaultMode; // Default keyboard mode
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-#if defined(SUPPORT_SSH_KEYBOARD_RPI)
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- bool evtMode; // Keyboard in event mode
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-#endif
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- int defaultFileFlags; // Default IO file flags
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- struct termios defaultSettings; // Default keyboard settings
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- int fd; // File descriptor for the evdev keyboard
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-#endif
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- } Keyboard;
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- struct {
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- Vector2 offset; // Mouse offset
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- Vector2 scale; // Mouse scaling
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- Vector2 currentPosition; // Mouse position on screen
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- Vector2 previousPosition; // Previous mouse position
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-
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- int cursor; // Tracks current mouse cursor
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- bool cursorHidden; // Track if cursor is hidden
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- bool cursorOnScreen; // Tracks if cursor is inside client area
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-
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- char currentButtonState[MAX_MOUSE_BUTTONS]; // Registers current mouse button state
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- char previousButtonState[MAX_MOUSE_BUTTONS]; // Registers previous mouse button state
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- Vector2 currentWheelMove; // Registers current mouse wheel variation
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- Vector2 previousWheelMove; // Registers previous mouse wheel variation
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-#if defined(PLATFORM_DRM)
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- Vector2 eventWheelMove; // Registers the event mouse wheel variation
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- // NOTE: currentButtonState[] can't be written directly due to multithreading, app could miss the update
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- char currentButtonStateEvdev[MAX_MOUSE_BUTTONS]; // Holds the new mouse state for the next polling event to grab
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-#endif
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- } Mouse;
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- struct {
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- int pointCount; // Number of touch points active
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- int pointId[MAX_TOUCH_POINTS]; // Point identifiers
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- Vector2 position[MAX_TOUCH_POINTS]; // Touch position on screen
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- char currentTouchState[MAX_TOUCH_POINTS]; // Registers current touch state
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- char previousTouchState[MAX_TOUCH_POINTS]; // Registers previous touch state
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- } Touch;
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- struct {
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- int lastButtonPressed; // Register last gamepad button pressed
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- int axisCount; // Register number of available gamepad axis
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- bool ready[MAX_GAMEPADS]; // Flag to know if gamepad is ready
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- char name[MAX_GAMEPADS][64]; // Gamepad name holder
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- char currentButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state
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- char previousButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
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- float axisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
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-#if defined(PLATFORM_DRM)
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- pthread_t threadId; // Gamepad reading thread id
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- int streamId[MAX_GAMEPADS]; // Gamepad device file descriptor
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-#endif
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- } Gamepad;
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- } Input;
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- struct {
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- double current; // Current time measure
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- double previous; // Previous time measure
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- double update; // Time measure for frame update
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- double draw; // Time measure for frame draw
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- double frame; // Time measure for one frame
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- double target; // Desired time for one frame, if 0 not applied
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-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_DRM)
|
|
|
- unsigned long long int base; // Base time measure for hi-res timer
|
|
|
-#endif
|
|
|
- unsigned int frameCounter; // Frame counter
|
|
|
- } Time;
|
|
|
-} CoreData;
|
|
|
-
|
|
|
//----------------------------------------------------------------------------------
|
|
|
// Global Variables Definition
|
|
|
//----------------------------------------------------------------------------------
|
|
|
RLAPI const char *raylib_version = RAYLIB_VERSION; // raylib version exported symbol, required for some bindings
|
|
|
|
|
|
-static CoreData CORE = { 0 }; // Global CORE state context
|
|
|
+CoreData CORE = { 0 }; // Global CORE state context
|
|
|
|
|
|
#if defined(SUPPORT_SCREEN_CAPTURE)
|
|
|
-static int screenshotCounter = 0; // Screenshots counter
|
|
|
+static int screenshotCounter = 0; // Screenshots counter
|
|
|
#endif
|
|
|
|
|
|
#if defined(SUPPORT_GIF_RECORDING)
|
|
|
-static int gifFrameCounter = 0; // GIF frames counter
|
|
|
-static bool gifRecording = false; // GIF recording state
|
|
|
-static MsfGifState gifState = { 0 }; // MSGIF context state
|
|
|
+int gifFrameCounter = 0; // GIF frames counter
|
|
|
+bool gifRecording = false; // GIF recording state
|
|
|
+MsfGifState gifState = { 0 }; // MSGIF context state
|
|
|
#endif
|
|
|
|
|
|
#if defined(SUPPORT_EVENTS_AUTOMATION)
|
|
@@ -602,79 +291,22 @@ static bool eventsRecording = false; // Record events
|
|
|
//-----------------------------------------------------------------------------------
|
|
|
|
|
|
//----------------------------------------------------------------------------------
|
|
|
-// Other Modules Functions Declaration (required by core)
|
|
|
+// Module Functions Declaration
|
|
|
+// NOTE: Those functions are common for all platforms!
|
|
|
//----------------------------------------------------------------------------------
|
|
|
+
|
|
|
#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
|
|
|
-extern void LoadFontDefault(void); // [Module: text] Loads default font on InitWindow()
|
|
|
-extern void UnloadFontDefault(void); // [Module: text] Unloads default font from GPU memory
|
|
|
+extern void LoadFontDefault(void); // [Module: text] Loads default font on InitWindow()
|
|
|
+extern void UnloadFontDefault(void); // [Module: text] Unloads default font from GPU memory
|
|
|
#endif
|
|
|
|
|
|
-//----------------------------------------------------------------------------------
|
|
|
-// Module specific Functions Declaration
|
|
|
-//----------------------------------------------------------------------------------
|
|
|
-static void InitTimer(void); // Initialize timer (hi-resolution if available)
|
|
|
-static bool InitGraphicsDevice(int width, int height); // Initialize graphics device
|
|
|
-static void SetupFramebuffer(int width, int height); // Setup main framebuffer
|
|
|
-static void SetupViewport(int width, int height); // Set viewport for a provided width and height
|
|
|
+static void InitTimer(void); // Initialize timer (hi-resolution if available)
|
|
|
+static void SetupFramebuffer(int width, int height); // Setup main framebuffer
|
|
|
+static void SetupViewport(int width, int height); // Set viewport for a provided width and height
|
|
|
|
|
|
static void ScanDirectoryFiles(const char *basePath, FilePathList *list, const char *filter); // Scan all files and directories in a base path
|
|
|
static void ScanDirectoryFilesRecursively(const char *basePath, FilePathList *list, const char *filter); // Scan all files and directories recursively from a base path
|
|
|
|
|
|
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
|
|
-static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
|
|
|
-// Window callbacks events
|
|
|
-static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
|
|
|
-#if !defined(PLATFORM_WEB)
|
|
|
-static void WindowMaximizeCallback(GLFWwindow* window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized
|
|
|
-#endif
|
|
|
-static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
|
|
|
-static void WindowFocusCallback(GLFWwindow *window, int focused); // GLFW3 WindowFocus Callback, runs when window get/lose focus
|
|
|
-static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window
|
|
|
-// Input callbacks events
|
|
|
-static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
|
|
|
-static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value)
|
|
|
-static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed
|
|
|
-static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move
|
|
|
-static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel
|
|
|
-static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
|
|
|
-#endif
|
|
|
-
|
|
|
-#if defined(PLATFORM_ANDROID)
|
|
|
-static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands
|
|
|
-static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); // Process Android inputs
|
|
|
-#endif
|
|
|
-
|
|
|
-#if defined(PLATFORM_WEB)
|
|
|
-static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData);
|
|
|
-static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
|
|
|
-static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, 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_DRM)
|
|
|
-static void InitKeyboard(void); // Initialize raw keyboard system
|
|
|
-static void RestoreKeyboard(void); // Restore keyboard system
|
|
|
-#if defined(SUPPORT_SSH_KEYBOARD_RPI)
|
|
|
-static void ProcessKeyboard(void); // Process keyboard events
|
|
|
-#endif
|
|
|
-
|
|
|
-static void InitEvdevInput(void); // Initialize evdev inputs
|
|
|
-static void ConfigureEvdevDevice(char *device); // Identifies a input device and configures it for use if appropriate
|
|
|
-static void PollKeyboardEvents(void); // Process evdev keyboard events.
|
|
|
-static void *EventThread(void *arg); // Input device events reading thread
|
|
|
-
|
|
|
-static void InitGamepad(void); // Initialize raw gamepad input
|
|
|
-static void *GamepadThread(void *arg); // Mouse reading thread
|
|
|
-
|
|
|
-static int FindMatchingConnectorMode(const drmModeConnector *connector, const drmModeModeInfo *mode); // Search matching DRM mode in connector's mode list
|
|
|
-static int FindExactConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced); // Search exactly matching DRM connector mode in connector's list
|
|
|
-static int FindNearestConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced); // Search the nearest matching DRM connector mode in connector's list
|
|
|
-
|
|
|
-#endif // PLATFORM_DRM
|
|
|
-
|
|
|
#if defined(SUPPORT_EVENTS_AUTOMATION)
|
|
|
static void LoadAutomationEvents(const char *fileName); // Load automation events from file
|
|
|
static void ExportAutomationEvents(const char *fileName); // Export recorded automation events into a file
|
|
@@ -691,6495 +323,2120 @@ void __stdcall Sleep(unsigned long msTimeout); // Required for: Wai
|
|
|
const char *TextFormat(const char *text, ...); // Formatting of text with variables to 'embed'
|
|
|
#endif // !SUPPORT_MODULE_RTEXT
|
|
|
|
|
|
+// Include platform-specific submodules
|
|
|
+#if defined(PLATFORM_DESKTOP)
|
|
|
+ #include "rcore_desktop.c"
|
|
|
+#elif defined(PLATFORM_WEB)
|
|
|
+ #include "rcore_web.c"
|
|
|
+#elif defined(PLATFORM_DRM)
|
|
|
+ #include "rcore_drm.c"
|
|
|
+#elif defined(PLATFORM_ANDROID)
|
|
|
+ #include "rcore_android.c"
|
|
|
+#else
|
|
|
+ // Software rendering backend, user needs to provide buffer ;)
|
|
|
+#endif
|
|
|
+
|
|
|
//----------------------------------------------------------------------------------
|
|
|
// Module Functions Definition - Window and OpenGL Context Functions
|
|
|
//----------------------------------------------------------------------------------
|
|
|
-#if defined(PLATFORM_ANDROID)
|
|
|
-// To allow easier porting to android, we allow the user to define a
|
|
|
-// main function which we call from android_main, defined by ourselves
|
|
|
-extern int main(int argc, char *argv[]);
|
|
|
|
|
|
-void android_main(struct android_app *app)
|
|
|
-{
|
|
|
- char arg0[] = "raylib"; // NOTE: argv[] are mutable
|
|
|
- CORE.Android.app = app;
|
|
|
+// NOTE: Multiple window/display/monitor management functions have been moved to platform-specific modules
|
|
|
+
|
|
|
+// Platform-specific functions:
|
|
|
+//void InitWindow(int width, int height, const char *title);
|
|
|
+//void CloseWindow(void);
|
|
|
+//bool WindowShouldClose(void)
|
|
|
+//bool IsWindowHidden(void)
|
|
|
+//bool IsWindowMinimized(void)
|
|
|
+//bool IsWindowMaximized(void)
|
|
|
+//bool IsWindowFocused(void)
|
|
|
+//bool IsWindowResized(void)
|
|
|
+//void ToggleFullscreen(void)
|
|
|
+//void MaximizeWindow(void)
|
|
|
+//void MinimizeWindow(void)
|
|
|
+//void RestoreWindow(void)
|
|
|
+//void ToggleBorderlessWindowed(void)
|
|
|
+//void SetWindowState(unsigned int flags)
|
|
|
+//void ClearWindowState(unsigned int flags)
|
|
|
+//void SetWindowIcon(Image image)
|
|
|
+//void SetWindowIcons(Image *images, int count)
|
|
|
+//void SetWindowTitle(const char *title)
|
|
|
+//void SetWindowPosition(int x, int y)
|
|
|
+//void SetWindowMonitor(int monitor)
|
|
|
+//void SetWindowMinSize(int width, int height)
|
|
|
+//void SetWindowMaxSize(int width, int height)
|
|
|
+//void SetWindowSize(int width, int height)
|
|
|
+//void SetWindowOpacity(float opacity)
|
|
|
+//void SetWindowFocused(void)
|
|
|
+//void *GetWindowHandle(void)
|
|
|
+//int GetMonitorCount(void)
|
|
|
+//int GetCurrentMonitor(void)
|
|
|
+//Vector2 GetMonitorPosition(int monitor)
|
|
|
+//int GetMonitorWidth(int monitor)
|
|
|
+//int GetMonitorHeight(int monitor)
|
|
|
+//int GetMonitorPhysicalWidth(int monitor)
|
|
|
+//int GetMonitorPhysicalHeight(int monitor)
|
|
|
+//int GetMonitorRefreshRate(int monitor)
|
|
|
+//const char *GetMonitorName(int monitor)
|
|
|
+//Vector2 GetWindowPosition(void)
|
|
|
+//Vector2 GetWindowScaleDPI(void)
|
|
|
+//void SetClipboardText(const char *text)
|
|
|
+//const char *GetClipboardText(void)
|
|
|
+//void ShowCursor(void)
|
|
|
+//void HideCursor(void)
|
|
|
+//void EnableCursor(void)
|
|
|
+//void DisableCursor(void)
|
|
|
+//double GetTime(void)
|
|
|
+//void TakeScreenshot(const char *fileName)
|
|
|
+//void OpenURL(const char *url)
|
|
|
|
|
|
- // NOTE: Return from main is ignored
|
|
|
- (void)main(1, (char *[]) { arg0, NULL });
|
|
|
|
|
|
- // Request to end the native activity
|
|
|
- ANativeActivity_finish(app->activity);
|
|
|
+// Check if window has been initialized successfully
|
|
|
+bool IsWindowReady(void)
|
|
|
+{
|
|
|
+ return CORE.Window.ready;
|
|
|
+}
|
|
|
|
|
|
- // Android ALooper_pollAll() variables
|
|
|
- int pollResult = 0;
|
|
|
- int pollEvents = 0;
|
|
|
+// Check if window is currently fullscreen
|
|
|
+bool IsWindowFullscreen(void)
|
|
|
+{
|
|
|
+ return CORE.Window.fullscreen;
|
|
|
+}
|
|
|
|
|
|
- // Waiting for application events before complete finishing
|
|
|
- while (!app->destroyRequested)
|
|
|
- {
|
|
|
- while ((pollResult = ALooper_pollAll(0, NULL, &pollEvents, (void **)&CORE.Android.source)) >= 0)
|
|
|
- {
|
|
|
- if (CORE.Android.source != NULL) CORE.Android.source->process(app, CORE.Android.source);
|
|
|
- }
|
|
|
- }
|
|
|
+// Check if one specific window flag is enabled
|
|
|
+bool IsWindowState(unsigned int flag)
|
|
|
+{
|
|
|
+ return ((CORE.Window.flags & flag) > 0);
|
|
|
}
|
|
|
|
|
|
-// NOTE: Add this to header (if apps really need it)
|
|
|
-struct android_app *GetAndroidApp(void)
|
|
|
+// Get current screen width
|
|
|
+int GetScreenWidth(void)
|
|
|
{
|
|
|
- return CORE.Android.app;
|
|
|
+ return CORE.Window.screen.width;
|
|
|
}
|
|
|
-#endif
|
|
|
|
|
|
-// Initialize window and OpenGL context
|
|
|
-// NOTE: data parameter could be used to pass any kind of required data to the initialization
|
|
|
-void InitWindow(int width, int height, const char *title)
|
|
|
+// Get current screen height
|
|
|
+int GetScreenHeight(void)
|
|
|
{
|
|
|
- TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION);
|
|
|
+ return CORE.Window.screen.height;
|
|
|
+}
|
|
|
|
|
|
- TRACELOG(LOG_INFO, "Supported raylib modules:");
|
|
|
- TRACELOG(LOG_INFO, " > rcore:..... loaded (mandatory)");
|
|
|
- TRACELOG(LOG_INFO, " > rlgl:...... loaded (mandatory)");
|
|
|
-#if defined(SUPPORT_MODULE_RSHAPES)
|
|
|
- TRACELOG(LOG_INFO, " > rshapes:... loaded (optional)");
|
|
|
-#else
|
|
|
- TRACELOG(LOG_INFO, " > rshapes:... not loaded (optional)");
|
|
|
-#endif
|
|
|
-#if defined(SUPPORT_MODULE_RTEXTURES)
|
|
|
- TRACELOG(LOG_INFO, " > rtextures:. loaded (optional)");
|
|
|
-#else
|
|
|
- TRACELOG(LOG_INFO, " > rtextures:. not loaded (optional)");
|
|
|
-#endif
|
|
|
-#if defined(SUPPORT_MODULE_RTEXT)
|
|
|
- TRACELOG(LOG_INFO, " > rtext:..... loaded (optional)");
|
|
|
-#else
|
|
|
- TRACELOG(LOG_INFO, " > rtext:..... not loaded (optional)");
|
|
|
-#endif
|
|
|
-#if defined(SUPPORT_MODULE_RMODELS)
|
|
|
- TRACELOG(LOG_INFO, " > rmodels:... loaded (optional)");
|
|
|
-#else
|
|
|
- TRACELOG(LOG_INFO, " > rmodels:... not loaded (optional)");
|
|
|
-#endif
|
|
|
-#if defined(SUPPORT_MODULE_RAUDIO)
|
|
|
- TRACELOG(LOG_INFO, " > raudio:.... loaded (optional)");
|
|
|
-#else
|
|
|
- TRACELOG(LOG_INFO, " > raudio:.... not loaded (optional)");
|
|
|
-#endif
|
|
|
+// Get current render width which is equal to screen width * dpi scale
|
|
|
+int GetRenderWidth(void)
|
|
|
+{
|
|
|
+ return CORE.Window.render.width;
|
|
|
+}
|
|
|
|
|
|
- if ((title != NULL) && (title[0] != 0)) CORE.Window.title = title;
|
|
|
+// Get current screen height which is equal to screen height * dpi scale
|
|
|
+int GetRenderHeight(void)
|
|
|
+{
|
|
|
+ return CORE.Window.render.height;
|
|
|
+}
|
|
|
|
|
|
- // Initialize global input state
|
|
|
- memset(&CORE.Input, 0, sizeof(CORE.Input));
|
|
|
- CORE.Input.Keyboard.exitKey = KEY_ESCAPE;
|
|
|
- CORE.Input.Mouse.scale = (Vector2){ 1.0f, 1.0f };
|
|
|
- CORE.Input.Mouse.cursor = MOUSE_CURSOR_ARROW;
|
|
|
- CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
|
|
|
-#if defined(SUPPORT_EVENTS_WAITING)
|
|
|
+// Enable waiting for events on EndDrawing(), no automatic event polling
|
|
|
+void EnableEventWaiting(void)
|
|
|
+{
|
|
|
CORE.Window.eventWaiting = true;
|
|
|
-#endif
|
|
|
+}
|
|
|
|
|
|
-#if defined(PLATFORM_ANDROID)
|
|
|
- CORE.Window.screen.width = width;
|
|
|
- CORE.Window.screen.height = height;
|
|
|
- CORE.Window.currentFbo.width = width;
|
|
|
- CORE.Window.currentFbo.height = height;
|
|
|
+// Disable waiting for events on EndDrawing(), automatic events polling
|
|
|
+void DisableEventWaiting(void)
|
|
|
+{
|
|
|
+ CORE.Window.eventWaiting = false;
|
|
|
+}
|
|
|
|
|
|
- // Set desired windows flags before initializing anything
|
|
|
- ANativeActivity_setWindowFlags(CORE.Android.app->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER
|
|
|
+// Check if cursor is not visible
|
|
|
+bool IsCursorHidden(void)
|
|
|
+{
|
|
|
+ return CORE.Input.Mouse.cursorHidden;
|
|
|
+}
|
|
|
|
|
|
- int orientation = AConfiguration_getOrientation(CORE.Android.app->config);
|
|
|
+// Check if cursor is on the current screen.
|
|
|
+bool IsCursorOnScreen(void)
|
|
|
+{
|
|
|
+ return CORE.Input.Mouse.cursorOnScreen;
|
|
|
+}
|
|
|
|
|
|
- if (orientation == ACONFIGURATION_ORIENTATION_PORT) TRACELOG(LOG_INFO, "ANDROID: Window orientation set as portrait");
|
|
|
- else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TRACELOG(LOG_INFO, "ANDROID: Window orientation set as landscape");
|
|
|
+// Set background color (framebuffer clear color)
|
|
|
+void ClearBackground(Color color)
|
|
|
+{
|
|
|
+ rlClearColor(color.r, color.g, color.b, color.a); // Set clear color
|
|
|
+ rlClearScreenBuffers(); // Clear current framebuffers
|
|
|
+}
|
|
|
|
|
|
- // TODO: Automatic orientation doesn't seem to work
|
|
|
- if (width <= height)
|
|
|
- {
|
|
|
- AConfiguration_setOrientation(CORE.Android.app->config, ACONFIGURATION_ORIENTATION_PORT);
|
|
|
- TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to portrait");
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- AConfiguration_setOrientation(CORE.Android.app->config, ACONFIGURATION_ORIENTATION_LAND);
|
|
|
- TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to landscape");
|
|
|
- }
|
|
|
+// Setup canvas (framebuffer) to start drawing
|
|
|
+void BeginDrawing(void)
|
|
|
+{
|
|
|
+ // WARNING: Previously to BeginDrawing() other render textures drawing could happen,
|
|
|
+ // consequently the measure for update vs draw is not accurate (only the total frame time is accurate)
|
|
|
|
|
|
- //AConfiguration_getDensity(CORE.Android.app->config);
|
|
|
- //AConfiguration_getKeyboard(CORE.Android.app->config);
|
|
|
- //AConfiguration_getScreenSize(CORE.Android.app->config);
|
|
|
- //AConfiguration_getScreenLong(CORE.Android.app->config);
|
|
|
+ CORE.Time.current = GetTime(); // Number of elapsed seconds since InitTimer()
|
|
|
+ CORE.Time.update = CORE.Time.current - CORE.Time.previous;
|
|
|
+ CORE.Time.previous = CORE.Time.current;
|
|
|
|
|
|
- // Initialize App command system
|
|
|
- // NOTE: On APP_CMD_INIT_WINDOW -> InitGraphicsDevice(), InitTimer(), LoadFontDefault()...
|
|
|
- CORE.Android.app->onAppCmd = AndroidCommandCallback;
|
|
|
+ rlLoadIdentity(); // Reset current matrix (modelview)
|
|
|
+ rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling
|
|
|
|
|
|
- // Initialize input events system
|
|
|
- CORE.Android.app->onInputEvent = AndroidInputCallback;
|
|
|
+ //rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1
|
|
|
+ // NOTE: Not required with OpenGL 3.3+
|
|
|
+}
|
|
|
|
|
|
- // Initialize assets manager
|
|
|
- InitAssetManager(CORE.Android.app->activity->assetManager, CORE.Android.app->activity->internalDataPath);
|
|
|
+// End canvas drawing and swap buffers (double buffering)
|
|
|
+void EndDrawing(void)
|
|
|
+{
|
|
|
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
|
|
|
|
|
|
- // Initialize base path for storage
|
|
|
- CORE.Storage.basePath = CORE.Android.app->activity->internalDataPath;
|
|
|
+#if defined(SUPPORT_GIF_RECORDING)
|
|
|
+ // Draw record indicator
|
|
|
+ if (gifRecording)
|
|
|
+ {
|
|
|
+ #define GIF_RECORD_FRAMERATE 10
|
|
|
+ gifFrameCounter++;
|
|
|
|
|
|
- TRACELOG(LOG_INFO, "ANDROID: App initialized successfully");
|
|
|
+ // NOTE: We record one gif frame every 10 game frames
|
|
|
+ if ((gifFrameCounter%GIF_RECORD_FRAMERATE) == 0)
|
|
|
+ {
|
|
|
+ // Get image data for the current frame (from backbuffer)
|
|
|
+ // NOTE: This process is quite slow... :(
|
|
|
+ Vector2 scale = GetWindowScaleDPI();
|
|
|
+ unsigned char *screenData = rlReadScreenPixels((int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y));
|
|
|
+ msf_gif_frame(&gifState, screenData, 10, 16, (int)((float)CORE.Window.render.width*scale.x)*4);
|
|
|
|
|
|
- // Android ALooper_pollAll() variables
|
|
|
- int pollResult = 0;
|
|
|
- int pollEvents = 0;
|
|
|
+ RL_FREE(screenData); // Free image data
|
|
|
+ }
|
|
|
|
|
|
- // Wait for window to be initialized (display and context)
|
|
|
- while (!CORE.Window.ready)
|
|
|
- {
|
|
|
- // Process events loop
|
|
|
- while ((pollResult = ALooper_pollAll(0, NULL, &pollEvents, (void**)&CORE.Android.source)) >= 0)
|
|
|
+ #if defined(SUPPORT_MODULE_RSHAPES) && defined(SUPPORT_MODULE_RTEXT)
|
|
|
+ if (((gifFrameCounter/15)%2) == 1)
|
|
|
{
|
|
|
- // Process this event
|
|
|
- if (CORE.Android.source != NULL) CORE.Android.source->process(CORE.Android.app, CORE.Android.source);
|
|
|
-
|
|
|
- // NOTE: Never close window, native activity is controlled by the system!
|
|
|
- //if (CORE.Android.app->destroyRequested != 0) CORE.Window.shouldClose = true;
|
|
|
+ DrawCircle(30, CORE.Window.screen.height - 20, 10, MAROON); // WARNING: Module required: rshapes
|
|
|
+ DrawText("GIF RECORDING", 50, CORE.Window.screen.height - 25, 10, RED); // WARNING: Module required: rtext
|
|
|
}
|
|
|
+ #endif
|
|
|
+
|
|
|
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
|
|
|
}
|
|
|
#endif
|
|
|
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_DRM)
|
|
|
- // Initialize graphics device (display device and OpenGL context)
|
|
|
- // NOTE: returns true if window and graphic device has been initialized successfully
|
|
|
- CORE.Window.ready = InitGraphicsDevice(width, height);
|
|
|
|
|
|
- // If graphic device is no properly initialized, we end program
|
|
|
- if (!CORE.Window.ready)
|
|
|
+#if defined(SUPPORT_EVENTS_AUTOMATION)
|
|
|
+ // Draw record/play indicator
|
|
|
+ if (eventsRecording)
|
|
|
{
|
|
|
- TRACELOG(LOG_FATAL, "Failed to initialize Graphic Device");
|
|
|
- return;
|
|
|
- }
|
|
|
- else SetWindowPosition(GetMonitorWidth(GetCurrentMonitor())/2 - CORE.Window.screen.width/2, GetMonitorHeight(GetCurrentMonitor())/2 - CORE.Window.screen.height/2);
|
|
|
-
|
|
|
- // Initialize hi-res timer
|
|
|
- InitTimer();
|
|
|
-
|
|
|
- // Initialize random seed
|
|
|
- srand((unsigned int)time(NULL));
|
|
|
+ gifFrameCounter++;
|
|
|
|
|
|
- // Initialize base path for storage
|
|
|
- CORE.Storage.basePath = GetWorkingDirectory();
|
|
|
+ if (((gifFrameCounter/15)%2) == 1)
|
|
|
+ {
|
|
|
+ DrawCircle(30, CORE.Window.screen.height - 20, 10, MAROON);
|
|
|
+ DrawText("EVENTS RECORDING", 50, CORE.Window.screen.height - 25, 10, RED);
|
|
|
+ }
|
|
|
|
|
|
-#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
|
|
|
- // Load default font
|
|
|
- // WARNING: External function: Module required: rtext
|
|
|
- LoadFontDefault();
|
|
|
- #if defined(SUPPORT_MODULE_RSHAPES)
|
|
|
- // Set font white rectangle for shapes drawing, so shapes and text can be batched together
|
|
|
- // WARNING: rshapes module is required, if not available, default internal white rectangle is used
|
|
|
- Rectangle rec = GetFontDefault().recs[95];
|
|
|
- if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
|
|
|
- {
|
|
|
- // NOTE: We try to maxime rec padding to avoid pixel bleeding on MSAA filtering
|
|
|
- SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 2, rec.y + 2, 1, 1 });
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding
|
|
|
- SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
|
|
|
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
|
|
|
}
|
|
|
- #endif
|
|
|
-#else
|
|
|
- #if defined(SUPPORT_MODULE_RSHAPES)
|
|
|
- // Set default texture and rectangle to be used for shapes drawing
|
|
|
- // NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
|
|
|
- Texture2D texture = { rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
|
|
|
- SetShapesTexture(texture, (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f }); // WARNING: Module required: rshapes
|
|
|
- #endif
|
|
|
-#endif
|
|
|
-#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
|
|
|
- if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
|
|
|
+ else if (eventsPlaying)
|
|
|
{
|
|
|
- // Set default font texture filter for HighDPI (blurry)
|
|
|
- // RL_TEXTURE_FILTER_LINEAR - tex filter: BILINEAR, no mipmaps
|
|
|
- rlTextureParameters(GetFontDefault().texture.id, RL_TEXTURE_MIN_FILTER, RL_TEXTURE_FILTER_LINEAR);
|
|
|
- rlTextureParameters(GetFontDefault().texture.id, RL_TEXTURE_MAG_FILTER, RL_TEXTURE_FILTER_LINEAR);
|
|
|
- }
|
|
|
-#endif
|
|
|
+ gifFrameCounter++;
|
|
|
|
|
|
-#if defined(PLATFORM_DRM)
|
|
|
- // Initialize raw input system
|
|
|
- InitEvdevInput(); // Evdev inputs initialization
|
|
|
- InitGamepad(); // Gamepad init
|
|
|
- InitKeyboard(); // Keyboard init (stdin)
|
|
|
-#endif
|
|
|
+ if (((gifFrameCounter/15)%2) == 1)
|
|
|
+ {
|
|
|
+ DrawCircle(30, CORE.Window.screen.height - 20, 10, LIME);
|
|
|
+ DrawText("EVENTS PLAYING", 50, CORE.Window.screen.height - 25, 10, GREEN);
|
|
|
+ }
|
|
|
|
|
|
-#if defined(PLATFORM_WEB)
|
|
|
- // Setup callback functions for the DOM events
|
|
|
- emscripten_set_fullscreenchange_callback("#canvas", NULL, 1, EmscriptenFullscreenChangeCallback);
|
|
|
-
|
|
|
- // WARNING: Below resize code was breaking fullscreen mode for sample games and examples, it needs review
|
|
|
- // Check fullscreen change events(note this is done on the window since most browsers don't support this on #canvas)
|
|
|
- //emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenResizeCallback);
|
|
|
- // Check Resize event (note this is done on the window since most browsers don't support this on #canvas)
|
|
|
- emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenResizeCallback);
|
|
|
- // Trigger this once to get initial window sizing
|
|
|
- EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL);
|
|
|
-
|
|
|
- // Support keyboard events -> Not used, GLFW.JS takes care of that
|
|
|
- //emscripten_set_keypress_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
|
|
|
- //emscripten_set_keydown_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
|
|
|
-
|
|
|
- // Support mouse events
|
|
|
- emscripten_set_click_callback("#canvas", NULL, 1, EmscriptenMouseCallback);
|
|
|
-
|
|
|
- // Support touch events
|
|
|
- emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
|
|
|
- emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
|
|
|
- emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
|
|
|
- emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
|
|
|
-
|
|
|
- // Support gamepad events (not provided by GLFW3 on emscripten)
|
|
|
- emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback);
|
|
|
- emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback);
|
|
|
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
|
|
|
+ }
|
|
|
#endif
|
|
|
|
|
|
-#if defined(SUPPORT_EVENTS_AUTOMATION)
|
|
|
- events = (AutomationEvent *)RL_CALLOC(MAX_CODE_AUTOMATION_EVENTS, sizeof(AutomationEvent));
|
|
|
- CORE.Time.frameCounter = 0;
|
|
|
-#endif
|
|
|
+#if !defined(SUPPORT_CUSTOM_FRAME_CONTROL)
|
|
|
+ SwapScreenBuffer(); // Copy back buffer to front buffer (screen)
|
|
|
|
|
|
-#endif // PLATFORM_DESKTOP || PLATFORM_WEB || PLATFORM_DRM
|
|
|
-}
|
|
|
+ // Frame time control system
|
|
|
+ CORE.Time.current = GetTime();
|
|
|
+ CORE.Time.draw = CORE.Time.current - CORE.Time.previous;
|
|
|
+ CORE.Time.previous = CORE.Time.current;
|
|
|
|
|
|
-// Close window and unload OpenGL context
|
|
|
-void CloseWindow(void)
|
|
|
-{
|
|
|
-#if defined(SUPPORT_GIF_RECORDING)
|
|
|
- if (gifRecording)
|
|
|
- {
|
|
|
- MsfGifResult result = msf_gif_end(&gifState);
|
|
|
- msf_gif_free(result);
|
|
|
- gifRecording = false;
|
|
|
- }
|
|
|
-#endif
|
|
|
+ CORE.Time.frame = CORE.Time.update + CORE.Time.draw;
|
|
|
|
|
|
-#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
|
|
|
- UnloadFontDefault(); // WARNING: Module required: rtext
|
|
|
-#endif
|
|
|
+ // Wait for some milliseconds...
|
|
|
+ if (CORE.Time.frame < CORE.Time.target)
|
|
|
+ {
|
|
|
+ WaitTime(CORE.Time.target - CORE.Time.frame);
|
|
|
|
|
|
- rlglClose(); // De-init rlgl
|
|
|
+ CORE.Time.current = GetTime();
|
|
|
+ double waitTime = CORE.Time.current - CORE.Time.previous;
|
|
|
+ CORE.Time.previous = CORE.Time.current;
|
|
|
|
|
|
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
|
|
- glfwDestroyWindow(CORE.Window.handle);
|
|
|
- glfwTerminate();
|
|
|
-#endif
|
|
|
+ CORE.Time.frame += waitTime; // Total frame time: update + draw + wait
|
|
|
+ }
|
|
|
|
|
|
-#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
|
|
|
- timeEndPeriod(1); // Restore time period
|
|
|
+ PollInputEvents(); // Poll user events (before next frame update)
|
|
|
#endif
|
|
|
|
|
|
-#if defined(PLATFORM_ANDROID)
|
|
|
- // Close surface, context and display
|
|
|
- if (CORE.Window.device != EGL_NO_DISPLAY)
|
|
|
+#if defined(SUPPORT_EVENTS_AUTOMATION)
|
|
|
+ // Events recording and playing logic
|
|
|
+ if (eventsRecording) RecordAutomationEvent(CORE.Time.frameCounter);
|
|
|
+ else if (eventsPlaying)
|
|
|
{
|
|
|
- eglMakeCurrent(CORE.Window.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
|
|
|
+ // TODO: When should we play? After/before/replace PollInputEvents()?
|
|
|
+ if (CORE.Time.frameCounter >= eventCount) eventsPlaying = false;
|
|
|
+ PlayAutomationEvent(CORE.Time.frameCounter);
|
|
|
+ }
|
|
|
+#endif
|
|
|
|
|
|
- if (CORE.Window.surface != EGL_NO_SURFACE)
|
|
|
- {
|
|
|
- eglDestroySurface(CORE.Window.device, CORE.Window.surface);
|
|
|
- CORE.Window.surface = EGL_NO_SURFACE;
|
|
|
- }
|
|
|
+ CORE.Time.frameCounter++;
|
|
|
+}
|
|
|
|
|
|
- if (CORE.Window.context != EGL_NO_CONTEXT)
|
|
|
- {
|
|
|
- eglDestroyContext(CORE.Window.device, CORE.Window.context);
|
|
|
- CORE.Window.context = EGL_NO_CONTEXT;
|
|
|
- }
|
|
|
+// Initialize 2D mode with custom camera (2D)
|
|
|
+void BeginMode2D(Camera2D camera)
|
|
|
+{
|
|
|
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
|
|
|
|
|
|
- eglTerminate(CORE.Window.device);
|
|
|
- CORE.Window.device = EGL_NO_DISPLAY;
|
|
|
- }
|
|
|
-#endif
|
|
|
+ rlLoadIdentity(); // Reset current matrix (modelview)
|
|
|
|
|
|
-#if defined(PLATFORM_DRM)
|
|
|
- if (CORE.Window.prevFB)
|
|
|
- {
|
|
|
- drmModeRmFB(CORE.Window.fd, CORE.Window.prevFB);
|
|
|
- CORE.Window.prevFB = 0;
|
|
|
- }
|
|
|
+ // Apply 2d camera transformation to modelview
|
|
|
+ rlMultMatrixf(MatrixToFloat(GetCameraMatrix2D(camera)));
|
|
|
|
|
|
- if (CORE.Window.prevBO)
|
|
|
- {
|
|
|
- gbm_surface_release_buffer(CORE.Window.gbmSurface, CORE.Window.prevBO);
|
|
|
- CORE.Window.prevBO = NULL;
|
|
|
- }
|
|
|
+ // Apply screen scaling if required
|
|
|
+ rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale));
|
|
|
+}
|
|
|
|
|
|
- if (CORE.Window.gbmSurface)
|
|
|
- {
|
|
|
- gbm_surface_destroy(CORE.Window.gbmSurface);
|
|
|
- CORE.Window.gbmSurface = NULL;
|
|
|
- }
|
|
|
+// Ends 2D mode with custom camera
|
|
|
+void EndMode2D(void)
|
|
|
+{
|
|
|
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
|
|
|
|
|
|
- if (CORE.Window.gbmDevice)
|
|
|
- {
|
|
|
- gbm_device_destroy(CORE.Window.gbmDevice);
|
|
|
- CORE.Window.gbmDevice = NULL;
|
|
|
- }
|
|
|
+ rlLoadIdentity(); // Reset current matrix (modelview)
|
|
|
+ rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
|
|
|
+}
|
|
|
|
|
|
- if (CORE.Window.crtc)
|
|
|
- {
|
|
|
- if (CORE.Window.connector)
|
|
|
- {
|
|
|
- drmModeSetCrtc(CORE.Window.fd, CORE.Window.crtc->crtc_id, CORE.Window.crtc->buffer_id,
|
|
|
- CORE.Window.crtc->x, CORE.Window.crtc->y, &CORE.Window.connector->connector_id, 1, &CORE.Window.crtc->mode);
|
|
|
- drmModeFreeConnector(CORE.Window.connector);
|
|
|
- CORE.Window.connector = NULL;
|
|
|
- }
|
|
|
+// Initializes 3D mode with custom camera (3D)
|
|
|
+void BeginMode3D(Camera camera)
|
|
|
+{
|
|
|
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
|
|
|
|
|
|
- drmModeFreeCrtc(CORE.Window.crtc);
|
|
|
- CORE.Window.crtc = NULL;
|
|
|
- }
|
|
|
+ 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)
|
|
|
|
|
|
- if (CORE.Window.fd != -1)
|
|
|
- {
|
|
|
- close(CORE.Window.fd);
|
|
|
- CORE.Window.fd = -1;
|
|
|
- }
|
|
|
+ float aspect = (float)CORE.Window.currentFbo.width/(float)CORE.Window.currentFbo.height;
|
|
|
|
|
|
- // Close surface, context and display
|
|
|
- if (CORE.Window.device != EGL_NO_DISPLAY)
|
|
|
+ // NOTE: zNear and zFar values are important when computing depth buffer values
|
|
|
+ if (camera.projection == CAMERA_PERSPECTIVE)
|
|
|
{
|
|
|
- if (CORE.Window.surface != EGL_NO_SURFACE)
|
|
|
- {
|
|
|
- eglDestroySurface(CORE.Window.device, CORE.Window.surface);
|
|
|
- CORE.Window.surface = EGL_NO_SURFACE;
|
|
|
- }
|
|
|
+ // Setup perspective projection
|
|
|
+ double top = RL_CULL_DISTANCE_NEAR*tan(camera.fovy*0.5*DEG2RAD);
|
|
|
+ double right = top*aspect;
|
|
|
|
|
|
- if (CORE.Window.context != EGL_NO_CONTEXT)
|
|
|
- {
|
|
|
- eglDestroyContext(CORE.Window.device, CORE.Window.context);
|
|
|
- CORE.Window.context = EGL_NO_CONTEXT;
|
|
|
- }
|
|
|
+ rlFrustum(-right, right, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
|
|
+ }
|
|
|
+ else if (camera.projection == CAMERA_ORTHOGRAPHIC)
|
|
|
+ {
|
|
|
+ // Setup orthographic projection
|
|
|
+ double top = camera.fovy/2.0;
|
|
|
+ double right = top*aspect;
|
|
|
|
|
|
- eglTerminate(CORE.Window.device);
|
|
|
- CORE.Window.device = EGL_NO_DISPLAY;
|
|
|
+ rlOrtho(-right, right, -top,top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
|
|
}
|
|
|
-#endif
|
|
|
|
|
|
-#if defined(PLATFORM_DRM)
|
|
|
- // Wait for mouse and gamepad threads to finish before closing
|
|
|
- // NOTE: Those threads should already have finished at this point
|
|
|
- // because they are controlled by CORE.Window.shouldClose variable
|
|
|
+ rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
|
|
|
+ rlLoadIdentity(); // Reset current matrix (modelview)
|
|
|
|
|
|
- CORE.Window.shouldClose = true; // Added to force threads to exit when the close window is called
|
|
|
+ // Setup Camera view
|
|
|
+ Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
|
|
|
+ rlMultMatrixf(MatrixToFloat(matView)); // Multiply modelview matrix by view matrix (camera)
|
|
|
|
|
|
- // Close the evdev keyboard
|
|
|
- if (CORE.Input.Keyboard.fd != -1)
|
|
|
- {
|
|
|
- close(CORE.Input.Keyboard.fd);
|
|
|
- CORE.Input.Keyboard.fd = -1;
|
|
|
- }
|
|
|
+ rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
|
|
|
+}
|
|
|
|
|
|
- for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
|
|
|
- {
|
|
|
- if (CORE.Input.eventWorker[i].threadId)
|
|
|
- {
|
|
|
- pthread_join(CORE.Input.eventWorker[i].threadId, NULL);
|
|
|
- }
|
|
|
- }
|
|
|
+// Ends 3D mode and returns to default 2D orthographic mode
|
|
|
+void EndMode3D(void)
|
|
|
+{
|
|
|
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
|
|
|
|
|
|
- if (CORE.Input.Gamepad.threadId) pthread_join(CORE.Input.Gamepad.threadId, NULL);
|
|
|
-#endif
|
|
|
+ rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
|
|
|
+ rlPopMatrix(); // Restore previous matrix (projection) from matrix stack
|
|
|
|
|
|
-#if defined(SUPPORT_EVENTS_AUTOMATION)
|
|
|
- RL_FREE(events);
|
|
|
-#endif
|
|
|
+ rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
|
|
|
+ rlLoadIdentity(); // Reset current matrix (modelview)
|
|
|
+
|
|
|
+ rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
|
|
|
|
|
|
- CORE.Window.ready = false;
|
|
|
- TRACELOG(LOG_INFO, "Window closed successfully");
|
|
|
+ rlDisableDepthTest(); // Disable DEPTH_TEST for 2D
|
|
|
}
|
|
|
|
|
|
-// Check if KEY_ESCAPE pressed or Close icon pressed
|
|
|
-bool WindowShouldClose(void)
|
|
|
+// Initializes render texture for drawing
|
|
|
+void BeginTextureMode(RenderTexture2D target)
|
|
|
{
|
|
|
-#if defined(PLATFORM_WEB)
|
|
|
- // Emterpreter-Async required to run sync code
|
|
|
- // https://github.com/emscripten-core/emscripten/wiki/Emterpreter#emterpreter-async-run-synchronous-code
|
|
|
- // By default, this function is never called on a web-ready raylib example because we encapsulate
|
|
|
- // frame code in a UpdateDrawFrame() function, to allow browser manage execution asynchronously
|
|
|
- // but now emscripten allows sync code to be executed in an interpreted way, using emterpreter!
|
|
|
- emscripten_sleep(16);
|
|
|
- return false;
|
|
|
-#endif
|
|
|
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
|
|
|
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- if (CORE.Window.ready)
|
|
|
- {
|
|
|
- // While window minimized, stop loop execution
|
|
|
- while (IsWindowState(FLAG_WINDOW_MINIMIZED) && !IsWindowState(FLAG_WINDOW_ALWAYS_RUN)) glfwWaitEvents();
|
|
|
+ rlEnableFramebuffer(target.id); // Enable render target
|
|
|
|
|
|
- CORE.Window.shouldClose = glfwWindowShouldClose(CORE.Window.handle);
|
|
|
+ // Set viewport and RLGL internal framebuffer size
|
|
|
+ rlViewport(0, 0, target.texture.width, target.texture.height);
|
|
|
+ rlSetFramebufferWidth(target.texture.width);
|
|
|
+ rlSetFramebufferHeight(target.texture.height);
|
|
|
|
|
|
- // Reset close status for next frame
|
|
|
- glfwSetWindowShouldClose(CORE.Window.handle, GLFW_FALSE);
|
|
|
+ rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
|
|
|
+ rlLoadIdentity(); // Reset current matrix (projection)
|
|
|
|
|
|
- return CORE.Window.shouldClose;
|
|
|
- }
|
|
|
- else return true;
|
|
|
-#endif
|
|
|
+ // 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);
|
|
|
|
|
|
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_DRM)
|
|
|
- if (CORE.Window.ready) return CORE.Window.shouldClose;
|
|
|
- else return true;
|
|
|
-#endif
|
|
|
-}
|
|
|
+ rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
|
|
|
+ rlLoadIdentity(); // Reset current matrix (modelview)
|
|
|
|
|
|
-// Check if window has been initialized successfully
|
|
|
-bool IsWindowReady(void)
|
|
|
-{
|
|
|
- return CORE.Window.ready;
|
|
|
-}
|
|
|
+ //rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?)
|
|
|
|
|
|
-// Check if window is currently fullscreen
|
|
|
-bool IsWindowFullscreen(void)
|
|
|
-{
|
|
|
- return CORE.Window.fullscreen;
|
|
|
+ // Setup current width/height for proper aspect ratio
|
|
|
+ // calculation when using BeginMode3D()
|
|
|
+ CORE.Window.currentFbo.width = target.texture.width;
|
|
|
+ CORE.Window.currentFbo.height = target.texture.height;
|
|
|
}
|
|
|
|
|
|
-// Check if window is currently hidden
|
|
|
-bool IsWindowHidden(void)
|
|
|
+// Ends drawing to render texture
|
|
|
+void EndTextureMode(void)
|
|
|
{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- return ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0);
|
|
|
-#endif
|
|
|
- return false;
|
|
|
-}
|
|
|
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
|
|
|
|
|
|
-// Check if window has been minimized
|
|
|
-bool IsWindowMinimized(void)
|
|
|
-{
|
|
|
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
|
|
- return ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0);
|
|
|
-#endif
|
|
|
- return false;
|
|
|
+ rlDisableFramebuffer(); // Disable render target (fbo)
|
|
|
+
|
|
|
+ // Set viewport to default framebuffer size
|
|
|
+ SetupViewport(CORE.Window.render.width, CORE.Window.render.height);
|
|
|
+
|
|
|
+ // Reset current fbo to screen size
|
|
|
+ CORE.Window.currentFbo.width = CORE.Window.render.width;
|
|
|
+ CORE.Window.currentFbo.height = CORE.Window.render.height;
|
|
|
}
|
|
|
|
|
|
-// Check if window has been maximized (only PLATFORM_DESKTOP)
|
|
|
-bool IsWindowMaximized(void)
|
|
|
+// Begin custom shader mode
|
|
|
+void BeginShaderMode(Shader shader)
|
|
|
{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- return ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0);
|
|
|
-#endif
|
|
|
- return false;
|
|
|
+ rlSetShader(shader.id, shader.locs);
|
|
|
}
|
|
|
|
|
|
-// Check if window has the focus
|
|
|
-bool IsWindowFocused(void)
|
|
|
+// End custom shader mode (returns to default shader)
|
|
|
+void EndShaderMode(void)
|
|
|
{
|
|
|
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
|
|
- return ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) == 0);
|
|
|
-#endif
|
|
|
-#if defined(PLATFORM_ANDROID)
|
|
|
- return CORE.Android.appEnabled;
|
|
|
-#endif
|
|
|
- return true;
|
|
|
+ rlSetShader(rlGetShaderIdDefault(), rlGetShaderLocsDefault());
|
|
|
}
|
|
|
|
|
|
-// Check if window has been resizedLastFrame
|
|
|
-bool IsWindowResized(void)
|
|
|
+// Begin blending mode (alpha, additive, multiplied, subtract, custom)
|
|
|
+// NOTE: Blend modes supported are enumerated in BlendMode enum
|
|
|
+void BeginBlendMode(int mode)
|
|
|
{
|
|
|
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
|
|
- return CORE.Window.resizedLastFrame;
|
|
|
-#else
|
|
|
- return false;
|
|
|
-#endif
|
|
|
+ rlSetBlendMode(mode);
|
|
|
}
|
|
|
|
|
|
-// Check if one specific window flag is enabled
|
|
|
-bool IsWindowState(unsigned int flag)
|
|
|
+// End blending mode (reset to default: alpha blending)
|
|
|
+void EndBlendMode(void)
|
|
|
{
|
|
|
- return ((CORE.Window.flags & flag) > 0);
|
|
|
+ rlSetBlendMode(BLEND_ALPHA);
|
|
|
}
|
|
|
|
|
|
-// Toggle fullscreen mode (only PLATFORM_DESKTOP)
|
|
|
-void ToggleFullscreen(void)
|
|
|
+// Begin scissor mode (define screen area for following drawing)
|
|
|
+// NOTE: Scissor rec refers to bottom-left corner, we change it to upper-left
|
|
|
+void BeginScissorMode(int x, int y, int width, int height)
|
|
|
{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- if (!CORE.Window.fullscreen)
|
|
|
- {
|
|
|
- // Store previous window position (in case we exit fullscreen)
|
|
|
- glfwGetWindowPos(CORE.Window.handle, &CORE.Window.position.x, &CORE.Window.position.y);
|
|
|
-
|
|
|
- int monitorCount = 0;
|
|
|
- int monitorIndex = GetCurrentMonitor();
|
|
|
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
|
|
|
-
|
|
|
- // Use current monitor, so we correctly get the display the window is on
|
|
|
- GLFWmonitor *monitor = (monitorIndex < monitorCount)? monitors[monitorIndex] : NULL;
|
|
|
-
|
|
|
- if (monitor == NULL)
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "GLFW: Failed to get monitor");
|
|
|
-
|
|
|
- CORE.Window.fullscreen = false;
|
|
|
- CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
|
|
|
-
|
|
|
- glfwSetWindowMonitor(CORE.Window.handle, NULL, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- CORE.Window.fullscreen = true;
|
|
|
- CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
|
|
|
-
|
|
|
- glfwSetWindowMonitor(CORE.Window.handle, monitor, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- CORE.Window.fullscreen = false;
|
|
|
- CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
|
|
|
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
|
|
|
|
|
|
- glfwSetWindowMonitor(CORE.Window.handle, NULL, CORE.Window.position.x, CORE.Window.position.y, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
|
|
|
- }
|
|
|
+ rlEnableScissorTest();
|
|
|
|
|
|
- // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
|
|
|
- // NOTE: V-Sync can be enabled by graphic driver configuration
|
|
|
- if (CORE.Window.flags & FLAG_VSYNC_HINT) glfwSwapInterval(1);
|
|
|
-#endif
|
|
|
-#if defined(PLATFORM_WEB)
|
|
|
-/*
|
|
|
- EM_ASM
|
|
|
- (
|
|
|
- // This strategy works well while using raylib minimal web shell for emscripten,
|
|
|
- // it re-scales the canvas to fullscreen using monitor resolution, for tools this
|
|
|
- // is a good strategy but maybe games prefer to keep current canvas resolution and
|
|
|
- // display it in fullscreen, adjusting monitor resolution if possible
|
|
|
- if (document.fullscreenElement) document.exitFullscreen();
|
|
|
- else Module.requestFullscreen(true, true); //false, true);
|
|
|
- );
|
|
|
-*/
|
|
|
- //EM_ASM(Module.requestFullscreen(false, false););
|
|
|
-/*
|
|
|
- if (!CORE.Window.fullscreen)
|
|
|
+#if defined(__APPLE__)
|
|
|
+ Vector2 scale = GetWindowScaleDPI();
|
|
|
+ rlScissor((int)(x*scale.x), (int)(GetScreenHeight()*scale.y - (((y + height)*scale.y))), (int)(width*scale.x), (int)(height*scale.y));
|
|
|
+#else
|
|
|
+ if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
|
|
|
{
|
|
|
- // Option 1: Request fullscreen for the canvas element
|
|
|
- // This option does not seem to work at all:
|
|
|
- // emscripten_request_pointerlock() and emscripten_request_fullscreen() are affected by web security,
|
|
|
- // the user must click once on the canvas to hide the pointer or transition to full screen
|
|
|
- //emscripten_request_fullscreen("#canvas", false);
|
|
|
-
|
|
|
- // Option 2: Request fullscreen for the canvas element with strategy
|
|
|
- // This option does not seem to work at all
|
|
|
- // Ref: https://github.com/emscripten-core/emscripten/issues/5124
|
|
|
- // EmscriptenFullscreenStrategy strategy = {
|
|
|
- // .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_STRETCH, //EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
|
|
|
- // .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
|
|
|
- // .filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT,
|
|
|
- // .canvasResizedCallback = EmscriptenWindowResizedCallback,
|
|
|
- // .canvasResizedCallbackUserData = NULL
|
|
|
- // };
|
|
|
- //emscripten_request_fullscreen_strategy("#canvas", EM_FALSE, &strategy);
|
|
|
-
|
|
|
- // Option 3: Request fullscreen for the canvas element with strategy
|
|
|
- // It works as expected but only inside the browser (client area)
|
|
|
- EmscriptenFullscreenStrategy strategy = {
|
|
|
- .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
|
|
|
- .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
|
|
|
- .filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT,
|
|
|
- .canvasResizedCallback = EmscriptenWindowResizedCallback,
|
|
|
- .canvasResizedCallbackUserData = NULL
|
|
|
- };
|
|
|
- emscripten_enter_soft_fullscreen("#canvas", &strategy);
|
|
|
-
|
|
|
- int width, height;
|
|
|
- emscripten_get_canvas_element_size("#canvas", &width, &height);
|
|
|
- TRACELOG(LOG_WARNING, "Emscripten: Enter fullscreen: Canvas size: %i x %i", width, height);
|
|
|
-
|
|
|
- CORE.Window.fullscreen = true; // Toggle fullscreen flag
|
|
|
- CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
|
|
|
+ Vector2 scale = GetWindowScaleDPI();
|
|
|
+ rlScissor((int)(x*scale.x), (int)(CORE.Window.currentFbo.height - (y + height)*scale.y), (int)(width*scale.x), (int)(height*scale.y));
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
- //emscripten_exit_fullscreen();
|
|
|
- //emscripten_exit_soft_fullscreen();
|
|
|
-
|
|
|
- int width, height;
|
|
|
- emscripten_get_canvas_element_size("#canvas", &width, &height);
|
|
|
- TRACELOG(LOG_WARNING, "Emscripten: Exit fullscreen: Canvas size: %i x %i", width, height);
|
|
|
-
|
|
|
- CORE.Window.fullscreen = false; // Toggle fullscreen flag
|
|
|
- CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
|
|
|
+ rlScissor(x, CORE.Window.currentFbo.height - (y + height), width, height);
|
|
|
}
|
|
|
-*/
|
|
|
-
|
|
|
- CORE.Window.fullscreen = !CORE.Window.fullscreen; // Toggle fullscreen flag
|
|
|
-#endif
|
|
|
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_DRM)
|
|
|
- TRACELOG(LOG_WARNING, "SYSTEM: Failed to toggle to windowed mode");
|
|
|
#endif
|
|
|
}
|
|
|
|
|
|
-// Toggle borderless windowed mode (only PLATFORM_DESKTOP)
|
|
|
-void ToggleBorderlessWindowed(void)
|
|
|
+// End scissor mode
|
|
|
+void EndScissorMode(void)
|
|
|
{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- // Leave fullscreen before attempting to set borderless windowed mode and get screen position from it
|
|
|
- bool wasOnFullscreen = false;
|
|
|
- if (CORE.Window.fullscreen)
|
|
|
- {
|
|
|
- CORE.Window.previousPosition = CORE.Window.position;
|
|
|
- ToggleFullscreen();
|
|
|
- wasOnFullscreen = true;
|
|
|
- }
|
|
|
-
|
|
|
- const int monitor = GetCurrentMonitor();
|
|
|
- int monitorCount;
|
|
|
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
|
|
|
- if ((monitor >= 0) && (monitor < monitorCount))
|
|
|
- {
|
|
|
- const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
|
|
|
- if (mode)
|
|
|
- {
|
|
|
- if (!IsWindowState(FLAG_BORDERLESS_WINDOWED_MODE))
|
|
|
- {
|
|
|
- // Store screen position and size
|
|
|
- // NOTE: If it was on fullscreen, screen position was already stored, so skip setting it here
|
|
|
- if (!wasOnFullscreen) glfwGetWindowPos(CORE.Window.handle, &CORE.Window.previousPosition.x, &CORE.Window.previousPosition.y);
|
|
|
- CORE.Window.previousScreen = CORE.Window.screen;
|
|
|
-
|
|
|
- // Set undecorated and topmost modes and flags
|
|
|
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_DECORATED, GLFW_FALSE);
|
|
|
- CORE.Window.flags |= FLAG_WINDOW_UNDECORATED;
|
|
|
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_FLOATING, GLFW_TRUE);
|
|
|
- CORE.Window.flags |= FLAG_WINDOW_TOPMOST;
|
|
|
-
|
|
|
- // Get monitor position and size
|
|
|
- int monitorPosX = 0;
|
|
|
- int monitorPosY = 0;
|
|
|
- glfwGetMonitorPos(monitors[monitor], &monitorPosX, &monitorPosY);
|
|
|
- const int monitorWidth = mode->width;
|
|
|
- const int monitorHeight = mode->height;
|
|
|
- glfwSetWindowSize(CORE.Window.handle, monitorWidth, monitorHeight);
|
|
|
-
|
|
|
- // Set screen position and size
|
|
|
- glfwSetWindowPos(CORE.Window.handle, monitorPosX, monitorPosY);
|
|
|
- glfwSetWindowSize(CORE.Window.handle, monitorWidth, monitorHeight);
|
|
|
-
|
|
|
- // Refocus window
|
|
|
- glfwFocusWindow(CORE.Window.handle);
|
|
|
-
|
|
|
- CORE.Window.flags |= FLAG_BORDERLESS_WINDOWED_MODE;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // Remove topmost and undecorated modes and flags
|
|
|
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_FLOATING, GLFW_FALSE);
|
|
|
- CORE.Window.flags &= ~FLAG_WINDOW_TOPMOST;
|
|
|
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_DECORATED, GLFW_TRUE);
|
|
|
- CORE.Window.flags &= ~FLAG_WINDOW_UNDECORATED;
|
|
|
-
|
|
|
- // Return previous screen size and position
|
|
|
- // NOTE: The order matters here, it must set size first, then set position, otherwise the screen will be positioned incorrectly
|
|
|
- glfwSetWindowSize(CORE.Window.handle, CORE.Window.previousScreen.width, CORE.Window.previousScreen.height);
|
|
|
- glfwSetWindowPos(CORE.Window.handle, CORE.Window.previousPosition.x, CORE.Window.previousPosition.y);
|
|
|
-
|
|
|
- // Refocus window
|
|
|
- glfwFocusWindow(CORE.Window.handle);
|
|
|
-
|
|
|
- CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE;
|
|
|
- }
|
|
|
- }
|
|
|
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
|
|
|
- }
|
|
|
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
|
|
|
-#endif
|
|
|
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
|
|
|
+ rlDisableScissorTest();
|
|
|
}
|
|
|
|
|
|
-// Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
|
|
|
-void MaximizeWindow(void)
|
|
|
+// Begin VR drawing configuration
|
|
|
+void BeginVrStereoMode(VrStereoConfig config)
|
|
|
{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- if (glfwGetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE) == GLFW_TRUE)
|
|
|
- {
|
|
|
- glfwMaximizeWindow(CORE.Window.handle);
|
|
|
- CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED;
|
|
|
- }
|
|
|
-#endif
|
|
|
+ rlEnableStereoRender();
|
|
|
+
|
|
|
+ // Set stereo render matrices
|
|
|
+ rlSetMatrixProjectionStereo(config.projection[0], config.projection[1]);
|
|
|
+ rlSetMatrixViewOffsetStereo(config.viewOffset[0], config.viewOffset[1]);
|
|
|
}
|
|
|
|
|
|
-// Set window state: minimized (only PLATFORM_DESKTOP)
|
|
|
-void MinimizeWindow(void)
|
|
|
-{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- // NOTE: Following function launches callback that sets appropriate flag!
|
|
|
- glfwIconifyWindow(CORE.Window.handle);
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
|
|
|
-void RestoreWindow(void)
|
|
|
+// End VR drawing process (and desktop mirror)
|
|
|
+void EndVrStereoMode(void)
|
|
|
{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- if (glfwGetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE) == GLFW_TRUE)
|
|
|
- {
|
|
|
- // Restores the specified window if it was previously iconified (minimized) or maximized
|
|
|
- glfwRestoreWindow(CORE.Window.handle);
|
|
|
- CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;
|
|
|
- CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
|
|
|
- }
|
|
|
-#endif
|
|
|
+ rlDisableStereoRender();
|
|
|
}
|
|
|
|
|
|
-// Set window configuration state using flags
|
|
|
-void SetWindowState(unsigned int flags)
|
|
|
+// Load VR stereo config for VR simulator device parameters
|
|
|
+VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device)
|
|
|
{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- // Check previous state and requested state to apply required changes
|
|
|
- // NOTE: In most cases the functions already change the flags internally
|
|
|
+ VrStereoConfig config = { 0 };
|
|
|
|
|
|
- // State change: FLAG_VSYNC_HINT
|
|
|
- if (((CORE.Window.flags & FLAG_VSYNC_HINT) != (flags & FLAG_VSYNC_HINT)) && ((flags & FLAG_VSYNC_HINT) > 0))
|
|
|
+ if ((rlGetVersion() == RL_OPENGL_33) || (rlGetVersion() >= RL_OPENGL_ES_20))
|
|
|
{
|
|
|
- glfwSwapInterval(1);
|
|
|
- CORE.Window.flags |= FLAG_VSYNC_HINT;
|
|
|
- }
|
|
|
+ // Compute aspect ratio
|
|
|
+ float aspect = ((float)device.hResolution*0.5f)/(float)device.vResolution;
|
|
|
|
|
|
- // State change: FLAG_BORDERLESS_WINDOWED_MODE
|
|
|
- // NOTE: This must be handled before FLAG_FULLSCREEN_MODE because ToggleBorderlessWindowed() needs to get some fullscreen values if fullscreen is running
|
|
|
- if (((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) != (flags & FLAG_BORDERLESS_WINDOWED_MODE)) && ((flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0))
|
|
|
- {
|
|
|
- ToggleBorderlessWindowed(); // NOTE: Window state flag updated inside function
|
|
|
- }
|
|
|
+ // Compute lens parameters
|
|
|
+ float lensShift = (device.hScreenSize*0.25f - device.lensSeparationDistance*0.5f)/device.hScreenSize;
|
|
|
+ config.leftLensCenter[0] = 0.25f + lensShift;
|
|
|
+ config.leftLensCenter[1] = 0.5f;
|
|
|
+ config.rightLensCenter[0] = 0.75f - lensShift;
|
|
|
+ config.rightLensCenter[1] = 0.5f;
|
|
|
+ config.leftScreenCenter[0] = 0.25f;
|
|
|
+ config.leftScreenCenter[1] = 0.5f;
|
|
|
+ config.rightScreenCenter[0] = 0.75f;
|
|
|
+ config.rightScreenCenter[1] = 0.5f;
|
|
|
|
|
|
- // State change: FLAG_FULLSCREEN_MODE
|
|
|
- if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) != (flags & FLAG_FULLSCREEN_MODE))
|
|
|
- {
|
|
|
- ToggleFullscreen(); // NOTE: Window state flag updated inside function
|
|
|
- }
|
|
|
+ // Compute distortion scale parameters
|
|
|
+ // NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
|
|
|
+ float lensRadius = fabsf(-1.0f - 4.0f*lensShift);
|
|
|
+ float lensRadiusSq = lensRadius*lensRadius;
|
|
|
+ float distortionScale = device.lensDistortionValues[0] +
|
|
|
+ device.lensDistortionValues[1]*lensRadiusSq +
|
|
|
+ device.lensDistortionValues[2]*lensRadiusSq*lensRadiusSq +
|
|
|
+ device.lensDistortionValues[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
|
|
|
|
|
|
- // State change: FLAG_WINDOW_RESIZABLE
|
|
|
- if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != (flags & FLAG_WINDOW_RESIZABLE)) && ((flags & FLAG_WINDOW_RESIZABLE) > 0))
|
|
|
- {
|
|
|
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE, GLFW_TRUE);
|
|
|
- CORE.Window.flags |= FLAG_WINDOW_RESIZABLE;
|
|
|
- }
|
|
|
+ float normScreenWidth = 0.5f;
|
|
|
+ float normScreenHeight = 1.0f;
|
|
|
+ config.scaleIn[0] = 2.0f/normScreenWidth;
|
|
|
+ config.scaleIn[1] = 2.0f/normScreenHeight/aspect;
|
|
|
+ config.scale[0] = normScreenWidth*0.5f/distortionScale;
|
|
|
+ config.scale[1] = normScreenHeight*0.5f*aspect/distortionScale;
|
|
|
|
|
|
- // State change: FLAG_WINDOW_UNDECORATED
|
|
|
- if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) != (flags & FLAG_WINDOW_UNDECORATED)) && (flags & FLAG_WINDOW_UNDECORATED))
|
|
|
- {
|
|
|
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_DECORATED, GLFW_FALSE);
|
|
|
- CORE.Window.flags |= FLAG_WINDOW_UNDECORATED;
|
|
|
- }
|
|
|
+ // Fovy is normally computed with: 2*atan2f(device.vScreenSize, 2*device.eyeToScreenDistance)
|
|
|
+ // ...but with lens distortion it is increased (see Oculus SDK Documentation)
|
|
|
+ float fovy = 2.0f*atan2f(device.vScreenSize*0.5f*distortionScale, device.eyeToScreenDistance); // Really need distortionScale?
|
|
|
+ // float fovy = 2.0f*(float)atan2f(device.vScreenSize*0.5f, device.eyeToScreenDistance);
|
|
|
|
|
|
- // State change: FLAG_WINDOW_HIDDEN
|
|
|
- if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) != (flags & FLAG_WINDOW_HIDDEN)) && ((flags & FLAG_WINDOW_HIDDEN) > 0))
|
|
|
- {
|
|
|
- glfwHideWindow(CORE.Window.handle);
|
|
|
- CORE.Window.flags |= FLAG_WINDOW_HIDDEN;
|
|
|
- }
|
|
|
+ // Compute camera projection matrices
|
|
|
+ float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
|
|
|
+ Matrix proj = MatrixPerspective(fovy, aspect, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
|
|
|
|
|
- // State change: FLAG_WINDOW_MINIMIZED
|
|
|
- if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) != (flags & FLAG_WINDOW_MINIMIZED)) && ((flags & FLAG_WINDOW_MINIMIZED) > 0))
|
|
|
- {
|
|
|
- //GLFW_ICONIFIED
|
|
|
- MinimizeWindow(); // NOTE: Window state flag updated inside function
|
|
|
- }
|
|
|
+ config.projection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
|
|
|
+ config.projection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
|
|
|
|
|
|
- // State change: FLAG_WINDOW_MAXIMIZED
|
|
|
- if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) != (flags & FLAG_WINDOW_MAXIMIZED)) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0))
|
|
|
- {
|
|
|
- //GLFW_MAXIMIZED
|
|
|
- MaximizeWindow(); // NOTE: Window state flag updated inside function
|
|
|
- }
|
|
|
+ // Compute camera transformation matrices
|
|
|
+ // NOTE: Camera movement might seem more natural if we model the head.
|
|
|
+ // Our axis of rotation is the base of our head, so we might want to add
|
|
|
+ // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
|
|
|
+ config.viewOffset[0] = MatrixTranslate(-device.interpupillaryDistance*0.5f, 0.075f, 0.045f);
|
|
|
+ config.viewOffset[1] = MatrixTranslate(device.interpupillaryDistance*0.5f, 0.075f, 0.045f);
|
|
|
|
|
|
- // State change: FLAG_WINDOW_UNFOCUSED
|
|
|
- if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) != (flags & FLAG_WINDOW_UNFOCUSED)) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0))
|
|
|
- {
|
|
|
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_FOCUS_ON_SHOW, GLFW_FALSE);
|
|
|
- CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED;
|
|
|
- }
|
|
|
+ // Compute eyes Viewports
|
|
|
+ /*
|
|
|
+ config.eyeViewportRight[0] = 0;
|
|
|
+ config.eyeViewportRight[1] = 0;
|
|
|
+ config.eyeViewportRight[2] = device.hResolution/2;
|
|
|
+ config.eyeViewportRight[3] = device.vResolution;
|
|
|
|
|
|
- // State change: FLAG_WINDOW_TOPMOST
|
|
|
- if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) != (flags & FLAG_WINDOW_TOPMOST)) && ((flags & FLAG_WINDOW_TOPMOST) > 0))
|
|
|
- {
|
|
|
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_FLOATING, GLFW_TRUE);
|
|
|
- CORE.Window.flags |= FLAG_WINDOW_TOPMOST;
|
|
|
+ config.eyeViewportLeft[0] = device.hResolution/2;
|
|
|
+ config.eyeViewportLeft[1] = 0;
|
|
|
+ config.eyeViewportLeft[2] = device.hResolution/2;
|
|
|
+ config.eyeViewportLeft[3] = device.vResolution;
|
|
|
+ */
|
|
|
}
|
|
|
+ else TRACELOG(LOG_WARNING, "RLGL: VR Simulator not supported on OpenGL 1.1");
|
|
|
|
|
|
- // State change: FLAG_WINDOW_ALWAYS_RUN
|
|
|
- if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) != (flags & FLAG_WINDOW_ALWAYS_RUN)) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0))
|
|
|
- {
|
|
|
- CORE.Window.flags |= FLAG_WINDOW_ALWAYS_RUN;
|
|
|
- }
|
|
|
+ return config;
|
|
|
+}
|
|
|
+
|
|
|
+// Unload VR stereo config properties
|
|
|
+void UnloadVrStereoConfig(VrStereoConfig config)
|
|
|
+{
|
|
|
+ TRACELOG(LOG_INFO, "UnloadVrStereoConfig not implemented in rcore.c");
|
|
|
+}
|
|
|
|
|
|
- // The following states can not be changed after window creation
|
|
|
+// Load shader from files and bind default locations
|
|
|
+// NOTE: If shader string is NULL, using default vertex/fragment shaders
|
|
|
+Shader LoadShader(const char *vsFileName, const char *fsFileName)
|
|
|
+{
|
|
|
+ Shader shader = { 0 };
|
|
|
|
|
|
- // State change: FLAG_WINDOW_TRANSPARENT
|
|
|
- if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) != (flags & FLAG_WINDOW_TRANSPARENT)) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0))
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization");
|
|
|
- }
|
|
|
+ char *vShaderStr = NULL;
|
|
|
+ char *fShaderStr = NULL;
|
|
|
|
|
|
- // State change: FLAG_WINDOW_HIGHDPI
|
|
|
- if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) != (flags & FLAG_WINDOW_HIGHDPI)) && ((flags & FLAG_WINDOW_HIGHDPI) > 0))
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization");
|
|
|
- }
|
|
|
+ if (vsFileName != NULL) vShaderStr = LoadFileText(vsFileName);
|
|
|
+ if (fsFileName != NULL) fShaderStr = LoadFileText(fsFileName);
|
|
|
|
|
|
- // State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
|
|
|
- if (((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) != (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH)) && ((flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0))
|
|
|
- {
|
|
|
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE);
|
|
|
- CORE.Window.flags |= FLAG_WINDOW_MOUSE_PASSTHROUGH;
|
|
|
- }
|
|
|
+ shader = LoadShaderFromMemory(vShaderStr, fShaderStr);
|
|
|
|
|
|
- // State change: FLAG_MSAA_4X_HINT
|
|
|
- if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) != (flags & FLAG_MSAA_4X_HINT)) && ((flags & FLAG_MSAA_4X_HINT) > 0))
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization");
|
|
|
- }
|
|
|
+ UnloadFileText(vShaderStr);
|
|
|
+ UnloadFileText(fShaderStr);
|
|
|
|
|
|
- // State change: FLAG_INTERLACED_HINT
|
|
|
- if (((CORE.Window.flags & FLAG_INTERLACED_HINT) != (flags & FLAG_INTERLACED_HINT)) && ((flags & FLAG_INTERLACED_HINT) > 0))
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization");
|
|
|
- }
|
|
|
-#endif
|
|
|
+ return shader;
|
|
|
}
|
|
|
|
|
|
-// Clear window configuration state flags
|
|
|
-void ClearWindowState(unsigned int flags)
|
|
|
+// Load shader from code strings and bind default locations
|
|
|
+Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
|
|
|
{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- // Check previous state and requested state to apply required changes
|
|
|
- // NOTE: In most cases the functions already change the flags internally
|
|
|
-
|
|
|
- // State change: FLAG_VSYNC_HINT
|
|
|
- if (((CORE.Window.flags & FLAG_VSYNC_HINT) > 0) && ((flags & FLAG_VSYNC_HINT) > 0))
|
|
|
- {
|
|
|
- glfwSwapInterval(0);
|
|
|
- CORE.Window.flags &= ~FLAG_VSYNC_HINT;
|
|
|
- }
|
|
|
+ Shader shader = { 0 };
|
|
|
|
|
|
- // State change: FLAG_BORDERLESS_WINDOWED_MODE
|
|
|
- // NOTE: This must be handled before FLAG_FULLSCREEN_MODE because ToggleBorderlessWindowed() needs to get some fullscreen values if fullscreen is running
|
|
|
- if (((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0) && ((flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0))
|
|
|
- {
|
|
|
- ToggleBorderlessWindowed(); // NOTE: Window state flag updated inside function
|
|
|
- }
|
|
|
+ shader.id = rlLoadShaderCode(vsCode, fsCode);
|
|
|
|
|
|
- // State change: FLAG_FULLSCREEN_MODE
|
|
|
- if (((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) && ((flags & FLAG_FULLSCREEN_MODE) > 0))
|
|
|
+ // After shader loading, we TRY to set default location names
|
|
|
+ if (shader.id > 0)
|
|
|
{
|
|
|
- ToggleFullscreen(); // NOTE: Window state flag updated inside function
|
|
|
- }
|
|
|
+ // Default shader attribute locations have been binded before linking:
|
|
|
+ // vertex position location = 0
|
|
|
+ // vertex texcoord location = 1
|
|
|
+ // vertex normal location = 2
|
|
|
+ // vertex color location = 3
|
|
|
+ // vertex tangent location = 4
|
|
|
+ // vertex texcoord2 location = 5
|
|
|
|
|
|
- // State change: FLAG_WINDOW_RESIZABLE
|
|
|
- if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) && ((flags & FLAG_WINDOW_RESIZABLE) > 0))
|
|
|
- {
|
|
|
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE, GLFW_FALSE);
|
|
|
- CORE.Window.flags &= ~FLAG_WINDOW_RESIZABLE;
|
|
|
- }
|
|
|
+ // NOTE: If any location is not found, loc point becomes -1
|
|
|
|
|
|
- // State change: FLAG_WINDOW_HIDDEN
|
|
|
- if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) && ((flags & FLAG_WINDOW_HIDDEN) > 0))
|
|
|
- {
|
|
|
- glfwShowWindow(CORE.Window.handle);
|
|
|
- CORE.Window.flags &= ~FLAG_WINDOW_HIDDEN;
|
|
|
- }
|
|
|
+ shader.locs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
|
|
|
|
|
|
- // State change: FLAG_WINDOW_MINIMIZED
|
|
|
- if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) && ((flags & FLAG_WINDOW_MINIMIZED) > 0))
|
|
|
- {
|
|
|
- RestoreWindow(); // NOTE: Window state flag updated inside function
|
|
|
- }
|
|
|
+ // All locations reset to -1 (no location)
|
|
|
+ for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
|
|
|
|
|
|
- // State change: FLAG_WINDOW_MAXIMIZED
|
|
|
- if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0))
|
|
|
- {
|
|
|
- RestoreWindow(); // NOTE: Window state flag updated inside function
|
|
|
- }
|
|
|
+ // Get handles to GLSL input attribute locations
|
|
|
+ shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
|
|
|
+ shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
|
|
|
+ shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
|
|
|
+ shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
|
|
|
+ shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
|
|
|
+ shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
|
|
|
|
|
|
- // State change: FLAG_WINDOW_UNDECORATED
|
|
|
- if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) && ((flags & FLAG_WINDOW_UNDECORATED) > 0))
|
|
|
- {
|
|
|
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_DECORATED, GLFW_TRUE);
|
|
|
- CORE.Window.flags &= ~FLAG_WINDOW_UNDECORATED;
|
|
|
- }
|
|
|
+ // Get handles to GLSL uniform locations (vertex shader)
|
|
|
+ shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
|
|
|
+ shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW);
|
|
|
+ shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION);
|
|
|
+ shader.locs[SHADER_LOC_MATRIX_MODEL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL);
|
|
|
+ shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL);
|
|
|
|
|
|
- // State change: FLAG_WINDOW_UNFOCUSED
|
|
|
- if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0))
|
|
|
- {
|
|
|
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_FOCUS_ON_SHOW, GLFW_TRUE);
|
|
|
- CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED;
|
|
|
+ // Get handles to GLSL uniform locations (fragment shader)
|
|
|
+ shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR);
|
|
|
+ shader.locs[SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0); // SHADER_LOC_MAP_ALBEDO
|
|
|
+ shader.locs[SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1); // SHADER_LOC_MAP_METALNESS
|
|
|
+ shader.locs[SHADER_LOC_MAP_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2);
|
|
|
}
|
|
|
|
|
|
- // State change: FLAG_WINDOW_TOPMOST
|
|
|
- if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) && ((flags & FLAG_WINDOW_TOPMOST) > 0))
|
|
|
- {
|
|
|
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_FLOATING, GLFW_FALSE);
|
|
|
- CORE.Window.flags &= ~FLAG_WINDOW_TOPMOST;
|
|
|
- }
|
|
|
+ return shader;
|
|
|
+}
|
|
|
|
|
|
- // State change: FLAG_WINDOW_ALWAYS_RUN
|
|
|
- if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) > 0) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0))
|
|
|
- {
|
|
|
- CORE.Window.flags &= ~FLAG_WINDOW_ALWAYS_RUN;
|
|
|
- }
|
|
|
+// Check if a shader is ready
|
|
|
+bool IsShaderReady(Shader shader)
|
|
|
+{
|
|
|
+ return ((shader.id > 0) && // Validate shader id (loaded successfully)
|
|
|
+ (shader.locs != NULL)); // Validate memory has been allocated for default shader locations
|
|
|
|
|
|
- // The following states can not be changed after window creation
|
|
|
+ // The following locations are tried to be set automatically (locs[i] >= 0),
|
|
|
+ // any of them can be checked for validation but the only mandatory one is, afaik, SHADER_LOC_VERTEX_POSITION
|
|
|
+ // NOTE: Users can also setup manually their own attributes/uniforms and do not used the default raylib ones
|
|
|
|
|
|
- // State change: FLAG_WINDOW_TRANSPARENT
|
|
|
- if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0))
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization");
|
|
|
- }
|
|
|
+ // Vertex shader attribute locations (default)
|
|
|
+ // shader.locs[SHADER_LOC_VERTEX_POSITION] // Set by default internal shader
|
|
|
+ // shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] // Set by default internal shader
|
|
|
+ // shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]
|
|
|
+ // shader.locs[SHADER_LOC_VERTEX_NORMAL]
|
|
|
+ // shader.locs[SHADER_LOC_VERTEX_TANGENT]
|
|
|
+ // shader.locs[SHADER_LOC_VERTEX_COLOR] // Set by default internal shader
|
|
|
|
|
|
- // State change: FLAG_WINDOW_HIGHDPI
|
|
|
- if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) && ((flags & FLAG_WINDOW_HIGHDPI) > 0))
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization");
|
|
|
- }
|
|
|
+ // Vertex shader uniform locations (default)
|
|
|
+ // shader.locs[SHADER_LOC_MATRIX_MVP] // Set by default internal shader
|
|
|
+ // shader.locs[SHADER_LOC_MATRIX_VIEW]
|
|
|
+ // shader.locs[SHADER_LOC_MATRIX_PROJECTION]
|
|
|
+ // shader.locs[SHADER_LOC_MATRIX_MODEL]
|
|
|
+ // shader.locs[SHADER_LOC_MATRIX_NORMAL]
|
|
|
|
|
|
- // State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
|
|
|
- if (((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0) && ((flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0))
|
|
|
- {
|
|
|
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_MOUSE_PASSTHROUGH, GLFW_FALSE);
|
|
|
- CORE.Window.flags &= ~FLAG_WINDOW_MOUSE_PASSTHROUGH;
|
|
|
- }
|
|
|
+ // Fragment shader uniform locations (default)
|
|
|
+ // shader.locs[SHADER_LOC_COLOR_DIFFUSE] // Set by default internal shader
|
|
|
+ // shader.locs[SHADER_LOC_MAP_DIFFUSE] // Set by default internal shader
|
|
|
+ // shader.locs[SHADER_LOC_MAP_SPECULAR]
|
|
|
+ // shader.locs[SHADER_LOC_MAP_NORMAL]
|
|
|
+}
|
|
|
|
|
|
- // State change: FLAG_MSAA_4X_HINT
|
|
|
- if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) > 0) && ((flags & FLAG_MSAA_4X_HINT) > 0))
|
|
|
+// Unload shader from GPU memory (VRAM)
|
|
|
+void UnloadShader(Shader shader)
|
|
|
+{
|
|
|
+ if (shader.id != rlGetShaderIdDefault())
|
|
|
{
|
|
|
- TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization");
|
|
|
- }
|
|
|
+ rlUnloadShaderProgram(shader.id);
|
|
|
|
|
|
- // State change: FLAG_INTERLACED_HINT
|
|
|
- if (((CORE.Window.flags & FLAG_INTERLACED_HINT) > 0) && ((flags & FLAG_INTERLACED_HINT) > 0))
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization");
|
|
|
+ // NOTE: If shader loading failed, it should be 0
|
|
|
+ RL_FREE(shader.locs);
|
|
|
}
|
|
|
-#endif
|
|
|
}
|
|
|
|
|
|
-// Set icon for window (only PLATFORM_DESKTOP)
|
|
|
-// NOTE 1: Image must be in RGBA format, 8bit per channel
|
|
|
-// NOTE 2: Image is scaled by the OS for all required sizes
|
|
|
-void SetWindowIcon(Image image)
|
|
|
+// Get shader uniform location
|
|
|
+int GetShaderLocation(Shader shader, const char *uniformName)
|
|
|
{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- if (image.data == NULL)
|
|
|
- {
|
|
|
- // Revert to the default window icon, pass in an empty image array
|
|
|
- glfwSetWindowIcon(CORE.Window.handle, 0, NULL);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- if (image.format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
|
|
|
- {
|
|
|
- GLFWimage icon[1] = { 0 };
|
|
|
+ return rlGetLocationUniform(shader.id, uniformName);
|
|
|
+}
|
|
|
|
|
|
- icon[0].width = image.width;
|
|
|
- icon[0].height = image.height;
|
|
|
- icon[0].pixels = (unsigned char *)image.data;
|
|
|
+// Get shader attribute location
|
|
|
+int GetShaderLocationAttrib(Shader shader, const char *attribName)
|
|
|
+{
|
|
|
+ return rlGetLocationAttrib(shader.id, attribName);
|
|
|
+}
|
|
|
|
|
|
- // NOTE 1: We only support one image icon
|
|
|
- // NOTE 2: The specified image data is copied before this function returns
|
|
|
- glfwSetWindowIcon(CORE.Window.handle, 1, icon);
|
|
|
- }
|
|
|
- else TRACELOG(LOG_WARNING, "GLFW: Window icon image must be in R8G8B8A8 pixel format");
|
|
|
- }
|
|
|
-#endif
|
|
|
+// Set shader uniform value
|
|
|
+void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType)
|
|
|
+{
|
|
|
+ SetShaderValueV(shader, locIndex, value, uniformType, 1);
|
|
|
}
|
|
|
|
|
|
-// Set icon for window (multiple images, only PLATFORM_DESKTOP)
|
|
|
-// NOTE 1: Images must be in RGBA format, 8bit per channel
|
|
|
-// NOTE 2: The multiple images are used depending on provided sizes
|
|
|
-// Standard Windows icon sizes: 256, 128, 96, 64, 48, 32, 24, 16
|
|
|
-void SetWindowIcons(Image *images, int count)
|
|
|
+// Set shader uniform value vector
|
|
|
+void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count)
|
|
|
{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- if ((images == NULL) || (count <= 0))
|
|
|
+ if (locIndex > -1)
|
|
|
{
|
|
|
- // Revert to the default window icon, pass in an empty image array
|
|
|
- glfwSetWindowIcon(CORE.Window.handle, 0, NULL);
|
|
|
+ rlEnableShader(shader.id);
|
|
|
+ rlSetUniform(locIndex, value, uniformType, count);
|
|
|
+ //rlDisableShader(); // Avoid resetting current shader program, in case other uniforms are set
|
|
|
}
|
|
|
- else
|
|
|
- {
|
|
|
- int valid = 0;
|
|
|
- GLFWimage *icons = RL_CALLOC(count, sizeof(GLFWimage));
|
|
|
+}
|
|
|
|
|
|
- for (int i = 0; i < count; i++)
|
|
|
- {
|
|
|
- if (images[i].format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
|
|
|
- {
|
|
|
- icons[valid].width = images[i].width;
|
|
|
- icons[valid].height = images[i].height;
|
|
|
- icons[valid].pixels = (unsigned char *)images[i].data;
|
|
|
-
|
|
|
- valid++;
|
|
|
- }
|
|
|
- else TRACELOG(LOG_WARNING, "GLFW: Window icon image must be in R8G8B8A8 pixel format");
|
|
|
- }
|
|
|
- // NOTE: Images data is copied internally before this function returns
|
|
|
- glfwSetWindowIcon(CORE.Window.handle, valid, icons);
|
|
|
-
|
|
|
- RL_FREE(icons);
|
|
|
+// Set shader uniform value (matrix 4x4)
|
|
|
+void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat)
|
|
|
+{
|
|
|
+ if (locIndex > -1)
|
|
|
+ {
|
|
|
+ rlEnableShader(shader.id);
|
|
|
+ rlSetUniformMatrix(locIndex, mat);
|
|
|
+ //rlDisableShader();
|
|
|
}
|
|
|
-#endif
|
|
|
}
|
|
|
|
|
|
-// Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
|
|
|
-void SetWindowTitle(const char *title)
|
|
|
+// Set shader uniform value for texture
|
|
|
+void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
|
|
|
{
|
|
|
- CORE.Window.title = title;
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- glfwSetWindowTitle(CORE.Window.handle, title);
|
|
|
-#endif
|
|
|
-#if defined(PLATFORM_WEB)
|
|
|
- emscripten_set_window_title(title);
|
|
|
-#endif
|
|
|
+ if (locIndex > -1)
|
|
|
+ {
|
|
|
+ rlEnableShader(shader.id);
|
|
|
+ rlSetUniformSampler(locIndex, texture.id);
|
|
|
+ //rlDisableShader();
|
|
|
+ }
|
|
|
}
|
|
|
|
|
|
-// Set window position on screen (windowed mode)
|
|
|
-void SetWindowPosition(int x, int y)
|
|
|
+// Get a ray trace from mouse position
|
|
|
+Ray GetMouseRay(Vector2 mouse, Camera camera)
|
|
|
{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- glfwSetWindowPos(CORE.Window.handle, x, y);
|
|
|
-#endif
|
|
|
-}
|
|
|
+ Ray ray = { 0 };
|
|
|
|
|
|
-// Set monitor for the current window
|
|
|
-void SetWindowMonitor(int monitor)
|
|
|
-{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- int monitorCount = 0;
|
|
|
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
|
|
|
+ // Calculate normalized device coordinates
|
|
|
+ // NOTE: y value is negative
|
|
|
+ float x = (2.0f*mouse.x)/(float)GetScreenWidth() - 1.0f;
|
|
|
+ float y = 1.0f - (2.0f*mouse.y)/(float)GetScreenHeight();
|
|
|
+ float z = 1.0f;
|
|
|
+
|
|
|
+ // Store values in a vector
|
|
|
+ Vector3 deviceCoords = { x, y, z };
|
|
|
+
|
|
|
+ // Calculate view matrix from camera look at
|
|
|
+ Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
|
|
|
|
|
|
- if ((monitor >= 0) && (monitor < monitorCount))
|
|
|
+ Matrix matProj = MatrixIdentity();
|
|
|
+
|
|
|
+ if (camera.projection == CAMERA_PERSPECTIVE)
|
|
|
{
|
|
|
- if (CORE.Window.fullscreen)
|
|
|
- {
|
|
|
- TRACELOG(LOG_INFO, "GLFW: Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
|
|
|
+ // Calculate projection matrix from perspective
|
|
|
+ matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
|
|
+ }
|
|
|
+ else if (camera.projection == CAMERA_ORTHOGRAPHIC)
|
|
|
+ {
|
|
|
+ float aspect = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
|
|
|
+ double top = camera.fovy/2.0;
|
|
|
+ double right = top*aspect;
|
|
|
|
|
|
- const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
|
|
|
- glfwSetWindowMonitor(CORE.Window.handle, monitors[monitor], 0, 0, mode->width, mode->height, mode->refreshRate);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- TRACELOG(LOG_INFO, "GLFW: Selected monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
|
|
|
-
|
|
|
- const int screenWidth = CORE.Window.screen.width;
|
|
|
- const int screenHeight = CORE.Window.screen.height;
|
|
|
- int monitorWorkareaX = 0;
|
|
|
- int monitorWorkareaY = 0;
|
|
|
- int monitorWorkareaWidth = 0;
|
|
|
- int monitorWorkareaHeight = 0;
|
|
|
- glfwGetMonitorWorkarea(monitors[monitor], &monitorWorkareaX, &monitorWorkareaY, &monitorWorkareaWidth, &monitorWorkareaHeight);
|
|
|
-
|
|
|
- // If the screen size is larger than the monitor workarea, anchor it on the top left corner, otherwise, center it
|
|
|
- if ((screenWidth >= monitorWorkareaWidth) || (screenHeight >= monitorWorkareaHeight)) glfwSetWindowPos(CORE.Window.handle, monitorWorkareaX, monitorWorkareaY);
|
|
|
- else
|
|
|
- {
|
|
|
- const int x = monitorWorkareaX + (monitorWorkareaWidth/2) - (screenWidth/2);
|
|
|
- const int y = monitorWorkareaY + (monitorWorkareaHeight/2) - (screenHeight/2);
|
|
|
- glfwSetWindowPos(CORE.Window.handle, x, y);
|
|
|
- }
|
|
|
- }
|
|
|
+ // Calculate projection matrix from orthographic
|
|
|
+ matProj = MatrixOrtho(-right, right, -top, top, 0.01, 1000.0);
|
|
|
}
|
|
|
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
|
|
|
-#endif
|
|
|
-}
|
|
|
|
|
|
-// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
|
|
|
-void SetWindowMinSize(int width, int height)
|
|
|
-{
|
|
|
- CORE.Window.screenMin.width = width;
|
|
|
- CORE.Window.screenMin.height = height;
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- int minWidth = (CORE.Window.screenMin.width == 0) ? GLFW_DONT_CARE : CORE.Window.screenMin.width;
|
|
|
- int minHeight = (CORE.Window.screenMin.height == 0) ? GLFW_DONT_CARE : CORE.Window.screenMin.height;
|
|
|
- int maxWidth = (CORE.Window.screenMax.width == 0) ? GLFW_DONT_CARE : CORE.Window.screenMax.width;
|
|
|
- int maxHeight = (CORE.Window.screenMax.height == 0) ? GLFW_DONT_CARE : CORE.Window.screenMax.height;
|
|
|
- glfwSetWindowSizeLimits(CORE.Window.handle, minWidth, minHeight, maxWidth, maxHeight);
|
|
|
-#endif
|
|
|
-#if defined(PLATFORM_WEB)
|
|
|
- // Trigger the resize event once to update the window minimum width and height
|
|
|
- if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != 0) EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL);
|
|
|
-#endif
|
|
|
-}
|
|
|
+ // Unproject far/near points
|
|
|
+ Vector3 nearPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView);
|
|
|
+ Vector3 farPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
|
|
|
|
|
|
-// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
|
|
|
-void SetWindowMaxSize(int width, int height)
|
|
|
-{
|
|
|
- CORE.Window.screenMax.width = width;
|
|
|
- CORE.Window.screenMax.height = height;
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- int minWidth = (CORE.Window.screenMin.width == 0) ? GLFW_DONT_CARE : CORE.Window.screenMin.width;
|
|
|
- int minHeight = (CORE.Window.screenMin.height == 0) ? GLFW_DONT_CARE : CORE.Window.screenMin.height;
|
|
|
- int maxWidth = (CORE.Window.screenMax.width == 0) ? GLFW_DONT_CARE : CORE.Window.screenMax.width;
|
|
|
- int maxHeight = (CORE.Window.screenMax.height == 0) ? GLFW_DONT_CARE : CORE.Window.screenMax.height;
|
|
|
- glfwSetWindowSizeLimits(CORE.Window.handle, minWidth, minHeight, maxWidth, maxHeight);
|
|
|
-#endif
|
|
|
-#if defined(PLATFORM_WEB)
|
|
|
- // Trigger the resize event once to update the window maximum width and height
|
|
|
- if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != 0) EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL);
|
|
|
-#endif
|
|
|
-}
|
|
|
+ // Unproject the mouse cursor in the near plane.
|
|
|
+ // We need this as the source position because orthographic projects, compared to perspective doesn't have a
|
|
|
+ // convergence point, meaning that the "eye" of the camera is more like a plane than a point.
|
|
|
+ Vector3 cameraPlanePointerPos = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView);
|
|
|
|
|
|
-// Set window dimensions
|
|
|
-void SetWindowSize(int width, int height)
|
|
|
-{
|
|
|
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
|
|
- glfwSetWindowSize(CORE.Window.handle, width, height);
|
|
|
-#endif
|
|
|
-}
|
|
|
+ // Calculate normalized direction vector
|
|
|
+ Vector3 direction = Vector3Normalize(Vector3Subtract(farPoint, nearPoint));
|
|
|
|
|
|
-// Set window opacity, value opacity is between 0.0 and 1.0
|
|
|
-void SetWindowOpacity(float opacity)
|
|
|
-{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- if (opacity >= 1.0f) opacity = 1.0f;
|
|
|
- else if (opacity <= 0.0f) opacity = 0.0f;
|
|
|
- glfwSetWindowOpacity(CORE.Window.handle, opacity);
|
|
|
-#endif
|
|
|
-}
|
|
|
+ if (camera.projection == CAMERA_PERSPECTIVE) ray.position = camera.position;
|
|
|
+ else if (camera.projection == CAMERA_ORTHOGRAPHIC) ray.position = cameraPlanePointerPos;
|
|
|
|
|
|
-// Set window focused
|
|
|
-void SetWindowFocused(void)
|
|
|
-{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- glfwFocusWindow(CORE.Window.handle);
|
|
|
-#endif
|
|
|
-}
|
|
|
+ // Apply calculated vectors to ray
|
|
|
+ ray.direction = direction;
|
|
|
|
|
|
-// Get current screen width
|
|
|
-int GetScreenWidth(void)
|
|
|
-{
|
|
|
- return CORE.Window.screen.width;
|
|
|
+ return ray;
|
|
|
}
|
|
|
|
|
|
-// Get current screen height
|
|
|
-int GetScreenHeight(void)
|
|
|
+// Get transform matrix for camera
|
|
|
+Matrix GetCameraMatrix(Camera camera)
|
|
|
{
|
|
|
- return CORE.Window.screen.height;
|
|
|
+ return MatrixLookAt(camera.position, camera.target, camera.up);
|
|
|
}
|
|
|
|
|
|
-// Get current render width which is equal to screen width * dpi scale
|
|
|
-int GetRenderWidth(void)
|
|
|
+// Get camera 2d transform matrix
|
|
|
+Matrix GetCameraMatrix2D(Camera2D camera)
|
|
|
{
|
|
|
- return CORE.Window.render.width;
|
|
|
-}
|
|
|
+ Matrix matTransform = { 0 };
|
|
|
+ // The camera in world-space is set by
|
|
|
+ // 1. Move it to target
|
|
|
+ // 2. Rotate by -rotation and scale by (1/zoom)
|
|
|
+ // When setting higher scale, it's more intuitive for the world to become bigger (= camera become smaller),
|
|
|
+ // not for the camera getting bigger, hence the invert. Same deal with rotation.
|
|
|
+ // 3. Move it by (-offset);
|
|
|
+ // Offset defines target transform relative to screen, but since we're effectively "moving" screen (camera)
|
|
|
+ // we need to do it into opposite direction (inverse transform)
|
|
|
|
|
|
-// Get current screen height which is equal to screen height * dpi scale
|
|
|
-int GetRenderHeight(void)
|
|
|
-{
|
|
|
- return CORE.Window.render.height;
|
|
|
-}
|
|
|
+ // Having camera transform in world-space, inverse of it gives the modelview transform.
|
|
|
+ // Since (A*B*C)' = C'*B'*A', the modelview is
|
|
|
+ // 1. Move to offset
|
|
|
+ // 2. Rotate and Scale
|
|
|
+ // 3. Move by -target
|
|
|
+ Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
|
|
|
+ Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
|
|
|
+ Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
|
|
|
+ Matrix matTranslation = MatrixTranslate(camera.offset.x, camera.offset.y, 0.0f);
|
|
|
|
|
|
-// Get native window handle
|
|
|
-void *GetWindowHandle(void)
|
|
|
-{
|
|
|
-#if defined(PLATFORM_DESKTOP) && defined(_WIN32)
|
|
|
- // NOTE: Returned handle is: void *HWND (windows.h)
|
|
|
- return glfwGetWin32Window(CORE.Window.handle);
|
|
|
-#endif
|
|
|
-#if defined(PLATFORM_DESKTOP) && defined(__linux__)
|
|
|
- // NOTE: Returned handle is: unsigned long Window (X.h)
|
|
|
- // typedef unsigned long XID;
|
|
|
- // typedef XID Window;
|
|
|
- //unsigned long id = (unsigned long)glfwGetX11Window(CORE.Window.handle);
|
|
|
- //return NULL; // TODO: Find a way to return value... cast to void *?
|
|
|
- return (void *)CORE.Window.handle;
|
|
|
-#endif
|
|
|
-#if defined(__APPLE__)
|
|
|
- // NOTE: Returned handle is: (objc_object *)
|
|
|
- return (void *)glfwGetCocoaWindow(CORE.Window.handle);
|
|
|
-#endif
|
|
|
+ matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
|
|
|
|
|
|
- return NULL;
|
|
|
+ return matTransform;
|
|
|
}
|
|
|
|
|
|
-// Get number of monitors
|
|
|
-int GetMonitorCount(void)
|
|
|
+// Get the screen space position from a 3d world space position
|
|
|
+Vector2 GetWorldToScreen(Vector3 position, Camera camera)
|
|
|
{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- int monitorCount;
|
|
|
- glfwGetMonitors(&monitorCount);
|
|
|
- return monitorCount;
|
|
|
-#else
|
|
|
- return 1;
|
|
|
-#endif
|
|
|
+ Vector2 screenPosition = GetWorldToScreenEx(position, camera, GetScreenWidth(), GetScreenHeight());
|
|
|
+
|
|
|
+ return screenPosition;
|
|
|
}
|
|
|
|
|
|
-// Get number of monitors
|
|
|
-int GetCurrentMonitor(void)
|
|
|
+// Get size position for a 3d world space position (useful for texture drawing)
|
|
|
+Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height)
|
|
|
{
|
|
|
- int index = 0;
|
|
|
-
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- int monitorCount;
|
|
|
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
|
|
|
- GLFWmonitor *monitor = NULL;
|
|
|
+ // Calculate projection matrix (from perspective instead of frustum
|
|
|
+ Matrix matProj = MatrixIdentity();
|
|
|
|
|
|
- if (monitorCount > 1)
|
|
|
+ if (camera.projection == CAMERA_PERSPECTIVE)
|
|
|
{
|
|
|
- if (IsWindowFullscreen())
|
|
|
- {
|
|
|
- // Get the handle of the monitor that the specified window is in full screen on
|
|
|
- monitor = glfwGetWindowMonitor(CORE.Window.handle);
|
|
|
+ // Calculate projection matrix from perspective
|
|
|
+ matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)width/(double)height), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
|
|
+ }
|
|
|
+ else if (camera.projection == CAMERA_ORTHOGRAPHIC)
|
|
|
+ {
|
|
|
+ float aspect = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
|
|
|
+ double top = camera.fovy/2.0;
|
|
|
+ double right = top*aspect;
|
|
|
|
|
|
- for (int i = 0; i < monitorCount; i++)
|
|
|
- {
|
|
|
- if (monitors[i] == monitor)
|
|
|
- {
|
|
|
- index = i;
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- int x = 0;
|
|
|
- int y = 0;
|
|
|
+ // Calculate projection matrix from orthographic
|
|
|
+ matProj = MatrixOrtho(-right, right, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
|
|
+ }
|
|
|
|
|
|
- glfwGetWindowPos(CORE.Window.handle, &x, &y);
|
|
|
+ // Calculate view matrix from camera look at (and transpose it)
|
|
|
+ Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
|
|
|
|
|
|
- for (int i = 0; i < monitorCount; i++)
|
|
|
- {
|
|
|
- int mx = 0;
|
|
|
- int my = 0;
|
|
|
+ // TODO: Why not use Vector3Transform(Vector3 v, Matrix mat)?
|
|
|
|
|
|
- monitor = monitors[i];
|
|
|
- glfwGetMonitorPos(monitor, &mx, &my);
|
|
|
- const GLFWvidmode *mode = glfwGetVideoMode(monitor);
|
|
|
- if (mode)
|
|
|
- {
|
|
|
- const int width = mode->width;
|
|
|
- const int height = mode->height;
|
|
|
+ // Convert world position vector to quaternion
|
|
|
+ Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
|
|
|
|
|
|
- if ((x >= mx) &&
|
|
|
- (x < (mx + width)) &&
|
|
|
- (y >= my) &&
|
|
|
- (y < (my + height)))
|
|
|
- {
|
|
|
- index = i;
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-#endif
|
|
|
+ // Transform world position to view
|
|
|
+ worldPos = QuaternionTransform(worldPos, matView);
|
|
|
|
|
|
- return index;
|
|
|
-}
|
|
|
+ // Transform result to projection (clip space position)
|
|
|
+ worldPos = QuaternionTransform(worldPos, matProj);
|
|
|
|
|
|
-// Get selected monitor position
|
|
|
-Vector2 GetMonitorPosition(int monitor)
|
|
|
-{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- int monitorCount;
|
|
|
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
|
|
|
+ // Calculate normalized device coordinates (inverted y)
|
|
|
+ Vector3 ndcPos = { worldPos.x/worldPos.w, -worldPos.y/worldPos.w, worldPos.z/worldPos.w };
|
|
|
|
|
|
- if ((monitor >= 0) && (monitor < monitorCount))
|
|
|
- {
|
|
|
- int x, y;
|
|
|
- glfwGetMonitorPos(monitors[monitor], &x, &y);
|
|
|
+ // Calculate 2d screen position vector
|
|
|
+ Vector2 screenPosition = { (ndcPos.x + 1.0f)/2.0f*(float)width, (ndcPos.y + 1.0f)/2.0f*(float)height };
|
|
|
|
|
|
- return (Vector2){ (float)x, (float)y };
|
|
|
- }
|
|
|
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
|
|
|
-#endif
|
|
|
- return (Vector2){ 0, 0 };
|
|
|
+ return screenPosition;
|
|
|
}
|
|
|
|
|
|
-// Get selected monitor width (currently used by monitor)
|
|
|
-int GetMonitorWidth(int monitor)
|
|
|
+// Get the screen space position for a 2d camera world space position
|
|
|
+Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera)
|
|
|
{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- int monitorCount;
|
|
|
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
|
|
|
-
|
|
|
- if ((monitor >= 0) && (monitor < monitorCount))
|
|
|
- {
|
|
|
- const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
|
|
|
+ Matrix matCamera = GetCameraMatrix2D(camera);
|
|
|
+ Vector3 transform = Vector3Transform((Vector3){ position.x, position.y, 0 }, matCamera);
|
|
|
|
|
|
- if (mode) return mode->width;
|
|
|
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
|
|
|
- }
|
|
|
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
|
|
|
-#endif
|
|
|
-#if defined(PLATFORM_ANDROID)
|
|
|
- if (CORE.Android.app->window != NULL)
|
|
|
- {
|
|
|
- return ANativeWindow_getWidth(CORE.Android.app->window);
|
|
|
- }
|
|
|
-#endif
|
|
|
- return 0;
|
|
|
+ return (Vector2){ transform.x, transform.y };
|
|
|
}
|
|
|
|
|
|
-// Get selected monitor height (currently used by monitor)
|
|
|
-int GetMonitorHeight(int monitor)
|
|
|
+// Get the world space position for a 2d camera screen space position
|
|
|
+Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera)
|
|
|
{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- int monitorCount;
|
|
|
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
|
|
|
-
|
|
|
- if ((monitor >= 0) && (monitor < monitorCount))
|
|
|
- {
|
|
|
- const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
|
|
|
+ Matrix invMatCamera = MatrixInvert(GetCameraMatrix2D(camera));
|
|
|
+ Vector3 transform = Vector3Transform((Vector3){ position.x, position.y, 0 }, invMatCamera);
|
|
|
|
|
|
- if (mode) return mode->height;
|
|
|
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
|
|
|
- }
|
|
|
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
|
|
|
-#endif
|
|
|
-#if defined(PLATFORM_ANDROID)
|
|
|
- if (CORE.Android.app->window != NULL)
|
|
|
- {
|
|
|
- return ANativeWindow_getHeight(CORE.Android.app->window);
|
|
|
- }
|
|
|
-#endif
|
|
|
- return 0;
|
|
|
+ return (Vector2){ transform.x, transform.y };
|
|
|
}
|
|
|
|
|
|
-// Get selected monitor physical width in millimetres
|
|
|
-int GetMonitorPhysicalWidth(int monitor)
|
|
|
+// Set target FPS (maximum)
|
|
|
+void SetTargetFPS(int fps)
|
|
|
{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- int monitorCount;
|
|
|
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
|
|
|
+ if (fps < 1) CORE.Time.target = 0.0;
|
|
|
+ else CORE.Time.target = 1.0/(double)fps;
|
|
|
|
|
|
- if ((monitor >= 0) && (monitor < monitorCount))
|
|
|
- {
|
|
|
- int physicalWidth;
|
|
|
- glfwGetMonitorPhysicalSize(monitors[monitor], &physicalWidth, NULL);
|
|
|
- return physicalWidth;
|
|
|
- }
|
|
|
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
|
|
|
-#endif
|
|
|
- return 0;
|
|
|
+ TRACELOG(LOG_INFO, "TIMER: Target time per frame: %02.03f milliseconds", (float)CORE.Time.target*1000.0f);
|
|
|
}
|
|
|
|
|
|
-// Get selected monitor physical height in millimetres
|
|
|
-int GetMonitorPhysicalHeight(int monitor)
|
|
|
+// Get current FPS
|
|
|
+// NOTE: We calculate an average framerate
|
|
|
+int GetFPS(void)
|
|
|
{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- int monitorCount;
|
|
|
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
|
|
|
+ int fps = 0;
|
|
|
|
|
|
- if ((monitor >= 0) && (monitor < monitorCount))
|
|
|
- {
|
|
|
- int physicalHeight;
|
|
|
- glfwGetMonitorPhysicalSize(monitors[monitor], NULL, &physicalHeight);
|
|
|
- return physicalHeight;
|
|
|
- }
|
|
|
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
|
|
|
-#endif
|
|
|
- return 0;
|
|
|
-}
|
|
|
+#if !defined(SUPPORT_CUSTOM_FRAME_CONTROL)
|
|
|
+ #define FPS_CAPTURE_FRAMES_COUNT 30 // 30 captures
|
|
|
+ #define FPS_AVERAGE_TIME_SECONDS 0.5f // 500 milliseconds
|
|
|
+ #define FPS_STEP (FPS_AVERAGE_TIME_SECONDS/FPS_CAPTURE_FRAMES_COUNT)
|
|
|
|
|
|
-// Get selected monitor refresh rate
|
|
|
-int GetMonitorRefreshRate(int monitor)
|
|
|
-{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- int monitorCount;
|
|
|
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
|
|
|
+ static int index = 0;
|
|
|
+ static float history[FPS_CAPTURE_FRAMES_COUNT] = { 0 };
|
|
|
+ static float average = 0, last = 0;
|
|
|
+ float fpsFrame = GetFrameTime();
|
|
|
|
|
|
- if ((monitor >= 0) && (monitor < monitorCount))
|
|
|
- {
|
|
|
- const GLFWvidmode *vidmode = glfwGetVideoMode(monitors[monitor]);
|
|
|
- return vidmode->refreshRate;
|
|
|
- }
|
|
|
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
|
|
|
-#endif
|
|
|
-#if defined(PLATFORM_DRM)
|
|
|
- if ((CORE.Window.connector) && (CORE.Window.modeIndex >= 0))
|
|
|
+ if (fpsFrame == 0) return 0;
|
|
|
+
|
|
|
+ if ((GetTime() - last) > FPS_STEP)
|
|
|
{
|
|
|
- return CORE.Window.connector->modes[CORE.Window.modeIndex].vrefresh;
|
|
|
+ last = (float)GetTime();
|
|
|
+ index = (index + 1)%FPS_CAPTURE_FRAMES_COUNT;
|
|
|
+ average -= history[index];
|
|
|
+ history[index] = fpsFrame/FPS_CAPTURE_FRAMES_COUNT;
|
|
|
+ average += history[index];
|
|
|
}
|
|
|
+
|
|
|
+ fps = (int)roundf(1.0f/average);
|
|
|
#endif
|
|
|
- return 0;
|
|
|
+
|
|
|
+ return fps;
|
|
|
}
|
|
|
|
|
|
-// Get window position XY on monitor
|
|
|
-Vector2 GetWindowPosition(void)
|
|
|
+// Get time in seconds for last frame drawn (delta time)
|
|
|
+float GetFrameTime(void)
|
|
|
{
|
|
|
- int x = 0;
|
|
|
- int y = 0;
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- glfwGetWindowPos(CORE.Window.handle, &x, &y);
|
|
|
-#endif
|
|
|
- return (Vector2){ (float)x, (float)y };
|
|
|
+ return (float)CORE.Time.frame;
|
|
|
}
|
|
|
|
|
|
-// Get window scale DPI factor for current monitor
|
|
|
-Vector2 GetWindowScaleDPI(void)
|
|
|
+// Setup window configuration flags (view FLAGS)
|
|
|
+// NOTE: This function is expected to be called before window creation,
|
|
|
+// because it sets up some flags for the window creation process.
|
|
|
+// To configure window states after creation, just use SetWindowState()
|
|
|
+void SetConfigFlags(unsigned int flags)
|
|
|
{
|
|
|
- Vector2 scale = { 1.0f, 1.0f };
|
|
|
-
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- float xdpi = 1.0;
|
|
|
- float ydpi = 1.0;
|
|
|
- Vector2 windowPos = GetWindowPosition();
|
|
|
-
|
|
|
- int monitorCount = 0;
|
|
|
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
|
|
|
+ // Selected flags are set but not evaluated at this point,
|
|
|
+ // flag evaluation happens at InitWindow() or SetWindowState()
|
|
|
+ CORE.Window.flags |= flags;
|
|
|
+}
|
|
|
|
|
|
- // Check window monitor
|
|
|
- for (int i = 0; i < monitorCount; i++)
|
|
|
- {
|
|
|
- glfwGetMonitorContentScale(monitors[i], &xdpi, &ydpi);
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
+// Module Functions Definition: FileSystem
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
|
|
- int xpos, ypos, width, height;
|
|
|
- glfwGetMonitorWorkarea(monitors[i], &xpos, &ypos, &width, &height);
|
|
|
+// Check if the file exists
|
|
|
+bool FileExists(const char *fileName)
|
|
|
+{
|
|
|
+ bool result = false;
|
|
|
|
|
|
- if ((windowPos.x >= xpos) && (windowPos.x < xpos + width) &&
|
|
|
- (windowPos.y >= ypos) && (windowPos.y < ypos + height))
|
|
|
- {
|
|
|
- scale.x = xdpi;
|
|
|
- scale.y = ydpi;
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
+#if defined(_WIN32)
|
|
|
+ if (_access(fileName, 0) != -1) result = true;
|
|
|
+#else
|
|
|
+ if (access(fileName, F_OK) != -1) result = true;
|
|
|
#endif
|
|
|
|
|
|
- return scale;
|
|
|
+ // NOTE: Alternatively, stat() can be used instead of access()
|
|
|
+ //#include <sys/stat.h>
|
|
|
+ //struct stat statbuf;
|
|
|
+ //if (stat(filename, &statbuf) == 0) result = true;
|
|
|
+
|
|
|
+ return result;
|
|
|
}
|
|
|
|
|
|
-// Get the human-readable, UTF-8 encoded name of the selected monitor
|
|
|
-const char *GetMonitorName(int monitor)
|
|
|
+// Check file extension
|
|
|
+// NOTE: Extensions checking is not case-sensitive
|
|
|
+bool IsFileExtension(const char *fileName, const char *ext)
|
|
|
{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- int monitorCount;
|
|
|
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
|
|
|
+ #define MAX_FILE_EXTENSION_SIZE 16
|
|
|
+
|
|
|
+ bool result = false;
|
|
|
+ const char *fileExt = GetFileExtension(fileName);
|
|
|
|
|
|
- if ((monitor >= 0) && (monitor < monitorCount))
|
|
|
+ if (fileExt != NULL)
|
|
|
{
|
|
|
- return glfwGetMonitorName(monitors[monitor]);
|
|
|
- }
|
|
|
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
|
|
|
-#endif
|
|
|
- return "";
|
|
|
-}
|
|
|
+#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_TEXT_MANIPULATION)
|
|
|
+ int extCount = 0;
|
|
|
+ const char **checkExts = TextSplit(ext, ';', &extCount); // WARNING: Module required: rtext
|
|
|
|
|
|
-// Set clipboard text content
|
|
|
-void SetClipboardText(const char *text)
|
|
|
-{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- glfwSetClipboardString(CORE.Window.handle, text);
|
|
|
-#endif
|
|
|
-#if defined(PLATFORM_WEB)
|
|
|
- // Security check to (partially) avoid malicious code
|
|
|
- if (strchr(text, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided Clipboard could be potentially malicious, avoid [\'] character");
|
|
|
- else EM_ASM( { navigator.clipboard.writeText(UTF8ToString($0)); }, text);
|
|
|
-#endif
|
|
|
-}
|
|
|
+ char fileExtLower[MAX_FILE_EXTENSION_SIZE + 1] = { 0 };
|
|
|
+ strncpy(fileExtLower, TextToLower(fileExt), MAX_FILE_EXTENSION_SIZE); // WARNING: Module required: rtext
|
|
|
|
|
|
-// Get clipboard text content
|
|
|
-// NOTE: returned string is allocated and freed by GLFW
|
|
|
-const char *GetClipboardText(void)
|
|
|
-{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- return glfwGetClipboardString(CORE.Window.handle);
|
|
|
-#endif
|
|
|
-#if defined(PLATFORM_WEB)
|
|
|
-/*
|
|
|
- // Accessing clipboard data from browser is tricky due to security reasons
|
|
|
- // The method to use is navigator.clipboard.readText() but this is an asynchronous method
|
|
|
- // that will return at some moment after the function is called with the required data
|
|
|
- emscripten_run_script_string("navigator.clipboard.readText() \
|
|
|
- .then(text => { document.getElementById('clipboard').innerText = text; console.log('Pasted content: ', text); }) \
|
|
|
- .catch(err => { console.error('Failed to read clipboard contents: ', err); });"
|
|
|
- );
|
|
|
-
|
|
|
- // The main issue is getting that data, one approach could be using ASYNCIFY and wait
|
|
|
- // for the data but it requires adding Asyncify emscripten library on compilation
|
|
|
-
|
|
|
- // Another approach could be just copy the data in a HTML text field and try to retrieve it
|
|
|
- // later on if available... and clean it for future accesses
|
|
|
-*/
|
|
|
- return NULL;
|
|
|
+ for (int i = 0; i < extCount; i++)
|
|
|
+ {
|
|
|
+ if (strcmp(fileExtLower, TextToLower(checkExts[i])) == 0)
|
|
|
+ {
|
|
|
+ result = true;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+#else
|
|
|
+ if (strcmp(fileExt, ext) == 0) result = true;
|
|
|
#endif
|
|
|
- return NULL;
|
|
|
-}
|
|
|
+ }
|
|
|
|
|
|
-// Enable waiting for events on EndDrawing(), no automatic event polling
|
|
|
-void EnableEventWaiting(void)
|
|
|
-{
|
|
|
- CORE.Window.eventWaiting = true;
|
|
|
+ return result;
|
|
|
}
|
|
|
|
|
|
-// Disable waiting for events on EndDrawing(), automatic events polling
|
|
|
-void DisableEventWaiting(void)
|
|
|
+// Check if a directory path exists
|
|
|
+bool DirectoryExists(const char *dirPath)
|
|
|
{
|
|
|
- CORE.Window.eventWaiting = false;
|
|
|
-}
|
|
|
+ bool result = false;
|
|
|
+ DIR *dir = opendir(dirPath);
|
|
|
|
|
|
-// Show mouse cursor
|
|
|
-void ShowCursor(void)
|
|
|
-{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
|
|
-#endif
|
|
|
+ if (dir != NULL)
|
|
|
+ {
|
|
|
+ result = true;
|
|
|
+ closedir(dir);
|
|
|
+ }
|
|
|
|
|
|
- CORE.Input.Mouse.cursorHidden = false;
|
|
|
+ return result;
|
|
|
}
|
|
|
|
|
|
-// Hides mouse cursor
|
|
|
-void HideCursor(void)
|
|
|
+// Get file length in bytes
|
|
|
+// NOTE: GetFileSize() conflicts with windows.h
|
|
|
+int GetFileLength(const char *fileName)
|
|
|
{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
|
|
-#endif
|
|
|
+ int size = 0;
|
|
|
|
|
|
- CORE.Input.Mouse.cursorHidden = true;
|
|
|
-}
|
|
|
+ // NOTE: On Unix-like systems, it can by used the POSIX system call: stat(),
|
|
|
+ // but depending on the platform that call could not be available
|
|
|
+ //struct stat result = { 0 };
|
|
|
+ //stat(fileName, &result);
|
|
|
+ //return result.st_size;
|
|
|
|
|
|
-// Check if cursor is not visible
|
|
|
-bool IsCursorHidden(void)
|
|
|
-{
|
|
|
- return CORE.Input.Mouse.cursorHidden;
|
|
|
-}
|
|
|
+ FILE *file = fopen(fileName, "rb");
|
|
|
|
|
|
-// Enables cursor (unlock cursor)
|
|
|
-void EnableCursor(void)
|
|
|
-{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
|
|
-#endif
|
|
|
-#if defined(PLATFORM_WEB)
|
|
|
- emscripten_exit_pointerlock();
|
|
|
-#endif
|
|
|
- // Set cursor position in the middle
|
|
|
- SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
|
|
|
+ if (file != NULL)
|
|
|
+ {
|
|
|
+ fseek(file, 0L, SEEK_END);
|
|
|
+ long int fileSize = ftell(file);
|
|
|
|
|
|
- CORE.Input.Mouse.cursorHidden = false;
|
|
|
-}
|
|
|
+ // Check for size overflow (INT_MAX)
|
|
|
+ if (fileSize > 2147483647) TRACELOG(LOG_WARNING, "[%s] File size overflows expected limit, do not use GetFileLength()", fileName);
|
|
|
+ else size = (int)fileSize;
|
|
|
|
|
|
-// Disables cursor (lock cursor)
|
|
|
-void DisableCursor(void)
|
|
|
-{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
|
|
-#endif
|
|
|
-#if defined(PLATFORM_WEB)
|
|
|
- emscripten_request_pointerlock("#canvas", 1);
|
|
|
-#endif
|
|
|
- // Set cursor position in the middle
|
|
|
- SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
|
|
|
+ fclose(file);
|
|
|
+ }
|
|
|
|
|
|
- CORE.Input.Mouse.cursorHidden = true;
|
|
|
+ return size;
|
|
|
}
|
|
|
|
|
|
-// Check if cursor is on the current screen.
|
|
|
-bool IsCursorOnScreen(void)
|
|
|
+// Get pointer to extension for a filename string (includes the dot: .png)
|
|
|
+const char *GetFileExtension(const char *fileName)
|
|
|
{
|
|
|
- return CORE.Input.Mouse.cursorOnScreen;
|
|
|
+ const char *dot = strrchr(fileName, '.');
|
|
|
+
|
|
|
+ if (!dot || dot == fileName) return NULL;
|
|
|
+
|
|
|
+ return dot;
|
|
|
}
|
|
|
|
|
|
-// Set background color (framebuffer clear color)
|
|
|
-void ClearBackground(Color color)
|
|
|
+// String pointer reverse break: returns right-most occurrence of charset in s
|
|
|
+static const char *strprbrk(const char *s, const char *charset)
|
|
|
{
|
|
|
- rlClearColor(color.r, color.g, color.b, color.a); // Set clear color
|
|
|
- rlClearScreenBuffers(); // Clear current framebuffers
|
|
|
+ const char *latestMatch = NULL;
|
|
|
+ for (; s = strpbrk(s, charset), s != NULL; latestMatch = s++) { }
|
|
|
+ return latestMatch;
|
|
|
}
|
|
|
|
|
|
-// Setup canvas (framebuffer) to start drawing
|
|
|
-void BeginDrawing(void)
|
|
|
+// Get pointer to filename for a path string
|
|
|
+const char *GetFileName(const char *filePath)
|
|
|
{
|
|
|
- // WARNING: Previously to BeginDrawing() other render textures drawing could happen,
|
|
|
- // consequently the measure for update vs draw is not accurate (only the total frame time is accurate)
|
|
|
-
|
|
|
- CORE.Time.current = GetTime(); // Number of elapsed seconds since InitTimer()
|
|
|
- CORE.Time.update = CORE.Time.current - CORE.Time.previous;
|
|
|
- CORE.Time.previous = CORE.Time.current;
|
|
|
+ const char *fileName = NULL;
|
|
|
+ if (filePath != NULL) fileName = strprbrk(filePath, "\\/");
|
|
|
|
|
|
- rlLoadIdentity(); // Reset current matrix (modelview)
|
|
|
- rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling
|
|
|
+ if (!fileName) return filePath;
|
|
|
|
|
|
- //rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1
|
|
|
- // NOTE: Not required with OpenGL 3.3+
|
|
|
+ return fileName + 1;
|
|
|
}
|
|
|
|
|
|
-// End canvas drawing and swap buffers (double buffering)
|
|
|
-void EndDrawing(void)
|
|
|
+// Get filename string without extension (uses static string)
|
|
|
+const char *GetFileNameWithoutExt(const char *filePath)
|
|
|
{
|
|
|
- rlDrawRenderBatchActive(); // Update and draw internal render batch
|
|
|
-
|
|
|
-#if defined(SUPPORT_GIF_RECORDING)
|
|
|
- // Draw record indicator
|
|
|
- if (gifRecording)
|
|
|
- {
|
|
|
- #define GIF_RECORD_FRAMERATE 10
|
|
|
- gifFrameCounter++;
|
|
|
-
|
|
|
- // NOTE: We record one gif frame every 10 game frames
|
|
|
- if ((gifFrameCounter%GIF_RECORD_FRAMERATE) == 0)
|
|
|
- {
|
|
|
- // Get image data for the current frame (from backbuffer)
|
|
|
- // NOTE: This process is quite slow... :(
|
|
|
- Vector2 scale = GetWindowScaleDPI();
|
|
|
- unsigned char *screenData = rlReadScreenPixels((int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y));
|
|
|
- msf_gif_frame(&gifState, screenData, 10, 16, (int)((float)CORE.Window.render.width*scale.x)*4);
|
|
|
+ #define MAX_FILENAMEWITHOUTEXT_LENGTH 256
|
|
|
|
|
|
- RL_FREE(screenData); // Free image data
|
|
|
- }
|
|
|
+ static char fileName[MAX_FILENAMEWITHOUTEXT_LENGTH] = { 0 };
|
|
|
+ memset(fileName, 0, MAX_FILENAMEWITHOUTEXT_LENGTH);
|
|
|
|
|
|
- #if defined(SUPPORT_MODULE_RSHAPES) && defined(SUPPORT_MODULE_RTEXT)
|
|
|
- if (((gifFrameCounter/15)%2) == 1)
|
|
|
- {
|
|
|
- DrawCircle(30, CORE.Window.screen.height - 20, 10, MAROON); // WARNING: Module required: rshapes
|
|
|
- DrawText("GIF RECORDING", 50, CORE.Window.screen.height - 25, 10, RED); // WARNING: Module required: rtext
|
|
|
- }
|
|
|
- #endif
|
|
|
+ if (filePath != NULL) strcpy(fileName, GetFileName(filePath)); // Get filename with extension
|
|
|
|
|
|
- rlDrawRenderBatchActive(); // Update and draw internal render batch
|
|
|
- }
|
|
|
-#endif
|
|
|
+ int size = (int)strlen(fileName); // Get size in bytes
|
|
|
|
|
|
-#if defined(SUPPORT_EVENTS_AUTOMATION)
|
|
|
- // Draw record/play indicator
|
|
|
- if (eventsRecording)
|
|
|
+ for (int i = 0; (i < size) && (i < MAX_FILENAMEWITHOUTEXT_LENGTH); i++)
|
|
|
{
|
|
|
- gifFrameCounter++;
|
|
|
-
|
|
|
- if (((gifFrameCounter/15)%2) == 1)
|
|
|
+ if (fileName[i] == '.')
|
|
|
{
|
|
|
- DrawCircle(30, CORE.Window.screen.height - 20, 10, MAROON);
|
|
|
- DrawText("EVENTS RECORDING", 50, CORE.Window.screen.height - 25, 10, RED);
|
|
|
+ // NOTE: We break on first '.' found
|
|
|
+ fileName[i] = '\0';
|
|
|
+ break;
|
|
|
}
|
|
|
-
|
|
|
- rlDrawRenderBatchActive(); // Update and draw internal render batch
|
|
|
}
|
|
|
- else if (eventsPlaying)
|
|
|
- {
|
|
|
- gifFrameCounter++;
|
|
|
|
|
|
- if (((gifFrameCounter/15)%2) == 1)
|
|
|
- {
|
|
|
- DrawCircle(30, CORE.Window.screen.height - 20, 10, LIME);
|
|
|
- DrawText("EVENTS PLAYING", 50, CORE.Window.screen.height - 25, 10, GREEN);
|
|
|
- }
|
|
|
-
|
|
|
- rlDrawRenderBatchActive(); // Update and draw internal render batch
|
|
|
- }
|
|
|
-#endif
|
|
|
-
|
|
|
-#if !defined(SUPPORT_CUSTOM_FRAME_CONTROL)
|
|
|
- SwapScreenBuffer(); // Copy back buffer to front buffer (screen)
|
|
|
-
|
|
|
- // Frame time control system
|
|
|
- CORE.Time.current = GetTime();
|
|
|
- CORE.Time.draw = CORE.Time.current - CORE.Time.previous;
|
|
|
- CORE.Time.previous = CORE.Time.current;
|
|
|
-
|
|
|
- CORE.Time.frame = CORE.Time.update + CORE.Time.draw;
|
|
|
-
|
|
|
- // Wait for some milliseconds...
|
|
|
- if (CORE.Time.frame < CORE.Time.target)
|
|
|
- {
|
|
|
- WaitTime(CORE.Time.target - CORE.Time.frame);
|
|
|
-
|
|
|
- CORE.Time.current = GetTime();
|
|
|
- double waitTime = CORE.Time.current - CORE.Time.previous;
|
|
|
- CORE.Time.previous = CORE.Time.current;
|
|
|
-
|
|
|
- CORE.Time.frame += waitTime; // Total frame time: update + draw + wait
|
|
|
- }
|
|
|
-
|
|
|
- PollInputEvents(); // Poll user events (before next frame update)
|
|
|
-#endif
|
|
|
-
|
|
|
-#if defined(SUPPORT_EVENTS_AUTOMATION)
|
|
|
- // Events recording and playing logic
|
|
|
- if (eventsRecording) RecordAutomationEvent(CORE.Time.frameCounter);
|
|
|
- else if (eventsPlaying)
|
|
|
- {
|
|
|
- // TODO: When should we play? After/before/replace PollInputEvents()?
|
|
|
- if (CORE.Time.frameCounter >= eventCount) eventsPlaying = false;
|
|
|
- PlayAutomationEvent(CORE.Time.frameCounter);
|
|
|
- }
|
|
|
-#endif
|
|
|
-
|
|
|
- CORE.Time.frameCounter++;
|
|
|
-}
|
|
|
-
|
|
|
-// Initialize 2D mode with custom camera (2D)
|
|
|
-void BeginMode2D(Camera2D camera)
|
|
|
-{
|
|
|
- rlDrawRenderBatchActive(); // Update and draw internal render batch
|
|
|
-
|
|
|
- rlLoadIdentity(); // Reset current matrix (modelview)
|
|
|
-
|
|
|
- // Apply 2d camera transformation to modelview
|
|
|
- rlMultMatrixf(MatrixToFloat(GetCameraMatrix2D(camera)));
|
|
|
-
|
|
|
- // Apply screen scaling if required
|
|
|
- rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale));
|
|
|
-}
|
|
|
-
|
|
|
-// Ends 2D mode with custom camera
|
|
|
-void EndMode2D(void)
|
|
|
-{
|
|
|
- rlDrawRenderBatchActive(); // Update and draw internal render batch
|
|
|
-
|
|
|
- rlLoadIdentity(); // Reset current matrix (modelview)
|
|
|
- rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
|
|
|
-}
|
|
|
-
|
|
|
-// Initializes 3D mode with custom camera (3D)
|
|
|
-void BeginMode3D(Camera camera)
|
|
|
-{
|
|
|
- rlDrawRenderBatchActive(); // Update and draw internal render batch
|
|
|
-
|
|
|
- rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
|
|
|
- rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
|
|
|
- rlLoadIdentity(); // Reset current matrix (projection)
|
|
|
-
|
|
|
- float aspect = (float)CORE.Window.currentFbo.width/(float)CORE.Window.currentFbo.height;
|
|
|
-
|
|
|
- // NOTE: zNear and zFar values are important when computing depth buffer values
|
|
|
- if (camera.projection == CAMERA_PERSPECTIVE)
|
|
|
- {
|
|
|
- // Setup perspective projection
|
|
|
- double top = RL_CULL_DISTANCE_NEAR*tan(camera.fovy*0.5*DEG2RAD);
|
|
|
- double right = top*aspect;
|
|
|
-
|
|
|
- rlFrustum(-right, right, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
|
|
- }
|
|
|
- else if (camera.projection == CAMERA_ORTHOGRAPHIC)
|
|
|
- {
|
|
|
- // Setup orthographic projection
|
|
|
- double top = camera.fovy/2.0;
|
|
|
- double right = top*aspect;
|
|
|
-
|
|
|
- rlOrtho(-right, right, -top,top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
|
|
- }
|
|
|
-
|
|
|
- rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
|
|
|
- rlLoadIdentity(); // Reset current matrix (modelview)
|
|
|
-
|
|
|
- // Setup Camera view
|
|
|
- Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
|
|
|
- rlMultMatrixf(MatrixToFloat(matView)); // Multiply modelview matrix by view matrix (camera)
|
|
|
-
|
|
|
- rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
|
|
|
-}
|
|
|
-
|
|
|
-// Ends 3D mode and returns to default 2D orthographic mode
|
|
|
-void EndMode3D(void)
|
|
|
-{
|
|
|
- rlDrawRenderBatchActive(); // Update and draw internal render batch
|
|
|
-
|
|
|
- rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
|
|
|
- rlPopMatrix(); // Restore previous matrix (projection) from matrix stack
|
|
|
-
|
|
|
- rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
|
|
|
- rlLoadIdentity(); // Reset current matrix (modelview)
|
|
|
-
|
|
|
- rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
|
|
|
-
|
|
|
- rlDisableDepthTest(); // Disable DEPTH_TEST for 2D
|
|
|
-}
|
|
|
-
|
|
|
-// Initializes render texture for drawing
|
|
|
-void BeginTextureMode(RenderTexture2D target)
|
|
|
-{
|
|
|
- rlDrawRenderBatchActive(); // Update and draw internal render batch
|
|
|
-
|
|
|
- rlEnableFramebuffer(target.id); // Enable render target
|
|
|
-
|
|
|
- // Set viewport and RLGL internal framebuffer size
|
|
|
- rlViewport(0, 0, target.texture.width, target.texture.height);
|
|
|
- rlSetFramebufferWidth(target.texture.width);
|
|
|
- rlSetFramebufferHeight(target.texture.height);
|
|
|
-
|
|
|
- rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
|
|
|
- rlLoadIdentity(); // Reset current matrix (projection)
|
|
|
-
|
|
|
- // Set orthographic projection to current framebuffer size
|
|
|
- // NOTE: Configured top-left corner as (0, 0)
|
|
|
- rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f);
|
|
|
-
|
|
|
- rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
|
|
|
- rlLoadIdentity(); // Reset current matrix (modelview)
|
|
|
-
|
|
|
- //rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?)
|
|
|
-
|
|
|
- // Setup current width/height for proper aspect ratio
|
|
|
- // calculation when using BeginMode3D()
|
|
|
- CORE.Window.currentFbo.width = target.texture.width;
|
|
|
- CORE.Window.currentFbo.height = target.texture.height;
|
|
|
-}
|
|
|
-
|
|
|
-// Ends drawing to render texture
|
|
|
-void EndTextureMode(void)
|
|
|
-{
|
|
|
- rlDrawRenderBatchActive(); // Update and draw internal render batch
|
|
|
-
|
|
|
- rlDisableFramebuffer(); // Disable render target (fbo)
|
|
|
-
|
|
|
- // Set viewport to default framebuffer size
|
|
|
- SetupViewport(CORE.Window.render.width, CORE.Window.render.height);
|
|
|
-
|
|
|
- // Reset current fbo to screen size
|
|
|
- CORE.Window.currentFbo.width = CORE.Window.render.width;
|
|
|
- CORE.Window.currentFbo.height = CORE.Window.render.height;
|
|
|
-}
|
|
|
-
|
|
|
-// Begin custom shader mode
|
|
|
-void BeginShaderMode(Shader shader)
|
|
|
-{
|
|
|
- rlSetShader(shader.id, shader.locs);
|
|
|
-}
|
|
|
-
|
|
|
-// End custom shader mode (returns to default shader)
|
|
|
-void EndShaderMode(void)
|
|
|
-{
|
|
|
- rlSetShader(rlGetShaderIdDefault(), rlGetShaderLocsDefault());
|
|
|
-}
|
|
|
-
|
|
|
-// Begin blending mode (alpha, additive, multiplied, subtract, custom)
|
|
|
-// NOTE: Blend modes supported are enumerated in BlendMode enum
|
|
|
-void BeginBlendMode(int mode)
|
|
|
-{
|
|
|
- rlSetBlendMode(mode);
|
|
|
-}
|
|
|
-
|
|
|
-// End blending mode (reset to default: alpha blending)
|
|
|
-void EndBlendMode(void)
|
|
|
-{
|
|
|
- rlSetBlendMode(BLEND_ALPHA);
|
|
|
-}
|
|
|
-
|
|
|
-// Begin scissor mode (define screen area for following drawing)
|
|
|
-// NOTE: Scissor rec refers to bottom-left corner, we change it to upper-left
|
|
|
-void BeginScissorMode(int x, int y, int width, int height)
|
|
|
-{
|
|
|
- rlDrawRenderBatchActive(); // Update and draw internal render batch
|
|
|
-
|
|
|
- rlEnableScissorTest();
|
|
|
-
|
|
|
-#if defined(__APPLE__)
|
|
|
- Vector2 scale = GetWindowScaleDPI();
|
|
|
- rlScissor((int)(x*scale.x), (int)(GetScreenHeight()*scale.y - (((y + height)*scale.y))), (int)(width*scale.x), (int)(height*scale.y));
|
|
|
-#else
|
|
|
- if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
|
|
|
- {
|
|
|
- Vector2 scale = GetWindowScaleDPI();
|
|
|
- rlScissor((int)(x*scale.x), (int)(CORE.Window.currentFbo.height - (y + height)*scale.y), (int)(width*scale.x), (int)(height*scale.y));
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- rlScissor(x, CORE.Window.currentFbo.height - (y + height), width, height);
|
|
|
- }
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// End scissor mode
|
|
|
-void EndScissorMode(void)
|
|
|
-{
|
|
|
- rlDrawRenderBatchActive(); // Update and draw internal render batch
|
|
|
- rlDisableScissorTest();
|
|
|
-}
|
|
|
-
|
|
|
-// Begin VR drawing configuration
|
|
|
-void BeginVrStereoMode(VrStereoConfig config)
|
|
|
-{
|
|
|
- rlEnableStereoRender();
|
|
|
-
|
|
|
- // Set stereo render matrices
|
|
|
- rlSetMatrixProjectionStereo(config.projection[0], config.projection[1]);
|
|
|
- rlSetMatrixViewOffsetStereo(config.viewOffset[0], config.viewOffset[1]);
|
|
|
-}
|
|
|
-
|
|
|
-// End VR drawing process (and desktop mirror)
|
|
|
-void EndVrStereoMode(void)
|
|
|
-{
|
|
|
- rlDisableStereoRender();
|
|
|
-}
|
|
|
-
|
|
|
-// Load VR stereo config for VR simulator device parameters
|
|
|
-VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device)
|
|
|
-{
|
|
|
- VrStereoConfig config = { 0 };
|
|
|
-
|
|
|
- if ((rlGetVersion() == RL_OPENGL_33) || (rlGetVersion() >= RL_OPENGL_ES_20))
|
|
|
- {
|
|
|
- // Compute aspect ratio
|
|
|
- float aspect = ((float)device.hResolution*0.5f)/(float)device.vResolution;
|
|
|
-
|
|
|
- // Compute lens parameters
|
|
|
- float lensShift = (device.hScreenSize*0.25f - device.lensSeparationDistance*0.5f)/device.hScreenSize;
|
|
|
- config.leftLensCenter[0] = 0.25f + lensShift;
|
|
|
- config.leftLensCenter[1] = 0.5f;
|
|
|
- config.rightLensCenter[0] = 0.75f - lensShift;
|
|
|
- config.rightLensCenter[1] = 0.5f;
|
|
|
- config.leftScreenCenter[0] = 0.25f;
|
|
|
- config.leftScreenCenter[1] = 0.5f;
|
|
|
- config.rightScreenCenter[0] = 0.75f;
|
|
|
- config.rightScreenCenter[1] = 0.5f;
|
|
|
-
|
|
|
- // Compute distortion scale parameters
|
|
|
- // NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
|
|
|
- float lensRadius = fabsf(-1.0f - 4.0f*lensShift);
|
|
|
- float lensRadiusSq = lensRadius*lensRadius;
|
|
|
- float distortionScale = device.lensDistortionValues[0] +
|
|
|
- device.lensDistortionValues[1]*lensRadiusSq +
|
|
|
- device.lensDistortionValues[2]*lensRadiusSq*lensRadiusSq +
|
|
|
- device.lensDistortionValues[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
|
|
|
-
|
|
|
- float normScreenWidth = 0.5f;
|
|
|
- float normScreenHeight = 1.0f;
|
|
|
- config.scaleIn[0] = 2.0f/normScreenWidth;
|
|
|
- config.scaleIn[1] = 2.0f/normScreenHeight/aspect;
|
|
|
- config.scale[0] = normScreenWidth*0.5f/distortionScale;
|
|
|
- config.scale[1] = normScreenHeight*0.5f*aspect/distortionScale;
|
|
|
-
|
|
|
- // Fovy is normally computed with: 2*atan2f(device.vScreenSize, 2*device.eyeToScreenDistance)
|
|
|
- // ...but with lens distortion it is increased (see Oculus SDK Documentation)
|
|
|
- float fovy = 2.0f*atan2f(device.vScreenSize*0.5f*distortionScale, device.eyeToScreenDistance); // Really need distortionScale?
|
|
|
- // float fovy = 2.0f*(float)atan2f(device.vScreenSize*0.5f, device.eyeToScreenDistance);
|
|
|
-
|
|
|
- // Compute camera projection matrices
|
|
|
- float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
|
|
|
- Matrix proj = MatrixPerspective(fovy, aspect, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
|
|
-
|
|
|
- config.projection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
|
|
|
- config.projection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
|
|
|
-
|
|
|
- // Compute camera transformation matrices
|
|
|
- // NOTE: Camera movement might seem more natural if we model the head.
|
|
|
- // Our axis of rotation is the base of our head, so we might want to add
|
|
|
- // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
|
|
|
- config.viewOffset[0] = MatrixTranslate(-device.interpupillaryDistance*0.5f, 0.075f, 0.045f);
|
|
|
- config.viewOffset[1] = MatrixTranslate(device.interpupillaryDistance*0.5f, 0.075f, 0.045f);
|
|
|
-
|
|
|
- // Compute eyes Viewports
|
|
|
- /*
|
|
|
- config.eyeViewportRight[0] = 0;
|
|
|
- config.eyeViewportRight[1] = 0;
|
|
|
- config.eyeViewportRight[2] = device.hResolution/2;
|
|
|
- config.eyeViewportRight[3] = device.vResolution;
|
|
|
-
|
|
|
- config.eyeViewportLeft[0] = device.hResolution/2;
|
|
|
- config.eyeViewportLeft[1] = 0;
|
|
|
- config.eyeViewportLeft[2] = device.hResolution/2;
|
|
|
- config.eyeViewportLeft[3] = device.vResolution;
|
|
|
- */
|
|
|
- }
|
|
|
- else TRACELOG(LOG_WARNING, "RLGL: VR Simulator not supported on OpenGL 1.1");
|
|
|
-
|
|
|
- return config;
|
|
|
-}
|
|
|
-
|
|
|
-// Unload VR stereo config properties
|
|
|
-void UnloadVrStereoConfig(VrStereoConfig config)
|
|
|
-{
|
|
|
- //...
|
|
|
-}
|
|
|
-
|
|
|
-// Load shader from files and bind default locations
|
|
|
-// NOTE: If shader string is NULL, using default vertex/fragment shaders
|
|
|
-Shader LoadShader(const char *vsFileName, const char *fsFileName)
|
|
|
-{
|
|
|
- Shader shader = { 0 };
|
|
|
-
|
|
|
- char *vShaderStr = NULL;
|
|
|
- char *fShaderStr = NULL;
|
|
|
-
|
|
|
- if (vsFileName != NULL) vShaderStr = LoadFileText(vsFileName);
|
|
|
- if (fsFileName != NULL) fShaderStr = LoadFileText(fsFileName);
|
|
|
-
|
|
|
- shader = LoadShaderFromMemory(vShaderStr, fShaderStr);
|
|
|
-
|
|
|
- UnloadFileText(vShaderStr);
|
|
|
- UnloadFileText(fShaderStr);
|
|
|
-
|
|
|
- return shader;
|
|
|
-}
|
|
|
-
|
|
|
-// Load shader from code strings and bind default locations
|
|
|
-Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
|
|
|
-{
|
|
|
- Shader shader = { 0 };
|
|
|
-
|
|
|
- shader.id = rlLoadShaderCode(vsCode, fsCode);
|
|
|
-
|
|
|
- // After shader loading, we TRY to set default location names
|
|
|
- if (shader.id > 0)
|
|
|
- {
|
|
|
- // Default shader attribute locations have been binded before linking:
|
|
|
- // vertex position location = 0
|
|
|
- // vertex texcoord location = 1
|
|
|
- // vertex normal location = 2
|
|
|
- // vertex color location = 3
|
|
|
- // vertex tangent location = 4
|
|
|
- // vertex texcoord2 location = 5
|
|
|
-
|
|
|
- // NOTE: If any location is not found, loc point becomes -1
|
|
|
-
|
|
|
- shader.locs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
|
|
|
-
|
|
|
- // All locations reset to -1 (no location)
|
|
|
- for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
|
|
|
-
|
|
|
- // Get handles to GLSL input attribute locations
|
|
|
- shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
|
|
|
- shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
|
|
|
- shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
|
|
|
- shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
|
|
|
- shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
|
|
|
- shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
|
|
|
-
|
|
|
- // Get handles to GLSL uniform locations (vertex shader)
|
|
|
- shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
|
|
|
- shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW);
|
|
|
- shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION);
|
|
|
- shader.locs[SHADER_LOC_MATRIX_MODEL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL);
|
|
|
- shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL);
|
|
|
-
|
|
|
- // Get handles to GLSL uniform locations (fragment shader)
|
|
|
- shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR);
|
|
|
- shader.locs[SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0); // SHADER_LOC_MAP_ALBEDO
|
|
|
- shader.locs[SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1); // SHADER_LOC_MAP_METALNESS
|
|
|
- shader.locs[SHADER_LOC_MAP_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2);
|
|
|
- }
|
|
|
-
|
|
|
- return shader;
|
|
|
-}
|
|
|
-
|
|
|
-// Check if a shader is ready
|
|
|
-bool IsShaderReady(Shader shader)
|
|
|
-{
|
|
|
- return ((shader.id > 0) && // Validate shader id (loaded successfully)
|
|
|
- (shader.locs != NULL)); // Validate memory has been allocated for default shader locations
|
|
|
-
|
|
|
- // The following locations are tried to be set automatically (locs[i] >= 0),
|
|
|
- // any of them can be checked for validation but the only mandatory one is, afaik, SHADER_LOC_VERTEX_POSITION
|
|
|
- // NOTE: Users can also setup manually their own attributes/uniforms and do not used the default raylib ones
|
|
|
-
|
|
|
- // Vertex shader attribute locations (default)
|
|
|
- // shader.locs[SHADER_LOC_VERTEX_POSITION] // Set by default internal shader
|
|
|
- // shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] // Set by default internal shader
|
|
|
- // shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]
|
|
|
- // shader.locs[SHADER_LOC_VERTEX_NORMAL]
|
|
|
- // shader.locs[SHADER_LOC_VERTEX_TANGENT]
|
|
|
- // shader.locs[SHADER_LOC_VERTEX_COLOR] // Set by default internal shader
|
|
|
-
|
|
|
- // Vertex shader uniform locations (default)
|
|
|
- // shader.locs[SHADER_LOC_MATRIX_MVP] // Set by default internal shader
|
|
|
- // shader.locs[SHADER_LOC_MATRIX_VIEW]
|
|
|
- // shader.locs[SHADER_LOC_MATRIX_PROJECTION]
|
|
|
- // shader.locs[SHADER_LOC_MATRIX_MODEL]
|
|
|
- // shader.locs[SHADER_LOC_MATRIX_NORMAL]
|
|
|
-
|
|
|
- // Fragment shader uniform locations (default)
|
|
|
- // shader.locs[SHADER_LOC_COLOR_DIFFUSE] // Set by default internal shader
|
|
|
- // shader.locs[SHADER_LOC_MAP_DIFFUSE] // Set by default internal shader
|
|
|
- // shader.locs[SHADER_LOC_MAP_SPECULAR]
|
|
|
- // shader.locs[SHADER_LOC_MAP_NORMAL]
|
|
|
-}
|
|
|
-
|
|
|
-// Unload shader from GPU memory (VRAM)
|
|
|
-void UnloadShader(Shader shader)
|
|
|
-{
|
|
|
- if (shader.id != rlGetShaderIdDefault())
|
|
|
- {
|
|
|
- rlUnloadShaderProgram(shader.id);
|
|
|
-
|
|
|
- // NOTE: If shader loading failed, it should be 0
|
|
|
- RL_FREE(shader.locs);
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-// Get shader uniform location
|
|
|
-int GetShaderLocation(Shader shader, const char *uniformName)
|
|
|
-{
|
|
|
- return rlGetLocationUniform(shader.id, uniformName);
|
|
|
-}
|
|
|
-
|
|
|
-// Get shader attribute location
|
|
|
-int GetShaderLocationAttrib(Shader shader, const char *attribName)
|
|
|
-{
|
|
|
- return rlGetLocationAttrib(shader.id, attribName);
|
|
|
-}
|
|
|
-
|
|
|
-// Set shader uniform value
|
|
|
-void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType)
|
|
|
-{
|
|
|
- SetShaderValueV(shader, locIndex, value, uniformType, 1);
|
|
|
-}
|
|
|
-
|
|
|
-// Set shader uniform value vector
|
|
|
-void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count)
|
|
|
-{
|
|
|
- if (locIndex > -1)
|
|
|
- {
|
|
|
- rlEnableShader(shader.id);
|
|
|
- rlSetUniform(locIndex, value, uniformType, count);
|
|
|
- //rlDisableShader(); // Avoid resetting current shader program, in case other uniforms are set
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-// Set shader uniform value (matrix 4x4)
|
|
|
-void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat)
|
|
|
-{
|
|
|
- if (locIndex > -1)
|
|
|
- {
|
|
|
- rlEnableShader(shader.id);
|
|
|
- rlSetUniformMatrix(locIndex, mat);
|
|
|
- //rlDisableShader();
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-// Set shader uniform value for texture
|
|
|
-void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
|
|
|
-{
|
|
|
- if (locIndex > -1)
|
|
|
- {
|
|
|
- rlEnableShader(shader.id);
|
|
|
- rlSetUniformSampler(locIndex, texture.id);
|
|
|
- //rlDisableShader();
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-// Get a ray trace from mouse position
|
|
|
-Ray GetMouseRay(Vector2 mouse, Camera camera)
|
|
|
-{
|
|
|
- Ray ray = { 0 };
|
|
|
-
|
|
|
- // Calculate normalized device coordinates
|
|
|
- // NOTE: y value is negative
|
|
|
- float x = (2.0f*mouse.x)/(float)GetScreenWidth() - 1.0f;
|
|
|
- float y = 1.0f - (2.0f*mouse.y)/(float)GetScreenHeight();
|
|
|
- float z = 1.0f;
|
|
|
-
|
|
|
- // Store values in a vector
|
|
|
- Vector3 deviceCoords = { x, y, z };
|
|
|
-
|
|
|
- // Calculate view matrix from camera look at
|
|
|
- Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
|
|
|
-
|
|
|
- Matrix matProj = MatrixIdentity();
|
|
|
-
|
|
|
- if (camera.projection == CAMERA_PERSPECTIVE)
|
|
|
- {
|
|
|
- // Calculate projection matrix from perspective
|
|
|
- matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
|
|
- }
|
|
|
- else if (camera.projection == CAMERA_ORTHOGRAPHIC)
|
|
|
- {
|
|
|
- float aspect = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
|
|
|
- double top = camera.fovy/2.0;
|
|
|
- double right = top*aspect;
|
|
|
-
|
|
|
- // Calculate projection matrix from orthographic
|
|
|
- matProj = MatrixOrtho(-right, right, -top, top, 0.01, 1000.0);
|
|
|
- }
|
|
|
-
|
|
|
- // Unproject far/near points
|
|
|
- Vector3 nearPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView);
|
|
|
- Vector3 farPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
|
|
|
-
|
|
|
- // Unproject the mouse cursor in the near plane.
|
|
|
- // We need this as the source position because orthographic projects, compared to perspective doesn't have a
|
|
|
- // convergence point, meaning that the "eye" of the camera is more like a plane than a point.
|
|
|
- Vector3 cameraPlanePointerPos = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView);
|
|
|
-
|
|
|
- // Calculate normalized direction vector
|
|
|
- Vector3 direction = Vector3Normalize(Vector3Subtract(farPoint, nearPoint));
|
|
|
-
|
|
|
- if (camera.projection == CAMERA_PERSPECTIVE) ray.position = camera.position;
|
|
|
- else if (camera.projection == CAMERA_ORTHOGRAPHIC) ray.position = cameraPlanePointerPos;
|
|
|
-
|
|
|
- // Apply calculated vectors to ray
|
|
|
- ray.direction = direction;
|
|
|
-
|
|
|
- return ray;
|
|
|
-}
|
|
|
-
|
|
|
-// Get transform matrix for camera
|
|
|
-Matrix GetCameraMatrix(Camera camera)
|
|
|
-{
|
|
|
- return MatrixLookAt(camera.position, camera.target, camera.up);
|
|
|
-}
|
|
|
-
|
|
|
-// Get camera 2d transform matrix
|
|
|
-Matrix GetCameraMatrix2D(Camera2D camera)
|
|
|
-{
|
|
|
- Matrix matTransform = { 0 };
|
|
|
- // The camera in world-space is set by
|
|
|
- // 1. Move it to target
|
|
|
- // 2. Rotate by -rotation and scale by (1/zoom)
|
|
|
- // When setting higher scale, it's more intuitive for the world to become bigger (= camera become smaller),
|
|
|
- // not for the camera getting bigger, hence the invert. Same deal with rotation.
|
|
|
- // 3. Move it by (-offset);
|
|
|
- // Offset defines target transform relative to screen, but since we're effectively "moving" screen (camera)
|
|
|
- // we need to do it into opposite direction (inverse transform)
|
|
|
-
|
|
|
- // Having camera transform in world-space, inverse of it gives the modelview transform.
|
|
|
- // Since (A*B*C)' = C'*B'*A', the modelview is
|
|
|
- // 1. Move to offset
|
|
|
- // 2. Rotate and Scale
|
|
|
- // 3. Move by -target
|
|
|
- Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
|
|
|
- Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
|
|
|
- Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
|
|
|
- Matrix matTranslation = MatrixTranslate(camera.offset.x, camera.offset.y, 0.0f);
|
|
|
-
|
|
|
- matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
|
|
|
-
|
|
|
- return matTransform;
|
|
|
-}
|
|
|
-
|
|
|
-// Get the screen space position from a 3d world space position
|
|
|
-Vector2 GetWorldToScreen(Vector3 position, Camera camera)
|
|
|
-{
|
|
|
- Vector2 screenPosition = GetWorldToScreenEx(position, camera, GetScreenWidth(), GetScreenHeight());
|
|
|
-
|
|
|
- return screenPosition;
|
|
|
-}
|
|
|
-
|
|
|
-// Get size position for a 3d world space position (useful for texture drawing)
|
|
|
-Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height)
|
|
|
-{
|
|
|
- // Calculate projection matrix (from perspective instead of frustum
|
|
|
- Matrix matProj = MatrixIdentity();
|
|
|
-
|
|
|
- if (camera.projection == CAMERA_PERSPECTIVE)
|
|
|
- {
|
|
|
- // Calculate projection matrix from perspective
|
|
|
- matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)width/(double)height), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
|
|
- }
|
|
|
- else if (camera.projection == CAMERA_ORTHOGRAPHIC)
|
|
|
- {
|
|
|
- double aspect = ((double)width/(double)height);
|
|
|
- double top = camera.fovy/2.0;
|
|
|
- double right = top*aspect;
|
|
|
-
|
|
|
- // Calculate projection matrix from orthographic
|
|
|
- matProj = MatrixOrtho(-right, right, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
|
|
- }
|
|
|
-
|
|
|
- // Calculate view matrix from camera look at (and transpose it)
|
|
|
- Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
|
|
|
-
|
|
|
- // Convert world position vector to quaternion
|
|
|
- Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
|
|
|
-
|
|
|
- // Transform world position to view
|
|
|
- worldPos = QuaternionTransform(worldPos, matView);
|
|
|
-
|
|
|
- // Transform result to projection (clip space position)
|
|
|
- worldPos = QuaternionTransform(worldPos, matProj);
|
|
|
-
|
|
|
- // Calculate normalized device coordinates (inverted y)
|
|
|
- Vector3 ndcPos = { worldPos.x/worldPos.w, -worldPos.y/worldPos.w, worldPos.z/worldPos.w };
|
|
|
-
|
|
|
- // Calculate 2d screen position vector
|
|
|
- Vector2 screenPosition = { (ndcPos.x + 1.0f)/2.0f*(float)width, (ndcPos.y + 1.0f)/2.0f*(float)height };
|
|
|
-
|
|
|
- return screenPosition;
|
|
|
-}
|
|
|
-
|
|
|
-// Get the screen space position for a 2d camera world space position
|
|
|
-Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera)
|
|
|
-{
|
|
|
- Matrix matCamera = GetCameraMatrix2D(camera);
|
|
|
- Vector3 transform = Vector3Transform((Vector3){ position.x, position.y, 0 }, matCamera);
|
|
|
-
|
|
|
- return (Vector2){ transform.x, transform.y };
|
|
|
-}
|
|
|
-
|
|
|
-// Get the world space position for a 2d camera screen space position
|
|
|
-Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera)
|
|
|
-{
|
|
|
- Matrix invMatCamera = MatrixInvert(GetCameraMatrix2D(camera));
|
|
|
- Vector3 transform = Vector3Transform((Vector3){ position.x, position.y, 0 }, invMatCamera);
|
|
|
-
|
|
|
- return (Vector2){ transform.x, transform.y };
|
|
|
-}
|
|
|
-
|
|
|
-// Set target FPS (maximum)
|
|
|
-void SetTargetFPS(int fps)
|
|
|
-{
|
|
|
- if (fps < 1) CORE.Time.target = 0.0;
|
|
|
- else CORE.Time.target = 1.0/(double)fps;
|
|
|
-
|
|
|
- TRACELOG(LOG_INFO, "TIMER: Target time per frame: %02.03f milliseconds", (float)CORE.Time.target*1000.0f);
|
|
|
-}
|
|
|
-
|
|
|
-// Get current FPS
|
|
|
-// NOTE: We calculate an average framerate
|
|
|
-int GetFPS(void)
|
|
|
-{
|
|
|
- int fps = 0;
|
|
|
-
|
|
|
-#if !defined(SUPPORT_CUSTOM_FRAME_CONTROL)
|
|
|
- #define FPS_CAPTURE_FRAMES_COUNT 30 // 30 captures
|
|
|
- #define FPS_AVERAGE_TIME_SECONDS 0.5f // 500 milliseconds
|
|
|
- #define FPS_STEP (FPS_AVERAGE_TIME_SECONDS/FPS_CAPTURE_FRAMES_COUNT)
|
|
|
-
|
|
|
- static int index = 0;
|
|
|
- static float history[FPS_CAPTURE_FRAMES_COUNT] = { 0 };
|
|
|
- static float average = 0, last = 0;
|
|
|
- float fpsFrame = GetFrameTime();
|
|
|
-
|
|
|
- if (fpsFrame == 0) return 0;
|
|
|
-
|
|
|
- if ((GetTime() - last) > FPS_STEP)
|
|
|
- {
|
|
|
- last = (float)GetTime();
|
|
|
- index = (index + 1)%FPS_CAPTURE_FRAMES_COUNT;
|
|
|
- average -= history[index];
|
|
|
- history[index] = fpsFrame/FPS_CAPTURE_FRAMES_COUNT;
|
|
|
- average += history[index];
|
|
|
- }
|
|
|
-
|
|
|
- fps = (int)roundf(1.0f/average);
|
|
|
-#endif
|
|
|
-
|
|
|
- return fps;
|
|
|
-}
|
|
|
-
|
|
|
-// Get time in seconds for last frame drawn (delta time)
|
|
|
-float GetFrameTime(void)
|
|
|
-{
|
|
|
- return (float)CORE.Time.frame;
|
|
|
-}
|
|
|
-
|
|
|
-// Get elapsed time measure in seconds since InitTimer()
|
|
|
-// NOTE: On PLATFORM_DESKTOP InitTimer() is called on InitWindow()
|
|
|
-// NOTE: On PLATFORM_DESKTOP, timer is initialized on glfwInit()
|
|
|
-double GetTime(void)
|
|
|
-{
|
|
|
- double time = 0.0;
|
|
|
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
|
|
- time = glfwGetTime(); // Elapsed time since glfwInit()
|
|
|
-#endif
|
|
|
-
|
|
|
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_DRM)
|
|
|
- struct timespec ts = { 0 };
|
|
|
- clock_gettime(CLOCK_MONOTONIC, &ts);
|
|
|
- unsigned long long int nanoSeconds = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec;
|
|
|
-
|
|
|
- time = (double)(nanoSeconds - CORE.Time.base)*1e-9; // Elapsed time since InitTimer()
|
|
|
-#endif
|
|
|
- return time;
|
|
|
-}
|
|
|
-
|
|
|
-// Setup window configuration flags (view FLAGS)
|
|
|
-// NOTE: This function is expected to be called before window creation,
|
|
|
-// because it sets up some flags for the window creation process.
|
|
|
-// To configure window states after creation, just use SetWindowState()
|
|
|
-void SetConfigFlags(unsigned int flags)
|
|
|
-{
|
|
|
- // Selected flags are set but not evaluated at this point,
|
|
|
- // flag evaluation happens at InitWindow() or SetWindowState()
|
|
|
- CORE.Window.flags |= flags;
|
|
|
-}
|
|
|
-
|
|
|
-// NOTE TRACELOG() function is located in [utils.h]
|
|
|
-
|
|
|
-// Takes a screenshot of current screen (saved a .png)
|
|
|
-void TakeScreenshot(const char *fileName)
|
|
|
-{
|
|
|
-#if defined(SUPPORT_MODULE_RTEXTURES)
|
|
|
- // Security check to (partially) avoid malicious code on PLATFORM_WEB
|
|
|
- if (strchr(fileName, '\'') != NULL) { TRACELOG(LOG_WARNING, "SYSTEM: Provided fileName could be potentially malicious, avoid [\'] character"); return; }
|
|
|
-
|
|
|
- Vector2 scale = GetWindowScaleDPI();
|
|
|
- unsigned char *imgData = rlReadScreenPixels((int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y));
|
|
|
- Image image = { imgData, (int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y), 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
|
|
|
-
|
|
|
- char path[2048] = { 0 };
|
|
|
- strcpy(path, TextFormat("%s/%s", CORE.Storage.basePath, fileName));
|
|
|
-
|
|
|
- ExportImage(image, path); // WARNING: Module required: rtextures
|
|
|
- RL_FREE(imgData);
|
|
|
-
|
|
|
-#if defined(PLATFORM_WEB)
|
|
|
- // Download file from MEMFS (emscripten memory filesystem)
|
|
|
- // saveFileFromMEMFSToDisk() function is defined in raylib/src/shell.html
|
|
|
- emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", GetFileName(path), GetFileName(path)));
|
|
|
-#endif
|
|
|
-
|
|
|
- TRACELOG(LOG_INFO, "SYSTEM: [%s] Screenshot taken successfully", path);
|
|
|
-#else
|
|
|
- TRACELOG(LOG_WARNING,"IMAGE: ExportImage() requires module: rtextures");
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Get a random value between min and max (both included)
|
|
|
-// WARNING: Ranges higher than RAND_MAX will return invalid results
|
|
|
-// More specifically, if (max - min) > INT_MAX there will be an overflow,
|
|
|
-// and otherwise if (max - min) > RAND_MAX the random value will incorrectly never exceed a certain threshold
|
|
|
-int GetRandomValue(int min, int max)
|
|
|
-{
|
|
|
- if (min > max)
|
|
|
- {
|
|
|
- int tmp = max;
|
|
|
- max = min;
|
|
|
- min = tmp;
|
|
|
- }
|
|
|
-
|
|
|
- if ((unsigned int)(max - min) > (unsigned int)RAND_MAX)
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "Invalid GetRandomValue() arguments, range should not be higher than %i", RAND_MAX);
|
|
|
- }
|
|
|
-
|
|
|
- return (rand()%(abs(max - min) + 1) + min);
|
|
|
-}
|
|
|
-
|
|
|
-// Set the seed for the random number generator
|
|
|
-void SetRandomSeed(unsigned int seed)
|
|
|
-{
|
|
|
- srand(seed);
|
|
|
-}
|
|
|
-
|
|
|
-// Check if the file exists
|
|
|
-bool FileExists(const char *fileName)
|
|
|
-{
|
|
|
- bool result = false;
|
|
|
-
|
|
|
-#if defined(_WIN32)
|
|
|
- if (_access(fileName, 0) != -1) result = true;
|
|
|
-#else
|
|
|
- if (access(fileName, F_OK) != -1) result = true;
|
|
|
-#endif
|
|
|
-
|
|
|
- // NOTE: Alternatively, stat() can be used instead of access()
|
|
|
- //#include <sys/stat.h>
|
|
|
- //struct stat statbuf;
|
|
|
- //if (stat(filename, &statbuf) == 0) result = true;
|
|
|
-
|
|
|
- return result;
|
|
|
-}
|
|
|
-
|
|
|
-// Check file extension
|
|
|
-// NOTE: Extensions checking is not case-sensitive
|
|
|
-bool IsFileExtension(const char *fileName, const char *ext)
|
|
|
-{
|
|
|
- #define MAX_FILE_EXTENSION_SIZE 16
|
|
|
-
|
|
|
- bool result = false;
|
|
|
- const char *fileExt = GetFileExtension(fileName);
|
|
|
-
|
|
|
- if (fileExt != NULL)
|
|
|
- {
|
|
|
-#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_TEXT_MANIPULATION)
|
|
|
- int extCount = 0;
|
|
|
- const char **checkExts = TextSplit(ext, ';', &extCount); // WARNING: Module required: rtext
|
|
|
-
|
|
|
- char fileExtLower[MAX_FILE_EXTENSION_SIZE + 1] = { 0 };
|
|
|
- strncpy(fileExtLower, TextToLower(fileExt), MAX_FILE_EXTENSION_SIZE); // WARNING: Module required: rtext
|
|
|
-
|
|
|
- for (int i = 0; i < extCount; i++)
|
|
|
- {
|
|
|
- if (strcmp(fileExtLower, TextToLower(checkExts[i])) == 0)
|
|
|
- {
|
|
|
- result = true;
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
-#else
|
|
|
- if (strcmp(fileExt, ext) == 0) result = true;
|
|
|
-#endif
|
|
|
- }
|
|
|
-
|
|
|
- return result;
|
|
|
-}
|
|
|
-
|
|
|
-// Check if a directory path exists
|
|
|
-bool DirectoryExists(const char *dirPath)
|
|
|
-{
|
|
|
- bool result = false;
|
|
|
- DIR *dir = opendir(dirPath);
|
|
|
-
|
|
|
- if (dir != NULL)
|
|
|
- {
|
|
|
- result = true;
|
|
|
- closedir(dir);
|
|
|
- }
|
|
|
-
|
|
|
- return result;
|
|
|
-}
|
|
|
-
|
|
|
-// Get file length in bytes
|
|
|
-// NOTE: GetFileSize() conflicts with windows.h
|
|
|
-int GetFileLength(const char *fileName)
|
|
|
-{
|
|
|
- int size = 0;
|
|
|
-
|
|
|
- // NOTE: On Unix-like systems, it can by used the POSIX system call: stat(),
|
|
|
- // but depending on the platform that call could not be available
|
|
|
- //struct stat result = { 0 };
|
|
|
- //stat(fileName, &result);
|
|
|
- //return result.st_size;
|
|
|
-
|
|
|
- FILE *file = fopen(fileName, "rb");
|
|
|
-
|
|
|
- if (file != NULL)
|
|
|
- {
|
|
|
- fseek(file, 0L, SEEK_END);
|
|
|
- long int fileSize = ftell(file);
|
|
|
-
|
|
|
- // Check for size overflow (INT_MAX)
|
|
|
- if (fileSize > 2147483647) TRACELOG(LOG_WARNING, "[%s] File size overflows expected limit, do not use GetFileLength()", fileName);
|
|
|
- else size = (int)fileSize;
|
|
|
-
|
|
|
- fclose(file);
|
|
|
- }
|
|
|
-
|
|
|
- return size;
|
|
|
-}
|
|
|
-
|
|
|
-// Get pointer to extension for a filename string (includes the dot: .png)
|
|
|
-const char *GetFileExtension(const char *fileName)
|
|
|
-{
|
|
|
- const char *dot = strrchr(fileName, '.');
|
|
|
-
|
|
|
- if (!dot || dot == fileName) return NULL;
|
|
|
-
|
|
|
- return dot;
|
|
|
-}
|
|
|
-
|
|
|
-// String pointer reverse break: returns right-most occurrence of charset in s
|
|
|
-static const char *strprbrk(const char *s, const char *charset)
|
|
|
-{
|
|
|
- const char *latestMatch = NULL;
|
|
|
- for (; s = strpbrk(s, charset), s != NULL; latestMatch = s++) { }
|
|
|
- return latestMatch;
|
|
|
-}
|
|
|
-
|
|
|
-// Get pointer to filename for a path string
|
|
|
-const char *GetFileName(const char *filePath)
|
|
|
-{
|
|
|
- const char *fileName = NULL;
|
|
|
- if (filePath != NULL) fileName = strprbrk(filePath, "\\/");
|
|
|
-
|
|
|
- if (!fileName) return filePath;
|
|
|
-
|
|
|
- return fileName + 1;
|
|
|
-}
|
|
|
-
|
|
|
-// Get filename string without extension (uses static string)
|
|
|
-const char *GetFileNameWithoutExt(const char *filePath)
|
|
|
-{
|
|
|
- #define MAX_FILENAMEWITHOUTEXT_LENGTH 256
|
|
|
-
|
|
|
- static char fileName[MAX_FILENAMEWITHOUTEXT_LENGTH] = { 0 };
|
|
|
- memset(fileName, 0, MAX_FILENAMEWITHOUTEXT_LENGTH);
|
|
|
-
|
|
|
- if (filePath != NULL) strcpy(fileName, GetFileName(filePath)); // Get filename with extension
|
|
|
-
|
|
|
- int size = (int)strlen(fileName); // Get size in bytes
|
|
|
-
|
|
|
- for (int i = 0; (i < size) && (i < MAX_FILENAMEWITHOUTEXT_LENGTH); i++)
|
|
|
- {
|
|
|
- if (fileName[i] == '.')
|
|
|
- {
|
|
|
- // NOTE: We break on first '.' found
|
|
|
- fileName[i] = '\0';
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- return fileName;
|
|
|
-}
|
|
|
-
|
|
|
-// Get directory for a given filePath
|
|
|
-const char *GetDirectoryPath(const char *filePath)
|
|
|
-{
|
|
|
-/*
|
|
|
- // NOTE: Directory separator is different in Windows and other platforms,
|
|
|
- // fortunately, Windows also support the '/' separator, that's the one should be used
|
|
|
- #if defined(_WIN32)
|
|
|
- char separator = '\\';
|
|
|
- #else
|
|
|
- char separator = '/';
|
|
|
- #endif
|
|
|
-*/
|
|
|
- const char *lastSlash = NULL;
|
|
|
- static char dirPath[MAX_FILEPATH_LENGTH] = { 0 };
|
|
|
- memset(dirPath, 0, MAX_FILEPATH_LENGTH);
|
|
|
-
|
|
|
- // In case provided path does not contain a root drive letter (C:\, D:\) nor leading path separator (\, /),
|
|
|
- // we add the current directory path to dirPath
|
|
|
- if (filePath[1] != ':' && filePath[0] != '\\' && filePath[0] != '/')
|
|
|
- {
|
|
|
- // For security, we set starting path to current directory,
|
|
|
- // obtained path will be concatenated to this
|
|
|
- dirPath[0] = '.';
|
|
|
- dirPath[1] = '/';
|
|
|
- }
|
|
|
-
|
|
|
- lastSlash = strprbrk(filePath, "\\/");
|
|
|
- if (lastSlash)
|
|
|
- {
|
|
|
- if (lastSlash == filePath)
|
|
|
- {
|
|
|
- // The last and only slash is the leading one: path is in a root directory
|
|
|
- dirPath[0] = filePath[0];
|
|
|
- dirPath[1] = '\0';
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // NOTE: Be careful, strncpy() is not safe, it does not care about '\0'
|
|
|
- memcpy(dirPath + (filePath[1] != ':' && filePath[0] != '\\' && filePath[0] != '/' ? 2 : 0), filePath, strlen(filePath) - (strlen(lastSlash) - 1));
|
|
|
- dirPath[strlen(filePath) - strlen(lastSlash) + (filePath[1] != ':' && filePath[0] != '\\' && filePath[0] != '/' ? 2 : 0)] = '\0'; // Add '\0' manually
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- return dirPath;
|
|
|
-}
|
|
|
-
|
|
|
-// Get previous directory path for a given path
|
|
|
-const char *GetPrevDirectoryPath(const char *dirPath)
|
|
|
-{
|
|
|
- static char prevDirPath[MAX_FILEPATH_LENGTH] = { 0 };
|
|
|
- memset(prevDirPath, 0, MAX_FILEPATH_LENGTH);
|
|
|
- int pathLen = (int)strlen(dirPath);
|
|
|
-
|
|
|
- if (pathLen <= 3) strcpy(prevDirPath, dirPath);
|
|
|
-
|
|
|
- for (int i = (pathLen - 1); (i >= 0) && (pathLen > 3); i--)
|
|
|
- {
|
|
|
- if ((dirPath[i] == '\\') || (dirPath[i] == '/'))
|
|
|
- {
|
|
|
- // Check for root: "C:\" or "/"
|
|
|
- if (((i == 2) && (dirPath[1] ==':')) || (i == 0)) i++;
|
|
|
-
|
|
|
- strncpy(prevDirPath, dirPath, i);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- return prevDirPath;
|
|
|
-}
|
|
|
-
|
|
|
-// Get current working directory
|
|
|
-const char *GetWorkingDirectory(void)
|
|
|
-{
|
|
|
- static char currentDir[MAX_FILEPATH_LENGTH] = { 0 };
|
|
|
- memset(currentDir, 0, MAX_FILEPATH_LENGTH);
|
|
|
-
|
|
|
- char *path = GETCWD(currentDir, MAX_FILEPATH_LENGTH - 1);
|
|
|
-
|
|
|
- return path;
|
|
|
-}
|
|
|
-
|
|
|
-const char *GetApplicationDirectory(void)
|
|
|
-{
|
|
|
- static char appDir[MAX_FILEPATH_LENGTH] = { 0 };
|
|
|
- memset(appDir, 0, MAX_FILEPATH_LENGTH);
|
|
|
-
|
|
|
-#if defined(_WIN32)
|
|
|
- int len = 0;
|
|
|
-#if defined(UNICODE)
|
|
|
- unsigned short widePath[MAX_PATH];
|
|
|
- len = GetModuleFileNameW(NULL, widePath, MAX_PATH);
|
|
|
- len = WideCharToMultiByte(0, 0, widePath, len, appDir, MAX_PATH, NULL, NULL);
|
|
|
-#else
|
|
|
- len = GetModuleFileNameA(NULL, appDir, MAX_PATH);
|
|
|
-#endif
|
|
|
- if (len > 0)
|
|
|
- {
|
|
|
- for (int i = len; i >= 0; --i)
|
|
|
- {
|
|
|
- if (appDir[i] == '\\')
|
|
|
- {
|
|
|
- appDir[i + 1] = '\0';
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- appDir[0] = '.';
|
|
|
- appDir[1] = '\\';
|
|
|
- }
|
|
|
-
|
|
|
-#elif defined(__linux__)
|
|
|
- unsigned int size = sizeof(appDir);
|
|
|
- ssize_t len = readlink("/proc/self/exe", appDir, size);
|
|
|
-
|
|
|
- if (len > 0)
|
|
|
- {
|
|
|
- for (int i = len; i >= 0; --i)
|
|
|
- {
|
|
|
- if (appDir[i] == '/')
|
|
|
- {
|
|
|
- appDir[i + 1] = '\0';
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- appDir[0] = '.';
|
|
|
- appDir[1] = '/';
|
|
|
- }
|
|
|
-#elif defined(__APPLE__)
|
|
|
- uint32_t size = sizeof(appDir);
|
|
|
-
|
|
|
- if (_NSGetExecutablePath(appDir, &size) == 0)
|
|
|
- {
|
|
|
- int len = strlen(appDir);
|
|
|
- for (int i = len; i >= 0; --i)
|
|
|
- {
|
|
|
- if (appDir[i] == '/')
|
|
|
- {
|
|
|
- appDir[i + 1] = '\0';
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- appDir[0] = '.';
|
|
|
- appDir[1] = '/';
|
|
|
- }
|
|
|
-#endif
|
|
|
-
|
|
|
- return appDir;
|
|
|
-}
|
|
|
-
|
|
|
-// Load directory filepaths
|
|
|
-// NOTE: Base path is prepended to the scanned filepaths
|
|
|
-// WARNING: Directory is scanned twice, first time to get files count
|
|
|
-// No recursive scanning is done!
|
|
|
-FilePathList LoadDirectoryFiles(const char *dirPath)
|
|
|
-{
|
|
|
- FilePathList files = { 0 };
|
|
|
- unsigned int fileCounter = 0;
|
|
|
-
|
|
|
- struct dirent *entity;
|
|
|
- DIR *dir = opendir(dirPath);
|
|
|
-
|
|
|
- if (dir != NULL) // It's a directory
|
|
|
- {
|
|
|
- // SCAN 1: Count files
|
|
|
- while ((entity = readdir(dir)) != NULL)
|
|
|
- {
|
|
|
- // NOTE: We skip '.' (current dir) and '..' (parent dir) filepaths
|
|
|
- if ((strcmp(entity->d_name, ".") != 0) && (strcmp(entity->d_name, "..") != 0)) fileCounter++;
|
|
|
- }
|
|
|
-
|
|
|
- // Memory allocation for dirFileCount
|
|
|
- files.capacity = fileCounter;
|
|
|
- files.paths = (char **)RL_MALLOC(files.capacity*sizeof(char *));
|
|
|
- for (unsigned int i = 0; i < files.capacity; i++) files.paths[i] = (char *)RL_MALLOC(MAX_FILEPATH_LENGTH*sizeof(char));
|
|
|
-
|
|
|
- closedir(dir);
|
|
|
-
|
|
|
- // SCAN 2: Read filepaths
|
|
|
- // NOTE: Directory paths are also registered
|
|
|
- ScanDirectoryFiles(dirPath, &files, NULL);
|
|
|
-
|
|
|
- // Security check: read files.count should match fileCounter
|
|
|
- if (files.count != files.capacity) TRACELOG(LOG_WARNING, "FILEIO: Read files count do not match capacity allocated");
|
|
|
- }
|
|
|
- else TRACELOG(LOG_WARNING, "FILEIO: Failed to open requested directory"); // Maybe it's a file...
|
|
|
-
|
|
|
- return files;
|
|
|
-}
|
|
|
-
|
|
|
-// Load directory filepaths with extension filtering and recursive directory scan
|
|
|
-// NOTE: On recursive loading we do not pre-scan for file count, we use MAX_FILEPATH_CAPACITY
|
|
|
-FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs)
|
|
|
-{
|
|
|
- FilePathList files = { 0 };
|
|
|
-
|
|
|
- files.capacity = MAX_FILEPATH_CAPACITY;
|
|
|
- files.paths = (char **)RL_CALLOC(files.capacity, sizeof(char *));
|
|
|
- for (unsigned int i = 0; i < files.capacity; i++) files.paths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
|
|
|
-
|
|
|
- // WARNING: basePath is always prepended to scanned paths
|
|
|
- if (scanSubdirs) ScanDirectoryFilesRecursively(basePath, &files, filter);
|
|
|
- else ScanDirectoryFiles(basePath, &files, filter);
|
|
|
-
|
|
|
- return files;
|
|
|
-}
|
|
|
-
|
|
|
-// Unload directory filepaths
|
|
|
-// WARNING: files.count is not reseted to 0 after unloading
|
|
|
-void UnloadDirectoryFiles(FilePathList files)
|
|
|
-{
|
|
|
- for (unsigned int i = 0; i < files.capacity; i++) RL_FREE(files.paths[i]);
|
|
|
-
|
|
|
- RL_FREE(files.paths);
|
|
|
-}
|
|
|
-
|
|
|
-// Change working directory, returns true on success
|
|
|
-bool ChangeDirectory(const char *dir)
|
|
|
-{
|
|
|
- bool result = CHDIR(dir);
|
|
|
-
|
|
|
- if (result != 0) TRACELOG(LOG_WARNING, "SYSTEM: Failed to change to directory: %s", dir);
|
|
|
-
|
|
|
- return (result == 0);
|
|
|
-}
|
|
|
-
|
|
|
-// Check if a given path point to a file
|
|
|
-bool IsPathFile(const char *path)
|
|
|
-{
|
|
|
- struct stat result = { 0 };
|
|
|
- stat(path, &result);
|
|
|
-
|
|
|
- return S_ISREG(result.st_mode);
|
|
|
-}
|
|
|
-
|
|
|
-// Check if a file has been dropped into window
|
|
|
-bool IsFileDropped(void)
|
|
|
-{
|
|
|
- if (CORE.Window.dropFileCount > 0) return true;
|
|
|
- else return false;
|
|
|
-}
|
|
|
-
|
|
|
-// Load dropped filepaths
|
|
|
-FilePathList LoadDroppedFiles(void)
|
|
|
-{
|
|
|
- FilePathList files = { 0 };
|
|
|
-
|
|
|
- files.count = CORE.Window.dropFileCount;
|
|
|
- files.paths = CORE.Window.dropFilepaths;
|
|
|
-
|
|
|
- return files;
|
|
|
-}
|
|
|
-
|
|
|
-// Unload dropped filepaths
|
|
|
-void UnloadDroppedFiles(FilePathList files)
|
|
|
-{
|
|
|
- // WARNING: files pointers are the same as internal ones
|
|
|
-
|
|
|
- if (files.count > 0)
|
|
|
- {
|
|
|
- for (unsigned int i = 0; i < files.count; i++) RL_FREE(files.paths[i]);
|
|
|
-
|
|
|
- RL_FREE(files.paths);
|
|
|
-
|
|
|
- CORE.Window.dropFileCount = 0;
|
|
|
- CORE.Window.dropFilepaths = NULL;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-// Get file modification time (last write time)
|
|
|
-long GetFileModTime(const char *fileName)
|
|
|
-{
|
|
|
- struct stat result = { 0 };
|
|
|
-
|
|
|
- if (stat(fileName, &result) == 0)
|
|
|
- {
|
|
|
- time_t mod = result.st_mtime;
|
|
|
-
|
|
|
- return (long)mod;
|
|
|
- }
|
|
|
-
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-// Compress data (DEFLATE algorithm)
|
|
|
-unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize)
|
|
|
-{
|
|
|
- #define COMPRESSION_QUALITY_DEFLATE 8
|
|
|
-
|
|
|
- unsigned char *compData = NULL;
|
|
|
-
|
|
|
-#if defined(SUPPORT_COMPRESSION_API)
|
|
|
- // Compress data and generate a valid DEFLATE stream
|
|
|
- struct sdefl *sdefl = RL_CALLOC(1, sizeof(struct sdefl)); // WARNING: Possible stack overflow, struct sdefl is almost 1MB
|
|
|
- int bounds = dataSize*2;//sdefl_bound(dataSize);
|
|
|
- compData = (unsigned char *)RL_CALLOC(bounds, 1);
|
|
|
-
|
|
|
- *compDataSize = sdeflate(sdefl, compData, data, dataSize, COMPRESSION_QUALITY_DEFLATE); // Compression level 8, same as stbiw
|
|
|
- RL_FREE(sdefl);
|
|
|
-
|
|
|
- TRACELOG(LOG_INFO, "SYSTEM: Compress data: Original size: %i -> Comp. size: %i", dataSize, *compDataSize);
|
|
|
-#endif
|
|
|
-
|
|
|
- return compData;
|
|
|
-}
|
|
|
-
|
|
|
-// Decompress data (DEFLATE algorithm)
|
|
|
-unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize)
|
|
|
-{
|
|
|
- unsigned char *data = NULL;
|
|
|
-
|
|
|
-#if defined(SUPPORT_COMPRESSION_API)
|
|
|
- // Decompress data from a valid DEFLATE stream
|
|
|
- data = (unsigned char *)RL_CALLOC(MAX_DECOMPRESSION_SIZE*1024*1024, 1);
|
|
|
- int length = sinflate(data, MAX_DECOMPRESSION_SIZE*1024*1024, compData, compDataSize);
|
|
|
-
|
|
|
- // WARNING: RL_REALLOC can make (and leave) data copies in memory, be careful with sensitive compressed data!
|
|
|
- // TODO: Use a different approach, create another buffer, copy data manually to it and wipe original buffer memory
|
|
|
- unsigned char *temp = (unsigned char *)RL_REALLOC(data, length);
|
|
|
-
|
|
|
- if (temp != NULL) data = temp;
|
|
|
- else TRACELOG(LOG_WARNING, "SYSTEM: Failed to re-allocate required decompression memory");
|
|
|
-
|
|
|
- *dataSize = length;
|
|
|
-
|
|
|
- TRACELOG(LOG_INFO, "SYSTEM: Decompress data: Comp. size: %i -> Original size: %i", compDataSize, *dataSize);
|
|
|
-#endif
|
|
|
-
|
|
|
- return data;
|
|
|
-}
|
|
|
-
|
|
|
-// Encode data to Base64 string
|
|
|
-char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize)
|
|
|
-{
|
|
|
- static const unsigned char base64encodeTable[] = {
|
|
|
- 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X',
|
|
|
- 'Y', 'Z', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v',
|
|
|
- 'w', 'x', 'y', 'z', '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '+', '/'
|
|
|
- };
|
|
|
-
|
|
|
- static const int modTable[] = { 0, 2, 1 };
|
|
|
-
|
|
|
- *outputSize = 4*((dataSize + 2)/3);
|
|
|
-
|
|
|
- char *encodedData = (char *)RL_MALLOC(*outputSize);
|
|
|
-
|
|
|
- if (encodedData == NULL) return NULL;
|
|
|
-
|
|
|
- for (int i = 0, j = 0; i < dataSize;)
|
|
|
- {
|
|
|
- unsigned int octetA = (i < dataSize)? (unsigned char)data[i++] : 0;
|
|
|
- unsigned int octetB = (i < dataSize)? (unsigned char)data[i++] : 0;
|
|
|
- unsigned int octetC = (i < dataSize)? (unsigned char)data[i++] : 0;
|
|
|
-
|
|
|
- unsigned int triple = (octetA << 0x10) + (octetB << 0x08) + octetC;
|
|
|
-
|
|
|
- encodedData[j++] = base64encodeTable[(triple >> 3*6) & 0x3F];
|
|
|
- encodedData[j++] = base64encodeTable[(triple >> 2*6) & 0x3F];
|
|
|
- encodedData[j++] = base64encodeTable[(triple >> 1*6) & 0x3F];
|
|
|
- encodedData[j++] = base64encodeTable[(triple >> 0*6) & 0x3F];
|
|
|
- }
|
|
|
-
|
|
|
- for (int i = 0; i < modTable[dataSize%3]; i++) encodedData[*outputSize - 1 - i] = '='; // Padding character
|
|
|
-
|
|
|
- return encodedData;
|
|
|
-}
|
|
|
-
|
|
|
-// Decode Base64 string data
|
|
|
-unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize)
|
|
|
-{
|
|
|
- static const unsigned char base64decodeTable[] = {
|
|
|
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
|
|
- 0, 0, 0, 62, 0, 0, 0, 63, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10,
|
|
|
- 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 0, 0, 0, 0, 0, 0, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36,
|
|
|
- 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51
|
|
|
- };
|
|
|
-
|
|
|
- // Get output size of Base64 input data
|
|
|
- int outSize = 0;
|
|
|
- for (int i = 0; data[4*i] != 0; i++)
|
|
|
- {
|
|
|
- if (data[4*i + 3] == '=')
|
|
|
- {
|
|
|
- if (data[4*i + 2] == '=') outSize += 1;
|
|
|
- else outSize += 2;
|
|
|
- }
|
|
|
- else outSize += 3;
|
|
|
- }
|
|
|
-
|
|
|
- // Allocate memory to store decoded Base64 data
|
|
|
- unsigned char *decodedData = (unsigned char *)RL_MALLOC(outSize);
|
|
|
-
|
|
|
- for (int i = 0; i < outSize/3; i++)
|
|
|
- {
|
|
|
- unsigned char a = base64decodeTable[(int)data[4*i]];
|
|
|
- unsigned char b = base64decodeTable[(int)data[4*i + 1]];
|
|
|
- unsigned char c = base64decodeTable[(int)data[4*i + 2]];
|
|
|
- unsigned char d = base64decodeTable[(int)data[4*i + 3]];
|
|
|
-
|
|
|
- decodedData[3*i] = (a << 2) | (b >> 4);
|
|
|
- decodedData[3*i + 1] = (b << 4) | (c >> 2);
|
|
|
- decodedData[3*i + 2] = (c << 6) | d;
|
|
|
- }
|
|
|
-
|
|
|
- if (outSize%3 == 1)
|
|
|
- {
|
|
|
- int n = outSize/3;
|
|
|
- unsigned char a = base64decodeTable[(int)data[4*n]];
|
|
|
- unsigned char b = base64decodeTable[(int)data[4*n + 1]];
|
|
|
- decodedData[outSize - 1] = (a << 2) | (b >> 4);
|
|
|
- }
|
|
|
- else if (outSize%3 == 2)
|
|
|
- {
|
|
|
- int n = outSize/3;
|
|
|
- unsigned char a = base64decodeTable[(int)data[4*n]];
|
|
|
- unsigned char b = base64decodeTable[(int)data[4*n + 1]];
|
|
|
- unsigned char c = base64decodeTable[(int)data[4*n + 2]];
|
|
|
- decodedData[outSize - 2] = (a << 2) | (b >> 4);
|
|
|
- decodedData[outSize - 1] = (b << 4) | (c >> 2);
|
|
|
- }
|
|
|
-
|
|
|
- *outputSize = outSize;
|
|
|
- return decodedData;
|
|
|
-}
|
|
|
-
|
|
|
-// Open URL with default system browser (if available)
|
|
|
-// NOTE: This function is only safe to use if you control the URL given.
|
|
|
-// A user could craft a malicious string performing another action.
|
|
|
-// Only call this function yourself not with user input or make sure to check the string yourself.
|
|
|
-// Ref: https://github.com/raysan5/raylib/issues/686
|
|
|
-void OpenURL(const char *url)
|
|
|
-{
|
|
|
- // Security check to (partially) avoid malicious code on PLATFORM_WEB
|
|
|
- if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
|
|
|
- else
|
|
|
- {
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- char *cmd = (char *)RL_CALLOC(strlen(url) + 32, sizeof(char));
|
|
|
- #if defined(_WIN32)
|
|
|
- sprintf(cmd, "explorer \"%s\"", url);
|
|
|
- #endif
|
|
|
- #if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__)
|
|
|
- sprintf(cmd, "xdg-open '%s'", url); // Alternatives: firefox, x-www-browser
|
|
|
- #endif
|
|
|
- #if defined(__APPLE__)
|
|
|
- sprintf(cmd, "open '%s'", url);
|
|
|
- #endif
|
|
|
- int result = system(cmd);
|
|
|
- if (result == -1) TRACELOG(LOG_WARNING, "OpenURL() child process could not be created");
|
|
|
- RL_FREE(cmd);
|
|
|
-#endif
|
|
|
-#if defined(PLATFORM_WEB)
|
|
|
- emscripten_run_script(TextFormat("window.open('%s', '_blank')", url));
|
|
|
-#endif
|
|
|
-#if defined(PLATFORM_ANDROID)
|
|
|
- JNIEnv *env = NULL;
|
|
|
- JavaVM *vm = CORE.Android.app->activity->vm;
|
|
|
- (*vm)->AttachCurrentThread(vm, &env, NULL);
|
|
|
-
|
|
|
- jstring urlString = (*env)->NewStringUTF(env, url);
|
|
|
- jclass uriClass = (*env)->FindClass(env, "android/net/Uri");
|
|
|
- jmethodID uriParse = (*env)->GetStaticMethodID(env, uriClass, "parse", "(Ljava/lang/String;)Landroid/net/Uri;");
|
|
|
- jobject uri = (*env)->CallStaticObjectMethod(env, uriClass, uriParse, urlString);
|
|
|
-
|
|
|
- jclass intentClass = (*env)->FindClass(env, "android/content/Intent");
|
|
|
- jfieldID actionViewId = (*env)->GetStaticFieldID(env, intentClass, "ACTION_VIEW", "Ljava/lang/String;");
|
|
|
- jobject actionView = (*env)->GetStaticObjectField(env, intentClass, actionViewId);
|
|
|
- jmethodID newIntent = (*env)->GetMethodID(env, intentClass, "<init>", "(Ljava/lang/String;Landroid/net/Uri;)V");
|
|
|
- jobject intent = (*env)->AllocObject(env, intentClass);
|
|
|
-
|
|
|
- (*env)->CallVoidMethod(env, intent, newIntent, actionView, uri);
|
|
|
- jclass activityClass = (*env)->FindClass(env, "android/app/Activity");
|
|
|
- jmethodID startActivity = (*env)->GetMethodID(env, activityClass, "startActivity", "(Landroid/content/Intent;)V");
|
|
|
- (*env)->CallVoidMethod(env, CORE.Android.app->activity->clazz, startActivity, intent);
|
|
|
-
|
|
|
- (*vm)->DetachCurrentThread(vm);
|
|
|
-#endif
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-//----------------------------------------------------------------------------------
|
|
|
-// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
|
|
|
-//----------------------------------------------------------------------------------
|
|
|
-// Check if a key has been pressed once
|
|
|
-bool IsKeyPressed(int key)
|
|
|
-{
|
|
|
- bool pressed = false;
|
|
|
-
|
|
|
- if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
|
|
|
- {
|
|
|
- if ((CORE.Input.Keyboard.previousKeyState[key] == 0) && (CORE.Input.Keyboard.currentKeyState[key] == 1)) pressed = true;
|
|
|
- }
|
|
|
-
|
|
|
- return pressed;
|
|
|
-}
|
|
|
-
|
|
|
-// Check if a key has been pressed again (only PLATFORM_DESKTOP)
|
|
|
-bool IsKeyPressedRepeat(int key)
|
|
|
-{
|
|
|
- bool repeat = false;
|
|
|
-
|
|
|
- if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
|
|
|
- {
|
|
|
- if (CORE.Input.Keyboard.keyRepeatInFrame[key] == 1) repeat = true;
|
|
|
- }
|
|
|
-
|
|
|
- return repeat;
|
|
|
-}
|
|
|
-
|
|
|
-// Check if a key is being pressed (key held down)
|
|
|
-bool IsKeyDown(int key)
|
|
|
-{
|
|
|
- bool down = false;
|
|
|
-
|
|
|
- if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
|
|
|
- {
|
|
|
- if (CORE.Input.Keyboard.currentKeyState[key] == 1) down = true;
|
|
|
- }
|
|
|
-
|
|
|
- return down;
|
|
|
-}
|
|
|
-
|
|
|
-// Check if a key has been released once
|
|
|
-bool IsKeyReleased(int key)
|
|
|
-{
|
|
|
- bool released = false;
|
|
|
-
|
|
|
- if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
|
|
|
- {
|
|
|
- if ((CORE.Input.Keyboard.previousKeyState[key] == 1) && (CORE.Input.Keyboard.currentKeyState[key] == 0)) released = true;
|
|
|
- }
|
|
|
-
|
|
|
- return released;
|
|
|
-}
|
|
|
-
|
|
|
-// Check if a key is NOT being pressed (key not held down)
|
|
|
-bool IsKeyUp(int key)
|
|
|
-{
|
|
|
- bool up = false;
|
|
|
-
|
|
|
- if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
|
|
|
- {
|
|
|
- if (CORE.Input.Keyboard.currentKeyState[key] == 0) up = true;
|
|
|
- }
|
|
|
-
|
|
|
- return up;
|
|
|
-}
|
|
|
-
|
|
|
-// Get the last key pressed
|
|
|
-int GetKeyPressed(void)
|
|
|
-{
|
|
|
- int value = 0;
|
|
|
-
|
|
|
- if (CORE.Input.Keyboard.keyPressedQueueCount > 0)
|
|
|
- {
|
|
|
- // Get character from the queue head
|
|
|
- value = CORE.Input.Keyboard.keyPressedQueue[0];
|
|
|
-
|
|
|
- // Shift elements 1 step toward the head
|
|
|
- for (int i = 0; i < (CORE.Input.Keyboard.keyPressedQueueCount - 1); i++)
|
|
|
- CORE.Input.Keyboard.keyPressedQueue[i] = CORE.Input.Keyboard.keyPressedQueue[i + 1];
|
|
|
-
|
|
|
- // Reset last character in the queue
|
|
|
- CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount - 1] = 0;
|
|
|
- CORE.Input.Keyboard.keyPressedQueueCount--;
|
|
|
- }
|
|
|
-
|
|
|
- return value;
|
|
|
-}
|
|
|
-
|
|
|
-// Get the last char pressed
|
|
|
-int GetCharPressed(void)
|
|
|
-{
|
|
|
- int value = 0;
|
|
|
-
|
|
|
- if (CORE.Input.Keyboard.charPressedQueueCount > 0)
|
|
|
- {
|
|
|
- // Get character from the queue head
|
|
|
- value = CORE.Input.Keyboard.charPressedQueue[0];
|
|
|
-
|
|
|
- // Shift elements 1 step toward the head
|
|
|
- for (int i = 0; i < (CORE.Input.Keyboard.charPressedQueueCount - 1); i++)
|
|
|
- CORE.Input.Keyboard.charPressedQueue[i] = CORE.Input.Keyboard.charPressedQueue[i + 1];
|
|
|
-
|
|
|
- // Reset last character in the queue
|
|
|
- CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount - 1] = 0;
|
|
|
- CORE.Input.Keyboard.charPressedQueueCount--;
|
|
|
- }
|
|
|
-
|
|
|
- return value;
|
|
|
-}
|
|
|
-
|
|
|
-// Set a custom key to exit program
|
|
|
-// NOTE: default exitKey is ESCAPE
|
|
|
-void SetExitKey(int key)
|
|
|
-{
|
|
|
-#if !defined(PLATFORM_ANDROID)
|
|
|
- CORE.Input.Keyboard.exitKey = key;
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB)
|
|
|
-
|
|
|
-// Check if a gamepad is available
|
|
|
-bool IsGamepadAvailable(int gamepad)
|
|
|
-{
|
|
|
- bool result = false;
|
|
|
-
|
|
|
- if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad]) result = true;
|
|
|
-
|
|
|
- return result;
|
|
|
-}
|
|
|
-
|
|
|
-// Get gamepad internal name id
|
|
|
-const char *GetGamepadName(int gamepad)
|
|
|
-{
|
|
|
- const char *name = NULL;
|
|
|
-
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- if (CORE.Input.Gamepad.ready[gamepad]) name = glfwGetJoystickName(gamepad);
|
|
|
-#endif
|
|
|
-#if defined(PLATFORM_DRM)
|
|
|
- if (CORE.Input.Gamepad.ready[gamepad])
|
|
|
- {
|
|
|
- ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGNAME(64), &CORE.Input.Gamepad.name[gamepad]);
|
|
|
- name = CORE.Input.Gamepad.name[gamepad];
|
|
|
- }
|
|
|
-#endif
|
|
|
-#if defined(PLATFORM_WEB)
|
|
|
- name = CORE.Input.Gamepad.name[gamepad];
|
|
|
-#endif
|
|
|
-
|
|
|
- return name;
|
|
|
-}
|
|
|
-
|
|
|
-// Get gamepad axis count
|
|
|
-int GetGamepadAxisCount(int gamepad)
|
|
|
-{
|
|
|
-#if defined(PLATFORM_DRM)
|
|
|
- int axisCount = 0;
|
|
|
- if (CORE.Input.Gamepad.ready[gamepad]) ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGAXES, &axisCount);
|
|
|
- CORE.Input.Gamepad.axisCount = axisCount;
|
|
|
-#endif
|
|
|
-
|
|
|
- return CORE.Input.Gamepad.axisCount;
|
|
|
-}
|
|
|
-
|
|
|
-// Get axis movement vector for a gamepad
|
|
|
-float GetGamepadAxisMovement(int gamepad, int axis)
|
|
|
-{
|
|
|
- float value = 0;
|
|
|
-
|
|
|
- if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS) &&
|
|
|
- (fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]) > 0.1f)) value = CORE.Input.Gamepad.axisState[gamepad][axis]; // 0.1f = GAMEPAD_AXIS_MINIMUM_DRIFT/DELTA
|
|
|
-
|
|
|
- return value;
|
|
|
-}
|
|
|
-
|
|
|
-// Check if a gamepad button has been pressed once
|
|
|
-bool IsGamepadButtonPressed(int gamepad, int button)
|
|
|
-{
|
|
|
- bool pressed = false;
|
|
|
-
|
|
|
- if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
|
|
|
- (CORE.Input.Gamepad.previousButtonState[gamepad][button] == 0) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) pressed = true;
|
|
|
-
|
|
|
- return pressed;
|
|
|
-}
|
|
|
-
|
|
|
-// Check if a gamepad button is being pressed
|
|
|
-bool IsGamepadButtonDown(int gamepad, int button)
|
|
|
-{
|
|
|
- bool down = false;
|
|
|
-
|
|
|
- if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
|
|
|
- (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) down = true;
|
|
|
-
|
|
|
- return down;
|
|
|
-}
|
|
|
-
|
|
|
-// Check if a gamepad button has NOT been pressed once
|
|
|
-bool IsGamepadButtonReleased(int gamepad, int button)
|
|
|
-{
|
|
|
- bool released = false;
|
|
|
-
|
|
|
- if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
|
|
|
- (CORE.Input.Gamepad.previousButtonState[gamepad][button] == 1) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) released = true;
|
|
|
-
|
|
|
- return released;
|
|
|
-}
|
|
|
-
|
|
|
-// Check if a gamepad button is NOT being pressed
|
|
|
-bool IsGamepadButtonUp(int gamepad, int button)
|
|
|
-{
|
|
|
- bool up = false;
|
|
|
-
|
|
|
- if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
|
|
|
- (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) up = true;
|
|
|
-
|
|
|
- return up;
|
|
|
-}
|
|
|
-
|
|
|
-// Get the last gamepad button pressed
|
|
|
-int GetGamepadButtonPressed(void)
|
|
|
-{
|
|
|
- return CORE.Input.Gamepad.lastButtonPressed;
|
|
|
-}
|
|
|
-
|
|
|
-// Set internal gamepad mappings
|
|
|
-int SetGamepadMappings(const char *mappings)
|
|
|
-{
|
|
|
- int result = 0;
|
|
|
-
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- result = glfwUpdateGamepadMappings(mappings);
|
|
|
-#endif
|
|
|
-
|
|
|
- return result;
|
|
|
-}
|
|
|
-
|
|
|
-// Check if a mouse button has been pressed once
|
|
|
-bool IsMouseButtonPressed(int button)
|
|
|
-{
|
|
|
- bool pressed = false;
|
|
|
-
|
|
|
- if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) pressed = true;
|
|
|
-
|
|
|
- // Map touches to mouse buttons checking
|
|
|
- if ((CORE.Input.Touch.currentTouchState[button] == 1) && (CORE.Input.Touch.previousTouchState[button] == 0)) pressed = true;
|
|
|
-
|
|
|
- return pressed;
|
|
|
-}
|
|
|
-
|
|
|
-// Check if a mouse button is being pressed
|
|
|
-bool IsMouseButtonDown(int button)
|
|
|
-{
|
|
|
- bool down = false;
|
|
|
-
|
|
|
- if (CORE.Input.Mouse.currentButtonState[button] == 1) down = true;
|
|
|
-
|
|
|
- // NOTE: Touches are considered like mouse buttons
|
|
|
- if (CORE.Input.Touch.currentTouchState[button] == 1) down = true;
|
|
|
-
|
|
|
- return down;
|
|
|
-}
|
|
|
-
|
|
|
-// Check if a mouse button has been released once
|
|
|
-bool IsMouseButtonReleased(int button)
|
|
|
-{
|
|
|
- bool released = false;
|
|
|
-
|
|
|
- if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) released = true;
|
|
|
-
|
|
|
- // Map touches to mouse buttons checking
|
|
|
- if ((CORE.Input.Touch.currentTouchState[button] == 0) && (CORE.Input.Touch.previousTouchState[button] == 1)) released = true;
|
|
|
-
|
|
|
- return released;
|
|
|
-}
|
|
|
-
|
|
|
-// Check if a mouse button is NOT being pressed
|
|
|
-bool IsMouseButtonUp(int button)
|
|
|
-{
|
|
|
- bool up = false;
|
|
|
-
|
|
|
- if (CORE.Input.Mouse.currentButtonState[button] == 0) up = true;
|
|
|
-
|
|
|
- // NOTE: Touches are considered like mouse buttons
|
|
|
- if (CORE.Input.Touch.currentTouchState[button] == 0) up = true;
|
|
|
-
|
|
|
- return up;
|
|
|
-}
|
|
|
-
|
|
|
-// Get mouse position X
|
|
|
-int GetMouseX(void)
|
|
|
-{
|
|
|
-#if defined(PLATFORM_ANDROID)
|
|
|
- return (int)CORE.Input.Touch.position[0].x;
|
|
|
-#else
|
|
|
- return (int)((CORE.Input.Mouse.currentPosition.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x);
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Get mouse position Y
|
|
|
-int GetMouseY(void)
|
|
|
-{
|
|
|
-#if defined(PLATFORM_ANDROID)
|
|
|
- return (int)CORE.Input.Touch.position[0].y;
|
|
|
-#else
|
|
|
- return (int)((CORE.Input.Mouse.currentPosition.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y);
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Get mouse position XY
|
|
|
-Vector2 GetMousePosition(void)
|
|
|
-{
|
|
|
- Vector2 position = { 0 };
|
|
|
-
|
|
|
- // TODO: Review touch position on PLATFORM_WEB
|
|
|
-
|
|
|
-#if defined(PLATFORM_ANDROID) //|| defined(PLATFORM_WEB)
|
|
|
- position = GetTouchPosition(0);
|
|
|
-#else
|
|
|
- // NOTE: On PLATFORM_WEB, even on canvas scaling, mouse position is proportionally returned
|
|
|
- position.x = (CORE.Input.Mouse.currentPosition.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x;
|
|
|
- position.y = (CORE.Input.Mouse.currentPosition.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y;
|
|
|
-#endif
|
|
|
-
|
|
|
- return position;
|
|
|
-}
|
|
|
-
|
|
|
-// Get mouse delta between frames
|
|
|
-Vector2 GetMouseDelta(void)
|
|
|
-{
|
|
|
- Vector2 delta = { 0 };
|
|
|
-
|
|
|
- delta.x = CORE.Input.Mouse.currentPosition.x - CORE.Input.Mouse.previousPosition.x;
|
|
|
- delta.y = CORE.Input.Mouse.currentPosition.y - CORE.Input.Mouse.previousPosition.y;
|
|
|
-
|
|
|
- return delta;
|
|
|
-}
|
|
|
-
|
|
|
-// Set mouse position XY
|
|
|
-void SetMousePosition(int x, int y)
|
|
|
-{
|
|
|
- CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
|
|
|
- CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
|
|
|
-
|
|
|
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
|
|
- // NOTE: emscripten not implemented
|
|
|
- glfwSetCursorPos(CORE.Window.handle, CORE.Input.Mouse.currentPosition.x, CORE.Input.Mouse.currentPosition.y);
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Set mouse offset
|
|
|
-// NOTE: Useful when rendering to different size targets
|
|
|
-void SetMouseOffset(int offsetX, int offsetY)
|
|
|
-{
|
|
|
- CORE.Input.Mouse.offset = (Vector2){ (float)offsetX, (float)offsetY };
|
|
|
-}
|
|
|
-
|
|
|
-// Set mouse scaling
|
|
|
-// NOTE: Useful when rendering to different size targets
|
|
|
-void SetMouseScale(float scaleX, float scaleY)
|
|
|
-{
|
|
|
- CORE.Input.Mouse.scale = (Vector2){ scaleX, scaleY };
|
|
|
-}
|
|
|
-
|
|
|
-// Get mouse wheel movement Y
|
|
|
-float GetMouseWheelMove(void)
|
|
|
-{
|
|
|
- float result = 0.0f;
|
|
|
-
|
|
|
-#if !defined(PLATFORM_ANDROID)
|
|
|
- if (fabsf(CORE.Input.Mouse.currentWheelMove.x) > fabsf(CORE.Input.Mouse.currentWheelMove.y)) result = (float)CORE.Input.Mouse.currentWheelMove.x;
|
|
|
- else result = (float)CORE.Input.Mouse.currentWheelMove.y;
|
|
|
-#endif
|
|
|
-
|
|
|
- return result;
|
|
|
-}
|
|
|
-
|
|
|
-// Get mouse wheel movement X/Y as a vector
|
|
|
-Vector2 GetMouseWheelMoveV(void)
|
|
|
-{
|
|
|
- Vector2 result = { 0 };
|
|
|
-
|
|
|
- result = CORE.Input.Mouse.currentWheelMove;
|
|
|
-
|
|
|
- return result;
|
|
|
-}
|
|
|
-
|
|
|
-// Set mouse cursor
|
|
|
-// NOTE: This is a no-op on platforms other than PLATFORM_DESKTOP
|
|
|
-void SetMouseCursor(int cursor)
|
|
|
-{
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- CORE.Input.Mouse.cursor = cursor;
|
|
|
- if (cursor == MOUSE_CURSOR_DEFAULT) glfwSetCursor(CORE.Window.handle, NULL);
|
|
|
- else
|
|
|
- {
|
|
|
- // NOTE: We are relating internal GLFW enum values to our MouseCursor enum values
|
|
|
- glfwSetCursor(CORE.Window.handle, glfwCreateStandardCursor(0x00036000 + cursor));
|
|
|
- }
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Get touch position X for touch point 0 (relative to screen size)
|
|
|
-int GetTouchX(void)
|
|
|
-{
|
|
|
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
|
|
|
- return (int)CORE.Input.Touch.position[0].x;
|
|
|
-#else // PLATFORM_DESKTOP, PLATFORM_DRM
|
|
|
- return GetMouseX();
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Get touch position Y for touch point 0 (relative to screen size)
|
|
|
-int GetTouchY(void)
|
|
|
-{
|
|
|
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
|
|
|
- return (int)CORE.Input.Touch.position[0].y;
|
|
|
-#else // PLATFORM_DESKTOP, PLATFORM_DRM
|
|
|
- return GetMouseY();
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Get touch position XY for a touch point index (relative to screen size)
|
|
|
-// TODO: Touch position should be scaled depending on display size and render size
|
|
|
-Vector2 GetTouchPosition(int index)
|
|
|
-{
|
|
|
- Vector2 position = { -1.0f, -1.0f };
|
|
|
-
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- // TODO: GLFW does not support multi-touch input just yet
|
|
|
- // https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
|
|
|
- // https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
|
|
|
- if (index == 0) position = GetMousePosition();
|
|
|
-#endif
|
|
|
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_DRM)
|
|
|
- if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index];
|
|
|
- else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
|
|
|
-#endif
|
|
|
-
|
|
|
- return position;
|
|
|
-}
|
|
|
-
|
|
|
-// Get touch point identifier for given index
|
|
|
-int GetTouchPointId(int index)
|
|
|
-{
|
|
|
- int id = -1;
|
|
|
-
|
|
|
- if (index < MAX_TOUCH_POINTS) id = CORE.Input.Touch.pointId[index];
|
|
|
-
|
|
|
- return id;
|
|
|
-}
|
|
|
-
|
|
|
-// Get number of touch points
|
|
|
-int GetTouchPointCount(void)
|
|
|
-{
|
|
|
- return CORE.Input.Touch.pointCount;
|
|
|
-}
|
|
|
-
|
|
|
-//----------------------------------------------------------------------------------
|
|
|
-// Module specific Functions Definition
|
|
|
-//----------------------------------------------------------------------------------
|
|
|
-
|
|
|
-// Initialize display device and framebuffer
|
|
|
-// NOTE: width and height represent the screen (framebuffer) desired size, not actual display size
|
|
|
-// If width or height are 0, default display size will be used for framebuffer size
|
|
|
-// NOTE: returns false in case graphic device could not be created
|
|
|
-static bool InitGraphicsDevice(int width, int height)
|
|
|
-{
|
|
|
- CORE.Window.screen.width = width; // User desired width
|
|
|
- CORE.Window.screen.height = height; // User desired height
|
|
|
- CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default
|
|
|
-
|
|
|
- // Set the screen minimum and maximum default values to 0
|
|
|
- CORE.Window.screenMin.width = 0;
|
|
|
- CORE.Window.screenMin.height = 0;
|
|
|
- CORE.Window.screenMax.width = 0;
|
|
|
- CORE.Window.screenMax.height = 0;
|
|
|
-
|
|
|
- // NOTE: Framebuffer (render area - CORE.Window.render.width, CORE.Window.render.height) could include black bars...
|
|
|
- // ...in top-down or left-right to match display aspect ratio (no weird scaling)
|
|
|
-
|
|
|
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
|
|
- glfwSetErrorCallback(ErrorCallback);
|
|
|
-/*
|
|
|
- // TODO: Setup GLFW custom allocators to match raylib ones
|
|
|
- const GLFWallocator allocator = {
|
|
|
- .allocate = MemAlloc,
|
|
|
- .deallocate = MemFree,
|
|
|
- .reallocate = MemRealloc,
|
|
|
- .user = NULL
|
|
|
- };
|
|
|
-
|
|
|
- glfwInitAllocator(&allocator);
|
|
|
-*/
|
|
|
-#if defined(__APPLE__)
|
|
|
- glfwInitHint(GLFW_COCOA_CHDIR_RESOURCES, GLFW_FALSE);
|
|
|
-#endif
|
|
|
-
|
|
|
- if (!glfwInit())
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "GLFW: Failed to initialize GLFW");
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- glfwDefaultWindowHints(); // Set default windows hints
|
|
|
- //glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits
|
|
|
- //glfwWindowHint(GLFW_GREEN_BITS, 8); // Framebuffer green color component bits
|
|
|
- //glfwWindowHint(GLFW_BLUE_BITS, 8); // Framebuffer blue color component bits
|
|
|
- //glfwWindowHint(GLFW_ALPHA_BITS, 8); // Framebuffer alpha color component bits
|
|
|
- //glfwWindowHint(GLFW_DEPTH_BITS, 24); // Depthbuffer bits
|
|
|
- //glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window
|
|
|
- //glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // OpenGL API to use. Alternative: GLFW_OPENGL_ES_API
|
|
|
- //glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers
|
|
|
-
|
|
|
- // Check window creation flags
|
|
|
- if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) CORE.Window.fullscreen = true;
|
|
|
-
|
|
|
- if ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // Visible window
|
|
|
- else glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE); // Window initially hidden
|
|
|
-
|
|
|
- if ((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window
|
|
|
- else glfwWindowHint(GLFW_DECORATED, GLFW_TRUE); // Decorated window
|
|
|
-
|
|
|
- if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // Resizable window
|
|
|
- else glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); // Avoid window being resizable
|
|
|
-
|
|
|
- // Disable FLAG_WINDOW_MINIMIZED, not supported on initialization
|
|
|
- if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;
|
|
|
-
|
|
|
- // Disable FLAG_WINDOW_MAXIMIZED, not supported on initialization
|
|
|
- if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
|
|
|
-
|
|
|
- if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE);
|
|
|
- else glfwWindowHint(GLFW_FOCUSED, GLFW_TRUE);
|
|
|
-
|
|
|
- if ((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) glfwWindowHint(GLFW_FLOATING, GLFW_TRUE);
|
|
|
- else glfwWindowHint(GLFW_FLOATING, GLFW_FALSE);
|
|
|
-
|
|
|
- // NOTE: Some GLFW flags are not supported on HTML5
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- if ((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); // Transparent framebuffer
|
|
|
- else glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_FALSE); // Opaque framebuffer
|
|
|
-
|
|
|
- if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
|
|
|
- {
|
|
|
- // Resize window content area based on the monitor content scale.
|
|
|
- // NOTE: This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11.
|
|
|
- // On platforms like macOS the resolution of the framebuffer is changed independently of the window size.
|
|
|
- glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); // Scale content area based on the monitor content scale where window is placed on
|
|
|
- #if defined(__APPLE__)
|
|
|
- glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE);
|
|
|
- #endif
|
|
|
- }
|
|
|
- else glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
|
|
|
-
|
|
|
- // Mouse passthrough
|
|
|
- if ((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0) glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE);
|
|
|
- else glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_FALSE);
|
|
|
-#endif
|
|
|
-
|
|
|
- if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
|
|
|
- {
|
|
|
- // NOTE: MSAA is only enabled for main framebuffer, not user-created FBOs
|
|
|
- TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
|
|
|
- glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0
|
|
|
- }
|
|
|
-
|
|
|
- // NOTE: When asking for an OpenGL context version, most drivers provide the highest supported version
|
|
|
- // with backward compatibility to older OpenGL versions.
|
|
|
- // For example, if using OpenGL 1.1, driver can provide a 4.3 backwards compatible context.
|
|
|
-
|
|
|
- // Check selection OpenGL version
|
|
|
- if (rlGetVersion() == RL_OPENGL_21)
|
|
|
- {
|
|
|
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint)
|
|
|
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint)
|
|
|
- }
|
|
|
- else if (rlGetVersion() == RL_OPENGL_33)
|
|
|
- {
|
|
|
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint)
|
|
|
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
|
|
|
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
|
|
|
- // Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
|
|
|
-#if defined(__APPLE__)
|
|
|
- glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); // OSX Requires forward compatibility
|
|
|
-#else
|
|
|
- glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Forward Compatibility Hint: Only 3.3 and above!
|
|
|
-#endif
|
|
|
- //glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context
|
|
|
- }
|
|
|
- else if (rlGetVersion() == RL_OPENGL_43)
|
|
|
- {
|
|
|
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); // Choose OpenGL major version (just hint)
|
|
|
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
|
|
|
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
|
|
- glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE);
|
|
|
-#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT)
|
|
|
- glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Enable OpenGL Debug Context
|
|
|
-#endif
|
|
|
- }
|
|
|
- else if (rlGetVersion() == RL_OPENGL_ES_20) // Request OpenGL ES 2.0 context
|
|
|
- {
|
|
|
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
|
|
|
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
|
|
- glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
|
|
|
-#else
|
|
|
- glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
|
|
|
-#endif
|
|
|
- }
|
|
|
- else if (rlGetVersion() == RL_OPENGL_ES_30) // Request OpenGL ES 3.0 context
|
|
|
- {
|
|
|
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
|
|
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
|
|
- glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
|
|
|
-#else
|
|
|
- glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
|
|
|
-#endif
|
|
|
- }
|
|
|
-
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- // NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions.
|
|
|
- // Forcing this initialization here avoids doing it on PollInputEvents() called by EndDrawing() after first frame has been just drawn.
|
|
|
- // The initialization will still happen and possible delays still occur, but before the window is shown, which is a nicer experience.
|
|
|
- // REF: https://github.com/raysan5/raylib/issues/1554
|
|
|
- if (MAX_GAMEPADS > 0) glfwSetJoystickCallback(NULL);
|
|
|
-#endif
|
|
|
-
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- // Find monitor resolution
|
|
|
- GLFWmonitor *monitor = glfwGetPrimaryMonitor();
|
|
|
- if (!monitor)
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "GLFW: Failed to get primary monitor");
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- const GLFWvidmode *mode = glfwGetVideoMode(monitor);
|
|
|
-
|
|
|
- CORE.Window.display.width = mode->width;
|
|
|
- CORE.Window.display.height = mode->height;
|
|
|
-
|
|
|
- // Set screen width/height to the display width/height if they are 0
|
|
|
- if (CORE.Window.screen.width == 0) CORE.Window.screen.width = CORE.Window.display.width;
|
|
|
- if (CORE.Window.screen.height == 0) CORE.Window.screen.height = CORE.Window.display.height;
|
|
|
-#endif // PLATFORM_DESKTOP
|
|
|
-
|
|
|
-#if defined(PLATFORM_WEB)
|
|
|
- // NOTE: Getting video modes is not implemented in emscripten GLFW3 version
|
|
|
- CORE.Window.display.width = CORE.Window.screen.width;
|
|
|
- CORE.Window.display.height = CORE.Window.screen.height;
|
|
|
-#endif // PLATFORM_WEB
|
|
|
-
|
|
|
- if (CORE.Window.fullscreen)
|
|
|
- {
|
|
|
- // remember center for switchinging from fullscreen to window
|
|
|
- if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
|
|
|
- {
|
|
|
- // If screen width/height equal to the display, we can't calculate the window pos for toggling full-screened/windowed.
|
|
|
- // Toggling full-screened/windowed with pos(0, 0) can cause problems in some platforms, such as X11.
|
|
|
- CORE.Window.position.x = CORE.Window.display.width/4;
|
|
|
- CORE.Window.position.y = CORE.Window.display.height/4;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- CORE.Window.position.x = CORE.Window.display.width/2 - CORE.Window.screen.width/2;
|
|
|
- CORE.Window.position.y = CORE.Window.display.height/2 - CORE.Window.screen.height/2;
|
|
|
- }
|
|
|
-
|
|
|
- if (CORE.Window.position.x < 0) CORE.Window.position.x = 0;
|
|
|
- if (CORE.Window.position.y < 0) CORE.Window.position.y = 0;
|
|
|
-
|
|
|
- // Obtain recommended CORE.Window.display.width/CORE.Window.display.height from a valid videomode for the monitor
|
|
|
- int count = 0;
|
|
|
- const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count);
|
|
|
-
|
|
|
- // Get closest video mode to desired CORE.Window.screen.width/CORE.Window.screen.height
|
|
|
- for (int i = 0; i < count; i++)
|
|
|
- {
|
|
|
- if ((unsigned int)modes[i].width >= CORE.Window.screen.width)
|
|
|
- {
|
|
|
- if ((unsigned int)modes[i].height >= CORE.Window.screen.height)
|
|
|
- {
|
|
|
- CORE.Window.display.width = modes[i].width;
|
|
|
- CORE.Window.display.height = modes[i].height;
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- TRACELOG(LOG_WARNING, "SYSTEM: Closest fullscreen videomode: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
|
|
|
-
|
|
|
- // NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example,
|
|
|
- // for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3),
|
|
|
- // framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched
|
|
|
- // by the sides to fit all monitor space...
|
|
|
-
|
|
|
- // Try to setup the most appropriate fullscreen framebuffer for the requested screenWidth/screenHeight
|
|
|
- // It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset)
|
|
|
- // Modified global variables: CORE.Window.screen.width/CORE.Window.screen.height - CORE.Window.render.width/CORE.Window.render.height - CORE.Window.renderOffset.x/CORE.Window.renderOffset.y - CORE.Window.screenScale
|
|
|
- // TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed...
|
|
|
- // HighDPI monitors are properly considered in a following similar function: SetupViewport()
|
|
|
- SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
|
|
|
-
|
|
|
- CORE.Window.handle = glfwCreateWindow(CORE.Window.display.width, CORE.Window.display.height, (CORE.Window.title != 0)? CORE.Window.title : " ", glfwGetPrimaryMonitor(), NULL);
|
|
|
-
|
|
|
- // NOTE: Full-screen change, not working properly...
|
|
|
- //glfwSetWindowMonitor(CORE.Window.handle, glfwGetPrimaryMonitor(), 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- // If we are windowed fullscreen, ensures that window does not minimize when focus is lost
|
|
|
- if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
|
|
|
- {
|
|
|
- glfwWindowHint(GLFW_AUTO_ICONIFY, 0);
|
|
|
- }
|
|
|
-#endif
|
|
|
- // No-fullscreen window creation
|
|
|
- CORE.Window.handle = glfwCreateWindow(CORE.Window.screen.width, CORE.Window.screen.height, (CORE.Window.title != 0)? CORE.Window.title : " ", NULL, NULL);
|
|
|
-
|
|
|
- if (CORE.Window.handle)
|
|
|
- {
|
|
|
- CORE.Window.render.width = CORE.Window.screen.width;
|
|
|
- CORE.Window.render.height = CORE.Window.screen.height;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if (!CORE.Window.handle)
|
|
|
- {
|
|
|
- glfwTerminate();
|
|
|
- TRACELOG(LOG_WARNING, "GLFW: Failed to initialize Window");
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
-// glfwCreateWindow title doesn't work with emscripten.
|
|
|
-#if defined(PLATFORM_WEB)
|
|
|
- emscripten_set_window_title((CORE.Window.title != 0)? CORE.Window.title : " ");
|
|
|
-#endif
|
|
|
-
|
|
|
- // Set window callback events
|
|
|
- glfwSetWindowSizeCallback(CORE.Window.handle, WindowSizeCallback); // NOTE: Resizing not allowed by default!
|
|
|
-#if !defined(PLATFORM_WEB)
|
|
|
- glfwSetWindowMaximizeCallback(CORE.Window.handle, WindowMaximizeCallback);
|
|
|
-#endif
|
|
|
- glfwSetWindowIconifyCallback(CORE.Window.handle, WindowIconifyCallback);
|
|
|
- glfwSetWindowFocusCallback(CORE.Window.handle, WindowFocusCallback);
|
|
|
- glfwSetDropCallback(CORE.Window.handle, WindowDropCallback);
|
|
|
-
|
|
|
- // Set input callback events
|
|
|
- glfwSetKeyCallback(CORE.Window.handle, KeyCallback);
|
|
|
- glfwSetCharCallback(CORE.Window.handle, CharCallback);
|
|
|
- glfwSetMouseButtonCallback(CORE.Window.handle, MouseButtonCallback);
|
|
|
- glfwSetCursorPosCallback(CORE.Window.handle, MouseCursorPosCallback); // Track mouse position changes
|
|
|
- glfwSetScrollCallback(CORE.Window.handle, MouseScrollCallback);
|
|
|
- glfwSetCursorEnterCallback(CORE.Window.handle, CursorEnterCallback);
|
|
|
-
|
|
|
- glfwMakeContextCurrent(CORE.Window.handle);
|
|
|
-
|
|
|
-#if !defined(PLATFORM_WEB)
|
|
|
- glfwSetInputMode(CORE.Window.handle, GLFW_LOCK_KEY_MODS, GLFW_TRUE); // Enable lock keys modifiers (CAPS, NUM)
|
|
|
-
|
|
|
- glfwSwapInterval(0); // No V-Sync by default
|
|
|
-#endif
|
|
|
-
|
|
|
- // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
|
|
|
- // NOTE: V-Sync can be enabled by graphic driver configuration, it doesn't need
|
|
|
- // to be activated on web platforms since VSync is enforced there.
|
|
|
-#if !defined(PLATFORM_WEB)
|
|
|
- if (CORE.Window.flags & FLAG_VSYNC_HINT)
|
|
|
- {
|
|
|
- // WARNING: It seems to hit a critical render path in Intel HD Graphics
|
|
|
- glfwSwapInterval(1);
|
|
|
- TRACELOG(LOG_INFO, "DISPLAY: Trying to enable VSYNC");
|
|
|
- }
|
|
|
-#endif
|
|
|
-
|
|
|
- int fbWidth = CORE.Window.screen.width;
|
|
|
- int fbHeight = CORE.Window.screen.height;
|
|
|
-
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
|
|
|
- {
|
|
|
- // NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling.
|
|
|
- // Framebuffer scaling should be activated with: glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE);
|
|
|
- #if !defined(__APPLE__)
|
|
|
- glfwGetFramebufferSize(CORE.Window.handle, &fbWidth, &fbHeight);
|
|
|
-
|
|
|
- // Screen scaling matrix is required in case desired screen area is different from display area
|
|
|
- CORE.Window.screenScale = MatrixScale((float)fbWidth/CORE.Window.screen.width, (float)fbHeight/CORE.Window.screen.height, 1.0f);
|
|
|
-
|
|
|
- // Mouse input scaling for the new screen size
|
|
|
- SetMouseScale((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight);
|
|
|
- #endif
|
|
|
- }
|
|
|
-#endif
|
|
|
-
|
|
|
- CORE.Window.render.width = fbWidth;
|
|
|
- CORE.Window.render.height = fbHeight;
|
|
|
- CORE.Window.currentFbo.width = fbWidth;
|
|
|
- CORE.Window.currentFbo.height = fbHeight;
|
|
|
-
|
|
|
- TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
|
|
|
- TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
|
|
|
- TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
|
|
|
- TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
|
|
|
- TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
|
|
|
-
|
|
|
-#endif // PLATFORM_DESKTOP || PLATFORM_WEB
|
|
|
-
|
|
|
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_DRM)
|
|
|
- CORE.Window.fullscreen = true;
|
|
|
- CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
|
|
|
-
|
|
|
-#if defined(PLATFORM_DRM)
|
|
|
- CORE.Window.fd = -1;
|
|
|
- CORE.Window.connector = NULL;
|
|
|
- CORE.Window.modeIndex = -1;
|
|
|
- CORE.Window.crtc = NULL;
|
|
|
- CORE.Window.gbmDevice = NULL;
|
|
|
- CORE.Window.gbmSurface = NULL;
|
|
|
- CORE.Window.prevBO = NULL;
|
|
|
- CORE.Window.prevFB = 0;
|
|
|
-
|
|
|
-#if defined(DEFAULT_GRAPHIC_DEVICE_DRM)
|
|
|
- CORE.Window.fd = open(DEFAULT_GRAPHIC_DEVICE_DRM, O_RDWR);
|
|
|
-#else
|
|
|
- TRACELOG(LOG_INFO, "DISPLAY: No graphic card set, trying platform-gpu-card");
|
|
|
- CORE.Window.fd = open("/dev/dri/by-path/platform-gpu-card", O_RDWR); // VideoCore VI (Raspberry Pi 4)
|
|
|
-
|
|
|
- if ((-1 == CORE.Window.fd) || (drmModeGetResources(CORE.Window.fd) == NULL))
|
|
|
- {
|
|
|
- TRACELOG(LOG_INFO, "DISPLAY: Failed to open platform-gpu-card, trying card1");
|
|
|
- CORE.Window.fd = open("/dev/dri/card1", O_RDWR); // Other Embedded
|
|
|
- }
|
|
|
-
|
|
|
- if ((-1 == CORE.Window.fd) || (drmModeGetResources(CORE.Window.fd) == NULL))
|
|
|
- {
|
|
|
- TRACELOG(LOG_INFO, "DISPLAY: Failed to open graphic card1, trying card0");
|
|
|
- CORE.Window.fd = open("/dev/dri/card0", O_RDWR); // VideoCore IV (Raspberry Pi 1-3)
|
|
|
- }
|
|
|
-#endif
|
|
|
- if (-1 == CORE.Window.fd)
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to open graphic card");
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- drmModeRes *res = drmModeGetResources(CORE.Window.fd);
|
|
|
- if (!res)
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "DISPLAY: Failed get DRM resources");
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- TRACELOG(LOG_TRACE, "DISPLAY: Connectors found: %i", res->count_connectors);
|
|
|
- for (size_t i = 0; i < res->count_connectors; i++)
|
|
|
- {
|
|
|
- TRACELOG(LOG_TRACE, "DISPLAY: Connector index %i", i);
|
|
|
- drmModeConnector *con = drmModeGetConnector(CORE.Window.fd, res->connectors[i]);
|
|
|
- TRACELOG(LOG_TRACE, "DISPLAY: Connector modes detected: %i", con->count_modes);
|
|
|
- if ((con->connection == DRM_MODE_CONNECTED) && (con->encoder_id))
|
|
|
- {
|
|
|
- TRACELOG(LOG_TRACE, "DISPLAY: DRM mode connected");
|
|
|
- CORE.Window.connector = con;
|
|
|
- break;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- TRACELOG(LOG_TRACE, "DISPLAY: DRM mode NOT connected (deleting)");
|
|
|
- drmModeFreeConnector(con);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if (!CORE.Window.connector)
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "DISPLAY: No suitable DRM connector found");
|
|
|
- drmModeFreeResources(res);
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- drmModeEncoder *enc = drmModeGetEncoder(CORE.Window.fd, CORE.Window.connector->encoder_id);
|
|
|
- if (!enc)
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to get DRM mode encoder");
|
|
|
- drmModeFreeResources(res);
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- CORE.Window.crtc = drmModeGetCrtc(CORE.Window.fd, enc->crtc_id);
|
|
|
- if (!CORE.Window.crtc)
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to get DRM mode crtc");
|
|
|
- drmModeFreeEncoder(enc);
|
|
|
- drmModeFreeResources(res);
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- // If InitWindow should use the current mode find it in the connector's mode list
|
|
|
- if ((CORE.Window.screen.width <= 0) || (CORE.Window.screen.height <= 0))
|
|
|
- {
|
|
|
- TRACELOG(LOG_TRACE, "DISPLAY: Selecting DRM connector mode for current used mode...");
|
|
|
-
|
|
|
- CORE.Window.modeIndex = FindMatchingConnectorMode(CORE.Window.connector, &CORE.Window.crtc->mode);
|
|
|
-
|
|
|
- if (CORE.Window.modeIndex < 0)
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "DISPLAY: No matching DRM connector mode found");
|
|
|
- drmModeFreeEncoder(enc);
|
|
|
- drmModeFreeResources(res);
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- CORE.Window.screen.width = CORE.Window.display.width;
|
|
|
- CORE.Window.screen.height = CORE.Window.display.height;
|
|
|
- }
|
|
|
-
|
|
|
- const bool allowInterlaced = CORE.Window.flags & FLAG_INTERLACED_HINT;
|
|
|
- const int fps = (CORE.Time.target > 0) ? (1.0/CORE.Time.target) : 60;
|
|
|
-
|
|
|
- // Try to find an exact matching mode
|
|
|
- CORE.Window.modeIndex = FindExactConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, allowInterlaced);
|
|
|
-
|
|
|
- // If nothing found, try to find a nearly matching mode
|
|
|
- if (CORE.Window.modeIndex < 0) CORE.Window.modeIndex = FindNearestConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, allowInterlaced);
|
|
|
-
|
|
|
- // If nothing found, try to find an exactly matching mode including interlaced
|
|
|
- if (CORE.Window.modeIndex < 0) CORE.Window.modeIndex = FindExactConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, true);
|
|
|
-
|
|
|
- // If nothing found, try to find a nearly matching mode including interlaced
|
|
|
- if (CORE.Window.modeIndex < 0) CORE.Window.modeIndex = FindNearestConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, true);
|
|
|
-
|
|
|
- // If nothing found, there is no suitable mode
|
|
|
- if (CORE.Window.modeIndex < 0)
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to find a suitable DRM connector mode");
|
|
|
- drmModeFreeEncoder(enc);
|
|
|
- drmModeFreeResources(res);
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- CORE.Window.display.width = CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay;
|
|
|
- CORE.Window.display.height = CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay;
|
|
|
-
|
|
|
- TRACELOG(LOG_INFO, "DISPLAY: Selected DRM connector mode %s (%ux%u%c@%u)", CORE.Window.connector->modes[CORE.Window.modeIndex].name,
|
|
|
- CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay, CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay,
|
|
|
- (CORE.Window.connector->modes[CORE.Window.modeIndex].flags & DRM_MODE_FLAG_INTERLACE) ? 'i' : 'p',
|
|
|
- CORE.Window.connector->modes[CORE.Window.modeIndex].vrefresh);
|
|
|
-
|
|
|
- // Use the width and height of the surface for render
|
|
|
- CORE.Window.render.width = CORE.Window.screen.width;
|
|
|
- CORE.Window.render.height = CORE.Window.screen.height;
|
|
|
-
|
|
|
- drmModeFreeEncoder(enc);
|
|
|
- enc = NULL;
|
|
|
-
|
|
|
- drmModeFreeResources(res);
|
|
|
- res = NULL;
|
|
|
-
|
|
|
- CORE.Window.gbmDevice = gbm_create_device(CORE.Window.fd);
|
|
|
- if (!CORE.Window.gbmDevice)
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to create GBM device");
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- CORE.Window.gbmSurface = gbm_surface_create(CORE.Window.gbmDevice, CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay,
|
|
|
- CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay, GBM_FORMAT_ARGB8888, GBM_BO_USE_SCANOUT | GBM_BO_USE_RENDERING);
|
|
|
- if (!CORE.Window.gbmSurface)
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to create GBM surface");
|
|
|
- return false;
|
|
|
- }
|
|
|
-#endif
|
|
|
-
|
|
|
- EGLint samples = 0;
|
|
|
- EGLint sampleBuffer = 0;
|
|
|
- if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
|
|
|
- {
|
|
|
- samples = 4;
|
|
|
- sampleBuffer = 1;
|
|
|
- TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
|
|
|
- }
|
|
|
-
|
|
|
- const EGLint framebufferAttribs[] =
|
|
|
- {
|
|
|
- EGL_RENDERABLE_TYPE, (rlGetVersion() == RL_OPENGL_ES_30)? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT, // Type of context support
|
|
|
-#if defined(PLATFORM_DRM)
|
|
|
- EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android!
|
|
|
-#endif
|
|
|
- EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5)
|
|
|
- EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6)
|
|
|
- EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5)
|
|
|
-#if defined(PLATFORM_DRM)
|
|
|
- EGL_ALPHA_SIZE, 8, // ALPHA bit depth (required for transparent framebuffer)
|
|
|
-#endif
|
|
|
- //EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI)
|
|
|
- EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!)
|
|
|
- //EGL_STENCIL_SIZE, 8, // Stencil buffer size
|
|
|
- EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA
|
|
|
- EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs)
|
|
|
- EGL_NONE
|
|
|
- };
|
|
|
-
|
|
|
- const EGLint contextAttribs[] =
|
|
|
- {
|
|
|
- EGL_CONTEXT_CLIENT_VERSION, 2,
|
|
|
- EGL_NONE
|
|
|
- };
|
|
|
-
|
|
|
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_DRM)
|
|
|
- EGLint numConfigs = 0;
|
|
|
-
|
|
|
- // Get an EGL device connection
|
|
|
-#if defined(PLATFORM_DRM)
|
|
|
- CORE.Window.device = eglGetDisplay((EGLNativeDisplayType)CORE.Window.gbmDevice);
|
|
|
-#else
|
|
|
- CORE.Window.device = eglGetDisplay(EGL_DEFAULT_DISPLAY);
|
|
|
-#endif
|
|
|
- if (CORE.Window.device == EGL_NO_DISPLAY)
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- // Initialize the EGL device connection
|
|
|
- if (eglInitialize(CORE.Window.device, NULL, NULL) == EGL_FALSE)
|
|
|
- {
|
|
|
- // If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
|
|
|
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
-#if defined(PLATFORM_DRM)
|
|
|
- if (!eglChooseConfig(CORE.Window.device, NULL, NULL, 0, &numConfigs))
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to get EGL config count: 0x%x", eglGetError());
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- TRACELOG(LOG_TRACE, "DISPLAY: EGL configs available: %d", numConfigs);
|
|
|
-
|
|
|
- EGLConfig *configs = RL_CALLOC(numConfigs, sizeof(*configs));
|
|
|
- if (!configs)
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to get memory for EGL configs");
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- EGLint matchingNumConfigs = 0;
|
|
|
- if (!eglChooseConfig(CORE.Window.device, framebufferAttribs, configs, numConfigs, &matchingNumConfigs))
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to choose EGL config: 0x%x", eglGetError());
|
|
|
- free(configs);
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- TRACELOG(LOG_TRACE, "DISPLAY: EGL matching configs available: %d", matchingNumConfigs);
|
|
|
-
|
|
|
- // find the EGL config that matches the previously setup GBM format
|
|
|
- int found = 0;
|
|
|
- for (EGLint i = 0; i < matchingNumConfigs; ++i)
|
|
|
- {
|
|
|
- EGLint id = 0;
|
|
|
- if (!eglGetConfigAttrib(CORE.Window.device, configs[i], EGL_NATIVE_VISUAL_ID, &id))
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to get EGL config attribute: 0x%x", eglGetError());
|
|
|
- continue;
|
|
|
- }
|
|
|
-
|
|
|
- if (GBM_FORMAT_ARGB8888 == id)
|
|
|
- {
|
|
|
- TRACELOG(LOG_TRACE, "DISPLAY: Using EGL config: %d", i);
|
|
|
- CORE.Window.config = configs[i];
|
|
|
- found = 1;
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- RL_FREE(configs);
|
|
|
-
|
|
|
- if (!found)
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to find a suitable EGL config");
|
|
|
- return false;
|
|
|
- }
|
|
|
-#else
|
|
|
- // Get an appropriate EGL framebuffer configuration
|
|
|
- eglChooseConfig(CORE.Window.device, framebufferAttribs, &CORE.Window.config, 1, &numConfigs);
|
|
|
-#endif
|
|
|
-
|
|
|
- // Set rendering API
|
|
|
- eglBindAPI(EGL_OPENGL_ES_API);
|
|
|
-
|
|
|
- // Create an EGL rendering context
|
|
|
- CORE.Window.context = eglCreateContext(CORE.Window.device, CORE.Window.config, EGL_NO_CONTEXT, contextAttribs);
|
|
|
- if (CORE.Window.context == EGL_NO_CONTEXT)
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL context");
|
|
|
- return false;
|
|
|
- }
|
|
|
-#endif
|
|
|
-
|
|
|
- // Create an EGL window surface
|
|
|
- //---------------------------------------------------------------------------------
|
|
|
-#if defined(PLATFORM_ANDROID)
|
|
|
- EGLint displayFormat = 0;
|
|
|
-
|
|
|
- // EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry()
|
|
|
- // As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID
|
|
|
- eglGetConfigAttrib(CORE.Window.device, CORE.Window.config, EGL_NATIVE_VISUAL_ID, &displayFormat);
|
|
|
-
|
|
|
- // At this point we need to manage render size vs screen size
|
|
|
- // NOTE: This function use and modify global module variables:
|
|
|
- // -> CORE.Window.screen.width/CORE.Window.screen.height
|
|
|
- // -> CORE.Window.render.width/CORE.Window.render.height
|
|
|
- // -> CORE.Window.screenScale
|
|
|
- SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
|
|
|
-
|
|
|
- ANativeWindow_setBuffersGeometry(CORE.Android.app->window, CORE.Window.render.width, CORE.Window.render.height, displayFormat);
|
|
|
- //ANativeWindow_setBuffersGeometry(CORE.Android.app->window, 0, 0, displayFormat); // Force use of native display size
|
|
|
-
|
|
|
- CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, CORE.Android.app->window, NULL);
|
|
|
-#endif // PLATFORM_ANDROID
|
|
|
-
|
|
|
-#if defined(PLATFORM_DRM)
|
|
|
- CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, (EGLNativeWindowType)CORE.Window.gbmSurface, NULL);
|
|
|
- if (EGL_NO_SURFACE == CORE.Window.surface)
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL window surface: 0x%04x", eglGetError());
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- // At this point we need to manage render size vs screen size
|
|
|
- // NOTE: This function use and modify global module variables:
|
|
|
- // -> CORE.Window.screen.width/CORE.Window.screen.height
|
|
|
- // -> CORE.Window.render.width/CORE.Window.render.height
|
|
|
- // -> CORE.Window.screenScale
|
|
|
- SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
|
|
|
-#endif // PLATFORM_DRM
|
|
|
-
|
|
|
- // There must be at least one frame displayed before the buffers are swapped
|
|
|
- //eglSwapInterval(CORE.Window.device, 1);
|
|
|
-
|
|
|
- if (eglMakeCurrent(CORE.Window.device, CORE.Window.surface, CORE.Window.surface, CORE.Window.context) == EGL_FALSE)
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to attach EGL rendering context to EGL surface");
|
|
|
- return false;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- CORE.Window.render.width = CORE.Window.screen.width;
|
|
|
- CORE.Window.render.height = CORE.Window.screen.height;
|
|
|
- CORE.Window.currentFbo.width = CORE.Window.render.width;
|
|
|
- CORE.Window.currentFbo.height = CORE.Window.render.height;
|
|
|
-
|
|
|
- TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
|
|
|
- TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
|
|
|
- TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
|
|
|
- TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
|
|
|
- TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
|
|
|
- }
|
|
|
-#endif // PLATFORM_ANDROID || PLATFORM_DRM
|
|
|
-
|
|
|
- // Load OpenGL extensions
|
|
|
- // NOTE: GL procedures address loader is required to load extensions
|
|
|
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
|
|
- rlLoadExtensions(glfwGetProcAddress);
|
|
|
-#else
|
|
|
- rlLoadExtensions(eglGetProcAddress);
|
|
|
-#endif
|
|
|
-
|
|
|
- // Initialize OpenGL context (states and resources)
|
|
|
- // NOTE: CORE.Window.currentFbo.width and CORE.Window.currentFbo.height not used, just stored as globals in rlgl
|
|
|
- rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
|
|
|
-
|
|
|
- // Setup default viewport
|
|
|
- // NOTE: It updated CORE.Window.render.width and CORE.Window.render.height
|
|
|
- SetupViewport(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
|
|
|
-
|
|
|
-#if defined(PLATFORM_ANDROID)
|
|
|
- CORE.Window.ready = true;
|
|
|
-#endif
|
|
|
-
|
|
|
- if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
|
|
|
-
|
|
|
- return true;
|
|
|
-}
|
|
|
-
|
|
|
-// Set viewport for a provided width and height
|
|
|
-static void SetupViewport(int width, int height)
|
|
|
-{
|
|
|
- CORE.Window.render.width = width;
|
|
|
- CORE.Window.render.height = height;
|
|
|
-
|
|
|
- // Set viewport width and height
|
|
|
- // NOTE: We consider render size (scaled) and offset in case black bars are required and
|
|
|
- // render area does not match full display area (this situation is only applicable on fullscreen mode)
|
|
|
-#if defined(__APPLE__)
|
|
|
- float xScale = 1.0f, yScale = 1.0f;
|
|
|
- glfwGetWindowContentScale(CORE.Window.handle, &xScale, &yScale);
|
|
|
- rlViewport(CORE.Window.renderOffset.x/2*xScale, CORE.Window.renderOffset.y/2*yScale, (CORE.Window.render.width)*xScale, (CORE.Window.render.height)*yScale);
|
|
|
-#else
|
|
|
- rlViewport(CORE.Window.renderOffset.x/2, CORE.Window.renderOffset.y/2, CORE.Window.render.width, CORE.Window.render.height);
|
|
|
-#endif
|
|
|
-
|
|
|
- rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
|
|
|
- rlLoadIdentity(); // Reset current matrix (projection)
|
|
|
-
|
|
|
- // Set orthographic projection to current framebuffer size
|
|
|
- // NOTE: Configured top-left corner as (0, 0)
|
|
|
- rlOrtho(0, CORE.Window.render.width, CORE.Window.render.height, 0, 0.0f, 1.0f);
|
|
|
-
|
|
|
- rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
|
|
|
- rlLoadIdentity(); // Reset current matrix (modelview)
|
|
|
-}
|
|
|
-
|
|
|
-// Compute framebuffer size relative to screen size and display size
|
|
|
-// NOTE: Global variables CORE.Window.render.width/CORE.Window.render.height and CORE.Window.renderOffset.x/CORE.Window.renderOffset.y can be modified
|
|
|
-static void SetupFramebuffer(int width, int height)
|
|
|
-{
|
|
|
- // Calculate CORE.Window.render.width and CORE.Window.render.height, we have the display size (input params) and the desired screen size (global var)
|
|
|
- if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height))
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "DISPLAY: Downscaling required: Screen size (%ix%i) is bigger than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height);
|
|
|
-
|
|
|
- // Downscaling to fit display with border-bars
|
|
|
- float widthRatio = (float)CORE.Window.display.width/(float)CORE.Window.screen.width;
|
|
|
- float heightRatio = (float)CORE.Window.display.height/(float)CORE.Window.screen.height;
|
|
|
-
|
|
|
- if (widthRatio <= heightRatio)
|
|
|
- {
|
|
|
- CORE.Window.render.width = CORE.Window.display.width;
|
|
|
- CORE.Window.render.height = (int)round((float)CORE.Window.screen.height*widthRatio);
|
|
|
- CORE.Window.renderOffset.x = 0;
|
|
|
- CORE.Window.renderOffset.y = (CORE.Window.display.height - CORE.Window.render.height);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- CORE.Window.render.width = (int)round((float)CORE.Window.screen.width*heightRatio);
|
|
|
- CORE.Window.render.height = CORE.Window.display.height;
|
|
|
- CORE.Window.renderOffset.x = (CORE.Window.display.width - CORE.Window.render.width);
|
|
|
- CORE.Window.renderOffset.y = 0;
|
|
|
- }
|
|
|
-
|
|
|
- // Screen scaling required
|
|
|
- float scaleRatio = (float)CORE.Window.render.width/(float)CORE.Window.screen.width;
|
|
|
- CORE.Window.screenScale = MatrixScale(scaleRatio, scaleRatio, 1.0f);
|
|
|
-
|
|
|
- // NOTE: We render to full display resolution!
|
|
|
- // We just need to calculate above parameters for downscale matrix and offsets
|
|
|
- CORE.Window.render.width = CORE.Window.display.width;
|
|
|
- CORE.Window.render.height = CORE.Window.display.height;
|
|
|
-
|
|
|
- TRACELOG(LOG_WARNING, "DISPLAY: Downscale matrix generated, content will be rendered at (%ix%i)", CORE.Window.render.width, CORE.Window.render.height);
|
|
|
- }
|
|
|
- else if ((CORE.Window.screen.width < CORE.Window.display.width) || (CORE.Window.screen.height < CORE.Window.display.height))
|
|
|
- {
|
|
|
- // Required screen size is smaller than display size
|
|
|
- TRACELOG(LOG_INFO, "DISPLAY: Upscaling required: Screen size (%ix%i) smaller than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height);
|
|
|
-
|
|
|
- if ((CORE.Window.screen.width == 0) || (CORE.Window.screen.height == 0))
|
|
|
- {
|
|
|
- CORE.Window.screen.width = CORE.Window.display.width;
|
|
|
- CORE.Window.screen.height = CORE.Window.display.height;
|
|
|
- }
|
|
|
-
|
|
|
- // Upscaling to fit display with border-bars
|
|
|
- float displayRatio = (float)CORE.Window.display.width/(float)CORE.Window.display.height;
|
|
|
- float screenRatio = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
|
|
|
-
|
|
|
- if (displayRatio <= screenRatio)
|
|
|
- {
|
|
|
- CORE.Window.render.width = CORE.Window.screen.width;
|
|
|
- CORE.Window.render.height = (int)round((float)CORE.Window.screen.width/displayRatio);
|
|
|
- CORE.Window.renderOffset.x = 0;
|
|
|
- CORE.Window.renderOffset.y = (CORE.Window.render.height - CORE.Window.screen.height);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- CORE.Window.render.width = (int)round((float)CORE.Window.screen.height*displayRatio);
|
|
|
- CORE.Window.render.height = CORE.Window.screen.height;
|
|
|
- CORE.Window.renderOffset.x = (CORE.Window.render.width - CORE.Window.screen.width);
|
|
|
- CORE.Window.renderOffset.y = 0;
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- CORE.Window.render.width = CORE.Window.screen.width;
|
|
|
- CORE.Window.render.height = CORE.Window.screen.height;
|
|
|
- CORE.Window.renderOffset.x = 0;
|
|
|
- CORE.Window.renderOffset.y = 0;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-// Initialize hi-resolution timer
|
|
|
-static void InitTimer(void)
|
|
|
-{
|
|
|
-// Setting a higher resolution can improve the accuracy of time-out intervals in wait functions.
|
|
|
-// However, it can also reduce overall system performance, because the thread scheduler switches tasks more often.
|
|
|
-// High resolutions can also prevent the CPU power management system from entering power-saving modes.
|
|
|
-// Setting a higher resolution does not improve the accuracy of the high-resolution performance counter.
|
|
|
-#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
|
|
|
- timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms)
|
|
|
-#endif
|
|
|
-
|
|
|
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_DRM)
|
|
|
- struct timespec now = { 0 };
|
|
|
-
|
|
|
- if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) // Success
|
|
|
- {
|
|
|
- CORE.Time.base = (unsigned long long int)now.tv_sec*1000000000LLU + (unsigned long long int)now.tv_nsec;
|
|
|
- }
|
|
|
- else TRACELOG(LOG_WARNING, "TIMER: Hi-resolution timer not available");
|
|
|
-#endif
|
|
|
-
|
|
|
- CORE.Time.previous = GetTime(); // Get time as double
|
|
|
-}
|
|
|
-
|
|
|
-// Wait for some time (stop program execution)
|
|
|
-// NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could
|
|
|
-// take longer than expected... for that reason we use the busy wait loop
|
|
|
-// Ref: http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
|
|
|
-// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timing on Win32!
|
|
|
-void WaitTime(double seconds)
|
|
|
-{
|
|
|
-#if defined(SUPPORT_BUSY_WAIT_LOOP) || defined(SUPPORT_PARTIALBUSY_WAIT_LOOP)
|
|
|
- double destinationTime = GetTime() + seconds;
|
|
|
-#endif
|
|
|
-
|
|
|
-#if defined(SUPPORT_BUSY_WAIT_LOOP)
|
|
|
- while (GetTime() < destinationTime) { }
|
|
|
-#else
|
|
|
- #if defined(SUPPORT_PARTIALBUSY_WAIT_LOOP)
|
|
|
- double sleepSeconds = seconds - seconds*0.05; // NOTE: We reserve a percentage of the time for busy waiting
|
|
|
- #else
|
|
|
- double sleepSeconds = seconds;
|
|
|
- #endif
|
|
|
-
|
|
|
- // System halt functions
|
|
|
- #if defined(_WIN32)
|
|
|
- Sleep((unsigned long)(sleepSeconds*1000.0));
|
|
|
- #endif
|
|
|
- #if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__EMSCRIPTEN__)
|
|
|
- struct timespec req = { 0 };
|
|
|
- time_t sec = sleepSeconds;
|
|
|
- long nsec = (sleepSeconds - sec)*1000000000L;
|
|
|
- req.tv_sec = sec;
|
|
|
- req.tv_nsec = nsec;
|
|
|
-
|
|
|
- // NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated.
|
|
|
- while (nanosleep(&req, &req) == -1) continue;
|
|
|
- #endif
|
|
|
- #if defined(__APPLE__)
|
|
|
- usleep(sleepSeconds*1000000.0);
|
|
|
- #endif
|
|
|
-
|
|
|
- #if defined(SUPPORT_PARTIALBUSY_WAIT_LOOP)
|
|
|
- while (GetTime() < destinationTime) { }
|
|
|
- #endif
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Swap back buffer with front buffer (screen drawing)
|
|
|
-void SwapScreenBuffer(void)
|
|
|
-{
|
|
|
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
|
|
- glfwSwapBuffers(CORE.Window.handle);
|
|
|
-#endif
|
|
|
-
|
|
|
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_DRM)
|
|
|
- eglSwapBuffers(CORE.Window.device, CORE.Window.surface);
|
|
|
-
|
|
|
-#if defined(PLATFORM_DRM)
|
|
|
-
|
|
|
- if (!CORE.Window.gbmSurface || (-1 == CORE.Window.fd) || !CORE.Window.connector || !CORE.Window.crtc) TRACELOG(LOG_ERROR, "DISPLAY: DRM initialization failed to swap");
|
|
|
-
|
|
|
- struct gbm_bo *bo = gbm_surface_lock_front_buffer(CORE.Window.gbmSurface);
|
|
|
- if (!bo) TRACELOG(LOG_ERROR, "DISPLAY: Failed GBM to lock front buffer");
|
|
|
-
|
|
|
- uint32_t fb = 0;
|
|
|
- int result = drmModeAddFB(CORE.Window.fd, CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay, CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay, 24, 32, gbm_bo_get_stride(bo), gbm_bo_get_handle(bo).u32, &fb);
|
|
|
- if (result != 0) TRACELOG(LOG_ERROR, "DISPLAY: drmModeAddFB() failed with result: %d", result);
|
|
|
-
|
|
|
- result = drmModeSetCrtc(CORE.Window.fd, CORE.Window.crtc->crtc_id, fb, 0, 0, &CORE.Window.connector->connector_id, 1, &CORE.Window.connector->modes[CORE.Window.modeIndex]);
|
|
|
- if (result != 0) TRACELOG(LOG_ERROR, "DISPLAY: drmModeSetCrtc() failed with result: %d", result);
|
|
|
-
|
|
|
- if (CORE.Window.prevFB)
|
|
|
- {
|
|
|
- result = drmModeRmFB(CORE.Window.fd, CORE.Window.prevFB);
|
|
|
- if (result != 0) TRACELOG(LOG_ERROR, "DISPLAY: drmModeRmFB() failed with result: %d", result);
|
|
|
- }
|
|
|
-
|
|
|
- CORE.Window.prevFB = fb;
|
|
|
-
|
|
|
- if (CORE.Window.prevBO) gbm_surface_release_buffer(CORE.Window.gbmSurface, CORE.Window.prevBO);
|
|
|
-
|
|
|
- CORE.Window.prevBO = bo;
|
|
|
-
|
|
|
-#endif // PLATFORM_DRM
|
|
|
-#endif // PLATFORM_ANDROID || PLATFORM_DRM
|
|
|
+ return fileName;
|
|
|
}
|
|
|
|
|
|
-// Register all input events
|
|
|
-void PollInputEvents(void)
|
|
|
+// Get directory for a given filePath
|
|
|
+const char *GetDirectoryPath(const char *filePath)
|
|
|
{
|
|
|
-#if defined(SUPPORT_GESTURES_SYSTEM)
|
|
|
- // NOTE: Gestures update must be called every frame to reset gestures correctly
|
|
|
- // because ProcessGestureEvent() is just called on an event, not every frame
|
|
|
- UpdateGestures();
|
|
|
-#endif
|
|
|
-
|
|
|
- // Reset keys/chars pressed registered
|
|
|
- CORE.Input.Keyboard.keyPressedQueueCount = 0;
|
|
|
- CORE.Input.Keyboard.charPressedQueueCount = 0;
|
|
|
- // Reset key repeats
|
|
|
- for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
|
|
|
-
|
|
|
- // Reset last gamepad button/axis registered state
|
|
|
- CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
|
|
|
- CORE.Input.Gamepad.axisCount = 0;
|
|
|
-
|
|
|
-#if defined(PLATFORM_DRM)
|
|
|
- // Register previous keys states
|
|
|
- for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
|
|
|
- {
|
|
|
- CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
|
|
|
- CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
|
|
|
- }
|
|
|
-
|
|
|
- PollKeyboardEvents();
|
|
|
-
|
|
|
- // Register previous mouse states
|
|
|
- CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
|
|
|
- CORE.Input.Mouse.currentWheelMove = CORE.Input.Mouse.eventWheelMove;
|
|
|
- CORE.Input.Mouse.eventWheelMove = (Vector2){ 0.0f, 0.0f };
|
|
|
- for (int i = 0; i < MAX_MOUSE_BUTTONS; i++)
|
|
|
- {
|
|
|
- CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
|
|
|
- CORE.Input.Mouse.currentButtonState[i] = CORE.Input.Mouse.currentButtonStateEvdev[i];
|
|
|
- }
|
|
|
-
|
|
|
- // Register gamepads buttons events
|
|
|
- for (int i = 0; i < MAX_GAMEPADS; i++)
|
|
|
- {
|
|
|
- if (CORE.Input.Gamepad.ready[i])
|
|
|
- {
|
|
|
- // Register previous gamepad states
|
|
|
- for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
|
|
|
- }
|
|
|
- }
|
|
|
-#endif
|
|
|
-
|
|
|
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
|
|
- // Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
|
|
|
-
|
|
|
- // Register previous keys states
|
|
|
- for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
|
|
|
- {
|
|
|
- CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
|
|
|
- CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
|
|
|
- }
|
|
|
-
|
|
|
- // Register previous mouse states
|
|
|
- for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
|
|
|
-
|
|
|
- // Register previous mouse wheel state
|
|
|
- CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
|
|
|
- CORE.Input.Mouse.currentWheelMove = (Vector2){ 0.0f, 0.0f };
|
|
|
-
|
|
|
- // Register previous mouse position
|
|
|
- CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
|
|
|
-#endif
|
|
|
-
|
|
|
- // Register previous touch states
|
|
|
- for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
|
|
|
-
|
|
|
- // Reset touch positions
|
|
|
- // TODO: It resets on PLATFORM_WEB the mouse position and not filled again until a move-event,
|
|
|
- // so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed!
|
|
|
- //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
|
|
|
-
|
|
|
-#if defined(PLATFORM_DESKTOP)
|
|
|
- // Check if gamepads are ready
|
|
|
- // NOTE: We do it here in case of disconnection
|
|
|
- for (int i = 0; i < MAX_GAMEPADS; i++)
|
|
|
- {
|
|
|
- if (glfwJoystickPresent(i)) CORE.Input.Gamepad.ready[i] = true;
|
|
|
- else CORE.Input.Gamepad.ready[i] = false;
|
|
|
- }
|
|
|
-
|
|
|
- // Register gamepads buttons events
|
|
|
- for (int i = 0; i < MAX_GAMEPADS; i++)
|
|
|
- {
|
|
|
- if (CORE.Input.Gamepad.ready[i]) // Check if gamepad is available
|
|
|
- {
|
|
|
- // Register previous gamepad states
|
|
|
- for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
|
|
|
-
|
|
|
- // Get current gamepad state
|
|
|
- // NOTE: There is no callback available, so we get it manually
|
|
|
- GLFWgamepadstate state = { 0 };
|
|
|
- glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller
|
|
|
-
|
|
|
- const unsigned char *buttons = state.buttons;
|
|
|
-
|
|
|
- for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++)
|
|
|
- {
|
|
|
- int button = -1; // GamepadButton enum values assigned
|
|
|
-
|
|
|
- switch (k)
|
|
|
- {
|
|
|
- case GLFW_GAMEPAD_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
|
|
|
- case GLFW_GAMEPAD_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
|
|
|
- case GLFW_GAMEPAD_BUTTON_A: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
|
|
|
- case GLFW_GAMEPAD_BUTTON_X: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
|
|
|
-
|
|
|
- case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
|
|
|
- case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
|
|
|
-
|
|
|
- case GLFW_GAMEPAD_BUTTON_BACK: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
|
|
|
- case GLFW_GAMEPAD_BUTTON_GUIDE: button = GAMEPAD_BUTTON_MIDDLE; break;
|
|
|
- case GLFW_GAMEPAD_BUTTON_START: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
|
|
|
-
|
|
|
- case GLFW_GAMEPAD_BUTTON_DPAD_UP: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
|
|
|
- case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
|
|
|
- case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
|
|
|
- case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
|
|
|
-
|
|
|
- case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: button = GAMEPAD_BUTTON_LEFT_THUMB; break;
|
|
|
- case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
|
|
|
- default: break;
|
|
|
- }
|
|
|
-
|
|
|
- if (button != -1) // Check for valid button
|
|
|
- {
|
|
|
- if (buttons[k] == GLFW_PRESS)
|
|
|
- {
|
|
|
- CORE.Input.Gamepad.currentButtonState[i][button] = 1;
|
|
|
- CORE.Input.Gamepad.lastButtonPressed = button;
|
|
|
- }
|
|
|
- else CORE.Input.Gamepad.currentButtonState[i][button] = 0;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Get current axis state
|
|
|
- const float *axes = state.axes;
|
|
|
-
|
|
|
- for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
|
|
|
- {
|
|
|
- CORE.Input.Gamepad.axisState[i][k] = axes[k];
|
|
|
- }
|
|
|
-
|
|
|
- // Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis)
|
|
|
- CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1f);
|
|
|
- CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1f);
|
|
|
-
|
|
|
- CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST + 1;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- CORE.Window.resizedLastFrame = false;
|
|
|
-
|
|
|
- if (CORE.Window.eventWaiting) glfwWaitEvents(); // Wait for in input events before continue (drawing is paused)
|
|
|
- else glfwPollEvents(); // Poll input events: keyboard/mouse/window events (callbacks)
|
|
|
-#endif // PLATFORM_DESKTOP
|
|
|
-
|
|
|
-#if defined(PLATFORM_WEB)
|
|
|
- CORE.Window.resizedLastFrame = false;
|
|
|
-#endif // PLATFORM_WEB
|
|
|
-
|
|
|
-// Gamepad support using emscripten API
|
|
|
-// NOTE: GLFW3 joystick functionality not available in web
|
|
|
-#if defined(PLATFORM_WEB)
|
|
|
- // Get number of gamepads connected
|
|
|
- int numGamepads = 0;
|
|
|
- if (emscripten_sample_gamepad_data() == EMSCRIPTEN_RESULT_SUCCESS) numGamepads = emscripten_get_num_gamepads();
|
|
|
-
|
|
|
- for (int i = 0; (i < numGamepads) && (i < MAX_GAMEPADS); i++)
|
|
|
- {
|
|
|
- // Register previous gamepad button states
|
|
|
- for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
|
|
|
-
|
|
|
- EmscriptenGamepadEvent gamepadState;
|
|
|
-
|
|
|
- int result = emscripten_get_gamepad_status(i, &gamepadState);
|
|
|
-
|
|
|
- if (result == EMSCRIPTEN_RESULT_SUCCESS)
|
|
|
- {
|
|
|
- // Register buttons data for every connected gamepad
|
|
|
- for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++)
|
|
|
- {
|
|
|
- GamepadButton button = -1;
|
|
|
-
|
|
|
- // Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface
|
|
|
- switch (j)
|
|
|
- {
|
|
|
- case 0: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
|
|
|
- case 1: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
|
|
|
- case 2: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
|
|
|
- case 3: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
|
|
|
- case 4: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
|
|
|
- case 5: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
|
|
|
- case 6: button = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
|
|
|
- case 7: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
|
|
|
- case 8: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
|
|
|
- case 9: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
|
|
|
- case 10: button = GAMEPAD_BUTTON_LEFT_THUMB; break;
|
|
|
- case 11: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
|
|
|
- case 12: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
|
|
|
- case 13: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
|
|
|
- case 14: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
|
|
|
- case 15: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
|
|
|
- default: break;
|
|
|
- }
|
|
|
-
|
|
|
- if (button != -1) // Check for valid button
|
|
|
- {
|
|
|
- if (gamepadState.digitalButton[j] == 1)
|
|
|
- {
|
|
|
- CORE.Input.Gamepad.currentButtonState[i][button] = 1;
|
|
|
- CORE.Input.Gamepad.lastButtonPressed = button;
|
|
|
- }
|
|
|
- else CORE.Input.Gamepad.currentButtonState[i][button] = 0;
|
|
|
- }
|
|
|
-
|
|
|
- //TRACELOGD("INPUT: Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
|
|
|
- }
|
|
|
-
|
|
|
- // Register axis data for every connected gamepad
|
|
|
- for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
|
|
|
- {
|
|
|
- CORE.Input.Gamepad.axisState[i][j] = gamepadState.axis[j];
|
|
|
- }
|
|
|
-
|
|
|
- CORE.Input.Gamepad.axisCount = gamepadState.numAxes;
|
|
|
- }
|
|
|
- }
|
|
|
-#endif
|
|
|
-
|
|
|
-#if defined(PLATFORM_ANDROID)
|
|
|
- // Register previous keys states
|
|
|
- // NOTE: Android supports up to 260 keys
|
|
|
- for (int i = 0; i < 260; i++)
|
|
|
- {
|
|
|
- CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
|
|
|
- CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
|
|
|
- }
|
|
|
-
|
|
|
- // Android ALooper_pollAll() variables
|
|
|
- int pollResult = 0;
|
|
|
- int pollEvents = 0;
|
|
|
+ /*
|
|
|
+ // NOTE: Directory separator is different in Windows and other platforms,
|
|
|
+ // fortunately, Windows also support the '/' separator, that's the one should be used
|
|
|
+ #if defined(_WIN32)
|
|
|
+ char separator = '\\';
|
|
|
+ #else
|
|
|
+ char separator = '/';
|
|
|
+ #endif
|
|
|
+ */
|
|
|
+ const char *lastSlash = NULL;
|
|
|
+ static char dirPath[MAX_FILEPATH_LENGTH] = { 0 };
|
|
|
+ memset(dirPath, 0, MAX_FILEPATH_LENGTH);
|
|
|
|
|
|
- // Poll Events (registered events)
|
|
|
- // NOTE: Activity is paused if not enabled (CORE.Android.appEnabled)
|
|
|
- while ((pollResult = ALooper_pollAll(CORE.Android.appEnabled? 0 : -1, NULL, &pollEvents, (void**)&CORE.Android.source)) >= 0)
|
|
|
+ // In case provided path does not contain a root drive letter (C:\, D:\) nor leading path separator (\, /),
|
|
|
+ // we add the current directory path to dirPath
|
|
|
+ if (filePath[1] != ':' && filePath[0] != '\\' && filePath[0] != '/')
|
|
|
{
|
|
|
- // Process this event
|
|
|
- if (CORE.Android.source != NULL) CORE.Android.source->process(CORE.Android.app, CORE.Android.source);
|
|
|
-
|
|
|
- // NOTE: Never close window, native activity is controlled by the system!
|
|
|
- if (CORE.Android.app->destroyRequested != 0)
|
|
|
- {
|
|
|
- //CORE.Window.shouldClose = true;
|
|
|
- //ANativeActivity_finish(CORE.Android.app->activity);
|
|
|
- }
|
|
|
+ // For security, we set starting path to current directory,
|
|
|
+ // obtained path will be concatenated to this
|
|
|
+ dirPath[0] = '.';
|
|
|
+ dirPath[1] = '/';
|
|
|
}
|
|
|
-#endif
|
|
|
-
|
|
|
-#if defined(PLATFORM_DRM) && defined(SUPPORT_SSH_KEYBOARD_RPI)
|
|
|
- // NOTE: Keyboard reading could be done using input_event(s) or just read from stdin, both methods are used here.
|
|
|
- // stdin reading is still used for legacy purposes, it allows keyboard input trough SSH console
|
|
|
|
|
|
- if (!CORE.Input.Keyboard.evtMode) ProcessKeyboard();
|
|
|
-
|
|
|
- // NOTE: Mouse input events polling is done asynchronously in another pthread - EventThread()
|
|
|
- // NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread()
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Scan all files and directories in a base path
|
|
|
-// WARNING: files.paths[] must be previously allocated and
|
|
|
-// contain enough space to store all required paths
|
|
|
-static void ScanDirectoryFiles(const char *basePath, FilePathList *files, const char *filter)
|
|
|
-{
|
|
|
- static char path[MAX_FILEPATH_LENGTH] = { 0 };
|
|
|
- memset(path, 0, MAX_FILEPATH_LENGTH);
|
|
|
-
|
|
|
- struct dirent *dp = NULL;
|
|
|
- DIR *dir = opendir(basePath);
|
|
|
-
|
|
|
- if (dir != NULL)
|
|
|
+ lastSlash = strprbrk(filePath, "\\/");
|
|
|
+ if (lastSlash)
|
|
|
{
|
|
|
- while ((dp = readdir(dir)) != NULL)
|
|
|
+ if (lastSlash == filePath)
|
|
|
{
|
|
|
- if ((strcmp(dp->d_name, ".") != 0) &&
|
|
|
- (strcmp(dp->d_name, "..") != 0))
|
|
|
- {
|
|
|
- sprintf(path, "%s/%s", basePath, dp->d_name);
|
|
|
-
|
|
|
- if (filter != NULL)
|
|
|
- {
|
|
|
- if (IsFileExtension(path, filter))
|
|
|
- {
|
|
|
- strcpy(files->paths[files->count], path);
|
|
|
- files->count++;
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- strcpy(files->paths[files->count], path);
|
|
|
- files->count++;
|
|
|
- }
|
|
|
- }
|
|
|
+ // The last and only slash is the leading one: path is in a root directory
|
|
|
+ dirPath[0] = filePath[0];
|
|
|
+ dirPath[1] = '\0';
|
|
|
}
|
|
|
-
|
|
|
- closedir(dir);
|
|
|
- }
|
|
|
- else TRACELOG(LOG_WARNING, "FILEIO: Directory cannot be opened (%s)", basePath);
|
|
|
-}
|
|
|
-
|
|
|
-// Scan all files and directories recursively from a base path
|
|
|
-static void ScanDirectoryFilesRecursively(const char *basePath, FilePathList *files, const char *filter)
|
|
|
-{
|
|
|
- char path[MAX_FILEPATH_LENGTH] = { 0 };
|
|
|
- memset(path, 0, MAX_FILEPATH_LENGTH);
|
|
|
-
|
|
|
- struct dirent *dp = NULL;
|
|
|
- DIR *dir = opendir(basePath);
|
|
|
-
|
|
|
- if (dir != NULL)
|
|
|
- {
|
|
|
- while (((dp = readdir(dir)) != NULL) && (files->count < files->capacity))
|
|
|
+ else
|
|
|
{
|
|
|
- if ((strcmp(dp->d_name, ".") != 0) && (strcmp(dp->d_name, "..") != 0))
|
|
|
- {
|
|
|
- // Construct new path from our base path
|
|
|
- sprintf(path, "%s/%s", basePath, dp->d_name);
|
|
|
-
|
|
|
- if (IsPathFile(path))
|
|
|
- {
|
|
|
- if (filter != NULL)
|
|
|
- {
|
|
|
- if (IsFileExtension(path, filter))
|
|
|
- {
|
|
|
- strcpy(files->paths[files->count], path);
|
|
|
- files->count++;
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- strcpy(files->paths[files->count], path);
|
|
|
- files->count++;
|
|
|
- }
|
|
|
-
|
|
|
- if (files->count >= files->capacity)
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "FILEIO: Maximum filepath scan capacity reached (%i files)", files->capacity);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- else ScanDirectoryFilesRecursively(path, files, filter);
|
|
|
- }
|
|
|
+ // NOTE: Be careful, strncpy() is not safe, it does not care about '\0'
|
|
|
+ unsigned char *dirPathPtr = dirPath;
|
|
|
+ if ((filePath[1] != ':') && (filePath[0] != '\\') && (filePath[0] != '/')) dirPathPtr += 2; // Skip drive letter, "C:"
|
|
|
+ memcpy(dirPathPtr, filePath, strlen(filePath) - (strlen(lastSlash) - 1));
|
|
|
+ dirPath[strlen(filePath) - strlen(lastSlash) + ((filePath[1] != ':') && (filePath[0] != '\\') && (filePath[0] != '/'))? 2 : 0] = '\0'; // Add '\0' manually
|
|
|
}
|
|
|
+ }
|
|
|
|
|
|
- closedir(dir);
|
|
|
- }
|
|
|
- else TRACELOG(LOG_WARNING, "FILEIO: Directory cannot be opened (%s)", basePath);
|
|
|
-}
|
|
|
-
|
|
|
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
|
|
-// GLFW3 Error Callback, runs on GLFW3 error
|
|
|
-static void ErrorCallback(int error, const char *description)
|
|
|
-{
|
|
|
- TRACELOG(LOG_WARNING, "GLFW: Error: %i Description: %s", error, description);
|
|
|
+ return dirPath;
|
|
|
}
|
|
|
|
|
|
-// GLFW3 WindowSize Callback, runs when window is resizedLastFrame
|
|
|
-// NOTE: Window resizing not allowed by default
|
|
|
-static void WindowSizeCallback(GLFWwindow *window, int width, int height)
|
|
|
+// Get previous directory path for a given path
|
|
|
+const char *GetPrevDirectoryPath(const char *dirPath)
|
|
|
{
|
|
|
- // Reset viewport and projection matrix for new size
|
|
|
- SetupViewport(width, height);
|
|
|
-
|
|
|
- CORE.Window.currentFbo.width = width;
|
|
|
- CORE.Window.currentFbo.height = height;
|
|
|
- CORE.Window.resizedLastFrame = true;
|
|
|
+ static char prevDirPath[MAX_FILEPATH_LENGTH] = { 0 };
|
|
|
+ memset(prevDirPath, 0, MAX_FILEPATH_LENGTH);
|
|
|
+ int pathLen = (int)strlen(dirPath);
|
|
|
|
|
|
- if (IsWindowFullscreen()) return;
|
|
|
+ if (pathLen <= 3) strcpy(prevDirPath, dirPath);
|
|
|
|
|
|
- // Set current screen size
|
|
|
-#if defined(__APPLE__)
|
|
|
- CORE.Window.screen.width = width;
|
|
|
- CORE.Window.screen.height = height;
|
|
|
-#else
|
|
|
- if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
|
|
|
+ for (int i = (pathLen - 1); (i >= 0) && (pathLen > 3); i--)
|
|
|
{
|
|
|
- Vector2 windowScaleDPI = GetWindowScaleDPI();
|
|
|
+ if ((dirPath[i] == '\\') || (dirPath[i] == '/'))
|
|
|
+ {
|
|
|
+ // Check for root: "C:\" or "/"
|
|
|
+ if (((i == 2) && (dirPath[1] ==':')) || (i == 0)) i++;
|
|
|
|
|
|
- CORE.Window.screen.width = (unsigned int)(width/windowScaleDPI.x);
|
|
|
- CORE.Window.screen.height = (unsigned int)(height/windowScaleDPI.y);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- CORE.Window.screen.width = width;
|
|
|
- CORE.Window.screen.height = height;
|
|
|
+ strncpy(prevDirPath, dirPath, i);
|
|
|
+ break;
|
|
|
+ }
|
|
|
}
|
|
|
-#endif
|
|
|
|
|
|
- // NOTE: Postprocessing texture is not scaled to new size
|
|
|
+ return prevDirPath;
|
|
|
}
|
|
|
|
|
|
-// GLFW3 WindowIconify Callback, runs when window is minimized/restored
|
|
|
-static void WindowIconifyCallback(GLFWwindow *window, int iconified)
|
|
|
+// Get current working directory
|
|
|
+const char *GetWorkingDirectory(void)
|
|
|
{
|
|
|
- if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; // The window was iconified
|
|
|
- else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // The window was restored
|
|
|
-}
|
|
|
+ static char currentDir[MAX_FILEPATH_LENGTH] = { 0 };
|
|
|
+ memset(currentDir, 0, MAX_FILEPATH_LENGTH);
|
|
|
|
|
|
-#if !defined(PLATFORM_WEB)
|
|
|
-// GLFW3 WindowMaximize Callback, runs when window is maximized/restored
|
|
|
-static void WindowMaximizeCallback(GLFWwindow *window, int maximized)
|
|
|
-{
|
|
|
- if (maximized) CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; // The window was maximized
|
|
|
- else CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; // The window was restored
|
|
|
-}
|
|
|
-#endif
|
|
|
+ char *path = GETCWD(currentDir, MAX_FILEPATH_LENGTH - 1);
|
|
|
|
|
|
-// GLFW3 WindowFocus Callback, runs when window get/lose focus
|
|
|
-static void WindowFocusCallback(GLFWwindow *window, int focused)
|
|
|
-{
|
|
|
- if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // The window was focused
|
|
|
- else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; // The window lost focus
|
|
|
+ return path;
|
|
|
}
|
|
|
|
|
|
-// GLFW3 Keyboard Callback, runs on key pressed
|
|
|
-static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
|
|
|
+const char *GetApplicationDirectory(void)
|
|
|
{
|
|
|
- if (key < 0) return; // Security check, macOS fn key generates -1
|
|
|
-
|
|
|
- // WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
|
|
|
- // to work properly with our implementation (IsKeyDown/IsKeyUp checks)
|
|
|
- if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
|
|
|
- else if(action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1;
|
|
|
- else if(action == GLFW_REPEAT) CORE.Input.Keyboard.keyRepeatInFrame[key] = 1;
|
|
|
-
|
|
|
-#if !defined(PLATFORM_WEB)
|
|
|
- // WARNING: Check if CAPS/NUM key modifiers are enabled and force down state for those keys
|
|
|
- if (((key == KEY_CAPS_LOCK) && ((mods & GLFW_MOD_CAPS_LOCK) > 0)) ||
|
|
|
- ((key == KEY_NUM_LOCK) && ((mods & GLFW_MOD_NUM_LOCK) > 0))) CORE.Input.Keyboard.currentKeyState[key] = 1;
|
|
|
-#endif
|
|
|
+ static char appDir[MAX_FILEPATH_LENGTH] = { 0 };
|
|
|
+ memset(appDir, 0, MAX_FILEPATH_LENGTH);
|
|
|
|
|
|
- // Check if there is space available in the key queue
|
|
|
- if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS))
|
|
|
+#if defined(_WIN32)
|
|
|
+ int len = 0;
|
|
|
+#if defined(UNICODE)
|
|
|
+ unsigned short widePath[MAX_PATH];
|
|
|
+ len = GetModuleFileNameW(NULL, widePath, MAX_PATH);
|
|
|
+ len = WideCharToMultiByte(0, 0, widePath, len, appDir, MAX_PATH, NULL, NULL);
|
|
|
+#else
|
|
|
+ len = GetModuleFileNameA(NULL, appDir, MAX_PATH);
|
|
|
+#endif
|
|
|
+ if (len > 0)
|
|
|
+ {
|
|
|
+ for (int i = len; i >= 0; --i)
|
|
|
+ {
|
|
|
+ if (appDir[i] == '\\')
|
|
|
+ {
|
|
|
+ appDir[i + 1] = '\0';
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
{
|
|
|
- // Add character to the queue
|
|
|
- CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
|
|
|
- CORE.Input.Keyboard.keyPressedQueueCount++;
|
|
|
+ appDir[0] = '.';
|
|
|
+ appDir[1] = '\\';
|
|
|
}
|
|
|
|
|
|
- // Check the exit key to set close window
|
|
|
- if ((key == CORE.Input.Keyboard.exitKey) && (action == GLFW_PRESS)) glfwSetWindowShouldClose(CORE.Window.handle, GLFW_TRUE);
|
|
|
+#elif defined(__linux__)
|
|
|
+ unsigned int size = sizeof(appDir);
|
|
|
+ ssize_t len = readlink("/proc/self/exe", appDir, size);
|
|
|
|
|
|
-#if defined(SUPPORT_SCREEN_CAPTURE)
|
|
|
- if ((key == GLFW_KEY_F12) && (action == GLFW_PRESS))
|
|
|
+ if (len > 0)
|
|
|
{
|
|
|
-#if defined(SUPPORT_GIF_RECORDING)
|
|
|
- if (mods & GLFW_MOD_CONTROL)
|
|
|
+ for (int i = len; i >= 0; --i)
|
|
|
{
|
|
|
- if (gifRecording)
|
|
|
- {
|
|
|
- gifRecording = false;
|
|
|
-
|
|
|
- MsfGifResult result = msf_gif_end(&gifState);
|
|
|
-
|
|
|
- SaveFileData(TextFormat("%s/screenrec%03i.gif", CORE.Storage.basePath, screenshotCounter), result.data, (unsigned int)result.dataSize);
|
|
|
- msf_gif_free(result);
|
|
|
-
|
|
|
- #if defined(PLATFORM_WEB)
|
|
|
- // Download file from MEMFS (emscripten memory filesystem)
|
|
|
- // saveFileFromMEMFSToDisk() function is defined in raylib/templates/web_shel/shell.html
|
|
|
- emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", TextFormat("screenrec%03i.gif", screenshotCounter - 1), TextFormat("screenrec%03i.gif", screenshotCounter - 1)));
|
|
|
- #endif
|
|
|
-
|
|
|
- TRACELOG(LOG_INFO, "SYSTEM: Finish animated GIF recording");
|
|
|
- }
|
|
|
- else
|
|
|
+ if (appDir[i] == '/')
|
|
|
{
|
|
|
- gifRecording = true;
|
|
|
- gifFrameCounter = 0;
|
|
|
-
|
|
|
- Vector2 scale = GetWindowScaleDPI();
|
|
|
- msf_gif_begin(&gifState, (int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y));
|
|
|
- screenshotCounter++;
|
|
|
-
|
|
|
- TRACELOG(LOG_INFO, "SYSTEM: Start animated GIF recording: %s", TextFormat("screenrec%03i.gif", screenshotCounter));
|
|
|
+ appDir[i + 1] = '\0';
|
|
|
+ break;
|
|
|
}
|
|
|
}
|
|
|
- else
|
|
|
-#endif // SUPPORT_GIF_RECORDING
|
|
|
- {
|
|
|
- TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
|
|
|
- screenshotCounter++;
|
|
|
- }
|
|
|
}
|
|
|
-#endif // SUPPORT_SCREEN_CAPTURE
|
|
|
-
|
|
|
-#if defined(SUPPORT_EVENTS_AUTOMATION)
|
|
|
- if ((key == GLFW_KEY_F11) && (action == GLFW_PRESS))
|
|
|
+ else
|
|
|
{
|
|
|
- eventsRecording = !eventsRecording;
|
|
|
+ appDir[0] = '.';
|
|
|
+ appDir[1] = '/';
|
|
|
+ }
|
|
|
+#elif defined(__APPLE__)
|
|
|
+ uint32_t size = sizeof(appDir);
|
|
|
|
|
|
- // On finish recording, we export events into a file
|
|
|
- if (!eventsRecording) ExportAutomationEvents("eventsrec.rep");
|
|
|
+ if (_NSGetExecutablePath(appDir, &size) == 0)
|
|
|
+ {
|
|
|
+ int len = strlen(appDir);
|
|
|
+ for (int i = len; i >= 0; --i)
|
|
|
+ {
|
|
|
+ if (appDir[i] == '/')
|
|
|
+ {
|
|
|
+ appDir[i + 1] = '\0';
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
}
|
|
|
- else if ((key == GLFW_KEY_F9) && (action == GLFW_PRESS))
|
|
|
+ else
|
|
|
{
|
|
|
- LoadAutomationEvents("eventsrec.rep");
|
|
|
- eventsPlaying = true;
|
|
|
-
|
|
|
- TRACELOG(LOG_WARNING, "eventsPlaying enabled!");
|
|
|
+ appDir[0] = '.';
|
|
|
+ appDir[1] = '/';
|
|
|
}
|
|
|
#endif
|
|
|
-}
|
|
|
-
|
|
|
-// GLFW3 Char Key Callback, runs on key down (gets equivalent unicode char value)
|
|
|
-static void CharCallback(GLFWwindow *window, unsigned int key)
|
|
|
-{
|
|
|
- //TRACELOG(LOG_DEBUG, "Char Callback: KEY:%i(%c)", key, key);
|
|
|
-
|
|
|
- // NOTE: Registers any key down considering OS keyboard layout but
|
|
|
- // does not detect action events, those should be managed by user...
|
|
|
- // Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
|
|
|
- // Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
|
|
|
|
|
|
- // Check if there is space available in the queue
|
|
|
- if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
|
|
|
- {
|
|
|
- // Add character to the queue
|
|
|
- CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = key;
|
|
|
- CORE.Input.Keyboard.charPressedQueueCount++;
|
|
|
- }
|
|
|
+ return appDir;
|
|
|
}
|
|
|
|
|
|
-// GLFW3 Mouse Button Callback, runs on mouse button pressed
|
|
|
-static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
|
|
|
+// Load directory filepaths
|
|
|
+// NOTE: Base path is prepended to the scanned filepaths
|
|
|
+// WARNING: Directory is scanned twice, first time to get files count
|
|
|
+// No recursive scanning is done!
|
|
|
+FilePathList LoadDirectoryFiles(const char *dirPath)
|
|
|
{
|
|
|
- // WARNING: GLFW could only return GLFW_PRESS (1) or GLFW_RELEASE (0) for now,
|
|
|
- // but future releases may add more actions (i.e. GLFW_REPEAT)
|
|
|
- CORE.Input.Mouse.currentButtonState[button] = action;
|
|
|
-
|
|
|
-#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) // PLATFORM_DESKTOP
|
|
|
- // Process mouse events as touches to be able to use mouse-gestures
|
|
|
- GestureEvent gestureEvent = { 0 };
|
|
|
-
|
|
|
- // Register touch actions
|
|
|
- if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
|
|
|
- else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_ACTION_UP;
|
|
|
+ FilePathList files = { 0 };
|
|
|
+ unsigned int fileCounter = 0;
|
|
|
|
|
|
- // NOTE: TOUCH_ACTION_MOVE event is registered in MouseCursorPosCallback()
|
|
|
+ struct dirent *entity;
|
|
|
+ DIR *dir = opendir(dirPath);
|
|
|
|
|
|
- // Assign a pointer ID
|
|
|
- gestureEvent.pointId[0] = 0;
|
|
|
+ if (dir != NULL) // It's a directory
|
|
|
+ {
|
|
|
+ // SCAN 1: Count files
|
|
|
+ while ((entity = readdir(dir)) != NULL)
|
|
|
+ {
|
|
|
+ // NOTE: We skip '.' (current dir) and '..' (parent dir) filepaths
|
|
|
+ if ((strcmp(entity->d_name, ".") != 0) && (strcmp(entity->d_name, "..") != 0)) fileCounter++;
|
|
|
+ }
|
|
|
|
|
|
- // Register touch points count
|
|
|
- gestureEvent.pointCount = 1;
|
|
|
+ // Memory allocation for dirFileCount
|
|
|
+ files.capacity = fileCounter;
|
|
|
+ files.paths = (char **)RL_MALLOC(files.capacity*sizeof(char *));
|
|
|
+ for (unsigned int i = 0; i < files.capacity; i++) files.paths[i] = (char *)RL_MALLOC(MAX_FILEPATH_LENGTH*sizeof(char));
|
|
|
|
|
|
- // Register touch points position, only one point registered
|
|
|
- gestureEvent.position[0] = GetMousePosition();
|
|
|
+ closedir(dir);
|
|
|
|
|
|
- // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
|
|
|
- gestureEvent.position[0].x /= (float)GetScreenWidth();
|
|
|
- gestureEvent.position[0].y /= (float)GetScreenHeight();
|
|
|
+ // SCAN 2: Read filepaths
|
|
|
+ // NOTE: Directory paths are also registered
|
|
|
+ ScanDirectoryFiles(dirPath, &files, NULL);
|
|
|
|
|
|
- // Gesture data is sent to gestures-system for processing
|
|
|
-#if defined(PLATFORM_WEB)
|
|
|
- // Prevent calling ProcessGestureEvent() when Emscripten is present and there's a touch gesture, so EmscriptenTouchCallback() can handle it itself
|
|
|
- if (GetMouseX() != 0 || GetMouseY() != 0) ProcessGestureEvent(gestureEvent);
|
|
|
-#else
|
|
|
- ProcessGestureEvent(gestureEvent);
|
|
|
-#endif
|
|
|
+ // Security check: read files.count should match fileCounter
|
|
|
+ if (files.count != files.capacity) TRACELOG(LOG_WARNING, "FILEIO: Read files count do not match capacity allocated");
|
|
|
+ }
|
|
|
+ else TRACELOG(LOG_WARNING, "FILEIO: Failed to open requested directory"); // Maybe it's a file...
|
|
|
|
|
|
-#endif
|
|
|
+ return files;
|
|
|
}
|
|
|
|
|
|
-// GLFW3 Cursor Position Callback, runs on mouse move
|
|
|
-static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
|
|
|
+// Load directory filepaths with extension filtering and recursive directory scan
|
|
|
+// NOTE: On recursive loading we do not pre-scan for file count, we use MAX_FILEPATH_CAPACITY
|
|
|
+FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs)
|
|
|
{
|
|
|
- CORE.Input.Mouse.currentPosition.x = (float)x;
|
|
|
- CORE.Input.Mouse.currentPosition.y = (float)y;
|
|
|
- CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
|
|
|
-
|
|
|
-#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) // PLATFORM_DESKTOP
|
|
|
- // Process mouse events as touches to be able to use mouse-gestures
|
|
|
- GestureEvent gestureEvent = { 0 };
|
|
|
-
|
|
|
- gestureEvent.touchAction = TOUCH_ACTION_MOVE;
|
|
|
-
|
|
|
- // Assign a pointer ID
|
|
|
- gestureEvent.pointId[0] = 0;
|
|
|
-
|
|
|
- // Register touch points count
|
|
|
- gestureEvent.pointCount = 1;
|
|
|
+ FilePathList files = { 0 };
|
|
|
|
|
|
- // Register touch points position, only one point registered
|
|
|
- gestureEvent.position[0] = CORE.Input.Touch.position[0];
|
|
|
+ files.capacity = MAX_FILEPATH_CAPACITY;
|
|
|
+ files.paths = (char **)RL_CALLOC(files.capacity, sizeof(char *));
|
|
|
+ for (unsigned int i = 0; i < files.capacity; i++) files.paths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
|
|
|
|
|
|
- // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
|
|
|
- gestureEvent.position[0].x /= (float)GetScreenWidth();
|
|
|
- gestureEvent.position[0].y /= (float)GetScreenHeight();
|
|
|
+ // WARNING: basePath is always prepended to scanned paths
|
|
|
+ if (scanSubdirs) ScanDirectoryFilesRecursively(basePath, &files, filter);
|
|
|
+ else ScanDirectoryFiles(basePath, &files, filter);
|
|
|
|
|
|
- // Gesture data is sent to gestures-system for processing
|
|
|
- ProcessGestureEvent(gestureEvent);
|
|
|
-#endif
|
|
|
+ return files;
|
|
|
}
|
|
|
|
|
|
-// GLFW3 Scrolling Callback, runs on mouse wheel
|
|
|
-static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
|
|
|
+// Unload directory filepaths
|
|
|
+// WARNING: files.count is not reseted to 0 after unloading
|
|
|
+void UnloadDirectoryFiles(FilePathList files)
|
|
|
{
|
|
|
- CORE.Input.Mouse.currentWheelMove = (Vector2){ (float)xoffset, (float)yoffset };
|
|
|
-}
|
|
|
+ for (unsigned int i = 0; i < files.capacity; i++) RL_FREE(files.paths[i]);
|
|
|
|
|
|
-// GLFW3 CursorEnter Callback, when cursor enters the window
|
|
|
-static void CursorEnterCallback(GLFWwindow *window, int enter)
|
|
|
-{
|
|
|
- if (enter == true) CORE.Input.Mouse.cursorOnScreen = true;
|
|
|
- else CORE.Input.Mouse.cursorOnScreen = false;
|
|
|
+ RL_FREE(files.paths);
|
|
|
}
|
|
|
|
|
|
-// GLFW3 Window Drop Callback, runs when drop files into window
|
|
|
-static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
|
|
|
+// Change working directory, returns true on success
|
|
|
+bool ChangeDirectory(const char *dir)
|
|
|
{
|
|
|
- if (count > 0)
|
|
|
- {
|
|
|
- // In case previous dropped filepaths have not been freed, we free them
|
|
|
- if (CORE.Window.dropFileCount > 0)
|
|
|
- {
|
|
|
- for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]);
|
|
|
-
|
|
|
- RL_FREE(CORE.Window.dropFilepaths);
|
|
|
-
|
|
|
- CORE.Window.dropFileCount = 0;
|
|
|
- CORE.Window.dropFilepaths = NULL;
|
|
|
- }
|
|
|
+ bool result = CHDIR(dir);
|
|
|
|
|
|
- // WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy
|
|
|
- CORE.Window.dropFileCount = count;
|
|
|
- CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *));
|
|
|
+ if (result != 0) TRACELOG(LOG_WARNING, "SYSTEM: Failed to change to directory: %s", dir);
|
|
|
|
|
|
- for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++)
|
|
|
- {
|
|
|
- CORE.Window.dropFilepaths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
|
|
|
- strcpy(CORE.Window.dropFilepaths[i], paths[i]);
|
|
|
- }
|
|
|
- }
|
|
|
+ return (result == 0);
|
|
|
}
|
|
|
-#endif
|
|
|
|
|
|
-#if defined(PLATFORM_ANDROID)
|
|
|
-// ANDROID: Process activity lifecycle commands
|
|
|
-static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
|
|
|
+// Check if a given path point to a file
|
|
|
+bool IsPathFile(const char *path)
|
|
|
{
|
|
|
- switch (cmd)
|
|
|
- {
|
|
|
- case APP_CMD_START:
|
|
|
- {
|
|
|
- //rendering = true;
|
|
|
- } break;
|
|
|
- case APP_CMD_RESUME: break;
|
|
|
- case APP_CMD_INIT_WINDOW:
|
|
|
- {
|
|
|
- if (app->window != NULL)
|
|
|
- {
|
|
|
- if (CORE.Android.contextRebindRequired)
|
|
|
- {
|
|
|
- // Reset screen scaling to full display size
|
|
|
- EGLint displayFormat = 0;
|
|
|
- eglGetConfigAttrib(CORE.Window.device, CORE.Window.config, EGL_NATIVE_VISUAL_ID, &displayFormat);
|
|
|
-
|
|
|
- // Adding renderOffset here feels rather hackish, but the viewport scaling is wrong after the
|
|
|
- // context rebinding if the screen is scaled unless offsets are added. There's probably a more
|
|
|
- // appropriate way to fix this
|
|
|
- ANativeWindow_setBuffersGeometry(app->window,
|
|
|
- CORE.Window.render.width + CORE.Window.renderOffset.x,
|
|
|
- CORE.Window.render.height + CORE.Window.renderOffset.y,
|
|
|
- displayFormat);
|
|
|
-
|
|
|
- // Recreate display surface and re-attach OpenGL context
|
|
|
- CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, app->window, NULL);
|
|
|
- eglMakeCurrent(CORE.Window.device, CORE.Window.surface, CORE.Window.surface, CORE.Window.context);
|
|
|
-
|
|
|
- CORE.Android.contextRebindRequired = false;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- CORE.Window.display.width = ANativeWindow_getWidth(CORE.Android.app->window);
|
|
|
- CORE.Window.display.height = ANativeWindow_getHeight(CORE.Android.app->window);
|
|
|
-
|
|
|
- // Initialize graphics device (display device and OpenGL context)
|
|
|
- InitGraphicsDevice(CORE.Window.screen.width, CORE.Window.screen.height);
|
|
|
-
|
|
|
- // Initialize hi-res timer
|
|
|
- InitTimer();
|
|
|
-
|
|
|
- // Initialize random seed
|
|
|
- srand((unsigned int)time(NULL));
|
|
|
-
|
|
|
- #if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
|
|
|
- // Load default font
|
|
|
- // WARNING: External function: Module required: rtext
|
|
|
- LoadFontDefault();
|
|
|
- Rectangle rec = GetFontDefault().recs[95];
|
|
|
- // NOTE: We setup a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering
|
|
|
- #if defined(SUPPORT_MODULE_RSHAPES)
|
|
|
- SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 }); // WARNING: Module required: rshapes
|
|
|
- #endif
|
|
|
- #endif
|
|
|
-
|
|
|
- // TODO: GPU assets reload in case of lost focus (lost context)
|
|
|
- // NOTE: This problem has been solved just unbinding and rebinding context from display
|
|
|
- /*
|
|
|
- if (assetsReloadRequired)
|
|
|
- {
|
|
|
- for (int i = 0; i < assetCount; i++)
|
|
|
- {
|
|
|
- // TODO: Unload old asset if required
|
|
|
-
|
|
|
- // Load texture again to pointed texture
|
|
|
- (*textureAsset + i) = LoadTexture(assetPath[i]);
|
|
|
- }
|
|
|
- }
|
|
|
- */
|
|
|
- }
|
|
|
- }
|
|
|
- } break;
|
|
|
- case APP_CMD_GAINED_FOCUS:
|
|
|
- {
|
|
|
- CORE.Android.appEnabled = true;
|
|
|
- //ResumeMusicStream();
|
|
|
- } break;
|
|
|
- case APP_CMD_PAUSE: break;
|
|
|
- case APP_CMD_LOST_FOCUS:
|
|
|
- {
|
|
|
- CORE.Android.appEnabled = false;
|
|
|
- //PauseMusicStream();
|
|
|
- } break;
|
|
|
- case APP_CMD_TERM_WINDOW:
|
|
|
- {
|
|
|
- // Detach OpenGL context and destroy display surface
|
|
|
- // NOTE 1: This case is used when the user exits the app without closing it. We detach the context to ensure everything is recoverable upon resuming.
|
|
|
- // NOTE 2: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...)
|
|
|
- // NOTE 3: In some cases (too many context loaded), OS could unload context automatically... :(
|
|
|
- if (CORE.Window.device != EGL_NO_DISPLAY)
|
|
|
- {
|
|
|
- eglMakeCurrent(CORE.Window.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
|
|
|
-
|
|
|
- if (CORE.Window.surface != EGL_NO_SURFACE)
|
|
|
- {
|
|
|
- eglDestroySurface(CORE.Window.device, CORE.Window.surface);
|
|
|
- CORE.Window.surface = EGL_NO_SURFACE;
|
|
|
- }
|
|
|
-
|
|
|
- CORE.Android.contextRebindRequired = true;
|
|
|
- }
|
|
|
- // If 'CORE.Window.device' is already set to 'EGL_NO_DISPLAY'
|
|
|
- // this means that the user has already called 'CloseWindow()'
|
|
|
-
|
|
|
- } break;
|
|
|
- case APP_CMD_SAVE_STATE: break;
|
|
|
- case APP_CMD_STOP: break;
|
|
|
- case APP_CMD_DESTROY: break;
|
|
|
- case APP_CMD_CONFIG_CHANGED:
|
|
|
- {
|
|
|
- //AConfiguration_fromAssetManager(CORE.Android.app->config, CORE.Android.app->activity->assetManager);
|
|
|
- //print_cur_config(CORE.Android.app);
|
|
|
+ struct stat result = { 0 };
|
|
|
+ stat(path, &result);
|
|
|
|
|
|
- // Check screen orientation here!
|
|
|
- } break;
|
|
|
- default: break;
|
|
|
- }
|
|
|
+ return S_ISREG(result.st_mode);
|
|
|
}
|
|
|
|
|
|
-static GamepadButton AndroidTranslateGamepadButton(int button)
|
|
|
+// Check if a file has been dropped into window
|
|
|
+bool IsFileDropped(void)
|
|
|
{
|
|
|
- switch (button)
|
|
|
- {
|
|
|
- case AKEYCODE_BUTTON_A: return GAMEPAD_BUTTON_RIGHT_FACE_DOWN;
|
|
|
- case AKEYCODE_BUTTON_B: return GAMEPAD_BUTTON_RIGHT_FACE_RIGHT;
|
|
|
- case AKEYCODE_BUTTON_X: return GAMEPAD_BUTTON_RIGHT_FACE_LEFT;
|
|
|
- case AKEYCODE_BUTTON_Y: return GAMEPAD_BUTTON_RIGHT_FACE_UP;
|
|
|
- case AKEYCODE_BUTTON_L1: return GAMEPAD_BUTTON_LEFT_TRIGGER_1;
|
|
|
- case AKEYCODE_BUTTON_R1: return GAMEPAD_BUTTON_RIGHT_TRIGGER_1;
|
|
|
- case AKEYCODE_BUTTON_L2: return GAMEPAD_BUTTON_LEFT_TRIGGER_2;
|
|
|
- case AKEYCODE_BUTTON_R2: return GAMEPAD_BUTTON_RIGHT_TRIGGER_2;
|
|
|
- case AKEYCODE_BUTTON_THUMBL: return GAMEPAD_BUTTON_LEFT_THUMB;
|
|
|
- case AKEYCODE_BUTTON_THUMBR: return GAMEPAD_BUTTON_RIGHT_THUMB;
|
|
|
- case AKEYCODE_BUTTON_START: return GAMEPAD_BUTTON_MIDDLE_RIGHT;
|
|
|
- case AKEYCODE_BUTTON_SELECT: return GAMEPAD_BUTTON_MIDDLE_LEFT;
|
|
|
- case AKEYCODE_BUTTON_MODE: return GAMEPAD_BUTTON_MIDDLE;
|
|
|
- // On some (most?) gamepads dpad events are reported as axis motion instead
|
|
|
- case AKEYCODE_DPAD_DOWN: return GAMEPAD_BUTTON_LEFT_FACE_DOWN;
|
|
|
- case AKEYCODE_DPAD_RIGHT: return GAMEPAD_BUTTON_LEFT_FACE_RIGHT;
|
|
|
- case AKEYCODE_DPAD_LEFT: return GAMEPAD_BUTTON_LEFT_FACE_LEFT;
|
|
|
- case AKEYCODE_DPAD_UP: return GAMEPAD_BUTTON_LEFT_FACE_UP;
|
|
|
- default: return GAMEPAD_BUTTON_UNKNOWN;
|
|
|
- }
|
|
|
+ if (CORE.Window.dropFileCount > 0) return true;
|
|
|
+ else return false;
|
|
|
}
|
|
|
|
|
|
-// ANDROID: Get input events
|
|
|
-static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
|
|
|
+// Load dropped filepaths
|
|
|
+FilePathList LoadDroppedFiles(void)
|
|
|
{
|
|
|
- // If additional inputs are required check:
|
|
|
- // https://developer.android.com/ndk/reference/group/input
|
|
|
- // https://developer.android.com/training/game-controllers/controller-input
|
|
|
-
|
|
|
- int type = AInputEvent_getType(event);
|
|
|
- int source = AInputEvent_getSource(event);
|
|
|
-
|
|
|
- if (type == AINPUT_EVENT_TYPE_MOTION)
|
|
|
- {
|
|
|
- if (((source & AINPUT_SOURCE_JOYSTICK) == AINPUT_SOURCE_JOYSTICK) ||
|
|
|
- ((source & AINPUT_SOURCE_GAMEPAD) == AINPUT_SOURCE_GAMEPAD))
|
|
|
- {
|
|
|
- // For now we'll assume a single gamepad which we "detect" on its input event
|
|
|
- CORE.Input.Gamepad.ready[0] = true;
|
|
|
-
|
|
|
- CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_X] = AMotionEvent_getAxisValue(
|
|
|
- event, AMOTION_EVENT_AXIS_X, 0);
|
|
|
- CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_Y] = AMotionEvent_getAxisValue(
|
|
|
- event, AMOTION_EVENT_AXIS_Y, 0);
|
|
|
- CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_X] = AMotionEvent_getAxisValue(
|
|
|
- event, AMOTION_EVENT_AXIS_Z, 0);
|
|
|
- CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_Y] = AMotionEvent_getAxisValue(
|
|
|
- event, AMOTION_EVENT_AXIS_RZ, 0);
|
|
|
- CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_TRIGGER] = AMotionEvent_getAxisValue(
|
|
|
- event, AMOTION_EVENT_AXIS_BRAKE, 0) * 2.0f - 1.0f;
|
|
|
- CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_TRIGGER] = AMotionEvent_getAxisValue(
|
|
|
- event, AMOTION_EVENT_AXIS_GAS, 0) * 2.0f - 1.0f;
|
|
|
-
|
|
|
- // dpad is reported as an axis on android
|
|
|
- float dpadX = AMotionEvent_getAxisValue(event, AMOTION_EVENT_AXIS_HAT_X, 0);
|
|
|
- float dpadY = AMotionEvent_getAxisValue(event, AMOTION_EVENT_AXIS_HAT_Y, 0);
|
|
|
-
|
|
|
- if (dpadX == 1.0f)
|
|
|
- {
|
|
|
- CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_RIGHT] = 1;
|
|
|
- CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_LEFT] = 0;
|
|
|
- }
|
|
|
- else if (dpadX == -1.0f)
|
|
|
- {
|
|
|
- CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_RIGHT] = 0;
|
|
|
- CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_LEFT] = 1;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_RIGHT] = 0;
|
|
|
- CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_LEFT] = 0;
|
|
|
- }
|
|
|
-
|
|
|
- if (dpadY == 1.0f)
|
|
|
- {
|
|
|
- CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_DOWN] = 1;
|
|
|
- CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_UP] = 0;
|
|
|
- }
|
|
|
- else if (dpadY == -1.0f)
|
|
|
- {
|
|
|
- CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_DOWN] = 0;
|
|
|
- CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_UP] = 1;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_DOWN] = 0;
|
|
|
- CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_UP] = 0;
|
|
|
- }
|
|
|
-
|
|
|
- return 1; // Handled gamepad axis motion
|
|
|
- }
|
|
|
- }
|
|
|
- else if (type == AINPUT_EVENT_TYPE_KEY)
|
|
|
- {
|
|
|
- int32_t keycode = AKeyEvent_getKeyCode(event);
|
|
|
- //int32_t AKeyEvent_getMetaState(event);
|
|
|
-
|
|
|
- // Handle gamepad button presses and releases
|
|
|
- if (((source & AINPUT_SOURCE_JOYSTICK) == AINPUT_SOURCE_JOYSTICK) ||
|
|
|
- ((source & AINPUT_SOURCE_GAMEPAD) == AINPUT_SOURCE_GAMEPAD))
|
|
|
- {
|
|
|
- // For now we'll assume a single gamepad which we "detect" on its input event
|
|
|
- CORE.Input.Gamepad.ready[0] = true;
|
|
|
-
|
|
|
- GamepadButton button = AndroidTranslateGamepadButton(keycode);
|
|
|
-
|
|
|
- if (button == GAMEPAD_BUTTON_UNKNOWN) return 1;
|
|
|
+ FilePathList files = { 0 };
|
|
|
|
|
|
- if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
|
|
|
- {
|
|
|
- CORE.Input.Gamepad.currentButtonState[0][button] = 1;
|
|
|
- }
|
|
|
- else CORE.Input.Gamepad.currentButtonState[0][button] = 0; // Key up
|
|
|
+ files.count = CORE.Window.dropFileCount;
|
|
|
+ files.paths = CORE.Window.dropFilepaths;
|
|
|
|
|
|
- return 1; // Handled gamepad button
|
|
|
- }
|
|
|
+ return files;
|
|
|
+}
|
|
|
|
|
|
- // Save current button and its state
|
|
|
- // NOTE: Android key action is 0 for down and 1 for up
|
|
|
- if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
|
|
|
- {
|
|
|
- CORE.Input.Keyboard.currentKeyState[keycode] = 1; // Key down
|
|
|
+// Unload dropped filepaths
|
|
|
+void UnloadDroppedFiles(FilePathList files)
|
|
|
+{
|
|
|
+ // WARNING: files pointers are the same as internal ones
|
|
|
|
|
|
- CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode;
|
|
|
- CORE.Input.Keyboard.keyPressedQueueCount++;
|
|
|
- }
|
|
|
- else if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_MULTIPLE) CORE.Input.Keyboard.keyRepeatInFrame[keycode] = 1;
|
|
|
- else CORE.Input.Keyboard.currentKeyState[keycode] = 0; // Key up
|
|
|
+ if (files.count > 0)
|
|
|
+ {
|
|
|
+ for (unsigned int i = 0; i < files.count; i++) RL_FREE(files.paths[i]);
|
|
|
|
|
|
- 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;
|
|
|
- }
|
|
|
+ RL_FREE(files.paths);
|
|
|
|
|
|
- return 0;
|
|
|
+ CORE.Window.dropFileCount = 0;
|
|
|
+ CORE.Window.dropFilepaths = NULL;
|
|
|
}
|
|
|
+}
|
|
|
|
|
|
- // Register touch points count
|
|
|
- CORE.Input.Touch.pointCount = AMotionEvent_getPointerCount(event);
|
|
|
+// Get file modification time (last write time)
|
|
|
+long GetFileModTime(const char *fileName)
|
|
|
+{
|
|
|
+ struct stat result = { 0 };
|
|
|
|
|
|
- for (int i = 0; (i < CORE.Input.Touch.pointCount) && (i < MAX_TOUCH_POINTS); i++)
|
|
|
+ if (stat(fileName, &result) == 0)
|
|
|
{
|
|
|
- // Register touch points id
|
|
|
- CORE.Input.Touch.pointId[i] = AMotionEvent_getPointerId(event, i);
|
|
|
-
|
|
|
- // Register touch points position
|
|
|
- CORE.Input.Touch.position[i] = (Vector2){ AMotionEvent_getX(event, i), AMotionEvent_getY(event, i) };
|
|
|
+ time_t mod = result.st_mtime;
|
|
|
|
|
|
- // Normalize CORE.Input.Touch.position[i] for CORE.Window.screen.width and CORE.Window.screen.height
|
|
|
- float widthRatio = (float)(CORE.Window.screen.width + CORE.Window.renderOffset.x) / (float)CORE.Window.display.width;
|
|
|
- float heightRatio = (float)(CORE.Window.screen.height + CORE.Window.renderOffset.y) / (float)CORE.Window.display.height;
|
|
|
- CORE.Input.Touch.position[i].x = CORE.Input.Touch.position[i].x * widthRatio - (float)CORE.Window.renderOffset.x / 2;
|
|
|
- CORE.Input.Touch.position[i].y = CORE.Input.Touch.position[i].y * heightRatio - (float)CORE.Window.renderOffset.y / 2;
|
|
|
+ return (long)mod;
|
|
|
}
|
|
|
|
|
|
- int32_t action = AMotionEvent_getAction(event);
|
|
|
- unsigned int flags = action & AMOTION_EVENT_ACTION_MASK;
|
|
|
-
|
|
|
-#if defined(SUPPORT_GESTURES_SYSTEM) // PLATFORM_ANDROID
|
|
|
- GestureEvent gestureEvent = { 0 };
|
|
|
-
|
|
|
- gestureEvent.pointCount = CORE.Input.Touch.pointCount;
|
|
|
+ return 0;
|
|
|
+}
|
|
|
|
|
|
- // Register touch actions
|
|
|
- if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
|
|
|
- else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_ACTION_UP;
|
|
|
- else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_ACTION_MOVE;
|
|
|
- else if (flags == AMOTION_EVENT_ACTION_CANCEL) gestureEvent.touchAction = TOUCH_ACTION_CANCEL;
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
+// Module Functions Definition: Misc
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
|
|
- for (int i = 0; (i < gestureEvent.pointCount) && (i < MAX_TOUCH_POINTS); i++)
|
|
|
+// Get a random value between min and max (both included)
|
|
|
+// WARNING: Ranges higher than RAND_MAX will return invalid results
|
|
|
+// More specifically, if (max - min) > INT_MAX there will be an overflow,
|
|
|
+// and otherwise if (max - min) > RAND_MAX the random value will incorrectly never exceed a certain threshold
|
|
|
+int GetRandomValue(int min, int max)
|
|
|
+{
|
|
|
+ if (min > max)
|
|
|
{
|
|
|
- gestureEvent.pointId[i] = CORE.Input.Touch.pointId[i];
|
|
|
- gestureEvent.position[i] = CORE.Input.Touch.position[i];
|
|
|
+ int tmp = max;
|
|
|
+ max = min;
|
|
|
+ min = tmp;
|
|
|
}
|
|
|
|
|
|
- // Gesture data is sent to gestures system for processing
|
|
|
- ProcessGestureEvent(gestureEvent);
|
|
|
-#endif
|
|
|
-
|
|
|
- int32_t pointerIndex = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
|
|
|
-
|
|
|
- if (flags == AMOTION_EVENT_ACTION_POINTER_UP || flags == AMOTION_EVENT_ACTION_UP)
|
|
|
+ if ((unsigned int)(max - min) > (unsigned int)RAND_MAX)
|
|
|
{
|
|
|
- // One of the touchpoints is released, remove it from touch point arrays
|
|
|
- for (int i = pointerIndex; (i < CORE.Input.Touch.pointCount - 1) && (i < MAX_TOUCH_POINTS); i++)
|
|
|
- {
|
|
|
- CORE.Input.Touch.pointId[i] = CORE.Input.Touch.pointId[i+1];
|
|
|
- CORE.Input.Touch.position[i] = CORE.Input.Touch.position[i+1];
|
|
|
- }
|
|
|
-
|
|
|
- CORE.Input.Touch.pointCount--;
|
|
|
+ TRACELOG(LOG_WARNING, "Invalid GetRandomValue() arguments, range should not be higher than %i", RAND_MAX);
|
|
|
}
|
|
|
|
|
|
- // When all touchpoints are tapped and released really quickly, this event is generated
|
|
|
- if (flags == AMOTION_EVENT_ACTION_CANCEL) CORE.Input.Touch.pointCount = 0;
|
|
|
-
|
|
|
- if (CORE.Input.Touch.pointCount > 0) CORE.Input.Touch.currentTouchState[MOUSE_BUTTON_LEFT] = 1;
|
|
|
- else CORE.Input.Touch.currentTouchState[MOUSE_BUTTON_LEFT] = 0;
|
|
|
-
|
|
|
- return 0;
|
|
|
+ return (rand()%(abs(max - min) + 1) + min);
|
|
|
}
|
|
|
-#endif
|
|
|
|
|
|
-#if defined(PLATFORM_WEB)
|
|
|
-// Register fullscreen change events
|
|
|
-static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData)
|
|
|
+// Set the seed for the random number generator
|
|
|
+void SetRandomSeed(unsigned int seed)
|
|
|
{
|
|
|
- // TODO: Implement EmscriptenFullscreenChangeCallback()?
|
|
|
-
|
|
|
- return 1; // The event was consumed by the callback handler
|
|
|
+ srand(seed);
|
|
|
}
|
|
|
|
|
|
-// Register window resize event
|
|
|
-static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData)
|
|
|
+// Compress data (DEFLATE algorithm)
|
|
|
+unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize)
|
|
|
{
|
|
|
- // TODO: Implement EmscriptenWindowResizedCallback()?
|
|
|
-
|
|
|
- return 1; // The event was consumed by the callback handler
|
|
|
-}
|
|
|
+ #define COMPRESSION_QUALITY_DEFLATE 8
|
|
|
|
|
|
-EM_JS(int, GetWindowInnerWidth, (), { return window.innerWidth; });
|
|
|
-EM_JS(int, GetWindowInnerHeight, (), { return window.innerHeight; });
|
|
|
+ unsigned char *compData = NULL;
|
|
|
|
|
|
-// Register DOM element resize event
|
|
|
-static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData)
|
|
|
-{
|
|
|
- // Don't resize non-resizeable windows
|
|
|
- if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) == 0) return 1;
|
|
|
+#if defined(SUPPORT_COMPRESSION_API)
|
|
|
+ // Compress data and generate a valid DEFLATE stream
|
|
|
+ struct sdefl *sdefl = RL_CALLOC(1, sizeof(struct sdefl)); // WARNING: Possible stack overflow, struct sdefl is almost 1MB
|
|
|
+ int bounds = sdefl_bound(dataSize);
|
|
|
+ compData = (unsigned char *)RL_CALLOC(bounds, 1);
|
|
|
|
|
|
- // This event is called whenever the window changes sizes,
|
|
|
- // so the size of the canvas object is explicitly retrieved below
|
|
|
- int width = GetWindowInnerWidth();
|
|
|
- int height = GetWindowInnerHeight();
|
|
|
+ *compDataSize = sdeflate(sdefl, compData, data, dataSize, COMPRESSION_QUALITY_DEFLATE); // Compression level 8, same as stbiw
|
|
|
+ RL_FREE(sdefl);
|
|
|
|
|
|
- if (width < CORE.Window.screenMin.width) width = CORE.Window.screenMin.width;
|
|
|
- else if (width > CORE.Window.screenMax.width && CORE.Window.screenMax.width > 0) width = CORE.Window.screenMax.width;
|
|
|
+ TRACELOG(LOG_INFO, "SYSTEM: Compress data: Original size: %i -> Comp. size: %i", dataSize, *compDataSize);
|
|
|
+#endif
|
|
|
|
|
|
- if (height < CORE.Window.screenMin.height) height = CORE.Window.screenMin.height;
|
|
|
- else if (height > CORE.Window.screenMax.height && CORE.Window.screenMax.height > 0) height = CORE.Window.screenMax.height;
|
|
|
+ return compData;
|
|
|
+}
|
|
|
|
|
|
- emscripten_set_canvas_element_size("#canvas",width,height);
|
|
|
+// Decompress data (DEFLATE algorithm)
|
|
|
+unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize)
|
|
|
+{
|
|
|
+ unsigned char *data = NULL;
|
|
|
|
|
|
- SetupViewport(width, height); // Reset viewport and projection matrix for new size
|
|
|
+#if defined(SUPPORT_COMPRESSION_API)
|
|
|
+ // Decompress data from a valid DEFLATE stream
|
|
|
+ data = (unsigned char *)RL_CALLOC(MAX_DECOMPRESSION_SIZE*1024*1024, 1);
|
|
|
+ int length = sinflate(data, MAX_DECOMPRESSION_SIZE*1024*1024, compData, compDataSize);
|
|
|
|
|
|
- CORE.Window.currentFbo.width = width;
|
|
|
- CORE.Window.currentFbo.height = height;
|
|
|
- CORE.Window.resizedLastFrame = true;
|
|
|
+ // WARNING: RL_REALLOC can make (and leave) data copies in memory, be careful with sensitive compressed data!
|
|
|
+ // TODO: Use a different approach, create another buffer, copy data manually to it and wipe original buffer memory
|
|
|
+ unsigned char *temp = (unsigned char *)RL_REALLOC(data, length);
|
|
|
|
|
|
- if (IsWindowFullscreen()) return 1;
|
|
|
+ if (temp != NULL) data = temp;
|
|
|
+ else TRACELOG(LOG_WARNING, "SYSTEM: Failed to re-allocate required decompression memory");
|
|
|
|
|
|
- // Set current screen size
|
|
|
- CORE.Window.screen.width = width;
|
|
|
- CORE.Window.screen.height = height;
|
|
|
+ *dataSize = length;
|
|
|
|
|
|
- // NOTE: Postprocessing texture is not scaled to new size
|
|
|
+ TRACELOG(LOG_INFO, "SYSTEM: Decompress data: Comp. size: %i -> Original size: %i", compDataSize, *dataSize);
|
|
|
+#endif
|
|
|
|
|
|
- return 0;
|
|
|
+ return data;
|
|
|
}
|
|
|
|
|
|
-// Register mouse input events
|
|
|
-static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData)
|
|
|
+// Encode data to Base64 string
|
|
|
+char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize)
|
|
|
{
|
|
|
- // This is only for registering mouse click events with emscripten and doesn't need to do anything
|
|
|
+ static const unsigned char base64encodeTable[] = {
|
|
|
+ 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X',
|
|
|
+ 'Y', 'Z', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v',
|
|
|
+ 'w', 'x', 'y', 'z', '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '+', '/'
|
|
|
+ };
|
|
|
|
|
|
- return 1; // The event was consumed by the callback handler
|
|
|
-}
|
|
|
+ static const int modTable[] = { 0, 2, 1 };
|
|
|
|
|
|
-// Register connected/disconnected gamepads events
|
|
|
-static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData)
|
|
|
-{
|
|
|
- /*
|
|
|
- TRACELOGD("%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"",
|
|
|
- eventType != 0? emscripten_event_type_to_string(eventType) : "Gamepad state",
|
|
|
- gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping);
|
|
|
+ *outputSize = 4*((dataSize + 2)/3);
|
|
|
|
|
|
- for (int i = 0; i < gamepadEvent->numAxes; ++i) TRACELOGD("Axis %d: %g", i, gamepadEvent->axis[i]);
|
|
|
- for (int i = 0; i < gamepadEvent->numButtons; ++i) TRACELOGD("Button %d: Digital: %d, Analog: %g", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]);
|
|
|
- */
|
|
|
+ char *encodedData = (char *)RL_MALLOC(*outputSize);
|
|
|
|
|
|
- if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS))
|
|
|
+ if (encodedData == NULL) return NULL;
|
|
|
+
|
|
|
+ for (int i = 0, j = 0; i < dataSize;)
|
|
|
{
|
|
|
- CORE.Input.Gamepad.ready[gamepadEvent->index] = true;
|
|
|
- sprintf(CORE.Input.Gamepad.name[gamepadEvent->index],"%s",gamepadEvent->id);
|
|
|
+ unsigned int octetA = (i < dataSize)? (unsigned char)data[i++] : 0;
|
|
|
+ unsigned int octetB = (i < dataSize)? (unsigned char)data[i++] : 0;
|
|
|
+ unsigned int octetC = (i < dataSize)? (unsigned char)data[i++] : 0;
|
|
|
+
|
|
|
+ unsigned int triple = (octetA << 0x10) + (octetB << 0x08) + octetC;
|
|
|
+
|
|
|
+ encodedData[j++] = base64encodeTable[(triple >> 3*6) & 0x3F];
|
|
|
+ encodedData[j++] = base64encodeTable[(triple >> 2*6) & 0x3F];
|
|
|
+ encodedData[j++] = base64encodeTable[(triple >> 1*6) & 0x3F];
|
|
|
+ encodedData[j++] = base64encodeTable[(triple >> 0*6) & 0x3F];
|
|
|
}
|
|
|
- else CORE.Input.Gamepad.ready[gamepadEvent->index] = false;
|
|
|
|
|
|
- return 1; // The event was consumed by the callback handler
|
|
|
+ for (int i = 0; i < modTable[dataSize%3]; i++) encodedData[*outputSize - 1 - i] = '='; // Padding character
|
|
|
+
|
|
|
+ return encodedData;
|
|
|
}
|
|
|
|
|
|
-// Register touch input events
|
|
|
-static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
|
|
|
+// Decode Base64 string data
|
|
|
+unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize)
|
|
|
{
|
|
|
- // Register touch points count
|
|
|
- CORE.Input.Touch.pointCount = touchEvent->numTouches;
|
|
|
-
|
|
|
- double canvasWidth = 0.0;
|
|
|
- double canvasHeight = 0.0;
|
|
|
- // NOTE: emscripten_get_canvas_element_size() returns canvas.width and canvas.height but
|
|
|
- // we are looking for actual CSS size: canvas.style.width and canvas.style.height
|
|
|
- //EMSCRIPTEN_RESULT res = emscripten_get_canvas_element_size("#canvas", &canvasWidth, &canvasHeight);
|
|
|
- emscripten_get_element_css_size("#canvas", &canvasWidth, &canvasHeight);
|
|
|
+ static const unsigned char base64decodeTable[] = {
|
|
|
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
|
|
+ 0, 0, 0, 62, 0, 0, 0, 63, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10,
|
|
|
+ 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 0, 0, 0, 0, 0, 0, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36,
|
|
|
+ 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51
|
|
|
+ };
|
|
|
|
|
|
- for (int i = 0; (i < CORE.Input.Touch.pointCount) && (i < MAX_TOUCH_POINTS); i++)
|
|
|
+ // Get output size of Base64 input data
|
|
|
+ int outSize = 0;
|
|
|
+ for (int i = 0; data[4*i] != 0; i++)
|
|
|
{
|
|
|
- // Register touch points id
|
|
|
- CORE.Input.Touch.pointId[i] = touchEvent->touches[i].identifier;
|
|
|
-
|
|
|
- // Register touch points position
|
|
|
- CORE.Input.Touch.position[i] = (Vector2){ touchEvent->touches[i].targetX, touchEvent->touches[i].targetY };
|
|
|
-
|
|
|
- // Normalize gestureEvent.position[x] for CORE.Window.screen.width and CORE.Window.screen.height
|
|
|
- CORE.Input.Touch.position[i].x *= ((float)GetScreenWidth()/(float)canvasWidth);
|
|
|
- CORE.Input.Touch.position[i].y *= ((float)GetScreenHeight()/(float)canvasHeight);
|
|
|
-
|
|
|
- if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) CORE.Input.Touch.currentTouchState[i] = 1;
|
|
|
- else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) CORE.Input.Touch.currentTouchState[i] = 0;
|
|
|
+ if (data[4*i + 3] == '=')
|
|
|
+ {
|
|
|
+ if (data[4*i + 2] == '=') outSize += 1;
|
|
|
+ else outSize += 2;
|
|
|
+ }
|
|
|
+ else outSize += 3;
|
|
|
}
|
|
|
|
|
|
-#if defined(SUPPORT_GESTURES_SYSTEM) // PLATFORM_WEB
|
|
|
- GestureEvent gestureEvent = { 0 };
|
|
|
-
|
|
|
- gestureEvent.pointCount = CORE.Input.Touch.pointCount;
|
|
|
-
|
|
|
- // Register touch actions
|
|
|
- if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
|
|
|
- else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_ACTION_UP;
|
|
|
- else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_ACTION_MOVE;
|
|
|
- else if (eventType == EMSCRIPTEN_EVENT_TOUCHCANCEL) gestureEvent.touchAction = TOUCH_ACTION_CANCEL;
|
|
|
+ // Allocate memory to store decoded Base64 data
|
|
|
+ unsigned char *decodedData = (unsigned char *)RL_MALLOC(outSize);
|
|
|
|
|
|
- for (int i = 0; (i < gestureEvent.pointCount) && (i < MAX_TOUCH_POINTS); i++)
|
|
|
+ for (int i = 0; i < outSize/3; i++)
|
|
|
{
|
|
|
- gestureEvent.pointId[i] = CORE.Input.Touch.pointId[i];
|
|
|
- gestureEvent.position[i] = CORE.Input.Touch.position[i];
|
|
|
+ unsigned char a = base64decodeTable[(int)data[4*i]];
|
|
|
+ unsigned char b = base64decodeTable[(int)data[4*i + 1]];
|
|
|
+ unsigned char c = base64decodeTable[(int)data[4*i + 2]];
|
|
|
+ unsigned char d = base64decodeTable[(int)data[4*i + 3]];
|
|
|
|
|
|
- // Normalize gestureEvent.position[i]
|
|
|
- gestureEvent.position[i].x /= (float)GetScreenWidth();
|
|
|
- gestureEvent.position[i].y /= (float)GetScreenHeight();
|
|
|
+ decodedData[3*i] = (a << 2) | (b >> 4);
|
|
|
+ decodedData[3*i + 1] = (b << 4) | (c >> 2);
|
|
|
+ decodedData[3*i + 2] = (c << 6) | d;
|
|
|
}
|
|
|
|
|
|
- // Gesture data is sent to gestures system for processing
|
|
|
- ProcessGestureEvent(gestureEvent);
|
|
|
-
|
|
|
- // Reset the pointCount for web, if it was the last Touch End event
|
|
|
- if (eventType == EMSCRIPTEN_EVENT_TOUCHEND && CORE.Input.Touch.pointCount == 1) CORE.Input.Touch.pointCount = 0;
|
|
|
-#endif
|
|
|
+ if (outSize%3 == 1)
|
|
|
+ {
|
|
|
+ int n = outSize/3;
|
|
|
+ unsigned char a = base64decodeTable[(int)data[4*n]];
|
|
|
+ unsigned char b = base64decodeTable[(int)data[4*n + 1]];
|
|
|
+ decodedData[outSize - 1] = (a << 2) | (b >> 4);
|
|
|
+ }
|
|
|
+ else if (outSize%3 == 2)
|
|
|
+ {
|
|
|
+ int n = outSize/3;
|
|
|
+ unsigned char a = base64decodeTable[(int)data[4*n]];
|
|
|
+ unsigned char b = base64decodeTable[(int)data[4*n + 1]];
|
|
|
+ unsigned char c = base64decodeTable[(int)data[4*n + 2]];
|
|
|
+ decodedData[outSize - 2] = (a << 2) | (b >> 4);
|
|
|
+ decodedData[outSize - 1] = (b << 4) | (c >> 2);
|
|
|
+ }
|
|
|
|
|
|
- return 1; // The event was consumed by the callback handler
|
|
|
+ *outputSize = outSize;
|
|
|
+ return decodedData;
|
|
|
}
|
|
|
-#endif
|
|
|
-
|
|
|
-#if defined(PLATFORM_DRM)
|
|
|
-// Initialize Keyboard system (using standard input)
|
|
|
-static void InitKeyboard(void)
|
|
|
-{
|
|
|
- // NOTE: We read directly from Standard Input (stdin) - STDIN_FILENO file descriptor,
|
|
|
- // Reading directly from stdin will give chars already key-mapped by kernel to ASCII or UNICODE
|
|
|
|
|
|
- // Save terminal keyboard settings
|
|
|
- tcgetattr(STDIN_FILENO, &CORE.Input.Keyboard.defaultSettings);
|
|
|
-
|
|
|
- // Reconfigure terminal with new settings
|
|
|
- struct termios keyboardNewSettings = { 0 };
|
|
|
- keyboardNewSettings = CORE.Input.Keyboard.defaultSettings;
|
|
|
-
|
|
|
- // New terminal settings for keyboard: turn off buffering (non-canonical mode), echo and key processing
|
|
|
- // NOTE: ISIG controls if ^C and ^Z generate break signals or not
|
|
|
- keyboardNewSettings.c_lflag &= ~(ICANON | ECHO | ISIG);
|
|
|
- //keyboardNewSettings.c_iflag &= ~(ISTRIP | INLCR | ICRNL | IGNCR | IXON | IXOFF);
|
|
|
- keyboardNewSettings.c_cc[VMIN] = 1;
|
|
|
- keyboardNewSettings.c_cc[VTIME] = 0;
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
+// Module Functions Definition: Inputs
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
|
|
- // Set new keyboard settings (change occurs immediately)
|
|
|
- tcsetattr(STDIN_FILENO, TCSANOW, &keyboardNewSettings);
|
|
|
+// Platform-specific functions
|
|
|
+//void SetExitKey(int key)
|
|
|
+//const char *GetGamepadName(int gamepad)
|
|
|
+//int GetGamepadAxisCount(int gamepad)
|
|
|
+//int SetGamepadMappings(const char *mappings)
|
|
|
+//int GetMouseX(void)
|
|
|
+//int GetMouseY(void)
|
|
|
+//Vector2 GetMousePosition(void)
|
|
|
+//void SetMousePosition(int x, int y)
|
|
|
+//float GetMouseWheelMove(void)
|
|
|
+//void SetMouseCursor(int cursor)
|
|
|
+//int GetTouchX(void)
|
|
|
+//int GetTouchY(void)
|
|
|
+//Vector2 GetTouchPosition(int index)
|
|
|
+//void SwapScreenBuffer(void)
|
|
|
+//void PollInputEvents(void)
|
|
|
|
|
|
- // Save old keyboard mode to restore it at the end
|
|
|
- CORE.Input.Keyboard.defaultFileFlags = fcntl(STDIN_FILENO, F_GETFL, 0); // F_GETFL: Get the file access mode and the file status flags
|
|
|
- fcntl(STDIN_FILENO, F_SETFL, CORE.Input.Keyboard.defaultFileFlags | O_NONBLOCK); // F_SETFL: Set the file status flags to the value specified
|
|
|
+// Check if a key has been pressed once
|
|
|
+bool IsKeyPressed(int key)
|
|
|
+{
|
|
|
|
|
|
- // NOTE: If ioctl() returns -1, it means the call failed for some reason (error code set in errno)
|
|
|
- int result = ioctl(STDIN_FILENO, KDGKBMODE, &CORE.Input.Keyboard.defaultMode);
|
|
|
+ bool pressed = false;
|
|
|
|
|
|
- // In case of failure, it could mean a remote keyboard is used (SSH)
|
|
|
- if (result < 0) TRACELOG(LOG_WARNING, "RPI: Failed to change keyboard mode, an SSH keyboard is probably used");
|
|
|
- else
|
|
|
+ if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
|
|
|
{
|
|
|
- // 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); // ASCII chars
|
|
|
+ if ((CORE.Input.Keyboard.previousKeyState[key] == 0) && (CORE.Input.Keyboard.currentKeyState[key] == 1)) pressed = true;
|
|
|
}
|
|
|
|
|
|
- // Register keyboard restore when program finishes
|
|
|
- atexit(RestoreKeyboard);
|
|
|
+ return pressed;
|
|
|
}
|
|
|
|
|
|
-// Restore default keyboard input
|
|
|
-static void RestoreKeyboard(void)
|
|
|
+// Check if a key has been pressed again (only PLATFORM_DESKTOP)
|
|
|
+bool IsKeyPressedRepeat(int key)
|
|
|
{
|
|
|
- // Reset to default keyboard settings
|
|
|
- tcsetattr(STDIN_FILENO, TCSANOW, &CORE.Input.Keyboard.defaultSettings);
|
|
|
+ bool repeat = false;
|
|
|
+
|
|
|
+ if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
|
|
|
+ {
|
|
|
+ if (CORE.Input.Keyboard.keyRepeatInFrame[key] == 1) repeat = true;
|
|
|
+ }
|
|
|
|
|
|
- // Reconfigure keyboard to default mode
|
|
|
- fcntl(STDIN_FILENO, F_SETFL, CORE.Input.Keyboard.defaultFileFlags);
|
|
|
- ioctl(STDIN_FILENO, KDSKBMODE, CORE.Input.Keyboard.defaultMode);
|
|
|
+ return repeat;
|
|
|
}
|
|
|
|
|
|
-#if defined(SUPPORT_SSH_KEYBOARD_RPI)
|
|
|
-// Process keyboard inputs
|
|
|
-static void ProcessKeyboard(void)
|
|
|
+// Check if a key is being pressed (key held down)
|
|
|
+bool IsKeyDown(int key)
|
|
|
{
|
|
|
- #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] = { 0 }; // Max keys to be read at a time
|
|
|
-
|
|
|
- // Read availables keycodes from stdin
|
|
|
- bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call
|
|
|
+ bool down = false;
|
|
|
|
|
|
- // Reset pressed keys array (it will be filled below)
|
|
|
- for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
|
|
|
+ if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
|
|
|
{
|
|
|
- CORE.Input.Keyboard.currentKeyState[i] = 0;
|
|
|
- CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
|
|
|
+ if (CORE.Input.Keyboard.currentKeyState[key] == 1) down = true;
|
|
|
}
|
|
|
|
|
|
- // Fill all read bytes (looking for keys)
|
|
|
- for (int i = 0; i < bufferByteCount; i++)
|
|
|
- {
|
|
|
- // NOTE: If (key == 0x1b), depending on next key, it could be a special keymap code!
|
|
|
- // Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42
|
|
|
- if (keysBuffer[i] == 0x1b)
|
|
|
- {
|
|
|
- // Check if ESCAPE key has been pressed to stop program
|
|
|
- if (bufferByteCount == 1) CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] = 1;
|
|
|
- else
|
|
|
- {
|
|
|
- if (keysBuffer[i + 1] == 0x5b) // Special function key
|
|
|
- {
|
|
|
- if ((keysBuffer[i + 2] == 0x5b) || (keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32))
|
|
|
- {
|
|
|
- // Process special function keys (F1 - F12)
|
|
|
- switch (keysBuffer[i + 3])
|
|
|
- {
|
|
|
- case 0x41: CORE.Input.Keyboard.currentKeyState[290] = 1; break; // raylib KEY_F1
|
|
|
- case 0x42: CORE.Input.Keyboard.currentKeyState[291] = 1; break; // raylib KEY_F2
|
|
|
- case 0x43: CORE.Input.Keyboard.currentKeyState[292] = 1; break; // raylib KEY_F3
|
|
|
- case 0x44: CORE.Input.Keyboard.currentKeyState[293] = 1; break; // raylib KEY_F4
|
|
|
- case 0x45: CORE.Input.Keyboard.currentKeyState[294] = 1; break; // raylib KEY_F5
|
|
|
- case 0x37: CORE.Input.Keyboard.currentKeyState[295] = 1; break; // raylib KEY_F6
|
|
|
- case 0x38: CORE.Input.Keyboard.currentKeyState[296] = 1; break; // raylib KEY_F7
|
|
|
- case 0x39: CORE.Input.Keyboard.currentKeyState[297] = 1; break; // raylib KEY_F8
|
|
|
- case 0x30: CORE.Input.Keyboard.currentKeyState[298] = 1; break; // raylib KEY_F9
|
|
|
- case 0x31: CORE.Input.Keyboard.currentKeyState[299] = 1; break; // raylib KEY_F10
|
|
|
- case 0x33: CORE.Input.Keyboard.currentKeyState[300] = 1; break; // raylib KEY_F11
|
|
|
- case 0x34: CORE.Input.Keyboard.currentKeyState[301] = 1; break; // raylib KEY_F12
|
|
|
- default: break;
|
|
|
- }
|
|
|
-
|
|
|
- if (keysBuffer[i + 2] == 0x5b) i += 4;
|
|
|
- else if ((keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) i += 5;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- switch (keysBuffer[i + 2])
|
|
|
- {
|
|
|
- case 0x41: CORE.Input.Keyboard.currentKeyState[265] = 1; break; // raylib KEY_UP
|
|
|
- case 0x42: CORE.Input.Keyboard.currentKeyState[264] = 1; break; // raylib KEY_DOWN
|
|
|
- case 0x43: CORE.Input.Keyboard.currentKeyState[262] = 1; break; // raylib KEY_RIGHT
|
|
|
- case 0x44: CORE.Input.Keyboard.currentKeyState[263] = 1; break; // raylib KEY_LEFT
|
|
|
- default: break;
|
|
|
- }
|
|
|
-
|
|
|
- i += 3; // Jump to next key
|
|
|
- }
|
|
|
-
|
|
|
- // NOTE: Some keys are not directly keymapped (CTRL, ALT, SHIFT)
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- else if (keysBuffer[i] == 0x0a) // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*)
|
|
|
- {
|
|
|
- CORE.Input.Keyboard.currentKeyState[257] = 1;
|
|
|
-
|
|
|
- CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 257; // Add keys pressed into queue
|
|
|
- CORE.Input.Keyboard.keyPressedQueueCount++;
|
|
|
- }
|
|
|
- else if (keysBuffer[i] == 0x7f) // raylib KEY_BACKSPACE
|
|
|
- {
|
|
|
- CORE.Input.Keyboard.currentKeyState[259] = 1;
|
|
|
-
|
|
|
- CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 257; // Add keys pressed into queue
|
|
|
- CORE.Input.Keyboard.keyPressedQueueCount++;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // Translate lowercase a-z letters to A-Z
|
|
|
- if ((keysBuffer[i] >= 97) && (keysBuffer[i] <= 122))
|
|
|
- {
|
|
|
- CORE.Input.Keyboard.currentKeyState[(int)keysBuffer[i] - 32] = 1;
|
|
|
- }
|
|
|
- else CORE.Input.Keyboard.currentKeyState[(int)keysBuffer[i]] = 1;
|
|
|
-
|
|
|
- CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keysBuffer[i]; // Add keys pressed into queue
|
|
|
- CORE.Input.Keyboard.keyPressedQueueCount++;
|
|
|
- }
|
|
|
- }
|
|
|
+ return down;
|
|
|
+}
|
|
|
|
|
|
- // Check exit key (same functionality as GLFW3 KeyCallback())
|
|
|
- if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] == 1) CORE.Window.shouldClose = true;
|
|
|
+// Check if a key has been released once
|
|
|
+bool IsKeyReleased(int key)
|
|
|
+{
|
|
|
+ bool released = false;
|
|
|
|
|
|
-#if defined(SUPPORT_SCREEN_CAPTURE)
|
|
|
- // Check screen capture key (raylib key: KEY_F12)
|
|
|
- if (CORE.Input.Keyboard.currentKeyState[301] == 1)
|
|
|
+ if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
|
|
|
{
|
|
|
- TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
|
|
|
- screenshotCounter++;
|
|
|
+ if ((CORE.Input.Keyboard.previousKeyState[key] == 1) && (CORE.Input.Keyboard.currentKeyState[key] == 0)) released = true;
|
|
|
}
|
|
|
-#endif
|
|
|
+
|
|
|
+ return released;
|
|
|
}
|
|
|
-#endif // SUPPORT_SSH_KEYBOARD_RPI
|
|
|
|
|
|
-// Initialise user input from evdev(/dev/input/event<N>) this means mouse, keyboard or gamepad devices
|
|
|
-static void InitEvdevInput(void)
|
|
|
+// Check if a key is NOT being pressed (key not held down)
|
|
|
+bool IsKeyUp(int key)
|
|
|
{
|
|
|
- char path[MAX_FILEPATH_LENGTH] = { 0 };
|
|
|
- DIR *directory = NULL;
|
|
|
- struct dirent *entity = NULL;
|
|
|
-
|
|
|
- // Initialise keyboard file descriptor
|
|
|
- CORE.Input.Keyboard.fd = -1;
|
|
|
+ bool up = false;
|
|
|
|
|
|
- // Reset variables
|
|
|
- for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
|
|
|
+ if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
|
|
|
{
|
|
|
- CORE.Input.Touch.position[i].x = -1;
|
|
|
- CORE.Input.Touch.position[i].y = -1;
|
|
|
+ if (CORE.Input.Keyboard.currentKeyState[key] == 0) up = true;
|
|
|
}
|
|
|
|
|
|
- // Reset keyboard key state
|
|
|
- for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
|
|
|
- {
|
|
|
- CORE.Input.Keyboard.currentKeyState[i] = 0;
|
|
|
- CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
|
|
|
- }
|
|
|
+ return up;
|
|
|
+}
|
|
|
|
|
|
- // Open the linux directory of "/dev/input"
|
|
|
- directory = opendir(DEFAULT_EVDEV_PATH);
|
|
|
+// Get the last key pressed
|
|
|
+int GetKeyPressed(void)
|
|
|
+{
|
|
|
+ int value = 0;
|
|
|
|
|
|
- if (directory)
|
|
|
+ if (CORE.Input.Keyboard.keyPressedQueueCount > 0)
|
|
|
{
|
|
|
- while ((entity = readdir(directory)) != NULL)
|
|
|
- {
|
|
|
- if ((strncmp("event", entity->d_name, strlen("event")) == 0) || // Search for devices named "event*"
|
|
|
- (strncmp("mouse", entity->d_name, strlen("mouse")) == 0)) // Search for devices named "mouse*"
|
|
|
- {
|
|
|
- sprintf(path, "%s%s", DEFAULT_EVDEV_PATH, entity->d_name);
|
|
|
- ConfigureEvdevDevice(path); // Configure the device if appropriate
|
|
|
- }
|
|
|
- }
|
|
|
+ // Get character from the queue head
|
|
|
+ value = CORE.Input.Keyboard.keyPressedQueue[0];
|
|
|
+
|
|
|
+ // Shift elements 1 step toward the head
|
|
|
+ for (int i = 0; i < (CORE.Input.Keyboard.keyPressedQueueCount - 1); i++)
|
|
|
+ CORE.Input.Keyboard.keyPressedQueue[i] = CORE.Input.Keyboard.keyPressedQueue[i + 1];
|
|
|
|
|
|
- closedir(directory);
|
|
|
+ // Reset last character in the queue
|
|
|
+ CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount - 1] = 0;
|
|
|
+ CORE.Input.Keyboard.keyPressedQueueCount--;
|
|
|
}
|
|
|
- else TRACELOG(LOG_WARNING, "RPI: Failed to open linux event directory: %s", DEFAULT_EVDEV_PATH);
|
|
|
+
|
|
|
+ return value;
|
|
|
}
|
|
|
|
|
|
-// Identifies a input device and configures it for use if appropriate
|
|
|
-static void ConfigureEvdevDevice(char *device)
|
|
|
+// Get the last char pressed
|
|
|
+int GetCharPressed(void)
|
|
|
{
|
|
|
- #define BITS_PER_LONG (8*sizeof(long))
|
|
|
- #define NBITS(x) ((((x) - 1)/BITS_PER_LONG) + 1)
|
|
|
- #define OFF(x) ((x)%BITS_PER_LONG)
|
|
|
- #define BIT(x) (1UL<<OFF(x))
|
|
|
- #define LONG(x) ((x)/BITS_PER_LONG)
|
|
|
- #define TEST_BIT(array, bit) ((array[LONG(bit)] >> OFF(bit)) & 1)
|
|
|
-
|
|
|
- struct input_absinfo absinfo = { 0 };
|
|
|
- unsigned long evBits[NBITS(EV_MAX)] = { 0 };
|
|
|
- unsigned long absBits[NBITS(ABS_MAX)] = { 0 };
|
|
|
- unsigned long relBits[NBITS(REL_MAX)] = { 0 };
|
|
|
- unsigned long keyBits[NBITS(KEY_MAX)] = { 0 };
|
|
|
- bool hasAbs = false;
|
|
|
- bool hasRel = false;
|
|
|
- bool hasAbsMulti = false;
|
|
|
- int freeWorkerId = -1;
|
|
|
- int fd = -1;
|
|
|
-
|
|
|
- InputEventWorker *worker = NULL;
|
|
|
-
|
|
|
- // Open the device and allocate worker
|
|
|
- //-------------------------------------------------------------------------------------------------------
|
|
|
- // Find a free spot in the workers array
|
|
|
- for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
|
|
|
- {
|
|
|
- if (CORE.Input.eventWorker[i].threadId == 0)
|
|
|
- {
|
|
|
- freeWorkerId = i;
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Select the free worker from array
|
|
|
- if (freeWorkerId >= 0)
|
|
|
- {
|
|
|
- worker = &(CORE.Input.eventWorker[freeWorkerId]); // Grab a pointer to the worker
|
|
|
- memset(worker, 0, sizeof(InputEventWorker)); // Clear the worker
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "RPI: Failed to create input device thread for %s, out of worker slots", device);
|
|
|
- return;
|
|
|
- }
|
|
|
+ int value = 0;
|
|
|
|
|
|
- // Open the device
|
|
|
- fd = open(device, O_RDONLY | O_NONBLOCK);
|
|
|
- if (fd < 0)
|
|
|
+ if (CORE.Input.Keyboard.charPressedQueueCount > 0)
|
|
|
{
|
|
|
- TRACELOG(LOG_WARNING, "RPI: Failed to open input device: %s", device);
|
|
|
- return;
|
|
|
- }
|
|
|
- worker->fd = fd;
|
|
|
+ // Get character from the queue head
|
|
|
+ value = CORE.Input.Keyboard.charPressedQueue[0];
|
|
|
|
|
|
- // Grab number on the end of the devices name "event<N>"
|
|
|
- int devNum = 0;
|
|
|
- char *ptrDevName = strrchr(device, 't');
|
|
|
- worker->eventNum = -1;
|
|
|
+ // Shift elements 1 step toward the head
|
|
|
+ for (int i = 0; i < (CORE.Input.Keyboard.charPressedQueueCount - 1); i++)
|
|
|
+ CORE.Input.Keyboard.charPressedQueue[i] = CORE.Input.Keyboard.charPressedQueue[i + 1];
|
|
|
|
|
|
- if (ptrDevName != NULL)
|
|
|
- {
|
|
|
- if (sscanf(ptrDevName, "t%d", &devNum) == 1) worker->eventNum = devNum;
|
|
|
+ // Reset last character in the queue
|
|
|
+ CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount - 1] = 0;
|
|
|
+ CORE.Input.Keyboard.charPressedQueueCount--;
|
|
|
}
|
|
|
- else worker->eventNum = 0; // TODO: HACK: Grab number for mouse0 device!
|
|
|
|
|
|
- // At this point we have a connection to the device, but we don't yet know what the device is.
|
|
|
- // It could be many things, even as simple as a power button...
|
|
|
- //-------------------------------------------------------------------------------------------------------
|
|
|
+ return value;
|
|
|
+}
|
|
|
|
|
|
- // Identify the device
|
|
|
- //-------------------------------------------------------------------------------------------------------
|
|
|
- ioctl(fd, EVIOCGBIT(0, sizeof(evBits)), evBits); // Read a bitfield of the available device properties
|
|
|
+// Check if a gamepad is available
|
|
|
+bool IsGamepadAvailable(int gamepad)
|
|
|
+{
|
|
|
+ bool result = false;
|
|
|
|
|
|
- // Check for absolute input devices
|
|
|
- if (TEST_BIT(evBits, EV_ABS))
|
|
|
- {
|
|
|
- ioctl(fd, EVIOCGBIT(EV_ABS, sizeof(absBits)), absBits);
|
|
|
+ if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad]) result = true;
|
|
|
|
|
|
- // Check for absolute movement support (usually touchscreens, but also joysticks)
|
|
|
- if (TEST_BIT(absBits, ABS_X) && TEST_BIT(absBits, ABS_Y))
|
|
|
- {
|
|
|
- hasAbs = true;
|
|
|
-
|
|
|
- // Get the scaling values
|
|
|
- ioctl(fd, EVIOCGABS(ABS_X), &absinfo);
|
|
|
- worker->absRange.x = absinfo.minimum;
|
|
|
- worker->absRange.width = absinfo.maximum - absinfo.minimum;
|
|
|
- ioctl(fd, EVIOCGABS(ABS_Y), &absinfo);
|
|
|
- worker->absRange.y = absinfo.minimum;
|
|
|
- worker->absRange.height = absinfo.maximum - absinfo.minimum;
|
|
|
- }
|
|
|
+ return result;
|
|
|
+}
|
|
|
|
|
|
- // Check for multiple absolute movement support (usually multitouch touchscreens)
|
|
|
- if (TEST_BIT(absBits, ABS_MT_POSITION_X) && TEST_BIT(absBits, ABS_MT_POSITION_Y))
|
|
|
- {
|
|
|
- hasAbsMulti = true;
|
|
|
-
|
|
|
- // Get the scaling values
|
|
|
- ioctl(fd, EVIOCGABS(ABS_X), &absinfo);
|
|
|
- worker->absRange.x = absinfo.minimum;
|
|
|
- worker->absRange.width = absinfo.maximum - absinfo.minimum;
|
|
|
- ioctl(fd, EVIOCGABS(ABS_Y), &absinfo);
|
|
|
- worker->absRange.y = absinfo.minimum;
|
|
|
- worker->absRange.height = absinfo.maximum - absinfo.minimum;
|
|
|
- }
|
|
|
- }
|
|
|
+// Get axis movement vector for a gamepad
|
|
|
+float GetGamepadAxisMovement(int gamepad, int axis)
|
|
|
+{
|
|
|
+ float value = 0;
|
|
|
|
|
|
- // Check for relative movement support (usually mouse)
|
|
|
- if (TEST_BIT(evBits, EV_REL))
|
|
|
- {
|
|
|
- ioctl(fd, EVIOCGBIT(EV_REL, sizeof(relBits)), relBits);
|
|
|
+ if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS) &&
|
|
|
+ (fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]) > 0.1f)) value = CORE.Input.Gamepad.axisState[gamepad][axis]; // 0.1f = GAMEPAD_AXIS_MINIMUM_DRIFT/DELTA
|
|
|
|
|
|
- if (TEST_BIT(relBits, REL_X) && TEST_BIT(relBits, REL_Y)) hasRel = true;
|
|
|
- }
|
|
|
+ return value;
|
|
|
+}
|
|
|
|
|
|
- // Check for button support to determine the device type(usually on all input devices)
|
|
|
- if (TEST_BIT(evBits, EV_KEY))
|
|
|
- {
|
|
|
- ioctl(fd, EVIOCGBIT(EV_KEY, sizeof(keyBits)), keyBits);
|
|
|
+// Check if a gamepad button has been pressed once
|
|
|
+bool IsGamepadButtonPressed(int gamepad, int button)
|
|
|
+{
|
|
|
+ bool pressed = false;
|
|
|
|
|
|
- if (hasAbs || hasAbsMulti)
|
|
|
- {
|
|
|
- if (TEST_BIT(keyBits, BTN_TOUCH)) worker->isTouch = true; // This is a touchscreen
|
|
|
- if (TEST_BIT(keyBits, BTN_TOOL_FINGER)) worker->isTouch = true; // This is a drawing tablet
|
|
|
- if (TEST_BIT(keyBits, BTN_TOOL_PEN)) worker->isTouch = true; // This is a drawing tablet
|
|
|
- if (TEST_BIT(keyBits, BTN_STYLUS)) worker->isTouch = true; // This is a drawing tablet
|
|
|
- if (worker->isTouch || hasAbsMulti) worker->isMultitouch = true; // This is a multitouch capable device
|
|
|
- }
|
|
|
+ if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
|
|
|
+ (CORE.Input.Gamepad.previousButtonState[gamepad][button] == 0) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) pressed = true;
|
|
|
|
|
|
- if (hasRel)
|
|
|
- {
|
|
|
- if (TEST_BIT(keyBits, BTN_LEFT)) worker->isMouse = true; // This is a mouse
|
|
|
- if (TEST_BIT(keyBits, BTN_RIGHT)) worker->isMouse = true; // This is a mouse
|
|
|
- }
|
|
|
+ return pressed;
|
|
|
+}
|
|
|
|
|
|
- if (TEST_BIT(keyBits, BTN_A)) worker->isGamepad = true; // This is a gamepad
|
|
|
- if (TEST_BIT(keyBits, BTN_TRIGGER)) worker->isGamepad = true; // This is a gamepad
|
|
|
- if (TEST_BIT(keyBits, BTN_START)) worker->isGamepad = true; // This is a gamepad
|
|
|
- if (TEST_BIT(keyBits, BTN_TL)) worker->isGamepad = true; // This is a gamepad
|
|
|
- if (TEST_BIT(keyBits, BTN_TL)) worker->isGamepad = true; // This is a gamepad
|
|
|
+// Check if a gamepad button is being pressed
|
|
|
+bool IsGamepadButtonDown(int gamepad, int button)
|
|
|
+{
|
|
|
+ bool down = false;
|
|
|
|
|
|
- if (TEST_BIT(keyBits, KEY_SPACE)) worker->isKeyboard = true; // This is a keyboard
|
|
|
- }
|
|
|
- //-------------------------------------------------------------------------------------------------------
|
|
|
+ if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
|
|
|
+ (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) down = true;
|
|
|
|
|
|
- // Decide what to do with the device
|
|
|
- //-------------------------------------------------------------------------------------------------------
|
|
|
- if (worker->isKeyboard && (CORE.Input.Keyboard.fd == -1))
|
|
|
- {
|
|
|
- // Use the first keyboard encountered. This assumes that a device that says it's a keyboard is just a
|
|
|
- // keyboard. The keyboard is polled synchronously, whereas other input devices are polled in separate
|
|
|
- // threads so that they don't drop events when the frame rate is slow.
|
|
|
- TRACELOG(LOG_INFO, "RPI: Opening keyboard device: %s", device);
|
|
|
- CORE.Input.Keyboard.fd = worker->fd;
|
|
|
- }
|
|
|
- else if (worker->isTouch || worker->isMouse)
|
|
|
- {
|
|
|
- // Looks like an interesting device
|
|
|
- TRACELOG(LOG_INFO, "RPI: Opening input device: %s (%s%s%s%s)", device,
|
|
|
- worker->isMouse? "mouse " : "",
|
|
|
- worker->isMultitouch? "multitouch " : "",
|
|
|
- worker->isTouch? "touchscreen " : "",
|
|
|
- worker->isGamepad? "gamepad " : "");
|
|
|
-
|
|
|
- // Create a thread for this device
|
|
|
- int error = pthread_create(&worker->threadId, NULL, &EventThread, (void *)worker);
|
|
|
- if (error != 0)
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "RPI: Failed to create input device thread: %s (error: %d)", device, error);
|
|
|
- worker->threadId = 0;
|
|
|
- close(fd);
|
|
|
- }
|
|
|
+ return down;
|
|
|
+}
|
|
|
|
|
|
-#if defined(USE_LAST_TOUCH_DEVICE)
|
|
|
- // Find touchscreen with the highest index
|
|
|
- int maxTouchNumber = -1;
|
|
|
+// Check if a gamepad button has NOT been pressed once
|
|
|
+bool IsGamepadButtonReleased(int gamepad, int button)
|
|
|
+{
|
|
|
+ bool released = false;
|
|
|
|
|
|
- for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
|
|
|
- {
|
|
|
- if (CORE.Input.eventWorker[i].isTouch && (CORE.Input.eventWorker[i].eventNum > maxTouchNumber)) maxTouchNumber = CORE.Input.eventWorker[i].eventNum;
|
|
|
- }
|
|
|
+ if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
|
|
|
+ (CORE.Input.Gamepad.previousButtonState[gamepad][button] == 1) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) released = true;
|
|
|
|
|
|
- // Find touchscreens with lower indexes
|
|
|
- for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
|
|
|
- {
|
|
|
- if (CORE.Input.eventWorker[i].isTouch && (CORE.Input.eventWorker[i].eventNum < maxTouchNumber))
|
|
|
- {
|
|
|
- if (CORE.Input.eventWorker[i].threadId != 0)
|
|
|
- {
|
|
|
- TRACELOG(LOG_WARNING, "RPI: Found duplicate touchscreen, killing touchscreen on event: %d", i);
|
|
|
- pthread_cancel(CORE.Input.eventWorker[i].threadId);
|
|
|
- close(CORE.Input.eventWorker[i].fd);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-#endif
|
|
|
- }
|
|
|
- else close(fd); // We are not interested in this device
|
|
|
- //-------------------------------------------------------------------------------------------------------
|
|
|
+ return released;
|
|
|
}
|
|
|
|
|
|
-static void PollKeyboardEvents(void)
|
|
|
+// Check if a gamepad button is NOT being pressed
|
|
|
+bool IsGamepadButtonUp(int gamepad, int button)
|
|
|
{
|
|
|
- // Scancode to keycode mapping for US keyboards
|
|
|
- // TODO: Replace this with a keymap from the X11 to get the correct regional map for the keyboard:
|
|
|
- // Currently non US keyboards will have the wrong mapping for some keys
|
|
|
- static const int keymapUS[] = {
|
|
|
- 0, 256, 49, 50, 51, 52, 53, 54, 55, 56, 57, 48, 45, 61, 259, 258, 81, 87, 69, 82, 84,
|
|
|
- 89, 85, 73, 79, 80, 91, 93, 257, 341, 65, 83, 68, 70, 71, 72, 74, 75, 76, 59, 39, 96,
|
|
|
- 340, 92, 90, 88, 67, 86, 66, 78, 77, 44, 46, 47, 344, 332, 342, 32, 280, 290, 291,
|
|
|
- 292, 293, 294, 295, 296, 297, 298, 299, 282, 281, 327, 328, 329, 333, 324, 325,
|
|
|
- 326, 334, 321, 322, 323, 320, 330, 0, 85, 86, 300, 301, 89, 90, 91, 92, 93, 94, 95,
|
|
|
- 335, 345, 331, 283, 346, 101, 268, 265, 266, 263, 262, 269, 264, 267, 260, 261,
|
|
|
- 112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 122, 123, 124, 125, 347, 127,
|
|
|
- 128, 129, 130, 131, 132, 133, 134, 135, 136, 137, 138, 139, 140, 141, 142, 143,
|
|
|
- 144, 145, 146, 147, 148, 149, 150, 151, 152, 153, 154, 155, 156, 157, 158, 159,
|
|
|
- 160, 161, 162, 163, 164, 165, 166, 167, 168, 169, 170, 171, 172, 173, 174, 175,
|
|
|
- 176, 177, 178, 179, 180, 181, 182, 183, 184, 185, 186, 187, 188, 189, 190, 191,
|
|
|
- 192, 193, 194, 0, 0, 0, 0, 0, 200, 201, 202, 203, 204, 205, 206, 207, 208, 209, 210,
|
|
|
- 211, 212, 213, 214, 215, 216, 217, 218, 219, 220, 221, 222, 223, 224, 225, 226,
|
|
|
- 227, 228, 229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239, 240, 241, 242,
|
|
|
- 243, 244, 245, 246, 247, 248, 0, 0, 0, 0, 0, 0, 0
|
|
|
- };
|
|
|
+ bool up = false;
|
|
|
|
|
|
- int fd = CORE.Input.Keyboard.fd;
|
|
|
- if (fd == -1) return;
|
|
|
+ if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
|
|
|
+ (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) up = true;
|
|
|
|
|
|
- struct input_event event = { 0 };
|
|
|
- int keycode = -1;
|
|
|
+ return up;
|
|
|
+}
|
|
|
|
|
|
- // Try to read data from the keyboard and only continue if successful
|
|
|
- while (read(fd, &event, sizeof(event)) == (int)sizeof(event))
|
|
|
- {
|
|
|
- // Button parsing
|
|
|
- if (event.type == EV_KEY)
|
|
|
- {
|
|
|
-#if defined(SUPPORT_SSH_KEYBOARD_RPI)
|
|
|
- // Change keyboard mode to events
|
|
|
- CORE.Input.Keyboard.evtMode = true;
|
|
|
-#endif
|
|
|
- // Keyboard button parsing
|
|
|
- if ((event.code >= 1) && (event.code <= 255)) //Keyboard keys appear for codes 1 to 255
|
|
|
- {
|
|
|
- keycode = keymapUS[event.code & 0xFF]; // The code we get is a scancode so we look up the appropriate keycode
|
|
|
+// Get the last gamepad button pressed
|
|
|
+int GetGamepadButtonPressed(void)
|
|
|
+{
|
|
|
+ return CORE.Input.Gamepad.lastButtonPressed;
|
|
|
+}
|
|
|
|
|
|
- // Make sure we got a valid keycode
|
|
|
- if ((keycode > 0) && (keycode < sizeof(CORE.Input.Keyboard.currentKeyState)))
|
|
|
- {
|
|
|
- // WARNING: https://www.kernel.org/doc/Documentation/input/input.txt
|
|
|
- // Event interface: 'value' is the value the event carries. Either a relative change for EV_REL,
|
|
|
- // absolute new value for EV_ABS (joysticks ...), or 0 for EV_KEY for release, 1 for keypress and 2 for autorepeat
|
|
|
- CORE.Input.Keyboard.currentKeyState[keycode] = (event.value >= 1)? 1 : 0;
|
|
|
- if (event.value >= 1)
|
|
|
- {
|
|
|
- CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode; // Register last key pressed
|
|
|
- CORE.Input.Keyboard.keyPressedQueueCount++;
|
|
|
- }
|
|
|
+// Check if a mouse button has been pressed once
|
|
|
+bool IsMouseButtonPressed(int button)
|
|
|
+{
|
|
|
+ bool pressed = false;
|
|
|
|
|
|
- #if defined(SUPPORT_SCREEN_CAPTURE)
|
|
|
- // Check screen capture key (raylib key: KEY_F12)
|
|
|
- if (CORE.Input.Keyboard.currentKeyState[301] == 1)
|
|
|
- {
|
|
|
- TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
|
|
|
- screenshotCounter++;
|
|
|
- }
|
|
|
- #endif
|
|
|
+ if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) pressed = true;
|
|
|
|
|
|
- if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] == 1) CORE.Window.shouldClose = true;
|
|
|
+ // Map touches to mouse buttons checking
|
|
|
+ if ((CORE.Input.Touch.currentTouchState[button] == 1) && (CORE.Input.Touch.previousTouchState[button] == 0)) pressed = true;
|
|
|
|
|
|
- TRACELOGD("RPI: KEY_%s ScanCode: %4i KeyCode: %4i", event.value == 0 ? "UP":"DOWN", event.code, keycode);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
+ return pressed;
|
|
|
}
|
|
|
|
|
|
-// Input device events reading thread
|
|
|
-static void *EventThread(void *arg)
|
|
|
+// Check if a mouse button is being pressed
|
|
|
+bool IsMouseButtonDown(int button)
|
|
|
{
|
|
|
- struct input_event event = { 0 };
|
|
|
- InputEventWorker *worker = (InputEventWorker *)arg;
|
|
|
-
|
|
|
- int touchAction = -1; // 0-TOUCH_ACTION_UP, 1-TOUCH_ACTION_DOWN, 2-TOUCH_ACTION_MOVE
|
|
|
- bool gestureUpdate = false; // Flag to note gestures require to update
|
|
|
-
|
|
|
- while (!CORE.Window.shouldClose)
|
|
|
- {
|
|
|
- // Try to read data from the device and only continue if successful
|
|
|
- while (read(worker->fd, &event, sizeof(event)) == (int)sizeof(event))
|
|
|
- {
|
|
|
- // Relative movement parsing
|
|
|
- if (event.type == EV_REL)
|
|
|
- {
|
|
|
- if (event.code == REL_X)
|
|
|
- {
|
|
|
- CORE.Input.Mouse.currentPosition.x += event.value;
|
|
|
- CORE.Input.Touch.position[0].x = CORE.Input.Mouse.currentPosition.x;
|
|
|
-
|
|
|
- touchAction = 2; // TOUCH_ACTION_MOVE
|
|
|
- gestureUpdate = true;
|
|
|
- }
|
|
|
+ bool down = false;
|
|
|
|
|
|
- if (event.code == REL_Y)
|
|
|
- {
|
|
|
- CORE.Input.Mouse.currentPosition.y += event.value;
|
|
|
- CORE.Input.Touch.position[0].y = CORE.Input.Mouse.currentPosition.y;
|
|
|
+ if (CORE.Input.Mouse.currentButtonState[button] == 1) down = true;
|
|
|
|
|
|
- touchAction = 2; // TOUCH_ACTION_MOVE
|
|
|
- gestureUpdate = true;
|
|
|
- }
|
|
|
+ // NOTE: Touches are considered like mouse buttons
|
|
|
+ if (CORE.Input.Touch.currentTouchState[button] == 1) down = true;
|
|
|
|
|
|
- if (event.code == REL_WHEEL) CORE.Input.Mouse.eventWheelMove.y += event.value;
|
|
|
- }
|
|
|
+ return down;
|
|
|
+}
|
|
|
|
|
|
- // Absolute movement parsing
|
|
|
- if (event.type == EV_ABS)
|
|
|
- {
|
|
|
- // Basic movement
|
|
|
- if (event.code == ABS_X)
|
|
|
- {
|
|
|
- CORE.Input.Mouse.currentPosition.x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale according to absRange
|
|
|
- CORE.Input.Touch.position[0].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale according to absRange
|
|
|
+// Check if a mouse button has been released once
|
|
|
+bool IsMouseButtonReleased(int button)
|
|
|
+{
|
|
|
+ bool released = false;
|
|
|
|
|
|
- touchAction = 2; // TOUCH_ACTION_MOVE
|
|
|
- gestureUpdate = true;
|
|
|
- }
|
|
|
+ if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) released = true;
|
|
|
|
|
|
- if (event.code == ABS_Y)
|
|
|
- {
|
|
|
- CORE.Input.Mouse.currentPosition.y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale according to absRange
|
|
|
- CORE.Input.Touch.position[0].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale according to absRange
|
|
|
+ // Map touches to mouse buttons checking
|
|
|
+ if ((CORE.Input.Touch.currentTouchState[button] == 0) && (CORE.Input.Touch.previousTouchState[button] == 1)) released = true;
|
|
|
|
|
|
- touchAction = 2; // TOUCH_ACTION_MOVE
|
|
|
- gestureUpdate = true;
|
|
|
- }
|
|
|
+ return released;
|
|
|
+}
|
|
|
|
|
|
- // Multitouch movement
|
|
|
- if (event.code == ABS_MT_SLOT) worker->touchSlot = event.value; // Remember the slot number for the folowing events
|
|
|
+// Check if a mouse button is NOT being pressed
|
|
|
+bool IsMouseButtonUp(int button)
|
|
|
+{
|
|
|
+ bool up = false;
|
|
|
|
|
|
- if (event.code == ABS_MT_POSITION_X)
|
|
|
- {
|
|
|
- if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale according to absRange
|
|
|
- }
|
|
|
+ if (CORE.Input.Mouse.currentButtonState[button] == 0) up = true;
|
|
|
|
|
|
- if (event.code == ABS_MT_POSITION_Y)
|
|
|
- {
|
|
|
- if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale according to absRange
|
|
|
- }
|
|
|
+ // NOTE: Touches are considered like mouse buttons
|
|
|
+ if (CORE.Input.Touch.currentTouchState[button] == 0) up = true;
|
|
|
|
|
|
- if (event.code == ABS_MT_TRACKING_ID)
|
|
|
- {
|
|
|
- if ((event.value < 0) && (worker->touchSlot < MAX_TOUCH_POINTS))
|
|
|
- {
|
|
|
- // Touch has ended for this point
|
|
|
- CORE.Input.Touch.position[worker->touchSlot].x = -1;
|
|
|
- CORE.Input.Touch.position[worker->touchSlot].y = -1;
|
|
|
- }
|
|
|
- }
|
|
|
+ return up;
|
|
|
+}
|
|
|
|
|
|
- // Touchscreen tap
|
|
|
- if (event.code == ABS_PRESSURE)
|
|
|
- {
|
|
|
- int previousMouseLeftButtonState = CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_LEFT];
|
|
|
+// Get mouse delta between frames
|
|
|
+Vector2 GetMouseDelta(void)
|
|
|
+{
|
|
|
+ Vector2 delta = { 0 };
|
|
|
|
|
|
- if (!event.value && previousMouseLeftButtonState)
|
|
|
- {
|
|
|
- CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = 0;
|
|
|
+ delta.x = CORE.Input.Mouse.currentPosition.x - CORE.Input.Mouse.previousPosition.x;
|
|
|
+ delta.y = CORE.Input.Mouse.currentPosition.y - CORE.Input.Mouse.previousPosition.y;
|
|
|
|
|
|
- touchAction = 0; // TOUCH_ACTION_UP
|
|
|
- gestureUpdate = true;
|
|
|
- }
|
|
|
+ return delta;
|
|
|
+}
|
|
|
|
|
|
- if (event.value && !previousMouseLeftButtonState)
|
|
|
- {
|
|
|
- CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = 1;
|
|
|
+// Set mouse offset
|
|
|
+// NOTE: Useful when rendering to different size targets
|
|
|
+void SetMouseOffset(int offsetX, int offsetY)
|
|
|
+{
|
|
|
+ CORE.Input.Mouse.offset = (Vector2){ (float)offsetX, (float)offsetY };
|
|
|
+}
|
|
|
|
|
|
- touchAction = 1; // TOUCH_ACTION_DOWN
|
|
|
- gestureUpdate = true;
|
|
|
- }
|
|
|
- }
|
|
|
+// Set mouse scaling
|
|
|
+// NOTE: Useful when rendering to different size targets
|
|
|
+void SetMouseScale(float scaleX, float scaleY)
|
|
|
+{
|
|
|
+ CORE.Input.Mouse.scale = (Vector2){ scaleX, scaleY };
|
|
|
+}
|
|
|
|
|
|
- }
|
|
|
+// Get mouse wheel movement X/Y as a vector
|
|
|
+Vector2 GetMouseWheelMoveV(void)
|
|
|
+{
|
|
|
+ Vector2 result = { 0 };
|
|
|
|
|
|
- // Button parsing
|
|
|
- if (event.type == EV_KEY)
|
|
|
- {
|
|
|
- // Mouse button parsing
|
|
|
- if ((event.code == BTN_TOUCH) || (event.code == BTN_LEFT))
|
|
|
- {
|
|
|
- CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = event.value;
|
|
|
+ result = CORE.Input.Mouse.currentWheelMove;
|
|
|
|
|
|
- if (event.value > 0) touchAction = 1; // TOUCH_ACTION_DOWN
|
|
|
- else touchAction = 0; // TOUCH_ACTION_UP
|
|
|
- gestureUpdate = true;
|
|
|
- }
|
|
|
+ return result;
|
|
|
+}
|
|
|
|
|
|
- if (event.code == BTN_RIGHT) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_RIGHT] = event.value;
|
|
|
- if (event.code == BTN_MIDDLE) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_MIDDLE] = event.value;
|
|
|
- if (event.code == BTN_SIDE) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_SIDE] = event.value;
|
|
|
- if (event.code == BTN_EXTRA) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_EXTRA] = event.value;
|
|
|
- if (event.code == BTN_FORWARD) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_FORWARD] = event.value;
|
|
|
- if (event.code == BTN_BACK) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_BACK] = event.value;
|
|
|
- }
|
|
|
+// Get touch point identifier for given index
|
|
|
+int GetTouchPointId(int index)
|
|
|
+{
|
|
|
+ int id = -1;
|
|
|
|
|
|
- // Screen confinement
|
|
|
- if (!CORE.Input.Mouse.cursorHidden)
|
|
|
- {
|
|
|
- if (CORE.Input.Mouse.currentPosition.x < 0) CORE.Input.Mouse.currentPosition.x = 0;
|
|
|
- if (CORE.Input.Mouse.currentPosition.x > CORE.Window.screen.width/CORE.Input.Mouse.scale.x) CORE.Input.Mouse.currentPosition.x = CORE.Window.screen.width/CORE.Input.Mouse.scale.x;
|
|
|
+ if (index < MAX_TOUCH_POINTS) id = CORE.Input.Touch.pointId[index];
|
|
|
|
|
|
- if (CORE.Input.Mouse.currentPosition.y < 0) CORE.Input.Mouse.currentPosition.y = 0;
|
|
|
- if (CORE.Input.Mouse.currentPosition.y > CORE.Window.screen.height/CORE.Input.Mouse.scale.y) CORE.Input.Mouse.currentPosition.y = CORE.Window.screen.height/CORE.Input.Mouse.scale.y;
|
|
|
- }
|
|
|
+ return id;
|
|
|
+}
|
|
|
|
|
|
- // Update touch point count
|
|
|
- CORE.Input.Touch.pointCount = 0;
|
|
|
- for (int i = 0; i < MAX_TOUCH_POINTS; i++)
|
|
|
- {
|
|
|
- if (CORE.Input.Touch.position[i].x >= 0) CORE.Input.Touch.pointCount++;
|
|
|
- }
|
|
|
+// Get number of touch points
|
|
|
+int GetTouchPointCount(void)
|
|
|
+{
|
|
|
+ return CORE.Input.Touch.pointCount;
|
|
|
+}
|
|
|
|
|
|
-#if defined(SUPPORT_GESTURES_SYSTEM) // PLATFORM_DRM
|
|
|
- if (gestureUpdate)
|
|
|
- {
|
|
|
- GestureEvent gestureEvent = { 0 };
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
+// Module Internal Functions Definition
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
|
|
- gestureEvent.touchAction = touchAction;
|
|
|
- gestureEvent.pointCount = CORE.Input.Touch.pointCount;
|
|
|
+// Platform-specific functions
|
|
|
+//static bool InitGraphicsDevice(int width, int height)
|
|
|
|
|
|
- for (int i = 0; i < MAX_TOUCH_POINTS; i++)
|
|
|
- {
|
|
|
- gestureEvent.pointId[i] = i;
|
|
|
- gestureEvent.position[i] = CORE.Input.Touch.position[i];
|
|
|
- }
|
|
|
+// Set viewport for a provided width and height
|
|
|
+void SetupViewport(int width, int height)
|
|
|
+{
|
|
|
+ CORE.Window.render.width = width;
|
|
|
+ CORE.Window.render.height = height;
|
|
|
|
|
|
- ProcessGestureEvent(gestureEvent);
|
|
|
- }
|
|
|
+ // Set viewport width and height
|
|
|
+ // NOTE: We consider render size (scaled) and offset in case black bars are required and
|
|
|
+ // render area does not match full display area (this situation is only applicable on fullscreen mode)
|
|
|
+#if defined(__APPLE__)
|
|
|
+ float xScale = 1.0f, yScale = 1.0f;
|
|
|
+ glfwGetWindowContentScale(CORE.Window.handle, &xScale, &yScale);
|
|
|
+ rlViewport(CORE.Window.renderOffset.x/2*xScale, CORE.Window.renderOffset.y/2*yScale, (CORE.Window.render.width)*xScale, (CORE.Window.render.height)*yScale);
|
|
|
+#else
|
|
|
+ rlViewport(CORE.Window.renderOffset.x/2, CORE.Window.renderOffset.y/2, CORE.Window.render.width, CORE.Window.render.height);
|
|
|
#endif
|
|
|
- }
|
|
|
|
|
|
- WaitTime(0.005); // Sleep for 5ms to avoid hogging CPU time
|
|
|
- }
|
|
|
+ rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
|
|
|
+ rlLoadIdentity(); // Reset current matrix (projection)
|
|
|
|
|
|
- close(worker->fd);
|
|
|
+ // Set orthographic projection to current framebuffer size
|
|
|
+ // NOTE: Configured top-left corner as (0, 0)
|
|
|
+ rlOrtho(0, CORE.Window.render.width, CORE.Window.render.height, 0, 0.0f, 1.0f);
|
|
|
|
|
|
- return NULL;
|
|
|
+ rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
|
|
|
+ rlLoadIdentity(); // Reset current matrix (modelview)
|
|
|
}
|
|
|
|
|
|
-// Initialize gamepad system
|
|
|
-static void InitGamepad(void)
|
|
|
+// Compute framebuffer size relative to screen size and display size
|
|
|
+// NOTE: Global variables CORE.Window.render.width/CORE.Window.render.height and CORE.Window.renderOffset.x/CORE.Window.renderOffset.y can be modified
|
|
|
+void SetupFramebuffer(int width, int height)
|
|
|
{
|
|
|
- char gamepadDev[128] = { 0 };
|
|
|
-
|
|
|
- for (int i = 0; i < MAX_GAMEPADS; i++)
|
|
|
+ // Calculate CORE.Window.render.width and CORE.Window.render.height, we have the display size (input params) and the desired screen size (global var)
|
|
|
+ if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height))
|
|
|
{
|
|
|
- sprintf(gamepadDev, "%s%i", DEFAULT_GAMEPAD_DEV, i);
|
|
|
+ TRACELOG(LOG_WARNING, "DISPLAY: Downscaling required: Screen size (%ix%i) is bigger than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height);
|
|
|
+
|
|
|
+ // Downscaling to fit display with border-bars
|
|
|
+ float widthRatio = (float)CORE.Window.display.width/(float)CORE.Window.screen.width;
|
|
|
+ float heightRatio = (float)CORE.Window.display.height/(float)CORE.Window.screen.height;
|
|
|
|
|
|
- if ((CORE.Input.Gamepad.streamId[i] = open(gamepadDev, O_RDONLY | O_NONBLOCK)) < 0)
|
|
|
+ if (widthRatio <= heightRatio)
|
|
|
{
|
|
|
- // NOTE: Only show message for first gamepad
|
|
|
- if (i == 0) TRACELOG(LOG_WARNING, "RPI: Failed to open Gamepad device, no gamepad available");
|
|
|
+ CORE.Window.render.width = CORE.Window.display.width;
|
|
|
+ CORE.Window.render.height = (int)round((float)CORE.Window.screen.height*widthRatio);
|
|
|
+ CORE.Window.renderOffset.x = 0;
|
|
|
+ CORE.Window.renderOffset.y = (CORE.Window.display.height - CORE.Window.render.height);
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
- CORE.Input.Gamepad.ready[i] = true;
|
|
|
-
|
|
|
- // NOTE: Only create one thread
|
|
|
- if (i == 0)
|
|
|
- {
|
|
|
- int error = pthread_create(&CORE.Input.Gamepad.threadId, NULL, &GamepadThread, NULL);
|
|
|
-
|
|
|
- if (error != 0) TRACELOG(LOG_WARNING, "RPI: Failed to create gamepad input event thread");
|
|
|
- else TRACELOG(LOG_INFO, "RPI: Gamepad device initialized successfully");
|
|
|
- }
|
|
|
+ CORE.Window.render.width = (int)round((float)CORE.Window.screen.width*heightRatio);
|
|
|
+ CORE.Window.render.height = CORE.Window.display.height;
|
|
|
+ CORE.Window.renderOffset.x = (CORE.Window.display.width - CORE.Window.render.width);
|
|
|
+ CORE.Window.renderOffset.y = 0;
|
|
|
}
|
|
|
- }
|
|
|
-}
|
|
|
|
|
|
-// 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
|
|
|
- };
|
|
|
+ // Screen scaling required
|
|
|
+ float scaleRatio = (float)CORE.Window.render.width/(float)CORE.Window.screen.width;
|
|
|
+ CORE.Window.screenScale = MatrixScale(scaleRatio, scaleRatio, 1.0f);
|
|
|
|
|
|
- // Read gamepad event
|
|
|
- struct js_event gamepadEvent = { 0 };
|
|
|
+ // NOTE: We render to full display resolution!
|
|
|
+ // We just need to calculate above parameters for downscale matrix and offsets
|
|
|
+ CORE.Window.render.width = CORE.Window.display.width;
|
|
|
+ CORE.Window.render.height = CORE.Window.display.height;
|
|
|
|
|
|
- while (!CORE.Window.shouldClose)
|
|
|
+ TRACELOG(LOG_WARNING, "DISPLAY: Downscale matrix generated, content will be rendered at (%ix%i)", CORE.Window.render.width, CORE.Window.render.height);
|
|
|
+ }
|
|
|
+ else if ((CORE.Window.screen.width < CORE.Window.display.width) || (CORE.Window.screen.height < CORE.Window.display.height))
|
|
|
{
|
|
|
- for (int i = 0; i < MAX_GAMEPADS; i++)
|
|
|
- {
|
|
|
- if (read(CORE.Input.Gamepad.streamId[i], &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
|
|
|
- {
|
|
|
- gamepadEvent.type &= ~JS_EVENT_INIT; // Ignore synthetic events
|
|
|
-
|
|
|
- // Process gamepad events by type
|
|
|
- if (gamepadEvent.type == JS_EVENT_BUTTON)
|
|
|
- {
|
|
|
- //TRACELOG(LOG_WARNING, "RPI: Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
|
|
|
+ // Required screen size is smaller than display size
|
|
|
+ TRACELOG(LOG_INFO, "DISPLAY: Upscaling required: Screen size (%ix%i) smaller than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height);
|
|
|
|
|
|
- if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS)
|
|
|
- {
|
|
|
- // 1 - button pressed, 0 - button released
|
|
|
- CORE.Input.Gamepad.currentButtonState[i][gamepadEvent.number] = (int)gamepadEvent.value;
|
|
|
+ if ((CORE.Window.screen.width == 0) || (CORE.Window.screen.height == 0))
|
|
|
+ {
|
|
|
+ CORE.Window.screen.width = CORE.Window.display.width;
|
|
|
+ CORE.Window.screen.height = CORE.Window.display.height;
|
|
|
+ }
|
|
|
|
|
|
- if ((int)gamepadEvent.value == 1) CORE.Input.Gamepad.lastButtonPressed = gamepadEvent.number;
|
|
|
- else CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
|
|
|
- }
|
|
|
- }
|
|
|
- else if (gamepadEvent.type == JS_EVENT_AXIS)
|
|
|
- {
|
|
|
- //TRACELOG(LOG_WARNING, "RPI: Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
|
|
|
+ // Upscaling to fit display with border-bars
|
|
|
+ float displayRatio = (float)CORE.Window.display.width/(float)CORE.Window.display.height;
|
|
|
+ float screenRatio = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
|
|
|
|
|
|
- if (gamepadEvent.number < MAX_GAMEPAD_AXIS)
|
|
|
- {
|
|
|
- // NOTE: Scaling of gamepadEvent.value to get values between -1..1
|
|
|
- CORE.Input.Gamepad.axisState[i][gamepadEvent.number] = (float)gamepadEvent.value/32768;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- else WaitTime(0.001); // Sleep for 1 ms to avoid hogging CPU time
|
|
|
+ if (displayRatio <= screenRatio)
|
|
|
+ {
|
|
|
+ CORE.Window.render.width = CORE.Window.screen.width;
|
|
|
+ CORE.Window.render.height = (int)round((float)CORE.Window.screen.width/displayRatio);
|
|
|
+ CORE.Window.renderOffset.x = 0;
|
|
|
+ CORE.Window.renderOffset.y = (CORE.Window.render.height - CORE.Window.screen.height);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ CORE.Window.render.width = (int)round((float)CORE.Window.screen.height*displayRatio);
|
|
|
+ CORE.Window.render.height = CORE.Window.screen.height;
|
|
|
+ CORE.Window.renderOffset.x = (CORE.Window.render.width - CORE.Window.screen.width);
|
|
|
+ CORE.Window.renderOffset.y = 0;
|
|
|
}
|
|
|
}
|
|
|
-
|
|
|
- return NULL;
|
|
|
+ else
|
|
|
+ {
|
|
|
+ CORE.Window.render.width = CORE.Window.screen.width;
|
|
|
+ CORE.Window.render.height = CORE.Window.screen.height;
|
|
|
+ CORE.Window.renderOffset.x = 0;
|
|
|
+ CORE.Window.renderOffset.y = 0;
|
|
|
+ }
|
|
|
}
|
|
|
-#endif // PLATFORM_DRM
|
|
|
|
|
|
-#if defined(PLATFORM_DRM)
|
|
|
-// Search matching DRM mode in connector's mode list
|
|
|
-static int FindMatchingConnectorMode(const drmModeConnector *connector, const drmModeModeInfo *mode)
|
|
|
+// Initialize hi-resolution timer
|
|
|
+void InitTimer(void)
|
|
|
{
|
|
|
- if (NULL == connector) return -1;
|
|
|
- if (NULL == mode) return -1;
|
|
|
+// Setting a higher resolution can improve the accuracy of time-out intervals in wait functions.
|
|
|
+// However, it can also reduce overall system performance, because the thread scheduler switches tasks more often.
|
|
|
+// High resolutions can also prevent the CPU power management system from entering power-saving modes.
|
|
|
+// Setting a higher resolution does not improve the accuracy of the high-resolution performance counter.
|
|
|
+#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
|
|
|
+ timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms)
|
|
|
+#endif
|
|
|
|
|
|
- // safe bitwise comparison of two modes
|
|
|
- #define BINCMP(a, b) memcmp((a), (b), (sizeof(a) < sizeof(b)) ? sizeof(a) : sizeof(b))
|
|
|
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_DRM)
|
|
|
+ struct timespec now = { 0 };
|
|
|
|
|
|
- for (size_t i = 0; i < connector->count_modes; i++)
|
|
|
+ if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) // Success
|
|
|
{
|
|
|
- TRACELOG(LOG_TRACE, "DISPLAY: DRM mode: %d %ux%u@%u %s", i, connector->modes[i].hdisplay, connector->modes[i].vdisplay,
|
|
|
- connector->modes[i].vrefresh, (connector->modes[i].flags & DRM_MODE_FLAG_INTERLACE) ? "interlaced" : "progressive");
|
|
|
-
|
|
|
- if (0 == BINCMP(&CORE.Window.crtc->mode, &CORE.Window.connector->modes[i])) return i;
|
|
|
+ CORE.Time.base = (unsigned long long int)now.tv_sec*1000000000LLU + (unsigned long long int)now.tv_nsec;
|
|
|
}
|
|
|
+ else TRACELOG(LOG_WARNING, "TIMER: Hi-resolution timer not available");
|
|
|
+#endif
|
|
|
|
|
|
- return -1;
|
|
|
-
|
|
|
- #undef BINCMP
|
|
|
+ CORE.Time.previous = GetTime(); // Get time as double
|
|
|
}
|
|
|
|
|
|
-// Search exactly matching DRM connector mode in connector's list
|
|
|
-static int FindExactConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced)
|
|
|
+// Wait for some time (stop program execution)
|
|
|
+// NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could
|
|
|
+// take longer than expected... for that reason we use the busy wait loop
|
|
|
+// Ref: http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
|
|
|
+// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timing on Win32!
|
|
|
+void WaitTime(double seconds)
|
|
|
{
|
|
|
- TRACELOG(LOG_TRACE, "DISPLAY: Searching exact connector mode for %ux%u@%u, selecting an interlaced mode is allowed: %s", width, height, fps, allowInterlaced ? "yes" : "no");
|
|
|
-
|
|
|
- if (NULL == connector) return -1;
|
|
|
-
|
|
|
- for (int i = 0; i < CORE.Window.connector->count_modes; i++)
|
|
|
- {
|
|
|
- const drmModeModeInfo *const mode = &CORE.Window.connector->modes[i];
|
|
|
+#if defined(SUPPORT_BUSY_WAIT_LOOP) || defined(SUPPORT_PARTIALBUSY_WAIT_LOOP)
|
|
|
+ double destinationTime = GetTime() + seconds;
|
|
|
+#endif
|
|
|
|
|
|
- TRACELOG(LOG_TRACE, "DISPLAY: DRM Mode %d %ux%u@%u %s", i, mode->hdisplay, mode->vdisplay, mode->vrefresh, (mode->flags & DRM_MODE_FLAG_INTERLACE) ? "interlaced" : "progressive");
|
|
|
+#if defined(SUPPORT_BUSY_WAIT_LOOP)
|
|
|
+ while (GetTime() < destinationTime) { }
|
|
|
+#else
|
|
|
+ #if defined(SUPPORT_PARTIALBUSY_WAIT_LOOP)
|
|
|
+ double sleepSeconds = seconds - seconds*0.05; // NOTE: We reserve a percentage of the time for busy waiting
|
|
|
+ #else
|
|
|
+ double sleepSeconds = seconds;
|
|
|
+ #endif
|
|
|
|
|
|
- if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && (!allowInterlaced)) continue;
|
|
|
+ // System halt functions
|
|
|
+ #if defined(_WIN32)
|
|
|
+ Sleep((unsigned long)(sleepSeconds*1000.0));
|
|
|
+ #endif
|
|
|
+ #if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__EMSCRIPTEN__)
|
|
|
+ struct timespec req = { 0 };
|
|
|
+ time_t sec = sleepSeconds;
|
|
|
+ long nsec = (sleepSeconds - sec)*1000000000L;
|
|
|
+ req.tv_sec = sec;
|
|
|
+ req.tv_nsec = nsec;
|
|
|
|
|
|
- if ((mode->hdisplay == width) && (mode->vdisplay == height) && (mode->vrefresh == fps)) return i;
|
|
|
- }
|
|
|
+ // NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated.
|
|
|
+ while (nanosleep(&req, &req) == -1) continue;
|
|
|
+ #endif
|
|
|
+ #if defined(__APPLE__)
|
|
|
+ usleep(sleepSeconds*1000000.0);
|
|
|
+ #endif
|
|
|
|
|
|
- TRACELOG(LOG_TRACE, "DISPLAY: No DRM exact matching mode found");
|
|
|
- return -1;
|
|
|
+ #if defined(SUPPORT_PARTIALBUSY_WAIT_LOOP)
|
|
|
+ while (GetTime() < destinationTime) { }
|
|
|
+ #endif
|
|
|
+#endif
|
|
|
}
|
|
|
|
|
|
-// Search the nearest matching DRM connector mode in connector's list
|
|
|
-static int FindNearestConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced)
|
|
|
+// Scan all files and directories in a base path
|
|
|
+// WARNING: files.paths[] must be previously allocated and
|
|
|
+// contain enough space to store all required paths
|
|
|
+static void ScanDirectoryFiles(const char *basePath, FilePathList *files, const char *filter)
|
|
|
{
|
|
|
- TRACELOG(LOG_TRACE, "DISPLAY: Searching nearest connector mode for %ux%u@%u, selecting an interlaced mode is allowed: %s", width, height, fps, allowInterlaced ? "yes" : "no");
|
|
|
+ static char path[MAX_FILEPATH_LENGTH] = { 0 };
|
|
|
+ memset(path, 0, MAX_FILEPATH_LENGTH);
|
|
|
|
|
|
- if (NULL == connector) return -1;
|
|
|
+ struct dirent *dp = NULL;
|
|
|
+ DIR *dir = opendir(basePath);
|
|
|
|
|
|
- int nearestIndex = -1;
|
|
|
- for (int i = 0; i < CORE.Window.connector->count_modes; i++)
|
|
|
+ if (dir != NULL)
|
|
|
{
|
|
|
- const drmModeModeInfo *const mode = &CORE.Window.connector->modes[i];
|
|
|
-
|
|
|
- TRACELOG(LOG_TRACE, "DISPLAY: DRM mode: %d %ux%u@%u %s", i, mode->hdisplay, mode->vdisplay, mode->vrefresh,
|
|
|
- (mode->flags & DRM_MODE_FLAG_INTERLACE) ? "interlaced" : "progressive");
|
|
|
-
|
|
|
- if ((mode->hdisplay < width) || (mode->vdisplay < height))
|
|
|
+ while ((dp = readdir(dir)) != NULL)
|
|
|
{
|
|
|
- TRACELOG(LOG_TRACE, "DISPLAY: DRM mode is too small");
|
|
|
- continue;
|
|
|
- }
|
|
|
+ if ((strcmp(dp->d_name, ".") != 0) &&
|
|
|
+ (strcmp(dp->d_name, "..") != 0))
|
|
|
+ {
|
|
|
+ sprintf(path, "%s/%s", basePath, dp->d_name);
|
|
|
|
|
|
- if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && (!allowInterlaced))
|
|
|
- {
|
|
|
- TRACELOG(LOG_TRACE, "DISPLAY: DRM shouldn't choose an interlaced mode");
|
|
|
- continue;
|
|
|
+ if (filter != NULL)
|
|
|
+ {
|
|
|
+ if (IsFileExtension(path, filter))
|
|
|
+ {
|
|
|
+ strcpy(files->paths[files->count], path);
|
|
|
+ files->count++;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ strcpy(files->paths[files->count], path);
|
|
|
+ files->count++;
|
|
|
+ }
|
|
|
+ }
|
|
|
}
|
|
|
|
|
|
- if (nearestIndex < 0)
|
|
|
- {
|
|
|
- nearestIndex = i;
|
|
|
- continue;
|
|
|
- }
|
|
|
+ closedir(dir);
|
|
|
+ }
|
|
|
+ else TRACELOG(LOG_WARNING, "FILEIO: Directory cannot be opened (%s)", basePath);
|
|
|
+}
|
|
|
+
|
|
|
+// Scan all files and directories recursively from a base path
|
|
|
+static void ScanDirectoryFilesRecursively(const char *basePath, FilePathList *files, const char *filter)
|
|
|
+{
|
|
|
+ char path[MAX_FILEPATH_LENGTH] = { 0 };
|
|
|
+ memset(path, 0, MAX_FILEPATH_LENGTH);
|
|
|
+
|
|
|
+ struct dirent *dp = NULL;
|
|
|
+ DIR *dir = opendir(basePath);
|
|
|
|
|
|
- const int widthDiff = abs(mode->hdisplay - width);
|
|
|
- const int heightDiff = abs(mode->vdisplay - height);
|
|
|
- const int fpsDiff = abs(mode->vrefresh - fps);
|
|
|
+ if (dir != NULL)
|
|
|
+ {
|
|
|
+ while (((dp = readdir(dir)) != NULL) && (files->count < files->capacity))
|
|
|
+ {
|
|
|
+ if ((strcmp(dp->d_name, ".") != 0) && (strcmp(dp->d_name, "..") != 0))
|
|
|
+ {
|
|
|
+ // Construct new path from our base path
|
|
|
+ sprintf(path, "%s/%s", basePath, dp->d_name);
|
|
|
|
|
|
- const int nearestWidthDiff = abs(CORE.Window.connector->modes[nearestIndex].hdisplay - width);
|
|
|
- const int nearestHeightDiff = abs(CORE.Window.connector->modes[nearestIndex].vdisplay - height);
|
|
|
- const int nearestFpsDiff = abs(CORE.Window.connector->modes[nearestIndex].vrefresh - fps);
|
|
|
+ if (IsPathFile(path))
|
|
|
+ {
|
|
|
+ if (filter != NULL)
|
|
|
+ {
|
|
|
+ if (IsFileExtension(path, filter))
|
|
|
+ {
|
|
|
+ strcpy(files->paths[files->count], path);
|
|
|
+ files->count++;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ strcpy(files->paths[files->count], path);
|
|
|
+ files->count++;
|
|
|
+ }
|
|
|
|
|
|
- if ((widthDiff < nearestWidthDiff) || (heightDiff < nearestHeightDiff) || (fpsDiff < nearestFpsDiff)) {
|
|
|
- nearestIndex = i;
|
|
|
+ if (files->count >= files->capacity)
|
|
|
+ {
|
|
|
+ TRACELOG(LOG_WARNING, "FILEIO: Maximum filepath scan capacity reached (%i files)", files->capacity);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else ScanDirectoryFilesRecursively(path, files, filter);
|
|
|
+ }
|
|
|
}
|
|
|
- }
|
|
|
|
|
|
- return nearestIndex;
|
|
|
+ closedir(dir);
|
|
|
+ }
|
|
|
+ else TRACELOG(LOG_WARNING, "FILEIO: Directory cannot be opened (%s)", basePath);
|
|
|
}
|
|
|
-#endif
|
|
|
|
|
|
#if defined(SUPPORT_EVENTS_AUTOMATION)
|
|
|
// NOTE: Loading happens over AutomationEvent *events
|