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authorraysan5 <raysan5@gmail.com>2014-09-16 22:51:31 +0200
committerraysan5 <raysan5@gmail.com>2014-09-16 22:51:31 +0200
commitfc6081fe70ab7c3b037c0ab9f38478904d3cdde2 (patch)
tree6635fd800fa673ef3fb568c6f47ebc76a2b8ad6e /src/core.c
parent01651af08a494b1ac08c897695891ad7cf44ad47 (diff)
downloadraylib-fc6081fe70ab7c3b037c0ab9f38478904d3cdde2.tar.gz
raylib-fc6081fe70ab7c3b037c0ab9f38478904d3cdde2.zip
raylib 1.2
This is a huge update. Check CHANGELOG for details
Diffstat (limited to 'src/core.c')
-rw-r--r--src/core.c1422
1 files changed, 1188 insertions, 234 deletions
diff --git a/src/core.c b/src/core.c
index c9784238..5bea82f9 100644
--- a/src/core.c
+++ b/src/core.c
@@ -1,13 +1,22 @@
-/*********************************************************************************************
+/**********************************************************************************************
*
* raylib.core
*
-* Basic functions to manage Windows, OpenGL context and Input
+* Basic functions to manage windows, OpenGL context and input on multiple platforms
*
-* Uses external lib:
-* GLFW3 - Window, context and Input management (static lib version)
+* 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)
*
-* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
+* 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 (Ray San - raysan@raysanweb.com)
*
* 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.
@@ -26,27 +35,63 @@
*
**********************************************************************************************/
-#include "raylib.h"
-
+#include "raylib.h" // raylib main header
#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
+#include "raymath.h" // Required for data type Matrix and Matrix functions
+#include "utils.h" // TraceLog() function
+ // NOTE: Includes Android fopen map, InitAssetManager()
-#include <GLFW/glfw3.h> // GLFW3 lib: Windows, OpenGL context and Input management
-//#include <GL/gl.h> // OpenGL functions (GLFW3 already includes gl.h)
#include <stdio.h> // Standard input / output lib
-#include <stdlib.h> // Declares malloc() and free() for memory management, rand()
-#include <time.h> // Useful to initialize random seed
+#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
#include <math.h> // Math related functions, tan() used to set perspective
-//#include "vector3.h" // Basic Vector3 functions, not required any more, replaced by raymath
-#include "utils.h" // WritePNG() function
+#include <string.h> // String function definitions, memset()
+#include <errno.h> // Macros for reporting and retrieving error conditions through error codes
-#include "raymath.h" // Required for data type Matrix and Matrix functions
+#if defined(PLATFORM_DESKTOP)
+ #include <GLFW/glfw3.h> // GLFW3 library: Windows, OpenGL context and Input management
+ //#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
-//#define GLFW_DLL // Using GLFW DLL on Windows -> No, we use static version!
+ #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
+
+ #define DEFAULT_KEYBOARD_DEV "/dev/input/event0" // Not used, keyboard inputs are read raw from stdin
+ #define DEFAULT_MOUSE_DEV "/dev/input/event1"
+ //#define DEFAULT_MOUSE_DEV "/dev/input/mouse0"
+ #define DEFAULT_GAMEPAD_DEV "/dev/input/js0"
+#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
-// Nop...
+// ...
//----------------------------------------------------------------------------------
// Types and Structures Definition
@@ -56,22 +101,64 @@
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
-static GLFWwindow* window; // Main window
-static bool fullscreen; // Fullscreen mode track
+#if defined(PLATFORM_DESKTOP)
+static GLFWwindow *window; // Native window (graphic device)
+#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;
+static bool windowReady = false; // Used to detect display initialization
+#elif defined(PLATFORM_RPI)
+static EGL_DISPMANX_WINDOW_T nativeWindow; // Native window (graphic device)
+
+// Input variables (mouse/keyboard)
+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
+
+// NOTE: For keyboard we will use the standard input (but reconfigured...)
+static int defaultKeyboardMode; // Used to store default keyboard mode
+static struct termios defaultKeyboardSettings; // Used to staore default keyboard settings
+
+static int keyboardMode = 0; // Keyboard mode: 1 (KEYCODES), 2 (ASCII)
+
+// This array maps Unix keycodes to ASCII equivalent and to GLFW3 equivalent for special function keys (>256)
+const short UnixKeycodeToASCII[128] = { 256, 49, 50, 51, 52, 53, 54, 55, 56, 57, 48, 45, 61, 259, 9, 81, 87, 69, 82, 84, 89, 85, 73, 79, 80, 91, 93, 257, 341, 65, 83, 68,
+ 70, 71, 72, 74, 75, 76, 59, 39, 96, 340, 92, 90, 88, 67, 86, 66, 78, 77, 44, 46, 47, 344, -1, 342, 32, -1, 290, 291, 292, 293, 294, 295, 296,
+ 297, 298, 299, -1, -1, -1, -1, -1, 45, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 257, 345, 47, -1,
+ 346, -1, -1, 265, -1, 263, 262, -1, 264, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 };
+
+static int gamepadStream = -1; // Gamepad device file descriptor
+#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; // Desired time for one frame, if 0 not applied
+#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 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 windowWidth, windowHeight; // Required to switch between windowed/fullscren mode (F11)
-static const char *windowTitle; // Required to switch between windowed/fullscren mode (F11)
-static int exitKey = GLFW_KEY_ESCAPE; // Default exit key (ESC)
+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)
+static const char *windowTitle; // Window text title...
static bool customCursor = false; // Tracks if custom cursor has been set
static bool cursorOnScreen = false; // Tracks if cursor is inside client area
static Texture2D cursor; // Cursor texture
+static Vector2 mousePosition;
+
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
@@ -84,126 +171,227 @@ static char currentGamepadState[32] = {0}; // Required to check if gamepad btn
static int previousMouseWheelY = 0; // Required to track mouse wheel variation
static int currentMouseWheelY = 0; // Required to track mouse wheel variation
-static Color background = { 0, 0, 0, 0 }; // Screen background color
+static int exitKey = KEY_ESCAPE; // Default exit key (ESC)
+#endif
+
+#if defined(PLATFORM_ANDROID)
+static float touchX; // Touch position X
+static float touchY; // Touch position Y
+#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 bool showLogo = false;
//----------------------------------------------------------------------------------
// 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
+extern void LoadDefaultFont(void); // [Module: text] Loads default font on InitWindow()
+extern void UnloadDefaultFont(void); // [Module: text] Unloads default font from GPU memory
-extern void UpdateMusicStream(void); // [Module: audio] Updates buffers for music streaming
+extern void UpdateMusicStream(void); // [Module: audio] Updates buffers for music streaming
//----------------------------------------------------------------------------------
// 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 InitMouse(void); // Mouse initialization (including mouse thread)
+static void *MouseThread(void *arg); // Mouse reading thread
+static void InitKeyboard(void); // Init raw keyboard system (standard input reading)
+static void RestoreKeyboard(void); // Restore keyboard system
+static void InitGamepad(void); // Init raw gamepad input
+#endif
+
+#if defined(PLATFORM_DESKTOP)
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 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 KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
+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 TakeScreenshot(void); // Takes a screenshot and saves it in the same folder as executable
-static void LogoAnimation(void); // Plays raylib logo appearing animation
+#endif
+
+#if defined(PLATFORM_ANDROID)
+static int32_t InputCallback(struct android_app *app, AInputEvent *event); // Process Android activity input events
+static void CommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands
+#endif
//----------------------------------------------------------------------------------
// Module Functions Definition - Window and OpenGL Context Functions
//----------------------------------------------------------------------------------
-
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
// Initialize Window and Graphics Context (OpenGL)
void InitWindow(int width, int height, const char *title)
{
- InitWindowEx(width, height, title, true, NULL);
-}
+ // Store window title (could be useful...)
+ windowTitle = title;
-// Initialize Window and Graphics Context (OpenGL) with extended parameters
-void InitWindowEx(int width, int height, const char* title, bool resizable, const char *cursorImage)
-{
- glfwSetErrorCallback(ErrorCallback);
+ // Init device display (monitor, LCD, ...)
+ InitDisplay(width, height);
- if (!glfwInit()) TraceLog(ERROR, "Failed to initialize GLFW");
+ // Init OpenGL graphics
+ InitGraphics();
- //glfwDefaultWindowHints() // Set default windows hints
+ // Load default font for convenience
+ // NOTE: External function (defined in module: text)
+ LoadDefaultFont();
- if (!resizable) glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable
+ // Init hi-res timer
+ InitTimer();
-#ifdef USE_OPENGL_33
- //glfwWindowHint(GLFW_SAMPLES, 4); // Enables multisampling x4 (MSAA), default is 0
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE);
+#if defined(PLATFORM_RPI)
+ // Init raw input system
+ InitMouse(); // Mouse init
+ InitKeyboard(); // Keyboard init
+ InitGamepad(); // Gamepad init
#endif
+ mousePosition.x = screenWidth/2;
+ mousePosition.y = screenHeight/2;
- window = glfwCreateWindow(width, height, title, NULL, NULL);
-
- windowWidth = width;
- windowHeight = height;
- windowTitle = title;
-
- if (!window)
+ // raylib logo appearing animation (if enabled)
+ if (showLogo)
{
- glfwTerminate();
- TraceLog(ERROR, "Failed to initialize Window");
+ SetTargetFPS(60);
+ LogoAnimation();
}
+}
- glfwSetWindowSizeCallback(window, WindowSizeCallback);
- glfwSetCursorEnterCallback(window, CursorEnterCallback);
+#elif defined(PLATFORM_ANDROID)
+// Android activity initialization
+void InitWindow(int width, int height, struct android_app *state)
+{
+ app_dummy();
- glfwMakeContextCurrent(window);
- glfwSetKeyCallback(window, KeyCallback);
- glfwSetScrollCallback(window, ScrollCallback);
- glfwSwapInterval(0); // Disables GPU v-sync (if set), 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()
+ screenWidth = width;
+ screenHeight = height;
- //------------------------------------------------------
-#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
- rlglInit(); // Init rlgl
-#endif
- //------------------------------------------------------
+ app = state;
- int fbWidth, fbHeight;
- glfwGetFramebufferSize(window, &fbWidth, &fbHeight); // Get framebuffer size of current window
+ // 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);
- //------------------------------------------------------
- rlglInitGraphicsDevice(fbWidth, fbHeight);
- //------------------------------------------------------
+ int orientation = AConfiguration_getOrientation(app->config);
- previousTime = glfwGetTime();
+ if (orientation == ACONFIGURATION_ORIENTATION_PORT) TraceLog(INFO, "PORTRAIT window orientation");
+ else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TraceLog(INFO, "LANDSCAPE window orientation");
- LoadDefaultFont(); // NOTE: External function (defined in module: text)
+ // TODO: Review, it doesn't 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");
+ }
- if (cursorImage != NULL) SetCustomCursor(cursorImage);
+ //AConfiguration_getDensity(app->config);
+ //AConfiguration_getKeyboard(app->config);
+ //AConfiguration_getScreenSize(app->config);
+ //AConfiguration_getScreenLong(app->config);
- srand(time(NULL)); // Initialize random seed
+ //state->userData = &engine;
+ app->onAppCmd = CommandCallback;
+ app->onInputEvent = InputCallback;
- ClearBackground(RAYWHITE); // Default background color for raylib games :P
+ InitAssetManager(app->activity->assetManager);
- // raylib logo appearing animation
- if (showLogo)
+ TraceLog(INFO, "Android app initialized successfully");
+
+ while (!windowReady)
{
- SetTargetFPS(60);
- LogoAnimation();
+ // Wait for window to be initialized (display and context)
+ // Process events loop
+ while ((ident = ALooper_pollAll(0, NULL, &events,(void**)&source)) >= 0)
+ {
+ // Process this event
+ if (source != NULL) source->process(app, source);
+
+ // Check if we are exiting
+ if (app->destroyRequested != 0) windowShouldClose = true;
+ }
}
}
+#endif
// Close Window and Terminate Context
void CloseWindow(void)
{
UnloadDefaultFont();
- //------------------------------------------------------
-#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
- rlglClose(); // De-init rlgl
-#endif
- //------------------------------------------------------
+ rlglClose(); // De-init rlgl
+#if defined(PLATFORM_DESKTOP)
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)
+ return (glfwWindowShouldClose(window));
+#elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
+ return windowShouldClose;
+#endif
+}
+
+// Fullscreen toggle
+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
+}
+
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
// Set a custom cursor icon/image
void SetCustomCursor(const char *cursorImage)
{
@@ -211,7 +399,9 @@ void SetCustomCursor(const char *cursorImage)
cursor = LoadTexture(cursorImage);
+#if defined(PLATFORM_DESKTOP)
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
+#endif
customCursor = true;
}
@@ -221,71 +411,31 @@ void SetExitKey(int key)
{
exitKey = key;
}
+#endif
-// Detect if KEY_ESCAPE pressed or Close icon pressed
-bool WindowShouldClose(void)
+// Get current screen width
+int GetScreenWidth(void)
{
- return (glfwWindowShouldClose(window));
+ return screenWidth;
}
-// Fullscreen toggle (by default F11)
-void ToggleFullscreen(void)
+// Get current screen height
+int GetScreenHeight(void)
{
- if (glfwGetKey(window, GLFW_KEY_F11))
- {
- fullscreen = !fullscreen; // Toggle fullscreen flag
-
- UnloadDefaultFont();
-
- glfwDestroyWindow(window); // Destroy the current window (we will recreate it!)
-
- // TODO: WARNING! All loaded resources are lost, we loose Context!
-
- // NOTE: Window aspect ratio is always windowWidth / windowHeight
- if (fullscreen)
- {
- // TODO: Get desktop window size and adapt aspect-ratio (?)
- //const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
- //windowWidth = mode->width;
- //windowHeight = mode->height;
-
- window = glfwCreateWindow(windowWidth, windowHeight, windowTitle, glfwGetPrimaryMonitor(), NULL); // Fullscreen mode
- }
- else window = glfwCreateWindow(windowWidth, windowHeight, windowTitle, NULL, NULL);
-
- if (!window)
- {
- glfwTerminate();
- TraceLog(ERROR, "Failed to initialize Window when switching fullscreen mode");
- }
-
- glfwMakeContextCurrent(window);
- glfwSetKeyCallback(window, KeyCallback);
-
- int fbWidth, fbHeight;
- glfwGetFramebufferSize(window, &fbWidth, &fbHeight); // Get framebuffer size of current window
-
- rlglInitGraphicsDevice(fbWidth, fbHeight);
-
- LoadDefaultFont();
- }
+ return screenHeight;
}
// Sets Background Color
void ClearBackground(Color color)
{
- if ((color.r != background.r) || (color.g != background.g) || (color.b != background.b) || (color.a != background.a))
- {
- rlClearColor(color.r, color.g, color.b, color.a);
-
- background = color;
- }
+ // TODO: Review "clearing area", full framebuffer vs render area
+ rlClearColor(color.r, color.g, color.b, color.a);
}
// Setup drawing canvas to start drawing
void BeginDrawing(void)
{
- currentTime = glfwGetTime(); // glfwGetTime() returns a 'double' containing the number of elapsed seconds since glfwInit() was called
+ currentTime = GetTime(); // Number of elapsed seconds since InitTimer() was called
updateTime = currentTime - previousTime;
previousTime = currentTime;
@@ -293,40 +443,34 @@ void BeginDrawing(void)
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
-//#ifdef USE_OPENGL_11
-// rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL
+ rlMultMatrixf(GetMatrixVector(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+
-//#endif
}
// End canvas drawing and Swap Buffers (Double Buffering)
void EndDrawing(void)
{
- if (customCursor && cursorOnScreen) DrawTexture(cursor, GetMouseX(), GetMouseY(), WHITE);
-
- //------------------------------------------------------
-#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
- rlglDraw(); // Draw Buffers
-#endif
- //------------------------------------------------------
+ rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
- glfwSwapBuffers(window); // Swap back and front buffers
- glfwPollEvents(); // Register keyboard/mouse events
+ SwapBuffers(); // Copy back buffer to front buffer
+ PollInputEvents(); // Poll user events
- UpdateMusicStream(); // NOTE: Function checks if music is enabled
+ UpdateMusicStream(); // NOTE: Function checks if music is enabled
- currentTime = glfwGetTime();
+ currentTime = GetTime();
drawTime = currentTime - previousTime;
previousTime = currentTime;
frameTime = updateTime + drawTime;
- double extraTime = 0;
+ double extraTime = 0.0;
while (frameTime < targetTime)
{
// Implement a delay
- currentTime = glfwGetTime();
+ currentTime = GetTime();
extraTime = currentTime - previousTime;
previousTime = currentTime;
frameTime += extraTime;
@@ -336,11 +480,7 @@ void EndDrawing(void)
// Initializes 3D mode for drawing (Camera setup)
void Begin3dMode(Camera camera)
{
- //------------------------------------------------------
-#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
- rlglDraw(); // Draw Buffers
-#endif
- //------------------------------------------------------
+ rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
@@ -348,11 +488,11 @@ void Begin3dMode(Camera camera)
rlLoadIdentity(); // Reset current matrix (PROJECTION)
// Setup perspective projection
- float aspect = (GLfloat)windowWidth/(GLfloat)windowHeight;
- double top = 0.1f*tan(45.0f*PI / 360.0);
+ float aspect = (GLfloat)screenWidth/(GLfloat)screenHeight;
+ double top = 0.1f*tan(45.0f*PI / 360.0f);
double right = top*aspect;
- rlFrustum(-right, right, -top, top, 0.1f, 100.0f);
+ rlFrustum(-right, right, -top, top, 0.1f, 1000.0f);
rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
@@ -365,11 +505,7 @@ void Begin3dMode(Camera camera)
// Ends 3D mode and returns to default 2D orthographic mode
void End3dMode(void)
{
- //------------------------------------------------------
-#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
- rlglDraw(); // Draw Buffers
-#endif
- //------------------------------------------------------
+ rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack
@@ -440,8 +576,8 @@ int GetRandomValue(int min, int max)
// Fades color by a percentadge
Color Fade(Color color, float alpha)
{
- if (alpha < 0.0) alpha = 0.0;
- else if (alpha > 1.0) alpha = 1.0;
+ if (alpha < 0.0f) alpha = 0.0f;
+ else if (alpha > 1.0f) alpha = 1.0f;
return (Color){color.r, color.g, color.b, color.a*alpha};
}
@@ -455,7 +591,7 @@ void ShowLogo(void)
//----------------------------------------------------------------------------------
// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
//----------------------------------------------------------------------------------
-
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
// Detect if a key has been pressed once
bool IsKeyPressed(int key)
{
@@ -476,7 +612,7 @@ bool IsKeyPressed(int key)
// Detect if a key is being pressed (key held down)
bool IsKeyDown(int key)
{
- if (glfwGetKey(window, key) == GLFW_PRESS) return true;
+ if (GetKeyStatus(key) == 1) return true;
else return false;
}
@@ -500,7 +636,7 @@ bool IsKeyReleased(int key)
// Detect if a key is NOT being pressed (key not held down)
bool IsKeyUp(int key)
{
- if (glfwGetKey(window, key) == GLFW_RELEASE) return true;
+ if (GetKeyStatus(key) == 0) return true;
else return false;
}
@@ -524,7 +660,7 @@ bool IsMouseButtonPressed(int button)
// Detect if a mouse button is being pressed
bool IsMouseButtonDown(int button)
{
- if (glfwGetMouseButton(window, button) == GLFW_PRESS) return true;
+ if (GetMouseButtonStatus(button) == 1) return true;
else return false;
}
@@ -548,43 +684,26 @@ bool IsMouseButtonReleased(int button)
// Detect if a mouse button is NOT being pressed
bool IsMouseButtonUp(int button)
{
- if (glfwGetMouseButton(window, button) == GLFW_RELEASE) return true;
+ if (GetMouseButtonStatus(button) == 0) return true;
else return false;
}
// Returns mouse position X
int GetMouseX(void)
{
- double mouseX;
- double mouseY;
-
- glfwGetCursorPos(window, &mouseX, &mouseY);
-
- return (int)mouseX;
+ return (int)mousePosition.x;
}
// Returns mouse position Y
int GetMouseY(void)
{
- double mouseX;
- double mouseY;
-
- glfwGetCursorPos(window, &mouseX, &mouseY);
-
- return (int)mouseY;
+ return (int)mousePosition.y;
}
// Returns mouse position XY
Vector2 GetMousePosition(void)
{
- double mouseX;
- double mouseY;
-
- glfwGetCursorPos(window, &mouseX, &mouseY);
-
- Vector2 position = { (float)mouseX, (float)mouseY };
-
- return position;
+ return mousePosition;
}
// Returns mouse wheel movement Y
@@ -596,7 +715,10 @@ int GetMouseWheelMove(void)
return previousMouseWheelY;
}
+#endif
+// TODO: Enable gamepad usage on Rapsberr Pi
+#if defined(PLATFORM_DESKTOP)
// Detect if a gamepad is available
bool IsGamepadAvailable(int gamepad)
{
@@ -628,7 +750,7 @@ Vector2 GetGamepadMovement(int gamepad)
return vec;
}
-// Detect if a gamepad button is being pressed
+// Detect if a gamepad button has been pressed once
bool IsGamepadButtonPressed(int gamepad, int button)
{
bool pressed = false;
@@ -645,9 +767,10 @@ bool IsGamepadButtonPressed(int gamepad, int button)
return pressed;
}
+// Detect if a gamepad button is being pressed
bool IsGamepadButtonDown(int gamepad, int button)
{
- const unsigned char* buttons;
+ const unsigned char *buttons;
int buttonsCount;
buttons = glfwGetJoystickButtons(gamepad, &buttonsCount);
@@ -659,7 +782,7 @@ bool IsGamepadButtonDown(int gamepad, int button)
else return false;
}
-// Detect if a gamepad button is NOT being pressed
+// Detect if a gamepad button has NOT been pressed once
bool IsGamepadButtonReleased(int gamepad, int button)
{
bool released = false;
@@ -676,9 +799,10 @@ bool IsGamepadButtonReleased(int gamepad, int button)
return released;
}
+// Detect if a mouse button is NOT being pressed
bool IsGamepadButtonUp(int gamepad, int button)
{
- const unsigned char* buttons;
+ const unsigned char *buttons;
int buttonsCount;
buttons = glfwGetJoystickButtons(gamepad, &buttonsCount);
@@ -689,11 +813,276 @@ bool IsGamepadButtonUp(int gamepad, int button)
}
else return false;
}
+#endif
+
+#if defined(PLATFORM_ANDROID)
+// Returns touch position X
+int GetTouchX(void)
+{
+ return (int)touchX;
+}
+
+// Returns touch position Y
+int GetTouchY(void)
+{
+ return (int)touchY;
+}
+
+// Returns touch position XY
+Vector2 GetTouchPosition(void)
+{
+ Vector2 position = { touchX, touchY };
+
+ return position;
+}
+#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)
+ glfwSetErrorCallback(ErrorCallback);
+
+ if (!glfwInit()) TraceLog(ERROR, "Failed to initialize GLFW");
+
+ // 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;
+
+ 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); // Bit depths of color components for default framebuffer
+ //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.
+
+ if (rlGetVersion() == OPENGL_33)
+ {
+ //glfwWindowHint(GLFW_SAMPLES, 4); // Enables multisampling x4 (MSAA), default is 0
+ 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 3.2 and above!
+ // Other values: GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
+ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE); // Fordward Compatibility Hint: Only 3.0 and above!
+ }
+
+ if (fullscreen)
+ {
+ // 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);
+
+ window = glfwCreateWindow(screenWidth, screenHeight, windowTitle, glfwGetPrimaryMonitor(), NULL);
+ }
+ else
+ {
+ // No-fullscreen window creation
+ window = glfwCreateWindow(screenWidth, screenHeight, windowTitle, NULL, NULL);
+
+ renderWidth = screenWidth;
+ renderHeight = screenHeight;
+ }
+
+ if (!window)
+ {
+ glfwTerminate();
+ TraceLog(ERROR, "GLFW Failed to initialize Window");
+ }
+ else
+ {
+ 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);
+ }
+
+ glfwSetWindowSizeCallback(window, WindowSizeCallback);
+ glfwSetCursorEnterCallback(window, CursorEnterCallback);
+ glfwSetKeyCallback(window, KeyCallback);
+ glfwSetScrollCallback(window, ScrollCallback);
+
+ glfwMakeContextCurrent(window);
+
+ //glfwSwapInterval(0); // Disables GPU v-sync (if set), 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()
+
+ //glfwGetFramebufferSize(window, &renderWidth, &renderHeight); // Get framebuffer size of current window
+
+#elif 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
+
+ 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_BLUE_SIZE, 8, // Alternative: 5
+ EGL_GREEN_SIZE, 8, // Alternative: 6
+ EGL_RED_SIZE, 8, // Alternative: 5
+ //EGL_ALPHA_SIZE, 8,
+ EGL_DEPTH_SIZE, 8, // NOTE: Required to use Depth testing!
+ //EGL_SAMPLES, 4, // 4x Antialiasing (Free on MALI GPUs)
+ EGL_NONE
+ };
+
+ EGLint contextAttribs[] =
+ {
+ EGL_CONTEXT_CLIENT_VERSION, 2,
+ EGL_NONE
+ };
+
+ EGLint numConfigs;
+ EGLConfig config;
+
+ // 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);
+
+#elif 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
+
+ dispmanDisplay = vc_dispmanx_display_open(0);
+ dispmanUpdate = vc_dispmanx_update_start(0);
+
+ dispmanElement = vc_dispmanx_element_add(dispmanUpdate, dispmanDisplay, 0/*layer*/, &dstRect, 0/*src*/,
+ &srcRect, DISPMANX_PROTECTION_NONE, 0/*alpha*/, 0/*clamp*/, 0/*transform*/);
+
+ nativeWindow.element = dispmanElement;
+ nativeWindow.width = renderWidth;
+ nativeWindow.height = renderHeight;
+ vc_dispmanx_update_submit_sync(dispmanUpdate);
+
+ surface = eglCreateWindowSurface(display, config, &nativeWindow, NULL);
+ //---------------------------------------------------------------------------------
+#endif
+ // 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
+}
+
+// Initialize OpenGL graphics
+void InitGraphics(void)
+{
+ rlglInit(); // Init rlgl
+
+ 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)
// GLFW3 Error Callback, runs on GLFW3 error
static void ErrorCallback(int error, const char *description)
{
@@ -701,13 +1090,13 @@ static void ErrorCallback(int error, const char *description)
}
// GLFW3 Srolling Callback, runs on mouse wheel
-static void ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
+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)
+static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
{
if (key == exitKey && action == GLFW_PRESS)
{
@@ -715,54 +1104,179 @@ static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, i
// NOTE: Before closing window, while loop must be left!
}
- else if (key == GLFW_KEY_F11 && action == GLFW_PRESS)
- {
- ToggleFullscreen();
- }
else if (key == GLFW_KEY_F12 && action == GLFW_PRESS)
{
TakeScreenshot();
}
}
-static void CursorEnterCallback(GLFWwindow* window, int enter)
+// GLFW3 CursorEnter Callback, when cursor enters the window
+static void CursorEnterCallback(GLFWwindow *window, int enter)
{
- if (enter == GL_TRUE) cursorOnScreen = true;
+ if (enter == true) cursorOnScreen = true;
else cursorOnScreen = false;
}
// GLFW3 WindowSize Callback, runs when window is resized
-static void WindowSizeCallback(GLFWwindow* window, int width, int height)
+static void WindowSizeCallback(GLFWwindow *window, int width, int height)
{
- int fbWidth, fbHeight;
- glfwGetFramebufferSize(window, &fbWidth, &fbHeight); // Get framebuffer size of current window
-
// If window is resized, graphics device is re-initialized (but only ortho mode)
- rlglInitGraphicsDevice(fbWidth, fbHeight);
+ rlglInitGraphics(0, 0, width, height);
// Window size must be updated to be used on 3D mode to get new aspect ratio (Begin3dMode())
- windowWidth = fbWidth;
- windowHeight = fbHeight;
+ screenWidth = width;
+ screenHeight = height;
+
+ // TODO: Update render size?
// Background must be also re-cleared
- rlClearColor(background.r, background.g, background.b, background.a);
+ ClearBackground(RAYWHITE);
+}
+#endif
+
+#if defined(PLATFORM_ANDROID)
+// Android: Process activity input events
+static int32_t InputCallback(struct android_app *app, AInputEvent *event)
+{
+ int type = AInputEvent_getType(event);
+ //int32_t key = 0;
+
+ if (type == AINPUT_EVENT_TYPE_MOTION)
+ {
+ if ((screenWidth > displayWidth) || (screenHeight > displayHeight))
+ {
+ // TODO: Seems to work ok but... review!
+ touchX = AMotionEvent_getX(event, 0) * ((float)screenWidth / (float)(displayWidth - renderOffsetX)) - renderOffsetX/2;
+ touchY = AMotionEvent_getY(event, 0) * ((float)screenHeight / (float)(displayHeight - renderOffsetY)) - renderOffsetY/2;
+ }
+ else
+ {
+ touchX = AMotionEvent_getX(event, 0) * ((float)renderWidth / (float)displayWidth) - renderOffsetX/2;
+ touchY = AMotionEvent_getY(event, 0) * ((float)renderHeight / (float)displayHeight) - renderOffsetY/2;
+ }
+
+ //float AMotionEvent_getX(event, size_t pointer_index);
+ //int32_t AMotionEvent_getButtonState(event); // Pressed buttons
+ //int32_t AMotionEvent_getPointerId(event, size_t pointer_index);
+ //size_t pointerCount = AMotionEvent_getPointerCount(event);
+ //float AMotionEvent_getPressure(const AInputEvent *motion_event, size_t pointer_index); // 0 to 1
+ //float AMotionEvent_getSize(const AInputEvent *motion_event, size_t pointer_index); // Pressed area
+
+ return 1;
+ }
+ else if (type == AINPUT_EVENT_TYPE_KEY)
+ {
+ //key = AKeyEvent_getKeyCode(event);
+ //int32_t AKeyEvent_getMetaState(event);
+ }
+
+ return 0;
}
-// Takes a bitmap (BMP) screenshot and saves it in the same folder as executable
+// Android: Process activity lifecycle commands
+static void CommandCallback(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)
+ {
+ // 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();
+
+ // Init hi-res timer
+ InitTimer();
+
+ // raylib logo appearing animation (if enabled)
+ if (showLogo)
+ {
+ SetTargetFPS(60);
+ LogoAnimation();
+ }
+ }
+ } break;
+ case APP_CMD_GAINED_FOCUS:
+ {
+ TraceLog(INFO, "APP_CMD_GAINED_FOCUS");
+ ResumeMusicStream();
+ } break;
+ case APP_CMD_PAUSE:
+ {
+ TraceLog(INFO, "APP_CMD_PAUSE");
+ } break;
+ case APP_CMD_LOST_FOCUS:
+ {
+ //DrawFrame();
+ TraceLog(INFO, "APP_CMD_LOST_FOCUS");
+ PauseMusicStream();
+ } break;
+ case APP_CMD_TERM_WINDOW:
+ {
+ // TODO: Do display destruction here? -> Yes but only display, don't free buffers!
+
+ 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;
+ }
+}
+#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
- int fbWidth, fbHeight; // Frame buffer width and height
- glfwGetFramebufferSize(window, &fbWidth, &fbHeight); // Get framebuffer size of current window
-
- unsigned char *imgData = rlglReadScreenPixels(fbWidth, fbHeight);
+ unsigned char *imgData = rlglReadScreenPixels(renderWidth, renderHeight);
sprintf(buffer, "screenshot%03i.png", shotNum);
- WritePNG(buffer, imgData, fbWidth, fbHeight);
+ // Save image as PNG
+ WritePNG(buffer, imgData, renderWidth, renderHeight);
free(imgData);
@@ -770,11 +1284,447 @@ static void TakeScreenshot(void)
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 since InitTimer()
+static double GetTime(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ return glfwGetTime();
+#elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
+ struct timespec ts;
+ clock_gettime(CLOCK_MONOTONIC, &ts);
+ uint64_t time = 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)
+ return glfwGetKey(window, key);
+#elif defined(PLATFORM_ANDROID)
+ // TODO: Check 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)
+ return glfwGetMouseButton(window, button);
+#elif defined(PLATFORM_ANDROID)
+ // TODO: Check virtual keyboard (?)
+ return false;
+#elif defined(PLATFORM_RPI)
+ // NOTE: mouse buttons array is filled on PollInputEvents()
+ return currentMouseState[button];
+#endif
+}
+
+// Poll (store) all input events
+static void PollInputEvents(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ // Mouse input polling
+ double mouseX;
+ double mouseY;
+
+ glfwGetCursorPos(window, &mouseX, &mouseY);
+
+ mousePosition.x = (float)mouseX;
+ mousePosition.y = (float)mouseY;
+
+ // Keyboard polling
+ // Automatically managed by GLFW3 through callback
+
+ glfwPollEvents(); // Register keyboard/mouse events
+#elif defined(PLATFORM_ANDROID)
+
+ // TODO: Check virtual keyboard (?)
+
+ // Poll Events (registered events)
+ while ((ident = ALooper_pollAll(0, NULL, &events,(void**)&source)) >= 0)
+ {
+ // Process this event
+ if (source != NULL) source->process(app, source);
+
+ // Check if we are exiting
+ if (app->destroyRequested != 0)
+ {
+ TraceLog(INFO, "Closing Window...");
+ //CloseWindow();
+ 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...
+
+ // Keyboard input polling (fill keys[256] array with status)
+ int numKeysBuffer = 0; // Keys available on buffer
+ char keysBuffer[32]; // 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
+ numKeysBuffer = read(STDIN_FILENO, keysBuffer, 32); // POSIX system call
+
+ // Fill array with pressed keys
+ for (int i = 0; i < numKeysBuffer; i++)
+ {
+ //TraceLog(INFO, "Bytes on keysBuffer: %i", numKeysBuffer);
+
+ int key = keysBuffer[i];
+
+ if (keyboardMode == 2)
+ {
+ // 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 (key == 0x1b)
+ {
+ if (keysBuffer[i+1] == 0x5b) // Special function key
+ {
+ switch (keysBuffer[i+2])
+ {
+ case 0x41: currentKeyState[265] = 1; break;
+ case 0x42: currentKeyState[264] = 1; break;
+ case 0x43: currentKeyState[262] = 1; break;
+ case 0x44: currentKeyState[263] = 1; break;
+ default: break;
+ }
+
+ i += 2; // Jump to next key
+
+ // NOTE: Other special function keys (F1, F2...) are not contempled for this keyboardMode...
+ // ...or they are just not directly keymapped (CTRL, ALT, SHIFT)
+ }
+ }
+ else if (key == 0x0a) currentKeyState[257] = 1; // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*)
+ else if (key == 0x7f) currentKeyState[259] = 1;
+ else
+ {
+ TraceLog(INFO, "Pressed key (ASCII): 0x%02x", key);
+
+ currentKeyState[key] = 1;
+ }
+
+ // Detect ESC to stop program
+ if ((key == 0x1b) && (numKeysBuffer == 1)) windowShouldClose = true;
+ }
+ else if (keyboardMode == 1)
+ {
+ TraceLog(INFO, "Pressed key (keycode): 0x%02x", key);
+
+ int asciiKey = -1;
+
+ // Convert keycode to some recognized key (ASCII or GLFW3 equivalent)
+ if (key < 128) asciiKey = (int)UnixKeycodeToASCII[key];
+
+ // Record equivalent key state
+ if ((asciiKey >= 0) && (asciiKey < 512)) currentKeyState[asciiKey] = 1;
+
+ // In case of letter, we also activate lower case version
+ if ((asciiKey >= 65) && (asciiKey <=90)) currentKeyState[asciiKey + 32] = 1;
+
+ // Detect KEY_ESC to stop program
+ if (key == 0x01) windowShouldClose = true;
+ }
+
+
+ // Same fucnionality as GLFW3 KeyCallback()
+ /*
+ if (asciiKey == exitKey) windowShouldClose = true;
+ else if (key == GLFW_KEY_F12 && action == GLFW_PRESS)
+ {
+ TakeScreenshot();
+ }
+ */
+ }
+
+ // TODO: Gamepad support (use events, easy!)
+/*
+ struct js_event gamepadEvent;
+
+ read(gamepadStream, &gamepadEvent, sizeof(struct js_event));
+
+ if (gamepadEvent.type == JS_EVENT_BUTTON)
+ {
+ switch (gamepadEvent.number)
+ {
+ case 0: // 1st Axis X
+ case 1: // 1st Axis Y
+ case 2: // 2st Axis X
+ case 3: // 2st Axis Y
+ case 4:
+ {
+ if (gamepadEvent.value == 1) // Button pressed, 0 release
+
+ } break;
+ // Buttons is similar, variable for every joystick
+ }
+ }
+ else if (gamepadEvent.type == JS_EVENT_AXIS)
+ {
+ switch (gamepadEvent.number)
+ {
+ case 0: // 1st Axis X
+ case 1: // 1st Axis Y
+ case 2: // 2st Axis X
+ case 3: // 2st Axis Y
+ // Buttons is similar, variable for every joystick
+ }
+ }
+*/
+#endif
+}
-static void LogoAnimation()
+#if defined(PLATFORM_RPI)
+// Mouse initialization (including mouse thread)
+static void InitMouse(void)
{
- int logoPositionX = windowWidth/2 - 128;
- int logoPositionY = windowHeight/2 - 128;
+ // 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, "Could not open mouse device, no mouse available");
+ else
+ {
+ mouseReady = true;
+
+ int err = pthread_create(&mouseThreadId, NULL, &MouseThread, NULL);
+
+ if (err != 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 wants...
+static void *MouseThread(void *arg)
+{
+ struct input_event mouseEvent;
+
+ while(1)
+ {
+ // NOTE: read() will return -1 if the events queue is empty
+ read(mouseStream, &mouseEvent, sizeof(struct input_event));
+
+ // Check event types
+ if (mouseEvent.type == EV_REL) // Relative motion event
+ {
+ if (mouseEvent.code == REL_X)
+ {
+ mousePosition.x += (float)mouseEvent.value;
+
+ // Screen limits X check
+ if (mousePosition.x < 0) mousePosition.x = 0;
+ if (mousePosition.x > screenWidth) mousePosition.x = screenWidth;
+ }
+
+ if (mouseEvent.code == REL_Y)
+ {
+ mousePosition.y += (float)mouseEvent.value;
+
+ // Screen limits Y check
+ if (mousePosition.y < 0) mousePosition.y = 0;
+ if (mousePosition.y > screenHeight) mousePosition.y = screenHeight;
+ }
+
+ if (mouseEvent.code == REL_WHEEL)
+ {
+ // mouseEvent.value give 1 or -1 (direction)
+ }
+ }
+ else if (mouseEvent.type == EV_KEY) // Mouse button event
+ {
+ if (mouseEvent.code == BTN_LEFT) currentMouseState[0] = mouseEvent.value;
+ if (mouseEvent.code == BTN_RIGHT) currentMouseState[1] = mouseEvent.value;
+ if (mouseEvent.code == BTN_MIDDLE) currentMouseState[2] = mouseEvent.value;
+ }
+ }
+
+ return NULL;
+}
+
+// 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!
+
+ // 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?)");
+
+ keyboardMode = 2; // ASCII
+ }
+ else
+ {
+ // We reconfigure keyboard mode to get scancodes (K_RAW) or keycodes (K_MEDIUMRAW)
+ ioctl(STDIN_FILENO, KDSKBMODE, K_MEDIUMRAW); // ASCII chars (K_XLATE), UNICODE chars (K_UNICODE)
+
+ keyboardMode = 1; // keycodes
+ }
+
+ // Register keyboard restore when program finishes
+ atexit(RestoreKeyboard);
+}
+
+// Restore default keyboard input
+static void RestoreKeyboard(void)
+{
+ tcsetattr(STDIN_FILENO, TCSANOW, &defaultKeyboardSettings);
+ ioctl(STDIN_FILENO, KDSKBMODE, defaultKeyboardMode);
+}
+
+// Init gamepad system
+static void InitGamepad(void)
+{
+ // TODO: Gamepad support
+ if ((gamepadStream = open(DEFAULT_GAMEPAD_DEV, O_RDONLY|O_NONBLOCK)) < 0) TraceLog(WARNING, "Could not open gamepad device, no gamepad available");
+ else TraceLog(INFO, "Gamepad device initialized successfully");
+}
+#endif
+
+// Copy back buffer to front buffers
+static void SwapBuffers(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ 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)
+{
+ // 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 (%i x %i) is bigger than display size (%i x %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)((float)screenHeight*widthRatio);
+ renderOffsetX = 0;
+ renderOffsetY = (displayHeight - renderHeight);
+ }
+ else
+ {
+ renderWidth = (int)((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)((float)screenWidth/displayRatio);
+ renderOffsetX = 0;
+ renderOffsetY = (renderHeight - screenHeight);
+ }
+ else
+ {
+ renderWidth = (int)((float)screenHeight*displayRatio);
+ renderHeight = screenHeight;
+ renderOffsetX = (renderWidth - screenWidth);
+ renderOffsetY = 0;
+ }
+ }
+ else // screen == display
+ {
+ renderWidth = screenWidth;
+ renderHeight = screenHeight;
+ renderOffsetX = 0;
+ renderOffsetY = 0;
+ }
+}
+
+// Plays raylib logo appearing animation
+static void LogoAnimation(void)
+{
+ int logoPositionX = screenWidth/2 - 128;
+ int logoPositionY = screenHeight/2 - 128;
int framesCounter = 0;
int lettersCount = 0;
@@ -787,7 +1737,7 @@ static void LogoAnimation()
char raylib[8] = " "; // raylib text array, max 8 letters
int state = 0; // Tracking animation states (State Machine)
- float alpha = 1.0; // Useful for fading
+ float alpha = 1.0f; // Useful for fading
while (!WindowShouldClose() && (state != 4)) // Detect window close button or ESC key
{
@@ -840,11 +1790,11 @@ static void LogoAnimation()
if (lettersCount >= 10) // When all letters have appeared, just fade out everything
{
- alpha -= 0.02;
+ alpha -= 0.02f;
- if (alpha <= 0)
+ if (alpha <= 0.0f)
{
- alpha = 0;
+ alpha = 0.0f;
state = 4;
}
}
@@ -855,6 +1805,8 @@ static void LogoAnimation()
//----------------------------------------------------------------------------------
BeginDrawing();
+ ClearBackground(RAYWHITE);
+
if (state == 0)
{
if ((framesCounter/12)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK);
@@ -880,12 +1832,14 @@ static void LogoAnimation()
DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
- DrawRectangle(windowWidth/2 - 112, windowHeight/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
+ DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
- DrawText(raylib, windowWidth/2 - 44, windowHeight/2 + 48, 50, Fade(BLACK, alpha));
+ DrawText(raylib, screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha));
}
EndDrawing();
//----------------------------------------------------------------------------------
}
-} \ No newline at end of file
+
+ showLogo = false; // Prevent for repeating when reloading window (Android)
+}