Files
raylib/src/core.c
raysan5 6b5e18e6bf Make mouse inputs available on Android for...
... easy code porting, transalating them to touches and gestures
internally.

Removed function SetCustomCursor(), it can be managed by the user.
2016-04-17 11:19:32 +02:00

2854 lines
104 KiB
C

/**********************************************************************************************
*
* raylib.core
*
* Basic functions to manage windows, OpenGL context and input on multiple platforms
*
* The following platforms are supported:
* PLATFORM_DESKTOP - Windows, Linux, Mac (OSX)
* PLATFORM_ANDROID - Only OpenGL ES 2.0 devices
* PLATFORM_RPI - Rapsberry Pi (tested on Raspbian)
* PLATFORM_WEB - Emscripten, HTML5
*
* On PLATFORM_DESKTOP, the external lib GLFW3 (www.glfw.com) is used to manage graphic
* device, OpenGL context and input on multiple operating systems (Windows, Linux, OSX).
*
* On PLATFORM_ANDROID, graphic device is managed by EGL and input system by Android activity.
*
* On PLATFORM_RPI, graphic device is managed by EGL and input system is coded in raw mode.
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h" // raylib main header
#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
#include "utils.h" // TraceLog() function
// NOTE: Includes Android fopen map, InitAssetManager()
#define RAYMATH_IMPLEMENTATION // Use raymath as a header-only library (includes implementation)
#define RAYMATH_EXTERN_INLINE // Compile raymath functions as static inline (remember, it's a compiler hint)
#include "raymath.h" // Required for Vector3 and Matrix functions
#include <stdio.h> // Standard input / output lib
#include <stdlib.h> // Declares malloc() and free() for memory management, rand(), atexit()
#include <stdint.h> // Required for typedef unsigned long long int uint64_t, used by hi-res timer
#include <time.h> // Useful to initialize random seed - Android/RPI hi-res timer (NOTE: Linux only!)
#include <math.h> // Math related functions, tan() used to set perspective
#include <string.h> // String function definitions, memset()
#include <errno.h> // Macros for reporting and retrieving error conditions through error codes
#if defined(PLATFORM_DESKTOP)
#define GLAD_EXTENSIONS_LOADER
#if defined(GLEW_EXTENSIONS_LOADER)
#define GLEW_STATIC
#include <GL/glew.h> // GLEW extensions loading lib
#elif defined(GLAD_EXTENSIONS_LOADER)
#include "glad.h" // GLAD library: Manage OpenGL headers and extensions
#endif
#endif
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
//#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3
#include <GLFW/glfw3.h> // GLFW3 library: Windows, OpenGL context and Input management
#ifdef __linux
#define GLFW_EXPOSE_NATIVE_X11 // Linux specific definitions for getting
#define GLFW_EXPOSE_NATIVE_GLX // native functions like glfwGetX11Window
#include <GLFW/glfw3native.h> // which are required for hiding mouse
#endif
//#include <GL/gl.h> // OpenGL functions (GLFW3 already includes gl.h)
//#define GLFW_DLL // Using GLFW DLL on Windows -> No, we use static version!
#endif
#if defined(PLATFORM_ANDROID)
#include <jni.h> // Java native interface
#include <android/sensor.h> // Android sensors functions
#include <android/window.h> // Defines AWINDOW_FLAG_FULLSCREEN and others
#include <android_native_app_glue.h> // Defines basic app state struct and manages activity
#include <EGL/egl.h> // Khronos EGL library - Native platform display device control functions
#include <GLES2/gl2.h> // Khronos OpenGL ES 2.0 library
#endif
#if defined(PLATFORM_RPI)
#include <fcntl.h> // POSIX file control definitions - open(), creat(), fcntl()
#include <unistd.h> // POSIX standard function definitions - read(), close(), STDIN_FILENO
#include <termios.h> // POSIX terminal control definitions - tcgetattr(), tcsetattr()
#include <pthread.h> // POSIX threads management (mouse input)
#include <sys/ioctl.h> // UNIX System call for device-specific input/output operations - ioctl()
#include <linux/kd.h> // Linux: KDSKBMODE, K_MEDIUMRAM constants definition
#include <linux/input.h> // Linux: Keycodes constants definition (KEY_A, ...)
#include <linux/joystick.h>
#include "bcm_host.h" // Raspberry Pi VideoCore IV access functions
#include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions
#include "EGL/eglext.h" // Khronos EGL library - Extensions
#include "GLES2/gl2.h" // Khronos OpenGL ES 2.0 library
#endif
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#include <emscripten/html5.h>
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#define STORAGE_FILENAME "storage.data"
#if defined(PLATFORM_RPI)
// Old device inputs system
#define DEFAULT_KEYBOARD_DEV STDIN_FILENO // Standard input
#define DEFAULT_MOUSE_DEV "/dev/input/mouse0" // Mouse input
#define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...)
// New device input events (evdev) (must be detected)
//#define DEFAULT_KEYBOARD_DEV "/dev/input/eventN"
//#define DEFAULT_MOUSE_DEV "/dev/input/eventN"
//#define DEFAULT_GAMEPAD_DEV "/dev/input/eventN"
#define MOUSE_SENSITIVITY 0.8f
#define MAX_GAMEPADS 2 // Max number of gamepads supported
#define MAX_GAMEPAD_BUTTONS 11 // Max bumber of buttons supported (per gamepad)
#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
#endif
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
static GLFWwindow *window; // Native window (graphic device)
static bool windowMinimized = false;
#elif defined(PLATFORM_ANDROID)
static struct android_app *app; // Android activity
static struct android_poll_source *source; // Android events polling source
static int ident, events; // Android ALooper_pollAll() variables
static bool windowReady = false; // Used to detect display initialization
static bool appEnabled = true; // Used to detec if app is active
static bool contextRebindRequired = false; // Used to know context rebind required
static int previousButtonState[128] = { 1 }; // Required to check if button pressed/released once
static int currentButtonState[128] = { 1 }; // Required to check if button pressed/released once
#elif defined(PLATFORM_RPI)
static EGL_DISPMANX_WINDOW_T nativeWindow; // Native window (graphic device)
// Keyboard input variables
// NOTE: For keyboard we will use the standard input (but reconfigured...)
static struct termios defaultKeyboardSettings; // Used to store default keyboard settings
static int defaultKeyboardMode; // Used to store default keyboard mode
// Mouse input variables
static int mouseStream = -1; // Mouse device file descriptor
static bool mouseReady = false; // Flag to know if mouse is ready
pthread_t mouseThreadId; // Mouse reading thread id
// Gamepad input variables
static int gamepadStream[MAX_GAMEPADS] = { -1 }; // Gamepad device file descriptor (two gamepads supported)
static bool gamepadReady[MAX_GAMEPADS] = { false }; // Flag to know if gamepad is ready (two gamepads supported)
pthread_t gamepadThreadId; // Gamepad reading thread id
int gamepadButtons[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Gamepad buttons state
float gamepadAxisValues[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
static EGLDisplay display; // Native display device (physical screen connection)
static EGLSurface surface; // Surface to draw on, framebuffers (connected to context)
static EGLContext context; // Graphic context, mode in which drawing can be done
static EGLConfig config; // Graphic config
static uint64_t baseTime; // Base time measure for hi-res timer
static bool windowShouldClose = false; // Flag to set window for closing
#endif
static unsigned int displayWidth, displayHeight; // Display width and height (monitor, device-screen, LCD, ...)
static int screenWidth, screenHeight; // Screen width and height (used render area)
static int renderWidth, renderHeight; // Framebuffer width and height (render area)
// NOTE: Framebuffer could include black bars
static int renderOffsetX = 0; // Offset X from render area (must be divided by 2)
static int renderOffsetY = 0; // Offset Y from render area (must be divided by 2)
static bool fullscreen = false; // Fullscreen mode (useful only for PLATFORM_DESKTOP)
static Matrix downscaleView; // Matrix to downscale view (in case screen size bigger than display size)
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
static const char *windowTitle; // Window text title...
static bool cursorOnScreen = false; // Tracks if cursor is inside client area
static char previousKeyState[512] = { 0 }; // Required to check if key pressed/released once
static char currentKeyState[512] = { 0 }; // Required to check if key pressed/released once
static char previousGamepadState[32] = {0}; // Required to check if gamepad btn pressed/released once
static char currentGamepadState[32] = {0}; // Required to check if gamepad btn pressed/released once
static char previousMouseState[3] = { 0 }; // Required to check if mouse btn pressed/released once
static char currentMouseState[3] = { 0 }; // Required to check if mouse btn pressed/released once
static int previousMouseWheelY = 0; // Required to track mouse wheel variation
static int currentMouseWheelY = 0; // Required to track mouse wheel variation
static int exitKey = KEY_ESCAPE; // Default exit key (ESC)
static int lastKeyPressed = -1; // Register last key pressed
static bool cursorHidden; // Track if cursor is hidden
#endif
static Vector2 mousePosition; // Mouse position on screen
static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen
#if defined(PLATFORM_DESKTOP)
static char **dropFilesPath; // Store dropped files paths as strings
static int dropFilesCount = 0; // Count stored strings
#endif
static double currentTime, previousTime; // Used to track timmings
static double updateTime, drawTime; // Time measures for update and draw
static double frameTime; // Time measure for one frame
static double targetTime = 0.0; // Desired time for one frame, if 0 not applied
static char configFlags = 0; // Configuration flags (bit based)
static bool showLogo = false; // Track if showing logo at init is enabled
//----------------------------------------------------------------------------------
// Other Modules Functions Declaration (required by core)
//----------------------------------------------------------------------------------
extern void LoadDefaultFont(void); // [Module: text] Loads default font on InitWindow()
extern void UnloadDefaultFont(void); // [Module: text] Unloads default font from GPU memory
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static void InitDisplay(int width, int height); // Initialize display device and framebuffer
static void InitGraphics(void); // Initialize OpenGL graphics
static void InitTimer(void); // Initialize timer
static double GetTime(void); // Returns time since InitTimer() was run
static bool GetKeyStatus(int key); // Returns if a key has been pressed
static bool GetMouseButtonStatus(int button); // Returns if a mouse button has been pressed
static void SwapBuffers(void); // Copy back buffer to front buffers
static void PollInputEvents(void); // Register user events
static void LogoAnimation(void); // Plays raylib logo appearing animation
static void SetupFramebufferSize(int displayWidth, int displayHeight);
#if defined(PLATFORM_RPI)
static void InitKeyboard(void); // Init raw keyboard system (standard input reading)
static void ProcessKeyboard(void); // Process keyboard events
static void RestoreKeyboard(void); // Restore keyboard system
static void InitMouse(void); // Mouse initialization (including mouse thread)
static void *MouseThread(void *arg); // Mouse reading thread
static void InitGamepad(void); // Init raw gamepad input
static void *GamepadThread(void *arg); // Mouse reading thread
#endif
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed
static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move
static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value)
static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel
static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
#endif
#if defined(PLATFORM_DESKTOP)
static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window
#endif
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
static void TakeScreenshot(void); // Takes a screenshot and saves it in the same folder as executable
#endif
#if defined(PLATFORM_ANDROID)
static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands
static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); // Process Android inputs
#endif
#if defined(PLATFORM_WEB)
static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData);
static EM_BOOL EmscriptenInputCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData);
#endif
//----------------------------------------------------------------------------------
// Module Functions Definition - Window and OpenGL Context Functions
//----------------------------------------------------------------------------------
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
// Initialize Window and Graphics Context (OpenGL)
void InitWindow(int width, int height, const char *title)
{
TraceLog(INFO, "Initializing raylib (v1.5.0)");
// Store window title (could be useful...)
windowTitle = title;
// Init device display (monitor, LCD, ...)
InitDisplay(width, height);
// Init OpenGL graphics
InitGraphics();
// Load default font for convenience
// NOTE: External function (defined in module: text)
LoadDefaultFont();
// Init hi-res timer
InitTimer();
#if defined(PLATFORM_RPI)
// Init raw input system
InitMouse(); // Mouse init
InitKeyboard(); // Keyboard init
InitGamepad(); // Gamepad init
#endif
#if defined(PLATFORM_WEB)
emscripten_set_fullscreenchange_callback(0, 0, 1, EmscriptenFullscreenChangeCallback);
// NOTE: Some code examples
//emscripten_set_touchstart_callback(0, NULL, 1, Emscripten_HandleTouch);
//emscripten_set_touchend_callback("#canvas", data, 0, Emscripten_HandleTouch);
emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenInputCallback);
emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenInputCallback);
emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenInputCallback);
emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenInputCallback);
// TODO: Add gamepad support (not provided by GLFW3 on emscripten)
//emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenInputCallback);
//emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenInputCallback);
#endif
mousePosition.x = (float)screenWidth/2.0f;
mousePosition.y = (float)screenHeight/2.0f;
// raylib logo appearing animation (if enabled)
if (showLogo)
{
SetTargetFPS(60);
LogoAnimation();
}
}
#elif defined(PLATFORM_ANDROID)
// Android activity initialization
void InitWindow(int width, int height, struct android_app *state)
{
TraceLog(INFO, "Initializing raylib (v1.5.0)");
app_dummy();
screenWidth = width;
screenHeight = height;
app = state;
// Set desired windows flags before initializing anything
ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER
//ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FORCE_NOT_FULLSCREEN, AWINDOW_FLAG_FULLSCREEN);
int orientation = AConfiguration_getOrientation(app->config);
if (orientation == ACONFIGURATION_ORIENTATION_PORT) TraceLog(INFO, "PORTRAIT window orientation");
else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TraceLog(INFO, "LANDSCAPE window orientation");
// TODO: Automatic orientation doesn't seem to work
if (width <= height)
{
AConfiguration_setOrientation(app->config, ACONFIGURATION_ORIENTATION_PORT);
TraceLog(WARNING, "Window set to portraid mode");
}
else
{
AConfiguration_setOrientation(app->config, ACONFIGURATION_ORIENTATION_LAND);
TraceLog(WARNING, "Window set to landscape mode");
}
//AConfiguration_getDensity(app->config);
//AConfiguration_getKeyboard(app->config);
//AConfiguration_getScreenSize(app->config);
//AConfiguration_getScreenLong(app->config);
//state->userData = &engine;
app->onAppCmd = AndroidCommandCallback;
app->onInputEvent = AndroidInputCallback;
InitAssetManager(app->activity->assetManager);
TraceLog(INFO, "Android app initialized successfully");
// Wait for window to be initialized (display and context)
while (!windowReady)
{
// Process events loop
while ((ident = ALooper_pollAll(0, NULL, &events,(void**)&source)) >= 0)
{
// Process this event
if (source != NULL) source->process(app, source);
// NOTE: Never close window, native activity is controlled by the system!
//if (app->destroyRequested != 0) windowShouldClose = true;
}
}
}
#endif
// Close Window and Terminate Context
void CloseWindow(void)
{
UnloadDefaultFont();
rlglClose(); // De-init rlgl
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
glfwDestroyWindow(window);
glfwTerminate();
#elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
// Close surface, context and display
if (display != EGL_NO_DISPLAY)
{
eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (surface != EGL_NO_SURFACE)
{
eglDestroySurface(display, surface);
surface = EGL_NO_SURFACE;
}
if (context != EGL_NO_CONTEXT)
{
eglDestroyContext(display, context);
context = EGL_NO_CONTEXT;
}
eglTerminate(display);
display = EGL_NO_DISPLAY;
}
#endif
TraceLog(INFO, "Window closed successfully");
}
// Detect if KEY_ESCAPE pressed or Close icon pressed
bool WindowShouldClose(void)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// While window minimized, stop loop execution
while (windowMinimized) glfwPollEvents();
return (glfwWindowShouldClose(window));
#elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
return windowShouldClose;
#endif
}
// Detect if window has been minimized (or lost focus)
bool IsWindowMinimized(void)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
return windowMinimized;
#else
return false;
#endif
}
// Fullscreen toggle
// TODO: When destroying window context is lost and resources too, take care!
void ToggleFullscreen(void)
{
#if defined(PLATFORM_DESKTOP)
fullscreen = !fullscreen; // Toggle fullscreen flag
rlglClose(); // De-init rlgl
glfwDestroyWindow(window); // Destroy the current window (we will recreate it!)
InitWindow(screenWidth, screenHeight, windowTitle);
#elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
TraceLog(WARNING, "Could not toggle to windowed mode");
#endif
}
// Get current screen width
int GetScreenWidth(void)
{
return screenWidth;
}
// Get current screen height
int GetScreenHeight(void)
{
return screenHeight;
}
// Sets Background Color
void ClearBackground(Color color)
{
// Clear full framebuffer (not only render area) to color
rlClearColor(color.r, color.g, color.b, color.a);
}
// Setup drawing canvas to start drawing
void BeginDrawing(void)
{
currentTime = GetTime(); // Number of elapsed seconds since InitTimer() was called
updateTime = currentTime - previousTime;
previousTime = currentTime;
rlClearScreenBuffers(); // Clear current framebuffers
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
rlMultMatrixf(MatrixToFloat(downscaleView)); // If downscale required, apply it here
//rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1
// NOTE: Not required with OpenGL 3.3+
}
// Setup drawing canvas with 2d camera
void BeginDrawingEx(Camera2D camera)
{
BeginDrawing();
// Camera rotation and scaling is always relative to target
Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f);
Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
rlMultMatrixf(MatrixToFloat(matTransform));
}
// End canvas drawing and Swap Buffers (Double Buffering)
void EndDrawing(void)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
SwapBuffers(); // Copy back buffer to front buffer
PollInputEvents(); // Poll user events
// Frame time control system
currentTime = GetTime();
drawTime = currentTime - previousTime;
previousTime = currentTime;
frameTime = updateTime + drawTime;
double extraTime = 0.0;
while (frameTime < targetTime)
{
// Implement a delay
currentTime = GetTime();
extraTime = currentTime - previousTime;
previousTime = currentTime;
frameTime += extraTime;
}
}
// Initializes 3D mode for drawing (Camera setup)
void Begin3dMode(Camera camera)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
rlLoadIdentity(); // Reset current matrix (PROJECTION)
// Setup perspective projection
float aspect = (float)screenWidth/(float)screenHeight;
double top = 0.01*tan(camera.fovy*PI/360.0);
double right = top*aspect;
// NOTE: zNear and zFar values are important when computing depth buffer values
rlFrustum(-right, right, -top, top, 0.01, 1000.0);
rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
// Setup Camera view
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
rlMultMatrixf(MatrixToFloat(matView)); // Multiply MODELVIEW matrix by view matrix (camera)
rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
}
// Ends 3D mode and returns to default 2D orthographic mode
void End3dMode(void)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack
rlMatrixMode(RL_MODELVIEW); // Get back to modelview matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
//rlTranslatef(0.375, 0.375, 0); // HACK to ensure pixel-perfect drawing on OpenGL (after exiting 3D mode)
rlDisableDepthTest(); // Disable DEPTH_TEST for 2D
}
// Initializes render texture for drawing
void BeginTextureMode(RenderTexture2D target)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlEnableRenderTexture(target.id);
rlClearScreenBuffers(); // Clear render texture buffers
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
}
// Ends drawing to render texture
void EndTextureMode(void)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlDisableRenderTexture();
}
// Set target FPS for the game
void SetTargetFPS(int fps)
{
targetTime = 1.0/(double)fps;
TraceLog(INFO, "Target time per frame: %02.03f milliseconds", (float)targetTime*1000);
}
// Returns current FPS
float GetFPS(void)
{
return (float)(1.0/frameTime);
}
// Returns time in seconds for one frame
float GetFrameTime(void)
{
// As we are operate quite a lot with frameTime,
// it could be no stable, so we round it before passing it around
// NOTE: There are still problems with high framerates (>500fps)
double roundedFrameTime = round(frameTime*10000)/10000.0;
return (float)roundedFrameTime; // Time in seconds to run a frame
}
// Converts Color to float array and normalizes
float *ColorToFloat(Color color)
{
static float buffer[4];
buffer[0] = (float)color.r/255;
buffer[1] = (float)color.g/255;
buffer[2] = (float)color.b/255;
buffer[3] = (float)color.a/255;
return buffer;
}
// Converts Vector3 to float array
float *VectorToFloat(Vector3 vec)
{
static float buffer[3];
buffer[0] = vec.x;
buffer[1] = vec.y;
buffer[2] = vec.z;
return buffer;
}
// Converts Matrix to float array
// NOTE: Returned vector is a transposed version of the Matrix struct,
// it should be this way because, despite raymath use OpenGL column-major convention,
// Matrix struct memory alignment and variables naming are not coherent
float *MatrixToFloat(Matrix mat)
{
static float buffer[16];
buffer[0] = mat.m0;
buffer[1] = mat.m4;
buffer[2] = mat.m8;
buffer[3] = mat.m12;
buffer[4] = mat.m1;
buffer[5] = mat.m5;
buffer[6] = mat.m9;
buffer[7] = mat.m13;
buffer[8] = mat.m2;
buffer[9] = mat.m6;
buffer[10] = mat.m10;
buffer[11] = mat.m14;
buffer[12] = mat.m3;
buffer[13] = mat.m7;
buffer[14] = mat.m11;
buffer[15] = mat.m15;
return buffer;
}
// Returns a Color struct from hexadecimal value
Color GetColor(int hexValue)
{
Color color;
color.r = (unsigned char)(hexValue >> 24) & 0xFF;
color.g = (unsigned char)(hexValue >> 16) & 0xFF;
color.b = (unsigned char)(hexValue >> 8) & 0xFF;
color.a = (unsigned char)hexValue & 0xFF;
return color;
}
// Returns hexadecimal value for a Color
int GetHexValue(Color color)
{
return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a);
}
// Returns a random value between min and max (both included)
int GetRandomValue(int min, int max)
{
if (min > max)
{
int tmp = max;
max = min;
min = tmp;
}
return (rand()%(abs(max-min)+1) + min);
}
// Fades color by a percentadge
Color Fade(Color color, float alpha)
{
if (alpha < 0.0f) alpha = 0.0f;
else if (alpha > 1.0f) alpha = 1.0f;
float colorAlpha = (float)color.a*alpha;
return (Color){color.r, color.g, color.b, (unsigned char)colorAlpha};
}
// Enable some window/system configurations
void SetConfigFlags(char flags)
{
configFlags = flags;
if (configFlags & FLAG_SHOW_LOGO) showLogo = true;
if (configFlags & FLAG_FULLSCREEN_MODE) fullscreen = true;
}
// Activates raylib logo at startup
void ShowLogo(void)
{
showLogo = true;
}
#if defined(PLATFORM_DESKTOP)
// Check if a file have been dropped into window
bool IsFileDropped(void)
{
if (dropFilesCount > 0) return true;
else return false;
}
// Retrieve dropped files into window
char **GetDroppedFiles(int *count)
{
*count = dropFilesCount;
return dropFilesPath;
}
// Clear dropped files paths buffer
void ClearDroppedFiles(void)
{
if (dropFilesCount > 0)
{
for (int i = 0; i < dropFilesCount; i++) free(dropFilesPath[i]);
free(dropFilesPath);
dropFilesCount = 0;
}
}
#endif
// Storage save integer value (to defined position)
// NOTE: Storage positions is directly related to file memory layout (4 bytes each integer)
void StorageSaveValue(int position, int value)
{
FILE *storageFile = NULL;
// Try open existing file to append data
storageFile = fopen(STORAGE_FILENAME, "rb+");
// If file doesn't exist, create a new storage data file
if (!storageFile) storageFile = fopen(STORAGE_FILENAME, "wb");
if (!storageFile) TraceLog(WARNING, "Storage data file could not be created");
else
{
// Get file size
fseek(storageFile, 0, SEEK_END);
int fileSize = ftell(storageFile); // Size in bytes
fseek(storageFile, 0, SEEK_SET);
if (fileSize < (position*4)) TraceLog(WARNING, "Storage position could not be found");
else
{
fseek(storageFile, (position*4), SEEK_SET);
fwrite(&value, 1, 4, storageFile);
}
fclose(storageFile);
}
}
// Storage load integer value (from defined position)
// NOTE: If requested position could not be found, value 0 is returned
int StorageLoadValue(int position)
{
int value = 0;
// Try open existing file to append data
FILE *storageFile = fopen(STORAGE_FILENAME, "rb");
if (!storageFile) TraceLog(WARNING, "Storage data file could not be found");
else
{
// Get file size
fseek(storageFile, 0, SEEK_END);
int fileSize = ftell(storageFile); // Size in bytes
rewind(storageFile);
if (fileSize < (position*4)) TraceLog(WARNING, "Storage position could not be found");
else
{
fseek(storageFile, (position*4), SEEK_SET);
fread(&value, 1, 4, storageFile);
}
fclose(storageFile);
}
return value;
}
// Returns a ray trace from mouse position
Ray GetMouseRay(Vector2 mousePosition, Camera camera)
{
Ray ray;
// Calculate normalized device coordinates
// NOTE: y value is negative
float x = (2.0f*mousePosition.x)/(float)GetScreenWidth() - 1.0f;
float y = 1.0f - (2.0f*mousePosition.y)/(float)GetScreenHeight();
float z = 1.0f;
// Store values in a vector
Vector3 deviceCoords = { x, y, z };
TraceLog(DEBUG, "Device coordinates: (%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z);
// Calculate projection matrix (from perspective instead of frustum)
Matrix matProj = MatrixPerspective(camera.fovy, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
// Calculate view matrix from camera look at
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
// Do I need to transpose it? It seems that yes...
// NOTE: matrix order may be incorrect... In OpenGL to get world position from
// camera view it just needs to get inverted, but here we need to transpose it too.
// For example, if you get view matrix, transpose and inverted and you transform it
// to a vector, you will get its 3d world position coordinates (camera.position).
// If you don't transpose, final position will be wrong.
MatrixTranspose(&matView);
//#define USE_RLGL_UNPROJECT
#if defined(USE_RLGL_UNPROJECT) // OPTION 1: Use rlglUnproject()
Vector3 nearPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView);
Vector3 farPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
#else // OPTION 2: Compute unprojection directly here
// Calculate unproject matrix (multiply projection matrix and view matrix) and invert it
Matrix matProjView = MatrixMultiply(matProj, matView);
MatrixInvert(&matProjView);
// Calculate far and near points
Quaternion near = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f };
Quaternion far = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f };
// Multiply points by unproject matrix
QuaternionTransform(&near, matProjView);
QuaternionTransform(&far, matProjView);
// Calculate normalized world points in vectors
Vector3 nearPoint = { near.x/near.w, near.y/near.w, near.z/near.w};
Vector3 farPoint = { far.x/far.w, far.y/far.w, far.z/far.w};
#endif
// Calculate normalized direction vector
Vector3 direction = VectorSubtract(farPoint, nearPoint);
VectorNormalize(&direction);
// Apply calculated vectors to ray
ray.position = camera.position;
ray.direction = direction;
return ray;
}
// Returns the screen space position from a 3d world space position
Vector2 WorldToScreen(Vector3 position, Camera camera)
{
// Calculate projection matrix (from perspective instead of frustum
Matrix matProj = MatrixPerspective(camera.fovy, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0);
// Calculate view matrix from camera look at (and transpose it)
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
MatrixTranspose(&matView);
// Convert world position vector to quaternion
Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
// Transform world position to view
QuaternionTransform(&worldPos, matView);
// Transform result to projection (clip space position)
QuaternionTransform(&worldPos, matProj);
// Calculate normalized device coordinates (inverted y)
Vector3 ndcPos = { worldPos.x / worldPos.w, -worldPos.y / worldPos.w, worldPos.z / worldPos.z };
// Calculate 2d screen position vector
Vector2 screenPosition = { (ndcPos.x + 1.0f)/2.0f*(float)GetScreenWidth(), (ndcPos.y + 1.0f)/2.0f*(float)GetScreenHeight() };
return screenPosition;
}
// Get transform matrix for camera
Matrix GetCameraMatrix(Camera camera)
{
return MatrixLookAt(camera.position, camera.target, camera.up);
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
//----------------------------------------------------------------------------------
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
// Detect if a key has been pressed once
bool IsKeyPressed(int key)
{
bool pressed = false;
if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 1)) pressed = true;
else pressed = false;
return pressed;
}
// Detect if a key is being pressed (key held down)
bool IsKeyDown(int key)
{
if (GetKeyStatus(key) == 1) return true;
else return false;
}
// Detect if a key has been released once
bool IsKeyReleased(int key)
{
bool released = false;
if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 0)) released = true;
else released = false;
return released;
}
// Detect if a key is NOT being pressed (key not held down)
bool IsKeyUp(int key)
{
if (GetKeyStatus(key) == 0) return true;
else return false;
}
// Get the last key pressed
int GetKeyPressed(void)
{
return lastKeyPressed;
}
// Set a custom key to exit program
// NOTE: default exitKey is ESCAPE
void SetExitKey(int key)
{
exitKey = key;
}
// Hide mouse cursor
void HideCursor()
{
#if defined(PLATFORM_DESKTOP)
#ifdef __linux
XColor Col;
const char Nil[] = {0};
Pixmap Pix = XCreateBitmapFromData(glfwGetX11Display(), glfwGetX11Window(window), Nil, 1, 1);
Cursor Cur = XCreatePixmapCursor(glfwGetX11Display(), Pix, Pix, &Col, &Col, 0, 0);
XDefineCursor(glfwGetX11Display(), glfwGetX11Window(window), Cur);
XFreeCursor(glfwGetX11Display(), Cur);
#else
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
#endif
#endif
cursorHidden = true;
}
// Show mouse cursor
void ShowCursor()
{
#if defined(PLATFORM_DESKTOP)
#ifdef __linux
XUndefineCursor(glfwGetX11Display(), glfwGetX11Window(window));
#else
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
#endif
#endif
cursorHidden = false;
}
// Disable mouse cursor
void DisableCursor()
{
#if defined(PLATFORM_DESKTOP)
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
#endif
cursorHidden = true;
}
// Enable mouse cursor
void EnableCursor()
{
#if defined(PLATFORM_DESKTOP)
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
#endif
cursorHidden = false;
}
// Check if mouse cursor is hidden
bool IsCursorHidden()
{
return cursorHidden;
}
// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB)
// Detect if a gamepad is available
bool IsGamepadAvailable(int gamepad)
{
bool result = false;
#if defined(PLATFORM_RPI)
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad]) result = true;
#else
if (glfwJoystickPresent(gamepad) == 1) result = true;
#endif
return result;
}
// Return axis movement vector for a gamepad
float GetGamepadAxisMovement(int gamepad, int axis)
{
float value = 0;
#if defined(PLATFORM_RPI)
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad])
{
if (axis < MAX_GAMEPAD_AXIS) value = gamepadAxisValues[gamepad][axis];
}
#else
const float *axes;
int axisCount = 0;
axes = glfwGetJoystickAxes(gamepad, &axisCount);
if (axis < axisCount) value = axes[axis];
#endif
return value;
}
// Detect if a gamepad button has been pressed once
bool IsGamepadButtonPressed(int gamepad, int button)
{
bool pressed = false;
currentGamepadState[button] = IsGamepadButtonDown(gamepad, button);
if (currentGamepadState[button] != previousGamepadState[button])
{
if (currentGamepadState[button]) pressed = true;
previousGamepadState[button] = currentGamepadState[button];
}
else pressed = false;
return pressed;
}
// Detect if a gamepad button is being pressed
bool IsGamepadButtonDown(int gamepad, int button)
{
bool result = false;
#if defined(PLATFORM_RPI)
// Get gamepad buttons information
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (gamepadButtons[gamepad][button] == 1)) result = true;
else result = false;
#else
const unsigned char *buttons;
int buttonsCount;
buttons = glfwGetJoystickButtons(gamepad, &buttonsCount);
if ((buttons != NULL) && (buttons[button] == GLFW_PRESS)) result = true;
else result = false;
#endif
return result;
}
// Detect if a gamepad button has NOT been pressed once
bool IsGamepadButtonReleased(int gamepad, int button)
{
bool released = false;
currentGamepadState[button] = IsGamepadButtonUp(gamepad, button);
if (currentGamepadState[button] != previousGamepadState[button])
{
if (currentGamepadState[button]) released = true;
previousGamepadState[button] = currentGamepadState[button];
}
else released = false;
return released;
}
// Detect if a mouse button is NOT being pressed
bool IsGamepadButtonUp(int gamepad, int button)
{
bool result = false;
#if defined(PLATFORM_RPI)
// Get gamepad buttons information
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (gamepadButtons[gamepad][button] == 0)) result = true;
else result = false;
#else
const unsigned char *buttons;
int buttonsCount;
buttons = glfwGetJoystickButtons(gamepad, &buttonsCount);
if ((buttons != NULL) && (buttons[button] == GLFW_RELEASE)) result = true;
else result = false;
#endif
return result;
}
#endif //defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
// Detect if a mouse button has been pressed once
bool IsMouseButtonPressed(int button)
{
bool pressed = false;
#if defined(PLATFORM_ANDROID)
if (IsGestureDetected() && (GetGestureType() == GESTURE_TAP)) pressed = true;
#else
if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 1)) pressed = true;
#endif
return pressed;
}
// Detect if a mouse button is being pressed
bool IsMouseButtonDown(int button)
{
bool down = false;
#if defined(PLATFORM_ANDROID)
if (IsGestureDetected() && (GetGestureType() == GESTURE_HOLD)) down = true;
#else
if (GetMouseButtonStatus(button) == 1) down = true;
#endif
return down;
}
// Detect if a mouse button has been released once
bool IsMouseButtonReleased(int button)
{
bool released = false;
#if !defined(PLATFORM_ANDROID)
if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 0)) released = true;
#endif
return released;
}
// Detect if a mouse button is NOT being pressed
bool IsMouseButtonUp(int button)
{
bool up = false;
#if !defined(PLATFORM_ANDROID)
if (GetMouseButtonStatus(button) == 0) up = true;
#endif
return up;
}
// Returns mouse position X
int GetMouseX(void)
{
#if defined(PLATFORM_ANDROID)
return (int)touchPosition[0].x;
#else
return (int)mousePosition.x;
#endif
}
// Returns mouse position Y
int GetMouseY(void)
{
#if defined(PLATFORM_ANDROID)
return (int)touchPosition[0].x;
#else
return (int)mousePosition.y;
#endif
}
// Returns mouse position XY
Vector2 GetMousePosition(void)
{
#if defined(PLATFORM_ANDROID)
return GetTouchPosition(0);
#else
return mousePosition;
#endif
}
// Set mouse position XY
void SetMousePosition(Vector2 position)
{
mousePosition = position;
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// NOTE: emscripten not implemented
glfwSetCursorPos(window, position.x, position.y);
#endif
}
// Returns mouse wheel movement Y
int GetMouseWheelMove(void)
{
#if defined(PLATFORM_ANDROID)
return 0;
#elif defined(PLATFORM_WEB)
return previousMouseWheelY/100;
#else
return previousMouseWheelY;
#endif
}
// Returns touch position X
int GetTouchX(void)
{
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
return (int)touchPosition[0].x;
#else // PLATFORM_DESKTOP, PLATFORM_RPI
return GetMouseX();
#endif
}
// Returns touch position Y
int GetTouchY(void)
{
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
return (int)touchPosition[0].y;
#else // PLATFORM_DESKTOP, PLATFORM_RPI
return GetMouseY();
#endif
}
// Returns touch position XY
// TODO: Touch position should be scaled depending on display size and render size
Vector2 GetTouchPosition(int index)
{
Vector2 position = { -1.0f, -1.0f };
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
if (index < MAX_TOUCH_POINTS) position = touchPosition[index];
else TraceLog(WARNING, "Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
if ((screenWidth > displayWidth) || (screenHeight > displayHeight))
{
// TODO: Review touch position scaling for screenSize vs displaySize
position.x = position.x*((float)screenWidth/(float)(displayWidth - renderOffsetX)) - renderOffsetX/2;
position.y = position.y*((float)screenHeight/(float)(displayHeight - renderOffsetY)) - renderOffsetY/2;
}
else
{
position.x = position.x*((float)renderWidth/(float)displayWidth) - renderOffsetX/2;
position.y = position.y*((float)renderHeight/(float)displayHeight) - renderOffsetY/2;
}
#else // PLATFORM_DESKTOP, PLATFORM_RPI
if (index == 0) position = GetMousePosition();
#endif
return position;
}
#if defined(PLATFORM_ANDROID)
// Detect if a button has been pressed once
bool IsButtonPressed(int button)
{
bool pressed = false;
if ((currentButtonState[button] != previousButtonState[button]) && (currentButtonState[button] == 0)) pressed = true;
else pressed = false;
return pressed;
}
// Detect if a button is being pressed (button held down)
bool IsButtonDown(int button)
{
if (currentButtonState[button] == 0) return true;
else return false;
}
// Detect if a button has been released once
bool IsButtonReleased(int button)
{
bool released = false;
if ((currentButtonState[button] != previousButtonState[button]) && (currentButtonState[button] == 1)) released = true;
else released = false;
return released;
}
#endif
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
// Initialize display device and framebuffer
// NOTE: width and height represent the screen (framebuffer) desired size, not actual display size
// If width or height are 0, default display size will be used for framebuffer size
static void InitDisplay(int width, int height)
{
screenWidth = width; // User desired width
screenHeight = height; // User desired height
// NOTE: Framebuffer (render area - renderWidth, renderHeight) could include black bars...
// ...in top-down or left-right to match display aspect ratio (no weird scalings)
// Downscale matrix is required in case desired screen area is bigger than display area
downscaleView = MatrixIdentity();
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
glfwSetErrorCallback(ErrorCallback);
if (!glfwInit()) TraceLog(ERROR, "Failed to initialize GLFW");
// NOTE: Getting video modes is not implemented in emscripten GLFW3 version
#if defined(PLATFORM_DESKTOP)
// Find monitor resolution
const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
displayWidth = mode->width;
displayHeight = mode->height;
// Screen size security check
if (screenWidth <= 0) screenWidth = displayWidth;
if (screenHeight <= 0) screenHeight = displayHeight;
#endif // defined(PLATFORM_DESKTOP)
#if defined(PLATFORM_WEB)
displayWidth = screenWidth;
displayHeight = screenHeight;
#endif // defined(PLATFORM_WEB)
glfwDefaultWindowHints(); // Set default windows hints
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable
//glfwWindowHint(GLFW_DECORATED, GL_TRUE); // Border and buttons on Window
//glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits
//glfwWindowHint(GLFW_DEPTH_BITS, 16); // Depthbuffer bits (24 by default)
//glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window
//glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // Default OpenGL API to use. Alternative: GLFW_OPENGL_ES_API
//glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers
// NOTE: When asking for an OpenGL context version, most drivers provide highest supported version
// with forward compatibility to older OpenGL versions.
// For example, if using OpenGL 1.1, driver can provide a 3.3 context fordward compatible.
// Check selection OpenGL version (not initialized yet!)
if (rlGetVersion() == OPENGL_33)
{
if (configFlags & FLAG_MSAA_4X_HINT)
{
glfwWindowHint(GLFW_SAMPLES, 4); // Enables multisampling x4 (MSAA), default is 0
TraceLog(INFO, "Trying to enable MSAA x4");
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
// Other values: GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE); // Fordward Compatibility Hint: Only 3.3 and above!
}
if (fullscreen)
{
// At this point we need to manage render size vs screen size
// NOTE: This function uses and modifies global module variables:
// screenWidth/screenHeight - renderWidth/renderHeight - downscaleView
SetupFramebufferSize(displayWidth, displayHeight);
// TODO: SetupFramebufferSize() does not consider properly display video modes.
// It setups a renderWidth/renderHeight with black bars that could not match a valid video mode,
// and so, framebuffer is not scaled properly to some monitors.
int count;
const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count);
for (int i = 0; i < count; i++)
{
// TODO: Check modes[i]->width;
// TODO: Check modes[i]->height;
}
window = glfwCreateWindow(screenWidth, screenHeight, windowTitle, glfwGetPrimaryMonitor(), NULL);
}
else
{
// No-fullscreen window creation
window = glfwCreateWindow(screenWidth, screenHeight, windowTitle, NULL, NULL);
#if defined(PLATFORM_DESKTOP)
// Center window on screen
int windowPosX = displayWidth/2 - screenWidth/2;
int windowPosY = displayHeight/2 - screenHeight/2;
if (windowPosX < 0) windowPosX = 0;
if (windowPosY < 0) windowPosY = 0;
glfwSetWindowPos(window, windowPosX, windowPosY);
#endif
renderWidth = screenWidth;
renderHeight = screenHeight;
}
if (!window)
{
glfwTerminate();
TraceLog(ERROR, "GLFW Failed to initialize Window");
}
else
{
TraceLog(INFO, "Display device initialized successfully");
#if defined(PLATFORM_DESKTOP)
TraceLog(INFO, "Display size: %i x %i", displayWidth, displayHeight);
#endif
TraceLog(INFO, "Render size: %i x %i", renderWidth, renderHeight);
TraceLog(INFO, "Screen size: %i x %i", screenWidth, screenHeight);
TraceLog(INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY);
}
glfwSetWindowSizeCallback(window, WindowSizeCallback); // NOTE: Resizing not allowed by default!
glfwSetCursorEnterCallback(window, CursorEnterCallback);
glfwSetKeyCallback(window, KeyCallback);
glfwSetMouseButtonCallback(window, MouseButtonCallback);
glfwSetCursorPosCallback(window, MouseCursorPosCallback); // Track mouse position changes
glfwSetCharCallback(window, CharCallback);
glfwSetScrollCallback(window, ScrollCallback);
glfwSetWindowIconifyCallback(window, WindowIconifyCallback);
#if defined(PLATFORM_DESKTOP)
glfwSetDropCallback(window, WindowDropCallback);
#endif
glfwMakeContextCurrent(window);
#if defined(PLATFORM_DESKTOP)
// Extensions initialization for OpenGL 3.3
if (rlGetVersion() == OPENGL_33)
{
#if defined(GLEW_EXTENSIONS_LOADER)
// Initialize extensions using GLEW
glewExperimental = 1; // Needed for core profile
GLenum error = glewInit();
if (error != GLEW_OK) TraceLog(ERROR, "Failed to initialize GLEW - Error Code: %s\n", glewGetErrorString(error));
if (glewIsSupported("GL_VERSION_3_3")) TraceLog(INFO, "OpenGL 3.3 Core profile supported");
else TraceLog(ERROR, "OpenGL 3.3 Core profile not supported");
// With GLEW, we can check if an extension has been loaded in two ways:
//if (GLEW_ARB_vertex_array_object) { }
//if (glewIsSupported("GL_ARB_vertex_array_object")) { }
// NOTE: GLEW is a big library that loads ALL extensions, we can use some alternative to load only required ones
// Alternatives: glLoadGen, glad, libepoxy
#elif defined(GLAD_EXTENSIONS_LOADER)
// NOTE: glad is generated and contains only required OpenGL version and Core extensions
//if (!gladLoadGL()) TraceLog(ERROR, "Failed to initialize glad\n");
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) TraceLog(ERROR, "Failed to initialize glad\n"); // No GLFW3 in this module...
if (GLAD_GL_VERSION_3_3) TraceLog(INFO, "OpenGL 3.3 Core profile supported");
else TraceLog(ERROR, "OpenGL 3.3 Core profile not supported");
// With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
//if (GLAD_GL_ARB_vertex_array_object) // Use GL_ARB_vertex_array_object
#endif
}
#endif
// Enables GPU v-sync, so frames are not limited to screen refresh rate (60Hz -> 60 FPS)
// If not set, swap interval uses GPU v-sync configuration
// Framerate can be setup using SetTargetFPS()
if (configFlags & FLAG_VSYNC_HINT)
{
glfwSwapInterval(1);
TraceLog(INFO, "Trying to enable VSYNC");
}
//glfwGetFramebufferSize(window, &renderWidth, &renderHeight); // Get framebuffer size of current window
#endif // defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
fullscreen = true;
// Screen size security check
if (screenWidth <= 0) screenWidth = displayWidth;
if (screenHeight <= 0) screenHeight = displayHeight;
#if defined(PLATFORM_RPI)
bcm_host_init();
DISPMANX_ELEMENT_HANDLE_T dispmanElement;
DISPMANX_DISPLAY_HANDLE_T dispmanDisplay;
DISPMANX_UPDATE_HANDLE_T dispmanUpdate;
VC_RECT_T dstRect;
VC_RECT_T srcRect;
#endif
EGLint samples = 0;
EGLint sampleBuffer = 0;
if (configFlags & FLAG_MSAA_4X_HINT)
{
samples = 4;
sampleBuffer = 1;
TraceLog(INFO, "Trying to enable MSAA x4");
}
const EGLint framebufferAttribs[] =
{
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, // Type of context support -> Required on RPI?
//EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android!
EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5)
EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6)
EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5)
//EGL_ALPHA_SIZE, 8, // ALPHA bit depth
EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!)
//EGL_STENCIL_SIZE, 8, // Stencil buffer size
EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA
EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs)
EGL_NONE
};
EGLint contextAttribs[] =
{
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
EGLint numConfigs;
// Get an EGL display connection
display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
// Initialize the EGL display connection
eglInitialize(display, NULL, NULL);
// Get an appropriate EGL framebuffer configuration
eglChooseConfig(display, framebufferAttribs, &config, 1, &numConfigs);
// Set rendering API
eglBindAPI(EGL_OPENGL_ES_API);
// Create an EGL rendering context
context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs);
// Create an EGL window surface
//---------------------------------------------------------------------------------
#if defined(PLATFORM_ANDROID)
EGLint displayFormat;
displayWidth = ANativeWindow_getWidth(app->window);
displayHeight = ANativeWindow_getHeight(app->window);
// EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry()
// As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID
eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat);
// At this point we need to manage render size vs screen size
// NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView
SetupFramebufferSize(displayWidth, displayHeight);
ANativeWindow_setBuffersGeometry(app->window, renderWidth, renderHeight, displayFormat);
//ANativeWindow_setBuffersGeometry(app->window, 0, 0, displayFormat); // Force use of native display size
surface = eglCreateWindowSurface(display, config, app->window, NULL);
#endif // defined(PLATFORM_ANDROID)
#if defined(PLATFORM_RPI)
graphics_get_display_size(0, &displayWidth, &displayHeight);
// At this point we need to manage render size vs screen size
// NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView
SetupFramebufferSize(displayWidth, displayHeight);
dstRect.x = 0;
dstRect.y = 0;
dstRect.width = displayWidth;
dstRect.height = displayHeight;
srcRect.x = 0;
srcRect.y = 0;
srcRect.width = renderWidth << 16;
srcRect.height = renderHeight << 16;
// NOTE: RPI dispmanx windowing system takes care of srcRec scaling to dstRec by hardware (no cost)
// Take care that renderWidth/renderHeight fit on displayWidth/displayHeight aspect ratio
VC_DISPMANX_ALPHA_T alpha;
alpha.flags = DISPMANX_FLAGS_ALPHA_FIXED_ALL_PIXELS;
alpha.opacity = 255;
alpha.mask = 0;
dispmanDisplay = vc_dispmanx_display_open(0); // LCD
dispmanUpdate = vc_dispmanx_update_start(0);
dispmanElement = vc_dispmanx_element_add(dispmanUpdate, dispmanDisplay, 0/*layer*/, &dstRect, 0/*src*/,
&srcRect, DISPMANX_PROTECTION_NONE, &alpha, 0/*clamp*/, DISPMANX_NO_ROTATE);
nativeWindow.element = dispmanElement;
nativeWindow.width = renderWidth;
nativeWindow.height = renderHeight;
vc_dispmanx_update_submit_sync(dispmanUpdate);
surface = eglCreateWindowSurface(display, config, &nativeWindow, NULL);
//---------------------------------------------------------------------------------
#endif // defined(PLATFORM_RPI)
// There must be at least one frame displayed before the buffers are swapped
//eglSwapInterval(display, 1);
if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE)
{
TraceLog(ERROR, "Unable to attach EGL rendering context to EGL surface");
}
else
{
// Grab the width and height of the surface
//eglQuerySurface(display, surface, EGL_WIDTH, &renderWidth);
//eglQuerySurface(display, surface, EGL_HEIGHT, &renderHeight);
TraceLog(INFO, "Display device initialized successfully");
TraceLog(INFO, "Display size: %i x %i", displayWidth, displayHeight);
TraceLog(INFO, "Render size: %i x %i", renderWidth, renderHeight);
TraceLog(INFO, "Screen size: %i x %i", screenWidth, screenHeight);
TraceLog(INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY);
}
#endif // defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
}
// Initialize OpenGL graphics
static void InitGraphics(void)
{
rlglInit(); // Init rlgl
#if defined(PLATFORM_OCULUS)
//rlglInitOculus(); // Init rlgl for Oculus Rift (required textures)
#endif
rlglInitGraphics(renderOffsetX, renderOffsetY, renderWidth, renderHeight); // Init graphics (OpenGL stuff)
ClearBackground(RAYWHITE); // Default background color for raylib games :P
#if defined(PLATFORM_ANDROID)
windowReady = true; // IMPORTANT!
#endif
}
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// GLFW3 Error Callback, runs on GLFW3 error
static void ErrorCallback(int error, const char *description)
{
TraceLog(WARNING, "[GLFW3 Error] Code: %i Decription: %s", error, description);
}
// GLFW3 Srolling Callback, runs on mouse wheel
static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
{
currentMouseWheelY = (int)yoffset;
}
// GLFW3 Keyboard Callback, runs on key pressed
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
{
if (key == exitKey && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
// NOTE: Before closing window, while loop must be left!
}
#if defined(PLATFORM_DESKTOP)
else if (key == GLFW_KEY_F12 && action == GLFW_PRESS)
{
TakeScreenshot();
}
#endif
else
{
currentKeyState[key] = action;
if (action == GLFW_PRESS) lastKeyPressed = key;
}
}
// GLFW3 Mouse Button Callback, runs on mouse button pressed
static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
{
currentMouseState[button] = action;
#define ENABLE_MOUSE_GESTURES
#if defined(ENABLE_MOUSE_GESTURES)
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent;
// Register touch actions
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_DOWN;
else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_UP;
// NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback()
// Assign a pointer ID
gestureEvent.pointerId[0] = 0;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
gestureEvent.position[0] = GetMousePosition();
// Normalize gestureEvent.position[0] for screenWidth and screenHeight
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
#endif
}
// GLFW3 Cursor Position Callback, runs on mouse move
static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
{
#define ENABLE_MOUSE_GESTURES
#if defined(ENABLE_MOUSE_GESTURES)
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent;
gestureEvent.touchAction = TOUCH_MOVE;
// Assign a pointer ID
gestureEvent.pointerId[0] = 0;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
gestureEvent.position[0] = (Vector2){ (float)x, (float)y };
touchPosition[0] = gestureEvent.position[0];
// Normalize gestureEvent.position[0] for screenWidth and screenHeight
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
#endif
}
// GLFW3 Char Key Callback, runs on key pressed (get char value)
static void CharCallback(GLFWwindow *window, unsigned int key)
{
lastKeyPressed = key;
//TraceLog(INFO, "Char Callback Key pressed: %i\n", key);
}
// GLFW3 CursorEnter Callback, when cursor enters the window
static void CursorEnterCallback(GLFWwindow *window, int enter)
{
if (enter == true) cursorOnScreen = true;
else cursorOnScreen = false;
}
// GLFW3 WindowSize Callback, runs when window is resized
// NOTE: Window resizing not allowed by default
static void WindowSizeCallback(GLFWwindow *window, int width, int height)
{
// If window is resized, graphics device is re-initialized (but only ortho mode)
rlglInitGraphics(0, 0, width, height);
// Window size must be updated to be used on 3D mode to get new aspect ratio (Begin3dMode())
screenWidth = width;
screenHeight = height;
renderWidth = width;
renderHeight = height;
// NOTE: Postprocessing texture is not scaled to new size
// Background must be also re-cleared
ClearBackground(RAYWHITE);
}
// GLFW3 WindowIconify Callback, runs when window is minimized/restored
static void WindowIconifyCallback(GLFWwindow* window, int iconified)
{
if (iconified) windowMinimized = true; // The window was iconified
else windowMinimized = false; // The window was restored
}
#endif
#if defined(PLATFORM_DESKTOP)
// GLFW3 Window Drop Callback, runs when drop files into window
// NOTE: Paths are stored in dinamic memory for further retrieval
// Everytime new files are dropped, old ones are discarded
static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
{
ClearDroppedFiles();
dropFilesPath = (char **)malloc(sizeof(char *)*count);
for (int i = 0; i < count; i++)
{
dropFilesPath[i] = (char *)malloc(sizeof(char)*256); // Max path length set to 256 char
strcpy(dropFilesPath[i], paths[i]);
}
dropFilesCount = count;
}
#endif
#if defined(PLATFORM_ANDROID)
// Android: Process activity lifecycle commands
static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
{
switch (cmd)
{
case APP_CMD_START:
{
//rendering = true;
TraceLog(INFO, "APP_CMD_START");
} break;
case APP_CMD_RESUME:
{
TraceLog(INFO, "APP_CMD_RESUME");
} break;
case APP_CMD_INIT_WINDOW:
{
TraceLog(INFO, "APP_CMD_INIT_WINDOW");
if (app->window != NULL)
{
if (contextRebindRequired)
{
// Reset screen scaling to full display size
EGLint displayFormat;
eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat);
ANativeWindow_setBuffersGeometry(app->window, renderWidth, renderHeight, displayFormat);
// Recreate display surface and re-attach OpenGL context
surface = eglCreateWindowSurface(display, config, app->window, NULL);
eglMakeCurrent(display, surface, surface, context);
contextRebindRequired = false;
}
else
{
// Init device display (monitor, LCD, ...)
InitDisplay(screenWidth, screenHeight);
// Init OpenGL graphics
InitGraphics();
// Load default font for convenience
// NOTE: External function (defined in module: text)
LoadDefaultFont();
// TODO: GPU assets reload in case of lost focus (lost context)
// NOTE: This problem has been solved just unbinding and rebinding context from display
/*
if (assetsReloadRequired)
{
for (int i = 0; i < assetsCount; i++)
{
// TODO: Unload old asset if required
// Load texture again to pointed texture
(*textureAsset + i) = LoadTexture(assetPath[i]);
}
}
*/
// Init hi-res timer
InitTimer();
// raylib logo appearing animation (if enabled)
if (showLogo)
{
SetTargetFPS(60); // Not required on Android
LogoAnimation();
}
}
}
} break;
case APP_CMD_GAINED_FOCUS:
{
TraceLog(INFO, "APP_CMD_GAINED_FOCUS");
appEnabled = true;
//ResumeMusicStream();
} break;
case APP_CMD_PAUSE:
{
TraceLog(INFO, "APP_CMD_PAUSE");
} break;
case APP_CMD_LOST_FOCUS:
{
//DrawFrame();
TraceLog(INFO, "APP_CMD_LOST_FOCUS");
appEnabled = false;
//PauseMusicStream();
} break;
case APP_CMD_TERM_WINDOW:
{
// Dettach OpenGL context and destroy display surface
// NOTE 1: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...)
// NOTE 2: In some cases (too many context loaded), OS could unload context automatically... :(
eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglDestroySurface(display, surface);
contextRebindRequired = true;
TraceLog(INFO, "APP_CMD_TERM_WINDOW");
} break;
case APP_CMD_SAVE_STATE:
{
TraceLog(INFO, "APP_CMD_SAVE_STATE");
} break;
case APP_CMD_STOP:
{
TraceLog(INFO, "APP_CMD_STOP");
} break;
case APP_CMD_DESTROY:
{
// TODO: Finish activity?
//ANativeActivity_finish(app->activity);
TraceLog(INFO, "APP_CMD_DESTROY");
} break;
case APP_CMD_CONFIG_CHANGED:
{
//AConfiguration_fromAssetManager(app->config, app->activity->assetManager);
//print_cur_config(app);
// Check screen orientation here!
TraceLog(INFO, "APP_CMD_CONFIG_CHANGED");
} break;
default: break;
}
}
// Android: Get input events
static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
{
//http://developer.android.com/ndk/reference/index.html
int type = AInputEvent_getType(event);
if (type == AINPUT_EVENT_TYPE_MOTION)
{
// Get first touch position
touchPosition[0].x = AMotionEvent_getX(event, 0);
touchPosition[0].y = AMotionEvent_getY(event, 0);
// Get second touch position
touchPosition[1].x = AMotionEvent_getX(event, 1);
touchPosition[1].y = AMotionEvent_getY(event, 1);
}
else if (type == AINPUT_EVENT_TYPE_KEY)
{
int32_t keycode = AKeyEvent_getKeyCode(event);
//int32_t AKeyEvent_getMetaState(event);
// Save current button and its state
currentButtonState[keycode] = AKeyEvent_getAction(event); // Down = 0, Up = 1
if (keycode == AKEYCODE_POWER)
{
// Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS
// Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS
// It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected.
// NOTE: AndroidManifest.xml must have <activity android:configChanges="orientation|keyboardHidden|screenSize" >
// Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour
return 0;
}
else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU))
{
// Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS!
return 1;
}
else if ((keycode == AKEYCODE_VOLUME_UP) || (keycode == AKEYCODE_VOLUME_DOWN))
{
// Set default OS behaviour
return 0;
}
}
int32_t action = AMotionEvent_getAction(event);
unsigned int flags = action & AMOTION_EVENT_ACTION_MASK;
GestureEvent gestureEvent;
// Register touch actions
if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_DOWN;
else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_UP;
else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_MOVE;
// Register touch points count
gestureEvent.pointCount = AMotionEvent_getPointerCount(event);
// Register touch points id
gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0);
gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1);
// Register touch points position
// NOTE: Only two points registered
gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) };
gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) };
// Normalize gestureEvent.position[x] for screenWidth and screenHeight
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
gestureEvent.position[1].x /= (float)GetScreenWidth();
gestureEvent.position[1].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
return 0; // return 1;
}
#endif
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
// Takes a screenshot and saves it in the same folder as executable
static void TakeScreenshot(void)
{
static int shotNum = 0; // Screenshot number, increments every screenshot take during program execution
char buffer[20]; // Buffer to store file name
unsigned char *imgData = rlglReadScreenPixels(renderWidth, renderHeight);
sprintf(buffer, "screenshot%03i.png", shotNum);
// Save image as PNG
WritePNG(buffer, imgData, renderWidth, renderHeight, 4);
free(imgData);
shotNum++;
TraceLog(INFO, "[%s] Screenshot taken!", buffer);
}
#endif
// Initialize hi-resolution timer
static void InitTimer(void)
{
srand(time(NULL)); // Initialize random seed
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
struct timespec now;
if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) // Success
{
baseTime = (uint64_t)now.tv_sec*1000000000LLU + (uint64_t)now.tv_nsec;
}
else TraceLog(WARNING, "No hi-resolution timer available");
#endif
previousTime = GetTime(); // Get time as double
}
// Get current time measure (in seconds) since InitTimer()
static double GetTime(void)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
return glfwGetTime();
#elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
struct timespec ts;
clock_gettime(CLOCK_MONOTONIC, &ts);
uint64_t time = (uint64_t)ts.tv_sec*1000000000LLU + (uint64_t)ts.tv_nsec;
return (double)(time - baseTime)*1e-9;
#endif
}
// Get one key state
static bool GetKeyStatus(int key)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
return glfwGetKey(window, key);
#elif defined(PLATFORM_ANDROID)
// TODO: Check for virtual keyboard
return false;
#elif defined(PLATFORM_RPI)
// NOTE: Keys states are filled in PollInputEvents()
if (key < 0 || key > 511) return false;
else return currentKeyState[key];
#endif
}
// Get one mouse button state
static bool GetMouseButtonStatus(int button)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
return glfwGetMouseButton(window, button);
#elif defined(PLATFORM_ANDROID)
// TODO: Check for virtual mouse
return false;
#elif defined(PLATFORM_RPI)
// NOTE: Mouse buttons states are filled in PollInputEvents()
return currentMouseState[button];
#endif
}
// Poll (store) all input events
static void PollInputEvents(void)
{
// NOTE: Gestures update must be called every frame to reset gestures correctly
// because ProcessGestureEvent() is just called on an event, not every frame
UpdateGestures();
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// Mouse input polling
double mouseX;
double mouseY;
glfwGetCursorPos(window, &mouseX, &mouseY);
mousePosition.x = (float)mouseX;
mousePosition.y = (float)mouseY;
// Keyboard input polling (automatically managed by GLFW3 through callback)
lastKeyPressed = -1;
// Register previous keys states
for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i];
// Register previous mouse states
for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i];
previousMouseWheelY = currentMouseWheelY;
currentMouseWheelY = 0;
glfwPollEvents(); // Register keyboard/mouse events... and window events!
#elif defined(PLATFORM_ANDROID)
// Register previous keys states
for (int i = 0; i < 128; i++) previousButtonState[i] = currentButtonState[i];
// Poll Events (registered events)
// NOTE: Activity is paused if not enabled (appEnabled)
while ((ident = ALooper_pollAll(appEnabled ? 0 : -1, NULL, &events,(void**)&source)) >= 0)
{
// Process this event
if (source != NULL) source->process(app, source);
// NOTE: Never close window, native activity is controlled by the system!
if (app->destroyRequested != 0)
{
//TraceLog(INFO, "Closing Window...");
//windowShouldClose = true;
//ANativeActivity_finish(app->activity);
}
}
#elif defined(PLATFORM_RPI)
// NOTE: Mouse input events polling is done asynchonously in another pthread - MouseThread()
// NOTE: Keyboard reading could be done using input_event(s) reading or just read from stdin,
// we use method 2 (stdin) but maybe in a future we should change to method 1...
ProcessKeyboard();
// NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread()
#endif
}
#if defined(PLATFORM_RPI)
// Initialize Keyboard system (using standard input)
static void InitKeyboard(void)
{
// NOTE: We read directly from Standard Input (stdin) - STDIN_FILENO file descriptor
// Make stdin non-blocking (not enough, need to configure to non-canonical mode)
int flags = fcntl(STDIN_FILENO, F_GETFL, 0); // F_GETFL: Get the file access mode and the file status flags
fcntl(STDIN_FILENO, F_SETFL, flags | O_NONBLOCK); // F_SETFL: Set the file status flags to the value specified
// Save terminal keyboard settings and reconfigure terminal with new settings
struct termios keyboardNewSettings;
tcgetattr(STDIN_FILENO, &defaultKeyboardSettings); // Get current keyboard settings
keyboardNewSettings = defaultKeyboardSettings;
// New terminal settings for keyboard: turn off buffering (non-canonical mode), echo and key processing
// NOTE: ISIG controls if ^C and ^Z generate break signals or not
keyboardNewSettings.c_lflag &= ~(ICANON | ECHO | ISIG);
//keyboardNewSettings.c_iflag &= ~(ISTRIP | INLCR | ICRNL | IGNCR | IXON | IXOFF);
keyboardNewSettings.c_cc[VMIN] = 1;
keyboardNewSettings.c_cc[VTIME] = 0;
// Set new keyboard settings (change occurs immediately)
tcsetattr(STDIN_FILENO, TCSANOW, &keyboardNewSettings);
// NOTE: Reading directly from stdin will give chars already key-mapped by kernel to ASCII or UNICODE, we change that! -> WHY???
// Save old keyboard mode to restore it at the end
if (ioctl(STDIN_FILENO, KDGKBMODE, &defaultKeyboardMode) < 0)
{
// NOTE: It could mean we are using a remote keyboard through ssh!
TraceLog(WARNING, "Could not change keyboard mode (SSH keyboard?)");
}
else
{
// We reconfigure keyboard mode to get:
// - scancodes (K_RAW)
// - keycodes (K_MEDIUMRAW)
// - ASCII chars (K_XLATE)
// - UNICODE chars (K_UNICODE)
ioctl(STDIN_FILENO, KDSKBMODE, K_XLATE);
}
// Register keyboard restore when program finishes
atexit(RestoreKeyboard);
}
// Process keyboard inputs
// TODO: Most probably input reading and processing should be in a separate thread
static void ProcessKeyboard(void)
{
#define MAX_KEYBUFFER_SIZE 32 // Max size in bytes to read
// Keyboard input polling (fill keys[256] array with status)
int bufferByteCount = 0; // Bytes available on the buffer
char keysBuffer[MAX_KEYBUFFER_SIZE]; // Max keys to be read at a time
// Reset pressed keys array
for (int i = 0; i < 512; i++) currentKeyState[i] = 0;
// Read availables keycodes from stdin
bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call
// Fill all read bytes (looking for keys)
for (int i = 0; i < bufferByteCount; i++)
{
TraceLog(DEBUG, "Bytes on keysBuffer: %i", bufferByteCount);
//printf("Key(s) bytes: ");
//for (int i = 0; i < bufferByteCount; i++) printf("0x%02x ", keysBuffer[i]);
//printf("\n");
// NOTE: If (key == 0x1b), depending on next key, it could be a special keymap code!
// Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42
if (keysBuffer[i] == 0x1b)
{
// Detect ESC to stop program
if (bufferByteCount == 1) currentKeyState[256] = 1; // raylib key: KEY_ESCAPE
else
{
if (keysBuffer[i + 1] == 0x5b) // Special function key
{
if ((keysBuffer[i + 2] == 0x5b) || (keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32))
{
// Process special function keys (F1 - F12)
switch (keysBuffer[i + 3])
{
case 0x41: currentKeyState[290] = 1; break; // raylib KEY_F1
case 0x42: currentKeyState[291] = 1; break; // raylib KEY_F2
case 0x43: currentKeyState[292] = 1; break; // raylib KEY_F3
case 0x44: currentKeyState[293] = 1; break; // raylib KEY_F4
case 0x45: currentKeyState[294] = 1; break; // raylib KEY_F5
case 0x37: currentKeyState[295] = 1; break; // raylib KEY_F6
case 0x38: currentKeyState[296] = 1; break; // raylib KEY_F7
case 0x39: currentKeyState[297] = 1; break; // raylib KEY_F8
case 0x30: currentKeyState[298] = 1; break; // raylib KEY_F9
case 0x31: currentKeyState[299] = 1; break; // raylib KEY_F10
case 0x33: currentKeyState[300] = 1; break; // raylib KEY_F11
case 0x34: currentKeyState[301] = 1; break; // raylib KEY_F12
default: break;
}
if (keysBuffer[i + 2] == 0x5b) i += 4;
else if ((keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) i += 5;
}
else
{
switch (keysBuffer[i + 2])
{
case 0x41: currentKeyState[265] = 1; break; // raylib KEY_UP
case 0x42: currentKeyState[264] = 1; break; // raylib KEY_DOWN
case 0x43: currentKeyState[262] = 1; break; // raylib KEY_RIGHT
case 0x44: currentKeyState[263] = 1; break; // raylib KEY_LEFT
default: break;
}
i += 3; // Jump to next key
}
// NOTE: Some keys are not directly keymapped (CTRL, ALT, SHIFT)
}
}
}
else if (keysBuffer[i] == 0x0a) currentKeyState[257] = 1; // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*)
else if (keysBuffer[i] == 0x7f) currentKeyState[259] = 1; // raylib KEY_BACKSPACE
else
{
TraceLog(DEBUG, "Pressed key (ASCII): 0x%02x", keysBuffer[i]);
// Translate lowercase a-z letters to A-Z
if ((keysBuffer[i] >= 97) && (keysBuffer[i] <= 122))
{
currentKeyState[(int)keysBuffer[i] - 32] = 1;
}
else currentKeyState[(int)keysBuffer[i]] = 1;
}
}
// Check exit key (same functionality as GLFW3 KeyCallback())
if (currentKeyState[exitKey] == 1) windowShouldClose = true;
// Check screen capture key
if (currentKeyState[301] == 1) TakeScreenshot(); // raylib key: KEY_F12 (GLFW_KEY_F12)
}
// Restore default keyboard input
static void RestoreKeyboard(void)
{
// Reset to default keyboard settings
tcsetattr(STDIN_FILENO, TCSANOW, &defaultKeyboardSettings);
// Reconfigure keyboard to default mode
ioctl(STDIN_FILENO, KDSKBMODE, defaultKeyboardMode);
}
// Mouse initialization (including mouse thread)
static void InitMouse(void)
{
// NOTE: We can use /dev/input/mice to read from all available mice
if ((mouseStream = open(DEFAULT_MOUSE_DEV, O_RDONLY|O_NONBLOCK)) < 0)
{
TraceLog(WARNING, "Mouse device could not be opened, no mouse available");
}
else
{
mouseReady = true;
int error = pthread_create(&mouseThreadId, NULL, &MouseThread, NULL);
if (error != 0) TraceLog(WARNING, "Error creating mouse input event thread");
else TraceLog(INFO, "Mouse device initialized successfully");
}
}
// Mouse reading thread
// NOTE: We need a separate thread to avoid loosing mouse events,
// if too much time passes between reads, queue gets full and new events override older ones...
static void *MouseThread(void *arg)
{
const unsigned char XSIGN = 1<<4, YSIGN = 1<<5;
typedef struct {
char buttons;
char dx, dy;
} MouseEvent;
MouseEvent mouse;
int mouseRelX = 0;
int mouseRelY = 0;
while(1)
{
if (read(mouseStream, &mouse, sizeof(MouseEvent)) == (int)sizeof(MouseEvent))
{
if ((mouse.buttons & 0x08) == 0) break; // This bit should always be set
// Check Left button pressed
if ((mouse.buttons & 0x01) > 0) currentMouseState[0] = 1;
else currentMouseState[0] = 0;
// Check Right button pressed
if ((mouse.buttons & 0x02) > 0) currentMouseState[1] = 1;
else currentMouseState[1] = 0;
// Check Middle button pressed
if ((mouse.buttons & 0x04) > 0) currentMouseState[2] = 1;
else currentMouseState[2] = 0;
mouseRelX = (int)mouse.dx;
mouseRelY = (int)mouse.dy;
if ((mouse.buttons & XSIGN) > 0) mouseRelX = -1*(255 - mouseRelX);
if ((mouse.buttons & YSIGN) > 0) mouseRelY = -1*(255 - mouseRelY);
// NOTE: Mouse movement is normalized to not be screen resolution dependant
// We suppose 2*255 (max relative movement) is equivalent to screenWidth (max pixels width)
// Result after normalization is multiplied by MOUSE_SENSITIVITY factor
mousePosition.x += (float)mouseRelX*((float)screenWidth/(2*255))*MOUSE_SENSITIVITY;
mousePosition.y -= (float)mouseRelY*((float)screenHeight/(2*255))*MOUSE_SENSITIVITY;
if (mousePosition.x < 0) mousePosition.x = 0;
if (mousePosition.y < 0) mousePosition.y = 0;
if (mousePosition.x > screenWidth) mousePosition.x = screenWidth;
if (mousePosition.y > screenHeight) mousePosition.y = screenHeight;
}
//else read(mouseStream, &mouse, 1); // Try to sync up again
}
return NULL;
}
// Init gamepad system
static void InitGamepad(void)
{
char gamepadDev[128] = "";
for (int i = 0; i < MAX_GAMEPADS; i++)
{
sprintf(gamepadDev, "%s%i", DEFAULT_GAMEPAD_DEV, i);
if ((gamepadStream[i] = open(gamepadDev, O_RDONLY|O_NONBLOCK)) < 0)
{
// NOTE: Only show message for first gamepad
if (i == 0) TraceLog(WARNING, "Gamepad device could not be opened, no gamepad available");
}
else
{
gamepadReady[i] = true;
// NOTE: Only create one thread
if (i == 0)
{
int error = pthread_create(&gamepadThreadId, NULL, &GamepadThread, NULL);
if (error != 0) TraceLog(WARNING, "Error creating gamepad input event thread");
else TraceLog(INFO, "Gamepad device initialized successfully");
}
}
}
}
// Process Gamepad (/dev/input/js0)
static void *GamepadThread(void *arg)
{
#define JS_EVENT_BUTTON 0x01 // Button pressed/released
#define JS_EVENT_AXIS 0x02 // Joystick axis moved
#define JS_EVENT_INIT 0x80 // Initial state of device
struct js_event {
unsigned int time; // event timestamp in milliseconds
short value; // event value
unsigned char type; // event type
unsigned char number; // event axis/button number
};
// Read gamepad event
struct js_event gamepadEvent;
while (1)
{
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (read(gamepadStream[i], &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
{
gamepadEvent.type &= ~JS_EVENT_INIT; // Ignore synthetic events
// Process gamepad events by type
if (gamepadEvent.type == JS_EVENT_BUTTON)
{
TraceLog(DEBUG, "Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS)
{
// 1 - button pressed, 0 - button released
gamepadButtons[i][gamepadEvent.number] = (int)gamepadEvent.value;
}
}
else if (gamepadEvent.type == JS_EVENT_AXIS)
{
TraceLog(DEBUG, "Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
if (gamepadEvent.number < MAX_GAMEPAD_AXIS)
{
// NOTE: Scaling of gamepadEvent.value to get values between -1..1
gamepadAxisValues[i][gamepadEvent.number] = (float)gamepadEvent.value/32768;
}
}
}
}
}
return NULL;
}
#endif
// Copy back buffer to front buffers
static void SwapBuffers(void)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
glfwSwapBuffers(window);
#elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
eglSwapBuffers(display, surface);
#endif
}
// Compute framebuffer size relative to screen size and display size
// NOTE: Global variables renderWidth/renderHeight can be modified
static void SetupFramebufferSize(int displayWidth, int displayHeight)
{
// TODO: SetupFramebufferSize() does not consider properly display video modes.
// It setups a renderWidth/renderHeight with black bars that could not match a valid video mode,
// and so, framebuffer is not scaled properly to some monitors.
// Calculate renderWidth and renderHeight, we have the display size (input params) and the desired screen size (global var)
if ((screenWidth > displayWidth) || (screenHeight > displayHeight))
{
TraceLog(WARNING, "DOWNSCALING: Required screen size (%ix%i) is bigger than display size (%ix%i)", screenWidth, screenHeight, displayWidth, displayHeight);
// Downscaling to fit display with border-bars
float widthRatio = (float)displayWidth/(float)screenWidth;
float heightRatio = (float)displayHeight/(float)screenHeight;
if (widthRatio <= heightRatio)
{
renderWidth = displayWidth;
renderHeight = (int)round((float)screenHeight*widthRatio);
renderOffsetX = 0;
renderOffsetY = (displayHeight - renderHeight);
}
else
{
renderWidth = (int)round((float)screenWidth*heightRatio);
renderHeight = displayHeight;
renderOffsetX = (displayWidth - renderWidth);
renderOffsetY = 0;
}
// NOTE: downscale matrix required!
float scaleRatio = (float)renderWidth/(float)screenWidth;
downscaleView = MatrixScale(scaleRatio, scaleRatio, scaleRatio);
// NOTE: We render to full display resolution!
// We just need to calculate above parameters for downscale matrix and offsets
renderWidth = displayWidth;
renderHeight = displayHeight;
TraceLog(WARNING, "Downscale matrix generated, content will be rendered at: %i x %i", renderWidth, renderHeight);
}
else if ((screenWidth < displayWidth) || (screenHeight < displayHeight))
{
// Required screen size is smaller than display size
TraceLog(INFO, "UPSCALING: Required screen size: %i x %i -> Display size: %i x %i", screenWidth, screenHeight, displayWidth, displayHeight);
// Upscaling to fit display with border-bars
float displayRatio = (float)displayWidth/(float)displayHeight;
float screenRatio = (float)screenWidth/(float)screenHeight;
if (displayRatio <= screenRatio)
{
renderWidth = screenWidth;
renderHeight = (int)round((float)screenWidth/displayRatio);
renderOffsetX = 0;
renderOffsetY = (renderHeight - screenHeight);
}
else
{
renderWidth = (int)round((float)screenHeight*displayRatio);
renderHeight = screenHeight;
renderOffsetX = (renderWidth - screenWidth);
renderOffsetY = 0;
}
}
else // screen == display
{
renderWidth = screenWidth;
renderHeight = screenHeight;
renderOffsetX = 0;
renderOffsetY = 0;
}
}
#if defined(PLATFORM_WEB)
static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData)
{
//isFullscreen: int e->isFullscreen
//fullscreenEnabled: int e->fullscreenEnabled
//fs element nodeName: (char *) e->nodeName
//fs element id: (char *) e->id
//Current element size: (int) e->elementWidth, (int) e->elementHeight
//Screen size:(int) e->screenWidth, (int) e->screenHeight
if (e->isFullscreen)
{
TraceLog(INFO, "Canvas scaled to fullscreen. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight);
}
else
{
TraceLog(INFO, "Canvas scaled to windowed. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight);
}
// TODO: Depending on scaling factor (screen vs element), calculate factor to scale mouse/touch input
return 0;
}
// Web: Get input events
static EM_BOOL EmscriptenInputCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
{
/*
for (int i = 0; i < touchEvent->numTouches; i++)
{
long x, y, id;
if (!touchEvent->touches[i].isChanged) continue;
id = touchEvent->touches[i].identifier;
x = touchEvent->touches[i].canvasX;
y = touchEvent->touches[i].canvasY;
}
printf("%s, numTouches: %d %s%s%s%s\n", emscripten_event_type_to_string(eventType), event->numTouches,
event->ctrlKey ? " CTRL" : "", event->shiftKey ? " SHIFT" : "", event->altKey ? " ALT" : "", event->metaKey ? " META" : "");
for(int i = 0; i < event->numTouches; ++i)
{
const EmscriptenTouchPoint *t = &event->touches[i];
printf(" %ld: screen: (%ld,%ld), client: (%ld,%ld), page: (%ld,%ld), isChanged: %d, onTarget: %d, canvas: (%ld, %ld)\n",
t->identifier, t->screenX, t->screenY, t->clientX, t->clientY, t->pageX, t->pageY, t->isChanged, t->onTarget, t->canvasX, t->canvasY);
}
*/
GestureEvent gestureEvent;
// Register touch actions
if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_DOWN;
else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_UP;
else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_MOVE;
// Register touch points count
gestureEvent.pointCount = touchEvent->numTouches;
// Register touch points id
gestureEvent.pointerId[0] = touchEvent->touches[0].identifier;
gestureEvent.pointerId[1] = touchEvent->touches[1].identifier;
// Register touch points position
// NOTE: Only two points registered
// TODO: Touch data should be scaled accordingly!
//gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].canvasX, touchEvent->touches[0].canvasY };
//gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].canvasX, touchEvent->touches[1].canvasY };
gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].targetX, touchEvent->touches[0].targetY };
gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].targetX, touchEvent->touches[1].targetY };
touchPosition[0] = gestureEvent.position[0];
touchPosition[1] = gestureEvent.position[1];
// Normalize gestureEvent.position[x] for screenWidth and screenHeight
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
gestureEvent.position[1].x /= (float)GetScreenWidth();
gestureEvent.position[1].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent); // Process obtained gestures data
return 1;
}
#endif
// Plays raylib logo appearing animation
static void LogoAnimation(void)
{
#ifndef PLATFORM_WEB
int logoPositionX = screenWidth/2 - 128;
int logoPositionY = screenHeight/2 - 128;
int framesCounter = 0;
int lettersCount = 0;
int topSideRecWidth = 16;
int leftSideRecHeight = 16;
int bottomSideRecWidth = 16;
int rightSideRecHeight = 16;
int state = 0; // Tracking animation states (State Machine)
float alpha = 1.0f; // Useful for fading
while (!WindowShouldClose() && (state != 4)) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (state == 0) // State 0: Small box blinking
{
framesCounter++;
if (framesCounter == 84)
{
state = 1;
framesCounter = 0; // Reset counter... will be used later...
}
}
else if (state == 1) // State 1: Top and left bars growing
{
topSideRecWidth += 4;
leftSideRecHeight += 4;
if (topSideRecWidth == 256) state = 2;
}
else if (state == 2) // State 2: Bottom and right bars growing
{
bottomSideRecWidth += 4;
rightSideRecHeight += 4;
if (bottomSideRecWidth == 256) state = 3;
}
else if (state == 3) // State 3: Letters appearing (one by one)
{
framesCounter++;
if (framesCounter/12) // Every 12 frames, one more letter!
{
lettersCount++;
framesCounter = 0;
}
if (lettersCount >= 10) // When all letters have appeared, just fade out everything
{
alpha -= 0.02f;
if (alpha <= 0.0f)
{
alpha = 0.0f;
state = 4;
}
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
if (state == 0)
{
if ((framesCounter/12)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK);
}
else if (state == 1)
{
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
}
else if (state == 2)
{
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK);
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK);
}
else if (state == 3)
{
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
DrawText(SubText("raylib", 0, lettersCount), screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha));
}
EndDrawing();
//----------------------------------------------------------------------------------
}
#endif
showLogo = false; // Prevent for repeating when reloading window (Android)
}