From af9daf8452793710b36140a735041eb399011c34 Mon Sep 17 00:00:00 2001 From: Milan Nikolic Date: Sat, 4 Nov 2023 13:08:38 +0100 Subject: [PATCH] Add SDL backend --- README.md | 11 +- examples/others/rpi/basic_window/README.md | 18 - examples/others/rpi/basic_window/main.go | 21 - raylib/cgo_darwin.go | 4 +- raylib/cgo_darwin_sdl.go | 19 + raylib/cgo_freebsd.go | 4 +- raylib/cgo_freebsd_sdl.go | 21 + raylib/cgo_linux.go | 4 +- raylib/cgo_linux_drm.go | 4 +- raylib/cgo_linux_sdl.go | 19 + raylib/cgo_openbsd.go | 4 +- raylib/cgo_openbsd_sdl.go | 21 + raylib/cgo_windows.go | 4 +- raylib/cgo_windows_sdl.go | 18 + raylib/platform_desktop.go | 4 +- raylib/platform_desktop_sdl.go | 98 + raylib/platform_drm.go | 4 +- raylib/platforms/rcore_android.c | 1137 ++++++++++++ raylib/platforms/rcore_desktop.c | 1829 ++++++++++++++++++ raylib/platforms/rcore_desktop_sdl.c | 1358 ++++++++++++++ raylib/platforms/rcore_drm.c | 1942 ++++++++++++++++++++ raylib/rgestures.go | 2 +- raylib/rmodels.go | 4 +- raylib/rtextures.go | 24 - 24 files changed, 6485 insertions(+), 89 deletions(-) delete mode 100644 examples/others/rpi/basic_window/README.md delete mode 100644 examples/others/rpi/basic_window/main.go create mode 100644 raylib/cgo_darwin_sdl.go create mode 100644 raylib/cgo_freebsd_sdl.go create mode 100644 raylib/cgo_linux_sdl.go create mode 100644 raylib/cgo_openbsd_sdl.go create mode 100644 raylib/cgo_windows_sdl.go create mode 100644 raylib/platform_desktop_sdl.go create mode 100644 raylib/platforms/rcore_android.c create mode 100644 raylib/platforms/rcore_desktop.c create mode 100644 raylib/platforms/rcore_desktop_sdl.c create mode 100644 raylib/platforms/rcore_drm.c diff --git a/README.md b/README.md index 14948f9..a1da2cb 100644 --- a/README.md +++ b/README.md @@ -42,19 +42,15 @@ You can also build binary in [MSYS2](https://msys2.github.io/) shell. [Android example](https://github.com/gen2brain/raylib-go/tree/master/examples/others/android/example). -##### Raspberry Pi - -[RPi example](https://github.com/gen2brain/raylib-go/tree/master/examples/others/rpi/basic_window). - ### Installation go get -v -u github.com/gen2brain/raylib-go/raylib ### Build tags -* `drm` - build for Linux native mode, including Raspberry Pi 4 and other devices (PLATFORM_DRM) -* `rpi` - build for Raspberry Pi platform (PLATFORM_RPI) -* `wayland` - build against Wayland libraries +* `drm` - build for Linux native DRM mode, including Raspberry Pi 4 and other devices (PLATFORM_DRM) +* `sdl` - build for SDL backend instead of internal GLFW (PLATFORM_DESKTOP_SDL) +* `wayland` - build against Wayland libraries (internal GLFW) * `noaudio` - disables audio functions * `opengl43` - uses OpenGL 4.3 backend * `opengl21` - uses OpenGL 2.1 backend (default is 3.3 on desktop) @@ -75,6 +71,7 @@ import rl "github.com/gen2brain/raylib-go/raylib" func main() { rl.InitWindow(800, 450, "raylib [core] example - basic window") defer rl.CloseWindow() + rl.SetTargetFPS(60) for !rl.WindowShouldClose() { diff --git a/examples/others/rpi/basic_window/README.md b/examples/others/rpi/basic_window/README.md deleted file mode 100644 index f548f3a..0000000 --- a/examples/others/rpi/basic_window/README.md +++ /dev/null @@ -1,18 +0,0 @@ -### Raspberry Pi example - -To cross compile example for Raspberry Pi you will need [RPi toolchain](https://github.com/raspberrypi/tools/tree/master/arm-bcm2708) and [userspace libraries](https://github.com/raspberrypi/firmware) (opt/vc). - -Export path to RPi toolchain: - - export RPI_HOME=/opt/tools/arm-bcm2708/arm-linux-gnueabihf - -Add toolchain bin directory to PATH: - - export PATH=${RPI_HOME}/bin:${PATH} - -And compile example: - - CC=arm-linux-gnueabihf-gcc \ - CGO_CFLAGS="-I/opt/vc/include -I/opt/vc/include/interface/vcos -I/opt/vc/include/interface/vmcs_host/linux -I/opt/vc/include/interface/vcos/pthreads --sysroot=${RPI_HOME}/arm-linux-gnueabihf/sysroot" \ - CGO_LDFLAGS="-L/opt/vc/lib -L/opt/vc/lib64 --sysroot=${RPI_HOME}/arm-linux-gnueabihf/sysroot" \ - CGO_ENABLED=1 GOOS=linux GOARCH=arm go build diff --git a/examples/others/rpi/basic_window/main.go b/examples/others/rpi/basic_window/main.go deleted file mode 100644 index 38749a8..0000000 --- a/examples/others/rpi/basic_window/main.go +++ /dev/null @@ -1,21 +0,0 @@ -package main - -import "github.com/gen2brain/raylib-go/raylib" - -func main() { - rl.InitWindow(800, 450, "raylib [rpi] example - basic window") - - rl.SetTargetFPS(60) - - for !rl.WindowShouldClose() { - rl.BeginDrawing() - - rl.ClearBackground(rl.RayWhite) - - rl.DrawText("Congrats! You created your first window!", 190, 200, 20, rl.LightGray) - - rl.EndDrawing() - } - - rl.CloseWindow() -} diff --git a/raylib/cgo_darwin.go b/raylib/cgo_darwin.go index b27de45..cdcbf44 100644 --- a/raylib/cgo_darwin.go +++ b/raylib/cgo_darwin.go @@ -1,5 +1,5 @@ -//go:build darwin -// +build darwin +//go:build darwin && !sdl +// +build darwin,!sdl package rl diff --git a/raylib/cgo_darwin_sdl.go b/raylib/cgo_darwin_sdl.go new file mode 100644 index 0000000..4151bdc --- /dev/null +++ b/raylib/cgo_darwin_sdl.go @@ -0,0 +1,19 @@ +//go:build darwin && sdl +// +build darwin,sdl + +package rl + +/* +#cgo darwin LDFLAGS: -framework Cocoa -framework IOKit -framework CoreVideo -framework CoreFoundation +#cgo darwin CFLAGS: -x objective-c -Wno-deprecated-declarations -Wno-implicit-const-int-float-conversion -DPLATFORM_DESKTOP_SDL +#cgo darwin pkg-config: sdl2 + +#cgo darwin,!angle LDFLAGS: -framework OpenGL + +#cgo darwin,opengl11,!angle CFLAGS: -DGRAPHICS_API_OPENGL_11 +#cgo darwin,opengl21,!angle CFLAGS: -DGRAPHICS_API_OPENGL_21 +#cgo darwin,opengl43,!angle CFLAGS: -DGRAPHICS_API_OPENGL_43 +#cgo darwin,!opengl11,!opengl21,!opengl43,!angle CFLAGS: -DGRAPHICS_API_OPENGL_33 +#cgo darwin,angle CFLAGS: -DGRAPHICS_API_OPENGL_ES2 +*/ +import "C" diff --git a/raylib/cgo_freebsd.go b/raylib/cgo_freebsd.go index 48b24b9..243468a 100644 --- a/raylib/cgo_freebsd.go +++ b/raylib/cgo_freebsd.go @@ -1,5 +1,5 @@ -//go:build freebsd && !linux && !drm && !rpi && !android -// +build freebsd,!linux,!drm,!rpi,!android +//go:build freebsd && !linux && !drm && !sdl && !android +// +build freebsd,!linux,!drm,!sdl,!android package rl diff --git a/raylib/cgo_freebsd_sdl.go b/raylib/cgo_freebsd_sdl.go new file mode 100644 index 0000000..51fabd0 --- /dev/null +++ b/raylib/cgo_freebsd_sdl.go @@ -0,0 +1,21 @@ +//go:build freebsd && !linux && !drm && sdl && !android +// +build freebsd,!linux,!drm,sdl,!android + +package rl + +/* +#cgo freebsd CFLAGS: -I. -I/usr/local/include -DPLATFORM_DESKTOP_SDL +#cgo freebsd LDFLAGS: -L/usr/local/lib + +#cgo freebsd LDFLAGS: -lm -pthread -ldl -lrt -lX11 +#cgo freebsd pkg-config: sdl2 + +#cgo freebsd,!angle LDFLAGS: -lGL + +#cgo freebsd,opengl11,!angle CFLAGS: -DGRAPHICS_API_OPENGL_11 +#cgo freebsd,opengl21,!angle CFLAGS: -DGRAPHICS_API_OPENGL_21 +#cgo freebsd,opengl43,!angle CFLAGS: -DGRAPHICS_API_OPENGL_43 +#cgo freebsd,!opengl11,!opengl21,!opengl43,!angle CFLAGS: -DGRAPHICS_API_OPENGL_33 +#cgo freebsd,angle CFLAGS: -DGRAPHICS_API_OPENGL_ES2 +*/ +import "C" diff --git a/raylib/cgo_linux.go b/raylib/cgo_linux.go index 669e008..543736b 100644 --- a/raylib/cgo_linux.go +++ b/raylib/cgo_linux.go @@ -1,5 +1,5 @@ -//go:build linux && !drm && !rpi && !android -// +build linux,!drm,!rpi,!android +//go:build linux && !drm && !sdl && !android +// +build linux,!drm,!sdl,!android package rl diff --git a/raylib/cgo_linux_drm.go b/raylib/cgo_linux_drm.go index 699eafe..2c8fe9a 100644 --- a/raylib/cgo_linux_drm.go +++ b/raylib/cgo_linux_drm.go @@ -1,5 +1,5 @@ -//go:build linux && drm && !rpi && !android -// +build linux,drm,!rpi,!android +//go:build linux && drm && !sdl && !android +// +build linux,drm,!sdl,!android package rl diff --git a/raylib/cgo_linux_sdl.go b/raylib/cgo_linux_sdl.go new file mode 100644 index 0000000..ef88dd3 --- /dev/null +++ b/raylib/cgo_linux_sdl.go @@ -0,0 +1,19 @@ +//go:build linux && !drm && sdl && !android +// +build linux,!drm,sdl,!android + +package rl + +/* +#cgo linux CFLAGS: -DPLATFORM_DESKTOP_SDL -Wno-stringop-overflow +#cgo linux LDFLAGS: -lm -pthread -ldl -lrt -lX11 +#cgo linux pkg-config: sdl2 + +#cgo linux,!angle LDFLAGS: -lGL + +#cgo linux,opengl11,!angle CFLAGS: -DGRAPHICS_API_OPENGL_11 +#cgo linux,opengl21,!angle CFLAGS: -DGRAPHICS_API_OPENGL_21 +#cgo linux,opengl43,!angle CFLAGS: -DGRAPHICS_API_OPENGL_43 +#cgo linux,!opengl11,!opengl21,!opengl43,!angle CFLAGS: -DGRAPHICS_API_OPENGL_33 +#cgo linux,angle CFLAGS: -DGRAPHICS_API_OPENGL_ES2 +*/ +import "C" diff --git a/raylib/cgo_openbsd.go b/raylib/cgo_openbsd.go index f406e83..0a9bc6c 100644 --- a/raylib/cgo_openbsd.go +++ b/raylib/cgo_openbsd.go @@ -1,5 +1,5 @@ -//go:build openbsd && !linux && !drm && !rpi && !android -// +build openbsd,!linux,!drm,!rpi,!android +//go:build openbsd && !linux && !drm && !sdl && !android +// +build openbsd,!linux,!drm,!sdl,!android package rl diff --git a/raylib/cgo_openbsd_sdl.go b/raylib/cgo_openbsd_sdl.go new file mode 100644 index 0000000..37716d6 --- /dev/null +++ b/raylib/cgo_openbsd_sdl.go @@ -0,0 +1,21 @@ +//go:build openbsd && !linux && !drm && sdl && !android +// +build openbsd,!linux,!drm,sdl,!android + +package rl + +/* +#cgo openbsd CFLAGS: -I. -I/usr/X11R6/include -DPLATFORM_DESKTOP_SDL +#cgo openbsd LDFLAGS: -L/usr/X11R6/lib + +#cgo openbsd LDFLAGS: -lm -pthread -lX11 +#cgo openbsd pkg-config: sdl2 + +#cgo openbsd,!angle LDFLAGS: -lGL + +#cgo openbsd,opengl11,!angle CFLAGS: -DGRAPHICS_API_OPENGL_11 +#cgo openbsd,opengl21,!angle CFLAGS: -DGRAPHICS_API_OPENGL_21 +#cgo openbsd,opengl43,!angle CFLAGS: -DGRAPHICS_API_OPENGL_43 +#cgo openbsd,!opengl11,!opengl21,!opengl43,!angle CFLAGS: -DGRAPHICS_API_OPENGL_33 +#cgo openbsd,angle CFLAGS: -DGRAPHICS_API_OPENGL_ES2 +*/ +import "C" diff --git a/raylib/cgo_windows.go b/raylib/cgo_windows.go index fcd2f8b..3bf83ac 100644 --- a/raylib/cgo_windows.go +++ b/raylib/cgo_windows.go @@ -1,5 +1,5 @@ -//go:build windows -// +build windows +//go:build windows && !sdl +// +build windows,!sdl package rl diff --git a/raylib/cgo_windows_sdl.go b/raylib/cgo_windows_sdl.go new file mode 100644 index 0000000..a32ba17 --- /dev/null +++ b/raylib/cgo_windows_sdl.go @@ -0,0 +1,18 @@ +//go:build windows && sdl +// +build windows,sdl + +package rl + +/* +#cgo windows LDFLAGS: -lgdi32 -lwinmm -lole32 -lSDL2 +#cgo windows CFLAGS: -Iexternal -DPLATFORM_DESKTOP_SDL + +#cgo windows,!angle LDFLAGS: -lopengl32 + +#cgo windows,opengl11,!angle CFLAGS: -DGRAPHICS_API_OPENGL_11 +#cgo windows,opengl21,!angle CFLAGS: -DGRAPHICS_API_OPENGL_21 +#cgo windows,opengl43,!angle CFLAGS: -DGRAPHICS_API_OPENGL_43 +#cgo windows,!opengl11,!opengl21,!opengl43,!angle CFLAGS: -DGRAPHICS_API_OPENGL_33 +#cgo windows,angle CFLAGS: -DGRAPHICS_API_OPENGL_ES2 +*/ +import "C" diff --git a/raylib/platform_desktop.go b/raylib/platform_desktop.go index c01b84f..dc84116 100644 --- a/raylib/platform_desktop.go +++ b/raylib/platform_desktop.go @@ -1,5 +1,5 @@ -//go:build !rpi && !drm && !android -// +build !rpi,!drm,!android +//go:build !sdl && !drm && !android +// +build !sdl,!drm,!android package rl diff --git a/raylib/platform_desktop_sdl.go b/raylib/platform_desktop_sdl.go new file mode 100644 index 0000000..73d1ac7 --- /dev/null +++ b/raylib/platform_desktop_sdl.go @@ -0,0 +1,98 @@ +//go:build sdl && !drm && !android +// +build sdl,!drm,!android + +package rl + +/* +#include "raylib.h" +#include +*/ +import "C" + +import ( + "os" + "unsafe" +) + +// InitWindow - Initialize Window and OpenGL Graphics +func InitWindow(width int32, height int32, title string) { + cwidth := (C.int)(width) + cheight := (C.int)(height) + + ctitle := C.CString(title) + defer C.free(unsafe.Pointer(ctitle)) + + C.InitWindow(cwidth, cheight, ctitle) +} + +// SetCallbackFunc - Sets callback function +func SetCallbackFunc(func()) { +} + +// ShowCursor - Shows cursor +func ShowCursor() { + C.ShowCursor() +} + +// HideCursor - Hides cursor +func HideCursor() { + C.HideCursor() +} + +// IsCursorHidden - Returns true if cursor is not visible +func IsCursorHidden() bool { + ret := C.IsCursorHidden() + v := bool(ret) + return v +} + +// IsCursorOnScreen - Check if cursor is on the current screen. +func IsCursorOnScreen() bool { + ret := C.IsCursorOnScreen() + v := bool(ret) + return v +} + +// EnableCursor - Enables cursor +func EnableCursor() { + C.EnableCursor() +} + +// DisableCursor - Disables cursor +func DisableCursor() { + C.DisableCursor() +} + +// IsFileDropped - Check if a file have been dropped into window +func IsFileDropped() bool { + ret := C.IsFileDropped() + v := bool(ret) + return v +} + +// LoadDroppedFiles - Load dropped filepaths +func LoadDroppedFiles() []string { + ret := C.LoadDroppedFiles() + defer C.UnloadDroppedFiles(ret) + + tmpslice := (*[1 << 24]*C.char)(unsafe.Pointer(ret.paths))[:ret.count:ret.count] + gostrings := make([]string, ret.count) + for i, s := range tmpslice { + gostrings[i] = C.GoString(s) + } + + return gostrings +} + +// UnloadDroppedFiles - Unload dropped filepaths +func UnloadDroppedFiles() { +} + +// OpenAsset - Open asset +func OpenAsset(name string) (Asset, error) { + f, err := os.Open(name) + if err != nil { + return nil, err + } + return f, nil +} diff --git a/raylib/platform_drm.go b/raylib/platform_drm.go index 1fb8d21..520f1b8 100644 --- a/raylib/platform_drm.go +++ b/raylib/platform_drm.go @@ -1,5 +1,5 @@ -//go:build linux && drm && !rpi && !android -// +build linux,drm,!rpi,!android +//go:build linux && drm && !sdl && !android +// +build linux,drm,!sdl,!android package rl diff --git a/raylib/platforms/rcore_android.c b/raylib/platforms/rcore_android.c new file mode 100644 index 0000000..e0b7fd2 --- /dev/null +++ b/raylib/platforms/rcore_android.c @@ -0,0 +1,1137 @@ +/********************************************************************************************** +* +* rcore_android - Functions to manage window, graphics device and inputs +* +* PLATFORM: ANDROID +* - Android (ARM, ARM64) +* +* LIMITATIONS: +* - Limitation 01 +* - Limitation 02 +* +* POSSIBLE IMPROVEMENTS: +* - Improvement 01 +* - Improvement 02 +* +* ADDITIONAL NOTES: +* - TRACELOG() function is located in raylib [utils] module +* +* CONFIGURATION: +* #define RCORE_PLATFORM_CUSTOM_FLAG +* Custom flag for rcore on target platform -not used- +* +* DEPENDENCIES: +* - Android NDK: Provides C API to access Android functionality +* - gestures: Gestures system for touch-ready devices (or simulated from mouse inputs) +* +* +* LICENSE: zlib/libpng +* +* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) and contributors +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#include // Required for: android_app struct and activity management +#include // Required for: AWINDOW_FLAG_FULLSCREEN definition and others +//#include // Required for: Android sensors functions (accelerometer, gyroscope, light...) +#include // Required for: JNIEnv and JavaVM [Used in OpenURL()] + +#include // Native platform windowing system interface + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +typedef struct { + // Application data + struct android_app *app; // Android activity + struct android_poll_source *source; // Android events polling source + bool appEnabled; // Flag to detect if app is active ** = true + bool contextRebindRequired; // Used to know context rebind required + + // Display data + EGLDisplay device; // Native display device (physical screen connection) + EGLSurface surface; // Surface to draw on, framebuffers (connected to context) + EGLContext context; // Graphic context, mode in which drawing can be done + EGLConfig config; // Graphic config +} PlatformData; + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +extern CoreData CORE; // Global CORE state context + +static PlatformData platform = { 0 }; // Platform specific data + +//---------------------------------------------------------------------------------- +// Module Internal Functions Declaration +//---------------------------------------------------------------------------------- +int InitPlatform(void); // Initialize platform (graphics, inputs and more) +void ClosePlatform(void); // Close platform + +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 +static GamepadButton AndroidTranslateGamepadButton(int button); // Map Android gamepad button to raylib gamepad button + +//---------------------------------------------------------------------------------- +// Module Functions Declaration +//---------------------------------------------------------------------------------- +// NOTE: Functions declaration is provided by raylib.h + +//---------------------------------------------------------------------------------- +// Module Functions Definition: Application +//---------------------------------------------------------------------------------- + +// To allow easier porting to android, we allow the user to define a +// main function which we call from android_main, defined by ourselves +//extern int main(int argc, char *argv[]); +extern void android_run(); + +// Android main function +void android_main(struct android_app *app) +{ + char arg0[] = "raylib"; // NOTE: argv[] are mutable + platform.app = app; + + (void)android_run(); + // NOTE: Return from main is ignored + //(void)main(1, (char *[]) { arg0, NULL }); + + // Request to end the native activity + ANativeActivity_finish(app->activity); + + // Android ALooper_pollAll() variables + int pollResult = 0; + int pollEvents = 0; + + // Waiting for application events before complete finishing + while (!app->destroyRequested) + { + while ((pollResult = ALooper_pollAll(0, NULL, &pollEvents, (void **)&platform.source)) >= 0) + { + if (platform.source != NULL) platform.source->process(app, platform.source); + } + } +} + +// NOTE: Add this to header (if apps really need it) +struct android_app *GetAndroidApp(void) +{ + return platform.app; +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition: Window and Graphics Device +//---------------------------------------------------------------------------------- + +// Check if application should close +bool WindowShouldClose(void) +{ + if (CORE.Window.ready) return CORE.Window.shouldClose; + else return true; +} + +// Toggle fullscreen mode +void ToggleFullscreen(void) +{ + TRACELOG(LOG_WARNING, "ToggleFullscreen() not available on target platform"); +} + +// Toggle borderless windowed mode +void ToggleBorderlessWindowed(void) +{ + TRACELOG(LOG_WARNING, "ToggleBorderlessWindowed() not available on target platform"); +} + +// Set window state: maximized, if resizable +void MaximizeWindow(void) +{ + TRACELOG(LOG_WARNING, "MaximizeWindow() not available on target platform"); +} + +// Set window state: minimized +void MinimizeWindow(void) +{ + TRACELOG(LOG_WARNING, "MinimizeWindow() not available on target platform"); +} + +// Set window state: not minimized/maximized +void RestoreWindow(void) +{ + TRACELOG(LOG_WARNING, "RestoreWindow() not available on target platform"); +} + +// Set window configuration state using flags +void SetWindowState(unsigned int flags) +{ + TRACELOG(LOG_WARNING, "SetWindowState() not available on target platform"); +} + +// Clear window configuration state flags +void ClearWindowState(unsigned int flags) +{ + TRACELOG(LOG_WARNING, "ClearWindowState() not available on target platform"); +} + +// Set icon for window +void SetWindowIcon(Image image) +{ + TRACELOG(LOG_WARNING, "SetWindowIcon() not available on target platform"); +} + +// Set icon for window +void SetWindowIcons(Image *images, int count) +{ + TRACELOG(LOG_WARNING, "SetWindowIcons() not available on target platform"); +} + +// Set title for window +void SetWindowTitle(const char *title) +{ + CORE.Window.title = title; +} + +// Set window position on screen (windowed mode) +void SetWindowPosition(int x, int y) +{ + TRACELOG(LOG_WARNING, "SetWindowPosition() not available on target platform"); +} + +// Set monitor for the current window +void SetWindowMonitor(int monitor) +{ + TRACELOG(LOG_WARNING, "SetWindowMonitor() not available on target platform"); +} + +// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE) +void SetWindowMinSize(int width, int height) +{ + CORE.Window.screenMin.width = width; + CORE.Window.screenMin.height = height; +} + +// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE) +void SetWindowMaxSize(int width, int height) +{ + CORE.Window.screenMax.width = width; + CORE.Window.screenMax.height = height; +} + +// Set window dimensions +void SetWindowSize(int width, int height) +{ + TRACELOG(LOG_WARNING, "SetWindowSize() not available on target platform"); +} + +// Set window opacity, value opacity is between 0.0 and 1.0 +void SetWindowOpacity(float opacity) +{ + TRACELOG(LOG_WARNING, "SetWindowOpacity() not available on target platform"); +} + +// Set window focused +void SetWindowFocused(void) +{ + TRACELOG(LOG_WARNING, "SetWindowFocused() not available on target platform"); +} + +// Get native window handle +void *GetWindowHandle(void) +{ + TRACELOG(LOG_WARNING, "GetWindowHandle() not implemented on target platform"); + return NULL; +} + +// Get number of monitors +int GetMonitorCount(void) +{ + TRACELOG(LOG_WARNING, "GetMonitorCount() not implemented on target platform"); + return 1; +} + +// Get number of monitors +int GetCurrentMonitor(void) +{ + TRACELOG(LOG_WARNING, "GetCurrentMonitor() not implemented on target platform"); + return 0; +} + +// Get selected monitor position +Vector2 GetMonitorPosition(int monitor) +{ + TRACELOG(LOG_WARNING, "GetMonitorPosition() not implemented on target platform"); + return (Vector2){ 0, 0 }; +} + +// Get selected monitor width (currently used by monitor) +int GetMonitorWidth(int monitor) +{ + TRACELOG(LOG_WARNING, "GetMonitorWidth() not implemented on target platform"); + return 0; +} + +// Get selected monitor height (currently used by monitor) +int GetMonitorHeight(int monitor) +{ + TRACELOG(LOG_WARNING, "GetMonitorHeight() not implemented on target platform"); + return 0; +} + +// Get selected monitor physical width in millimetres +int GetMonitorPhysicalWidth(int monitor) +{ + TRACELOG(LOG_WARNING, "GetMonitorPhysicalWidth() not implemented on target platform"); + return 0; +} + +// Get selected monitor physical height in millimetres +int GetMonitorPhysicalHeight(int monitor) +{ + TRACELOG(LOG_WARNING, "GetMonitorPhysicalHeight() not implemented on target platform"); + return 0; +} + +// Get selected monitor refresh rate +int GetMonitorRefreshRate(int monitor) +{ + TRACELOG(LOG_WARNING, "GetMonitorRefreshRate() not implemented on target platform"); + return 0; +} + +// Get the human-readable, UTF-8 encoded name of the selected monitor +const char *GetMonitorName(int monitor) +{ + TRACELOG(LOG_WARNING, "GetMonitorName() not implemented on target platform"); + return ""; +} + +// Get window position XY on monitor +Vector2 GetWindowPosition(void) +{ + TRACELOG(LOG_WARNING, "GetWindowPosition() not implemented on target platform"); + return (Vector2){ 0, 0 }; +} + +// Get window scale DPI factor for current monitor +Vector2 GetWindowScaleDPI(void) +{ + TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on target platform"); + return (Vector2){ 1.0f, 1.0f }; +} + +// Set clipboard text content +void SetClipboardText(const char *text) +{ + TRACELOG(LOG_WARNING, "SetClipboardText() not implemented on target platform"); +} + +// Get clipboard text content +// NOTE: returned string is allocated and freed by GLFW +const char *GetClipboardText(void) +{ + TRACELOG(LOG_WARNING, "GetClipboardText() not implemented on target platform"); + return NULL; +} + +// Show mouse cursor +void ShowCursor(void) +{ + CORE.Input.Mouse.cursorHidden = false; +} + +// Hides mouse cursor +void HideCursor(void) +{ + CORE.Input.Mouse.cursorHidden = true; +} + +// Enables cursor (unlock cursor) +void EnableCursor(void) +{ + // Set cursor position in the middle + SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2); + + CORE.Input.Mouse.cursorHidden = false; +} + +// Disables cursor (lock cursor) +void DisableCursor(void) +{ + // Set cursor position in the middle + SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2); + + CORE.Input.Mouse.cursorHidden = true; +} + +// Swap back buffer with front buffer (screen drawing) +void SwapScreenBuffer(void) +{ + eglSwapBuffers(platform.device, platform.surface); +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition: Misc +//---------------------------------------------------------------------------------- + +// Get elapsed time measure in seconds since InitTimer() +double GetTime(void) +{ + double time = 0.0; + struct timespec ts = { 0 }; + clock_gettime(CLOCK_MONOTONIC, &ts); + unsigned long long int nanoSeconds = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec; + + time = (double)(nanoSeconds - CORE.Time.base)*1e-9; // Elapsed time since InitTimer() + + return time; +} + +// Open URL with default system browser (if available) +// NOTE: This function is only safe to use if you control the URL given. +// A user could craft a malicious string performing another action. +// Only call this function yourself not with user input or make sure to check the string yourself. +// Ref: https://github.com/raysan5/raylib/issues/686 +void OpenURL(const char *url) +{ + // Security check to (partially) avoid malicious code + if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character"); + else + { + JNIEnv *env = NULL; + JavaVM *vm = platform.app->activity->vm; + (*vm)->AttachCurrentThread(vm, &env, NULL); + + jstring urlString = (*env)->NewStringUTF(env, url); + jclass uriClass = (*env)->FindClass(env, "android/net/Uri"); + jmethodID uriParse = (*env)->GetStaticMethodID(env, uriClass, "parse", "(Ljava/lang/String;)Landroid/net/Uri;"); + jobject uri = (*env)->CallStaticObjectMethod(env, uriClass, uriParse, urlString); + + jclass intentClass = (*env)->FindClass(env, "android/content/Intent"); + jfieldID actionViewId = (*env)->GetStaticFieldID(env, intentClass, "ACTION_VIEW", "Ljava/lang/String;"); + jobject actionView = (*env)->GetStaticObjectField(env, intentClass, actionViewId); + jmethodID newIntent = (*env)->GetMethodID(env, intentClass, "", "(Ljava/lang/String;Landroid/net/Uri;)V"); + jobject intent = (*env)->AllocObject(env, intentClass); + + (*env)->CallVoidMethod(env, intent, newIntent, actionView, uri); + jclass activityClass = (*env)->FindClass(env, "android/app/Activity"); + jmethodID startActivity = (*env)->GetMethodID(env, activityClass, "startActivity", "(Landroid/content/Intent;)V"); + (*env)->CallVoidMethod(env, platform.app->activity->clazz, startActivity, intent); + + (*vm)->DetachCurrentThread(vm); + } +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition: Inputs +//---------------------------------------------------------------------------------- + +// Set internal gamepad mappings +int SetGamepadMappings(const char *mappings) +{ + TRACELOG(LOG_WARNING, "SetGamepadMappings() not implemented on target platform"); + return 0; +} + +// Set mouse position XY +void SetMousePosition(int x, int y) +{ + CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y }; + CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition; +} + +// Set mouse cursor +void SetMouseCursor(int cursor) +{ + TRACELOG(LOG_WARNING, "SetMouseCursor() not implemented on target platform"); +} + +// Register all input events +void PollInputEvents(void) +{ +#if defined(SUPPORT_GESTURES_SYSTEM) + // NOTE: Gestures update must be called every frame to reset gestures correctly + // because ProcessGestureEvent() is just called on an event, not every frame + UpdateGestures(); +#endif + + // Reset keys/chars pressed registered + CORE.Input.Keyboard.keyPressedQueueCount = 0; + CORE.Input.Keyboard.charPressedQueueCount = 0; + // Reset key repeats + for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0; + + // Reset last gamepad button/axis registered state + CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN + //CORE.Input.Gamepad.axisCount = 0; + + // Register previous touch states + for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i]; + + // Reset touch positions + //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 }; + + // Register previous keys states + // NOTE: Android supports up to 260 keys + for (int i = 0; i < 260; i++) + { + CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i]; + CORE.Input.Keyboard.keyRepeatInFrame[i] = 0; + } + + // Android ALooper_pollAll() variables + int pollResult = 0; + int pollEvents = 0; + + // Poll Events (registered events) + // NOTE: Activity is paused if not enabled (platform.appEnabled) + while ((pollResult = ALooper_pollAll(platform.appEnabled? 0 : -1, NULL, &pollEvents, (void**)&platform.source)) >= 0) + { + // Process this event + if (platform.source != NULL) platform.source->process(platform.app, platform.source); + + // NOTE: Never close window, native activity is controlled by the system! + if (platform.app->destroyRequested != 0) + { + //CORE.Window.shouldClose = true; + //ANativeActivity_finish(platform.app->activity); + } + } +} + + +//---------------------------------------------------------------------------------- +// Module Internal Functions Definition +//---------------------------------------------------------------------------------- + +// Initialize platform: graphics, inputs and more +int InitPlatform(void) +{ + // Initialize display basic configuration + //---------------------------------------------------------------------------- + CORE.Window.currentFbo.width = CORE.Window.screen.width; + CORE.Window.currentFbo.height = CORE.Window.screen.height; + + // Set desired windows flags before initializing anything + ANativeActivity_setWindowFlags(platform.app->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER + + int orientation = AConfiguration_getOrientation(platform.app->config); + + if (orientation == ACONFIGURATION_ORIENTATION_PORT) TRACELOG(LOG_INFO, "ANDROID: Window orientation set as portrait"); + else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TRACELOG(LOG_INFO, "ANDROID: Window orientation set as landscape"); + + // TODO: Automatic orientation doesn't seem to work + if (CORE.Window.screen.width <= CORE.Window.screen.height) + { + AConfiguration_setOrientation(platform.app->config, ACONFIGURATION_ORIENTATION_PORT); + TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to portrait"); + } + else + { + AConfiguration_setOrientation(platform.app->config, ACONFIGURATION_ORIENTATION_LAND); + TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to landscape"); + } + + //AConfiguration_getDensity(platform.app->config); + //AConfiguration_getKeyboard(platform.app->config); + //AConfiguration_getScreenSize(platform.app->config); + //AConfiguration_getScreenLong(platform.app->config); + + // Set some default window flags + CORE.Window.flags &= ~FLAG_WINDOW_HIDDEN; // false + CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // false + CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; // true + CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // false + //---------------------------------------------------------------------------- + + // Initialize App command system + // NOTE: On APP_CMD_INIT_WINDOW -> InitGraphicsDevice(), InitTimer(), LoadFontDefault()... + //---------------------------------------------------------------------------- + platform.app->onAppCmd = AndroidCommandCallback; + //---------------------------------------------------------------------------- + + // Initialize input events system + //---------------------------------------------------------------------------- + platform.app->onInputEvent = AndroidInputCallback; + //---------------------------------------------------------------------------- + + // Initialize storage system + //---------------------------------------------------------------------------- + InitAssetManager(platform.app->activity->assetManager, platform.app->activity->internalDataPath); // Initialize assets manager + + CORE.Storage.basePath = platform.app->activity->internalDataPath; // Define base path for storage + //---------------------------------------------------------------------------- + + TRACELOG(LOG_INFO, "PLATFORM: ANDROID: Initialized successfully"); + + // Android ALooper_pollAll() variables + int pollResult = 0; + int pollEvents = 0; + + // Wait for window to be initialized (display and context) + while (!CORE.Window.ready) + { + // Process events loop + while ((pollResult = ALooper_pollAll(0, NULL, &pollEvents, (void**)&platform.source)) >= 0) + { + // Process this event + if (platform.source != NULL) platform.source->process(platform.app, platform.source); + + // NOTE: Never close window, native activity is controlled by the system! + //if (platform.app->destroyRequested != 0) CORE.Window.shouldClose = true; + } + } + + return 0; +} + +// Close platform +void ClosePlatform(void) +{ + // Close surface, context and display + if (platform.device != EGL_NO_DISPLAY) + { + eglMakeCurrent(platform.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); + + if (platform.surface != EGL_NO_SURFACE) + { + eglDestroySurface(platform.device, platform.surface); + platform.surface = EGL_NO_SURFACE; + } + + if (platform.context != EGL_NO_CONTEXT) + { + eglDestroyContext(platform.device, platform.context); + platform.context = EGL_NO_CONTEXT; + } + + eglTerminate(platform.device); + platform.device = EGL_NO_DISPLAY; + } +} + +// Initialize display device and framebuffer +// NOTE: width and height represent the screen (framebuffer) desired size, not actual display size +// If width or height are 0, default display size will be used for framebuffer size +// NOTE: returns false in case graphic device could not be created +static int InitGraphicsDevice(void) +{ + CORE.Window.fullscreen = true; + CORE.Window.flags |= FLAG_FULLSCREEN_MODE; + + EGLint samples = 0; + EGLint sampleBuffer = 0; + if (CORE.Window.flags & FLAG_MSAA_4X_HINT) + { + samples = 4; + sampleBuffer = 1; + TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4"); + } + + const EGLint framebufferAttribs[] = + { + EGL_RENDERABLE_TYPE, (rlGetVersion() == RL_OPENGL_ES_30)? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT, // Type of context support + EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5) + EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6) + EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5) + //EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI) + EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!) + //EGL_STENCIL_SIZE, 8, // Stencil buffer size + EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA + EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs) + EGL_NONE + }; + + const EGLint contextAttribs[] = + { + EGL_CONTEXT_CLIENT_VERSION, 2, + EGL_NONE + }; + + EGLint numConfigs = 0; + + // Get an EGL device connection + platform.device = eglGetDisplay(EGL_DEFAULT_DISPLAY); + if (platform.device == EGL_NO_DISPLAY) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device"); + return -1; + } + + // Initialize the EGL device connection + if (eglInitialize(platform.device, NULL, NULL) == EGL_FALSE) + { + // If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred. + TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device"); + return -1; + } + + // Get an appropriate EGL framebuffer configuration + eglChooseConfig(platform.device, framebufferAttribs, &platform.config, 1, &numConfigs); + + // Set rendering API + eglBindAPI(EGL_OPENGL_ES_API); + + // Create an EGL rendering context + platform.context = eglCreateContext(platform.device, platform.config, EGL_NO_CONTEXT, contextAttribs); + if (platform.context == EGL_NO_CONTEXT) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL context"); + return -1; + } + + // Create an EGL window surface + //--------------------------------------------------------------------------------- + EGLint displayFormat = 0; + + // EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry() + // As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID + eglGetConfigAttrib(platform.device, platform.config, EGL_NATIVE_VISUAL_ID, &displayFormat); + + // At this point we need to manage render size vs screen size + // NOTE: This function use and modify global module variables: + // -> CORE.Window.screen.width/CORE.Window.screen.height + // -> CORE.Window.render.width/CORE.Window.render.height + // -> CORE.Window.screenScale + SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height); + + ANativeWindow_setBuffersGeometry(platform.app->window, CORE.Window.render.width, CORE.Window.render.height, displayFormat); + //ANativeWindow_setBuffersGeometry(platform.app->window, 0, 0, displayFormat); // Force use of native display size + + platform.surface = eglCreateWindowSurface(platform.device, platform.config, platform.app->window, NULL); + + // There must be at least one frame displayed before the buffers are swapped + //eglSwapInterval(platform.device, 1); + + if (eglMakeCurrent(platform.device, platform.surface, platform.surface, platform.context) == EGL_FALSE) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to attach EGL rendering context to EGL surface"); + return -1; + } + else + { + CORE.Window.render.width = CORE.Window.screen.width; + CORE.Window.render.height = CORE.Window.screen.height; + CORE.Window.currentFbo.width = CORE.Window.render.width; + CORE.Window.currentFbo.height = CORE.Window.render.height; + + TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully"); + TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height); + TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height); + TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height); + TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y); + } + + // Load OpenGL extensions + // NOTE: GL procedures address loader is required to load extensions + rlLoadExtensions(eglGetProcAddress); + + CORE.Window.ready = true; + + if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow(); + + return 0; +} + +// ANDROID: Process activity lifecycle commands +static void AndroidCommandCallback(struct android_app *app, int32_t cmd) +{ + switch (cmd) + { + case APP_CMD_START: + { + //rendering = true; + } break; + case APP_CMD_RESUME: break; + case APP_CMD_INIT_WINDOW: + { + if (app->window != NULL) + { + if (platform.contextRebindRequired) + { + // Reset screen scaling to full display size + EGLint displayFormat = 0; + eglGetConfigAttrib(platform.device, platform.config, EGL_NATIVE_VISUAL_ID, &displayFormat); + + // Adding renderOffset here feels rather hackish, but the viewport scaling is wrong after the + // context rebinding if the screen is scaled unless offsets are added. There's probably a more + // appropriate way to fix this + ANativeWindow_setBuffersGeometry(app->window, + CORE.Window.render.width + CORE.Window.renderOffset.x, + CORE.Window.render.height + CORE.Window.renderOffset.y, + displayFormat); + + // Recreate display surface and re-attach OpenGL context + platform.surface = eglCreateWindowSurface(platform.device, platform.config, app->window, NULL); + eglMakeCurrent(platform.device, platform.surface, platform.surface, platform.context); + + platform.contextRebindRequired = false; + } + else + { + CORE.Window.display.width = ANativeWindow_getWidth(platform.app->window); + CORE.Window.display.height = ANativeWindow_getHeight(platform.app->window); + + // Initialize graphics device (display device and OpenGL context) + InitGraphicsDevice(); + + // Initialize OpenGL context (states and resources) + // NOTE: CORE.Window.currentFbo.width and CORE.Window.currentFbo.height not used, just stored as globals in rlgl + rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height); + + // Setup default viewport + // NOTE: It updated CORE.Window.render.width and CORE.Window.render.height + SetupViewport(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height); + + // Initialize hi-res timer + InitTimer(); + + #if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT) + // Load default font + // WARNING: External function: Module required: rtext + LoadFontDefault(); + #if defined(SUPPORT_MODULE_RSHAPES) + // Set font white rectangle for shapes drawing, so shapes and text can be batched together + // WARNING: rshapes module is required, if not available, default internal white rectangle is used + Rectangle rec = GetFontDefault().recs[95]; + if (CORE.Window.flags & FLAG_MSAA_4X_HINT) + { + // NOTE: We try to maxime rec padding to avoid pixel bleeding on MSAA filtering + SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 2, rec.y + 2, 1, 1 }); + } + else + { + // NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding + SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 }); + } + #endif + #else + #if defined(SUPPORT_MODULE_RSHAPES) + // Set default texture and rectangle to be used for shapes drawing + // NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8 + Texture2D texture = { rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 }; + SetShapesTexture(texture, (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f }); // WARNING: Module required: rshapes + #endif + #endif + + // Initialize random seed + SetRandomSeed((unsigned int)time(NULL)); + + // 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 < assetCount; i++) + { + // TODO: Unload old asset if required + + // Load texture again to pointed texture + (*textureAsset + i) = LoadTexture(assetPath[i]); + } + } + */ + } + } + } break; + case APP_CMD_GAINED_FOCUS: + { + platform.appEnabled = true; + CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; + //ResumeMusicStream(); + } break; + case APP_CMD_PAUSE: break; + case APP_CMD_LOST_FOCUS: + { + platform.appEnabled = false; + CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; + //PauseMusicStream(); + } break; + case APP_CMD_TERM_WINDOW: + { + // Detach OpenGL context and destroy display surface + // NOTE 1: This case is used when the user exits the app without closing it. We detach the context to ensure everything is recoverable upon resuming. + // NOTE 2: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...) + // NOTE 3: In some cases (too many context loaded), OS could unload context automatically... :( + if (platform.device != EGL_NO_DISPLAY) + { + eglMakeCurrent(platform.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); + + if (platform.surface != EGL_NO_SURFACE) + { + eglDestroySurface(platform.device, platform.surface); + platform.surface = EGL_NO_SURFACE; + } + + platform.contextRebindRequired = true; + } + // If 'platform.device' is already set to 'EGL_NO_DISPLAY' + // this means that the user has already called 'CloseWindow()' + + } break; + case APP_CMD_SAVE_STATE: break; + case APP_CMD_STOP: break; + case APP_CMD_DESTROY: break; + case APP_CMD_CONFIG_CHANGED: + { + //AConfiguration_fromAssetManager(platform.app->config, platform.app->activity->assetManager); + //print_cur_config(platform.app); + + // Check screen orientation here! + } break; + default: break; + } +} + +// ANDROID: Map Android gamepad button to raylib gamepad button +static GamepadButton AndroidTranslateGamepadButton(int button) +{ + switch (button) + { + case AKEYCODE_BUTTON_A: return GAMEPAD_BUTTON_RIGHT_FACE_DOWN; + case AKEYCODE_BUTTON_B: return GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; + case AKEYCODE_BUTTON_X: return GAMEPAD_BUTTON_RIGHT_FACE_LEFT; + case AKEYCODE_BUTTON_Y: return GAMEPAD_BUTTON_RIGHT_FACE_UP; + case AKEYCODE_BUTTON_L1: return GAMEPAD_BUTTON_LEFT_TRIGGER_1; + case AKEYCODE_BUTTON_R1: return GAMEPAD_BUTTON_RIGHT_TRIGGER_1; + case AKEYCODE_BUTTON_L2: return GAMEPAD_BUTTON_LEFT_TRIGGER_2; + case AKEYCODE_BUTTON_R2: return GAMEPAD_BUTTON_RIGHT_TRIGGER_2; + case AKEYCODE_BUTTON_THUMBL: return GAMEPAD_BUTTON_LEFT_THUMB; + case AKEYCODE_BUTTON_THUMBR: return GAMEPAD_BUTTON_RIGHT_THUMB; + case AKEYCODE_BUTTON_START: return GAMEPAD_BUTTON_MIDDLE_RIGHT; + case AKEYCODE_BUTTON_SELECT: return GAMEPAD_BUTTON_MIDDLE_LEFT; + case AKEYCODE_BUTTON_MODE: return GAMEPAD_BUTTON_MIDDLE; + // On some (most?) gamepads dpad events are reported as axis motion instead + case AKEYCODE_DPAD_DOWN: return GAMEPAD_BUTTON_LEFT_FACE_DOWN; + case AKEYCODE_DPAD_RIGHT: return GAMEPAD_BUTTON_LEFT_FACE_RIGHT; + case AKEYCODE_DPAD_LEFT: return GAMEPAD_BUTTON_LEFT_FACE_LEFT; + case AKEYCODE_DPAD_UP: return GAMEPAD_BUTTON_LEFT_FACE_UP; + default: return GAMEPAD_BUTTON_UNKNOWN; + } +} + +// ANDROID: Get input events +static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) +{ + // If additional inputs are required check: + // https://developer.android.com/ndk/reference/group/input + // https://developer.android.com/training/game-controllers/controller-input + + int type = AInputEvent_getType(event); + int source = AInputEvent_getSource(event); + + if (type == AINPUT_EVENT_TYPE_MOTION) + { + if (((source & AINPUT_SOURCE_JOYSTICK) == AINPUT_SOURCE_JOYSTICK) || + ((source & AINPUT_SOURCE_GAMEPAD) == AINPUT_SOURCE_GAMEPAD)) + { + // For now we'll assume a single gamepad which we "detect" on its input event + CORE.Input.Gamepad.ready[0] = true; + + CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_X] = AMotionEvent_getAxisValue( + event, AMOTION_EVENT_AXIS_X, 0); + CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_Y] = AMotionEvent_getAxisValue( + event, AMOTION_EVENT_AXIS_Y, 0); + CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_X] = AMotionEvent_getAxisValue( + event, AMOTION_EVENT_AXIS_Z, 0); + CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_Y] = AMotionEvent_getAxisValue( + event, AMOTION_EVENT_AXIS_RZ, 0); + CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_TRIGGER] = AMotionEvent_getAxisValue( + event, AMOTION_EVENT_AXIS_BRAKE, 0) * 2.0f - 1.0f; + CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_TRIGGER] = AMotionEvent_getAxisValue( + event, AMOTION_EVENT_AXIS_GAS, 0) * 2.0f - 1.0f; + + // dpad is reported as an axis on android + float dpadX = AMotionEvent_getAxisValue(event, AMOTION_EVENT_AXIS_HAT_X, 0); + float dpadY = AMotionEvent_getAxisValue(event, AMOTION_EVENT_AXIS_HAT_Y, 0); + + if (dpadX == 1.0f) + { + CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_RIGHT] = 1; + CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_LEFT] = 0; + } + else if (dpadX == -1.0f) + { + CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_RIGHT] = 0; + CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_LEFT] = 1; + } + else + { + CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_RIGHT] = 0; + CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_LEFT] = 0; + } + + if (dpadY == 1.0f) + { + CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_DOWN] = 1; + CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_UP] = 0; + } + else if (dpadY == -1.0f) + { + CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_DOWN] = 0; + CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_UP] = 1; + } + else + { + CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_DOWN] = 0; + CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_UP] = 0; + } + + return 1; // Handled gamepad axis motion + } + } + else if (type == AINPUT_EVENT_TYPE_KEY) + { + int32_t keycode = AKeyEvent_getKeyCode(event); + //int32_t AKeyEvent_getMetaState(event); + + // Handle gamepad button presses and releases + if (((source & AINPUT_SOURCE_JOYSTICK) == AINPUT_SOURCE_JOYSTICK) || + ((source & AINPUT_SOURCE_GAMEPAD) == AINPUT_SOURCE_GAMEPAD)) + { + // For now we'll assume a single gamepad which we "detect" on its input event + CORE.Input.Gamepad.ready[0] = true; + + GamepadButton button = AndroidTranslateGamepadButton(keycode); + + if (button == GAMEPAD_BUTTON_UNKNOWN) return 1; + + if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN) + { + CORE.Input.Gamepad.currentButtonState[0][button] = 1; + } + else CORE.Input.Gamepad.currentButtonState[0][button] = 0; // Key up + + return 1; // Handled gamepad button + } + + // Save current button and its state + // NOTE: Android key action is 0 for down and 1 for up + if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN) + { + CORE.Input.Keyboard.currentKeyState[keycode] = 1; // Key down + + CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode; + CORE.Input.Keyboard.keyPressedQueueCount++; + } + else if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_MULTIPLE) CORE.Input.Keyboard.keyRepeatInFrame[keycode] = 1; + else CORE.Input.Keyboard.currentKeyState[keycode] = 0; // Key up + + 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 + // 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; + } + + return 0; + } + + // Register touch points count + CORE.Input.Touch.pointCount = AMotionEvent_getPointerCount(event); + + for (int i = 0; (i < CORE.Input.Touch.pointCount) && (i < MAX_TOUCH_POINTS); i++) + { + // Register touch points id + CORE.Input.Touch.pointId[i] = AMotionEvent_getPointerId(event, i); + + // Register touch points position + CORE.Input.Touch.position[i] = (Vector2){ AMotionEvent_getX(event, i), AMotionEvent_getY(event, i) }; + + // Normalize CORE.Input.Touch.position[i] for CORE.Window.screen.width and CORE.Window.screen.height + float widthRatio = (float)(CORE.Window.screen.width + CORE.Window.renderOffset.x) / (float)CORE.Window.display.width; + float heightRatio = (float)(CORE.Window.screen.height + CORE.Window.renderOffset.y) / (float)CORE.Window.display.height; + CORE.Input.Touch.position[i].x = CORE.Input.Touch.position[i].x * widthRatio - (float)CORE.Window.renderOffset.x / 2; + CORE.Input.Touch.position[i].y = CORE.Input.Touch.position[i].y * heightRatio - (float)CORE.Window.renderOffset.y / 2; + } + + int32_t action = AMotionEvent_getAction(event); + unsigned int flags = action & AMOTION_EVENT_ACTION_MASK; + +#if defined(SUPPORT_GESTURES_SYSTEM) + GestureEvent gestureEvent = { 0 }; + + gestureEvent.pointCount = CORE.Input.Touch.pointCount; + + // Register touch actions + if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_ACTION_DOWN; + else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_ACTION_UP; + else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_ACTION_MOVE; + else if (flags == AMOTION_EVENT_ACTION_CANCEL) gestureEvent.touchAction = TOUCH_ACTION_CANCEL; + + for (int i = 0; (i < gestureEvent.pointCount) && (i < MAX_TOUCH_POINTS); i++) + { + gestureEvent.pointId[i] = CORE.Input.Touch.pointId[i]; + gestureEvent.position[i] = CORE.Input.Touch.position[i]; + gestureEvent.position[i].x /= (float)GetScreenWidth(); + gestureEvent.position[i].y /= (float)GetScreenHeight(); + } + + // Gesture data is sent to gestures system for processing + ProcessGestureEvent(gestureEvent); +#endif + + int32_t pointerIndex = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT; + + if (flags == AMOTION_EVENT_ACTION_POINTER_UP || flags == AMOTION_EVENT_ACTION_UP) + { + // One of the touchpoints is released, remove it from touch point arrays + for (int i = pointerIndex; (i < CORE.Input.Touch.pointCount - 1) && (i < MAX_TOUCH_POINTS); i++) + { + CORE.Input.Touch.pointId[i] = CORE.Input.Touch.pointId[i+1]; + CORE.Input.Touch.position[i] = CORE.Input.Touch.position[i+1]; + } + + CORE.Input.Touch.pointCount--; + } + + // When all touchpoints are tapped and released really quickly, this event is generated + if (flags == AMOTION_EVENT_ACTION_CANCEL) CORE.Input.Touch.pointCount = 0; + + if (CORE.Input.Touch.pointCount > 0) CORE.Input.Touch.currentTouchState[MOUSE_BUTTON_LEFT] = 1; + else CORE.Input.Touch.currentTouchState[MOUSE_BUTTON_LEFT] = 0; + + // Stores the previous position of touch[0] only while it's active to calculate the delta. + if (flags == AMOTION_EVENT_ACTION_MOVE) + { + CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition; + } + else + { + CORE.Input.Mouse.previousPosition = CORE.Input.Touch.position[0]; + } + + // Map touch[0] as mouse input for convenience + CORE.Input.Mouse.currentPosition = CORE.Input.Touch.position[0]; + CORE.Input.Mouse.currentWheelMove = (Vector2){ 0.0f, 0.0f }; + + return 0; +} + +// EOF diff --git a/raylib/platforms/rcore_desktop.c b/raylib/platforms/rcore_desktop.c new file mode 100644 index 0000000..426d9fc --- /dev/null +++ b/raylib/platforms/rcore_desktop.c @@ -0,0 +1,1829 @@ +/********************************************************************************************** +* +* rcore_desktop - Functions to manage window, graphics device and inputs +* +* PLATFORM: DESKTOP: GLFW +* - Windows (Win32, Win64) +* - Linux (X11/Wayland desktop mode) +* - FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop) +* - OSX/macOS (x64, arm64) +* +* LIMITATIONS: +* - Limitation 01 +* - Limitation 02 +* +* POSSIBLE IMPROVEMENTS: +* - Improvement 01 +* - Improvement 02 +* +* ADDITIONAL NOTES: +* - TRACELOG() function is located in raylib [utils] module +* +* CONFIGURATION: +* #define RCORE_PLATFORM_CUSTOM_FLAG +* Custom flag for rcore on target platform -not used- +* +* DEPENDENCIES: +* - rglfw: Manage graphic device, OpenGL context and inputs (Windows, Linux, OSX, FreeBSD...) +* - gestures: Gestures system for touch-ready devices (or simulated from mouse inputs) +* +* +* LICENSE: zlib/libpng +* +* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) and contributors +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3 + // NOTE: Already provided by rlgl implementation (on glad.h) +#include "GLFW/glfw3.h" // GLFW3 library: Windows, OpenGL context and Input management + // NOTE: GLFW3 already includes gl.h (OpenGL) headers + +// Support retrieving native window handlers +#if defined(_WIN32) + typedef void *PVOID; + typedef PVOID HANDLE; + typedef HANDLE HWND; + #define GLFW_EXPOSE_NATIVE_WIN32 + #define GLFW_NATIVE_INCLUDE_NONE // To avoid some symbols re-definition in windows.h + #include "GLFW/glfw3native.h" + + #if defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP) + // NOTE: Those functions require linking with winmm library + unsigned int __stdcall timeBeginPeriod(unsigned int uPeriod); + unsigned int __stdcall timeEndPeriod(unsigned int uPeriod); + #endif +#endif +#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) + #include // Required for: timespec, nanosleep(), select() - POSIX + + //#define GLFW_EXPOSE_NATIVE_X11 // WARNING: Exposing Xlib.h > X.h results in dup symbols for Font type + //#define GLFW_EXPOSE_NATIVE_WAYLAND + //#define GLFW_EXPOSE_NATIVE_MIR + #include "GLFW/glfw3native.h" // Required for: glfwGetX11Window() +#endif +#if defined(__APPLE__) + #include // Required for: usleep() + + //#define GLFW_EXPOSE_NATIVE_COCOA // WARNING: Fails due to type redefinition + void *glfwGetCocoaWindow(GLFWwindow* handle); + #include "GLFW/glfw3native.h" // Required for: glfwGetCocoaWindow() +#endif + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +// TODO: HACK: Added flag if not provided by GLFW when using external library +// Latest GLFW release (GLFW 3.3.8) does not implement this flag, it was added for 3.4.0-dev +#if !defined(GLFW_MOUSE_PASSTHROUGH) + #define GLFW_MOUSE_PASSTHROUGH 0x0002000D +#endif + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +typedef struct { + GLFWwindow *handle; // GLFW window handle (graphic device) +} PlatformData; + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +extern CoreData CORE; // Global CORE state context + +static PlatformData platform = { 0 }; // Platform specific data + +//---------------------------------------------------------------------------------- +// Module Internal Functions Declaration +//---------------------------------------------------------------------------------- +int InitPlatform(void); // Initialize platform (graphics, inputs and more) +void ClosePlatform(void); // Close platform + +// Error callback event +static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error + +// Window callbacks events +static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized +static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored +static void WindowMaximizeCallback(GLFWwindow* window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized +static void WindowFocusCallback(GLFWwindow *window, int focused); // GLFW3 WindowFocus Callback, runs when window get/lose focus +static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window + +// Input callbacks events +static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed +static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value) +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 MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel +static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area +static void JoystickCallback(int jid, int event); // GLFW3 Joystick Connected/Disconnected Callback + +//---------------------------------------------------------------------------------- +// Module Functions Declaration +//---------------------------------------------------------------------------------- +// NOTE: Functions declaration is provided by raylib.h + +//---------------------------------------------------------------------------------- +// Module Functions Definition: Window and Graphics Device +//---------------------------------------------------------------------------------- + +// Check if application should close +// NOTE: By default, if KEY_ESCAPE pressed or window close icon clicked +bool WindowShouldClose(void) +{ + if (CORE.Window.ready) return CORE.Window.shouldClose; + else return true; +} + +// Toggle fullscreen mode +void ToggleFullscreen(void) +{ + if (!CORE.Window.fullscreen) + { + // Store previous window position (in case we exit fullscreen) + glfwGetWindowPos(platform.handle, &CORE.Window.position.x, &CORE.Window.position.y); + + int monitorCount = 0; + int monitorIndex = GetCurrentMonitor(); + GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + + // Use current monitor, so we correctly get the display the window is on + GLFWmonitor *monitor = (monitorIndex < monitorCount)? monitors[monitorIndex] : NULL; + + if (monitor == NULL) + { + TRACELOG(LOG_WARNING, "GLFW: Failed to get monitor"); + + CORE.Window.fullscreen = false; + CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE; + + glfwSetWindowMonitor(platform.handle, NULL, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE); + } + else + { + CORE.Window.fullscreen = true; + CORE.Window.flags |= FLAG_FULLSCREEN_MODE; + + glfwSetWindowMonitor(platform.handle, monitor, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE); + } + + } + else + { + CORE.Window.fullscreen = false; + CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE; + + glfwSetWindowMonitor(platform.handle, NULL, CORE.Window.position.x, CORE.Window.position.y, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE); + } + + // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS) + // NOTE: V-Sync can be enabled by graphic driver configuration + if (CORE.Window.flags & FLAG_VSYNC_HINT) glfwSwapInterval(1); +} + +// Toggle borderless windowed mode +void ToggleBorderlessWindowed(void) +{ + // Leave fullscreen before attempting to set borderless windowed mode and get screen position from it + bool wasOnFullscreen = false; + if (CORE.Window.fullscreen) + { + CORE.Window.previousPosition = CORE.Window.position; + ToggleFullscreen(); + wasOnFullscreen = true; + } + + const int monitor = GetCurrentMonitor(); + int monitorCount; + GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + + if ((monitor >= 0) && (monitor < monitorCount)) + { + const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]); + + if (mode) + { + if (!IsWindowState(FLAG_BORDERLESS_WINDOWED_MODE)) + { + // Store screen position and size + // NOTE: If it was on fullscreen, screen position was already stored, so skip setting it here + if (!wasOnFullscreen) glfwGetWindowPos(platform.handle, &CORE.Window.previousPosition.x, &CORE.Window.previousPosition.y); + CORE.Window.previousScreen = CORE.Window.screen; + + // Set undecorated and topmost modes and flags + glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_FALSE); + CORE.Window.flags |= FLAG_WINDOW_UNDECORATED; + glfwSetWindowAttrib(platform.handle, GLFW_FLOATING, GLFW_TRUE); + CORE.Window.flags |= FLAG_WINDOW_TOPMOST; + + // Get monitor position and size + int monitorPosX = 0; + int monitorPosY = 0; + glfwGetMonitorPos(monitors[monitor], &monitorPosX, &monitorPosY); + const int monitorWidth = mode->width; + const int monitorHeight = mode->height; + + // Set screen position and size + glfwSetWindowPos(platform.handle, monitorPosX, monitorPosY); + glfwSetWindowSize(platform.handle, monitorWidth, monitorHeight); + + // Refocus window + glfwFocusWindow(platform.handle); + + CORE.Window.flags |= FLAG_BORDERLESS_WINDOWED_MODE; + } + else + { + // Remove topmost and undecorated modes and flags + glfwSetWindowAttrib(platform.handle, GLFW_FLOATING, GLFW_FALSE); + CORE.Window.flags &= ~FLAG_WINDOW_TOPMOST; + glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_TRUE); + CORE.Window.flags &= ~FLAG_WINDOW_UNDECORATED; + + // Return previous screen size and position + // NOTE: The order matters here, it must set size first, then set position, otherwise the screen will be positioned incorrectly + glfwSetWindowSize(platform.handle, CORE.Window.previousScreen.width, CORE.Window.previousScreen.height); + glfwSetWindowPos(platform.handle, CORE.Window.previousPosition.x, CORE.Window.previousPosition.y); + + // Refocus window + glfwFocusWindow(platform.handle); + + CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE; + } + } + else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor"); + } + else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); +} + +// Set window state: maximized, if resizable +void MaximizeWindow(void) +{ + if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE) + { + glfwMaximizeWindow(platform.handle); + CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; + } +} + +// Set window state: minimized +void MinimizeWindow(void) +{ + // NOTE: Following function launches callback that sets appropriate flag! + glfwIconifyWindow(platform.handle); +} + +// Set window state: not minimized/maximized +void RestoreWindow(void) +{ + if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE) + { + // Restores the specified window if it was previously iconified (minimized) or maximized + glfwRestoreWindow(platform.handle); + CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; + CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; + } +} + +// Set window configuration state using flags +void SetWindowState(unsigned int flags) +{ + // Check previous state and requested state to apply required changes + // NOTE: In most cases the functions already change the flags internally + + // State change: FLAG_VSYNC_HINT + if (((CORE.Window.flags & FLAG_VSYNC_HINT) != (flags & FLAG_VSYNC_HINT)) && ((flags & FLAG_VSYNC_HINT) > 0)) + { + glfwSwapInterval(1); + CORE.Window.flags |= FLAG_VSYNC_HINT; + } + + // State change: FLAG_BORDERLESS_WINDOWED_MODE + // NOTE: This must be handled before FLAG_FULLSCREEN_MODE because ToggleBorderlessWindowed() needs to get some fullscreen values if fullscreen is running + if (((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) != (flags & FLAG_BORDERLESS_WINDOWED_MODE)) && ((flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0)) + { + ToggleBorderlessWindowed(); // NOTE: Window state flag updated inside function + } + + // State change: FLAG_FULLSCREEN_MODE + if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) != (flags & FLAG_FULLSCREEN_MODE)) + { + ToggleFullscreen(); // NOTE: Window state flag updated inside function + } + + // State change: FLAG_WINDOW_RESIZABLE + if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != (flags & FLAG_WINDOW_RESIZABLE)) && ((flags & FLAG_WINDOW_RESIZABLE) > 0)) + { + glfwSetWindowAttrib(platform.handle, GLFW_RESIZABLE, GLFW_TRUE); + CORE.Window.flags |= FLAG_WINDOW_RESIZABLE; + } + + // State change: FLAG_WINDOW_UNDECORATED + if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) != (flags & FLAG_WINDOW_UNDECORATED)) && (flags & FLAG_WINDOW_UNDECORATED)) + { + glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_FALSE); + CORE.Window.flags |= FLAG_WINDOW_UNDECORATED; + } + + // State change: FLAG_WINDOW_HIDDEN + if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) != (flags & FLAG_WINDOW_HIDDEN)) && ((flags & FLAG_WINDOW_HIDDEN) > 0)) + { + glfwHideWindow(platform.handle); + CORE.Window.flags |= FLAG_WINDOW_HIDDEN; + } + + // State change: FLAG_WINDOW_MINIMIZED + if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) != (flags & FLAG_WINDOW_MINIMIZED)) && ((flags & FLAG_WINDOW_MINIMIZED) > 0)) + { + //GLFW_ICONIFIED + MinimizeWindow(); // NOTE: Window state flag updated inside function + } + + // State change: FLAG_WINDOW_MAXIMIZED + if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) != (flags & FLAG_WINDOW_MAXIMIZED)) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0)) + { + //GLFW_MAXIMIZED + MaximizeWindow(); // NOTE: Window state flag updated inside function + } + + // State change: FLAG_WINDOW_UNFOCUSED + if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) != (flags & FLAG_WINDOW_UNFOCUSED)) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0)) + { + glfwSetWindowAttrib(platform.handle, GLFW_FOCUS_ON_SHOW, GLFW_FALSE); + CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; + } + + // State change: FLAG_WINDOW_TOPMOST + if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) != (flags & FLAG_WINDOW_TOPMOST)) && ((flags & FLAG_WINDOW_TOPMOST) > 0)) + { + glfwSetWindowAttrib(platform.handle, GLFW_FLOATING, GLFW_TRUE); + CORE.Window.flags |= FLAG_WINDOW_TOPMOST; + } + + // State change: FLAG_WINDOW_ALWAYS_RUN + if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) != (flags & FLAG_WINDOW_ALWAYS_RUN)) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0)) + { + CORE.Window.flags |= FLAG_WINDOW_ALWAYS_RUN; + } + + // The following states can not be changed after window creation + + // State change: FLAG_WINDOW_TRANSPARENT + if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) != (flags & FLAG_WINDOW_TRANSPARENT)) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0)) + { + TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization"); + } + + // State change: FLAG_WINDOW_HIGHDPI + if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) != (flags & FLAG_WINDOW_HIGHDPI)) && ((flags & FLAG_WINDOW_HIGHDPI) > 0)) + { + TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization"); + } + + // State change: FLAG_WINDOW_MOUSE_PASSTHROUGH + if (((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) != (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH)) && ((flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0)) + { + glfwSetWindowAttrib(platform.handle, GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE); + CORE.Window.flags |= FLAG_WINDOW_MOUSE_PASSTHROUGH; + } + + // State change: FLAG_MSAA_4X_HINT + if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) != (flags & FLAG_MSAA_4X_HINT)) && ((flags & FLAG_MSAA_4X_HINT) > 0)) + { + TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization"); + } + + // State change: FLAG_INTERLACED_HINT + if (((CORE.Window.flags & FLAG_INTERLACED_HINT) != (flags & FLAG_INTERLACED_HINT)) && ((flags & FLAG_INTERLACED_HINT) > 0)) + { + TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization"); + } +} + +// Clear window configuration state flags +void ClearWindowState(unsigned int flags) +{ + // Check previous state and requested state to apply required changes + // NOTE: In most cases the functions already change the flags internally + + // State change: FLAG_VSYNC_HINT + if (((CORE.Window.flags & FLAG_VSYNC_HINT) > 0) && ((flags & FLAG_VSYNC_HINT) > 0)) + { + glfwSwapInterval(0); + CORE.Window.flags &= ~FLAG_VSYNC_HINT; + } + + // State change: FLAG_BORDERLESS_WINDOWED_MODE + // NOTE: This must be handled before FLAG_FULLSCREEN_MODE because ToggleBorderlessWindowed() needs to get some fullscreen values if fullscreen is running + if (((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0) && ((flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0)) + { + ToggleBorderlessWindowed(); // NOTE: Window state flag updated inside function + } + + // State change: FLAG_FULLSCREEN_MODE + if (((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) && ((flags & FLAG_FULLSCREEN_MODE) > 0)) + { + ToggleFullscreen(); // NOTE: Window state flag updated inside function + } + + // State change: FLAG_WINDOW_RESIZABLE + if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) && ((flags & FLAG_WINDOW_RESIZABLE) > 0)) + { + glfwSetWindowAttrib(platform.handle, GLFW_RESIZABLE, GLFW_FALSE); + CORE.Window.flags &= ~FLAG_WINDOW_RESIZABLE; + } + + // State change: FLAG_WINDOW_HIDDEN + if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) && ((flags & FLAG_WINDOW_HIDDEN) > 0)) + { + glfwShowWindow(platform.handle); + CORE.Window.flags &= ~FLAG_WINDOW_HIDDEN; + } + + // State change: FLAG_WINDOW_MINIMIZED + if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) && ((flags & FLAG_WINDOW_MINIMIZED) > 0)) + { + RestoreWindow(); // NOTE: Window state flag updated inside function + } + + // State change: FLAG_WINDOW_MAXIMIZED + if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0)) + { + RestoreWindow(); // NOTE: Window state flag updated inside function + } + + // State change: FLAG_WINDOW_UNDECORATED + if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) && ((flags & FLAG_WINDOW_UNDECORATED) > 0)) + { + glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_TRUE); + CORE.Window.flags &= ~FLAG_WINDOW_UNDECORATED; + } + + // State change: FLAG_WINDOW_UNFOCUSED + if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0)) + { + glfwSetWindowAttrib(platform.handle, GLFW_FOCUS_ON_SHOW, GLFW_TRUE); + CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; + } + + // State change: FLAG_WINDOW_TOPMOST + if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) && ((flags & FLAG_WINDOW_TOPMOST) > 0)) + { + glfwSetWindowAttrib(platform.handle, GLFW_FLOATING, GLFW_FALSE); + CORE.Window.flags &= ~FLAG_WINDOW_TOPMOST; + } + + // State change: FLAG_WINDOW_ALWAYS_RUN + if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) > 0) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0)) + { + CORE.Window.flags &= ~FLAG_WINDOW_ALWAYS_RUN; + } + + // The following states can not be changed after window creation + + // State change: FLAG_WINDOW_TRANSPARENT + if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0)) + { + TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization"); + } + + // State change: FLAG_WINDOW_HIGHDPI + if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) && ((flags & FLAG_WINDOW_HIGHDPI) > 0)) + { + TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization"); + } + + // State change: FLAG_WINDOW_MOUSE_PASSTHROUGH + if (((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0) && ((flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0)) + { + glfwSetWindowAttrib(platform.handle, GLFW_MOUSE_PASSTHROUGH, GLFW_FALSE); + CORE.Window.flags &= ~FLAG_WINDOW_MOUSE_PASSTHROUGH; + } + + // State change: FLAG_MSAA_4X_HINT + if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) > 0) && ((flags & FLAG_MSAA_4X_HINT) > 0)) + { + TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization"); + } + + // State change: FLAG_INTERLACED_HINT + if (((CORE.Window.flags & FLAG_INTERLACED_HINT) > 0) && ((flags & FLAG_INTERLACED_HINT) > 0)) + { + TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization"); + } +} + +// Set icon for window +// NOTE 1: Image must be in RGBA format, 8bit per channel +// NOTE 2: Image is scaled by the OS for all required sizes +void SetWindowIcon(Image image) +{ + if (image.data == NULL) + { + // Revert to the default window icon, pass in an empty image array + glfwSetWindowIcon(platform.handle, 0, NULL); + } + else + { + if (image.format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8) + { + GLFWimage icon[1] = { 0 }; + + icon[0].width = image.width; + icon[0].height = image.height; + icon[0].pixels = (unsigned char *)image.data; + + // NOTE 1: We only support one image icon + // NOTE 2: The specified image data is copied before this function returns + glfwSetWindowIcon(platform.handle, 1, icon); + } + else TRACELOG(LOG_WARNING, "GLFW: Window icon image must be in R8G8B8A8 pixel format"); + } +} + +// Set icon for window, multiple images +// NOTE 1: Images must be in RGBA format, 8bit per channel +// NOTE 2: The multiple images are used depending on provided sizes +// Standard Windows icon sizes: 256, 128, 96, 64, 48, 32, 24, 16 +void SetWindowIcons(Image *images, int count) +{ + if ((images == NULL) || (count <= 0)) + { + // Revert to the default window icon, pass in an empty image array + glfwSetWindowIcon(platform.handle, 0, NULL); + } + else + { + int valid = 0; + GLFWimage *icons = RL_CALLOC(count, sizeof(GLFWimage)); + + for (int i = 0; i < count; i++) + { + if (images[i].format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8) + { + icons[valid].width = images[i].width; + icons[valid].height = images[i].height; + icons[valid].pixels = (unsigned char *)images[i].data; + + valid++; + } + else TRACELOG(LOG_WARNING, "GLFW: Window icon image must be in R8G8B8A8 pixel format"); + } + // NOTE: Images data is copied internally before this function returns + glfwSetWindowIcon(platform.handle, valid, icons); + + RL_FREE(icons); + } +} + +// Set title for window +void SetWindowTitle(const char *title) +{ + CORE.Window.title = title; + glfwSetWindowTitle(platform.handle, title); +} + +// Set window position on screen (windowed mode) +void SetWindowPosition(int x, int y) +{ + glfwSetWindowPos(platform.handle, x, y); +} + +// Set monitor for the current window +void SetWindowMonitor(int monitor) +{ + int monitorCount = 0; + GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + + if ((monitor >= 0) && (monitor < monitorCount)) + { + if (CORE.Window.fullscreen) + { + TRACELOG(LOG_INFO, "GLFW: Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor])); + + const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]); + glfwSetWindowMonitor(platform.handle, monitors[monitor], 0, 0, mode->width, mode->height, mode->refreshRate); + } + else + { + TRACELOG(LOG_INFO, "GLFW: Selected monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor])); + + const int screenWidth = CORE.Window.screen.width; + const int screenHeight = CORE.Window.screen.height; + int monitorWorkareaX = 0; + int monitorWorkareaY = 0; + int monitorWorkareaWidth = 0; + int monitorWorkareaHeight = 0; + glfwGetMonitorWorkarea(monitors[monitor], &monitorWorkareaX, &monitorWorkareaY, &monitorWorkareaWidth, &monitorWorkareaHeight); + + // If the screen size is larger than the monitor workarea, anchor it on the top left corner, otherwise, center it + if ((screenWidth >= monitorWorkareaWidth) || (screenHeight >= monitorWorkareaHeight)) glfwSetWindowPos(platform.handle, monitorWorkareaX, monitorWorkareaY); + else + { + const int x = monitorWorkareaX + (monitorWorkareaWidth/2) - (screenWidth/2); + const int y = monitorWorkareaY + (monitorWorkareaHeight/2) - (screenHeight/2); + glfwSetWindowPos(platform.handle, x, y); + } + } + } + else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); +} + +// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE) +void SetWindowMinSize(int width, int height) +{ + CORE.Window.screenMin.width = width; + CORE.Window.screenMin.height = height; + + int minWidth = (CORE.Window.screenMin.width == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMin.width; + int minHeight = (CORE.Window.screenMin.height == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMin.height; + int maxWidth = (CORE.Window.screenMax.width == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMax.width; + int maxHeight = (CORE.Window.screenMax.height == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMax.height; + + glfwSetWindowSizeLimits(platform.handle, minWidth, minHeight, maxWidth, maxHeight); +} + +// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE) +void SetWindowMaxSize(int width, int height) +{ + CORE.Window.screenMax.width = width; + CORE.Window.screenMax.height = height; + + int minWidth = (CORE.Window.screenMin.width == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMin.width; + int minHeight = (CORE.Window.screenMin.height == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMin.height; + int maxWidth = (CORE.Window.screenMax.width == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMax.width; + int maxHeight = (CORE.Window.screenMax.height == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMax.height; + + glfwSetWindowSizeLimits(platform.handle, minWidth, minHeight, maxWidth, maxHeight); +} + +// Set window dimensions +void SetWindowSize(int width, int height) +{ + glfwSetWindowSize(platform.handle, width, height); +} + +// Set window opacity, value opacity is between 0.0 and 1.0 +void SetWindowOpacity(float opacity) +{ + if (opacity >= 1.0f) opacity = 1.0f; + else if (opacity <= 0.0f) opacity = 0.0f; + glfwSetWindowOpacity(platform.handle, opacity); +} + +// Set window focused +void SetWindowFocused(void) +{ + glfwFocusWindow(platform.handle); +} + +// Get native window handle +void *GetWindowHandle(void) +{ +#if defined(_WIN32) + // NOTE: Returned handle is: void *HWND (windows.h) + return glfwGetWin32Window(platform.handle); +#endif +#if defined(__linux__) + // NOTE: Returned handle is: unsigned long Window (X.h) + // typedef unsigned long XID; + // typedef XID Window; + //unsigned long id = (unsigned long)glfwGetX11Window(platform.handle); + //return NULL; // TODO: Find a way to return value... cast to void *? + return (void *)platform.handle; +#endif +#if defined(__APPLE__) + // NOTE: Returned handle is: (objc_object *) + return (void *)glfwGetCocoaWindow(platform.handle); +#endif + + return NULL; +} + +// Get number of monitors +int GetMonitorCount(void) +{ + int monitorCount = 0; + + glfwGetMonitors(&monitorCount); + + return monitorCount; +} + +// Get number of monitors +int GetCurrentMonitor(void) +{ + int index = 0; + int monitorCount = 0; + GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + GLFWmonitor *monitor = NULL; + + if (monitorCount >= 1) + { + if (IsWindowFullscreen()) + { + // Get the handle of the monitor that the specified window is in full screen on + monitor = glfwGetWindowMonitor(platform.handle); + + for (int i = 0; i < monitorCount; i++) + { + if (monitors[i] == monitor) + { + index = i; + break; + } + } + } + else + { + // In case the window is between two monitors, we use below logic + // to try to detect the "current monitor" for that window, note that + // this is probably an overengineered solution for a very side case + // trying to match SDL behaviour + + int closestDist = 0x7FFFFFFF; + + // Window center position + int wcx = 0; + int wcy = 0; + + glfwGetWindowPos(platform.handle, &wcx, &wcy); + wcx += (int)CORE.Window.screen.width/2; + wcy += (int)CORE.Window.screen.height/2; + + for (int i = 0; i < monitorCount; i++) + { + // Monitor top-left position + int mx = 0; + int my = 0; + + monitor = monitors[i]; + glfwGetMonitorPos(monitor, &mx, &my); + const GLFWvidmode *mode = glfwGetVideoMode(monitor); + + if (mode) + { + const int right = mx + mode->width - 1; + const int bottom = my + mode->height - 1; + + if ((wcx >= mx) && + (wcx <= right) && + (wcy >= my) && + (wcy <= bottom)) + { + index = i; + break; + } + + int xclosest = wcx; + if (wcx < mx) xclosest = mx; + else if (wcx > right) xclosest = right; + + int yclosest = wcy; + if (wcy < my) yclosest = my; + else if (wcy > bottom) yclosest = bottom; + + int dx = wcx - xclosest; + int dy = wcy - yclosest; + int dist = (dx*dx) + (dy*dy); + if (dist < closestDist) + { + index = i; + closestDist = dist; + } + } + else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor"); + } + } + } + + return index; +} + +// Get selected monitor position +Vector2 GetMonitorPosition(int monitor) +{ + int monitorCount = 0; + GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + + if ((monitor >= 0) && (monitor < monitorCount)) + { + int x, y; + glfwGetMonitorPos(monitors[monitor], &x, &y); + + return (Vector2){ (float)x, (float)y }; + } + else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); + return (Vector2){ 0, 0 }; +} + +// Get selected monitor width (currently used by monitor) +int GetMonitorWidth(int monitor) +{ + int width = 0; + int monitorCount = 0; + GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + + if ((monitor >= 0) && (monitor < monitorCount)) + { + const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]); + + if (mode) width = mode->width; + else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor"); + } + else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); + + return width; +} + +// Get selected monitor height (currently used by monitor) +int GetMonitorHeight(int monitor) +{ + int height = 0; + int monitorCount = 0; + GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + + if ((monitor >= 0) && (monitor < monitorCount)) + { + const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]); + + if (mode) height = mode->height; + else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor"); + } + else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); + + return height; +} + +// Get selected monitor physical width in millimetres +int GetMonitorPhysicalWidth(int monitor) +{ + int width = 0; + int monitorCount = 0; + GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + + if ((monitor >= 0) && (monitor < monitorCount)) glfwGetMonitorPhysicalSize(monitors[monitor], &width, NULL); + else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); + + return width; +} + +// Get selected monitor physical height in millimetres +int GetMonitorPhysicalHeight(int monitor) +{ + int height = 0; + int monitorCount = 0; + GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + + if ((monitor >= 0) && (monitor < monitorCount)) glfwGetMonitorPhysicalSize(monitors[monitor], NULL, &height); + else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); + + return height; +} + +// Get selected monitor refresh rate +int GetMonitorRefreshRate(int monitor) +{ + int refresh = 0; + int monitorCount = 0; + GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + + if ((monitor >= 0) && (monitor < monitorCount)) + { + const GLFWvidmode *vidmode = glfwGetVideoMode(monitors[monitor]); + refresh = vidmode->refreshRate; + } + else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); + + return refresh; +} + +// Get the human-readable, UTF-8 encoded name of the selected monitor +const char *GetMonitorName(int monitor) +{ + int monitorCount = 0; + GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + + if ((monitor >= 0) && (monitor < monitorCount)) + { + return glfwGetMonitorName(monitors[monitor]); + } + else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); + return ""; +} + +// Get window position XY on monitor +Vector2 GetWindowPosition(void) +{ + int x = 0; + int y = 0; + + glfwGetWindowPos(platform.handle, &x, &y); + + return (Vector2){ (float)x, (float)y }; +} + +// Get window scale DPI factor for current monitor +Vector2 GetWindowScaleDPI(void) +{ + float xdpi = 1.0; + float ydpi = 1.0; + Vector2 scale = { 1.0f, 1.0f }; + Vector2 windowPos = GetWindowPosition(); + + int monitorCount = 0; + GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + + // Check window monitor + for (int i = 0; i < monitorCount; i++) + { + glfwGetMonitorContentScale(monitors[i], &xdpi, &ydpi); + + int xpos, ypos, width, height; + glfwGetMonitorWorkarea(monitors[i], &xpos, &ypos, &width, &height); + + if ((windowPos.x >= xpos) && (windowPos.x < xpos + width) && + (windowPos.y >= ypos) && (windowPos.y < ypos + height)) + { + scale.x = xdpi; + scale.y = ydpi; + break; + } + } + + return scale; +} + +// Set clipboard text content +void SetClipboardText(const char *text) +{ + glfwSetClipboardString(platform.handle, text); +} + +// Get clipboard text content +// NOTE: returned string is allocated and freed by GLFW +const char *GetClipboardText(void) +{ + return glfwGetClipboardString(platform.handle); +} + +// Show mouse cursor +void ShowCursor(void) +{ + glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL); + CORE.Input.Mouse.cursorHidden = false; +} + +// Hides mouse cursor +void HideCursor(void) +{ + glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); + CORE.Input.Mouse.cursorHidden = true; +} + +// Enables cursor (unlock cursor) +void EnableCursor(void) +{ + glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL); + + // Set cursor position in the middle + SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2); + + CORE.Input.Mouse.cursorHidden = false; +} + +// Disables cursor (lock cursor) +void DisableCursor(void) +{ + glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + + // Set cursor position in the middle + SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2); + + CORE.Input.Mouse.cursorHidden = true; +} + +// Swap back buffer with front buffer (screen drawing) +void SwapScreenBuffer(void) +{ + glfwSwapBuffers(platform.handle); +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition: Misc +//---------------------------------------------------------------------------------- + +// Get elapsed time measure in seconds since InitTimer() +double GetTime(void) +{ + double time = glfwGetTime(); // Elapsed time since glfwInit() + return time; +} + +// Open URL with default system browser (if available) +// NOTE: This function is only safe to use if you control the URL given. +// A user could craft a malicious string performing another action. +// Only call this function yourself not with user input or make sure to check the string yourself. +// Ref: https://github.com/raysan5/raylib/issues/686 +void OpenURL(const char *url) +{ + // Security check to (partially) avoid malicious code + if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character"); + else + { + char *cmd = (char *)RL_CALLOC(strlen(url) + 32, sizeof(char)); +#if defined(_WIN32) + sprintf(cmd, "explorer \"%s\"", url); +#endif +#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) + sprintf(cmd, "xdg-open '%s'", url); // Alternatives: firefox, x-www-browser +#endif +#if defined(__APPLE__) + sprintf(cmd, "open '%s'", url); +#endif + int result = system(cmd); + if (result == -1) TRACELOG(LOG_WARNING, "OpenURL() child process could not be created"); + RL_FREE(cmd); + } +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition: Inputs +//---------------------------------------------------------------------------------- + +// Set internal gamepad mappings +int SetGamepadMappings(const char *mappings) +{ + return glfwUpdateGamepadMappings(mappings); +} + +// Set mouse position XY +void SetMousePosition(int x, int y) +{ + CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y }; + CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition; + + // NOTE: emscripten not implemented + glfwSetCursorPos(platform.handle, CORE.Input.Mouse.currentPosition.x, CORE.Input.Mouse.currentPosition.y); +} + +// Set mouse cursor +void SetMouseCursor(int cursor) +{ + CORE.Input.Mouse.cursor = cursor; + if (cursor == MOUSE_CURSOR_DEFAULT) glfwSetCursor(platform.handle, NULL); + else + { + // NOTE: We are relating internal GLFW enum values to our MouseCursor enum values + glfwSetCursor(platform.handle, glfwCreateStandardCursor(0x00036000 + cursor)); + } +} + +// Register all input events +void PollInputEvents(void) +{ +#if defined(SUPPORT_GESTURES_SYSTEM) + // NOTE: Gestures update must be called every frame to reset gestures correctly + // because ProcessGestureEvent() is just called on an event, not every frame + UpdateGestures(); +#endif + + // Reset keys/chars pressed registered + CORE.Input.Keyboard.keyPressedQueueCount = 0; + CORE.Input.Keyboard.charPressedQueueCount = 0; + // Reset key repeats + for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0; + + // Reset last gamepad button/axis registered state + CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN + //CORE.Input.Gamepad.axisCount = 0; + // Keyboard/Mouse input polling (automatically managed by GLFW3 through callback) + + // Register previous keys states + for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) + { + CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i]; + CORE.Input.Keyboard.keyRepeatInFrame[i] = 0; + } + + // Register previous mouse states + for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i]; + + // Register previous mouse wheel state + CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove; + CORE.Input.Mouse.currentWheelMove = (Vector2){ 0.0f, 0.0f }; + + // Register previous mouse position + CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition; + + // Register previous touch states + for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i]; + + // Reset touch positions + //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 }; + + // Map touch position to mouse position for convenience + // WARNING: If the target desktop device supports touch screen, this behavious should be reviewed! + // TODO: GLFW does not support multi-touch input just yet + // https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch + // https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages + CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition; + + // Check if gamepads are ready + // NOTE: We do it here in case of disconnection + for (int i = 0; i < MAX_GAMEPADS; i++) + { + if (glfwJoystickPresent(i)) CORE.Input.Gamepad.ready[i] = true; + else CORE.Input.Gamepad.ready[i] = false; + } + + // Register gamepads buttons events + for (int i = 0; i < MAX_GAMEPADS; i++) + { + if (CORE.Input.Gamepad.ready[i]) // Check if gamepad is available + { + // Register previous gamepad states + for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k]; + + // Get current gamepad state + // NOTE: There is no callback available, so we get it manually + GLFWgamepadstate state = { 0 }; + glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller + + const unsigned char *buttons = state.buttons; + + for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++) + { + int button = -1; // GamepadButton enum values assigned + + switch (k) + { + case GLFW_GAMEPAD_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; + case GLFW_GAMEPAD_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; + case GLFW_GAMEPAD_BUTTON_A: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; + case GLFW_GAMEPAD_BUTTON_X: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; + + case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; + case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; + + case GLFW_GAMEPAD_BUTTON_BACK: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break; + case GLFW_GAMEPAD_BUTTON_GUIDE: button = GAMEPAD_BUTTON_MIDDLE; break; + case GLFW_GAMEPAD_BUTTON_START: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break; + + case GLFW_GAMEPAD_BUTTON_DPAD_UP: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break; + case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; + case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; + case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; + + case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: button = GAMEPAD_BUTTON_LEFT_THUMB; break; + case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: button = GAMEPAD_BUTTON_RIGHT_THUMB; break; + default: break; + } + + if (button != -1) // Check for valid button + { + if (buttons[k] == GLFW_PRESS) + { + CORE.Input.Gamepad.currentButtonState[i][button] = 1; + CORE.Input.Gamepad.lastButtonPressed = button; + } + else CORE.Input.Gamepad.currentButtonState[i][button] = 0; + } + } + + // Get current axis state + const float *axes = state.axes; + + for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++) + { + CORE.Input.Gamepad.axisState[i][k] = axes[k]; + } + + // Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis) + CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1f); + CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1f); + + CORE.Input.Gamepad.axisCount[i] = GLFW_GAMEPAD_AXIS_LAST + 1; + } + } + + CORE.Window.resizedLastFrame = false; + + if (CORE.Window.eventWaiting) glfwWaitEvents(); // Wait for in input events before continue (drawing is paused) + else glfwPollEvents(); // Poll input events: keyboard/mouse/window events (callbacks) + + // While window minimized, stop loop execution + while (IsWindowState(FLAG_WINDOW_MINIMIZED) && !IsWindowState(FLAG_WINDOW_ALWAYS_RUN)) glfwWaitEvents(); + + CORE.Window.shouldClose = glfwWindowShouldClose(platform.handle); + + // Reset close status for next frame + glfwSetWindowShouldClose(platform.handle, GLFW_FALSE); +} + + +//---------------------------------------------------------------------------------- +// Module Internal Functions Definition +//---------------------------------------------------------------------------------- + +// Initialize platform: graphics, inputs and more +int InitPlatform(void) +{ + glfwSetErrorCallback(ErrorCallback); +/* + // TODO: Setup GLFW custom allocators to match raylib ones + const GLFWallocator allocator = { + .allocate = MemAlloc, + .deallocate = MemFree, + .reallocate = MemRealloc, + .user = NULL + }; + + glfwInitAllocator(&allocator); +*/ + +#if defined(__APPLE__) + glfwInitHint(GLFW_COCOA_CHDIR_RESOURCES, GLFW_FALSE); +#endif + // Initialize GLFW internal global state + int result = glfwInit(); + if (result == GLFW_FALSE) { TRACELOG(LOG_WARNING, "GLFW: Failed to initialize GLFW"); return -1; } + + // Initialize graphic device: display/window and graphic context + //---------------------------------------------------------------------------- + glfwDefaultWindowHints(); // Set default windows hints + //glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits + //glfwWindowHint(GLFW_GREEN_BITS, 8); // Framebuffer green color component bits + //glfwWindowHint(GLFW_BLUE_BITS, 8); // Framebuffer blue color component bits + //glfwWindowHint(GLFW_ALPHA_BITS, 8); // Framebuffer alpha color component bits + //glfwWindowHint(GLFW_DEPTH_BITS, 24); // Depthbuffer bits + //glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window + //glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // OpenGL API to use. Alternative: GLFW_OPENGL_ES_API + //glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers + + // Check window creation flags + if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) CORE.Window.fullscreen = true; + + if ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // Visible window + else glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE); // Window initially hidden + + if ((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window + else glfwWindowHint(GLFW_DECORATED, GLFW_TRUE); // Decorated window + + if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // Resizable window + else glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); // Avoid window being resizable + + // Disable FLAG_WINDOW_MINIMIZED, not supported on initialization + if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; + + // Disable FLAG_WINDOW_MAXIMIZED, not supported on initialization + if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; + + if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE); + else glfwWindowHint(GLFW_FOCUSED, GLFW_TRUE); + + if ((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) glfwWindowHint(GLFW_FLOATING, GLFW_TRUE); + else glfwWindowHint(GLFW_FLOATING, GLFW_FALSE); + + // NOTE: Some GLFW flags are not supported on HTML5 + if ((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); // Transparent framebuffer + else glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_FALSE); // Opaque framebuffer + + if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) + { + // Resize window content area based on the monitor content scale. + // NOTE: This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11. + // On platforms like macOS the resolution of the framebuffer is changed independently of the window size. + glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); // Scale content area based on the monitor content scale where window is placed on +#if defined(__APPLE__) + glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE); +#endif + } + else glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE); + + // Mouse passthrough + if ((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0) glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE); + else glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_FALSE); + + if (CORE.Window.flags & FLAG_MSAA_4X_HINT) + { + // NOTE: MSAA is only enabled for main framebuffer, not user-created FBOs + TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4"); + glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0 + } + + // NOTE: When asking for an OpenGL context version, most drivers provide the highest supported version + // with backward compatibility to older OpenGL versions. + // For example, if using OpenGL 1.1, driver can provide a 4.3 backwards compatible context. + + // Check selection OpenGL version + if (rlGetVersion() == RL_OPENGL_21) + { + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint) + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint) + } + else if (rlGetVersion() == RL_OPENGL_33) + { + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint) + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint) + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above! + // Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE +#if defined(__APPLE__) + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); // OSX Requires forward compatibility +#else + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Forward Compatibility Hint: Only 3.3 and above! +#endif + //glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context + } + else if (rlGetVersion() == RL_OPENGL_43) + { + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); // 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); + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); +#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) + glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Enable OpenGL Debug Context +#endif + } + else if (rlGetVersion() == RL_OPENGL_ES_20) // Request OpenGL ES 2.0 context + { + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); + glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); + glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API); + } + else if (rlGetVersion() == RL_OPENGL_ES_30) // Request OpenGL ES 3.0 context + { + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); + glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); + glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API); + } + + // NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions. + // Forcing this initialization here avoids doing it on PollInputEvents() called by EndDrawing() after first frame has been just drawn. + // The initialization will still happen and possible delays still occur, but before the window is shown, which is a nicer experience. + // REF: https://github.com/raysan5/raylib/issues/1554 + glfwSetJoystickCallback(NULL); + + // Find monitor resolution + GLFWmonitor *monitor = glfwGetPrimaryMonitor(); + if (!monitor) + { + TRACELOG(LOG_WARNING, "GLFW: Failed to get primary monitor"); + return -1; + } + + const GLFWvidmode *mode = glfwGetVideoMode(monitor); + + CORE.Window.display.width = mode->width; + CORE.Window.display.height = mode->height; + + // Set screen width/height to the display width/height if they are 0 + if (CORE.Window.screen.width == 0) CORE.Window.screen.width = CORE.Window.display.width; + if (CORE.Window.screen.height == 0) CORE.Window.screen.height = CORE.Window.display.height; + + if (CORE.Window.fullscreen) + { + // remember center for switchinging from fullscreen to window + if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width)) + { + // If screen width/height equal to the display, we can't calculate the window pos for toggling full-screened/windowed. + // Toggling full-screened/windowed with pos(0, 0) can cause problems in some platforms, such as X11. + CORE.Window.position.x = CORE.Window.display.width/4; + CORE.Window.position.y = CORE.Window.display.height/4; + } + else + { + CORE.Window.position.x = CORE.Window.display.width/2 - CORE.Window.screen.width/2; + CORE.Window.position.y = CORE.Window.display.height/2 - CORE.Window.screen.height/2; + } + + if (CORE.Window.position.x < 0) CORE.Window.position.x = 0; + if (CORE.Window.position.y < 0) CORE.Window.position.y = 0; + + // Obtain recommended CORE.Window.display.width/CORE.Window.display.height from a valid videomode for the monitor + int count = 0; + const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count); + + // Get closest video mode to desired CORE.Window.screen.width/CORE.Window.screen.height + for (int i = 0; i < count; i++) + { + if ((unsigned int)modes[i].width >= CORE.Window.screen.width) + { + if ((unsigned int)modes[i].height >= CORE.Window.screen.height) + { + CORE.Window.display.width = modes[i].width; + CORE.Window.display.height = modes[i].height; + break; + } + } + } + + TRACELOG(LOG_WARNING, "SYSTEM: Closest fullscreen videomode: %i x %i", CORE.Window.display.width, CORE.Window.display.height); + + // NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example, + // for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3), + // framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched + // by the sides to fit all monitor space... + + // Try to setup the most appropriate fullscreen framebuffer for the requested screenWidth/screenHeight + // It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset) + // Modified global variables: CORE.Window.screen.width/CORE.Window.screen.height - CORE.Window.render.width/CORE.Window.render.height - CORE.Window.renderOffset.x/CORE.Window.renderOffset.y - CORE.Window.screenScale + // TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed... + // HighDPI monitors are properly considered in a following similar function: SetupViewport() + SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height); + + platform.handle = glfwCreateWindow(CORE.Window.display.width, CORE.Window.display.height, (CORE.Window.title != 0)? CORE.Window.title : " ", glfwGetPrimaryMonitor(), NULL); + + // NOTE: Full-screen change, not working properly... + //glfwSetWindowMonitor(platform.handle, glfwGetPrimaryMonitor(), 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE); + } + else + { + // If we are windowed fullscreen, ensures that window does not minimize when focus is lost + if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width)) + { + glfwWindowHint(GLFW_AUTO_ICONIFY, 0); + } + + // No-fullscreen window creation + platform.handle = glfwCreateWindow(CORE.Window.screen.width, CORE.Window.screen.height, (CORE.Window.title != 0)? CORE.Window.title : " ", NULL, NULL); + + if (platform.handle) + { + CORE.Window.render.width = CORE.Window.screen.width; + CORE.Window.render.height = CORE.Window.screen.height; + } + } + + if (!platform.handle) + { + glfwTerminate(); + TRACELOG(LOG_WARNING, "GLFW: Failed to initialize Window"); + return -1; + } + + glfwMakeContextCurrent(platform.handle); + result = glfwGetError(NULL); + + // Check context activation + if ((result != GLFW_NO_WINDOW_CONTEXT) && (result != GLFW_PLATFORM_ERROR)) + { + CORE.Window.ready = true; + + glfwSwapInterval(0); // No V-Sync by default + + // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS) + // NOTE: V-Sync can be enabled by graphic driver configuration, it doesn't need + // to be activated on web platforms since VSync is enforced there. + if (CORE.Window.flags & FLAG_VSYNC_HINT) + { + // WARNING: It seems to hit a critical render path in Intel HD Graphics + glfwSwapInterval(1); + TRACELOG(LOG_INFO, "DISPLAY: Trying to enable VSYNC"); + } + + int fbWidth = CORE.Window.screen.width; + int fbHeight = CORE.Window.screen.height; + + if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) + { + // NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling. + // Framebuffer scaling should be activated with: glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE); + #if !defined(__APPLE__) + glfwGetFramebufferSize(platform.handle, &fbWidth, &fbHeight); + + // Screen scaling matrix is required in case desired screen area is different from display area + CORE.Window.screenScale = MatrixScale((float)fbWidth/CORE.Window.screen.width, (float)fbHeight/CORE.Window.screen.height, 1.0f); + + // Mouse input scaling for the new screen size + SetMouseScale((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight); + #endif + } + + CORE.Window.render.width = fbWidth; + CORE.Window.render.height = fbHeight; + CORE.Window.currentFbo.width = fbWidth; + CORE.Window.currentFbo.height = fbHeight; + + TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully"); + TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height); + TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height); + TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height); + TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y); + } + else + { + TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphics device"); + return -1; + } + + if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow(); + + // If graphic device is no properly initialized, we end program + if (!CORE.Window.ready) { TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphic device"); return -1; } + else SetWindowPosition(GetMonitorWidth(GetCurrentMonitor())/2 - CORE.Window.screen.width/2, GetMonitorHeight(GetCurrentMonitor())/2 - CORE.Window.screen.height/2); + + // Load OpenGL extensions + // NOTE: GL procedures address loader is required to load extensions + rlLoadExtensions(glfwGetProcAddress); + //---------------------------------------------------------------------------- + + // Initialize input events callbacks + //---------------------------------------------------------------------------- + // Set window callback events + glfwSetWindowSizeCallback(platform.handle, WindowSizeCallback); // NOTE: Resizing not allowed by default! + glfwSetWindowMaximizeCallback(platform.handle, WindowMaximizeCallback); + glfwSetWindowIconifyCallback(platform.handle, WindowIconifyCallback); + glfwSetWindowFocusCallback(platform.handle, WindowFocusCallback); + glfwSetDropCallback(platform.handle, WindowDropCallback); + + // Set input callback events + glfwSetKeyCallback(platform.handle, KeyCallback); + glfwSetCharCallback(platform.handle, CharCallback); + glfwSetMouseButtonCallback(platform.handle, MouseButtonCallback); + glfwSetCursorPosCallback(platform.handle, MouseCursorPosCallback); // Track mouse position changes + glfwSetScrollCallback(platform.handle, MouseScrollCallback); + glfwSetCursorEnterCallback(platform.handle, CursorEnterCallback); + glfwSetJoystickCallback(JoystickCallback); + + glfwSetInputMode(platform.handle, GLFW_LOCK_KEY_MODS, GLFW_TRUE); // Enable lock keys modifiers (CAPS, NUM) + + // Retrieve gamepad names + for (int i = 0; i < MAX_GAMEPADS; i++) + { + if (glfwJoystickPresent(i)) strcpy(CORE.Input.Gamepad.name[i], glfwGetJoystickName(i)); + } + //---------------------------------------------------------------------------- + + // Initialize timming system + //---------------------------------------------------------------------------- + InitTimer(); + //---------------------------------------------------------------------------- + + // Initialize storage system + //---------------------------------------------------------------------------- + CORE.Storage.basePath = GetWorkingDirectory(); + //---------------------------------------------------------------------------- + + TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (GLFW): Initialized successfully"); + + return 0; +} + +// Close platform +void ClosePlatform(void) +{ + glfwDestroyWindow(platform.handle); + glfwTerminate(); + +#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP) + timeEndPeriod(1); // Restore time period +#endif +} + +// GLFW3 Error Callback, runs on GLFW3 error +static void ErrorCallback(int error, const char *description) +{ + TRACELOG(LOG_WARNING, "GLFW: Error: %i Description: %s", error, description); +} + +// GLFW3 WindowSize Callback, runs when window is resizedLastFrame +// NOTE: Window resizing not allowed by default +static void WindowSizeCallback(GLFWwindow *window, int width, int height) +{ + // Reset viewport and projection matrix for new size + SetupViewport(width, height); + + CORE.Window.currentFbo.width = width; + CORE.Window.currentFbo.height = height; + CORE.Window.resizedLastFrame = true; + + if (IsWindowFullscreen()) return; + + // Set current screen size +#if defined(__APPLE__) + CORE.Window.screen.width = width; + CORE.Window.screen.height = height; +#else + if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) + { + Vector2 windowScaleDPI = GetWindowScaleDPI(); + + CORE.Window.screen.width = (unsigned int)(width/windowScaleDPI.x); + CORE.Window.screen.height = (unsigned int)(height/windowScaleDPI.y); + } + else + { + CORE.Window.screen.width = width; + CORE.Window.screen.height = height; + } +#endif + + // NOTE: Postprocessing texture is not scaled to new size +} + +// GLFW3 WindowIconify Callback, runs when window is minimized/restored +static void WindowIconifyCallback(GLFWwindow *window, int iconified) +{ + if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; // The window was iconified + else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // The window was restored +} + +// GLFW3 WindowMaximize Callback, runs when window is maximized/restored +static void WindowMaximizeCallback(GLFWwindow *window, int maximized) +{ + if (maximized) CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; // The window was maximized + else CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; // The window was restored +} + +// GLFW3 WindowFocus Callback, runs when window get/lose focus +static void WindowFocusCallback(GLFWwindow *window, int focused) +{ + if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // The window was focused + else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; // The window lost focus +} + +// GLFW3 Window Drop Callback, runs when drop files into window +static void WindowDropCallback(GLFWwindow *window, int count, const char **paths) +{ + if (count > 0) + { + // In case previous dropped filepaths have not been freed, we free them + if (CORE.Window.dropFileCount > 0) + { + for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]); + + RL_FREE(CORE.Window.dropFilepaths); + + CORE.Window.dropFileCount = 0; + CORE.Window.dropFilepaths = NULL; + } + + // WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy + CORE.Window.dropFileCount = count; + CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *)); + + for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) + { + CORE.Window.dropFilepaths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char)); + strcpy(CORE.Window.dropFilepaths[i], paths[i]); + } + } +} + +// GLFW3 Keyboard Callback, runs on key pressed +static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods) +{ + if (key < 0) return; // Security check, macOS fn key generates -1 + + // WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1 + // to work properly with our implementation (IsKeyDown/IsKeyUp checks) + if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0; + else if(action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1; + else if(action == GLFW_REPEAT) CORE.Input.Keyboard.keyRepeatInFrame[key] = 1; + + // WARNING: Check if CAPS/NUM key modifiers are enabled and force down state for those keys + if (((key == KEY_CAPS_LOCK) && ((mods & GLFW_MOD_CAPS_LOCK) > 0)) || + ((key == KEY_NUM_LOCK) && ((mods & GLFW_MOD_NUM_LOCK) > 0))) CORE.Input.Keyboard.currentKeyState[key] = 1; + + // Check if there is space available in the key queue + if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS)) + { + // Add character to the queue + CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key; + CORE.Input.Keyboard.keyPressedQueueCount++; + } + + // Check the exit key to set close window + if ((key == CORE.Input.Keyboard.exitKey) && (action == GLFW_PRESS)) glfwSetWindowShouldClose(platform.handle, GLFW_TRUE); +} + +// GLFW3 Char Key Callback, runs on key down (gets equivalent unicode char value) +static void CharCallback(GLFWwindow *window, unsigned int key) +{ + //TRACELOG(LOG_DEBUG, "Char Callback: KEY:%i(%c)", key, key); + + // NOTE: Registers any key down considering OS keyboard layout but + // does not detect action events, those should be managed by user... + // Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907 + // Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char + + // Check if there is space available in the queue + if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE) + { + // Add character to the queue + CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = key; + CORE.Input.Keyboard.charPressedQueueCount++; + } +} + +// GLFW3 Mouse Button Callback, runs on mouse button pressed +static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods) +{ + // WARNING: GLFW could only return GLFW_PRESS (1) or GLFW_RELEASE (0) for now, + // but future releases may add more actions (i.e. GLFW_REPEAT) + CORE.Input.Mouse.currentButtonState[button] = action; + +#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) + // Process mouse events as touches to be able to use mouse-gestures + GestureEvent gestureEvent = { 0 }; + + // Register touch actions + if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_ACTION_DOWN; + else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_ACTION_UP; + + // NOTE: TOUCH_ACTION_MOVE event is registered in MouseCursorPosCallback() + + // Assign a pointer ID + gestureEvent.pointId[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 CORE.Window.screen.width and CORE.Window.screen.height + 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) +{ + CORE.Input.Mouse.currentPosition.x = (float)x; + CORE.Input.Mouse.currentPosition.y = (float)y; + CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition; + +#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) + // Process mouse events as touches to be able to use mouse-gestures + GestureEvent gestureEvent = { 0 }; + + gestureEvent.touchAction = TOUCH_ACTION_MOVE; + + // Assign a pointer ID + gestureEvent.pointId[0] = 0; + + // Register touch points count + gestureEvent.pointCount = 1; + + // Register touch points position, only one point registered + gestureEvent.position[0] = CORE.Input.Touch.position[0]; + + // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height + 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 Scrolling Callback, runs on mouse wheel +static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset) +{ + CORE.Input.Mouse.currentWheelMove = (Vector2){ (float)xoffset, (float)yoffset }; +} + +// GLFW3 CursorEnter Callback, when cursor enters the window +static void CursorEnterCallback(GLFWwindow *window, int enter) +{ + if (enter) CORE.Input.Mouse.cursorOnScreen = true; + else CORE.Input.Mouse.cursorOnScreen = false; +} + +// GLFW3 Joystick Connected/Disconnected Callback +static void JoystickCallback(int jid, int event) +{ + if (event == GLFW_CONNECTED) + { + strcpy(CORE.Input.Gamepad.name[jid], glfwGetJoystickName(jid)); + } + else if (event == GLFW_DISCONNECTED) + { + memset(CORE.Input.Gamepad.name[jid], 0, 64); + } +} + +// EOF diff --git a/raylib/platforms/rcore_desktop_sdl.c b/raylib/platforms/rcore_desktop_sdl.c new file mode 100644 index 0000000..87ceacb --- /dev/null +++ b/raylib/platforms/rcore_desktop_sdl.c @@ -0,0 +1,1358 @@ +/********************************************************************************************** +* +* rcore_desktop_sdl - Functions to manage window, graphics device and inputs +* +* PLATFORM: DESKTOP: SDL +* - Windows (Win32, Win64) +* - Linux (X11/Wayland desktop mode) +* - Others (not tested) +* +* LIMITATIONS: +* - Limitation 01 +* - Limitation 02 +* +* POSSIBLE IMPROVEMENTS: +* - Improvement 01 +* - Improvement 02 +* +* ADDITIONAL NOTES: +* - TRACELOG() function is located in raylib [utils] module +* +* CONFIGURATION: +* #define RCORE_PLATFORM_CUSTOM_FLAG +* Custom flag for rcore on target platform -not used- +* +* DEPENDENCIES: +* - SDL 2 (main library): Windowing and inputs management +* - gestures: Gestures system for touch-ready devices (or simulated from mouse inputs) +* +* +* LICENSE: zlib/libpng +* +* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) and contributors +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#include "SDL.h" // SDL base library (window/rendered, input, timming... functionality) +#include "SDL_opengl.h" // SDL OpenGL functionality (if required, instead of internal renderer) + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +typedef struct { + SDL_Window *window; + SDL_GLContext glContext; + + SDL_Joystick *gamepad; + SDL_Cursor *cursor; + bool cursorRelative; +} PlatformData; + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +extern CoreData CORE; // Global CORE state context + +static PlatformData platform = { 0 }; // Platform specific data + +//---------------------------------------------------------------------------------- +// Local Variables Definition +//---------------------------------------------------------------------------------- +#define SCANCODE_MAPPED_NUM 100 +static const KeyboardKey ScancodeToKey[SCANCODE_MAPPED_NUM] = { + KEY_NULL, // SDL_SCANCODE_UNKNOWN + 0, + 0, + 0, + KEY_A, // SDL_SCANCODE_A + KEY_B, // SDL_SCANCODE_B + KEY_C, // SDL_SCANCODE_C + KEY_D, // SDL_SCANCODE_D + KEY_E, // SDL_SCANCODE_E + KEY_F, // SDL_SCANCODE_F + KEY_G, // SDL_SCANCODE_G + KEY_H, // SDL_SCANCODE_H + KEY_I, // SDL_SCANCODE_I + KEY_J, // SDL_SCANCODE_J + KEY_K, // SDL_SCANCODE_K + KEY_L, // SDL_SCANCODE_L + KEY_M, // SDL_SCANCODE_M + KEY_N, // SDL_SCANCODE_N + KEY_O, // SDL_SCANCODE_O + KEY_P, // SDL_SCANCODE_P + KEY_Q, // SDL_SCANCODE_Q + KEY_R, // SDL_SCANCODE_R + KEY_S, // SDL_SCANCODE_S + KEY_T, // SDL_SCANCODE_T + KEY_U, // SDL_SCANCODE_U + KEY_V, // SDL_SCANCODE_V + KEY_W, // SDL_SCANCODE_W + KEY_X, // SDL_SCANCODE_X + KEY_Y, // SDL_SCANCODE_Y + KEY_Z, // SDL_SCANCODE_Z + KEY_ONE, // SDL_SCANCODE_1 + KEY_TWO, // SDL_SCANCODE_2 + KEY_THREE, // SDL_SCANCODE_3 + KEY_FOUR, // SDL_SCANCODE_4 + KEY_FIVE, // SDL_SCANCODE_5 + KEY_SIX, // SDL_SCANCODE_6 + KEY_SEVEN, // SDL_SCANCODE_7 + KEY_EIGHT, // SDL_SCANCODE_8 + KEY_NINE, // SDL_SCANCODE_9 + KEY_ZERO, // SDL_SCANCODE_0 + KEY_ENTER, // SDL_SCANCODE_RETURN + KEY_ESCAPE, // SDL_SCANCODE_ESCAPE + KEY_BACKSPACE, // SDL_SCANCODE_BACKSPACE + KEY_TAB, // SDL_SCANCODE_TAB + KEY_SPACE, // SDL_SCANCODE_SPACE + KEY_MINUS, // SDL_SCANCODE_MINUS + KEY_EQUAL, // SDL_SCANCODE_EQUALS + KEY_LEFT_BRACKET, // SDL_SCANCODE_LEFTBRACKET + KEY_RIGHT_BRACKET, // SDL_SCANCODE_RIGHTBRACKET + KEY_BACKSLASH, // SDL_SCANCODE_BACKSLASH + 0, // SDL_SCANCODE_NONUSHASH + KEY_SEMICOLON, // SDL_SCANCODE_SEMICOLON + KEY_APOSTROPHE, // SDL_SCANCODE_APOSTROPHE + KEY_GRAVE, // SDL_SCANCODE_GRAVE + KEY_COMMA, // SDL_SCANCODE_COMMA + KEY_PERIOD, // SDL_SCANCODE_PERIOD + KEY_SLASH, // SDL_SCANCODE_SLASH + KEY_CAPS_LOCK, // SDL_SCANCODE_CAPSLOCK + KEY_F1, // SDL_SCANCODE_F1 + KEY_F2, // SDL_SCANCODE_F2 + KEY_F3, // SDL_SCANCODE_F3 + KEY_F4, // SDL_SCANCODE_F4 + KEY_F5, // SDL_SCANCODE_F5 + KEY_F6, // SDL_SCANCODE_F6 + KEY_F7, // SDL_SCANCODE_F7 + KEY_F8, // SDL_SCANCODE_F8 + KEY_F9, // SDL_SCANCODE_F9 + KEY_F10, // SDL_SCANCODE_F10 + KEY_F11, // SDL_SCANCODE_F11 + KEY_F12, // SDL_SCANCODE_F12 + KEY_PRINT_SCREEN, // SDL_SCANCODE_PRINTSCREEN + KEY_SCROLL_LOCK, // SDL_SCANCODE_SCROLLLOCK + KEY_PAUSE, // SDL_SCANCODE_PAUSE + KEY_INSERT, // SDL_SCANCODE_INSERT + KEY_HOME, // SDL_SCANCODE_HOME + KEY_PAGE_UP, // SDL_SCANCODE_PAGEUP + KEY_DELETE, // SDL_SCANCODE_DELETE + KEY_END, // SDL_SCANCODE_END + KEY_PAGE_DOWN, // SDL_SCANCODE_PAGEDOWN + KEY_RIGHT, // SDL_SCANCODE_RIGHT + KEY_LEFT, // SDL_SCANCODE_LEFT + KEY_DOWN, // SDL_SCANCODE_DOWN + KEY_UP, // SDL_SCANCODE_UP + KEY_NUM_LOCK, // SDL_SCANCODE_NUMLOCKCLEAR + KEY_KP_DIVIDE, // SDL_SCANCODE_KP_DIVIDE + KEY_KP_MULTIPLY, // SDL_SCANCODE_KP_MULTIPLY + KEY_KP_SUBTRACT, // SDL_SCANCODE_KP_MINUS + KEY_KP_ADD, // SDL_SCANCODE_KP_PLUS + KEY_KP_ENTER, // SDL_SCANCODE_KP_ENTER + KEY_KP_1, // SDL_SCANCODE_KP_1 + KEY_KP_2, // SDL_SCANCODE_KP_2 + KEY_KP_3, // SDL_SCANCODE_KP_3 + KEY_KP_4, // SDL_SCANCODE_KP_4 + KEY_KP_5, // SDL_SCANCODE_KP_5 + KEY_KP_6, // SDL_SCANCODE_KP_6 + KEY_KP_7, // SDL_SCANCODE_KP_7 + KEY_KP_8, // SDL_SCANCODE_KP_8 + KEY_KP_9, // SDL_SCANCODE_KP_9 + KEY_KP_0, // SDL_SCANCODE_KP_0 + KEY_KP_DECIMAL // SDL_SCANCODE_KP_PERIOD +}; + +static const int CursorsLUT[] = { + SDL_SYSTEM_CURSOR_ARROW, // 0 MOUSE_CURSOR_DEFAULT + SDL_SYSTEM_CURSOR_ARROW, // 1 MOUSE_CURSOR_ARROW + SDL_SYSTEM_CURSOR_IBEAM, // 2 MOUSE_CURSOR_IBEAM + SDL_SYSTEM_CURSOR_CROSSHAIR, // 3 MOUSE_CURSOR_CROSSHAIR + SDL_SYSTEM_CURSOR_HAND, // 4 MOUSE_CURSOR_POINTING_HAND + SDL_SYSTEM_CURSOR_SIZEWE, // 5 MOUSE_CURSOR_RESIZE_EW + SDL_SYSTEM_CURSOR_SIZENS, // 6 MOUSE_CURSOR_RESIZE_NS + SDL_SYSTEM_CURSOR_SIZENWSE, // 7 MOUSE_CURSOR_RESIZE_NWSE + SDL_SYSTEM_CURSOR_SIZENESW, // 8 MOUSE_CURSOR_RESIZE_NESW + SDL_SYSTEM_CURSOR_SIZEALL, // 9 MOUSE_CURSOR_RESIZE_ALL + SDL_SYSTEM_CURSOR_NO // 10 MOUSE_CURSOR_NOT_ALLOWED + //SDL_SYSTEM_CURSOR_WAIT, // No equivalent implemented on MouseCursor enum on raylib.h + //SDL_SYSTEM_CURSOR_WAITARROW, // No equivalent implemented on MouseCursor enum on raylib.h +}; + +//---------------------------------------------------------------------------------- +// Module Internal Functions Declaration +//---------------------------------------------------------------------------------- +int InitPlatform(void); // Initialize platform (graphics, inputs and more) +void ClosePlatform(void); // Close platform + +static KeyboardKey ConvertScancodeToKey(SDL_Scancode sdlScancode); // Help convert SDL scancodes to raylib key + +//---------------------------------------------------------------------------------- +// Module Functions Declaration +//---------------------------------------------------------------------------------- +// NOTE: Functions declaration is provided by raylib.h + +//---------------------------------------------------------------------------------- +// Module Functions Definition: Window and Graphics Device +//---------------------------------------------------------------------------------- + +// Check if application should close +bool WindowShouldClose(void) +{ + if (CORE.Window.ready) return CORE.Window.shouldClose; + else return true; +} + +// Toggle fullscreen mode +void ToggleFullscreen(void) +{ + const int monitor = SDL_GetWindowDisplayIndex(platform.window); + const int monitorCount = SDL_GetNumVideoDisplays(); + if ((monitor >= 0) && (monitor < monitorCount)) + { + if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) + { + SDL_SetWindowFullscreen(platform.window, 0); + CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE; + CORE.Window.fullscreen = false; + } + else + { + SDL_SetWindowFullscreen(platform.window, SDL_WINDOW_FULLSCREEN); + CORE.Window.flags |= FLAG_FULLSCREEN_MODE; + CORE.Window.fullscreen = true; + } + } + else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor"); +} + +// Toggle borderless windowed mode +void ToggleBorderlessWindowed(void) +{ + const int monitor = SDL_GetWindowDisplayIndex(platform.window); + const int monitorCount = SDL_GetNumVideoDisplays(); + if ((monitor >= 0) && (monitor < monitorCount)) + { + if ((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0) + { + SDL_SetWindowFullscreen(platform.window, 0); + CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE; + } + else + { + SDL_SetWindowFullscreen(platform.window, SDL_WINDOW_FULLSCREEN_DESKTOP); + CORE.Window.flags |= FLAG_BORDERLESS_WINDOWED_MODE; + } + } + else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor"); +} + +// Set window state: maximized, if resizable +void MaximizeWindow(void) +{ + SDL_MaximizeWindow(platform.window); + CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; +} + +// Set window state: minimized +void MinimizeWindow(void) +{ + SDL_MinimizeWindow(platform.window); + CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; +} + +// Set window state: not minimized/maximized +void RestoreWindow(void) +{ + SDL_ShowWindow(platform.window); +} + +// Set window configuration state using flags +void SetWindowState(unsigned int flags) +{ + CORE.Window.flags |= flags; + + if (flags & FLAG_VSYNC_HINT) + { + SDL_GL_SetSwapInterval(1); + } + if (flags & FLAG_FULLSCREEN_MODE) + { + const int monitor = SDL_GetWindowDisplayIndex(platform.window); + const int monitorCount = SDL_GetNumVideoDisplays(); + if ((monitor >= 0) && (monitor < monitorCount)) + { + SDL_SetWindowFullscreen(platform.window, SDL_WINDOW_FULLSCREEN); + CORE.Window.fullscreen = true; + } + else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor"); + } + if (flags & FLAG_WINDOW_RESIZABLE) + { + SDL_SetWindowResizable(platform.window, SDL_TRUE); + } + if (flags & FLAG_WINDOW_UNDECORATED) + { + SDL_SetWindowBordered(platform.window, SDL_FALSE); + } + if (flags & FLAG_WINDOW_HIDDEN) + { + SDL_HideWindow(platform.window); + } + if (flags & FLAG_WINDOW_MINIMIZED) + { + SDL_MinimizeWindow(platform.window); + } + if (flags & FLAG_WINDOW_MAXIMIZED) + { + SDL_MaximizeWindow(platform.window); + } + if (flags & FLAG_WINDOW_UNFOCUSED) + { + // NOTE: To be able to implement this part it seems that we should + // do it ourselves, via `Windows.h`, `X11/Xlib.h` or even `Cocoa.h` + TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_UNFOCUSED is not supported on PLATFORM_DESKTOP_SDL"); + } + if (flags & FLAG_WINDOW_TOPMOST) + { + SDL_SetWindowAlwaysOnTop(platform.window, SDL_FALSE); + } + if (flags & FLAG_WINDOW_ALWAYS_RUN) + { + TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_ALWAYS_RUN is not supported on PLATFORM_DESKTOP_SDL"); + } + if (flags & FLAG_WINDOW_TRANSPARENT) + { + TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_TRANSPARENT is not supported on PLATFORM_DESKTOP_SDL"); + } + if (flags & FLAG_WINDOW_HIGHDPI) + { + // NOTE: Such a function does not seem to exist + TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_HIGHDPI is not supported on PLATFORM_DESKTOP_SDL"); + } + if (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) + { + //SDL_SetWindowGrab(platform.window, SDL_FALSE); + TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_MOUSE_PASSTHROUGH is not supported on PLATFORM_DESKTOP_SDL"); + } + if (flags & FLAG_BORDERLESS_WINDOWED_MODE) + { + const int monitor = SDL_GetWindowDisplayIndex(platform.window); + const int monitorCount = SDL_GetNumVideoDisplays(); + if ((monitor >= 0) && (monitor < monitorCount)) + { + SDL_SetWindowFullscreen(platform.window, SDL_WINDOW_FULLSCREEN_DESKTOP); + } + else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor"); + } + if (flags & FLAG_MSAA_4X_HINT) + { + SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); // Enable multisampling buffers + SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4); // Enable multisampling + } + if (flags & FLAG_INTERLACED_HINT) + { + TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_INTERLACED_HINT is not supported on PLATFORM_DESKTOP_SDL"); + } +} + +// Clear window configuration state flags +void ClearWindowState(unsigned int flags) +{ + CORE.Window.flags &= ~flags; + + if (flags & FLAG_VSYNC_HINT) + { + SDL_GL_SetSwapInterval(0); + } + if (flags & FLAG_FULLSCREEN_MODE) + { + SDL_SetWindowFullscreen(platform.window, 0); + CORE.Window.fullscreen = false; + } + if (flags & FLAG_WINDOW_RESIZABLE) + { + SDL_SetWindowResizable(platform.window, SDL_FALSE); + } + if (flags & FLAG_WINDOW_UNDECORATED) + { + SDL_SetWindowBordered(platform.window, SDL_TRUE); + } + if (flags & FLAG_WINDOW_HIDDEN) + { + SDL_ShowWindow(platform.window); + } + if (flags & FLAG_WINDOW_MINIMIZED) + { + SDL_RestoreWindow(platform.window); + } + if (flags & FLAG_WINDOW_MAXIMIZED) + { + SDL_RestoreWindow(platform.window); + } + if (flags & FLAG_WINDOW_UNFOCUSED) + { + //SDL_RaiseWindow(platform.window); + TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_UNFOCUSED is not supported on PLATFORM_DESKTOP_SDL"); + } + if (flags & FLAG_WINDOW_TOPMOST) + { + SDL_SetWindowAlwaysOnTop(platform.window, SDL_FALSE); + } + if (flags & FLAG_WINDOW_ALWAYS_RUN) + { + TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_ALWAYS_RUN is not supported on PLATFORM_DESKTOP_SDL"); + } + if (flags & FLAG_WINDOW_TRANSPARENT) + { + TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_TRANSPARENT is not supported on PLATFORM_DESKTOP_SDL"); + } + if (flags & FLAG_WINDOW_HIGHDPI) + { + // NOTE: There also doesn't seem to be a feature to disable high DPI once enabled + TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_HIGHDPI is not supported on PLATFORM_DESKTOP_SDL"); + } + if (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) + { + //SDL_SetWindowGrab(platform.window, SDL_TRUE); + TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_MOUSE_PASSTHROUGH is not supported on PLATFORM_DESKTOP_SDL"); + } + if (flags & FLAG_BORDERLESS_WINDOWED_MODE) + { + SDL_SetWindowFullscreen(platform.window, 0); + } + if (flags & FLAG_MSAA_4X_HINT) + { + SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0); // Disable multisampling buffers + SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0); // Disable multisampling + } + if (flags & FLAG_INTERLACED_HINT) + { + TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_INTERLACED_HINT is not supported on PLATFORM_DESKTOP_SDL"); + } +} + +// Set icon for window +void SetWindowIcon(Image image) +{ + SDL_Surface* iconSurface = NULL; + + Uint32 rmask, gmask, bmask, amask; + int depth = 0; // Depth in bits + int pitch = 0; // Pixel spacing (pitch) in bytes + + switch (image.format) + { + case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: + rmask = 0xFF, gmask = 0; + bmask = 0, amask = 0; + depth = 8, pitch = image.width; + break; + case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: + rmask = 0xFF, gmask = 0xFF00; + bmask = 0, amask = 0; + depth = 16, pitch = image.width * 2; + break; + case PIXELFORMAT_UNCOMPRESSED_R5G6B5: + rmask = 0xF800, gmask = 0x07E0; + bmask = 0x001F, amask = 0; + depth = 16, pitch = image.width * 2; + break; + case PIXELFORMAT_UNCOMPRESSED_R8G8B8: + rmask = 0xFF0000, gmask = 0x00FF00; + bmask = 0x0000FF, amask = 0; + depth = 24, pitch = image.width * 3; + break; + case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: + rmask = 0xF800, gmask = 0x07C0; + bmask = 0x003E, amask = 0x0001; + depth = 16, pitch = image.width * 2; + break; + case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: + rmask = 0xF000, gmask = 0x0F00; + bmask = 0x00F0, amask = 0x000F; + depth = 16, pitch = image.width * 2; + break; + case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: + rmask = 0xFF000000, gmask = 0x00FF0000; + bmask = 0x0000FF00, amask = 0x000000FF; + depth = 32, pitch = image.width * 4; + break; + case PIXELFORMAT_UNCOMPRESSED_R32: + rmask = 0xFFFFFFFF, gmask = 0; + bmask = 0, amask = 0; + depth = 32, pitch = image.width * 4; + break; + case PIXELFORMAT_UNCOMPRESSED_R32G32B32: + rmask = 0xFFFFFFFF, gmask = 0xFFFFFFFF; + bmask = 0xFFFFFFFF, amask = 0; + depth = 96, pitch = image.width * 12; + break; + case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: + rmask = 0xFFFFFFFF, gmask = 0xFFFFFFFF; + bmask = 0xFFFFFFFF, amask = 0xFFFFFFFF; + depth = 128, pitch = image.width * 16; + break; + case PIXELFORMAT_UNCOMPRESSED_R16: + rmask = 0xFFFF, gmask = 0; + bmask = 0, amask = 0; + depth = 16, pitch = image.width * 2; + break; + case PIXELFORMAT_UNCOMPRESSED_R16G16B16: + rmask = 0xFFFF, gmask = 0xFFFF; + bmask = 0xFFFF, amask = 0; + depth = 48, pitch = image.width * 6; + break; + case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: + rmask = 0xFFFF, gmask = 0xFFFF; + bmask = 0xFFFF, amask = 0xFFFF; + depth = 64, pitch = image.width * 8; + break; + default: + // Compressed formats are not supported + return; + } + + iconSurface = SDL_CreateRGBSurfaceFrom( + image.data, image.width, image.height, depth, pitch, + rmask, gmask, bmask, amask + ); + + if (iconSurface) + { + SDL_SetWindowIcon(platform.window, iconSurface); + SDL_FreeSurface(iconSurface); + } +} + +// Set icon for window +void SetWindowIcons(Image *images, int count) +{ + TRACELOG(LOG_WARNING, "SetWindowIcons() not available on target platform"); +} + +// Set title for window +void SetWindowTitle(const char *title) +{ + SDL_SetWindowTitle(platform.window, title); + + CORE.Window.title = title; +} + +// Set window position on screen (windowed mode) +void SetWindowPosition(int x, int y) +{ + SDL_SetWindowPosition(platform.window, x, y); + + CORE.Window.position.x = x; + CORE.Window.position.y = y; +} + +// Set monitor for the current window +void SetWindowMonitor(int monitor) +{ + const int monitorCount = SDL_GetNumVideoDisplays(); + if ((monitor >= 0) && (monitor < monitorCount)) + { + // NOTE: + // 1. SDL started supporting moving exclusive fullscreen windows between displays on SDL3, + // see commit https://github.com/libsdl-org/SDL/commit/3f5ef7dd422057edbcf3e736107e34be4b75d9ba + // 2. A workround for SDL2 is leaving fullscreen, moving the window, then entering full screen again. + const bool wasFullscreen = ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) ? true : false; + + const int screenWidth = CORE.Window.screen.width; + const int screenHeight = CORE.Window.screen.height; + SDL_Rect usableBounds; + if (SDL_GetDisplayUsableBounds(monitor, &usableBounds) == 0) + { + if (wasFullscreen == 1) ToggleFullscreen(); // Leave fullscreen. + + // If the screen size is larger than the monitor usable area, anchor it on the top left corner, otherwise, center it + if ((screenWidth >= usableBounds.w) || (screenHeight >= usableBounds.h)) + { + // NOTE: + // 1. There's a known issue where if the window larger than the target display bounds, + // when moving the windows to that display, the window could be clipped back + // ending up positioned partly outside the target display. + // 2. The workaround for that is, previously to moving the window, + // setting the window size to the target display size, so they match. + // 3. It was't done here because we can't assume changing the window size automatically + // is acceptable behavior by the user. + SDL_SetWindowPosition(platform.window, usableBounds.x, usableBounds.y); + CORE.Window.position.x = usableBounds.x; + CORE.Window.position.y = usableBounds.y; + } + else + { + const int x = usableBounds.x + (usableBounds.w/2) - (screenWidth/2); + const int y = usableBounds.y + (usableBounds.h/2) - (screenHeight/2); + SDL_SetWindowPosition(platform.window, x, y); + CORE.Window.position.x = x; + CORE.Window.position.y = y; + } + + if (wasFullscreen == 1) ToggleFullscreen(); // Re-enter fullscreen + } + else TRACELOG(LOG_WARNING, "SDL: Failed to get selected display usable bounds"); + } + else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor"); +} + +// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE) +void SetWindowMinSize(int width, int height) +{ + SDL_SetWindowMinimumSize(platform.window, width, height); + + CORE.Window.screenMin.width = width; + CORE.Window.screenMin.height = height; +} + +// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE) +void SetWindowMaxSize(int width, int height) +{ + SDL_SetWindowMaximumSize(platform.window, width, height); + + CORE.Window.screenMax.width = width; + CORE.Window.screenMax.height = height; +} + +// Set window dimensions +void SetWindowSize(int width, int height) +{ + SDL_SetWindowSize(platform.window, width, height); + + CORE.Window.screen.width = width; + CORE.Window.screen.height = height; +} + +// Set window opacity, value opacity is between 0.0 and 1.0 +void SetWindowOpacity(float opacity) +{ + if (opacity >= 1.0f) opacity = 1.0f; + else if (opacity <= 0.0f) opacity = 0.0f; + + SDL_SetWindowOpacity(platform.window, opacity); +} + +// Set window focused +void SetWindowFocused(void) +{ + SDL_RaiseWindow(platform.window); +} + +// Get native window handle +void *GetWindowHandle(void) +{ + return (void *)platform.window; +} + +// Get number of monitors +int GetMonitorCount(void) +{ + int monitorCount = 0; + + monitorCount = SDL_GetNumVideoDisplays(); + + return monitorCount; +} + +// Get number of monitors +int GetCurrentMonitor(void) +{ + int currentMonitor = 0; + + currentMonitor = SDL_GetWindowDisplayIndex(platform.window); + + return currentMonitor; +} + +// Get selected monitor position +Vector2 GetMonitorPosition(int monitor) +{ + const int monitorCount = SDL_GetNumVideoDisplays(); + if ((monitor >= 0) && (monitor < monitorCount)) + { + SDL_Rect displayBounds; + if (SDL_GetDisplayUsableBounds(monitor, &displayBounds) == 0) + { + return (Vector2){ (float)displayBounds.x, (float)displayBounds.y }; + } + else TRACELOG(LOG_WARNING, "SDL: Failed to get selected display usable bounds"); + } + else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor"); + return (Vector2){ 0.0f, 0.0f }; +} + +// Get selected monitor width (currently used by monitor) +int GetMonitorWidth(int monitor) +{ + int width = 0; + + const int monitorCount = SDL_GetNumVideoDisplays(); + if ((monitor >= 0) && (monitor < monitorCount)) + { + SDL_DisplayMode mode; + SDL_GetCurrentDisplayMode(monitor, &mode); + width = mode.w; + } + else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor"); + + return width; +} + +// Get selected monitor height (currently used by monitor) +int GetMonitorHeight(int monitor) +{ + int height = 0; + + const int monitorCount = SDL_GetNumVideoDisplays(); + if ((monitor >= 0) && (monitor < monitorCount)) + { + SDL_DisplayMode mode; + SDL_GetCurrentDisplayMode(monitor, &mode); + height = mode.h; + } + else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor"); + + return height; +} + +// Get selected monitor physical width in millimetres +int GetMonitorPhysicalWidth(int monitor) +{ + int width = 0; + + const int monitorCount = SDL_GetNumVideoDisplays(); + if ((monitor >= 0) && (monitor < monitorCount)) + { + float ddpi = 0.0f; + SDL_GetDisplayDPI(monitor, &ddpi, NULL, NULL); + SDL_DisplayMode mode; + SDL_GetCurrentDisplayMode(monitor, &mode); + // Calculate size on inches, then convert to millimeter + if (ddpi > 0.0f) width = (mode.w/ddpi)*25.4f; + } + else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor"); + + return width; +} + +// Get selected monitor physical height in millimetres +int GetMonitorPhysicalHeight(int monitor) +{ + int height = 0; + + const int monitorCount = SDL_GetNumVideoDisplays(); + if ((monitor >= 0) && (monitor < monitorCount)) + { + float ddpi = 0.0f; + SDL_GetDisplayDPI(monitor, &ddpi, NULL, NULL); + SDL_DisplayMode mode; + SDL_GetCurrentDisplayMode(monitor, &mode); + // Calculate size on inches, then convert to millimeter + if (ddpi > 0.0f) height = (mode.h/ddpi)*25.4f; + } + else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor"); + + return height; +} + +// Get selected monitor refresh rate +int GetMonitorRefreshRate(int monitor) +{ + int refresh = 0; + + const int monitorCount = SDL_GetNumVideoDisplays(); + if ((monitor >= 0) && (monitor < monitorCount)) + { + SDL_DisplayMode mode; + SDL_GetCurrentDisplayMode(monitor, &mode); + refresh = mode.refresh_rate; + } + else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor"); + + return refresh; +} + +// Get the human-readable, UTF-8 encoded name of the selected monitor +const char *GetMonitorName(int monitor) +{ + const int monitorCount = SDL_GetNumVideoDisplays(); + + if ((monitor >= 0) && (monitor < monitorCount)) return SDL_GetDisplayName(monitor); + else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor"); + + return ""; +} + +// Get window position XY on monitor +Vector2 GetWindowPosition(void) +{ + int x = 0; + int y = 0; + + SDL_GetWindowPosition(platform.window, &x, &y); + + return (Vector2){ (float)x, (float)y }; +} + +// Get window scale DPI factor for current monitor +Vector2 GetWindowScaleDPI(void) +{ + Vector2 scale = { 1.0f, 1.0f }; + + // NOTE: SDL_GetWindowDisplayScale was only added on SDL3 + // see https://wiki.libsdl.org/SDL3/SDL_GetWindowDisplayScale + // TODO: Implement the window scale factor calculation manually. + TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on target platform"); + + return scale; +} + +// Set clipboard text content +void SetClipboardText(const char *text) +{ + SDL_SetClipboardText(text); +} + +// Get clipboard text content +// NOTE: returned string must be freed with SDL_free() +const char *GetClipboardText(void) +{ + return SDL_GetClipboardText(); +} + +// Show mouse cursor +void ShowCursor(void) +{ + SDL_ShowCursor(SDL_ENABLE); + + CORE.Input.Mouse.cursorHidden = false; +} + +// Hides mouse cursor +void HideCursor(void) +{ + SDL_ShowCursor(SDL_DISABLE); + + CORE.Input.Mouse.cursorHidden = true; +} + +// Enables cursor (unlock cursor) +void EnableCursor(void) +{ + SDL_SetRelativeMouseMode(SDL_FALSE); + SDL_ShowCursor(SDL_ENABLE); + + platform.cursorRelative = false; + CORE.Input.Mouse.cursorHidden = false; +} + +// Disables cursor (lock cursor) +void DisableCursor(void) +{ + SDL_SetRelativeMouseMode(SDL_TRUE); + + platform.cursorRelative = true; + CORE.Input.Mouse.cursorHidden = true; +} + +// Swap back buffer with front buffer (screen drawing) +void SwapScreenBuffer(void) +{ + SDL_GL_SwapWindow(platform.window); +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition: Misc +//---------------------------------------------------------------------------------- + +// Get elapsed time measure in seconds +double GetTime(void) +{ + unsigned int ms = SDL_GetTicks(); // Elapsed time in milliseconds since SDL_Init() + double time = (double)ms/1000; + return time; +} + +// Open URL with default system browser (if available) +// NOTE: This function is only safe to use if you control the URL given. +// A user could craft a malicious string performing another action. +// Only call this function yourself not with user input or make sure to check the string yourself. +// Ref: https://github.com/raysan5/raylib/issues/686 +void OpenURL(const char *url) +{ + // Security check to (partially) avoid malicious code + if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character"); + else SDL_OpenURL(url); +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition: Inputs +//---------------------------------------------------------------------------------- + +// Set internal gamepad mappings +int SetGamepadMappings(const char *mappings) +{ + return SDL_GameControllerAddMapping(mappings); +} + +// Set mouse position XY +void SetMousePosition(int x, int y) +{ + CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y }; + CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition; +} + +// Set mouse cursor +void SetMouseCursor(int cursor) +{ + platform.cursor = SDL_CreateSystemCursor(CursorsLUT[cursor]); + SDL_SetCursor(platform.cursor); + + CORE.Input.Mouse.cursor = cursor; +} + +// Register all input events +void PollInputEvents(void) +{ +#if defined(SUPPORT_GESTURES_SYSTEM) + // NOTE: Gestures update must be called every frame to reset gestures correctly + // because ProcessGestureEvent() is just called on an event, not every frame + UpdateGestures(); +#endif + + // Reset keys/chars pressed registered + CORE.Input.Keyboard.keyPressedQueueCount = 0; + CORE.Input.Keyboard.charPressedQueueCount = 0; + + // Reset key repeats + for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0; + + // Reset mouse wheel + CORE.Input.Mouse.currentWheelMove.x = 0; + CORE.Input.Mouse.currentWheelMove.y = 0; + + // Register previous mouse position + if (platform.cursorRelative) CORE.Input.Mouse.currentPosition = (Vector2){ 0.0f, 0.0f }; + else CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition; + + // Reset last gamepad button/axis registered state + CORE.Input.Gamepad.lastButtonPressed = GAMEPAD_BUTTON_UNKNOWN; + for (int i = 0; i < MAX_GAMEPADS; i++) CORE.Input.Gamepad.axisCount[i] = 0; + + // Register previous touch states + for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i]; + + // Reset touch positions + // TODO: It resets on target platform the mouse position and not filled again until a move-event, + // so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed! + //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 }; + + // Map touch position to mouse position for convenience + // WARNING: If the target desktop device supports touch screen, this behavious should be reviewed! + // https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch + // https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages + CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition; + + int touchAction = -1; // 0-TOUCH_ACTION_UP, 1-TOUCH_ACTION_DOWN, 2-TOUCH_ACTION_MOVE + bool gestureUpdate = false; // Flag to note gestures require to update + + // Register previous keys states + // NOTE: Android supports up to 260 keys + for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) + { + CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i]; + CORE.Input.Keyboard.keyRepeatInFrame[i] = 0; + } + + // Register previous mouse states + for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i]; + + // Poll input events for current plaform + //----------------------------------------------------------------------------- + /* + // WARNING: Indexes into this array are obtained by using SDL_Scancode values, not SDL_Keycode values + const Uint8 *keys = SDL_GetKeyboardState(NULL); + for (int i = 0; i < 256; ++i) + { + CORE.Input.Keyboard.currentKeyState[i] = keys[i]; + //if (keys[i]) TRACELOG(LOG_WARNING, "Pressed key: %i", i); + } + */ + + CORE.Window.resizedLastFrame = false; + + SDL_Event event = { 0 }; + while (SDL_PollEvent(&event) != 0) + { + // All input events can be processed after polling + switch (event.type) + { + case SDL_QUIT: CORE.Window.shouldClose = true; break; + + case SDL_DROPFILE: // Dropped file + { + if (CORE.Window.dropFileCount == 0) + { + // When a new file is dropped, we reserve a fixed number of slots for all possible dropped files + // at the moment we limit the number of drops at once to 1024 files but this behaviour should probably be reviewed + // TODO: Pointers should probably be reallocated for any new file added... + CORE.Window.dropFilepaths = (char **)RL_CALLOC(1024, sizeof(char *)); + + CORE.Window.dropFilepaths[CORE.Window.dropFileCount] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char)); + strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.file); + SDL_free(event.drop.file); + + CORE.Window.dropFileCount++; + } + else if (CORE.Window.dropFileCount < 1024) + { + CORE.Window.dropFilepaths[CORE.Window.dropFileCount] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char)); + strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.file); + SDL_free(event.drop.file); + + CORE.Window.dropFileCount++; + } + else TRACELOG(LOG_WARNING, "FILE: Maximum drag and drop files at once is limited to 1024 files!"); + + } break; + + // Window events are also polled (Minimized, maximized, close...) + case SDL_WINDOWEVENT: + { + switch (event.window.event) + { + case SDL_WINDOWEVENT_RESIZED: + case SDL_WINDOWEVENT_SIZE_CHANGED: + { + const int width = event.window.data1; + const int height = event.window.data2; + SetupViewport(width, height); + CORE.Window.screen.width = width; + CORE.Window.screen.height = height; + CORE.Window.currentFbo.width = width; + CORE.Window.currentFbo.height = height; + CORE.Window.resizedLastFrame = true; + } break; + case SDL_WINDOWEVENT_LEAVE: + case SDL_WINDOWEVENT_HIDDEN: + case SDL_WINDOWEVENT_MINIMIZED: + case SDL_WINDOWEVENT_FOCUS_LOST: + case SDL_WINDOWEVENT_ENTER: + case SDL_WINDOWEVENT_SHOWN: + case SDL_WINDOWEVENT_FOCUS_GAINED: + case SDL_WINDOWEVENT_MAXIMIZED: + case SDL_WINDOWEVENT_RESTORED: + default: break; + } + } break; + + // Keyboard events + case SDL_KEYDOWN: + { + KeyboardKey key = ConvertScancodeToKey(event.key.keysym.scancode); + if (key != KEY_NULL) CORE.Input.Keyboard.currentKeyState[key] = 1; + + // TODO: Put exitKey verification outside the switch? + if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey]) + { + CORE.Window.shouldClose = true; + } + } break; + + case SDL_KEYUP: + { + KeyboardKey key = ConvertScancodeToKey(event.key.keysym.scancode); + if (key != KEY_NULL) CORE.Input.Keyboard.currentKeyState[key] = 0; + } break; + + // Check mouse events + case SDL_MOUSEBUTTONDOWN: + { + CORE.Input.Mouse.currentButtonState[event.button.button - 1] = 1; + + touchAction = 1; + gestureUpdate = true; + } break; + case SDL_MOUSEBUTTONUP: + { + CORE.Input.Mouse.currentButtonState[event.button.button - 1] = 0; + + touchAction = 0; + gestureUpdate = true; + } break; + case SDL_MOUSEWHEEL: + { + CORE.Input.Mouse.currentWheelMove.x = (float)event.wheel.x; + CORE.Input.Mouse.currentWheelMove.y = (float)event.wheel.y; + } break; + case SDL_MOUSEMOTION: + { + if (platform.cursorRelative) + { + CORE.Input.Mouse.currentPosition.x = (float)event.motion.xrel; + CORE.Input.Mouse.currentPosition.y = (float)event.motion.yrel; + CORE.Input.Mouse.previousPosition = (Vector2){ 0.0f, 0.0f }; + } + else + { + CORE.Input.Mouse.currentPosition.x = (float)event.motion.x; + CORE.Input.Mouse.currentPosition.y = (float)event.motion.y; + } + + CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition; + touchAction = 2; + gestureUpdate = true; + } break; + + // Check gamepad events + case SDL_JOYAXISMOTION: + { + // Motion on gamepad 0 + if (event.jaxis.which == 0) + { + // X axis motion + if (event.jaxis.axis == 0) + { + //... + } + // Y axis motion + else if (event.jaxis.axis == 1) + { + //... + } + } + } break; + default: break; + } + +#if defined(SUPPORT_GESTURES_SYSTEM) + if (gestureUpdate) + { + // Process mouse events as touches to be able to use mouse-gestures + GestureEvent gestureEvent = { 0 }; + + // Register touch actions + gestureEvent.touchAction = touchAction; + + // Assign a pointer ID + gestureEvent.pointId[0] = 0; + + // Register touch points count + gestureEvent.pointCount = 1; + + // Register touch points position, only one point registered + if (touchAction == 2) gestureEvent.position[0] = CORE.Input.Touch.position[0]; + else gestureEvent.position[0] = GetMousePosition(); + + // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + // Gesture data is sent to gestures-system for processing + ProcessGestureEvent(gestureEvent); + } +#endif + } + //----------------------------------------------------------------------------- +} + +//---------------------------------------------------------------------------------- +// Module Internal Functions Definition +//---------------------------------------------------------------------------------- + +// Initialize platform: graphics, inputs and more +int InitPlatform(void) +{ + // Initialize SDL internal global state + int result = SDL_Init(SDL_INIT_EVERYTHING); + if (result < 0) { TRACELOG(LOG_WARNING, "SDL: Failed to initialize SDL"); return -1; } + + // Initialize graphic device: display/window and graphic context + //---------------------------------------------------------------------------- + unsigned int flags = 0; + flags |= SDL_WINDOW_SHOWN; + flags |= SDL_WINDOW_OPENGL; + flags |= SDL_WINDOW_INPUT_FOCUS; + flags |= SDL_WINDOW_MOUSE_FOCUS; + flags |= SDL_WINDOW_MOUSE_CAPTURE; // Window has mouse captured + + // Check window creation flags + if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) + { + CORE.Window.fullscreen = true; + flags |= SDL_WINDOW_FULLSCREEN; + } + + //if ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) == 0) flags |= SDL_WINDOW_HIDDEN; + if ((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) flags |= SDL_WINDOW_BORDERLESS; + if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) flags |= SDL_WINDOW_RESIZABLE; + if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) flags |= SDL_WINDOW_MINIMIZED; + if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) flags |= SDL_WINDOW_MAXIMIZED; + + if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) + { + flags &= ~SDL_WINDOW_INPUT_FOCUS; + flags &= ~SDL_WINDOW_MOUSE_FOCUS; + } + + if ((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) flags |= SDL_WINDOW_ALWAYS_ON_TOP; + if ((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0) flags &= ~SDL_WINDOW_MOUSE_CAPTURE; + + if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) flags |= SDL_WINDOW_ALLOW_HIGHDPI; + + //if ((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) flags |= SDL_WINDOW_TRANSPARENT; // Alternative: SDL_GL_ALPHA_SIZE = 8 + + //if ((CORE.Window.flags & FLAG_FULLSCREEN_DESKTOP) > 0) flags |= SDL_WINDOW_FULLSCREEN_DESKTOP; + + // NOTE: Some OpenGL context attributes must be set before window creation + + // Check selection OpenGL version + if (rlGetVersion() == RL_OPENGL_21) + { + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); + } + else if (rlGetVersion() == RL_OPENGL_33) + { + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); +#if defined(__APPLE__) + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // OSX Requires forward compatibility +#else + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); +#endif + } + else if (rlGetVersion() == RL_OPENGL_43) + { + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); +#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG); // Enable OpenGL Debug Context +#endif + } + else if (rlGetVersion() == RL_OPENGL_ES_20) // Request OpenGL ES 2.0 context + { + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); + } + else if (rlGetVersion() == RL_OPENGL_ES_30) // Request OpenGL ES 3.0 context + { + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); + } + + if (CORE.Window.flags & FLAG_VSYNC_HINT) + { + SDL_GL_SetSwapInterval(1); + } + + if (CORE.Window.flags & FLAG_MSAA_4X_HINT) + { + SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); + SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4); + } + + // Init window + platform.window = SDL_CreateWindow(CORE.Window.title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, CORE.Window.screen.width, CORE.Window.screen.height, flags); + + // Init OpenGL context + platform.glContext = SDL_GL_CreateContext(platform.window); + + // Check window and glContext have been initialized succesfully + if ((platform.window != NULL) && (platform.glContext != NULL)) + { + CORE.Window.ready = true; + + SDL_DisplayMode displayMode = { 0 }; + SDL_GetCurrentDisplayMode(GetCurrentMonitor(), &displayMode); + + CORE.Window.display.width = displayMode.w; + CORE.Window.display.height = displayMode.h; + + CORE.Window.render.width = CORE.Window.screen.width; + CORE.Window.render.height = CORE.Window.screen.height; + CORE.Window.currentFbo.width = CORE.Window.render.width; + CORE.Window.currentFbo.height = CORE.Window.render.height; + + TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully"); + TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height); + TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height); + TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height); + TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y); + } + else + { + TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphics device"); + return -1; + } + + // Load OpenGL extensions + // NOTE: GL procedures address loader is required to load extensions + rlLoadExtensions(SDL_GL_GetProcAddress); + //---------------------------------------------------------------------------- + + // Initialize input events system + //---------------------------------------------------------------------------- + if (SDL_NumJoysticks() >= 1) + { + platform.gamepad = SDL_JoystickOpen(0); + //if (platform.gamepadgamepad == NULL) TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError()); + } + + SDL_EventState(SDL_DROPFILE, SDL_ENABLE); + //---------------------------------------------------------------------------- + + // Initialize timming system + //---------------------------------------------------------------------------- + // NOTE: No need to call InitTimer(), let SDL manage it internally + CORE.Time.previous = GetTime(); // Get time as double + //---------------------------------------------------------------------------- + + // Initialize storage system + //---------------------------------------------------------------------------- + CORE.Storage.basePath = GetWorkingDirectory(); // Define base path for storage + //---------------------------------------------------------------------------- + + TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (SDL): Initialized successfully"); + + return 0; +} + +// Close platform +void ClosePlatform(void) +{ + SDL_FreeCursor(platform.cursor); // Free cursor + SDL_GL_DeleteContext(platform.glContext); // Deinitialize OpenGL context + SDL_DestroyWindow(platform.window); + SDL_Quit(); // Deinitialize SDL internal global state +} + +// Scancode to keycode mapping +static KeyboardKey ConvertScancodeToKey(SDL_Scancode sdlScancode) +{ + if (sdlScancode >= 0 && sdlScancode < SCANCODE_MAPPED_NUM) + { + return ScancodeToKey[sdlScancode]; + } + return KEY_NULL; // No equivalent key in Raylib +} +// EOF diff --git a/raylib/platforms/rcore_drm.c b/raylib/platforms/rcore_drm.c new file mode 100644 index 0000000..7bdc2d0 --- /dev/null +++ b/raylib/platforms/rcore_drm.c @@ -0,0 +1,1942 @@ +/********************************************************************************************** +* +* rcore_drm - Functions to manage window, graphics device and inputs +* +* PLATFORM: DRM +* - Raspberry Pi 0-5 (DRM/KMS) +* - Linux DRM subsystem (KMS mode) +* +* LIMITATIONS: +* - Most of the window/monitor functions are not implemented (not required) +* +* POSSIBLE IMPROVEMENTS: +* - Improvement 01 +* - Improvement 02 +* +* ADDITIONAL NOTES: +* - TRACELOG() function is located in raylib [utils] module +* +* CONFIGURATION: +* #define SUPPORT_SSH_KEYBOARD_RPI (Raspberry Pi only) +* Reconfigure standard input to receive key inputs, works with SSH connection. +* WARNING: Reconfiguring standard input could lead to undesired effects, like breaking other +* running processes orblocking the device if not restored properly. Use with care. +* +* DEPENDENCIES: +* - DRM and GLM: System libraries for display initialization and configuration +* - gestures: Gestures system for touch-ready devices (or simulated from mouse inputs) +* +* +* LICENSE: zlib/libpng +* +* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) and contributors +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#include // POSIX file control definitions - open(), creat(), fcntl() +#include // POSIX standard function definitions - read(), close(), STDIN_FILENO +#include // POSIX terminal control definitions - tcgetattr(), tcsetattr() +#include // POSIX threads management (inputs reading) +#include // POSIX directory browsing + +#include // Required for: ioctl() - UNIX System call for device-specific input/output operations +#include // Linux: KDSKBMODE, K_MEDIUMRAM constants definition +#include // Linux: Keycodes constants definition (KEY_A, ...) +#include // Linux: Joystick support library + +#include // Generic Buffer Management (native platform for EGL on DRM) +#include // Direct Rendering Manager user-level library interface +#include // Direct Rendering Manager mode setting (KMS) interface + +#include "EGL/egl.h" // Native platform windowing system interface +#include "EGL/eglext.h" // EGL extensions + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +#define USE_LAST_TOUCH_DEVICE // When multiple touchscreens are connected, only use the one with the highest event number + +#define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...) +#define DEFAULT_EVDEV_PATH "/dev/input/" // Path to the linux input events + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- + +typedef struct { + pthread_t threadId; // Event reading thread id + + int fd; // File descriptor to the device it is assigned to + int eventNum; // Number of 'event' device + Rectangle absRange; // Range of values for absolute pointing devices (touchscreens) + int touchSlot; // Hold the touch slot number of the currently being sent multitouch block + bool isMouse; // True if device supports relative X Y movements + bool isTouch; // True if device supports absolute X Y movements and has BTN_TOUCH + bool isMultitouch; // True if device supports multiple absolute movevents and has BTN_TOUCH + bool isKeyboard; // True if device has letter keycodes + bool isGamepad; // True if device has gamepad buttons +} InputEventWorker; + +typedef struct { + // Display data + int fd; // File descriptor for /dev/dri/... + drmModeConnector *connector; // Direct Rendering Manager (DRM) mode connector + drmModeCrtc *crtc; // CRT Controller + int modeIndex; // Index of the used mode of connector->modes + struct gbm_device *gbmDevice; // GBM device + struct gbm_surface *gbmSurface; // GBM surface + struct gbm_bo *prevBO; // Previous GBM buffer object (during frame swapping) + uint32_t prevFB; // Previous GBM framebufer (during frame swapping) + + EGLDisplay device; // Native display device (physical screen connection) + EGLSurface surface; // Surface to draw on, framebuffers (connected to context) + EGLContext context; // Graphic context, mode in which drawing can be done + EGLConfig config; // Graphic config + + // Input data + InputEventWorker eventWorker[10]; // List of worker threads for every monitored "/dev/input/event" + + // Keyboard data + int defaultKeyboardMode; // Default keyboard mode + bool eventKeyboardMode; // Keyboard in event mode + int defaultFileFlags; // Default IO file flags + struct termios defaultSettings; // Default keyboard settings + int keyboardFd; // File descriptor for the evdev keyboard + + // Mouse data + Vector2 eventWheelMove; // Registers the event mouse wheel variation + // NOTE: currentButtonState[] can't be written directly due to multithreading, app could miss the update + char currentButtonStateEvdev[MAX_MOUSE_BUTTONS]; // Holds the new mouse state for the next polling event to grab + bool cursorRelative; // Relative cursor mode + + // Gamepad data + pthread_t gamepadThreadId; // Gamepad reading thread id + int gamepadStreamFd[MAX_GAMEPADS]; // Gamepad device file descriptor + +} PlatformData; + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +extern CoreData CORE; // Global CORE state context + +static PlatformData platform = { 0 }; // Platform specific data + +//---------------------------------------------------------------------------------- +// Local Variables Definition +//---------------------------------------------------------------------------------- +// Scancode to keycode mapping for US keyboards +// TODO: Replace this with a keymap from the X11 to get the correct regional map for the keyboard: +// Currently non US keyboards will have the wrong mapping for some keys +static const int keymapUS[] = { + 0, 256, 49, 50, 51, 52, 53, 54, 55, 56, 57, 48, 45, 61, 259, 258, 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, 332, 342, 32, 280, 290, 291, + 292, 293, 294, 295, 296, 297, 298, 299, 282, 281, 327, 328, 329, 333, 324, 325, + 326, 334, 321, 322, 323, 320, 330, 0, 85, 86, 300, 301, 89, 90, 91, 92, 93, 94, 95, + 335, 345, 331, 283, 346, 101, 268, 265, 266, 263, 262, 269, 264, 267, 260, 261, + 112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 122, 123, 124, 125, 347, 127, + 128, 129, 130, 131, 132, 133, 134, 135, 136, 137, 138, 139, 140, 141, 142, 143, + 144, 145, 146, 147, 148, 149, 150, 151, 152, 153, 154, 155, 156, 157, 158, 159, + 160, 161, 162, 163, 164, 165, 166, 167, 168, 169, 170, 171, 172, 173, 174, 175, + 176, 177, 178, 179, 180, 181, 182, 183, 184, 185, 186, 187, 188, 189, 190, 191, + 192, 193, 194, 0, 0, 0, 0, 0, 200, 201, 202, 203, 204, 205, 206, 207, 208, 209, 210, + 211, 212, 213, 214, 215, 216, 217, 218, 219, 220, 221, 222, 223, 224, 225, 226, + 227, 228, 229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239, 240, 241, 242, + 243, 244, 245, 246, 247, 248, 0, 0, 0, 0, 0, 0, 0 +}; + +// NOTE: The complete evdev EV_KEY list can be found at /usr/include/linux/input-event-codes.h +// TODO: Complete the LUT with all unicode decimal values +static const int EvkeyToUnicodeLUT[] = { + 0, 27, 49, 50, 51, 52, 53, 54, 55, 56, 57, 48, 45, 61, 8, 0, 113, 119, 101, 114, + 116, 121, 117, 105, 111, 112, 0, 0, 13, 0, 97, 115, 100, 102, 103, 104, 106, 107, 108, 59, + 39, 96, 0, 92, 122, 120, 99, 118, 98, 110, 109, 44, 46, 47, 0, 0, 0, 32 + // LUT currently incomplete, just mapped the most essential keys +}; + +#if defined(SUPPORT_GESTURES_SYSTEM) +GestureEvent gestureEvent = { 0 }; // Gesture event to hold data between EventThread() and PollInputEvents() +bool newGesture = false; // Var to trigger ProcessGestureEvent(gestureEvent) on PollInputEvents() +#endif + +//---------------------------------------------------------------------------------- +// Module Internal Functions Declaration +//---------------------------------------------------------------------------------- +int InitPlatform(void); // Initialize platform (graphics, inputs and more) +void ClosePlatform(void); // Close platform + +static void InitKeyboard(void); // Initialize raw keyboard system +static void RestoreKeyboard(void); // Restore keyboard system +#if defined(SUPPORT_SSH_KEYBOARD_RPI) +static void ProcessKeyboard(void); // Process keyboard events +#endif + +static void InitEvdevInput(void); // Initialize evdev inputs +static void ConfigureEvdevDevice(char *device); // Identifies a input device and configures it for use if appropriate +static void PollKeyboardEvents(void); // Process evdev keyboard events +static void *EventThread(void *arg); // Input device events reading thread + +static void InitGamepad(void); // Initialize raw gamepad input +static void *GamepadThread(void *arg); // Mouse reading thread + +static int FindMatchingConnectorMode(const drmModeConnector *connector, const drmModeModeInfo *mode); // Search matching DRM mode in connector's mode list +static int FindExactConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced); // Search exactly matching DRM connector mode in connector's list +static int FindNearestConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced); // Search the nearest matching DRM connector mode in connector's list + +//---------------------------------------------------------------------------------- +// Module Functions Declaration +//---------------------------------------------------------------------------------- +// NOTE: Functions declaration is provided by raylib.h + +//---------------------------------------------------------------------------------- +// Module Functions Definition: Window and Graphics Device +//---------------------------------------------------------------------------------- + +// Check if application should close +// NOTE: By default, if KEY_ESCAPE pressed +bool WindowShouldClose(void) +{ + if (CORE.Window.ready) return CORE.Window.shouldClose; + else return true; +} + +// Toggle fullscreen mode +void ToggleFullscreen(void) +{ + TRACELOG(LOG_WARNING, "ToggleFullscreen() not available on target platform"); +} + +// Toggle borderless windowed mode +void ToggleBorderlessWindowed(void) +{ + TRACELOG(LOG_WARNING, "ToggleBorderlessWindowed() not available on target platform"); +} + +// Set window state: maximized, if resizable +void MaximizeWindow(void) +{ + TRACELOG(LOG_WARNING, "MaximizeWindow() not available on target platform"); +} + +// Set window state: minimized +void MinimizeWindow(void) +{ + TRACELOG(LOG_WARNING, "MinimizeWindow() not available on target platform"); +} + +// Set window state: not minimized/maximized +void RestoreWindow(void) +{ + TRACELOG(LOG_WARNING, "RestoreWindow() not available on target platform"); +} + +// Set window configuration state using flags +void SetWindowState(unsigned int flags) +{ + TRACELOG(LOG_WARNING, "SetWindowState() not available on target platform"); +} + +// Clear window configuration state flags +void ClearWindowState(unsigned int flags) +{ + TRACELOG(LOG_WARNING, "ClearWindowState() not available on target platform"); +} + +// Set icon for window +void SetWindowIcon(Image image) +{ + TRACELOG(LOG_WARNING, "SetWindowIcon() not available on target platform"); +} + +// Set icon for window +void SetWindowIcons(Image *images, int count) +{ + TRACELOG(LOG_WARNING, "SetWindowIcons() not available on target platform"); +} + +// Set title for window +void SetWindowTitle(const char *title) +{ + CORE.Window.title = title; +} + +// Set window position on screen (windowed mode) +void SetWindowPosition(int x, int y) +{ + TRACELOG(LOG_WARNING, "SetWindowPosition() not available on target platform"); +} + +// Set monitor for the current window +void SetWindowMonitor(int monitor) +{ + TRACELOG(LOG_WARNING, "SetWindowMonitor() not available on target platform"); +} + +// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE) +void SetWindowMinSize(int width, int height) +{ + CORE.Window.screenMin.width = width; + CORE.Window.screenMin.height = height; +} + +// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE) +void SetWindowMaxSize(int width, int height) +{ + CORE.Window.screenMax.width = width; + CORE.Window.screenMax.height = height; +} + +// Set window dimensions +void SetWindowSize(int width, int height) +{ + TRACELOG(LOG_WARNING, "SetWindowSize() not available on target platform"); +} + +// Set window opacity, value opacity is between 0.0 and 1.0 +void SetWindowOpacity(float opacity) +{ + TRACELOG(LOG_WARNING, "SetWindowOpacity() not available on target platform"); +} + +// Set window focused +void SetWindowFocused(void) +{ + TRACELOG(LOG_WARNING, "SetWindowFocused() not available on target platform"); +} + +// Get native window handle +void *GetWindowHandle(void) +{ + TRACELOG(LOG_WARNING, "GetWindowHandle() not implemented on target platform"); + return NULL; +} + +// Get number of monitors +int GetMonitorCount(void) +{ + TRACELOG(LOG_WARNING, "GetMonitorCount() not implemented on target platform"); + return 1; +} + +// Get number of monitors +int GetCurrentMonitor(void) +{ + TRACELOG(LOG_WARNING, "GetCurrentMonitor() not implemented on target platform"); + return 0; +} + +// Get selected monitor position +Vector2 GetMonitorPosition(int monitor) +{ + TRACELOG(LOG_WARNING, "GetMonitorPosition() not implemented on target platform"); + return (Vector2){ 0, 0 }; +} + +// Get selected monitor width (currently used by monitor) +int GetMonitorWidth(int monitor) +{ + TRACELOG(LOG_WARNING, "GetMonitorWidth() not implemented on target platform"); + return 0; +} + +// Get selected monitor height (currently used by monitor) +int GetMonitorHeight(int monitor) +{ + TRACELOG(LOG_WARNING, "GetMonitorHeight() not implemented on target platform"); + return 0; +} + +// Get selected monitor physical width in millimetres +int GetMonitorPhysicalWidth(int monitor) +{ + TRACELOG(LOG_WARNING, "GetMonitorPhysicalWidth() not implemented on target platform"); + return 0; +} + +// Get selected monitor physical height in millimetres +int GetMonitorPhysicalHeight(int monitor) +{ + TRACELOG(LOG_WARNING, "GetMonitorPhysicalHeight() not implemented on target platform"); + return 0; +} + +// Get selected monitor refresh rate +int GetMonitorRefreshRate(int monitor) +{ + int refresh = 0; + + if ((platform.connector) && (platform.modeIndex >= 0)) + { + refresh = platform.connector->modes[platform.modeIndex].vrefresh; + } + + return refresh; +} + +// Get the human-readable, UTF-8 encoded name of the selected monitor +const char *GetMonitorName(int monitor) +{ + TRACELOG(LOG_WARNING, "GetMonitorName() not implemented on target platform"); + return ""; +} + +// Get window position XY on monitor +Vector2 GetWindowPosition(void) +{ + return (Vector2){ 0, 0 }; +} + +// Get window scale DPI factor for current monitor +Vector2 GetWindowScaleDPI(void) +{ + return (Vector2){ 1.0f, 1.0f }; +} + +// Set clipboard text content +void SetClipboardText(const char *text) +{ + TRACELOG(LOG_WARNING, "SetClipboardText() not implemented on target platform"); +} + +// Get clipboard text content +// NOTE: returned string is allocated and freed by GLFW +const char *GetClipboardText(void) +{ + TRACELOG(LOG_WARNING, "GetClipboardText() not implemented on target platform"); + return NULL; +} + +// Show mouse cursor +void ShowCursor(void) +{ + CORE.Input.Mouse.cursorHidden = false; +} + +// Hides mouse cursor +void HideCursor(void) +{ + CORE.Input.Mouse.cursorHidden = true; +} + +// Enables cursor (unlock cursor) +void EnableCursor(void) +{ + // Set cursor position in the middle + SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2); + + platform.cursorRelative = false; + CORE.Input.Mouse.cursorHidden = false; +} + +// Disables cursor (lock cursor) +void DisableCursor(void) +{ + // Set cursor position in the middle + SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2); + + platform.cursorRelative = true; + CORE.Input.Mouse.cursorHidden = true; +} + +// Swap back buffer with front buffer (screen drawing) +void SwapScreenBuffer(void) +{ + eglSwapBuffers(platform.device, platform.surface); + + if (!platform.gbmSurface || (-1 == platform.fd) || !platform.connector || !platform.crtc) TRACELOG(LOG_ERROR, "DISPLAY: DRM initialization failed to swap"); + + struct gbm_bo *bo = gbm_surface_lock_front_buffer(platform.gbmSurface); + if (!bo) TRACELOG(LOG_ERROR, "DISPLAY: Failed GBM to lock front buffer"); + + uint32_t fb = 0; + int result = drmModeAddFB(platform.fd, platform.connector->modes[platform.modeIndex].hdisplay, platform.connector->modes[platform.modeIndex].vdisplay, 24, 32, gbm_bo_get_stride(bo), gbm_bo_get_handle(bo).u32, &fb); + if (result != 0) TRACELOG(LOG_ERROR, "DISPLAY: drmModeAddFB() failed with result: %d", result); + + result = drmModeSetCrtc(platform.fd, platform.crtc->crtc_id, fb, 0, 0, &platform.connector->connector_id, 1, &platform.connector->modes[platform.modeIndex]); + if (result != 0) TRACELOG(LOG_ERROR, "DISPLAY: drmModeSetCrtc() failed with result: %d", result); + + if (platform.prevFB) + { + result = drmModeRmFB(platform.fd, platform.prevFB); + if (result != 0) TRACELOG(LOG_ERROR, "DISPLAY: drmModeRmFB() failed with result: %d", result); + } + + platform.prevFB = fb; + + if (platform.prevBO) gbm_surface_release_buffer(platform.gbmSurface, platform.prevBO); + + platform.prevBO = bo; +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition: Misc +//---------------------------------------------------------------------------------- + +// Get elapsed time measure in seconds since InitTimer() +double GetTime(void) +{ + double time = 0.0; + struct timespec ts = { 0 }; + clock_gettime(CLOCK_MONOTONIC, &ts); + unsigned long long int nanoSeconds = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec; + + time = (double)(nanoSeconds - CORE.Time.base)*1e-9; // Elapsed time since InitTimer() + + return time; +} + +// Open URL with default system browser (if available) +// NOTE: This function is only safe to use if you control the URL given. +// A user could craft a malicious string performing another action. +// Only call this function yourself not with user input or make sure to check the string yourself. +// Ref: https://github.com/raysan5/raylib/issues/686 +void OpenURL(const char *url) +{ + TRACELOG(LOG_WARNING, "OpenURL() not implemented on target platform"); +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition: Inputs +//---------------------------------------------------------------------------------- + +// Set internal gamepad mappings +int SetGamepadMappings(const char *mappings) +{ + TRACELOG(LOG_WARNING, "SetGamepadMappings() not implemented on target platform"); + return 0; +} + +// Set mouse position XY +void SetMousePosition(int x, int y) +{ + CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y }; + CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition; +} + +// Set mouse cursor +void SetMouseCursor(int cursor) +{ + TRACELOG(LOG_WARNING, "SetMouseCursor() not implemented on target platform"); +} + +// Register all input events +void PollInputEvents(void) +{ +#if defined(SUPPORT_GESTURES_SYSTEM) + // NOTE: Gestures update must be called every frame to reset gestures correctly + // because ProcessGestureEvent() is just called on an event, not every frame + UpdateGestures(); +#endif + + // Reset keys/chars pressed registered + CORE.Input.Keyboard.keyPressedQueueCount = 0; + CORE.Input.Keyboard.charPressedQueueCount = 0; + + // Reset key repeats + for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0; + + // Reset last gamepad button/axis registered state + CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN + //CORE.Input.Gamepad.axisCount = 0; + + // Register previous keys states + for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) + { + CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i]; + CORE.Input.Keyboard.keyRepeatInFrame[i] = 0; + } + + PollKeyboardEvents(); + + // Register previous mouse position + if (platform.cursorRelative) + { + CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition; + CORE.Input.Mouse.currentPosition = (Vector2){ 0.0f, 0.0f }; + } + + // Register previous mouse states + CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove; + CORE.Input.Mouse.currentWheelMove = platform.eventWheelMove; + platform.eventWheelMove = (Vector2){ 0.0f, 0.0f }; + for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) + { + CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i]; + CORE.Input.Mouse.currentButtonState[i] = platform.currentButtonStateEvdev[i]; + } + + // Register gamepads buttons events + for (int i = 0; i < MAX_GAMEPADS; i++) + { + if (CORE.Input.Gamepad.ready[i]) + { + // Register previous gamepad states + for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k]; + } + } + + // Register previous touch states + for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i]; + + // Reset touch positions + //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 }; + + // Map touch position to mouse position for convenience + CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition; + +#if defined(SUPPORT_GESTURES_SYSTEM) + // Call the ProcessGestureEvent here instead of on EventThread() to workaround the threads not matching + if (newGesture) + { + ProcessGestureEvent(gestureEvent); + newGesture = false; + } +#endif + +#if defined(SUPPORT_SSH_KEYBOARD_RPI) + // NOTE: Keyboard reading could be done using input_event(s) or just read from stdin, both methods are used here. + // stdin reading is still used for legacy purposes, it allows keyboard input trough SSH console + + if (!platform.eventKeyboardMode) ProcessKeyboard(); + + // NOTE: Mouse input events polling is done asynchronously in another pthread - EventThread() + // NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread() +#endif +} + +//---------------------------------------------------------------------------------- +// Module Internal Functions Definition +//---------------------------------------------------------------------------------- + +// Initialize platform: graphics, inputs and more +int InitPlatform(void) +{ + platform.fd = -1; + platform.connector = NULL; + platform.modeIndex = -1; + platform.crtc = NULL; + platform.gbmDevice = NULL; + platform.gbmSurface = NULL; + platform.prevBO = NULL; + platform.prevFB = 0; + + // Initialize graphic device: display/window and graphic context + //---------------------------------------------------------------------------- + CORE.Window.fullscreen = true; + CORE.Window.flags |= FLAG_FULLSCREEN_MODE; + +#if defined(DEFAULT_GRAPHIC_DEVICE_DRM) + platform.fd = open(DEFAULT_GRAPHIC_DEVICE_DRM, O_RDWR); +#else + TRACELOG(LOG_INFO, "DISPLAY: No graphic card set, trying platform-gpu-card"); + platform.fd = open("/dev/dri/by-path/platform-gpu-card", O_RDWR); // VideoCore VI (Raspberry Pi 4) + + if ((platform.fd == -1) || (drmModeGetResources(platform.fd) == NULL)) + { + TRACELOG(LOG_INFO, "DISPLAY: Failed to open platform-gpu-card, trying card1"); + platform.fd = open("/dev/dri/card1", O_RDWR); // Other Embedded + } + + if ((platform.fd == -1) || (drmModeGetResources(platform.fd) == NULL)) + { + TRACELOG(LOG_INFO, "DISPLAY: Failed to open graphic card1, trying card0"); + platform.fd = open("/dev/dri/card0", O_RDWR); // VideoCore IV (Raspberry Pi 1-3) + } +#endif + + if (platform.fd == -1) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to open graphic card"); + return -1; + } + + drmModeRes *res = drmModeGetResources(platform.fd); + if (!res) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed get DRM resources"); + return -1; + } + + TRACELOG(LOG_TRACE, "DISPLAY: Connectors found: %i", res->count_connectors); + + for (size_t i = 0; i < res->count_connectors; i++) + { + TRACELOG(LOG_TRACE, "DISPLAY: Connector index %i", i); + + drmModeConnector *con = drmModeGetConnector(platform.fd, res->connectors[i]); + TRACELOG(LOG_TRACE, "DISPLAY: Connector modes detected: %i", con->count_modes); + + if ((con->connection == DRM_MODE_CONNECTED) && (con->encoder_id)) + { + TRACELOG(LOG_TRACE, "DISPLAY: DRM mode connected"); + platform.connector = con; + break; + } + else + { + TRACELOG(LOG_TRACE, "DISPLAY: DRM mode NOT connected (deleting)"); + drmModeFreeConnector(con); + } + } + + if (!platform.connector) + { + TRACELOG(LOG_WARNING, "DISPLAY: No suitable DRM connector found"); + drmModeFreeResources(res); + return -1; + } + + drmModeEncoder *enc = drmModeGetEncoder(platform.fd, platform.connector->encoder_id); + if (!enc) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to get DRM mode encoder"); + drmModeFreeResources(res); + return -1; + } + + platform.crtc = drmModeGetCrtc(platform.fd, enc->crtc_id); + if (!platform.crtc) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to get DRM mode crtc"); + drmModeFreeEncoder(enc); + drmModeFreeResources(res); + return -1; + } + + // If InitWindow should use the current mode find it in the connector's mode list + if ((CORE.Window.screen.width <= 0) || (CORE.Window.screen.height <= 0)) + { + TRACELOG(LOG_TRACE, "DISPLAY: Selecting DRM connector mode for current used mode..."); + + platform.modeIndex = FindMatchingConnectorMode(platform.connector, &platform.crtc->mode); + + if (platform.modeIndex < 0) + { + TRACELOG(LOG_WARNING, "DISPLAY: No matching DRM connector mode found"); + drmModeFreeEncoder(enc); + drmModeFreeResources(res); + return -1; + } + + CORE.Window.screen.width = CORE.Window.display.width; + CORE.Window.screen.height = CORE.Window.display.height; + } + + const bool allowInterlaced = CORE.Window.flags & FLAG_INTERLACED_HINT; + const int fps = (CORE.Time.target > 0)? (1.0/CORE.Time.target) : 60; + + // Try to find an exact matching mode + platform.modeIndex = FindExactConnectorMode(platform.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, allowInterlaced); + + // If nothing found, try to find a nearly matching mode + if (platform.modeIndex < 0) platform.modeIndex = FindNearestConnectorMode(platform.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, allowInterlaced); + + // If nothing found, try to find an exactly matching mode including interlaced + if (platform.modeIndex < 0) platform.modeIndex = FindExactConnectorMode(platform.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, true); + + // If nothing found, try to find a nearly matching mode including interlaced + if (platform.modeIndex < 0) platform.modeIndex = FindNearestConnectorMode(platform.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, true); + + // If nothing found, there is no suitable mode + if (platform.modeIndex < 0) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to find a suitable DRM connector mode"); + drmModeFreeEncoder(enc); + drmModeFreeResources(res); + return -1; + } + + CORE.Window.display.width = platform.connector->modes[platform.modeIndex].hdisplay; + CORE.Window.display.height = platform.connector->modes[platform.modeIndex].vdisplay; + + TRACELOG(LOG_INFO, "DISPLAY: Selected DRM connector mode %s (%ux%u%c@%u)", platform.connector->modes[platform.modeIndex].name, + platform.connector->modes[platform.modeIndex].hdisplay, platform.connector->modes[platform.modeIndex].vdisplay, + (platform.connector->modes[platform.modeIndex].flags & DRM_MODE_FLAG_INTERLACE)? 'i' : 'p', + platform.connector->modes[platform.modeIndex].vrefresh); + + // Use the width and height of the surface for render + CORE.Window.render.width = CORE.Window.screen.width; + CORE.Window.render.height = CORE.Window.screen.height; + + drmModeFreeEncoder(enc); + enc = NULL; + + drmModeFreeResources(res); + res = NULL; + + platform.gbmDevice = gbm_create_device(platform.fd); + if (!platform.gbmDevice) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to create GBM device"); + return -1; + } + + platform.gbmSurface = gbm_surface_create(platform.gbmDevice, platform.connector->modes[platform.modeIndex].hdisplay, + platform.connector->modes[platform.modeIndex].vdisplay, GBM_FORMAT_ARGB8888, GBM_BO_USE_SCANOUT | GBM_BO_USE_RENDERING); + if (!platform.gbmSurface) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to create GBM surface"); + return -1; + } + + EGLint samples = 0; + EGLint sampleBuffer = 0; + if (CORE.Window.flags & FLAG_MSAA_4X_HINT) + { + samples = 4; + sampleBuffer = 1; + TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4"); + } + + const EGLint framebufferAttribs[] = + { + EGL_RENDERABLE_TYPE, (rlGetVersion() == RL_OPENGL_ES_30)? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT, // Type of context support + EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android! + EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5) + EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6) + EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5) + EGL_ALPHA_SIZE, 8, // ALPHA bit depth (required for transparent framebuffer) + //EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI) + EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!) + //EGL_STENCIL_SIZE, 8, // Stencil buffer size + EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA + EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs) + EGL_NONE + }; + + const EGLint contextAttribs[] = { + EGL_CONTEXT_CLIENT_VERSION, 2, + EGL_NONE + }; + + EGLint numConfigs = 0; + + // Get an EGL device connection + platform.device = eglGetDisplay((EGLNativeDisplayType)platform.gbmDevice); + if (platform.device == EGL_NO_DISPLAY) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device"); + return -1; + } + + // Initialize the EGL device connection + if (eglInitialize(platform.device, NULL, NULL) == EGL_FALSE) + { + // If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred. + TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device"); + return -1; + } + + if (!eglChooseConfig(platform.device, NULL, NULL, 0, &numConfigs)) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to get EGL config count: 0x%x", eglGetError()); + return -1; + } + + TRACELOG(LOG_TRACE, "DISPLAY: EGL configs available: %d", numConfigs); + + EGLConfig *configs = RL_CALLOC(numConfigs, sizeof(*configs)); + if (!configs) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to get memory for EGL configs"); + return -1; + } + + EGLint matchingNumConfigs = 0; + if (!eglChooseConfig(platform.device, framebufferAttribs, configs, numConfigs, &matchingNumConfigs)) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to choose EGL config: 0x%x", eglGetError()); + free(configs); + return -1; + } + + TRACELOG(LOG_TRACE, "DISPLAY: EGL matching configs available: %d", matchingNumConfigs); + + // find the EGL config that matches the previously setup GBM format + int found = 0; + for (EGLint i = 0; i < matchingNumConfigs; ++i) + { + EGLint id = 0; + if (!eglGetConfigAttrib(platform.device, configs[i], EGL_NATIVE_VISUAL_ID, &id)) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to get EGL config attribute: 0x%x", eglGetError()); + continue; + } + + if (GBM_FORMAT_ARGB8888 == id) + { + TRACELOG(LOG_TRACE, "DISPLAY: Using EGL config: %d", i); + platform.config = configs[i]; + found = 1; + break; + } + } + + RL_FREE(configs); + + if (!found) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to find a suitable EGL config"); + return -1; + } + + // Set rendering API + eglBindAPI(EGL_OPENGL_ES_API); + + // Create an EGL rendering context + platform.context = eglCreateContext(platform.device, platform.config, EGL_NO_CONTEXT, contextAttribs); + if (platform.context == EGL_NO_CONTEXT) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL context"); + return -1; + } + + // Create an EGL window surface + platform.surface = eglCreateWindowSurface(platform.device, platform.config, (EGLNativeWindowType)platform.gbmSurface, NULL); + if (EGL_NO_SURFACE == platform.surface) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL window surface: 0x%04x", eglGetError()); + return -1; + } + + // At this point we need to manage render size vs screen size + // NOTE: This function use and modify global module variables: + // -> CORE.Window.screen.width/CORE.Window.screen.height + // -> CORE.Window.render.width/CORE.Window.render.height + // -> CORE.Window.screenScale + SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height); + + // There must be at least one frame displayed before the buffers are swapped + //eglSwapInterval(platform.device, 1); + + EGLBoolean result = eglMakeCurrent(platform.device, platform.surface, platform.surface, platform.context); + + // Check surface and context activation + if (result != EGL_FALSE) + { + CORE.Window.ready = true; + + CORE.Window.render.width = CORE.Window.screen.width; + CORE.Window.render.height = CORE.Window.screen.height; + CORE.Window.currentFbo.width = CORE.Window.render.width; + CORE.Window.currentFbo.height = CORE.Window.render.height; + + TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully"); + TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height); + TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height); + TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height); + TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y); + } + else + { + TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphics device"); + return -1; + } + + if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow(); + + // If graphic device is no properly initialized, we end program + if (!CORE.Window.ready) { TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphic device"); return -1; } + else SetWindowPosition(GetMonitorWidth(GetCurrentMonitor()) / 2 - CORE.Window.screen.width / 2, GetMonitorHeight(GetCurrentMonitor()) / 2 - CORE.Window.screen.height / 2); + + // Set some default window flags + CORE.Window.flags &= ~FLAG_WINDOW_HIDDEN; // false + CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // false + CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; // true + CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // false + + // Load OpenGL extensions + // NOTE: GL procedures address loader is required to load extensions + rlLoadExtensions(eglGetProcAddress); + //---------------------------------------------------------------------------- + + // Initialize timming system + //---------------------------------------------------------------------------- + // NOTE: timming system must be initialized before the input events system + InitTimer(); + //---------------------------------------------------------------------------- + + // Initialize input events system + //---------------------------------------------------------------------------- + InitEvdevInput(); // Evdev inputs initialization + InitGamepad(); // Gamepad init + InitKeyboard(); // Keyboard init (stdin) + //---------------------------------------------------------------------------- + + // Initialize storage system + //---------------------------------------------------------------------------- + CORE.Storage.basePath = GetWorkingDirectory(); + //---------------------------------------------------------------------------- + + TRACELOG(LOG_INFO, "PLATFORM: DRM: Initialized successfully"); + + return 0; +} + +// Close platform +void ClosePlatform(void) +{ + if (platform.prevFB) + { + drmModeRmFB(platform.fd, platform.prevFB); + platform.prevFB = 0; + } + + if (platform.prevBO) + { + gbm_surface_release_buffer(platform.gbmSurface, platform.prevBO); + platform.prevBO = NULL; + } + + if (platform.gbmSurface) + { + gbm_surface_destroy(platform.gbmSurface); + platform.gbmSurface = NULL; + } + + if (platform.gbmDevice) + { + gbm_device_destroy(platform.gbmDevice); + platform.gbmDevice = NULL; + } + + if (platform.crtc) + { + if (platform.connector) + { + drmModeSetCrtc(platform.fd, platform.crtc->crtc_id, platform.crtc->buffer_id, + platform.crtc->x, platform.crtc->y, &platform.connector->connector_id, 1, &platform.crtc->mode); + drmModeFreeConnector(platform.connector); + platform.connector = NULL; + } + + drmModeFreeCrtc(platform.crtc); + platform.crtc = NULL; + } + + if (platform.fd != -1) + { + close(platform.fd); + platform.fd = -1; + } + + // Close surface, context and display + if (platform.device != EGL_NO_DISPLAY) + { + if (platform.surface != EGL_NO_SURFACE) + { + eglDestroySurface(platform.device, platform.surface); + platform.surface = EGL_NO_SURFACE; + } + + if (platform.context != EGL_NO_CONTEXT) + { + eglDestroyContext(platform.device, platform.context); + platform.context = EGL_NO_CONTEXT; + } + + eglTerminate(platform.device); + platform.device = EGL_NO_DISPLAY; + } + + // Wait for mouse and gamepad threads to finish before closing + // NOTE: Those threads should already have finished at this point + // because they are controlled by CORE.Window.shouldClose variable + + CORE.Window.shouldClose = true; // Added to force threads to exit when the close window is called + + // Close the evdev keyboard + if (platform.keyboardFd != -1) + { + close(platform.keyboardFd); + platform.keyboardFd = -1; + } + + for (int i = 0; i < sizeof(platform.eventWorker)/sizeof(InputEventWorker); ++i) + { + if (platform.eventWorker[i].threadId) + { + pthread_join(platform.eventWorker[i].threadId, NULL); + } + } + + if (platform.gamepadThreadId) pthread_join(platform.gamepadThreadId, NULL); +} + +// Initialize Keyboard system (using standard input) +static void InitKeyboard(void) +{ + // NOTE: We read directly from Standard Input (stdin) - STDIN_FILENO file descriptor, + // Reading directly from stdin will give chars already key-mapped by kernel to ASCII or UNICODE + + // Save terminal keyboard settings + tcgetattr(STDIN_FILENO, &platform.defaultSettings); + + // Reconfigure terminal with new settings + struct termios keyboardNewSettings = { 0 }; + keyboardNewSettings = platform.defaultSettings; + + // 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); + + // Save old keyboard mode to restore it at the end + platform.defaultFileFlags = fcntl(STDIN_FILENO, F_GETFL, 0); // F_GETFL: Get the file access mode and the file status flags + fcntl(STDIN_FILENO, F_SETFL, platform.defaultFileFlags | O_NONBLOCK); // F_SETFL: Set the file status flags to the value specified + + // NOTE: If ioctl() returns -1, it means the call failed for some reason (error code set in errno) + int result = ioctl(STDIN_FILENO, KDGKBMODE, &platform.defaultKeyboardMode); + + // In case of failure, it could mean a remote keyboard is used (SSH) + if (result < 0) TRACELOG(LOG_WARNING, "RPI: Failed to change keyboard mode, an SSH keyboard is probably used"); + else + { + // 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); // ASCII chars + } + + // Register keyboard restore when program finishes + atexit(RestoreKeyboard); +} + +// Restore default keyboard input +static void RestoreKeyboard(void) +{ + // Reset to default keyboard settings + tcsetattr(STDIN_FILENO, TCSANOW, &platform.defaultSettings); + + // Reconfigure keyboard to default mode + fcntl(STDIN_FILENO, F_SETFL, platform.defaultFileFlags); + ioctl(STDIN_FILENO, KDSKBMODE, platform.defaultKeyboardMode); +} + +#if defined(SUPPORT_SSH_KEYBOARD_RPI) +// Process keyboard inputs +static void ProcessKeyboard(void) +{ + #define MAX_KEYBUFFER_SIZE 32 // Max size in bytes to read + + // Keyboard input polling (fill keys[256] array with status) + int bufferByteCount = 0; // Bytes available on the buffer + char keysBuffer[MAX_KEYBUFFER_SIZE] = { 0 }; // Max keys to be read at a time + + // Read availables keycodes from stdin + bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call + + // Reset pressed keys array (it will be filled below) + for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) + { + CORE.Input.Keyboard.currentKeyState[i] = 0; + CORE.Input.Keyboard.keyRepeatInFrame[i] = 0; + } + + // Fill all read bytes (looking for keys) + for (int i = 0; i < bufferByteCount; i++) + { + // 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) + { + // Check if ESCAPE key has been pressed to stop program + if (bufferByteCount == 1) CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] = 1; + else + { + if (keysBuffer[i + 1] == 0x5b) // Special function key + { + if ((keysBuffer[i + 2] == 0x5b) || (keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) + { + // Process special function keys (F1 - F12) + switch (keysBuffer[i + 3]) + { + case 0x41: CORE.Input.Keyboard.currentKeyState[290] = 1; break; // raylib KEY_F1 + case 0x42: CORE.Input.Keyboard.currentKeyState[291] = 1; break; // raylib KEY_F2 + case 0x43: CORE.Input.Keyboard.currentKeyState[292] = 1; break; // raylib KEY_F3 + case 0x44: CORE.Input.Keyboard.currentKeyState[293] = 1; break; // raylib KEY_F4 + case 0x45: CORE.Input.Keyboard.currentKeyState[294] = 1; break; // raylib KEY_F5 + case 0x37: CORE.Input.Keyboard.currentKeyState[295] = 1; break; // raylib KEY_F6 + case 0x38: CORE.Input.Keyboard.currentKeyState[296] = 1; break; // raylib KEY_F7 + case 0x39: CORE.Input.Keyboard.currentKeyState[297] = 1; break; // raylib KEY_F8 + case 0x30: CORE.Input.Keyboard.currentKeyState[298] = 1; break; // raylib KEY_F9 + case 0x31: CORE.Input.Keyboard.currentKeyState[299] = 1; break; // raylib KEY_F10 + case 0x33: CORE.Input.Keyboard.currentKeyState[300] = 1; break; // raylib KEY_F11 + case 0x34: CORE.Input.Keyboard.currentKeyState[301] = 1; break; // raylib KEY_F12 + default: break; + } + + if (keysBuffer[i + 2] == 0x5b) i += 4; + else if ((keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) i += 5; + } + else + { + switch (keysBuffer[i + 2]) + { + case 0x41: CORE.Input.Keyboard.currentKeyState[265] = 1; break; // raylib KEY_UP + case 0x42: CORE.Input.Keyboard.currentKeyState[264] = 1; break; // raylib KEY_DOWN + case 0x43: CORE.Input.Keyboard.currentKeyState[262] = 1; break; // raylib KEY_RIGHT + case 0x44: CORE.Input.Keyboard.currentKeyState[263] = 1; break; // raylib KEY_LEFT + default: break; + } + + i += 3; // Jump to next key + } + + // NOTE: Some keys are not directly keymapped (CTRL, ALT, SHIFT) + } + } + } + else if (keysBuffer[i] == 0x0a) // raylib KEY_ENTER (don't mix with KEY_*) + { + CORE.Input.Keyboard.currentKeyState[257] = 1; + + CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 257; // Add keys pressed into queue + CORE.Input.Keyboard.keyPressedQueueCount++; + } + else if (keysBuffer[i] == 0x7f) // raylib KEY_BACKSPACE + { + CORE.Input.Keyboard.currentKeyState[259] = 1; + + CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 257; // Add keys pressed into queue + CORE.Input.Keyboard.keyPressedQueueCount++; + } + else + { + // Translate lowercase a-z letters to A-Z + if ((keysBuffer[i] >= 97) && (keysBuffer[i] <= 122)) + { + CORE.Input.Keyboard.currentKeyState[(int)keysBuffer[i] - 32] = 1; + } + else CORE.Input.Keyboard.currentKeyState[(int)keysBuffer[i]] = 1; + + CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keysBuffer[i]; // Add keys pressed into queue + CORE.Input.Keyboard.keyPressedQueueCount++; + } + } + + // Check exit key (same functionality as GLFW3 KeyCallback()) + if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] == 1) CORE.Window.shouldClose = true; + +#if defined(SUPPORT_SCREEN_CAPTURE) + // Check screen capture key (raylib key: KEY_F12) + if (CORE.Input.Keyboard.currentKeyState[301] == 1) + { + TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter)); + screenshotCounter++; + } +#endif +} +#endif // SUPPORT_SSH_KEYBOARD_RPI + +// Initialise user input from evdev(/dev/input/event) +// this means mouse, keyboard or gamepad devices +static void InitEvdevInput(void) +{ + char path[MAX_FILEPATH_LENGTH] = { 0 }; + DIR *directory = NULL; + struct dirent *entity = NULL; + + // Initialise keyboard file descriptor + platform.keyboardFd = -1; + + // Reset variables + for (int i = 0; i < MAX_TOUCH_POINTS; ++i) + { + CORE.Input.Touch.position[i].x = -1; + CORE.Input.Touch.position[i].y = -1; + } + + // Reset keyboard key state + for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) + { + CORE.Input.Keyboard.currentKeyState[i] = 0; + CORE.Input.Keyboard.keyRepeatInFrame[i] = 0; + } + + // Open the linux directory of "/dev/input" + directory = opendir(DEFAULT_EVDEV_PATH); + + if (directory) + { + while ((entity = readdir(directory)) != NULL) + { + if ((strncmp("event", entity->d_name, strlen("event")) == 0) || // Search for devices named "event*" + (strncmp("mouse", entity->d_name, strlen("mouse")) == 0)) // Search for devices named "mouse*" + { + sprintf(path, "%s%s", DEFAULT_EVDEV_PATH, entity->d_name); + ConfigureEvdevDevice(path); // Configure the device if appropriate + } + } + + closedir(directory); + } + else TRACELOG(LOG_WARNING, "RPI: Failed to open linux event directory: %s", DEFAULT_EVDEV_PATH); +} + +// Identifies a input device and configures it for use if appropriate +static void ConfigureEvdevDevice(char *device) +{ + #define BITS_PER_LONG (8*sizeof(long)) + #define NBITS(x) ((((x) - 1)/BITS_PER_LONG) + 1) + #define OFF(x) ((x)%BITS_PER_LONG) + #define BIT(x) (1UL<> OFF(bit)) & 1) + + struct input_absinfo absinfo = { 0 }; + unsigned long evBits[NBITS(EV_MAX)] = { 0 }; + unsigned long absBits[NBITS(ABS_MAX)] = { 0 }; + unsigned long relBits[NBITS(REL_MAX)] = { 0 }; + unsigned long keyBits[NBITS(KEY_MAX)] = { 0 }; + bool hasAbs = false; + bool hasRel = false; + bool hasAbsMulti = false; + int freeWorkerId = -1; + int fd = -1; + + InputEventWorker *worker = NULL; + + // Open the device and allocate worker + //------------------------------------------------------------------------------------------------------- + // Find a free spot in the workers array + for (int i = 0; i < sizeof(platform.eventWorker)/sizeof(InputEventWorker); ++i) + { + if (platform.eventWorker[i].threadId == 0) + { + freeWorkerId = i; + break; + } + } + + // Select the free worker from array + if (freeWorkerId >= 0) + { + worker = &(platform.eventWorker[freeWorkerId]); // Grab a pointer to the worker + memset(worker, 0, sizeof(InputEventWorker)); // Clear the worker + } + else + { + TRACELOG(LOG_WARNING, "RPI: Failed to create input device thread for %s, out of worker slots", device); + return; + } + + // Open the device + fd = open(device, O_RDONLY | O_NONBLOCK); + if (fd < 0) + { + TRACELOG(LOG_WARNING, "RPI: Failed to open input device: %s", device); + return; + } + worker->fd = fd; + + // Grab number on the end of the devices name "event" + int devNum = 0; + char *ptrDevName = strrchr(device, 't'); + worker->eventNum = -1; + + if (ptrDevName != NULL) + { + if (sscanf(ptrDevName, "t%d", &devNum) == 1) worker->eventNum = devNum; + } + else worker->eventNum = 0; // TODO: HACK: Grab number for mouse0 device! + + // At this point we have a connection to the device, but we don't yet know what the device is. + // It could be many things, even as simple as a power button... + //------------------------------------------------------------------------------------------------------- + + // Identify the device + //------------------------------------------------------------------------------------------------------- + ioctl(fd, EVIOCGBIT(0, sizeof(evBits)), evBits); // Read a bitfield of the available device properties + + // Check for absolute input devices + if (TEST_BIT(evBits, EV_ABS)) + { + ioctl(fd, EVIOCGBIT(EV_ABS, sizeof(absBits)), absBits); + + // Check for absolute movement support (usually touchscreens, but also joysticks) + if (TEST_BIT(absBits, ABS_X) && TEST_BIT(absBits, ABS_Y)) + { + hasAbs = true; + + // Get the scaling values + ioctl(fd, EVIOCGABS(ABS_X), &absinfo); + worker->absRange.x = absinfo.minimum; + worker->absRange.width = absinfo.maximum - absinfo.minimum; + ioctl(fd, EVIOCGABS(ABS_Y), &absinfo); + worker->absRange.y = absinfo.minimum; + worker->absRange.height = absinfo.maximum - absinfo.minimum; + } + + // Check for multiple absolute movement support (usually multitouch touchscreens) + if (TEST_BIT(absBits, ABS_MT_POSITION_X) && TEST_BIT(absBits, ABS_MT_POSITION_Y)) + { + hasAbsMulti = true; + + // Get the scaling values + ioctl(fd, EVIOCGABS(ABS_X), &absinfo); + worker->absRange.x = absinfo.minimum; + worker->absRange.width = absinfo.maximum - absinfo.minimum; + ioctl(fd, EVIOCGABS(ABS_Y), &absinfo); + worker->absRange.y = absinfo.minimum; + worker->absRange.height = absinfo.maximum - absinfo.minimum; + } + } + + // Check for relative movement support (usually mouse) + if (TEST_BIT(evBits, EV_REL)) + { + ioctl(fd, EVIOCGBIT(EV_REL, sizeof(relBits)), relBits); + + if (TEST_BIT(relBits, REL_X) && TEST_BIT(relBits, REL_Y)) hasRel = true; + } + + // Check for button support to determine the device type(usually on all input devices) + if (TEST_BIT(evBits, EV_KEY)) + { + ioctl(fd, EVIOCGBIT(EV_KEY, sizeof(keyBits)), keyBits); + + if (hasAbs || hasAbsMulti) + { + if (TEST_BIT(keyBits, BTN_TOUCH)) worker->isTouch = true; // This is a touchscreen + if (TEST_BIT(keyBits, BTN_TOOL_FINGER)) worker->isTouch = true; // This is a drawing tablet + if (TEST_BIT(keyBits, BTN_TOOL_PEN)) worker->isTouch = true; // This is a drawing tablet + if (TEST_BIT(keyBits, BTN_STYLUS)) worker->isTouch = true; // This is a drawing tablet + if (worker->isTouch || hasAbsMulti) worker->isMultitouch = true; // This is a multitouch capable device + } + + if (hasRel) + { + if (TEST_BIT(keyBits, BTN_LEFT)) worker->isMouse = true; // This is a mouse + if (TEST_BIT(keyBits, BTN_RIGHT)) worker->isMouse = true; // This is a mouse + } + + if (TEST_BIT(keyBits, BTN_A)) worker->isGamepad = true; // This is a gamepad + if (TEST_BIT(keyBits, BTN_TRIGGER)) worker->isGamepad = true; // This is a gamepad + if (TEST_BIT(keyBits, BTN_START)) worker->isGamepad = true; // This is a gamepad + if (TEST_BIT(keyBits, BTN_TL)) worker->isGamepad = true; // This is a gamepad + if (TEST_BIT(keyBits, BTN_TL)) worker->isGamepad = true; // This is a gamepad + + if (TEST_BIT(keyBits, KEY_SPACE)) worker->isKeyboard = true; // This is a keyboard + } + //------------------------------------------------------------------------------------------------------- + + // Decide what to do with the device + //------------------------------------------------------------------------------------------------------- + if (worker->isKeyboard && (platform.keyboardFd == -1)) + { + // Use the first keyboard encountered. This assumes that a device that says it's a keyboard is just a + // keyboard. The keyboard is polled synchronously, whereas other input devices are polled in separate + // threads so that they don't drop events when the frame rate is slow. + TRACELOG(LOG_INFO, "RPI: Opening keyboard device: %s", device); + platform.keyboardFd = worker->fd; + } + else if (worker->isTouch || worker->isMouse) + { + // Looks like an interesting device + TRACELOG(LOG_INFO, "RPI: Opening input device: %s (%s%s%s%s)", device, + worker->isMouse? "mouse " : "", + worker->isMultitouch? "multitouch " : "", + worker->isTouch? "touchscreen " : "", + worker->isGamepad? "gamepad " : ""); + + // Create a thread for this device + int error = pthread_create(&worker->threadId, NULL, &EventThread, (void *)worker); + if (error != 0) + { + TRACELOG(LOG_WARNING, "RPI: Failed to create input device thread: %s (error: %d)", device, error); + worker->threadId = 0; + close(fd); + } + +#if defined(USE_LAST_TOUCH_DEVICE) + // Find touchscreen with the highest index + int maxTouchNumber = -1; + + for (int i = 0; i < sizeof(platform.eventWorker)/sizeof(InputEventWorker); ++i) + { + if (platform.eventWorker[i].isTouch && (platform.eventWorker[i].eventNum > maxTouchNumber)) maxTouchNumber = platform.eventWorker[i].eventNum; + } + + // Find touchscreens with lower indexes + for (int i = 0; i < sizeof(platform.eventWorker)/sizeof(InputEventWorker); ++i) + { + if (platform.eventWorker[i].isTouch && (platform.eventWorker[i].eventNum < maxTouchNumber)) + { + if (platform.eventWorker[i].threadId != 0) + { + TRACELOG(LOG_WARNING, "RPI: Found duplicate touchscreen, killing touchscreen on event: %d", i); + pthread_cancel(platform.eventWorker[i].threadId); + close(platform.eventWorker[i].fd); + } + } + } +#endif + } + else close(fd); // We are not interested in this device + //------------------------------------------------------------------------------------------------------- +} + +// Poll and process evdev keyboard events +static void PollKeyboardEvents(void) +{ + int fd = platform.keyboardFd; + if (fd == -1) return; + + struct input_event event = { 0 }; + int keycode = -1; + + // Try to read data from the keyboard and only continue if successful + while (read(fd, &event, sizeof(event)) == (int)sizeof(event)) + { + // Button parsing + if (event.type == EV_KEY) + { +#if defined(SUPPORT_SSH_KEYBOARD_RPI) + // Change keyboard mode to events + platform.eventKeyboardMode = true; +#endif + // Keyboard button parsing + if ((event.code >= 1) && (event.code <= 255)) //Keyboard keys appear for codes 1 to 255 + { + keycode = keymapUS[event.code & 0xFF]; // The code we get is a scancode so we look up the appropriate keycode + + // Make sure we got a valid keycode + if ((keycode > 0) && (keycode < sizeof(CORE.Input.Keyboard.currentKeyState))) + { + // WARNING: https://www.kernel.org/doc/Documentation/input/input.txt + // Event interface: 'value' is the value the event carries. Either a relative change for EV_REL, + // absolute new value for EV_ABS (joysticks ...), or 0 for EV_KEY for release, 1 for keypress and 2 for autorepeat + CORE.Input.Keyboard.currentKeyState[keycode] = (event.value >= 1)? 1 : 0; + if (event.value >= 1) + { + CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode; // Register last key pressed + CORE.Input.Keyboard.keyPressedQueueCount++; + } + + #if defined(SUPPORT_SCREEN_CAPTURE) + // Check screen capture key (raylib key: KEY_F12) + if (CORE.Input.Keyboard.currentKeyState[301] == 1) + { + TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter)); + screenshotCounter++; + } + #endif + + // Detect char presses (unicode) + if (event.value == 1) + { + // Check if there is space available in the queue + if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE) + { + // Add character to the queue + CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = EvkeyToUnicodeLUT[event.code]; + CORE.Input.Keyboard.charPressedQueueCount++; + } + } + + if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] == 1) CORE.Window.shouldClose = true; + + TRACELOGD("RPI: KEY_%s ScanCode: %4i KeyCode: %4i", (event.value == 0)? "UP" : "DOWN", event.code, keycode); + } + } + } + } +} + +// Input device events reading thread +static void *EventThread(void *arg) +{ + struct input_event event = { 0 }; + InputEventWorker *worker = (InputEventWorker *)arg; + + int touchAction = -1; // 0-TOUCH_ACTION_UP, 1-TOUCH_ACTION_DOWN, 2-TOUCH_ACTION_MOVE + bool gestureUpdate = false; // Flag to note gestures require to update + + while (!CORE.Window.shouldClose) + { + // Try to read data from the device and only continue if successful + while (read(worker->fd, &event, sizeof(event)) == (int)sizeof(event)) + { + // Relative movement parsing + if (event.type == EV_REL) + { + if (event.code == REL_X) + { + if (platform.cursorRelative) + { + CORE.Input.Mouse.currentPosition.x -= event.value; + CORE.Input.Touch.position[0].x = CORE.Input.Mouse.currentPosition.x; + } + else + { + CORE.Input.Mouse.currentPosition.x += event.value; + CORE.Input.Touch.position[0].x = CORE.Input.Mouse.currentPosition.x; + } + + touchAction = 2; // TOUCH_ACTION_MOVE + gestureUpdate = true; + } + + if (event.code == REL_Y) + { + if (platform.cursorRelative) + { + CORE.Input.Mouse.currentPosition.y -= event.value; + CORE.Input.Touch.position[0].y = CORE.Input.Mouse.currentPosition.y; + } + else + { + CORE.Input.Mouse.currentPosition.y += event.value; + CORE.Input.Touch.position[0].y = CORE.Input.Mouse.currentPosition.y; + } + + touchAction = 2; // TOUCH_ACTION_MOVE + gestureUpdate = true; + } + + if (event.code == REL_WHEEL) platform.eventWheelMove.y += event.value; + } + + // Absolute movement parsing + if (event.type == EV_ABS) + { + // Basic movement + if (event.code == ABS_X) + { + CORE.Input.Mouse.currentPosition.x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale according to absRange + CORE.Input.Touch.position[0].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale according to absRange + + touchAction = 2; // TOUCH_ACTION_MOVE + gestureUpdate = true; + } + + if (event.code == ABS_Y) + { + CORE.Input.Mouse.currentPosition.y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale according to absRange + CORE.Input.Touch.position[0].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale according to absRange + + touchAction = 2; // TOUCH_ACTION_MOVE + gestureUpdate = true; + } + + // Multitouch movement + if (event.code == ABS_MT_SLOT) worker->touchSlot = event.value; // Remember the slot number for the folowing events + + if (event.code == ABS_MT_POSITION_X) + { + if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale according to absRange + } + + if (event.code == ABS_MT_POSITION_Y) + { + if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale according to absRange + } + + if (event.code == ABS_MT_TRACKING_ID) + { + if ((event.value < 0) && (worker->touchSlot < MAX_TOUCH_POINTS)) + { + // Touch has ended for this point + CORE.Input.Touch.position[worker->touchSlot].x = -1; + CORE.Input.Touch.position[worker->touchSlot].y = -1; + } + } + + // Touchscreen tap + if (event.code == ABS_PRESSURE) + { + int previousMouseLeftButtonState = platform.currentButtonStateEvdev[MOUSE_BUTTON_LEFT]; + + if (!event.value && previousMouseLeftButtonState) + { + platform.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = 0; + + touchAction = 0; // TOUCH_ACTION_UP + gestureUpdate = true; + } + + if (event.value && !previousMouseLeftButtonState) + { + platform.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = 1; + + touchAction = 1; // TOUCH_ACTION_DOWN + gestureUpdate = true; + } + } + + } + + // Button parsing + if (event.type == EV_KEY) + { + // Mouse button parsing + if ((event.code == BTN_TOUCH) || (event.code == BTN_LEFT)) + { + platform.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = event.value; + + if (event.value > 0) touchAction = 1; // TOUCH_ACTION_DOWN + else touchAction = 0; // TOUCH_ACTION_UP + gestureUpdate = true; + } + + if (event.code == BTN_RIGHT) platform.currentButtonStateEvdev[MOUSE_BUTTON_RIGHT] = event.value; + if (event.code == BTN_MIDDLE) platform.currentButtonStateEvdev[MOUSE_BUTTON_MIDDLE] = event.value; + if (event.code == BTN_SIDE) platform.currentButtonStateEvdev[MOUSE_BUTTON_SIDE] = event.value; + if (event.code == BTN_EXTRA) platform.currentButtonStateEvdev[MOUSE_BUTTON_EXTRA] = event.value; + if (event.code == BTN_FORWARD) platform.currentButtonStateEvdev[MOUSE_BUTTON_FORWARD] = event.value; + if (event.code == BTN_BACK) platform.currentButtonStateEvdev[MOUSE_BUTTON_BACK] = event.value; + } + + // Screen confinement + if (!CORE.Input.Mouse.cursorHidden) + { + if (CORE.Input.Mouse.currentPosition.x < 0) CORE.Input.Mouse.currentPosition.x = 0; + if (CORE.Input.Mouse.currentPosition.x > CORE.Window.screen.width/CORE.Input.Mouse.scale.x) CORE.Input.Mouse.currentPosition.x = CORE.Window.screen.width/CORE.Input.Mouse.scale.x; + + if (CORE.Input.Mouse.currentPosition.y < 0) CORE.Input.Mouse.currentPosition.y = 0; + if (CORE.Input.Mouse.currentPosition.y > CORE.Window.screen.height/CORE.Input.Mouse.scale.y) CORE.Input.Mouse.currentPosition.y = CORE.Window.screen.height/CORE.Input.Mouse.scale.y; + } + + // Update touch point count + CORE.Input.Touch.pointCount = 0; + for (int i = 0; i < MAX_TOUCH_POINTS; i++) + { + if (CORE.Input.Touch.position[i].x >= 0) CORE.Input.Touch.pointCount++; + } + +#if defined(SUPPORT_GESTURES_SYSTEM) + if (gestureUpdate) + { + //GestureEvent gestureEvent = { 0 }; + + gestureEvent.touchAction = touchAction; + gestureEvent.pointCount = CORE.Input.Touch.pointCount; + + for (int i = 0; i < MAX_TOUCH_POINTS; i++) + { + gestureEvent.pointId[i] = i; + gestureEvent.position[i] = CORE.Input.Touch.position[i]; + } + + //ProcessGestureEvent(gestureEvent); + newGesture = true; + } +#endif + } + + WaitTime(0.005); // Sleep for 5ms to avoid hogging CPU time + } + + close(worker->fd); + + return NULL; +} + +// Initialize gamepad system +static void InitGamepad(void) +{ + char gamepadDev[128] = { 0 }; + + for (int i = 0; i < MAX_GAMEPADS; i++) + { + sprintf(gamepadDev, "%s%i", DEFAULT_GAMEPAD_DEV, i); + + if ((platform.gamepadStreamFd[i] = open(gamepadDev, O_RDONLY | O_NONBLOCK)) < 0) + { + // NOTE: Only show message for first gamepad + if (i == 0) TRACELOG(LOG_WARNING, "RPI: Failed to open Gamepad device, no gamepad available"); + } + else + { + CORE.Input.Gamepad.ready[i] = true; + + // NOTE: Only create one thread + if (i == 0) + { + int error = pthread_create(&platform.gamepadThreadId, NULL, &GamepadThread, NULL); + + if (error != 0) TRACELOG(LOG_WARNING, "RPI: Failed to create gamepad input event thread"); + else TRACELOG(LOG_INFO, "RPI: Gamepad device initialized successfully"); + } + + ioctl(platform.gamepadStreamFd[i], JSIOCGNAME(64), &CORE.Input.Gamepad.name[i]); + ioctl(platform.gamepadStreamFd[i], JSIOCGAXES, &CORE.Input.Gamepad.axisCount[i]); + } + } +} + +// Process Gamepad (/dev/input/js0) +static void *GamepadThread(void *arg) +{ + #define JS_EVENT_BUTTON 0x01 // Button pressed/released + #define JS_EVENT_AXIS 0x02 // Joystick axis moved + #define JS_EVENT_INIT 0x80 // Initial state of device + + struct js_event { + unsigned int time; // event timestamp in milliseconds + short value; // event value + unsigned char type; // event type + unsigned char number; // event axis/button number + }; + + // Read gamepad event + struct js_event gamepadEvent = { 0 }; + + while (!CORE.Window.shouldClose) + { + for (int i = 0; i < MAX_GAMEPADS; i++) + { + if (read(platform.gamepadStreamFd[i], &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event)) + { + gamepadEvent.type &= ~JS_EVENT_INIT; // Ignore synthetic events + + // Process gamepad events by type + if (gamepadEvent.type == JS_EVENT_BUTTON) + { + //TRACELOG(LOG_WARNING, "RPI: Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value); + + if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS) + { + // 1 - button pressed, 0 - button released + CORE.Input.Gamepad.currentButtonState[i][gamepadEvent.number] = (int)gamepadEvent.value; + + if ((int)gamepadEvent.value == 1) CORE.Input.Gamepad.lastButtonPressed = gamepadEvent.number; + else CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN + } + } + else if (gamepadEvent.type == JS_EVENT_AXIS) + { + //TRACELOG(LOG_WARNING, "RPI: Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value); + + if (gamepadEvent.number < MAX_GAMEPAD_AXIS) + { + // NOTE: Scaling of gamepadEvent.value to get values between -1..1 + CORE.Input.Gamepad.axisState[i][gamepadEvent.number] = (float)gamepadEvent.value/32768; + } + } + } + else WaitTime(0.001); // Sleep for 1 ms to avoid hogging CPU time + } + } + + return NULL; +} + +// Search matching DRM mode in connector's mode list +static int FindMatchingConnectorMode(const drmModeConnector *connector, const drmModeModeInfo *mode) +{ + if (NULL == connector) return -1; + if (NULL == mode) return -1; + + // safe bitwise comparison of two modes + #define BINCMP(a, b) memcmp((a), (b), (sizeof(a) < sizeof(b))? sizeof(a) : sizeof(b)) + + for (size_t i = 0; i < connector->count_modes; i++) + { + TRACELOG(LOG_TRACE, "DISPLAY: DRM mode: %d %ux%u@%u %s", i, connector->modes[i].hdisplay, connector->modes[i].vdisplay, + connector->modes[i].vrefresh, (connector->modes[i].flags & DRM_MODE_FLAG_INTERLACE)? "interlaced" : "progressive"); + + if (0 == BINCMP(&platform.crtc->mode, &platform.connector->modes[i])) return i; + } + + return -1; + + #undef BINCMP +} + +// Search exactly matching DRM connector mode in connector's list +static int FindExactConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced) +{ + TRACELOG(LOG_TRACE, "DISPLAY: Searching exact connector mode for %ux%u@%u, selecting an interlaced mode is allowed: %s", width, height, fps, allowInterlaced? "yes" : "no"); + + if (NULL == connector) return -1; + + for (int i = 0; i < platform.connector->count_modes; i++) + { + const drmModeModeInfo *const mode = &platform.connector->modes[i]; + + TRACELOG(LOG_TRACE, "DISPLAY: DRM Mode %d %ux%u@%u %s", i, mode->hdisplay, mode->vdisplay, mode->vrefresh, (mode->flags & DRM_MODE_FLAG_INTERLACE)? "interlaced" : "progressive"); + + if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && (!allowInterlaced)) continue; + + if ((mode->hdisplay == width) && (mode->vdisplay == height) && (mode->vrefresh == fps)) return i; + } + + TRACELOG(LOG_TRACE, "DISPLAY: No DRM exact matching mode found"); + return -1; +} + +// Search the nearest matching DRM connector mode in connector's list +static int FindNearestConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced) +{ + TRACELOG(LOG_TRACE, "DISPLAY: Searching nearest connector mode for %ux%u@%u, selecting an interlaced mode is allowed: %s", width, height, fps, allowInterlaced? "yes" : "no"); + + if (NULL == connector) return -1; + + int nearestIndex = -1; + for (int i = 0; i < platform.connector->count_modes; i++) + { + const drmModeModeInfo *const mode = &platform.connector->modes[i]; + + TRACELOG(LOG_TRACE, "DISPLAY: DRM mode: %d %ux%u@%u %s", i, mode->hdisplay, mode->vdisplay, mode->vrefresh, + (mode->flags & DRM_MODE_FLAG_INTERLACE)? "interlaced" : "progressive"); + + if ((mode->hdisplay < width) || (mode->vdisplay < height)) + { + TRACELOG(LOG_TRACE, "DISPLAY: DRM mode is too small"); + continue; + } + + if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && (!allowInterlaced)) + { + TRACELOG(LOG_TRACE, "DISPLAY: DRM shouldn't choose an interlaced mode"); + continue; + } + + if (nearestIndex < 0) + { + nearestIndex = i; + continue; + } + + const int widthDiff = abs(mode->hdisplay - width); + const int heightDiff = abs(mode->vdisplay - height); + const int fpsDiff = abs(mode->vrefresh - fps); + + const int nearestWidthDiff = abs(platform.connector->modes[nearestIndex].hdisplay - width); + const int nearestHeightDiff = abs(platform.connector->modes[nearestIndex].vdisplay - height); + const int nearestFpsDiff = abs(platform.connector->modes[nearestIndex].vrefresh - fps); + + if ((widthDiff < nearestWidthDiff) || (heightDiff < nearestHeightDiff) || (fpsDiff < nearestFpsDiff)) { + nearestIndex = i; + } + } + + return nearestIndex; +} + +// EOF diff --git a/raylib/rgestures.go b/raylib/rgestures.go index 48e0265..12b181f 100644 --- a/raylib/rgestures.go +++ b/raylib/rgestures.go @@ -14,7 +14,7 @@ func SetGesturesEnabled(gestureFlags uint32) { // IsGestureDetected - Check if a gesture have been detected func IsGestureDetected(gesture Gestures) bool { - cgesture := (C.int)(gesture) + cgesture := (C.uint)(gesture) ret := C.IsGestureDetected(cgesture) v := bool(ret) return v diff --git a/raylib/rmodels.go b/raylib/rmodels.go index cfdfffb..59313f8 100644 --- a/raylib/rmodels.go +++ b/raylib/rmodels.go @@ -438,7 +438,7 @@ func SetModelMeshMaterial(model *Model, meshId int32, materialId int32) { func LoadModelAnimations(fileName string) []ModelAnimation { cfileName := C.CString(fileName) defer C.free(unsafe.Pointer(cfileName)) - ccount := C.uint(0) + ccount := C.int(0) ret := C.LoadModelAnimations(cfileName, &ccount) v := (*[1 << 24]ModelAnimation)(unsafe.Pointer(ret))[:int(ccount)] return v @@ -460,7 +460,7 @@ func UnloadModelAnimation(anim ModelAnimation) { // UnloadModelAnimations - Unload animation array data func UnloadModelAnimations(animations []ModelAnimation) { - C.UnloadModelAnimations((*C.ModelAnimation)(unsafe.Pointer(&animations[0])), (C.uint)(len(animations))) + C.UnloadModelAnimations((*C.ModelAnimation)(unsafe.Pointer(&animations[0])), (C.int)(len(animations))) } // IsModelAnimationValid - Check model animation skeleton match diff --git a/raylib/rtextures.go b/raylib/rtextures.go index 4300461..47fcfd1 100644 --- a/raylib/rtextures.go +++ b/raylib/rtextures.go @@ -575,30 +575,6 @@ func GenImageColor(width, height int, col color.RGBA) *Image { return v } -// GenImageGradientV - Generate image: vertical gradient -func GenImageGradientV(width, height int, top, bottom color.RGBA) *Image { - cwidth := (C.int)(width) - cheight := (C.int)(height) - ctop := colorCptr(top) - cbottom := colorCptr(bottom) - - ret := C.GenImageGradientV(cwidth, cheight, *ctop, *cbottom) - v := newImageFromPointer(unsafe.Pointer(&ret)) - return v -} - -// GenImageGradientH - Generate image: horizontal gradient -func GenImageGradientH(width, height int, left, right color.RGBA) *Image { - cwidth := (C.int)(width) - cheight := (C.int)(height) - cleft := colorCptr(left) - cright := colorCptr(right) - - ret := C.GenImageGradientH(cwidth, cheight, *cleft, *cright) - v := newImageFromPointer(unsafe.Pointer(&ret)) - return v -} - // GenImageGradientRadial - Generate image: radial gradient func GenImageGradientRadial(width, height int, density float32, inner, outer color.RGBA) *Image { cwidth := (C.int)(width)