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-rw-r--r--src/core.c1422
1 files changed, 1088 insertions, 334 deletions
diff --git a/src/core.c b/src/core.c
index 6b56ea88..dbcfa6bc 100644
--- a/src/core.c
+++ b/src/core.c
@@ -38,9 +38,12 @@
#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()
+
+#define RAYMATH_IMPLEMENTATION // Use raymath as a header-only library (includes implementation)
+#define RAYMATH_EXTERN_INLINE // Compile raymath functions as static inline (remember, it's a compiler hint)
+#include "raymath.h" // Required for Vector3 and Matrix functions
#include <stdio.h> // Standard input / output lib
#include <stdlib.h> // Declares malloc() and free() for memory management, rand(), atexit()
@@ -50,12 +53,24 @@
#include <string.h> // String function definitions, memset()
#include <errno.h> // Macros for reporting and retrieving error conditions through error codes
+#if defined(PLATFORM_DESKTOP)
+ #define GLAD_EXTENSIONS_LOADER
+ #if defined(GLEW_EXTENSIONS_LOADER)
+ #define GLEW_STATIC
+ #include <GL/glew.h> // GLEW extensions loading lib
+ #elif defined(GLAD_EXTENSIONS_LOADER)
+ #include "glad.h" // GLAD library: Manage OpenGL headers and extensions
+ #endif
+#endif
+
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
- #include <GLFW/glfw3.h> // GLFW3 library: Windows, OpenGL context and Input management
+ //#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3
+ #include <GLFW/glfw3.h> // GLFW3 library: Windows, OpenGL context and Input management
+
#ifdef __linux
- #define GLFW_EXPOSE_NATIVE_X11 // Linux specific definitions for getting
- #define GLFW_EXPOSE_NATIVE_GLX // native functions like glfwGetX11Window
- #include <GLFW/glfw3native.h> // which are required for hiding mouse
+ #define GLFW_EXPOSE_NATIVE_X11 // Linux specific definitions for getting
+ #define GLFW_EXPOSE_NATIVE_GLX // native functions like glfwGetX11Window
+ #include <GLFW/glfw3native.h> // which are required for hiding mouse
#endif
//#include <GL/gl.h> // OpenGL functions (GLFW3 already includes gl.h)
//#define GLFW_DLL // Using GLFW DLL on Windows -> No, we use static version!
@@ -65,7 +80,7 @@
#include <jni.h> // Java native interface
#include <android/sensor.h> // Android sensors functions
#include <android/window.h> // Defines AWINDOW_FLAG_FULLSCREEN and others
- //#include <android_native_app_glue.h> // Defines basic app state struct and manages activity
+ #include <android_native_app_glue.h> // Defines basic app state struct and manages activity
#include <EGL/egl.h> // Khronos EGL library - Native platform display device control functions
#include <GLES2/gl2.h> // Khronos OpenGL ES 2.0 library
@@ -87,17 +102,32 @@
#include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions
#include "EGL/eglext.h" // Khronos EGL library - Extensions
#include "GLES2/gl2.h" // Khronos OpenGL ES 2.0 library
+#endif
- #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"
+#if defined(PLATFORM_WEB)
+ #include <emscripten/emscripten.h>
+ #include <emscripten/html5.h>
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
-#define MAX_TOUCH_POINTS 256
+#define STORAGE_FILENAME "storage.data"
+
+#if defined(PLATFORM_RPI)
+ // Old device inputs system
+ #define DEFAULT_KEYBOARD_DEV STDIN_FILENO // Standard input
+ #define DEFAULT_MOUSE_DEV "/dev/input/mouse0"
+ #define DEFAULT_GAMEPAD_DEV "/dev/input/js0"
+
+ // New device input events (evdev) (must be detected)
+ //#define DEFAULT_KEYBOARD_DEV "/dev/input/eventN"
+ //#define DEFAULT_MOUSE_DEV "/dev/input/eventN"
+ //#define DEFAULT_GAMEPAD_DEV "/dev/input/eventN"
+
+ #define MOUSE_SENSITIVITY 0.8f
+ #define MAX_GAMEPAD_BUTTONS 11
+#endif
//----------------------------------------------------------------------------------
// Types and Structures Definition
@@ -115,34 +145,38 @@ 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
-
+static bool appEnabled = true; // Used to detec if app is active
+static bool contextRebindRequired = false; // Used to know context rebind required
+static int previousButtonState[128] = { 1 }; // Required to check if button pressed/released once
+static int currentButtonState[128] = { 1 }; // Required to check if button pressed/released once
#elif defined(PLATFORM_RPI)
static EGL_DISPMANX_WINDOW_T nativeWindow; // Native window (graphic device)
-// 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
-
+// Keyboard input variables
// NOTE: For keyboard we will use the standard input (but reconfigured...)
+static struct termios defaultKeyboardSettings; // Used to store default keyboard settings
static int defaultKeyboardMode; // Used to store default keyboard mode
-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 };
+// Mouse input variables
+static int mouseStream = -1; // Mouse device file descriptor
+static bool mouseReady = false; // Flag to know if mouse is ready
+pthread_t mouseThreadId; // Mouse reading thread id
+// Gamepad input variables
static int gamepadStream = -1; // Gamepad device file descriptor
+static bool gamepadReady = false; // Flag to know if gamepad is ready
+pthread_t gamepadThreadId; // Gamepad reading thread id
+
+int gamepadButtons[MAX_GAMEPAD_BUTTONS];
+int gamepadAxisX = 0;
+int gamepadAxisY = 0;
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
static EGLDisplay display; // Native display device (physical screen connection)
static EGLSurface surface; // Surface to draw on, framebuffers (connected to context)
static EGLContext context; // Graphic context, mode in which drawing can be done
+static EGLConfig config; // Graphic config
static uint64_t baseTime; // Base time measure for hi-res timer
static bool windowShouldClose = false; // Flag to set window for closing
#endif
@@ -157,6 +191,10 @@ 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)
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
+static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen
+#endif
+
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
static const char *windowTitle; // Window text title...
@@ -182,7 +220,9 @@ static int exitKey = KEY_ESCAPE; // Default exit key (ESC)
static int lastKeyPressed = -1; // Register last key pressed
static bool cursorHidden; // Track if cursor is hidden
+#endif
+#if defined(PLATFORM_DESKTOP)
static char **dropFilesPath; // Store dropped files paths as strings
static int dropFilesCount = 0; // Count stored strings
#endif
@@ -216,17 +256,20 @@ static void LogoAnimation(void); // Plays raylib logo app
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 ProcessKeyboard(void); // Process keyboard events
static void RestoreKeyboard(void); // Restore keyboard system
+static void InitMouse(void); // Mouse initialization (including mouse thread)
+static void *MouseThread(void *arg); // Mouse reading thread
static void InitGamepad(void); // Init raw gamepad input
+static void *GamepadThread(void *arg); // Mouse reading thread
#endif
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed
+static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move
static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value)
static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel
static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
@@ -244,6 +287,12 @@ static void TakeScreenshot(void);
#if defined(PLATFORM_ANDROID)
static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands
+static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); // Process Android inputs
+#endif
+
+#if defined(PLATFORM_WEB)
+static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData);
+static EM_BOOL EmscriptenInputCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData);
#endif
//----------------------------------------------------------------------------------
@@ -253,7 +302,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd);
// Initialize Window and Graphics Context (OpenGL)
void InitWindow(int width, int height, const char *title)
{
- TraceLog(INFO, "Initializing raylib (v1.3.0)");
+ TraceLog(INFO, "Initializing raylib (v1.4.0)");
// Store window title (could be useful...)
windowTitle = title;
@@ -278,8 +327,24 @@ void InitWindow(int width, int height, const char *title)
InitGamepad(); // Gamepad init
#endif
- mousePosition.x = screenWidth/2;
- mousePosition.y = screenHeight/2;
+#if defined(PLATFORM_WEB)
+ emscripten_set_fullscreenchange_callback(0, 0, 1, EmscriptenFullscreenChangeCallback);
+
+ // NOTE: Some code examples
+ //emscripten_set_touchstart_callback(0, NULL, 1, Emscripten_HandleTouch);
+ //emscripten_set_touchend_callback("#canvas", data, 0, Emscripten_HandleTouch);
+ emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenInputCallback);
+ emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenInputCallback);
+ emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenInputCallback);
+ emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenInputCallback);
+
+ // TODO: Add gamepad support (not provided by GLFW3 on emscripten)
+ //emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenInputCallback);
+ //emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenInputCallback);
+#endif
+
+ mousePosition.x = (float)screenWidth/2.0f;
+ mousePosition.y = (float)screenHeight/2.0f;
// raylib logo appearing animation (if enabled)
if (showLogo)
@@ -293,7 +358,7 @@ 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 (v1.3.0)");
+ TraceLog(INFO, "Initializing raylib (v1.4.0)");
app_dummy();
@@ -311,7 +376,7 @@ void InitWindow(int width, int height, struct android_app *state)
if (orientation == ACONFIGURATION_ORIENTATION_PORT) TraceLog(INFO, "PORTRAIT window orientation");
else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TraceLog(INFO, "LANDSCAPE window orientation");
- // TODO: Review, it doesn't work...
+ // TODO: Automatic orientation doesn't seem to work
if (width <= height)
{
AConfiguration_setOrientation(app->config, ACONFIGURATION_ORIENTATION_PORT);
@@ -330,24 +395,30 @@ void InitWindow(int width, int height, struct android_app *state)
//state->userData = &engine;
app->onAppCmd = AndroidCommandCallback;
+ app->onInputEvent = AndroidInputCallback;
- //InitGesturesSystem(app); // NOTE: Must be called by user
-
InitAssetManager(app->activity->assetManager);
TraceLog(INFO, "Android app initialized successfully");
+ // Init button states values (default up)
+ for(int i = 0; i < 128; i++)
+ {
+ currentButtonState[i] = 1;
+ previousButtonState[i] = 1;
+ }
+
+ // Wait for window to be initialized (display and context)
while (!windowReady)
{
- // 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;
+ // NOTE: Never close window, native activity is controlled by the system!
+ //if (app->destroyRequested != 0) windowShouldClose = true;
}
}
}
@@ -413,6 +484,7 @@ bool IsWindowMinimized(void)
}
// Fullscreen toggle
+// TODO: When destroying window context is lost and resources too, take care!
void ToggleFullscreen(void)
{
#if defined(PLATFORM_DESKTOP)
@@ -476,18 +548,29 @@ void BeginDrawing(void)
updateTime = currentTime - previousTime;
previousTime = currentTime;
- if (IsPosproShaderEnabled()) rlEnableFBO();
+ if (IsPosproShaderEnabled()) rlEnablePostproFBO();
rlClearScreenBuffers();
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
- rlMultMatrixf(GetMatrixVector(downscaleView)); // If downscale required, apply it here
+ 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 extended parameters
+void BeginDrawingEx(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)
{
@@ -498,7 +581,7 @@ void EndDrawing(void)
SwapBuffers(); // Copy back buffer to front buffer
PollInputEvents(); // Poll user events
-
+
currentTime = GetTime();
drawTime = currentTime - previousTime;
previousTime = currentTime;
@@ -528,8 +611,8 @@ void Begin3dMode(Camera camera)
rlLoadIdentity(); // Reset current matrix (PROJECTION)
// Setup perspective projection
- float aspect = (GLfloat)screenWidth/(GLfloat)screenHeight;
- double top = 0.1f*tan(45.0f*PI / 360.0f);
+ float aspect = (float)screenWidth/(float)screenHeight;
+ double top = 0.1*tan(45.0*PI/360.0);
double right = top*aspect;
// NOTE: zNear and zFar values are important when computing depth buffer values
@@ -539,8 +622,8 @@ void Begin3dMode(Camera camera)
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
// Setup Camera view
- Matrix view = MatrixLookAt(camera.position, camera.target, camera.up);
- rlMultMatrixf(GetMatrixVector(view)); // Multiply MODELVIEW matrix by view matrix (camera)
+ Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
+ rlMultMatrixf(MatrixToFloat(matView)); // Multiply MODELVIEW matrix by view matrix (camera)
}
// Ends 3D mode and returns to default 2D orthographic mode
@@ -560,7 +643,7 @@ void End3dMode(void)
// Set target FPS for the game
void SetTargetFPS(int fps)
{
- targetTime = 1 / (double)fps;
+ targetTime = 1.0/(double)fps;
TraceLog(INFO, "Target time per frame: %02.03f milliseconds", (float)targetTime*1000);
}
@@ -568,7 +651,7 @@ void SetTargetFPS(int fps)
// Returns current FPS
float GetFPS(void)
{
- return (float)(1/frameTime);
+ return (float)(1.0/frameTime);
}
// Returns time in seconds for one frame
@@ -577,11 +660,64 @@ float GetFrameTime(void)
// As we are operate quite a lot with frameTime,
// it could be no stable, so we round it before passing it around
// NOTE: There are still problems with high framerates (>500fps)
- double roundedFrameTime = round(frameTime*10000)/10000;
+ double roundedFrameTime = round(frameTime*10000)/10000.0;
return (float)roundedFrameTime; // Time in seconds to run a frame
}
+// Converts Color to float array and normalizes
+float *ColorToFloat(Color color)
+{
+ static float buffer[4];
+
+ buffer[0] = (float)color.r/255;
+ buffer[1] = (float)color.g/255;
+ buffer[2] = (float)color.b/255;
+ buffer[3] = (float)color.a/255;
+
+ return buffer;
+}
+
+// Converts Vector3 to float array
+float *VectorToFloat(Vector3 vec)
+{
+ static float buffer[3];
+
+ buffer[0] = vec.x;
+ buffer[1] = vec.y;
+ buffer[2] = vec.z;
+
+ return buffer;
+}
+
+// Converts Matrix to float array
+// NOTE: Returned vector is a transposed version of the Matrix struct,
+// it should be this way because, despite raymath use OpenGL column-major convention,
+// Matrix struct memory alignment and variables naming are not coherent
+float *MatrixToFloat(Matrix mat)
+{
+ static float buffer[16];
+
+ buffer[0] = mat.m0;
+ buffer[1] = mat.m4;
+ buffer[2] = mat.m8;
+ buffer[3] = mat.m12;
+ buffer[4] = mat.m1;
+ buffer[5] = mat.m5;
+ buffer[6] = mat.m9;
+ buffer[7] = mat.m13;
+ buffer[8] = mat.m2;
+ buffer[9] = mat.m6;
+ buffer[10] = mat.m10;
+ buffer[11] = mat.m14;
+ buffer[12] = mat.m3;
+ buffer[13] = mat.m7;
+ buffer[14] = mat.m11;
+ buffer[15] = mat.m15;
+
+ return buffer;
+}
+
// Returns a Color struct from hexadecimal value
Color GetColor(int hexValue)
{
@@ -619,8 +755,10 @@ Color Fade(Color color, float alpha)
{
if (alpha < 0.0f) alpha = 0.0f;
else if (alpha > 1.0f) alpha = 1.0f;
+
+ float colorAlpha = (float)color.a*alpha;
- return (Color){color.r, color.g, color.b, color.a*alpha};
+ return (Color){color.r, color.g, color.b, (unsigned char)colorAlpha};
}
// Enable some window/system configurations
@@ -638,7 +776,7 @@ void ShowLogo(void)
showLogo = true;
}
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+#if defined(PLATFORM_DESKTOP)
// Check if a file have been dropped into window
bool IsFileDropped(void)
{
@@ -667,46 +805,167 @@ void ClearDroppedFiles(void)
}
#endif
-// TODO: Gives the ray trace from mouse position
-Ray GetMouseRay(Vector2 mousePosition, Camera camera)
+// Storage save integer value (to defined position)
+// NOTE: Storage positions is directly related to file memory layout (4 bytes each integer)
+void StorageSaveValue(int position, int value)
{
- Ray ray;
+ FILE *storageFile = NULL;
- Matrix proj = MatrixIdentity();
- Matrix view = MatrixLookAt(camera.position, camera.target, camera.up);
+ // Try open existing file to append data
+ storageFile = fopen(STORAGE_FILENAME, "rb+");
- // Calculate projection matrix for the camera
- float aspect = (GLfloat)GetScreenWidth()/(GLfloat)GetScreenHeight();
- double top = 0.1f*tanf(45.0f*PI/360.0f);
- double right = top*aspect;
-
- // NOTE: zNear and zFar values are important for depth
- proj = MatrixFrustum(-right, right, -top, top, 0.01f, 1000.0f);
- MatrixTranspose(&proj);
+ // If file doesn't exist, create a new storage data file
+ if (!storageFile) storageFile = fopen(STORAGE_FILENAME, "wb");
- // NOTE: Our screen origin is top-left instead of bottom-left: transform required!
- float invertedMouseY = (float)GetScreenHeight() - mousePosition.y;
-
- // NOTE: Do I really need to get z value from depth buffer?
- //float z;
- //glReadPixels(mousePosition.x, mousePosition.y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z);
- //http://www.bfilipek.com/2012/06/select-mouse-opengl.html
+ if (!storageFile) TraceLog(WARNING, "Storage data file could not be created");
+ else
+ {
+ // Get file size
+ fseek(storageFile, 0, SEEK_END);
+ int fileSize = ftell(storageFile); // Size in bytes
+ fseek(storageFile, 0, SEEK_SET);
+
+ if (fileSize < (position*4)) TraceLog(WARNING, "Storage position could not be found");
+ else
+ {
+ fseek(storageFile, (position*4), SEEK_SET);
+ fwrite(&value, 1, 4, storageFile);
+ }
+
+ fclose(storageFile);
+ }
+}
- Vector3 nearPoint = { mousePosition.x, invertedMouseY, 0.0f };
- Vector3 farPoint = { mousePosition.x, invertedMouseY, 1.0f };
+// Storage load integer value (from defined position)
+// NOTE: If requested position could not be found, value 0 is returned
+int StorageLoadValue(int position)
+{
+ int value = 0;
+
+ // Try open existing file to append data
+ FILE *storageFile = fopen(STORAGE_FILENAME, "rb");
- nearPoint = rlglUnproject(nearPoint, proj, view);
- farPoint = rlglUnproject(farPoint, proj, view); // TODO: it seems it doesn't work...
+ if (!storageFile) TraceLog(WARNING, "Storage data file could not be found");
+ else
+ {
+ // Get file size
+ fseek(storageFile, 0, SEEK_END);
+ int fileSize = ftell(storageFile); // Size in bytes
+ rewind(storageFile);
+
+ if (fileSize < (position*4)) TraceLog(WARNING, "Storage position could not be found");
+ else
+ {
+ fseek(storageFile, (position*4), SEEK_SET);
+ fread(&value, 1, 4, storageFile);
+ }
+
+ fclose(storageFile);
+ }
+
+ return value;
+}
+// Returns a ray trace from mouse position
+//http://www.songho.ca/opengl/gl_transform.html
+//http://www.songho.ca/opengl/gl_matrix.html
+//http://www.sjbaker.org/steve/omniv/matrices_can_be_your_friends.html
+//https://www.opengl.org/archives/resources/faq/technical/transformations.htm
+Ray GetMouseRay(Vector2 mousePosition, Camera camera)
+{
+ // Tutorial used: https://mkonrad.net/2014/08/07/simple-opengl-object-picking-in-3d.html
+ // Similar to http://antongerdelan.net, the problem is maybe in MatrixPerspective vs MatrixFrustum
+ // or matrix order (transpose it or not... that's the question)
+
+ Ray ray;
+
+ // Calculate normalized device coordinates
+ // NOTE: y value is negative
+ float x = (2.0f*mousePosition.x)/(float)GetScreenWidth() - 1.0f;
+ float y = 1.0f - (2.0f*mousePosition.y)/(float)GetScreenHeight();
+ float z = 1.0f;
+
+ // Store values in a vector
+ Vector3 deviceCoords = {x, y, z};
+
+ // Device debug message
+ TraceLog(INFO, "device(%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z);
+
+ // Calculate projection matrix (from perspective instead of frustum
+ Matrix matProj = MatrixPerspective(45.0f, (float)((float)GetScreenWidth() / (float)GetScreenHeight()), 0.01f, 1000.0f);
+
+ // Calculate view matrix from camera look at
+ Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
+
+ // Do I need to transpose it? It seems that yes...
+ // NOTE: matrix order is maybe incorrect... In OpenGL to get world position from
+ // camera view it just needs to get inverted, but here we need to transpose it too.
+ // For example, if you get view matrix, transpose and inverted and you transform it
+ // to a vector, you will get its 3d world position coordinates (camera.position).
+ // If you don't transpose, final position will be wrong.
+ MatrixTranspose(&matView);
+
+ // Calculate unproject matrix (multiply projection matrix and view matrix) and invert it
+ Matrix matProjView = MatrixMultiply(matProj, matView);
+ MatrixInvert(&matProjView);
+
+ // Calculate far and near points
+ Quaternion near = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f};
+ Quaternion far = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f};
+
+ // Multiply points by unproject matrix
+ QuaternionTransform(&near, matProjView);
+ QuaternionTransform(&far, matProjView);
+
+ // Calculate normalized world points in vectors
+ Vector3 nearPoint = {near.x / near.w, near.y / near.w, near.z / near.w};
+ Vector3 farPoint = {far.x / far.w, far.y / far.w, far.z / far.w};
+
+ // Calculate normalized direction vector
Vector3 direction = VectorSubtract(farPoint, nearPoint);
VectorNormalize(&direction);
-
- ray.position = nearPoint;
+
+ // Apply calculated vectors to ray
+ ray.position = camera.position;
ray.direction = direction;
-
+
return ray;
}
+// Returns the screen space position from a 3d world space position
+Vector2 WorldToScreen(Vector3 position, Camera camera)
+{
+ // Calculate projection matrix (from perspective instead of frustum
+ Matrix matProj = MatrixPerspective(45.0f, (float)((float)GetScreenWidth() / (float)GetScreenHeight()), 0.01f, 1000.0f);
+
+ // Calculate view matrix from camera look at (and transpose it)
+ Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
+ MatrixTranspose(&matView);
+
+ // Convert world position vector to quaternion
+ Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
+
+ // Transform world position to view
+ QuaternionTransform(&worldPos, matView);
+
+ // Transform result to projection (clip space position)
+ QuaternionTransform(&worldPos, matProj);
+
+ // Calculate normalized device coordinates (inverted y)
+ Vector3 ndcPos = { worldPos.x / worldPos.w, -worldPos.y / worldPos.w, worldPos.z / worldPos.z };
+
+ // Calculate 2d screen position vector
+ Vector2 screenPosition = { (ndcPos.x + 1.0f)/2.0f*(float)GetScreenWidth(), (ndcPos.y + 1.0f)/2.0f*(float)GetScreenHeight() };
+
+ return screenPosition;
+}
+
+// Get transform matrix for camera
+Matrix GetCameraMatrix(Camera camera)
+{
+ return MatrixLookAt(camera.position, camera.target, camera.up);
+}
+
//----------------------------------------------------------------------------------
// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
//----------------------------------------------------------------------------------
@@ -811,7 +1070,7 @@ Vector2 GetMousePosition(void)
void SetMousePosition(Vector2 position)
{
mousePosition = position;
-#if defined(PLATFORM_DESKTOP)
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// NOTE: emscripten not implemented
glfwSetCursorPos(window, position.x, position.y);
#endif
@@ -860,23 +1119,44 @@ void ShowCursor()
cursorHidden = false;
}
+// Disable mouse cursor
+void DisableCursor()
+{
+#if defined(PLATFORM_DESKTOP)
+ glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
+#endif
+ cursorHidden = true;
+}
+
+// Enable mouse cursor
+void EnableCursor()
+{
+#if defined(PLATFORM_DESKTOP)
+ glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+#endif
+ cursorHidden = false;
+}
+
// Check if mouse cursor is hidden
bool IsCursorHidden()
{
return cursorHidden;
}
-#endif
-// TODO: Enable gamepad usage on Rapsberry Pi
-// NOTE: emscripten not implemented
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB)
+
// Detect if a gamepad is available
bool IsGamepadAvailable(int gamepad)
{
- int result = glfwJoystickPresent(gamepad);
+ bool result = false;
+
+#if defined(PLATFORM_RPI)
+ if (gamepadReady && (gamepad == 0)) result = true;
+#else
+ if (glfwJoystickPresent(gamepad) == 1) result = true;
+#endif
- if (result == 1) return true;
- else return false;
+ return result;
}
// Return axis movement vector for a gamepad
@@ -885,10 +1165,15 @@ Vector2 GetGamepadMovement(int gamepad)
Vector2 vec = { 0, 0 };
const float *axes;
- int axisCount;
-
+ int axisCount = 0;
+
+#if defined(PLATFORM_RPI)
+ // TODO: Get gamepad axis information
+ // Use gamepadAxisX, gamepadAxisY
+#else
axes = glfwGetJoystickAxes(gamepad, &axisCount);
-
+#endif
+
if (axisCount >= 2)
{
vec.x = axes[0]; // Left joystick X
@@ -921,16 +1206,23 @@ bool IsGamepadButtonPressed(int gamepad, int button)
// Detect if a gamepad button is being pressed
bool IsGamepadButtonDown(int gamepad, int button)
{
+ bool result = false;
+
+#if defined(PLATFORM_RPI)
+ // Get gamepad buttons information
+ if ((gamepad == 0) && (gamepadButtons[button] == 1)) result = true;
+ else result = false;
+#else
const unsigned char *buttons;
int buttonsCount;
-
+
buttons = glfwGetJoystickButtons(gamepad, &buttonsCount);
- if ((buttons != NULL) && (buttons[button] == GLFW_PRESS))
- {
- return true;
- }
- else return false;
+ if ((buttons != NULL) && (buttons[button] == GLFW_PRESS)) result = true;
+ else result = false;
+#endif
+
+ return result;
}
// Detect if a gamepad button has NOT been pressed once
@@ -953,17 +1245,103 @@ bool IsGamepadButtonReleased(int gamepad, int button)
// Detect if a mouse button is NOT being pressed
bool IsGamepadButtonUp(int gamepad, int button)
{
+ bool result = false;
+
+#if defined(PLATFORM_RPI)
+ // Get gamepad buttons information
+ if ((gamepad == 0) && (gamepadButtons[button] == 0)) result = true;
+ else result = false;
+#else
const unsigned char *buttons;
int buttonsCount;
buttons = glfwGetJoystickButtons(gamepad, &buttonsCount);
- if ((buttons != NULL) && (buttons[button] == GLFW_RELEASE))
+ if ((buttons != NULL) && (buttons[button] == GLFW_RELEASE)) result = true;
+ else result = false;
+#endif
+
+ return result;
+}
+#endif //defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
+
+// Returns touch position X
+int GetTouchX(void)
+{
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
+ return (int)touchPosition[0].x;
+#else // PLATFORM_DESKTOP, PLATFORM_RPI
+ return GetMouseX();
+#endif
+}
+
+// Returns touch position Y
+int GetTouchY(void)
+{
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
+ return (int)touchPosition[0].y;
+#else // PLATFORM_DESKTOP, PLATFORM_RPI
+ return GetMouseY();
+#endif
+}
+
+// Returns touch position XY
+// TODO: Touch position should be scaled depending on display size and render size
+Vector2 GetTouchPosition(int index)
+{
+ Vector2 position = { -1.0f, -1.0f };
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
+ if (index < MAX_TOUCH_POINTS) position = touchPosition[index];
+ else TraceLog(WARNING, "Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
+
+ if ((screenWidth > displayWidth) || (screenHeight > displayHeight))
{
- return true;
+ // TODO: Review touch position scaling for screenSize vs displaySize
+ position.x = position.x*((float)screenWidth/(float)(displayWidth - renderOffsetX)) - renderOffsetX/2;
+ position.y = position.y*((float)screenHeight/(float)(displayHeight - renderOffsetY)) - renderOffsetY/2;
}
+ else
+ {
+ position.x = position.x*((float)renderWidth/(float)displayWidth) - renderOffsetX/2;
+ position.y = position.y*((float)renderHeight/(float)displayHeight) - renderOffsetY/2;
+ }
+#else // PLATFORM_DESKTOP, PLATFORM_RPI
+ if (index == 0) position = GetMousePosition();
+#endif
+
+ return position;
+}
+
+#if defined(PLATFORM_ANDROID)
+// Detect if a button has been pressed once
+bool IsButtonPressed(int button)
+{
+ bool pressed = false;
+
+ if ((currentButtonState[button] != previousButtonState[button]) && (currentButtonState[button] == 0)) pressed = true;
+ else pressed = false;
+
+ return pressed;
+}
+
+// Detect if a button is being pressed (button held down)
+bool IsButtonDown(int button)
+{
+ if (currentButtonState[button] == 0) return true;
else return false;
}
+
+// Detect if a button has been released once
+bool IsButtonReleased(int button)
+{
+ bool released = false;
+
+ if ((currentButtonState[button] != previousButtonState[button]) && (currentButtonState[button] == 1)) released = true;
+ else released = false;
+
+ return released;
+}
#endif
//----------------------------------------------------------------------------------
@@ -1019,6 +1397,7 @@ static void InitDisplay(int width, int height)
// with forward compatibility to older OpenGL versions.
// For example, if using OpenGL 1.1, driver can provide a 3.3 context fordward compatible.
+ // Check selection OpenGL version (not initialized yet!)
if (rlGetVersion() == OPENGL_33)
{
if (configFlags & FLAG_MSAA_4X_HINT)
@@ -1029,24 +1408,48 @@ static void InitDisplay(int width, int height)
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!
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
// Other values: GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
- glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE); // Fordward Compatibility Hint: Only 3.0 and above!
+ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE); // Fordward Compatibility Hint: Only 3.3 and above!
}
if (fullscreen)
{
// At this point we need to manage render size vs screen size
- // NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView
+ // NOTE: This function uses and modifies global module variables:
+ // screenWidth/screenHeight - renderWidth/renderHeight - downscaleView
SetupFramebufferSize(displayWidth, displayHeight);
+
+ // TODO: SetupFramebufferSize() does not consider properly display video modes.
+ // It setups a renderWidth/renderHeight with black bars that could not match a valid video mode,
+ // and so, framebuffer is not scaled properly to some monitors.
+
+ int count;
+ const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count);
+
+ for (int i = 0; i < count; i++)
+ {
+ // TODO: Check modes[i]->width;
+ // TODO: Check modes[i]->height;
+ }
- window = glfwCreateWindow(renderWidth, renderHeight, windowTitle, glfwGetPrimaryMonitor(), NULL);
+ window = glfwCreateWindow(screenWidth, screenHeight, windowTitle, glfwGetPrimaryMonitor(), NULL);
}
else
{
// No-fullscreen window creation
window = glfwCreateWindow(screenWidth, screenHeight, windowTitle, NULL, NULL);
-
+
+#if defined(PLATFORM_DESKTOP)
+ // Center window on screen
+ int windowPosX = displayWidth/2 - screenWidth/2;
+ int windowPosY = displayHeight/2 - screenHeight/2;
+
+ if (windowPosX < 0) windowPosX = 0;
+ if (windowPosY < 0) windowPosY = 0;
+
+ glfwSetWindowPos(window, windowPosX, windowPosY);
+#endif
renderWidth = screenWidth;
renderHeight = screenHeight;
}
@@ -1071,6 +1474,7 @@ static void InitDisplay(int width, int height)
glfwSetCursorEnterCallback(window, CursorEnterCallback);
glfwSetKeyCallback(window, KeyCallback);
glfwSetMouseButtonCallback(window, MouseButtonCallback);
+ glfwSetCursorPosCallback(window, MouseCursorPosCallback); // Track mouse position changes
glfwSetCharCallback(window, CharCallback);
glfwSetScrollCallback(window, ScrollCallback);
glfwSetWindowIconifyCallback(window, WindowIconifyCallback);
@@ -1080,6 +1484,40 @@ static void InitDisplay(int width, int height)
glfwMakeContextCurrent(window);
+#if defined(PLATFORM_DESKTOP)
+ // Extensions initialization for OpenGL 3.3
+ if (rlGetVersion() == OPENGL_33)
+ {
+ #if defined(GLEW_EXTENSIONS_LOADER)
+ // Initialize extensions using GLEW
+ glewExperimental = 1; // Needed for core profile
+ GLenum error = glewInit();
+
+ if (error != GLEW_OK) TraceLog(ERROR, "Failed to initialize GLEW - Error Code: %s\n", glewGetErrorString(error));
+
+ if (glewIsSupported("GL_VERSION_3_3")) TraceLog(INFO, "OpenGL 3.3 Core profile supported");
+ else TraceLog(ERROR, "OpenGL 3.3 Core profile not supported");
+
+ // With GLEW, we can check if an extension has been loaded in two ways:
+ //if (GLEW_ARB_vertex_array_object) { }
+ //if (glewIsSupported("GL_ARB_vertex_array_object")) { }
+
+ // NOTE: GLEW is a big library that loads ALL extensions, we can use some alternative to load only required ones
+ // Alternatives: glLoadGen, glad, libepoxy
+ #elif defined(GLAD_EXTENSIONS_LOADER)
+ // NOTE: glad is generated and contains only required OpenGL version and Core extensions
+ //if (!gladLoadGL()) TraceLog(ERROR, "Failed to initialize glad\n");
+ if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) TraceLog(ERROR, "Failed to initialize glad\n"); // No GLFW3 in this module...
+
+ if (GLAD_GL_VERSION_3_3) TraceLog(INFO, "OpenGL 3.3 Core profile supported");
+ else TraceLog(ERROR, "OpenGL 3.3 Core profile not supported");
+
+ // With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
+ //if (GLAD_GL_ARB_vertex_array_object) // Use GL_ARB_vertex_array_object
+ #endif
+ }
+#endif
+
// Enables GPU v-sync, so frames are not limited to screen refresh rate (60Hz -> 60 FPS)
// If not set, swap interval uses GPU v-sync configuration
// Framerate can be setup using SetTargetFPS()
@@ -1140,7 +1578,6 @@ static void InitDisplay(int width, int height)
};
EGLint numConfigs;
- EGLConfig config;
// Get an EGL display connection
display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
@@ -1283,8 +1720,7 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
#endif
else currentKeyState[key] = action;
- // HACK for GuiTextBox, to deteck back key
- // TODO: Review...
+ // TODO: Review (and remove) this HACK for GuiTextBox, to deteck back key
if ((key == 259) && (action == GLFW_PRESS)) lastKeyPressed = 3;
}
@@ -1292,6 +1728,59 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
{
currentMouseState[button] = action;
+
+#define ENABLE_MOUSE_GESTURES
+#if defined(ENABLE_MOUSE_GESTURES)
+ // Process mouse events as touches to be able to use mouse-gestures
+ GestureEvent gestureEvent;
+
+ // Register touch actions
+ if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_DOWN;
+ else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_UP;
+
+ // NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback()
+
+ // Assign a pointer ID
+ gestureEvent.pointerId[0] = 0;
+
+ // Register touch points count
+ gestureEvent.pointCount = 1;
+
+ // Register touch points position, only one point registered
+ gestureEvent.position[0] = GetMousePosition();
+
+ // Normalize gestureEvent.position[0] for screenWidth and screenHeight
+ gestureEvent.position[0].x /= (float)GetScreenWidth();
+ gestureEvent.position[0].y /= (float)GetScreenHeight();
+
+ // Gesture data is sent to gestures system for processing
+ ProcessGestureEvent(gestureEvent);
+#endif
+}
+
+// GLFW3 Cursor Position Callback, runs on mouse move
+static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
+{
+#define ENABLE_MOUSE_GESTURES
+#if defined(ENABLE_MOUSE_GESTURES)
+ // Process mouse events as touches to be able to use mouse-gestures
+ GestureEvent gestureEvent;
+
+ gestureEvent.touchAction = TOUCH_MOVE;
+
+ // Register touch points count
+ gestureEvent.pointCount = 1;
+
+ // Register touch points position, only one point registered
+ gestureEvent.position[0] = (Vector2){ (float)x, (float)y };
+
+ // Normalize gestureEvent.position[0] for screenWidth and screenHeight
+ gestureEvent.position[0].x /= (float)GetScreenWidth();
+ gestureEvent.position[0].y /= (float)GetScreenHeight();
+
+ // Gesture data is sent to gestures system for processing
+ ProcessGestureEvent(gestureEvent);
+#endif
}
// GLFW3 Char Key Callback, runs on key pressed (get char value)
@@ -1374,30 +1863,62 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
if (app->window != NULL)
{
- // Init device display (monitor, LCD, ...)
- InitDisplay(screenWidth, screenHeight);
+ if (contextRebindRequired)
+ {
+ // Reset screen scaling to full display size
+ EGLint displayFormat;
+ eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat);
+ ANativeWindow_setBuffersGeometry(app->window, renderWidth, renderHeight, displayFormat);
- // Init OpenGL graphics
- InitGraphics();
+ // Recreate display surface and re-attach OpenGL context
+ surface = eglCreateWindowSurface(display, config, app->window, NULL);
+ eglMakeCurrent(display, surface, surface, context);
- // Load default font for convenience
- // NOTE: External function (defined in module: text)
- LoadDefaultFont();
+ contextRebindRequired = false;
+ }
+ else
+ {
+ // Init device display (monitor, LCD, ...)
+ InitDisplay(screenWidth, screenHeight);
+
+ // Init OpenGL graphics
+ InitGraphics();
+
+ // Load default font for convenience
+ // NOTE: External function (defined in module: text)
+ LoadDefaultFont();
+
+ // TODO: GPU assets reload in case of lost focus (lost context)
+ // NOTE: This problem has been solved just unbinding and rebinding context from display
+ /*
+ if (assetsReloadRequired)
+ {
+ for (int i = 0; i < assetsCount; i++)
+ {
+ // TODO: Unload old asset if required
+
+ // Load texture again to pointed texture
+ (*textureAsset + i) = LoadTexture(assetPath[i]);
+ }
+ }
+ */
- // Init hi-res timer
- InitTimer();
+ // Init hi-res timer
+ InitTimer();
- // raylib logo appearing animation (if enabled)
- if (showLogo)
- {
- SetTargetFPS(60);
- LogoAnimation();
+ // raylib logo appearing animation (if enabled)
+ if (showLogo)
+ {
+ SetTargetFPS(60); // Not required on Android
+ LogoAnimation();
+ }
}
}
} break;
case APP_CMD_GAINED_FOCUS:
{
TraceLog(INFO, "APP_CMD_GAINED_FOCUS");
+ appEnabled = true;
//ResumeMusicStream();
} break;
case APP_CMD_PAUSE:
@@ -1408,11 +1929,18 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
{
//DrawFrame();
TraceLog(INFO, "APP_CMD_LOST_FOCUS");
+ appEnabled = false;
//PauseMusicStream();
} break;
case APP_CMD_TERM_WINDOW:
{
- // TODO: Do display destruction here? -> Yes but only display, don't free buffers!
+ // Dettach OpenGL context and destroy display surface
+ // NOTE 1: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...)
+ // NOTE 2: In some cases (too many context loaded), OS could unload context automatically... :(
+ eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
+ eglDestroySurface(display, surface);
+
+ contextRebindRequired = true;
TraceLog(INFO, "APP_CMD_TERM_WINDOW");
} break;
@@ -1443,6 +1971,87 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
default: break;
}
}
+
+// Android: Get input events
+static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
+{
+ //http://developer.android.com/ndk/reference/index.html
+
+ int type = AInputEvent_getType(event);
+
+ if (type == AINPUT_EVENT_TYPE_MOTION)
+ {
+ // Get first touch position
+ touchPosition[0].x = AMotionEvent_getX(event, 0);
+ touchPosition[0].y = AMotionEvent_getY(event, 0);
+
+ // Get second touch position
+ touchPosition[1].x = AMotionEvent_getX(event, 1);
+ touchPosition[1].y = AMotionEvent_getY(event, 1);
+ }
+ else if (type == AINPUT_EVENT_TYPE_KEY)
+ {
+ int32_t keycode = AKeyEvent_getKeyCode(event);
+ //int32_t AKeyEvent_getMetaState(event);
+
+ // Save current button and its state
+ currentButtonState[keycode] = AKeyEvent_getAction(event); // Down = 0, Up = 1
+
+ if (keycode == AKEYCODE_POWER)
+ {
+ // Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS
+ // Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS
+ // It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected.
+ // NOTE: AndroidManifest.xml must have <activity android:configChanges="orientation|keyboardHidden|screenSize" >
+ // Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour
+ return 0;
+ }
+ else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU))
+ {
+ // Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS!
+ return 1;
+ }
+ else if ((keycode == AKEYCODE_VOLUME_UP) || (keycode == AKEYCODE_VOLUME_DOWN))
+ {
+ // Set default OS behaviour
+ return 0;
+ }
+ }
+
+ int32_t action = AMotionEvent_getAction(event);
+ unsigned int flags = action & AMOTION_EVENT_ACTION_MASK;
+
+ GestureEvent gestureEvent;
+
+ // Register touch actions
+ if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_DOWN;
+ else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_UP;
+ else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_MOVE;
+
+ // Register touch points count
+ gestureEvent.pointCount = AMotionEvent_getPointerCount(event);
+
+ // Register touch points id
+ gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0);
+ gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1);
+
+ // Register touch points position
+ // NOTE: Only two points registered
+ gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) };
+ gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) };
+
+ // Normalize gestureEvent.position[x] for screenWidth and screenHeight
+ gestureEvent.position[0].x /= (float)GetScreenWidth();
+ gestureEvent.position[0].y /= (float)GetScreenHeight();
+
+ gestureEvent.position[1].x /= (float)GetScreenWidth();
+ gestureEvent.position[1].y /= (float)GetScreenHeight();
+
+ // Gesture data is sent to gestures system for processing
+ ProcessGestureEvent(gestureEvent);
+
+ return 0; // return 1;
+}
#endif
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
@@ -1455,9 +2064,9 @@ static void TakeScreenshot(void)
unsigned char *imgData = rlglReadScreenPixels(renderWidth, renderHeight);
sprintf(buffer, "screenshot%03i.png", shotNum);
-
+
// Save image as PNG
- WritePNG(buffer, imgData, renderWidth, renderHeight);
+ WritePNG(buffer, imgData, renderWidth, renderHeight, 4);
free(imgData);
@@ -1485,7 +2094,7 @@ static void InitTimer(void)
previousTime = GetTime(); // Get time as double
}
-// Get current time measure since InitTimer()
+// Get current time measure (in seconds) since InitTimer()
static double GetTime(void)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
@@ -1493,7 +2102,7 @@ static double GetTime(void)
#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;
+ uint64_t time = (uint64_t)ts.tv_sec*1000000000LLU + (uint64_t)ts.tv_nsec;
return (double)(time - baseTime)*1e-9;
#endif
@@ -1505,7 +2114,7 @@ static bool GetKeyStatus(int key)
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
return glfwGetKey(window, key);
#elif defined(PLATFORM_ANDROID)
- // TODO: Check virtual keyboard (?)
+ // TODO: Check for virtual keyboard
return false;
#elif defined(PLATFORM_RPI)
// NOTE: Keys states are filled in PollInputEvents()
@@ -1520,10 +2129,10 @@ static bool GetMouseButtonStatus(int button)
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
return glfwGetMouseButton(window, button);
#elif defined(PLATFORM_ANDROID)
- // TODO: Check virtual keyboard (?)
+ // TODO: Check for virtual keyboard
return false;
#elif defined(PLATFORM_RPI)
- // NOTE: mouse buttons array is filled on PollInputEvents()
+ // NOTE: Mouse buttons states are filled in PollInputEvents()
return currentMouseState[button];
#endif
}
@@ -1531,6 +2140,10 @@ static bool GetMouseButtonStatus(int button)
// 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;
@@ -1541,8 +2154,7 @@ static void PollInputEvents(void)
mousePosition.x = (float)mouseX;
mousePosition.y = (float)mouseY;
- // Keyboard polling
- // Automatically managed by GLFW3 through callback
+ // Keyboard input polling (automatically managed by GLFW3 through callback)
lastKeyPressed = -1;
// Register previous keys states
@@ -1557,23 +2169,21 @@ static void PollInputEvents(void)
glfwPollEvents(); // Register keyboard/mouse events... and window events!
#elif defined(PLATFORM_ANDROID)
- // TODO: Check virtual keyboard (?)
+ // Register previous keys states
+ for (int i = 0; i < 128; i++) previousButtonState[i] = currentButtonState[i];
// Poll Events (registered events)
- // TODO: Enable/disable activityMinimized to block activity if minimized
- //while ((ident = ALooper_pollAll(activityMinimized ? 0 : -1, NULL, &events,(void**)&source)) >= 0)
- while ((ident = ALooper_pollAll(0, NULL, &events, (void**)&source)) >= 0)
+ // 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);
- // Check if we are exiting
+ // NOTE: Never close window, native activity is controlled by the system!
if (app->destroyRequested != 0)
{
- // NOTE: Never close window, native activity is controlled by the system!
//TraceLog(INFO, "Closing Window...");
//windowShouldClose = true;
-
//ANativeActivity_finish(app->activity);
}
}
@@ -1583,127 +2193,168 @@ static void PollInputEvents(void)
// NOTE: Keyboard reading could be done using input_event(s) reading or just read from stdin,
// we use method 2 (stdin) but maybe in a future we should change to method 1...
+ ProcessKeyboard();
+
+ // NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread()
+
+#endif
+}
+
+#if defined(PLATFORM_RPI)
+// Initialize Keyboard system (using standard input)
+static void InitKeyboard(void)
+{
+ // NOTE: We read directly from Standard Input (stdin) - STDIN_FILENO file descriptor
+
+ // Make stdin non-blocking (not enough, need to configure to non-canonical mode)
+ int flags = fcntl(STDIN_FILENO, F_GETFL, 0); // F_GETFL: Get the file access mode and the file status flags
+ fcntl(STDIN_FILENO, F_SETFL, flags | O_NONBLOCK); // F_SETFL: Set the file status flags to the value specified
+
+ // Save terminal keyboard settings and reconfigure terminal with new settings
+ struct termios keyboardNewSettings;
+ tcgetattr(STDIN_FILENO, &defaultKeyboardSettings); // Get current keyboard settings
+ keyboardNewSettings = defaultKeyboardSettings;
+ // New terminal settings for keyboard: turn off buffering (non-canonical mode), echo and key processing
+ // NOTE: ISIG controls if ^C and ^Z generate break signals or not
+ keyboardNewSettings.c_lflag &= ~(ICANON | ECHO | ISIG);
+ //keyboardNewSettings.c_iflag &= ~(ISTRIP | INLCR | ICRNL | IGNCR | IXON | IXOFF);
+ keyboardNewSettings.c_cc[VMIN] = 1;
+ keyboardNewSettings.c_cc[VTIME] = 0;
+
+ // Set new keyboard settings (change occurs immediately)
+ tcsetattr(STDIN_FILENO, TCSANOW, &keyboardNewSettings);
+
+ // NOTE: Reading directly from stdin will give chars already key-mapped by kernel to ASCII or UNICODE, we change that! -> WHY???
+
+ // Save old keyboard mode to restore it at the end
+ if (ioctl(STDIN_FILENO, KDGKBMODE, &defaultKeyboardMode) < 0)
+ {
+ // NOTE: It could mean we are using a remote keyboard through ssh!
+ TraceLog(WARNING, "Could not change keyboard mode (SSH keyboard?)");
+ }
+ else
+ {
+ // We reconfigure keyboard mode to get:
+ // - scancodes (K_RAW)
+ // - keycodes (K_MEDIUMRAW)
+ // - ASCII chars (K_XLATE)
+ // - UNICODE chars (K_UNICODE)
+ ioctl(STDIN_FILENO, KDSKBMODE, K_XLATE);
+ }
+
+ // Register keyboard restore when program finishes
+ atexit(RestoreKeyboard);
+}
+
+// Process keyboard inputs
+// TODO: Most probably input reading and processing should be in a separate thread
+static void ProcessKeyboard(void)
+{
+ #define MAX_KEYBUFFER_SIZE 32 // Max size in bytes to read
+
// Keyboard input polling (fill keys[256] array with status)
- int numKeysBuffer = 0; // Keys available on buffer
- char keysBuffer[32]; // Max keys to be read at a time
+ int bufferByteCount = 0; // Bytes available on the buffer
+ char keysBuffer[MAX_KEYBUFFER_SIZE]; // Max keys to be read at a time
// Reset pressed keys array
for (int i = 0; i < 512; i++) currentKeyState[i] = 0;
// Read availables keycodes from stdin
- numKeysBuffer = read(STDIN_FILENO, keysBuffer, 32); // POSIX system call
+ bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call
- // Fill array with pressed keys
- for (int i = 0; i < numKeysBuffer; i++)
+ // Fill all read bytes (looking for keys)
+ for (int i = 0; i < bufferByteCount; i++)
{
- //TraceLog(INFO, "Bytes on keysBuffer: %i", numKeysBuffer);
-
- int key = keysBuffer[i];
+ TraceLog(DEBUG, "Bytes on keysBuffer: %i", bufferByteCount);
+
+ //printf("Key(s) bytes: ");
+ //for (int i = 0; i < bufferByteCount; i++) printf("0x%02x ", keysBuffer[i]);
+ //printf("\n");
- 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 (keysBuffer[i] == 0x1b)
{
- // 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)
+ // Detect ESC to stop program
+ if (bufferByteCount == 1) currentKeyState[256] = 1; // raylib key: KEY_ESCAPE
+ else
{
- if (keysBuffer[i+1] == 0x5b) // Special function key
+ if (keysBuffer[i + 1] == 0x5b) // Special function key
{
- switch (keysBuffer[i+2])
+ if ((keysBuffer[i + 2] == 0x5b) || (keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32))
{
- 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;
+ // Process special function keys (F1 - F12)
+ switch (keysBuffer[i + 3])
+ {
+ case 0x41: currentKeyState[290] = 1; break; // raylib KEY_F1
+ case 0x42: currentKeyState[291] = 1; break; // raylib KEY_F2
+ case 0x43: currentKeyState[292] = 1; break; // raylib KEY_F3
+ case 0x44: currentKeyState[293] = 1; break; // raylib KEY_F4
+ case 0x45: currentKeyState[294] = 1; break; // raylib KEY_F5
+ case 0x37: currentKeyState[295] = 1; break; // raylib KEY_F6
+ case 0x38: currentKeyState[296] = 1; break; // raylib KEY_F7
+ case 0x39: currentKeyState[297] = 1; break; // raylib KEY_F8
+ case 0x30: currentKeyState[298] = 1; break; // raylib KEY_F9
+ case 0x31: currentKeyState[299] = 1; break; // raylib KEY_F10
+ case 0x33: currentKeyState[300] = 1; break; // raylib KEY_F11
+ case 0x34: currentKeyState[301] = 1; break; // raylib KEY_F12
+ default: break;
+ }
+
+ if (keysBuffer[i + 2] == 0x5b) i += 4;
+ else if ((keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) i += 5;
}
-
- 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
+ {
+ switch (keysBuffer[i + 2])
+ {
+ case 0x41: currentKeyState[265] = 1; break; // raylib KEY_UP
+ case 0x42: currentKeyState[264] = 1; break; // raylib KEY_DOWN
+ case 0x43: currentKeyState[262] = 1; break; // raylib KEY_RIGHT
+ case 0x44: currentKeyState[263] = 1; break; // raylib KEY_LEFT
+ default: break;
+ }
+
+ i += 3; // Jump to next key
+ }
+
+ // NOTE: Some keys are not directly keymapped (CTRL, ALT, SHIFT)
}
}
- else if (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(DEBUG, "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(DEBUG, "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)
+ else if (keysBuffer[i] == 0x0a) currentKeyState[257] = 1; // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*)
+ else if (keysBuffer[i] == 0x7f) currentKeyState[259] = 1; // raylib KEY_BACKSPACE
+ else
{
- case 0: // 1st Axis X
- case 1: // 1st Axis Y
- case 2: // 2st Axis X
- case 3: // 2st Axis Y
- case 4:
+ TraceLog(DEBUG, "Pressed key (ASCII): 0x%02x", keysBuffer[i]);
+
+ // Translate lowercase a-z letters to A-Z
+ if ((keysBuffer[i] >= 97) && (keysBuffer[i] <= 122))
{
- 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
+ currentKeyState[(int)keysBuffer[i] - 32] = 1;
+ }
+ else currentKeyState[(int)keysBuffer[i]] = 1;
}
}
-*/
-#endif
+
+ // Check exit key (same functionality as GLFW3 KeyCallback())
+ if (currentKeyState[exitKey] == 1) windowShouldClose = true;
+
+ // Check screen capture key
+ if (currentKeyState[301] == 1) TakeScreenshot(); // raylib key: KEY_F12 (GLFW_KEY_F12)
+}
+
+// Restore default keyboard input
+static void RestoreKeyboard(void)
+{
+ // Reset to default keyboard settings
+ tcsetattr(STDIN_FILENO, TCSANOW, &defaultKeyboardSettings);
+
+ // Reconfigure keyboard to default mode
+ ioctl(STDIN_FILENO, KDSKBMODE, defaultKeyboardMode);
}
-#if defined(PLATFORM_RPI)
// Mouse initialization (including mouse thread)
static void InitMouse(void)
{
@@ -1728,116 +2379,137 @@ static void InitMouse(void)
// if too much time passes between reads, queue gets full and new events override older ones...
static void *MouseThread(void *arg)
{
- struct input_event mouseEvent;
+ const unsigned char XSIGN = 1<<4, YSIGN = 1<<5;
+
+ typedef struct {
+ char buttons;
+ char dx, dy;
+ } MouseEvent;
+
+ MouseEvent mouse;
+
+ int mouseRelX = 0;
+ int mouseRelY = 0;
while(1)
{
- // 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 (read(mouseStream, &mouse, sizeof(MouseEvent)) == (int)sizeof(MouseEvent))
{
- 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;
- }
+ if ((mouse.buttons & 0x08) == 0) break; // This bit should always be set
+
+ // Check Left button pressed
+ if ((mouse.buttons & 0x01) > 0) currentMouseState[0] = 1;
+ else currentMouseState[0] = 0;
+
+ // Check Right button pressed
+ if ((mouse.buttons & 0x02) > 0) currentMouseState[1] = 1;
+ else currentMouseState[1] = 0;
+
+ // Check Middle button pressed
+ if ((mouse.buttons & 0x04) > 0) currentMouseState[2] = 1;
+ else currentMouseState[2] = 0;
+
+ mouseRelX = (int)mouse.dx;
+ mouseRelY = (int)mouse.dy;
+
+ if ((mouse.buttons & XSIGN) > 0) mouseRelX = -1*(255 - mouseRelX);
+ if ((mouse.buttons & YSIGN) > 0) mouseRelY = -1*(255 - mouseRelY);
+
+ // NOTE: Mouse movement is normalized to not be screen resolution dependant
+ // We suppose 2*255 (max relative movement) is equivalent to screenWidth (max pixels width)
+ // Result after normalization is multiplied by MOUSE_SENSITIVITY factor
+
+ mousePosition.x += (float)mouseRelX*((float)screenWidth/(2*255))*MOUSE_SENSITIVITY;
+ mousePosition.y -= (float)mouseRelY*((float)screenHeight/(2*255))*MOUSE_SENSITIVITY;
+
+ if (mousePosition.x < 0) mousePosition.x = 0;
+ if (mousePosition.y < 0) mousePosition.y = 0;
+
+ if (mousePosition.x > screenWidth) mousePosition.x = screenWidth;
+ if (mousePosition.y > screenHeight) mousePosition.y = screenHeight;
+ }
+ //else read(mouseStream, &mouse, 1); // Try to sync up again
}
return NULL;
}
-// Initialize Keyboard system (using standard input)
-static void InitKeyboard(void)
+// Init gamepad system
+static void InitGamepad(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)
+ if ((gamepadStream = open(DEFAULT_GAMEPAD_DEV, O_RDONLY|O_NONBLOCK)) < 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
+ TraceLog(WARNING, "Gamepad device could not be opened, no gamepad available");
}
else
{
- // We reconfigure keyboard mode to get:
- // - scancodes (K_RAW)
- // - keycodes (K_MEDIUMRAW)
- // - ASCII chars (K_XLATE)
- // - UNICODE chars (K_UNICODE)
- ioctl(STDIN_FILENO, KDSKBMODE, K_MEDIUMRAW);
+ gamepadReady = true;
- keyboardMode = 1; // keycodes
- }
+ int error = pthread_create(&gamepadThreadId, NULL, &GamepadThread, NULL);
- // Register keyboard restore when program finishes
- atexit(RestoreKeyboard);
+ if (error != 0) TraceLog(WARNING, "Error creating gamepad input event thread");
+ else TraceLog(INFO, "Gamepad device initialized successfully");
+ }
}
-// Restore default keyboard input
-static void RestoreKeyboard(void)
+// Process Gamepad (/dev/input/js0)
+static void *GamepadThread(void *arg)
{
- // Reset to default keyboard settings
- tcsetattr(STDIN_FILENO, TCSANOW, &defaultKeyboardSettings);
-
- // Reconfigure keyboard to default mode
- ioctl(STDIN_FILENO, KDSKBMODE, defaultKeyboardMode);
-}
+ #define JS_EVENT_BUTTON 0x01 // Button pressed/released
+ #define JS_EVENT_AXIS 0x02 // Joystick axis moved
+ #define JS_EVENT_INIT 0x80 // Initial state of device
-// Init gamepad system
-static void InitGamepad(void)
-{
- // TODO: Gamepad support
- if ((gamepadStream = open(DEFAULT_GAMEPAD_DEV, O_RDONLY|O_NONBLOCK)) < 0) TraceLog(WARNING, "Gamepad device could not be opened, no gamepad available");
- else TraceLog(INFO, "Gamepad device initialized successfully");
+ struct js_event {
+ unsigned int time; // event timestamp in milliseconds
+ short value; // event value
+ unsigned char type; // event type
+ unsigned char number; // event axis/button number
+ };
+
+ // These values are sensible on Logitech Dual Action Rumble and Xbox360 controller
+ const int joystickAxisX = 0;
+ const int joystickAxisY = 1;
+
+ // Read gamepad event
+ struct js_event gamepadEvent;
+
+ while (1)
+ {
+ if (read(gamepadStream, &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
+ {
+ gamepadEvent.type &= ~JS_EVENT_INIT; // Ignore synthetic events
+
+ // Process gamepad events by type
+ if (gamepadEvent.type == JS_EVENT_BUTTON)
+ {
+ TraceLog(DEBUG, "Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
+
+ if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS)
+ {
+ // 1 - button pressed, 0 - button released
+ gamepadButtons[gamepadEvent.number] = (int)gamepadEvent.value;
+ }
+ }
+ else if (gamepadEvent.type == JS_EVENT_AXIS)
+ {
+ TraceLog(DEBUG, "Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
+
+ if (gamepadEvent.number == joystickAxisX) gamepadAxisX = (int)gamepadEvent.value;
+ if (gamepadEvent.number == joystickAxisY) gamepadAxisY = (int)gamepadEvent.value;
+ /*
+ switch (gamepadEvent.number)
+ {
+ case 0: // 1st Axis X
+ case 1: // 1st Axis Y
+ case 2: // 2st Axis X
+ case 3: // 2st Axis Y
+ }
+ */
+ }
+ }
+ }
+
+ return NULL;
}
#endif
@@ -1855,6 +2527,10 @@ static void SwapBuffers(void)
// 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))
{
@@ -1924,6 +2600,96 @@ static void SetupFramebufferSize(int displayWidth, int displayHeight)
}
}
+#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)
{
@@ -1940,7 +2706,6 @@ static void LogoAnimation(void)
int bottomSideRecWidth = 16;
int rightSideRecHeight = 16;
- char raylib[8] = " "; // raylib text array, max 8 letters
int state = 0; // Tracking animation states (State Machine)
float alpha = 1.0f; // Useful for fading
@@ -1982,17 +2747,6 @@ static void LogoAnimation(void)
framesCounter = 0;
}
- switch (lettersCount)
- {
- case 1: raylib[0] = 'r'; break;
- case 2: raylib[1] = 'a'; break;
- case 3: raylib[2] = 'y'; break;
- case 4: raylib[3] = 'l'; break;
- case 5: raylib[4] = 'i'; break;
- case 6: raylib[5] = 'b'; break;
- default: break;
- }
-
if (lettersCount >= 10) // When all letters have appeared, just fade out everything
{
alpha -= 0.02f;
@@ -2039,7 +2793,7 @@ static void LogoAnimation(void)
DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
- DrawText(raylib, screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha));
+ DrawText(SubText("raylib", 0, lettersCount), screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha));
}
EndDrawing();