Files
raylib/src/platforms/rcore_android.c
Jonathan Marler af16f7823a Improve description of RestoreWindow
Restore window currently says it sets the window state to:

   "not minimized/maximized"

However, if a window is maximized and then minimized, it's typical that
it would restore back to being maximized, which is what seems to happen
from my testing. I've reworded the description to better reflect
this behavior.
2025-03-28 10:39:22 -06:00

1353 lines
54 KiB
C

/**********************************************************************************************
*
* rcore_android - Functions to manage window, graphics device and inputs
*
* PLATFORM: ANDROID
* - Android (ARM, ARM64)
*
* LIMITATIONS:
* - Limitation 01
* - Limitation 02
*
* POSSIBLE IMPROVEMENTS:
* - Improvement 01
* - Improvement 02
*
* ADDITIONAL NOTES:
* - TRACELOG() function is located in raylib [utils] module
*
* CONFIGURATION:
* #define RCORE_PLATFORM_CUSTOM_FLAG
* Custom flag for rcore on target platform -not used-
*
* DEPENDENCIES:
* - Android NDK: Provides C API to access Android functionality
* - gestures: Gestures system for touch-ready devices (or simulated from mouse inputs)
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5) and contributors
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include <android_native_app_glue.h> // Required for: android_app struct and activity management
#include <android/window.h> // Required for: AWINDOW_FLAG_FULLSCREEN definition and others
//#include <android/sensor.h> // Required for: Android sensors functions (accelerometer, gyroscope, light...)
#include <jni.h> // Required for: JNIEnv and JavaVM [Used in OpenURL()]
#include <EGL/egl.h> // Native platform windowing system interface
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct {
// Application data
struct android_app *app; // Android activity
struct android_poll_source *source; // Android events polling source
bool appEnabled; // Flag to detect if app is active ** = true
bool contextRebindRequired; // Used to know context rebind required
// Display data
EGLDisplay device; // Native display device (physical screen connection)
EGLSurface surface; // Surface to draw on, framebuffers (connected to context)
EGLContext context; // Graphic context, mode in which drawing can be done
EGLConfig config; // Graphic config
} PlatformData;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
extern CoreData CORE; // Global CORE state context
extern bool isGpuReady; // Flag to note GPU has been initialized successfully
static PlatformData platform = { 0 }; // Platform specific data
//----------------------------------------------------------------------------------
// Local Variables Definition
//----------------------------------------------------------------------------------
#define KEYCODE_MAP_SIZE 162
static const KeyboardKey mapKeycode[KEYCODE_MAP_SIZE] = {
KEY_NULL, // AKEYCODE_UNKNOWN
0, // AKEYCODE_SOFT_LEFT
0, // AKEYCODE_SOFT_RIGHT
0, // AKEYCODE_HOME
KEY_BACK, // AKEYCODE_BACK
0, // AKEYCODE_CALL
0, // AKEYCODE_ENDCALL
KEY_ZERO, // AKEYCODE_0
KEY_ONE, // AKEYCODE_1
KEY_TWO, // AKEYCODE_2
KEY_THREE, // AKEYCODE_3
KEY_FOUR, // AKEYCODE_4
KEY_FIVE, // AKEYCODE_5
KEY_SIX, // AKEYCODE_6
KEY_SEVEN, // AKEYCODE_7
KEY_EIGHT, // AKEYCODE_8
KEY_NINE, // AKEYCODE_9
0, // AKEYCODE_STAR
0, // AKEYCODE_POUND
KEY_UP, // AKEYCODE_DPAD_UP
KEY_DOWN, // AKEYCODE_DPAD_DOWN
KEY_LEFT, // AKEYCODE_DPAD_LEFT
KEY_RIGHT, // AKEYCODE_DPAD_RIGHT
0, // AKEYCODE_DPAD_CENTER
KEY_VOLUME_UP, // AKEYCODE_VOLUME_UP
KEY_VOLUME_DOWN, // AKEYCODE_VOLUME_DOWN
0, // AKEYCODE_POWER
0, // AKEYCODE_CAMERA
0, // AKEYCODE_CLEAR
KEY_A, // AKEYCODE_A
KEY_B, // AKEYCODE_B
KEY_C, // AKEYCODE_C
KEY_D, // AKEYCODE_D
KEY_E, // AKEYCODE_E
KEY_F, // AKEYCODE_F
KEY_G, // AKEYCODE_G
KEY_H, // AKEYCODE_H
KEY_I, // AKEYCODE_I
KEY_J, // AKEYCODE_J
KEY_K, // AKEYCODE_K
KEY_L, // AKEYCODE_L
KEY_M, // AKEYCODE_M
KEY_N, // AKEYCODE_N
KEY_O, // AKEYCODE_O
KEY_P, // AKEYCODE_P
KEY_Q, // AKEYCODE_Q
KEY_R, // AKEYCODE_R
KEY_S, // AKEYCODE_S
KEY_T, // AKEYCODE_T
KEY_U, // AKEYCODE_U
KEY_V, // AKEYCODE_V
KEY_W, // AKEYCODE_W
KEY_X, // AKEYCODE_X
KEY_Y, // AKEYCODE_Y
KEY_Z, // AKEYCODE_Z
KEY_COMMA, // AKEYCODE_COMMA
KEY_PERIOD, // AKEYCODE_PERIOD
KEY_LEFT_ALT, // AKEYCODE_ALT_LEFT
KEY_RIGHT_ALT, // AKEYCODE_ALT_RIGHT
KEY_LEFT_SHIFT, // AKEYCODE_SHIFT_LEFT
KEY_RIGHT_SHIFT, // AKEYCODE_SHIFT_RIGHT
KEY_TAB, // AKEYCODE_TAB
KEY_SPACE, // AKEYCODE_SPACE
0, // AKEYCODE_SYM
0, // AKEYCODE_EXPLORER
0, // AKEYCODE_ENVELOPE
KEY_ENTER, // AKEYCODE_ENTER
KEY_BACKSPACE, // AKEYCODE_DEL
KEY_GRAVE, // AKEYCODE_GRAVE
KEY_MINUS, // AKEYCODE_MINUS
KEY_EQUAL, // AKEYCODE_EQUALS
KEY_LEFT_BRACKET, // AKEYCODE_LEFT_BRACKET
KEY_RIGHT_BRACKET, // AKEYCODE_RIGHT_BRACKET
KEY_BACKSLASH, // AKEYCODE_BACKSLASH
KEY_SEMICOLON, // AKEYCODE_SEMICOLON
KEY_APOSTROPHE, // AKEYCODE_APOSTROPHE
KEY_SLASH, // AKEYCODE_SLASH
0, // AKEYCODE_AT
0, // AKEYCODE_NUM
0, // AKEYCODE_HEADSETHOOK
0, // AKEYCODE_FOCUS
0, // AKEYCODE_PLUS
KEY_MENU, // AKEYCODE_MENU
0, // AKEYCODE_NOTIFICATION
0, // AKEYCODE_SEARCH
0, // AKEYCODE_MEDIA_PLAY_PAUSE
0, // AKEYCODE_MEDIA_STOP
0, // AKEYCODE_MEDIA_NEXT
0, // AKEYCODE_MEDIA_PREVIOUS
0, // AKEYCODE_MEDIA_REWIND
0, // AKEYCODE_MEDIA_FAST_FORWARD
0, // AKEYCODE_MUTE
KEY_PAGE_UP, // AKEYCODE_PAGE_UP
KEY_PAGE_DOWN, // AKEYCODE_PAGE_DOWN
0, // AKEYCODE_PICTSYMBOLS
0, // AKEYCODE_SWITCH_CHARSET
0, // AKEYCODE_BUTTON_A
0, // AKEYCODE_BUTTON_B
0, // AKEYCODE_BUTTON_C
0, // AKEYCODE_BUTTON_X
0, // AKEYCODE_BUTTON_Y
0, // AKEYCODE_BUTTON_Z
0, // AKEYCODE_BUTTON_L1
0, // AKEYCODE_BUTTON_R1
0, // AKEYCODE_BUTTON_L2
0, // AKEYCODE_BUTTON_R2
0, // AKEYCODE_BUTTON_THUMBL
0, // AKEYCODE_BUTTON_THUMBR
0, // AKEYCODE_BUTTON_START
0, // AKEYCODE_BUTTON_SELECT
0, // AKEYCODE_BUTTON_MODE
KEY_ESCAPE, // AKEYCODE_ESCAPE
KEY_DELETE, // AKEYCODE_FORWARD_DELL
KEY_LEFT_CONTROL, // AKEYCODE_CTRL_LEFT
KEY_RIGHT_CONTROL, // AKEYCODE_CTRL_RIGHT
KEY_CAPS_LOCK, // AKEYCODE_CAPS_LOCK
KEY_SCROLL_LOCK, // AKEYCODE_SCROLL_LOCK
KEY_LEFT_SUPER, // AKEYCODE_META_LEFT
KEY_RIGHT_SUPER, // AKEYCODE_META_RIGHT
0, // AKEYCODE_FUNCTION
KEY_PRINT_SCREEN, // AKEYCODE_SYSRQ
KEY_PAUSE, // AKEYCODE_BREAK
KEY_HOME, // AKEYCODE_MOVE_HOME
KEY_END, // AKEYCODE_MOVE_END
KEY_INSERT, // AKEYCODE_INSERT
0, // AKEYCODE_FORWARD
0, // AKEYCODE_MEDIA_PLAY
0, // AKEYCODE_MEDIA_PAUSE
0, // AKEYCODE_MEDIA_CLOSE
0, // AKEYCODE_MEDIA_EJECT
0, // AKEYCODE_MEDIA_RECORD
KEY_F1, // AKEYCODE_F1
KEY_F2, // AKEYCODE_F2
KEY_F3, // AKEYCODE_F3
KEY_F4, // AKEYCODE_F4
KEY_F5, // AKEYCODE_F5
KEY_F6, // AKEYCODE_F6
KEY_F7, // AKEYCODE_F7
KEY_F8, // AKEYCODE_F8
KEY_F9, // AKEYCODE_F9
KEY_F10, // AKEYCODE_F10
KEY_F11, // AKEYCODE_F11
KEY_F12, // AKEYCODE_F12
KEY_NUM_LOCK, // AKEYCODE_NUM_LOCK
KEY_KP_0, // AKEYCODE_NUMPAD_0
KEY_KP_1, // AKEYCODE_NUMPAD_1
KEY_KP_2, // AKEYCODE_NUMPAD_2
KEY_KP_3, // AKEYCODE_NUMPAD_3
KEY_KP_4, // AKEYCODE_NUMPAD_4
KEY_KP_5, // AKEYCODE_NUMPAD_5
KEY_KP_6, // AKEYCODE_NUMPAD_6
KEY_KP_7, // AKEYCODE_NUMPAD_7
KEY_KP_8, // AKEYCODE_NUMPAD_8
KEY_KP_9, // AKEYCODE_NUMPAD_9
KEY_KP_DIVIDE, // AKEYCODE_NUMPAD_DIVIDE
KEY_KP_MULTIPLY, // AKEYCODE_NUMPAD_MULTIPLY
KEY_KP_SUBTRACT, // AKEYCODE_NUMPAD_SUBTRACT
KEY_KP_ADD, // AKEYCODE_NUMPAD_ADD
KEY_KP_DECIMAL, // AKEYCODE_NUMPAD_DOT
0, // AKEYCODE_NUMPAD_COMMA
KEY_KP_ENTER, // AKEYCODE_NUMPAD_ENTER
KEY_KP_EQUAL // AKEYCODE_NUMPAD_EQUALS
};
//----------------------------------------------------------------------------------
// Module Internal Functions Declaration
//----------------------------------------------------------------------------------
int InitPlatform(void); // Initialize platform (graphics, inputs and more)
void ClosePlatform(void); // Close platform
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
static GamepadButton AndroidTranslateGamepadButton(int button); // Map Android gamepad button to raylib gamepad button
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
// NOTE: Functions declaration is provided by raylib.h
//----------------------------------------------------------------------------------
// Module Functions Definition: Application
//----------------------------------------------------------------------------------
// 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[]);
// Android main function
void android_main(struct android_app *app)
{
char arg0[] = "raylib"; // NOTE: argv[] are mutable
platform.app = app;
// NOTE: Return from main is ignored
(void)main(1, (char *[]) { arg0, NULL });
// Request to end the native activity
ANativeActivity_finish(app->activity);
// Android ALooper_pollOnce() variables
int pollResult = 0;
int pollEvents = 0;
// Waiting for application events before complete finishing
while (!app->destroyRequested)
{
// Poll all events until we reach return value TIMEOUT, meaning no events left to process
while ((pollResult = ALooper_pollOnce(0, NULL, &pollEvents, (void **)&platform.source)) > ALOOPER_POLL_TIMEOUT)
{
if (platform.source != NULL) platform.source->process(app, platform.source);
}
}
}
// NOTE: Add this to header (if apps really need it)
struct android_app *GetAndroidApp(void)
{
return platform.app;
}
//----------------------------------------------------------------------------------
// Module Functions Definition: Window and Graphics Device
//----------------------------------------------------------------------------------
// Check if application should close
bool WindowShouldClose(void)
{
if (CORE.Window.ready) return CORE.Window.shouldClose;
else return true;
}
// Toggle fullscreen mode
void ToggleFullscreen(void)
{
TRACELOG(LOG_WARNING, "ToggleFullscreen() not available on target platform");
}
// Toggle borderless windowed mode
void ToggleBorderlessWindowed(void)
{
TRACELOG(LOG_WARNING, "ToggleBorderlessWindowed() not available on target platform");
}
// Set window state: maximized, if resizable
void MaximizeWindow(void)
{
TRACELOG(LOG_WARNING, "MaximizeWindow() not available on target platform");
}
// Set window state: minimized
void MinimizeWindow(void)
{
TRACELOG(LOG_WARNING, "MinimizeWindow() not available on target platform");
}
// Restore window from being minimized/maximized
void RestoreWindow(void)
{
TRACELOG(LOG_WARNING, "RestoreWindow() not available on target platform");
}
// Set window configuration state using flags
void SetWindowState(unsigned int flags)
{
TRACELOG(LOG_WARNING, "SetWindowState() not available on target platform");
}
// Clear window configuration state flags
void ClearWindowState(unsigned int flags)
{
TRACELOG(LOG_WARNING, "ClearWindowState() not available on target platform");
}
// Set icon for window
void SetWindowIcon(Image image)
{
TRACELOG(LOG_WARNING, "SetWindowIcon() not available on target platform");
}
// Set icon for window
void SetWindowIcons(Image *images, int count)
{
TRACELOG(LOG_WARNING, "SetWindowIcons() not available on target platform");
}
// Set title for window
void SetWindowTitle(const char *title)
{
CORE.Window.title = title;
}
// Set window position on screen (windowed mode)
void SetWindowPosition(int x, int y)
{
TRACELOG(LOG_WARNING, "SetWindowPosition() not available on target platform");
}
// Set monitor for the current window
void SetWindowMonitor(int monitor)
{
TRACELOG(LOG_WARNING, "SetWindowMonitor() not available on target platform");
}
// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
void SetWindowMinSize(int width, int height)
{
CORE.Window.screenMin.width = width;
CORE.Window.screenMin.height = height;
}
// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
void SetWindowMaxSize(int width, int height)
{
CORE.Window.screenMax.width = width;
CORE.Window.screenMax.height = height;
}
// Set window dimensions
void SetWindowSize(int width, int height)
{
TRACELOG(LOG_WARNING, "SetWindowSize() not available on target platform");
}
// Set window opacity, value opacity is between 0.0 and 1.0
void SetWindowOpacity(float opacity)
{
TRACELOG(LOG_WARNING, "SetWindowOpacity() not available on target platform");
}
// Set window focused
void SetWindowFocused(void)
{
TRACELOG(LOG_WARNING, "SetWindowFocused() not available on target platform");
}
// Get native window handle
void *GetWindowHandle(void)
{
TRACELOG(LOG_WARNING, "GetWindowHandle() not implemented on target platform");
return NULL;
}
// Get number of monitors
int GetMonitorCount(void)
{
TRACELOG(LOG_WARNING, "GetMonitorCount() not implemented on target platform");
return 1;
}
// Get current monitor where window is placed
int GetCurrentMonitor(void)
{
TRACELOG(LOG_WARNING, "GetCurrentMonitor() not implemented on target platform");
return 0;
}
// Get selected monitor position
Vector2 GetMonitorPosition(int monitor)
{
TRACELOG(LOG_WARNING, "GetMonitorPosition() not implemented on target platform");
return (Vector2){ 0, 0 };
}
// Get selected monitor width (currently used by monitor)
int GetMonitorWidth(int monitor)
{
TRACELOG(LOG_WARNING, "GetMonitorWidth() not implemented on target platform");
return 0;
}
// Get selected monitor height (currently used by monitor)
int GetMonitorHeight(int monitor)
{
TRACELOG(LOG_WARNING, "GetMonitorHeight() not implemented on target platform");
return 0;
}
// Get selected monitor physical width in millimetres
// NOTE: It seems to return a slightly underestimated value on some devices
int GetMonitorPhysicalWidth(int monitor)
{
int widthPixels = ANativeWindow_getWidth(platform.app->window);
float dpi = AConfiguration_getDensity(platform.app->config);
return (widthPixels/dpi)*25.4f;
}
// Get selected monitor physical height in millimetres
// NOTE: It seems to return a slightly underestimated value on some devices
int GetMonitorPhysicalHeight(int monitor)
{
int heightPixels = ANativeWindow_getHeight(platform.app->window);
float dpi = AConfiguration_getDensity(platform.app->config);
return (heightPixels/dpi)*25.4f;
}
// Get selected monitor refresh rate
int GetMonitorRefreshRate(int monitor)
{
TRACELOG(LOG_WARNING, "GetMonitorRefreshRate() not implemented on target platform");
return 0;
}
// Get the human-readable, UTF-8 encoded name of the selected monitor
const char *GetMonitorName(int monitor)
{
TRACELOG(LOG_WARNING, "GetMonitorName() not implemented on target platform");
return "";
}
// Get window position XY on monitor
Vector2 GetWindowPosition(void)
{
TRACELOG(LOG_WARNING, "GetWindowPosition() not implemented on target platform");
return (Vector2){ 0, 0 };
}
// Get window scale DPI factor for current monitor
Vector2 GetWindowScaleDPI(void)
{
int density = AConfiguration_getDensity(platform.app->config);
float scale = (float)density/160;
return (Vector2){ scale, scale };
}
// Set clipboard text content
void SetClipboardText(const char *text)
{
TRACELOG(LOG_WARNING, "SetClipboardText() not implemented on target platform");
}
// Get clipboard text content
// NOTE: returned string is allocated and freed by GLFW
const char *GetClipboardText(void)
{
TRACELOG(LOG_WARNING, "GetClipboardText() not implemented on target platform");
return NULL;
}
// Get clipboard image
Image GetClipboardImage(void)
{
Image image = { 0 };
TRACELOG(LOG_WARNING, "GetClipboardImage() not implemented on target platform");
return image;
}
// Show mouse cursor
void ShowCursor(void)
{
CORE.Input.Mouse.cursorHidden = false;
}
// Hides mouse cursor
void HideCursor(void)
{
CORE.Input.Mouse.cursorHidden = true;
}
// Enables cursor (unlock cursor)
void EnableCursor(void)
{
// Set cursor position in the middle
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
CORE.Input.Mouse.cursorHidden = false;
}
// Disables cursor (lock cursor)
void DisableCursor(void)
{
// Set cursor position in the middle
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
CORE.Input.Mouse.cursorHidden = true;
}
// Swap back buffer with front buffer (screen drawing)
void SwapScreenBuffer(void)
{
eglSwapBuffers(platform.device, platform.surface);
}
//----------------------------------------------------------------------------------
// Module Functions Definition: Misc
//----------------------------------------------------------------------------------
// Get elapsed time measure in seconds since InitTimer()
double GetTime(void)
{
double time = 0.0;
struct timespec ts = { 0 };
clock_gettime(CLOCK_MONOTONIC, &ts);
unsigned long long int nanoSeconds = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec;
time = (double)(nanoSeconds - CORE.Time.base)*1e-9; // Elapsed time since InitTimer()
return time;
}
// 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
if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
else
{
JNIEnv *env = NULL;
JavaVM *vm = platform.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, platform.app->activity->clazz, startActivity, intent);
(*vm)->DetachCurrentThread(vm);
}
}
//----------------------------------------------------------------------------------
// Module Functions Definition: Inputs
//----------------------------------------------------------------------------------
// Set internal gamepad mappings
int SetGamepadMappings(const char *mappings)
{
TRACELOG(LOG_WARNING, "SetGamepadMappings() not implemented on target platform");
return 0;
}
// Set gamepad vibration
void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration)
{
TRACELOG(LOG_WARNING, "SetGamepadVibration() not implemented on target platform");
}
// 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;
}
// Set mouse cursor
void SetMouseCursor(int cursor)
{
TRACELOG(LOG_WARNING, "SetMouseCursor() not implemented on target platform");
}
// Get physical key name.
const char *GetKeyName(int key)
{
TRACELOG(LOG_WARNING, "GetKeyName() not implemented on target platform");
return "";
}
// Register all input events
void PollInputEvents(void)
{
#if defined(SUPPORT_GESTURES_SYSTEM)
// NOTE: Gestures update must be called every frame to reset gestures correctly
// because ProcessGestureEvent() is just called on an event, not every frame
UpdateGestures();
#endif
// Reset keys/chars pressed registered
CORE.Input.Keyboard.keyPressedQueueCount = 0;
CORE.Input.Keyboard.charPressedQueueCount = 0;
// Reset key repeats
for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
// Reset last gamepad button/axis registered state
CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
//CORE.Input.Gamepad.axisCount = 0;
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];
}
}
// 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
//for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
// Register previous keys states
// NOTE: Android supports up to 260 keys
for (int i = 0; i < 260; i++)
{
CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
}
// Android ALooper_pollOnce() variables
int pollResult = 0;
int pollEvents = 0;
// Poll Events (registered events) until we reach TIMEOUT which indicates there are no events left to poll
// NOTE: Activity is paused if not enabled (platform.appEnabled)
while ((pollResult = ALooper_pollOnce(platform.appEnabled? 0 : -1, NULL, &pollEvents, ((void **)&platform.source)) > ALOOPER_POLL_TIMEOUT))
{
// Process this event
if (platform.source != NULL) platform.source->process(platform.app, platform.source);
// NOTE: Allow closing the window in case a configuration change happened.
// The android_main function should be allowed to return to its caller in order for the
// Android OS to relaunch the activity.
if (platform.app->destroyRequested != 0)
{
CORE.Window.shouldClose = true;
}
}
}
//----------------------------------------------------------------------------------
// Module Internal Functions Definition
//----------------------------------------------------------------------------------
// Initialize platform: graphics, inputs and more
int InitPlatform(void)
{
// Initialize display basic configuration
//----------------------------------------------------------------------------
CORE.Window.currentFbo.width = CORE.Window.screen.width;
CORE.Window.currentFbo.height = CORE.Window.screen.height;
// Set desired windows flags before initializing anything
ANativeActivity_setWindowFlags(platform.app->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER
int orientation = AConfiguration_getOrientation(platform.app->config);
if (orientation == ACONFIGURATION_ORIENTATION_PORT) TRACELOG(LOG_INFO, "ANDROID: Window orientation set as portrait");
else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TRACELOG(LOG_INFO, "ANDROID: Window orientation set as landscape");
// TODO: Automatic orientation doesn't seem to work
if (CORE.Window.screen.width <= CORE.Window.screen.height)
{
AConfiguration_setOrientation(platform.app->config, ACONFIGURATION_ORIENTATION_PORT);
TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to portrait");
}
else
{
AConfiguration_setOrientation(platform.app->config, ACONFIGURATION_ORIENTATION_LAND);
TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to landscape");
}
//AConfiguration_getDensity(platform.app->config);
//AConfiguration_getKeyboard(platform.app->config);
//AConfiguration_getScreenSize(platform.app->config);
//AConfiguration_getScreenLong(platform.app->config);
// Set some default window flags
CORE.Window.flags &= ~FLAG_WINDOW_HIDDEN; // false
CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // false
CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; // true
CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // false
//----------------------------------------------------------------------------
// Initialize App command system
// NOTE: On APP_CMD_INIT_WINDOW -> InitGraphicsDevice(), InitTimer(), LoadFontDefault()...
//----------------------------------------------------------------------------
platform.app->onAppCmd = AndroidCommandCallback;
//----------------------------------------------------------------------------
// Initialize input events system
//----------------------------------------------------------------------------
platform.app->onInputEvent = AndroidInputCallback;
//----------------------------------------------------------------------------
// Initialize storage system
//----------------------------------------------------------------------------
InitAssetManager(platform.app->activity->assetManager, platform.app->activity->internalDataPath); // Initialize assets manager
CORE.Storage.basePath = platform.app->activity->internalDataPath; // Define base path for storage
//----------------------------------------------------------------------------
TRACELOG(LOG_INFO, "PLATFORM: ANDROID: Initialized successfully");
// Android ALooper_pollOnce() variables
int pollResult = 0;
int pollEvents = 0;
// Wait for window to be initialized (display and context)
while (!CORE.Window.ready)
{
// Process events until we reach TIMEOUT, which indicates no more events queued.
while ((pollResult = ALooper_pollOnce(0, NULL, &pollEvents, ((void **)&platform.source)) > ALOOPER_POLL_TIMEOUT))
{
// Process this event
if (platform.source != NULL) platform.source->process(platform.app, platform.source);
// NOTE: It's highly likely destroyRequested will never be non-zero at the start of the activity lifecycle.
//if (platform.app->destroyRequested != 0) CORE.Window.shouldClose = true;
}
}
return 0;
}
// Close platform
void ClosePlatform(void)
{
// Close surface, context and display
if (platform.device != EGL_NO_DISPLAY)
{
eglMakeCurrent(platform.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (platform.surface != EGL_NO_SURFACE)
{
eglDestroySurface(platform.device, platform.surface);
platform.surface = EGL_NO_SURFACE;
}
if (platform.context != EGL_NO_CONTEXT)
{
eglDestroyContext(platform.device, platform.context);
platform.context = EGL_NO_CONTEXT;
}
eglTerminate(platform.device);
platform.device = EGL_NO_DISPLAY;
}
// NOTE: Reset global state in case the activity is being relaunched.
if (platform.app->destroyRequested != 0) {
CORE = (CoreData){0};
platform = (PlatformData){0};
}
}
// 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 int InitGraphicsDevice(void)
{
CORE.Window.fullscreen = true;
CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
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
EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5)
EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6)
EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5)
//EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI)
EGL_DEPTH_SIZE, 24, // 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
};
EGLint numConfigs = 0;
// Get an EGL device connection
platform.device = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (platform.device == EGL_NO_DISPLAY)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
return -1;
}
// Initialize the EGL device connection
if (eglInitialize(platform.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 -1;
}
// Get an appropriate EGL framebuffer configuration
eglChooseConfig(platform.device, framebufferAttribs, &platform.config, 1, &numConfigs);
// Set rendering API
eglBindAPI(EGL_OPENGL_ES_API);
// Create an EGL rendering context
platform.context = eglCreateContext(platform.device, platform.config, EGL_NO_CONTEXT, contextAttribs);
if (platform.context == EGL_NO_CONTEXT)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL context");
return -1;
}
// Create an EGL window surface
//---------------------------------------------------------------------------------
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(platform.device, platform.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(platform.app->window, CORE.Window.render.width, CORE.Window.render.height, displayFormat);
//ANativeWindow_setBuffersGeometry(platform.app->window, 0, 0, displayFormat); // Force use of native display size
platform.surface = eglCreateWindowSurface(platform.device, platform.config, platform.app->window, NULL);
// There must be at least one frame displayed before the buffers are swapped
//eglSwapInterval(platform.device, 1);
if (eglMakeCurrent(platform.device, platform.surface, platform.surface, platform.context) == EGL_FALSE)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to attach EGL rendering context to EGL surface");
return -1;
}
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);
}
// Load OpenGL extensions
// NOTE: GL procedures address loader is required to load extensions
rlLoadExtensions(eglGetProcAddress);
CORE.Window.ready = true;
if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
return 0;
}
// ANDROID: Process activity lifecycle commands
static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
{
switch (cmd)
{
case APP_CMD_START:
{
//rendering = true;
} break;
case APP_CMD_RESUME: break;
case APP_CMD_INIT_WINDOW:
{
if (app->window != NULL)
{
if (platform.contextRebindRequired)
{
// Reset screen scaling to full display size
EGLint displayFormat = 0;
eglGetConfigAttrib(platform.device, platform.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
platform.surface = eglCreateWindowSurface(platform.device, platform.config, app->window, NULL);
eglMakeCurrent(platform.device, platform.surface, platform.surface, platform.context);
platform.contextRebindRequired = false;
}
else
{
CORE.Window.display.width = ANativeWindow_getWidth(platform.app->window);
CORE.Window.display.height = ANativeWindow_getHeight(platform.app->window);
// Initialize graphics device (display device and OpenGL context)
InitGraphicsDevice();
// 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);
isGpuReady = true;
// Setup default viewport
// NOTE: It updated CORE.Window.render.width and CORE.Window.render.height
SetupViewport(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
// Initialize hi-res timer
InitTimer();
#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 });
}
#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
// Initialize random seed
SetRandomSeed((unsigned int)time(NULL));
// 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:
{
platform.appEnabled = true;
CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED;
//ResumeMusicStream();
} break;
case APP_CMD_PAUSE: break;
case APP_CMD_LOST_FOCUS:
{
platform.appEnabled = false;
CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED;
//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 (platform.device != EGL_NO_DISPLAY)
{
eglMakeCurrent(platform.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (platform.surface != EGL_NO_SURFACE)
{
eglDestroySurface(platform.device, platform.surface);
platform.surface = EGL_NO_SURFACE;
}
platform.contextRebindRequired = true;
}
// If 'platform.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(platform.app->config, platform.app->activity->assetManager);
//print_cur_config(platform.app);
// Check screen orientation here!
} break;
default: break;
}
}
// ANDROID: Map Android gamepad button to raylib gamepad button
static GamepadButton AndroidTranslateGamepadButton(int button)
{
switch (button)
{
case AKEYCODE_BUTTON_A: return GAMEPAD_BUTTON_RIGHT_FACE_DOWN;
case AKEYCODE_BUTTON_B: return GAMEPAD_BUTTON_RIGHT_FACE_RIGHT;
case AKEYCODE_BUTTON_X: return GAMEPAD_BUTTON_RIGHT_FACE_LEFT;
case AKEYCODE_BUTTON_Y: return GAMEPAD_BUTTON_RIGHT_FACE_UP;
case AKEYCODE_BUTTON_L1: return GAMEPAD_BUTTON_LEFT_TRIGGER_1;
case AKEYCODE_BUTTON_R1: return GAMEPAD_BUTTON_RIGHT_TRIGGER_1;
case AKEYCODE_BUTTON_L2: return GAMEPAD_BUTTON_LEFT_TRIGGER_2;
case AKEYCODE_BUTTON_R2: return GAMEPAD_BUTTON_RIGHT_TRIGGER_2;
case AKEYCODE_BUTTON_THUMBL: return GAMEPAD_BUTTON_LEFT_THUMB;
case AKEYCODE_BUTTON_THUMBR: return GAMEPAD_BUTTON_RIGHT_THUMB;
case AKEYCODE_BUTTON_START: return GAMEPAD_BUTTON_MIDDLE_RIGHT;
case AKEYCODE_BUTTON_SELECT: return GAMEPAD_BUTTON_MIDDLE_LEFT;
case AKEYCODE_BUTTON_MODE: return GAMEPAD_BUTTON_MIDDLE;
// On some (most?) gamepads dpad events are reported as axis motion instead
case AKEYCODE_DPAD_DOWN: return GAMEPAD_BUTTON_LEFT_FACE_DOWN;
case AKEYCODE_DPAD_RIGHT: return GAMEPAD_BUTTON_LEFT_FACE_RIGHT;
case AKEYCODE_DPAD_LEFT: return GAMEPAD_BUTTON_LEFT_FACE_LEFT;
case AKEYCODE_DPAD_UP: return GAMEPAD_BUTTON_LEFT_FACE_UP;
default: return GAMEPAD_BUTTON_UNKNOWN;
}
}
// ANDROID: Get input events
static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
{
// If additional inputs are required check:
// https://developer.android.com/ndk/reference/group/input
// https://developer.android.com/training/game-controllers/controller-input
int type = AInputEvent_getType(event);
int source = AInputEvent_getSource(event);
if (type == AINPUT_EVENT_TYPE_MOTION)
{
if (((source & AINPUT_SOURCE_JOYSTICK) == AINPUT_SOURCE_JOYSTICK) ||
((source & AINPUT_SOURCE_GAMEPAD) == AINPUT_SOURCE_GAMEPAD))
{
// For now we'll assume a single gamepad which we "detect" on its input event
CORE.Input.Gamepad.ready[0] = true;
CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_X] = AMotionEvent_getAxisValue(
event, AMOTION_EVENT_AXIS_X, 0);
CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_Y] = AMotionEvent_getAxisValue(
event, AMOTION_EVENT_AXIS_Y, 0);
CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_X] = AMotionEvent_getAxisValue(
event, AMOTION_EVENT_AXIS_Z, 0);
CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_Y] = AMotionEvent_getAxisValue(
event, AMOTION_EVENT_AXIS_RZ, 0);
CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_TRIGGER] = AMotionEvent_getAxisValue(
event, AMOTION_EVENT_AXIS_BRAKE, 0)*2.0f - 1.0f;
CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_TRIGGER] = AMotionEvent_getAxisValue(
event, AMOTION_EVENT_AXIS_GAS, 0)*2.0f - 1.0f;
// dpad is reported as an axis on android
float dpadX = AMotionEvent_getAxisValue(event, AMOTION_EVENT_AXIS_HAT_X, 0);
float dpadY = AMotionEvent_getAxisValue(event, AMOTION_EVENT_AXIS_HAT_Y, 0);
if (dpadX == 1.0f)
{
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_RIGHT] = 1;
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_LEFT] = 0;
}
else if (dpadX == -1.0f)
{
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_RIGHT] = 0;
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_LEFT] = 1;
}
else
{
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_RIGHT] = 0;
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_LEFT] = 0;
}
if (dpadY == 1.0f)
{
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_DOWN] = 1;
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_UP] = 0;
}
else if (dpadY == -1.0f)
{
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_DOWN] = 0;
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_UP] = 1;
}
else
{
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_DOWN] = 0;
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_UP] = 0;
}
return 1; // Handled gamepad axis motion
}
}
else if (type == AINPUT_EVENT_TYPE_KEY)
{
int32_t keycode = AKeyEvent_getKeyCode(event);
//int32_t AKeyEvent_getMetaState(event);
// Handle gamepad button presses and releases
if (((source & AINPUT_SOURCE_JOYSTICK) == AINPUT_SOURCE_JOYSTICK) ||
((source & AINPUT_SOURCE_GAMEPAD) == AINPUT_SOURCE_GAMEPAD))
{
// For now we'll assume a single gamepad which we "detect" on its input event
CORE.Input.Gamepad.ready[0] = true;
GamepadButton button = AndroidTranslateGamepadButton(keycode);
if (button == GAMEPAD_BUTTON_UNKNOWN) return 1;
if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
{
CORE.Input.Gamepad.currentButtonState[0][button] = 1;
}
else CORE.Input.Gamepad.currentButtonState[0][button] = 0; // Key up
return 1; // Handled gamepad button
}
KeyboardKey key = ((keycode > 0) && (keycode < KEYCODE_MAP_SIZE))? mapKeycode[keycode] : KEY_NULL;
if (key != KEY_NULL)
{
// Save current key 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[key] = 1; // Key down
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
CORE.Input.Keyboard.keyPressedQueueCount++;
}
else if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_MULTIPLE) CORE.Input.Keyboard.keyRepeatInFrame[key] = 1;
else CORE.Input.Keyboard.currentKeyState[key] = 0; // Key up
}
if (keycode == AKEYCODE_POWER)
{
// Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS
// Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS
// It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected.
// NOTE: AndroidManifest.xml must have <activity android:configChanges="orientation|keyboardHidden|screenSize" >
// Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour
return 0;
}
else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU))
{
// Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS!
return 1;
}
else if ((keycode == AKEYCODE_VOLUME_UP) || (keycode == AKEYCODE_VOLUME_DOWN))
{
// Set default OS behaviour
return 0;
}
return 0;
}
// Register touch points count
CORE.Input.Touch.pointCount = AMotionEvent_getPointerCount(event);
for (int i = 0; (i < CORE.Input.Touch.pointCount) && (i < MAX_TOUCH_POINTS); i++)
{
// Register touch points id
CORE.Input.Touch.pointId[i] = AMotionEvent_getPointerId(event, i);
// Register touch points position
CORE.Input.Touch.position[i] = (Vector2){ AMotionEvent_getX(event, i), AMotionEvent_getY(event, i) };
// Normalize CORE.Input.Touch.position[i] for CORE.Window.screen.width and CORE.Window.screen.height
float widthRatio = (float)(CORE.Window.screen.width + CORE.Window.renderOffset.x)/(float)CORE.Window.display.width;
float heightRatio = (float)(CORE.Window.screen.height + CORE.Window.renderOffset.y)/(float)CORE.Window.display.height;
CORE.Input.Touch.position[i].x = CORE.Input.Touch.position[i].x*widthRatio - (float)CORE.Window.renderOffset.x/2;
CORE.Input.Touch.position[i].y = CORE.Input.Touch.position[i].y*heightRatio - (float)CORE.Window.renderOffset.y/2;
}
int32_t action = AMotionEvent_getAction(event);
unsigned int flags = action & AMOTION_EVENT_ACTION_MASK;
#if defined(SUPPORT_GESTURES_SYSTEM)
GestureEvent gestureEvent = { 0 };
gestureEvent.pointCount = CORE.Input.Touch.pointCount;
// Register touch actions
if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_ACTION_UP;
else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_ACTION_MOVE;
else if (flags == AMOTION_EVENT_ACTION_CANCEL) gestureEvent.touchAction = TOUCH_ACTION_CANCEL;
for (int i = 0; (i < gestureEvent.pointCount) && (i < MAX_TOUCH_POINTS); i++)
{
gestureEvent.pointId[i] = CORE.Input.Touch.pointId[i];
gestureEvent.position[i] = CORE.Input.Touch.position[i];
gestureEvent.position[i].x /= (float)GetScreenWidth();
gestureEvent.position[i].y /= (float)GetScreenHeight();
}
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
#endif
int32_t pointerIndex = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
if (flags == AMOTION_EVENT_ACTION_POINTER_UP || flags == AMOTION_EVENT_ACTION_UP)
{
// One of the touchpoints is released, remove it from touch point arrays
for (int i = pointerIndex; (i < CORE.Input.Touch.pointCount - 1) && (i < MAX_TOUCH_POINTS); i++)
{
CORE.Input.Touch.pointId[i] = CORE.Input.Touch.pointId[i+1];
CORE.Input.Touch.position[i] = CORE.Input.Touch.position[i+1];
}
CORE.Input.Touch.pointCount--;
}
// When all touchpoints are tapped and released really quickly, this event is generated
if (flags == AMOTION_EVENT_ACTION_CANCEL) CORE.Input.Touch.pointCount = 0;
if (CORE.Input.Touch.pointCount > 0) CORE.Input.Touch.currentTouchState[MOUSE_BUTTON_LEFT] = 1;
else CORE.Input.Touch.currentTouchState[MOUSE_BUTTON_LEFT] = 0;
// Stores the previous position of touch[0] only while it's active to calculate the delta.
if (flags == AMOTION_EVENT_ACTION_MOVE)
{
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
}
else
{
CORE.Input.Mouse.previousPosition = CORE.Input.Touch.position[0];
}
// Map touch[0] as mouse input for convenience
CORE.Input.Mouse.currentPosition = CORE.Input.Touch.position[0];
CORE.Input.Mouse.currentWheelMove = (Vector2){ 0.0f, 0.0f };
return 0;
}
// EOF