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authorReece Mackie <20544390+Rover656@users.noreply.github.com>2019-04-27 21:59:01 +0100
committerReece Mackie <20544390+Rover656@users.noreply.github.com>2019-04-27 21:59:01 +0100
commite0580e6322236f03c75ff8088c98bc079ac8ca95 (patch)
tree14004b760d8a1e1df4ba076e36d5a23ff8da7633 /src/core.c
parentc1f33eb817765ad801b2419d86457a6102b64032 (diff)
parentf70a640b2db343d48e465013cacb304f8dabebcb (diff)
downloadraylib-e0580e6322236f03c75ff8088c98bc079ac8ca95.tar.gz
raylib-e0580e6322236f03c75ff8088c98bc079ac8ca95.zip
Fix merge
Diffstat (limited to 'src/core.c')
-rw-r--r--src/core.c335
1 files changed, 144 insertions, 191 deletions
diff --git a/src/core.c b/src/core.c
index 2aa22fa6..2525458a 100644
--- a/src/core.c
+++ b/src/core.c
@@ -391,7 +391,6 @@ static int gamepadStream[MAX_GAMEPADS] = { -1 };// Gamepad device file descripto
static pthread_t gamepadThreadId; // Gamepad reading thread id
static char gamepadName[64]; // Gamepad name holder
#endif
-
//-----------------------------------------------------------------------------------
// Timming system variables
@@ -402,7 +401,6 @@ static double updateTime = 0.0; // Time measure for frame update
static double drawTime = 0.0; // Time measure for frame draw
static double frameTime = 0.0; // Time measure for one frame
static double targetTime = 0.0; // Desired time for one frame, if 0 not applied
-
//-----------------------------------------------------------------------------------
// Config internal variables
@@ -1027,8 +1025,8 @@ void ShowCursor(void)
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
#endif
#if defined(PLATFORM_UWP)
- UWPMessage* msg = CreateUWPMessage();
- msg->Type = ShowMouse;
+ UWPMessage *msg = CreateUWPMessage();
+ msg->type = UWP_MSG_SHOW_MOUSE;
SendMessageToUWP(msg);
#endif
cursorHidden = false;
@@ -1041,8 +1039,8 @@ void HideCursor(void)
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
#endif
#if defined(PLATFORM_UWP)
- UWPMessage* msg = CreateUWPMessage();
- msg->Type = HideMouse;
+ UWPMessage *msg = CreateUWPMessage();
+ msg->type = UWP_MSG_HIDE_MOUSE;
SendMessageToUWP(msg);
#endif
cursorHidden = true;
@@ -1064,8 +1062,8 @@ void EnableCursor(void)
toggleCursorLock = true;
#endif
#if defined(PLATFORM_UWP)
- UWPMessage* msg = CreateUWPMessage();
- msg->Type = LockMouse;
+ UWPMessage *msg = CreateUWPMessage();
+ msg->type = UWP_MSG_LOCK_MOUSE;
SendMessageToUWP(msg);
#endif
cursorHidden = false;
@@ -1081,8 +1079,8 @@ void DisableCursor(void)
toggleCursorLock = true;
#endif
#if defined(PLATFORM_UWP)
- UWPMessage* msg = CreateUWPMessage();
- msg->Type = UnlockMouse;
+ UWPMessage *msg = CreateUWPMessage();
+ msg->type = UWP_MSG_UNLOCK_MOUSE;
SendMessageToUWP(msg);
#endif
cursorHidden = true;
@@ -1165,7 +1163,7 @@ void EndDrawing(void)
frameTime += extraTime;
}
- return;
+ return;
}
// Initialize 2D mode with custom camera (2D)
@@ -1444,8 +1442,8 @@ double GetTime(void)
#endif
#if defined(PLATFORM_UWP)
- //Updated through messages
- return currentTime;
+ // Updated through messages
+ return currentTime;
#endif
}
@@ -2236,10 +2234,10 @@ void SetMousePosition(int x, int y)
glfwSetCursorPos(window, mousePosition.x, mousePosition.y);
#endif
#if defined(PLATFORM_UWP)
- UWPMessage* msg = CreateUWPMessage();
- msg->Type = SetMouseLocation;
- msg->Vector0.x = mousePosition.x;
- msg->Vector0.y = mousePosition.y;
+ UWPMessage *msg = CreateUWPMessage();
+ msg->type = UWP_MSG_SET_MOUSE_LOCATION;
+ msg->paramVector0.x = mousePosition.x;
+ msg->paramVector0.y = mousePosition.y;
SendMessageToUWP(msg);
#endif
}
@@ -2711,8 +2709,6 @@ static bool InitGraphicsDevice(int width, int height)
}
}
- //SetupFramebuffer(displayWidth, displayHeight);
-
EGLint numConfigs = 0;
if ((eglChooseConfig(display, framebufferAttribs, &config, 1, &numConfigs) == EGL_FALSE) || (numConfigs == 0))
{
@@ -2769,8 +2765,6 @@ static bool InitGraphicsDevice(int width, int height)
eglQuerySurface(display, surface, EGL_WIDTH, &screenWidth);
eglQuerySurface(display, surface, EGL_HEIGHT, &screenHeight);
- //SetupFramebuffer(displayWidth, displayHeight); //Borked
-
#else // PLATFORM_ANDROID, PLATFORM_RPI
EGLint numConfigs;
@@ -2941,8 +2935,8 @@ static void SetupFramebuffer(int width, int height)
TraceLog(LOG_WARNING, "DOWNSCALING: Required screen size (%ix%i) is bigger than display size (%ix%i)", screenWidth, screenHeight, displayWidth, displayHeight);
// Downscaling to fit display with border-bars
- float widthRatio = (float)displayWidth / (float)screenWidth;
- float heightRatio = (float)displayHeight / (float)screenHeight;
+ float widthRatio = (float)displayWidth/(float)screenWidth;
+ float heightRatio = (float)displayHeight/(float)screenHeight;
if (widthRatio <= heightRatio)
{
@@ -2960,7 +2954,7 @@ static void SetupFramebuffer(int width, int height)
}
// Screen scaling required
- float scaleRatio = (float)renderWidth / (float)screenWidth;
+ float scaleRatio = (float)renderWidth/(float)screenWidth;
screenScaling = MatrixScale(scaleRatio, scaleRatio, scaleRatio);
// NOTE: We render to full display resolution!
@@ -2976,13 +2970,13 @@ static void SetupFramebuffer(int width, int height)
TraceLog(LOG_INFO, "UPSCALING: Required screen size: %i x %i -> Display size: %i x %i", screenWidth, screenHeight, displayWidth, displayHeight);
// Upscaling to fit display with border-bars
- float displayRatio = (float)displayWidth / (float)displayHeight;
- float screenRatio = (float)screenWidth / (float)screenHeight;
+ float displayRatio = (float)displayWidth/(float)displayHeight;
+ float screenRatio = (float)screenWidth/(float)screenHeight;
if (displayRatio <= screenRatio)
{
renderWidth = screenWidth;
- renderHeight = (int)round((float)screenWidth / displayRatio);
+ renderHeight = (int)round((float)screenWidth/displayRatio);
renderOffsetX = 0;
renderOffsetY = (renderHeight - screenHeight);
}
@@ -3240,7 +3234,6 @@ static void PollInputEvents(void)
#endif
#if defined(PLATFORM_UWP)
-
// Register previous keys states
for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i];
@@ -3255,184 +3248,144 @@ static void PollInputEvents(void)
// Register previous mouse states
previousMouseWheelY = currentMouseWheelY;
currentMouseWheelY = 0;
- for (int i = 0; i < 3; i++)
- {
- previousMouseState[i] = currentMouseState[i];
-
- }
+ for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i];
// Loop over pending messages
while (HasMessageFromUWP())
{
- UWPMessage* msg = GetMessageFromUWP();
+ UWPMessage *msg = GetMessageFromUWP();
- switch (msg->Type)
- {
- case RegisterKey:
+ switch (msg->type)
{
- //Convert from virtualKey
- int actualKey = -1;
-
- switch (msg->Int0)
+ case UWP_MSG_REGISTER_KEY:
{
- case 0x08: actualKey = KEY_BACKSPACE; break;
- case 0x20: actualKey = KEY_SPACE; break;
- case 0x1B: actualKey = KEY_ESCAPE; break;
- case 0x0D: actualKey = KEY_ENTER; break;
- case 0x2E: actualKey = KEY_DELETE; break;
- case 0x27: actualKey = KEY_RIGHT; break;
- case 0x25: actualKey = KEY_LEFT; break;
- case 0x28: actualKey = KEY_DOWN; break;
- case 0x26: actualKey = KEY_UP; break;
- case 0x70: actualKey = KEY_F1; break;
- case 0x71: actualKey = KEY_F2; break;
- case 0x72: actualKey = KEY_F3; break;
- case 0x73: actualKey = KEY_F4; break;
- case 0x74: actualKey = KEY_F5; break;
- case 0x75: actualKey = KEY_F6; break;
- case 0x76: actualKey = KEY_F7; break;
- case 0x77: actualKey = KEY_F8; break;
- case 0x78: actualKey = KEY_F9; break;
- case 0x79: actualKey = KEY_F10; break;
- case 0x7A: actualKey = KEY_F11; break;
- case 0x7B: actualKey = KEY_F12; break;
- case 0xA0: actualKey = KEY_LEFT_SHIFT; break;
- case 0xA2: actualKey = KEY_LEFT_CONTROL; break;
- case 0xA4: actualKey = KEY_LEFT_ALT; break;
- case 0xA1: actualKey = KEY_RIGHT_SHIFT; break;
- case 0xA3: actualKey = KEY_RIGHT_CONTROL; break;
- case 0xA5: actualKey = KEY_RIGHT_ALT; break;
- case 0x30: actualKey = KEY_ZERO; break;
- case 0x31: actualKey = KEY_ONE; break;
- case 0x32: actualKey = KEY_TWO; break;
- case 0x33: actualKey = KEY_THREE; break;
- case 0x34: actualKey = KEY_FOUR; break;
- case 0x35: actualKey = KEY_FIVE; break;
- case 0x36: actualKey = KEY_SIX; break;
- case 0x37: actualKey = KEY_SEVEN; break;
- case 0x38: actualKey = KEY_EIGHT; break;
- case 0x39: actualKey = KEY_NINE; break;
- case 0x41: actualKey = KEY_A; break;
- case 0x42: actualKey = KEY_B; break;
- case 0x43: actualKey = KEY_C; break;
- case 0x44: actualKey = KEY_D; break;
- case 0x45: actualKey = KEY_E; break;
- case 0x46: actualKey = KEY_F; break;
- case 0x47: actualKey = KEY_G; break;
- case 0x48: actualKey = KEY_H; break;
- case 0x49: actualKey = KEY_I; break;
- case 0x4A: actualKey = KEY_J; break;
- case 0x4B: actualKey = KEY_K; break;
- case 0x4C: actualKey = KEY_L; break;
- case 0x4D: actualKey = KEY_M; break;
- case 0x4E: actualKey = KEY_N; break;
- case 0x4F: actualKey = KEY_O; break;
- case 0x50: actualKey = KEY_P; break;
- case 0x51: actualKey = KEY_Q; break;
- case 0x52: actualKey = KEY_R; break;
- case 0x53: actualKey = KEY_S; break;
- case 0x54: actualKey = KEY_T; break;
- case 0x55: actualKey = KEY_U; break;
- case 0x56: actualKey = KEY_V; break;
- case 0x57: actualKey = KEY_W; break;
- case 0x58: actualKey = KEY_X; break;
- case 0x59: actualKey = KEY_Y; break;
- case 0x5A: actualKey = KEY_Z; break;
- }
-
- if (actualKey > -1)
- currentKeyState[actualKey] = msg->Char0;
- break;
- }
-
- case RegisterClick:
- {
- currentMouseState[msg->Int0] = msg->Char0;
- break;
- }
-
- case ScrollWheelUpdate:
- {
- currentMouseWheelY += msg->Int0;
- break;
- }
-
- case UpdateMouseLocation:
- {
- mousePosition = msg->Vector0;
- break;
- }
+ // Convert from virtualKey
+ int actualKey = -1;
- case MarkGamepadActive:
- {
- if (msg->Int0 < MAX_GAMEPADS)
- gamepadReady[msg->Int0] = msg->Bool0;
- break;
- }
-
- case MarkGamepadButton:
- {
- if (msg->Int0 < MAX_GAMEPADS && msg->Int1 < MAX_GAMEPAD_BUTTONS)
- currentGamepadState[msg->Int0][msg->Int1] = msg->Char0;
- break;
- }
-
- case MarkGamepadAxis:
- {
- if (msg->Int0 < MAX_GAMEPADS && msg->Int1 < MAX_GAMEPAD_AXIS)
- gamepadAxisState[msg->Int0][msg->Int1] = msg->Float0;
-
- //Register buttons for 2nd triggers
- currentGamepadState[msg->Int0][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[msg->Int0][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
- currentGamepadState[msg->Int0][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[msg->Int0][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
- break;
- }
-
- case SetDisplayDims:
- {
- displayWidth = msg->Vector0.x;
- displayHeight = msg->Vector0.y;
- break;
- }
+ switch (msg->paramInt0)
+ {
+ case 0x08: actualKey = KEY_BACKSPACE; break;
+ case 0x20: actualKey = KEY_SPACE; break;
+ case 0x1B: actualKey = KEY_ESCAPE; break;
+ case 0x0D: actualKey = KEY_ENTER; break;
+ case 0x2E: actualKey = KEY_DELETE; break;
+ case 0x27: actualKey = KEY_RIGHT; break;
+ case 0x25: actualKey = KEY_LEFT; break;
+ case 0x28: actualKey = KEY_DOWN; break;
+ case 0x26: actualKey = KEY_UP; break;
+ case 0x70: actualKey = KEY_F1; break;
+ case 0x71: actualKey = KEY_F2; break;
+ case 0x72: actualKey = KEY_F3; break;
+ case 0x73: actualKey = KEY_F4; break;
+ case 0x74: actualKey = KEY_F5; break;
+ case 0x75: actualKey = KEY_F6; break;
+ case 0x76: actualKey = KEY_F7; break;
+ case 0x77: actualKey = KEY_F8; break;
+ case 0x78: actualKey = KEY_F9; break;
+ case 0x79: actualKey = KEY_F10; break;
+ case 0x7A: actualKey = KEY_F11; break;
+ case 0x7B: actualKey = KEY_F12; break;
+ case 0xA0: actualKey = KEY_LEFT_SHIFT; break;
+ case 0xA2: actualKey = KEY_LEFT_CONTROL; break;
+ case 0xA4: actualKey = KEY_LEFT_ALT; break;
+ case 0xA1: actualKey = KEY_RIGHT_SHIFT; break;
+ case 0xA3: actualKey = KEY_RIGHT_CONTROL; break;
+ case 0xA5: actualKey = KEY_RIGHT_ALT; break;
+ case 0x30: actualKey = KEY_ZERO; break;
+ case 0x31: actualKey = KEY_ONE; break;
+ case 0x32: actualKey = KEY_TWO; break;
+ case 0x33: actualKey = KEY_THREE; break;
+ case 0x34: actualKey = KEY_FOUR; break;
+ case 0x35: actualKey = KEY_FIVE; break;
+ case 0x36: actualKey = KEY_SIX; break;
+ case 0x37: actualKey = KEY_SEVEN; break;
+ case 0x38: actualKey = KEY_EIGHT; break;
+ case 0x39: actualKey = KEY_NINE; break;
+ case 0x41: actualKey = KEY_A; break;
+ case 0x42: actualKey = KEY_B; break;
+ case 0x43: actualKey = KEY_C; break;
+ case 0x44: actualKey = KEY_D; break;
+ case 0x45: actualKey = KEY_E; break;
+ case 0x46: actualKey = KEY_F; break;
+ case 0x47: actualKey = KEY_G; break;
+ case 0x48: actualKey = KEY_H; break;
+ case 0x49: actualKey = KEY_I; break;
+ case 0x4A: actualKey = KEY_J; break;
+ case 0x4B: actualKey = KEY_K; break;
+ case 0x4C: actualKey = KEY_L; break;
+ case 0x4D: actualKey = KEY_M; break;
+ case 0x4E: actualKey = KEY_N; break;
+ case 0x4F: actualKey = KEY_O; break;
+ case 0x50: actualKey = KEY_P; break;
+ case 0x51: actualKey = KEY_Q; break;
+ case 0x52: actualKey = KEY_R; break;
+ case 0x53: actualKey = KEY_S; break;
+ case 0x54: actualKey = KEY_T; break;
+ case 0x55: actualKey = KEY_U; break;
+ case 0x56: actualKey = KEY_V; break;
+ case 0x57: actualKey = KEY_W; break;
+ case 0x58: actualKey = KEY_X; break;
+ case 0x59: actualKey = KEY_Y; break;
+ case 0x5A: actualKey = KEY_Z; break;
+ default: break;
+ }
- case HandleResize:
- {
- eglQuerySurface(display, surface, EGL_WIDTH, &screenWidth);
- eglQuerySurface(display, surface, EGL_HEIGHT, &screenHeight);
-
- // If window is resized, viewport and projection matrix needs to be re-calculated
- rlViewport(0, 0, screenWidth, screenHeight); // Set viewport width and height
- rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
- rlLoadIdentity(); // Reset current matrix (PROJECTION)
- rlOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f); // Orthographic projection mode with top-left corner at (0,0)
- rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
- rlLoadIdentity(); // Reset current matrix (MODELVIEW)
- rlClearScreenBuffers(); // Clear screen buffers (color and depth)
-
- // Window size must be updated to be used on 3D mode to get new aspect ratio (BeginMode3D())
- // NOTE: Be careful! GLFW3 will choose the closest fullscreen resolution supported by current monitor,
- // for example, if reescaling back to 800x450 (desired), it could set 720x480 (closest fullscreen supported)
- currentWidth = screenWidth;
- currentHeight = screenHeight;
-
- // NOTE: Postprocessing texture is not scaled to new size
-
- windowResized = true;
- break;
- }
+ if (actualKey > -1) currentKeyState[actualKey] = msg->paramChar0;
- case SetGameTime:
- {
- currentTime = msg->Double0;
- break;
- }
+ } break;
+ case UWP_MSG_REGISTER_CLICK: currentMouseState[msg->paramInt0] = msg->paramChar0; break;
+ case UWP_MSG_SCROLL_WHEEL_UPDATE: currentMouseWheelY += msg->paramInt0; break;
+ case UWP_MSG_UPDATE_MOUSE_LOCATION: mousePosition = msg->paramVector0; break;
+ case UWP_MSG_SET_GAMEPAD_ACTIVE: if (msg->paramInt0 < MAX_GAMEPADS) gamepadReady[msg->paramInt0] = msg->paramBool0; break;
+ case UWP_MSG_SET_GAMEPAD_BUTTON:
+ {
+ if ((msg->paramInt0 < MAX_GAMEPADS) && (msg->paramInt1 < MAX_GAMEPAD_BUTTONS)) currentGamepadState[msg->paramInt0][msg->paramInt1] = msg->paramChar0;
+ } break;
+ case UWP_MSG_SET_GAMEPAD_AXIS:
+ {
+ if ((msg->paramInt0 < MAX_GAMEPADS) && (msg->paramInt1 < MAX_GAMEPAD_AXIS)) gamepadAxisState[msg->paramInt0][msg->paramInt1] = msg->paramFloat0;
+ // Register buttons for 2nd triggers
+ currentGamepadState[msg->paramInt0][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[msg->paramInt0][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
+ currentGamepadState[msg->paramInt0][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[msg->paramInt0][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
+ } break;
+ case UWP_MSG_SET_DISPLAY_DIMS:
+ {
+ displayWidth = msg->paramVector0.x;
+ displayHeight = msg->paramVector0.y;
+ } break;
+ case UWP_MSG_HANDLE_RESIZE:
+ {
+ eglQuerySurface(display, surface, EGL_WIDTH, &screenWidth);
+ eglQuerySurface(display, surface, EGL_HEIGHT, &screenHeight);
+
+ // If window is resized, viewport and projection matrix needs to be re-calculated
+ rlViewport(0, 0, screenWidth, screenHeight); // Set viewport width and height
+ rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
+ rlLoadIdentity(); // Reset current matrix (PROJECTION)
+ rlOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f); // Orthographic projection mode with top-left corner at (0,0)
+ rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
+ rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+ rlClearScreenBuffers(); // Clear screen buffers (color and depth)
+
+ // Window size must be updated to be used on 3D mode to get new aspect ratio (BeginMode3D())
+ // NOTE: Be careful! GLFW3 will choose the closest fullscreen resolution supported by current monitor,
+ // for example, if reescaling back to 800x450 (desired), it could set 720x480 (closest fullscreen supported)
+ currentWidth = screenWidth;
+ currentHeight = screenHeight;
+
+ // NOTE: Postprocessing texture is not scaled to new size
+
+ windowResized = true;
+
+ } break;
+ case UWP_MSG_SET_GAME_TIME: currentTime = msg->paramDouble0; break;
+ default: break;
}
DeleteUWPMessage(msg); //Delete, we are done
}
-
-#endif
+#endif // defined(PLATFORM_UWP)
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// Mouse input polling