diff options
Diffstat (limited to 'src/core.c')
| -rw-r--r-- | src/core.c | 975 |
1 files changed, 506 insertions, 469 deletions
@@ -195,26 +195,19 @@ static int renderOffsetY = 0; // Offset Y from render area (must b 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) -static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen - #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) 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; // Mouse position on screen 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 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 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 @@ -224,6 +217,9 @@ 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 @@ -248,23 +244,16 @@ extern void UnloadDefaultFont(void); // [Module: text] Unloads defaul //---------------------------------------------------------------------------------- static void InitDisplay(int width, int height); // Initialize display device and framebuffer static void InitGraphics(void); // Initialize OpenGL graphics +static void SetupFramebufferSize(int displayWidth, int displayHeight); 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 SwapBuffers(void); // Copy back buffer to front buffers 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 +#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_DESKTOP) || defined(PLATFORM_WEB) @@ -283,10 +272,6 @@ static void WindowIconifyCallback(GLFWwindow *window, int iconified); 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 @@ -297,6 +282,16 @@ static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const Emscripte static EM_BOOL EmscriptenInputCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData); #endif +#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 + //---------------------------------------------------------------------------------- // Module Functions Definition - Window and OpenGL Context Functions //---------------------------------------------------------------------------------- @@ -304,7 +299,7 @@ static EM_BOOL EmscriptenInputCallback(int eventType, const EmscriptenTouchEvent // Initialize Window and Graphics Context (OpenGL) void InitWindow(int width, int height, const char *title) { - TraceLog(INFO, "Initializing raylib (v1.4.0)"); + TraceLog(INFO, "Initializing raylib (v1.5.0)"); // Store window title (could be useful...) windowTitle = title; @@ -360,7 +355,7 @@ void InitWindow(int width, int height, const char *title) // Android activity initialization void InitWindow(int width, int height, struct android_app *state) { - TraceLog(INFO, "Initializing raylib (v1.4.0)"); + TraceLog(INFO, "Initializing raylib (v1.5.0)"); app_dummy(); @@ -494,29 +489,6 @@ void ToggleFullscreen(void) #endif } -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) -// Set a custom cursor icon/image -void SetCustomCursor(const char *cursorImage) -{ - if (customCursor) UnloadTexture(cursor); - - cursor = LoadTexture(cursorImage); - -#if defined(PLATFORM_DESKTOP) - // NOTE: emscripten not implemented - glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); -#endif - customCursor = true; -} - -// Set a custom key to exit program -// NOTE: default exitKey is ESCAPE -void SetExitKey(int key) -{ - exitKey = key; -} -#endif - // Get current screen width int GetScreenWidth(void) { @@ -543,57 +515,24 @@ void BeginDrawing(void) updateTime = currentTime - previousTime; previousTime = currentTime; - if (IsPosproShaderEnabled()) rlEnablePostproFBO(); - - rlClearScreenBuffers(); - + 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(); - - // TODO: Consider origin offset on position, rotation, scaling - - 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.position.x, camera.position.y, 0.0f); - Matrix matOrigin = MatrixTranslate(-camera.origin.x, -camera.origin.y, 0.0f); - - Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation); - - rlMultMatrixf(MatrixToFloat(matTransform)); -} - -// Setup drawing canvas with pro parameters -void BeginDrawingPro(int blendMode, Shader shader, Matrix transform) -{ - BeginDrawing(); - - SetBlendMode(blendMode); - SetPostproShader(shader); - - rlMultMatrixf(MatrixToFloat(transform)); -} - // End canvas drawing and Swap Buffers (Double Buffering) void EndDrawing(void) { rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) - if (IsPosproShaderEnabled()) rlglDrawPostpro(); // Draw postprocessing effect (shader) - SwapBuffers(); // Copy back buffer to front buffer PollInputEvents(); // Poll user events + // Frame time control system currentTime = GetTime(); drawTime = currentTime - previousTime; previousTime = currentTime; @@ -612,6 +551,33 @@ void EndDrawing(void) } } +// Initialize 2D mode with custom camera +void Begin2dMode(Camera2D camera) +{ + rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) + + rlLoadIdentity(); // Reset current matrix (MODELVIEW) + + // 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)); +} + +// Ends 2D mode custom camera usage +void End2dMode(void) +{ + rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) + + rlLoadIdentity(); // Reset current matrix (MODELVIEW) +} + // Initializes 3D mode for drawing (Camera setup) void Begin3dMode(Camera camera) { @@ -656,6 +622,26 @@ void End3dMode(void) 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) { @@ -919,7 +905,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) 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); @@ -949,7 +935,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) } // Returns the screen space position from a 3d world space position -Vector2 WorldToScreen(Vector3 position, Camera camera) +Vector2 GetWorldToScreen(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); @@ -1028,78 +1014,11 @@ int GetKeyPressed(void) return lastKeyPressed; } -// Detect if a mouse button has been pressed once -bool IsMouseButtonPressed(int button) -{ - bool pressed = false; - - if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 1)) pressed = true; - else pressed = false; - - return pressed; -} - -// Detect if a mouse button is being pressed -bool IsMouseButtonDown(int button) -{ - if (GetMouseButtonStatus(button) == 1) return true; - else return false; -} - -// Detect if a mouse button has been released once -bool IsMouseButtonReleased(int button) -{ - bool released = false; - - if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 0)) released = true; - else released = false; - - return released; -} - -// Detect if a mouse button is NOT being pressed -bool IsMouseButtonUp(int button) -{ - if (GetMouseButtonStatus(button) == 0) return true; - else return false; -} - -// Returns mouse position X -int GetMouseX(void) -{ - return (int)mousePosition.x; -} - -// Returns mouse position Y -int GetMouseY(void) -{ - return (int)mousePosition.y; -} - -// Returns mouse position XY -Vector2 GetMousePosition(void) -{ - return mousePosition; -} - -// 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) +// Set a custom key to exit program +// NOTE: default exitKey is ESCAPE +void SetExitKey(int key) { -#if defined(PLATFORM_WEB) - return previousMouseWheelY/100; -#else - return previousMouseWheelY; -#endif + exitKey = key; } // Hide mouse cursor @@ -1276,6 +1195,111 @@ bool IsGamepadButtonUp(int gamepad, int button) } #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(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(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) { @@ -1372,7 +1396,7 @@ static void InitDisplay(int width, int height) // 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); @@ -1389,10 +1413,12 @@ static void InitDisplay(int width, int height) // Screen size security check if (screenWidth <= 0) screenWidth = displayWidth; if (screenHeight <= 0) screenHeight = displayHeight; -#elif defined(PLATFORM_WEB) +#endif // defined(PLATFORM_DESKTOP) + +#if defined(PLATFORM_WEB) displayWidth = screenWidth; displayHeight = screenHeight; -#endif +#endif // defined(PLATFORM_WEB) glfwDefaultWindowHints(); // Set default windows hints @@ -1421,7 +1447,12 @@ static void InitDisplay(int width, int height) 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 +#ifdef __APPLE__ + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // OSX Requires +#else glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE); // Fordward Compatibility Hint: Only 3.3 and above! +#endif + //glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE); } if (fullscreen) @@ -1443,7 +1474,7 @@ static void InitDisplay(int width, int height) // TODO: Check modes[i]->width; // TODO: Check modes[i]->height; } - + window = glfwCreateWindow(screenWidth, screenHeight, windowTitle, glfwGetPrimaryMonitor(), NULL); } else @@ -1539,8 +1570,9 @@ static void InitDisplay(int width, int height) } //glfwGetFramebufferSize(window, &renderWidth, &renderHeight); // Get framebuffer size of current window +#endif // defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) -#elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) fullscreen = true; // Screen size security check @@ -1625,8 +1657,9 @@ static void InitDisplay(int width, int height) //ANativeWindow_setBuffersGeometry(app->window, 0, 0, displayFormat); // Force use of native display size surface = eglCreateWindowSurface(display, config, app->window, NULL); +#endif // defined(PLATFORM_ANDROID) -#elif defined(PLATFORM_RPI) +#if defined(PLATFORM_RPI) graphics_get_display_size(0, &displayWidth, &displayHeight); // At this point we need to manage render size vs screen size @@ -1664,7 +1697,7 @@ static void InitDisplay(int width, int height) surface = eglCreateWindowSurface(display, config, &nativeWindow, NULL); //--------------------------------------------------------------------------------- -#endif +#endif // defined(PLATFORM_RPI) // There must be at least one frame displayed before the buffers are swapped //eglSwapInterval(display, 1); @@ -1684,13 +1717,17 @@ static void InitDisplay(int width, int height) TraceLog(INFO, "Screen size: %i x %i", screenWidth, screenHeight); TraceLog(INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY); } -#endif +#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) @@ -1701,6 +1738,239 @@ static void InitGraphics(void) #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; + } +} + +// 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 +} + +// 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 +} + +#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 + #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) // GLFW3 Error Callback, runs on GLFW3 error static void ErrorCallback(int error, const char *description) @@ -2074,151 +2344,95 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) } #endif -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) -// Takes a screenshot and saves it in the same folder as executable -static void TakeScreenshot(void) +#if defined(PLATFORM_WEB) +static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData) { - 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); + //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 - // 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 + if (e->isFullscreen) { - baseTime = (uint64_t)now.tv_sec*1000000000LLU + (uint64_t)now.tv_nsec; + TraceLog(INFO, "Canvas scaled to fullscreen. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight); } - 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; + 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 (double)(time - baseTime)*1e-9; -#endif + return 0; } -// Get one key state -static bool GetKeyStatus(int key) +// Web: Get input events +static EM_BOOL EmscriptenInputCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData) { -#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 -} + /* + for (int i = 0; i < touchEvent->numTouches; i++) + { + long x, y, id; -// 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 keyboard - return false; -#elif defined(PLATFORM_RPI) - // NOTE: Mouse buttons states are filled in PollInputEvents() - return currentMouseState[button]; -#endif -} + if (!touchEvent->touches[i].isChanged) continue; -// 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(); + id = touchEvent->touches[i].identifier; + x = touchEvent->touches[i].canvasX; + y = touchEvent->touches[i].canvasY; + } -#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]; + 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" : ""); - // Poll Events (registered events) - // NOTE: Activity is paused if not enabled (appEnabled) - while ((ident = ALooper_pollAll(appEnabled ? 0 : -1, NULL, &events,(void**)&source)) >= 0) + for(int i = 0; i < event->numTouches; ++i) { - // 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); - } + 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); } -#elif defined(PLATFORM_RPI) + */ + + GestureEvent gestureEvent; - // NOTE: Mouse input events polling is done asynchonously in another pthread - MouseThread() + // 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 }; - // 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(); + 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(); - // NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread() + // Gesture data is sent to gestures system for processing + ProcessGestureEvent(gestureEvent); // Process obtained gestures data -#endif + return 1; } +#endif #if defined(PLATFORM_RPI) // Initialize Keyboard system (using standard input) @@ -2538,183 +2752,6 @@ static void *GamepadThread(void *arg) } #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) { |
