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+/**********************************************************************************************
+*
+* rcore - Basic functions to manage windows, OpenGL context and input on multiple platforms
+*
+* PLATFORMS SUPPORTED:
+* - PLATFORM_DESKTOP: Windows (Win32, Win64)
+* - PLATFORM_DESKTOP: Linux (X11 desktop mode)
+* - PLATFORM_DESKTOP: FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop)
+* - PLATFORM_DESKTOP: OSX/macOS
+* - PLATFORM_ANDROID: Android (ARM, ARM64)
+* - PLATFORM_RPI: Raspberry Pi 0,1,2,3 (Raspbian, native mode)
+* - PLATFORM_DRM: Linux native mode, including Raspberry Pi 4 with V3D fkms driver
+* - PLATFORM_WEB: HTML5 with WebAssembly
+*
+* CONFIGURATION:
+*
+* #define PLATFORM_DESKTOP
+* Windowing and input system configured for desktop platforms: Windows, Linux, OSX, FreeBSD, OpenBSD, NetBSD, DragonFly
+* NOTE: Oculus Rift CV1 requires PLATFORM_DESKTOP for mirror rendering - View [rlgl] module to enable it
+*
+* #define PLATFORM_ANDROID
+* Windowing and input system configured for Android device, app activity managed internally in this module.
+* NOTE: OpenGL ES 2.0 is required and graphic device is managed by EGL
+*
+* #define PLATFORM_RPI
+* Windowing and input system configured for Raspberry Pi in native mode (no XWindow required),
+* graphic device is managed by EGL and inputs are processed is raw mode, reading from /dev/input/
+*
+* #define PLATFORM_DRM
+* Windowing and input system configured for DRM native mode (RPI4 and other devices)
+* graphic device is managed by EGL and inputs are processed is raw mode, reading from /dev/input/
+*
+* #define PLATFORM_WEB
+* Windowing and input system configured for HTML5 (run on browser), code converted from C to asm.js
+* using emscripten compiler. OpenGL ES 2.0 required for direct translation to WebGL equivalent code.
+*
+* #define SUPPORT_DEFAULT_FONT (default)
+* Default font is loaded on window initialization to be available for the user to render simple text.
+* NOTE: If enabled, uses external module functions to load default raylib font (module: text)
+*
+* #define SUPPORT_CAMERA_SYSTEM
+* Camera module is included (rcamera.h) and multiple predefined cameras are available: free, 1st/3rd person, orbital
+*
+* #define SUPPORT_GESTURES_SYSTEM
+* Gestures module is included (rgestures.h) to support gestures detection: tap, hold, swipe, drag
+*
+* #define SUPPORT_MOUSE_GESTURES
+* Mouse gestures are directly mapped like touches and processed by gestures system.
+*
+* #define SUPPORT_TOUCH_AS_MOUSE
+* Touch input and mouse input are shared. Mouse functions also return touch information.
+*
+* #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 or
+* blocking the device if not restored properly. Use with care.
+*
+* #define SUPPORT_MOUSE_CURSOR_POINT
+* Draw a mouse pointer on screen
+*
+* #define SUPPORT_BUSY_WAIT_LOOP
+* Use busy wait loop for timing sync, if not defined, a high-resolution timer is setup and used
+*
+* #define SUPPORT_PARTIALBUSY_WAIT_LOOP
+* Use a partial-busy wait loop, in this case frame sleeps for most of the time and runs a busy-wait-loop at the end
+*
+* #define SUPPORT_EVENTS_WAITING
+* Wait for events passively (sleeping while no events) instead of polling them actively every frame
+*
+* #define SUPPORT_SCREEN_CAPTURE
+* Allow automatic screen capture of current screen pressing F12, defined in KeyCallback()
+*
+* #define SUPPORT_GIF_RECORDING
+* Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback()
+*
+* #define SUPPORT_COMPRESSION_API
+* Support CompressData() and DecompressData() functions, those functions use zlib implementation
+* provided by stb_image and stb_image_write libraries, so, those libraries must be enabled on textures module
+* for linkage
+*
+* #define SUPPORT_DATA_STORAGE
+* Support saving binary data automatically to a generated storage.data file. This file is managed internally
+*
+* #define SUPPORT_EVENTS_AUTOMATION
+* Support automatic generated events, loading and recording of those events when required
+*
+* DEPENDENCIES:
+* rglfw - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX. FreeBSD, OpenBSD, NetBSD, DragonFly)
+* raymath - 3D math functionality (Vector2, Vector3, Matrix, Quaternion)
+* camera - Multiple 3D camera modes (free, orbital, 1st person, 3rd person)
+* gestures - Gestures system for touch-ready devices (or simulated from mouse inputs)
+*
+*
+* LICENSE: zlib/libpng
+*
+* Copyright (c) 2013-2022 Ramon Santamaria (@raysan5)
+*
+* 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 "raylib.h" // Declares module functions
+
+// Check if config flags have been externally provided on compilation line
+#if !defined(EXTERNAL_CONFIG_FLAGS)
+ #include "config.h" // Defines module configuration flags
+#endif
+
+#include "utils.h" // Required for: TRACELOG() macros
+
+#define RLGL_IMPLEMENTATION
+#include "rlgl.h" // OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
+
+#define RAYMATH_IMPLEMENTATION // Define external out-of-line implementation
+#include "raymath.h" // Vector3, Quaternion and Matrix functionality
+
+#if defined(SUPPORT_GESTURES_SYSTEM)
+ #define GESTURES_IMPLEMENTATION
+ #include "rgestures.h" // Gestures detection functionality
+#endif
+
+#if defined(SUPPORT_CAMERA_SYSTEM)
+ #define CAMERA_IMPLEMENTATION
+ #include "rcamera.h" // Camera system functionality
+#endif
+
+#if defined(SUPPORT_GIF_RECORDING)
+ #define MSF_GIF_MALLOC(contextPointer, newSize) RL_MALLOC(newSize)
+ #define MSF_GIF_REALLOC(contextPointer, oldMemory, oldSize, newSize) RL_REALLOC(oldMemory, newSize)
+ #define MSF_GIF_FREE(contextPointer, oldMemory, oldSize) RL_FREE(oldMemory)
+
+ #define MSF_GIF_IMPL
+ #include "external/msf_gif.h" // GIF recording functionality
+#endif
+
+#if defined(SUPPORT_COMPRESSION_API)
+ #define SINFL_IMPLEMENTATION
+ #define SINFL_NO_SIMD
+ #include "external/sinfl.h" // Deflate (RFC 1951) decompressor
+
+ #define SDEFL_IMPLEMENTATION
+ #include "external/sdefl.h" // Deflate (RFC 1951) compressor
+#endif
+
+#if (defined(__linux__) || defined(PLATFORM_WEB)) && _POSIX_C_SOURCE < 199309L
+ #undef _POSIX_C_SOURCE
+ #define _POSIX_C_SOURCE 199309L // Required for: CLOCK_MONOTONIC if compiled with c99 without gnu ext.
+#endif
+
+// Platform specific defines to handle GetApplicationDirectory()
+#if defined (PLATFORM_DESKTOP)
+ #if defined(_WIN32)
+ #ifndef MAX_PATH
+ #define MAX_PATH 1025
+ #endif
+ __declspec(dllimport) unsigned long __stdcall GetModuleFileNameA(void *hModule, void *lpFilename, unsigned long nSize);
+ __declspec(dllimport) unsigned long __stdcall GetModuleFileNameW(void *hModule, void *lpFilename, unsigned long nSize);
+ __declspec(dllimport) int __stdcall WideCharToMultiByte(unsigned int cp, unsigned long flags, void *widestr, int cchwide, void *str, int cbmb, void *defchar, int *used_default);
+ #elif defined(__linux__)
+ #include <unistd.h>
+ #elif defined(__APPLE__)
+ #include <sys/syslimits.h>
+ #include <mach-o/dyld.h>
+ #endif // OSs
+#endif // PLATFORM_DESKTOP
+
+#include <stdlib.h> // Required for: srand(), rand(), atexit()
+#include <stdio.h> // Required for: sprintf() [Used in OpenURL()]
+#include <string.h> // Required for: strrchr(), strcmp(), strlen()
+#include <time.h> // Required for: time() [Used in InitTimer()]
+#include <math.h> // Required for: tan() [Used in BeginMode3D()], atan2f() [Used in LoadVrStereoConfig()]
+
+#include <sys/stat.h> // Required for: stat() [Used in GetFileModTime()]
+
+#if defined(PLATFORM_DESKTOP) && defined(_WIN32) && (defined(_MSC_VER) || defined(__TINYC__))
+ #define DIRENT_MALLOC RL_MALLOC
+ #define DIRENT_FREE RL_FREE
+
+ #include "external/dirent.h" // Required for: DIR, opendir(), closedir() [Used in GetDirectoryFiles()]
+#else
+ #include <dirent.h> // Required for: DIR, opendir(), closedir() [Used in GetDirectoryFiles()]
+#endif
+
+#if defined(_WIN32)
+ #include <direct.h> // Required for: _getch(), _chdir()
+ #define GETCWD _getcwd // NOTE: MSDN recommends not to use getcwd(), chdir()
+ #define CHDIR _chdir
+ #include <io.h> // Required for: _access() [Used in FileExists()]
+#else
+ #include <unistd.h> // Required for: getch(), chdir() (POSIX), access()
+ #define GETCWD getcwd
+ #define CHDIR chdir
+#endif
+
+#if defined(PLATFORM_DESKTOP)
+ #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)
+ #define GLFW_EXPOSE_NATIVE_WIN32
+ #include "GLFW/glfw3native.h" // WARNING: It requires customization to avoid windows.h inclusion!
+
+ #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__)
+ #include <sys/time.h> // 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 <unistd.h> // Required for: usleep()
+
+ //#define GLFW_EXPOSE_NATIVE_COCOA // WARNING: Fails due to type redefinition
+ #include "GLFW/glfw3native.h" // Required for: glfwGetCocoaWindow()
+ #endif
+#endif
+
+#if defined(PLATFORM_ANDROID)
+ //#include <android/sensor.h> // Required for: Android sensors functions (accelerometer, gyroscope, light...)
+ #include <android/window.h> // Required for: AWINDOW_FLAG_FULLSCREEN definition and others
+ #include <android_native_app_glue.h> // Required for: android_app struct and activity management
+
+ #include <EGL/egl.h> // Native platform windowing system interface
+ //#include <GLES2/gl2.h> // OpenGL ES 2.0 library (not required in this module, only in rlgl)
+#endif
+
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+ #include <fcntl.h> // POSIX file control definitions - open(), creat(), fcntl()
+ #include <unistd.h> // POSIX standard function definitions - read(), close(), STDIN_FILENO
+ #include <termios.h> // POSIX terminal control definitions - tcgetattr(), tcsetattr()
+ #include <pthread.h> // POSIX threads management (inputs reading)
+ #include <dirent.h> // POSIX directory browsing
+
+ #include <sys/ioctl.h> // Required for: ioctl() - UNIX System call for device-specific input/output operations
+ #include <linux/kd.h> // Linux: KDSKBMODE, K_MEDIUMRAM constants definition
+ #include <linux/input.h> // Linux: Keycodes constants definition (KEY_A, ...)
+ #include <linux/joystick.h> // Linux: Joystick support library
+
+#if defined(PLATFORM_RPI)
+ #include "bcm_host.h" // Raspberry Pi VideoCore IV access functions
+#endif
+#if defined(PLATFORM_DRM)
+ #include <gbm.h> // Generic Buffer Management (native platform for EGL on DRM)
+ #include <xf86drm.h> // Direct Rendering Manager user-level library interface
+ #include <xf86drmMode.h> // Direct Rendering Manager mode setting (KMS) interface
+#endif
+
+ #include "EGL/egl.h" // Native platform windowing system interface
+ #include "EGL/eglext.h" // EGL extensions
+ //#include "GLES2/gl2.h" // OpenGL ES 2.0 library (not required in this module, only in rlgl)
+#endif
+
+#if defined(PLATFORM_WEB)
+ #define GLFW_INCLUDE_ES2 // GLFW3: Enable OpenGL ES 2.0 (translated to WebGL)
+ #include "GLFW/glfw3.h" // GLFW3: Windows, OpenGL context and Input management
+ #include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
+
+ #include <emscripten/emscripten.h> // Emscripten functionality for C
+ #include <emscripten/html5.h> // Emscripten HTML5 library
+#endif
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+ #define USE_LAST_TOUCH_DEVICE // When multiple touchscreens are connected, only use the one with the highest event<N> 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
+#endif
+
+#ifndef MAX_FILEPATH_LENGTH
+ #if defined(__linux__)
+ #define MAX_FILEPATH_LENGTH 4096 // Maximum length for filepaths (Linux PATH_MAX default value)
+ #else
+ #define MAX_FILEPATH_LENGTH 512 // Maximum length supported for filepaths
+ #endif
+#endif
+
+#ifndef MAX_KEYBOARD_KEYS
+ #define MAX_KEYBOARD_KEYS 512 // Maximum number of keyboard keys supported
+#endif
+#ifndef MAX_MOUSE_BUTTONS
+ #define MAX_MOUSE_BUTTONS 8 // Maximum number of mouse buttons supported
+#endif
+#ifndef MAX_GAMEPADS
+ #define MAX_GAMEPADS 4 // Maximum number of gamepads supported
+#endif
+#ifndef MAX_GAMEPAD_AXIS
+ #define MAX_GAMEPAD_AXIS 8 // Maximum number of axis supported (per gamepad)
+#endif
+#ifndef MAX_GAMEPAD_BUTTONS
+ #define MAX_GAMEPAD_BUTTONS 32 // Maximum number of buttons supported (per gamepad)
+#endif
+#ifndef MAX_TOUCH_POINTS
+ #define MAX_TOUCH_POINTS 8 // Maximum number of touch points supported
+#endif
+#ifndef MAX_KEY_PRESSED_QUEUE
+ #define MAX_KEY_PRESSED_QUEUE 16 // Maximum number of keys in the key input queue
+#endif
+#ifndef MAX_CHAR_PRESSED_QUEUE
+ #define MAX_CHAR_PRESSED_QUEUE 16 // Maximum number of characters in the char input queue
+#endif
+
+#if defined(SUPPORT_DATA_STORAGE)
+ #ifndef STORAGE_DATA_FILE
+ #define STORAGE_DATA_FILE "storage.data" // Automatic storage filename
+ #endif
+#endif
+
+#ifndef MAX_DECOMPRESSION_SIZE
+ #define MAX_DECOMPRESSION_SIZE 64 // Maximum size allocated for decompression in MB
+#endif
+
+// Flags operation macros
+#define FLAG_SET(n, f) ((n) |= (f))
+#define FLAG_CLEAR(n, f) ((n) &= ~(f))
+#define FLAG_TOGGLE(n, f) ((n) ^= (f))
+#define FLAG_CHECK(n, f) ((n) & (f))
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+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<N>' 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;
+#endif
+
+typedef struct { int x; int y; } Point;
+typedef struct { unsigned int width; unsigned int height; } Size;
+
+// Core global state context data
+typedef struct CoreData {
+ struct {
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+ GLFWwindow *handle; // GLFW window handle (graphic device)
+#endif
+#if defined(PLATFORM_RPI)
+ EGL_DISPMANX_WINDOW_T handle; // Native window handle (graphic device)
+#endif
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+#if defined(PLATFORM_DRM)
+ 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)
+#endif // PLATFORM_DRM
+ 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
+#endif
+ const char *title; // Window text title const pointer
+ unsigned int flags; // Configuration flags (bit based), keeps window state
+ bool ready; // Check if window has been initialized successfully
+ bool fullscreen; // Check if fullscreen mode is enabled
+ bool shouldClose; // Check if window set for closing
+ bool resizedLastFrame; // Check if window has been resized last frame
+
+ Point position; // Window position on screen (required on fullscreen toggle)
+ Size display; // Display width and height (monitor, device-screen, LCD, ...)
+ Size screen; // Screen width and height (used render area)
+ Size currentFbo; // Current render width and height (depends on active fbo)
+ Size render; // Framebuffer width and height (render area, including black bars if required)
+ Point renderOffset; // Offset from render area (must be divided by 2)
+ Matrix screenScale; // Matrix to scale screen (framebuffer rendering)
+
+ char **dropFilesPath; // Store dropped files paths as strings
+ int dropFileCount; // Count dropped files strings
+
+ } Window;
+#if defined(PLATFORM_ANDROID)
+ struct {
+ bool appEnabled; // Flag to detect if app is active ** = true
+ struct android_app *app; // Android activity
+ struct android_poll_source *source; // Android events polling source
+ bool contextRebindRequired; // Used to know context rebind required
+ } Android;
+#endif
+ struct {
+ const char *basePath; // Base path for data storage
+ } Storage;
+ struct {
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+ InputEventWorker eventWorker[10]; // List of worker threads for every monitored "/dev/input/event<N>"
+#endif
+ struct {
+ int exitKey; // Default exit key
+ char currentKeyState[MAX_KEYBOARD_KEYS]; // Registers current frame key state
+ char previousKeyState[MAX_KEYBOARD_KEYS]; // Registers previous frame key state
+
+ int keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input keys queue
+ int keyPressedQueueCount; // Input keys queue count
+
+ int charPressedQueue[MAX_CHAR_PRESSED_QUEUE]; // Input characters queue (unicode)
+ int charPressedQueueCount; // Input characters queue count
+
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+ int defaultMode; // Default keyboard mode
+#if defined(SUPPORT_SSH_KEYBOARD_RPI)
+ bool evtMode; // Keyboard in event mode
+#endif
+ int defaultFileFlags; // Default IO file flags
+ struct termios defaultSettings; // Default keyboard settings
+ int fd; // File descriptor for the evdev keyboard
+#endif
+ } Keyboard;
+ struct {
+ Vector2 offset; // Mouse offset
+ Vector2 scale; // Mouse scaling
+ Vector2 currentPosition; // Mouse position on screen
+ Vector2 previousPosition; // Previous mouse position
+
+ int cursor; // Tracks current mouse cursor
+ bool cursorHidden; // Track if cursor is hidden
+ bool cursorOnScreen; // Tracks if cursor is inside client area
+
+ char currentButtonState[MAX_MOUSE_BUTTONS]; // Registers current mouse button state
+ char previousButtonState[MAX_MOUSE_BUTTONS]; // Registers previous mouse button state
+ float currentWheelMove; // Registers current mouse wheel variation
+ float previousWheelMove; // Registers previous mouse wheel variation
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+ // 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
+#endif
+ } Mouse;
+ struct {
+ int pointCount; // Number of touch points active
+ int pointId[MAX_TOUCH_POINTS]; // Point identifiers
+ Vector2 position[MAX_TOUCH_POINTS]; // Touch position on screen
+ char currentTouchState[MAX_TOUCH_POINTS]; // Registers current touch state
+ char previousTouchState[MAX_TOUCH_POINTS]; // Registers previous touch state
+ } Touch;
+ struct {
+ int lastButtonPressed; // Register last gamepad button pressed
+ int axisCount; // Register number of available gamepad axis
+ bool ready[MAX_GAMEPADS]; // Flag to know if gamepad is ready
+ char name[MAX_GAMEPADS][64]; // Gamepad name holder
+ char currentButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state
+ char previousButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
+ float axisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+ pthread_t threadId; // Gamepad reading thread id
+ int streamId[MAX_GAMEPADS]; // Gamepad device file descriptor
+#endif
+ } Gamepad;
+ } Input;
+ struct {
+ double current; // Current time measure
+ double previous; // Previous time measure
+ double update; // Time measure for frame update
+ double draw; // Time measure for frame draw
+ double frame; // Time measure for one frame
+ double target; // Desired time for one frame, if 0 not applied
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+ unsigned long long base; // Base time measure for hi-res timer
+#endif
+ unsigned int frameCounter; // Frame counter
+ } Time;
+} CoreData;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+static CoreData CORE = { 0 }; // Global CORE state context
+
+static char **dirFilesPath = NULL; // Store directory files paths as strings
+static int dirFileCount = 0; // Count directory files strings
+
+const char *raylibVersion = RAYLIB_VERSION; // raylib version symbol, it could be required for some bindings
+
+#if defined(SUPPORT_SCREEN_CAPTURE)
+static int screenshotCounter = 0; // Screenshots counter
+#endif
+
+#if defined(SUPPORT_GIF_RECORDING)
+static int gifFrameCounter = 0; // GIF frames counter
+static bool gifRecording = false; // GIF recording state
+static MsfGifState gifState = { 0 }; // MSGIF context state
+#endif
+
+#if defined(SUPPORT_EVENTS_AUTOMATION)
+#define MAX_CODE_AUTOMATION_EVENTS 16384
+
+typedef enum AutomationEventType {
+ EVENT_NONE = 0,
+ // Input events
+ INPUT_KEY_UP, // param[0]: key
+ INPUT_KEY_DOWN, // param[0]: key
+ INPUT_KEY_PRESSED, // param[0]: key
+ INPUT_KEY_RELEASED, // param[0]: key
+ INPUT_MOUSE_BUTTON_UP, // param[0]: button
+ INPUT_MOUSE_BUTTON_DOWN, // param[0]: button
+ INPUT_MOUSE_POSITION, // param[0]: x, param[1]: y
+ INPUT_MOUSE_WHEEL_MOTION, // param[0]: delta
+ INPUT_GAMEPAD_CONNECT, // param[0]: gamepad
+ INPUT_GAMEPAD_DISCONNECT, // param[0]: gamepad
+ INPUT_GAMEPAD_BUTTON_UP, // param[0]: button
+ INPUT_GAMEPAD_BUTTON_DOWN, // param[0]: button
+ INPUT_GAMEPAD_AXIS_MOTION, // param[0]: axis, param[1]: delta
+ INPUT_TOUCH_UP, // param[0]: id
+ INPUT_TOUCH_DOWN, // param[0]: id
+ INPUT_TOUCH_POSITION, // param[0]: x, param[1]: y
+ INPUT_GESTURE, // param[0]: gesture
+ // Window events
+ WINDOW_CLOSE, // no params
+ WINDOW_MAXIMIZE, // no params
+ WINDOW_MINIMIZE, // no params
+ WINDOW_RESIZE, // param[0]: width, param[1]: height
+ // Custom events
+ ACTION_TAKE_SCREENSHOT,
+ ACTION_SETTARGETFPS
+} AutomationEventType;
+
+// Event type
+// Used to enable events flags
+typedef enum {
+ EVENT_INPUT_KEYBOARD = 0,
+ EVENT_INPUT_MOUSE = 1,
+ EVENT_INPUT_GAMEPAD = 2,
+ EVENT_INPUT_TOUCH = 4,
+ EVENT_INPUT_GESTURE = 8,
+ EVENT_WINDOW = 16,
+ EVENT_CUSTOM = 32
+} EventType;
+
+static const char *autoEventTypeName[] = {
+ "EVENT_NONE",
+ "INPUT_KEY_UP",
+ "INPUT_KEY_DOWN",
+ "INPUT_KEY_PRESSED",
+ "INPUT_KEY_RELEASED",
+ "INPUT_MOUSE_BUTTON_UP",
+ "INPUT_MOUSE_BUTTON_DOWN",
+ "INPUT_MOUSE_POSITION",
+ "INPUT_MOUSE_WHEEL_MOTION",
+ "INPUT_GAMEPAD_CONNECT",
+ "INPUT_GAMEPAD_DISCONNECT",
+ "INPUT_GAMEPAD_BUTTON_UP",
+ "INPUT_GAMEPAD_BUTTON_DOWN",
+ "INPUT_GAMEPAD_AXIS_MOTION",
+ "INPUT_TOUCH_UP",
+ "INPUT_TOUCH_DOWN",
+ "INPUT_TOUCH_POSITION",
+ "INPUT_GESTURE",
+ "WINDOW_CLOSE",
+ "WINDOW_MAXIMIZE",
+ "WINDOW_MINIMIZE",
+ "WINDOW_RESIZE",
+ "ACTION_TAKE_SCREENSHOT",
+ "ACTION_SETTARGETFPS"
+};
+
+// Automation Event (20 bytes)
+typedef struct AutomationEvent {
+ unsigned int frame; // Event frame
+ unsigned int type; // Event type (AutoEventType)
+ int params[3]; // Event parameters (if required)
+} AutomationEvent;
+
+static AutomationEvent *events = NULL; // Events array
+static unsigned int eventCount = 0; // Events count
+static bool eventsPlaying = false; // Play events
+static bool eventsRecording = false; // Record events
+
+//static short eventsEnabled = 0b0000001111111111; // Events enabled for checking
+#endif
+//-----------------------------------------------------------------------------------
+
+//----------------------------------------------------------------------------------
+// Other Modules Functions Declaration (required by core)
+//----------------------------------------------------------------------------------
+#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
+extern void LoadFontDefault(void); // [Module: text] Loads default font on InitWindow()
+extern void UnloadFontDefault(void); // [Module: text] Unloads default font from GPU memory
+#endif
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+static void InitTimer(void); // Initialize timer (hi-resolution if available)
+static bool InitGraphicsDevice(int width, int height); // Initialize graphics device
+static void SetupFramebuffer(int width, int height); // Setup main framebuffer
+static void SetupViewport(int width, int height); // Set viewport for a provided width and height
+
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+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
+#if !defined(PLATFORM_WEB)
+static void WindowMaximizeCallback(GLFWwindow* window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized
+#endif
+static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
+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
+#endif
+
+#if defined(PLATFORM_ANDROID)
+static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands
+static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); // Process Android inputs
+#endif
+
+#if defined(PLATFORM_WEB)
+static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData);
+static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
+static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
+
+static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData);
+static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData);
+static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData);
+#endif
+
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+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
+
+#if defined(PLATFORM_DRM)
+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
+#endif
+
+#endif // PLATFORM_RPI || PLATFORM_DRM
+
+#if defined(SUPPORT_EVENTS_AUTOMATION)
+static void LoadAutomationEvents(const char *fileName); // Load automation events from file
+static void ExportAutomationEvents(const char *fileName); // Export recorded automation events into a file
+static void RecordAutomationEvent(unsigned int frame); // Record frame events (to internal events array)
+static void PlayAutomationEvent(unsigned int frame); // Play frame events (from internal events array)
+#endif
+
+#if defined(_WIN32)
+// NOTE: We declare Sleep() function symbol to avoid including windows.h (kernel32.lib linkage required)
+void __stdcall Sleep(unsigned long msTimeout); // Required for: WaitTime()
+#endif
+
+#if !defined(SUPPORT_MODULE_RTEXT)
+const char *TextFormat(const char *text, ...); // Formatting of text with variables to 'embed'
+#endif // !SUPPORT_MODULE_RTEXT
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Window and OpenGL Context Functions
+//----------------------------------------------------------------------------------
+#if defined(PLATFORM_ANDROID)
+// 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[]);
+
+void android_main(struct android_app *app)
+{
+ char arg0[] = "raylib"; // NOTE: argv[] are mutable
+ CORE.Android.app = app;
+
+ // NOTE: Return codes != 0 are skipped
+ (void)main(1, (char *[]) { arg0, NULL });
+}
+
+// NOTE: Add this to header (if apps really need it)
+struct android_app *GetAndroidApp(void)
+{
+ return CORE.Android.app;
+}
+#endif
+
+// Initialize window and OpenGL context
+// NOTE: data parameter could be used to pass any kind of required data to the initialization
+void InitWindow(int width, int height, const char *title)
+{
+ TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION);
+
+ TRACELOG(LOG_INFO, "Supported raylib modules:");
+ TRACELOG(LOG_INFO, " > rcore:..... loaded (mandatory)");
+ TRACELOG(LOG_INFO, " > rlgl:...... loaded (mandatory)");
+#if defined(SUPPORT_MODULE_RSHAPES)
+ TRACELOG(LOG_INFO, " > rshapes:... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rshapes:... not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RTEXTURES)
+ TRACELOG(LOG_INFO, " > rtextures:. loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rtextures:. not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RTEXT)
+ TRACELOG(LOG_INFO, " > rtext:..... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rtext:..... not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RMODELS)
+ TRACELOG(LOG_INFO, " > rmodels:... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rmodels:... not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RAUDIO)
+ TRACELOG(LOG_INFO, " > raudio:.... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > raudio:.... not loaded (optional)");
+#endif
+
+ if ((title != NULL) && (title[0] != 0)) CORE.Window.title = title;
+
+ // Initialize required global values different than 0
+ CORE.Input.Keyboard.exitKey = KEY_ESCAPE;
+ CORE.Input.Mouse.scale = (Vector2){ 1.0f, 1.0f };
+ CORE.Input.Mouse.cursor = MOUSE_CURSOR_ARROW;
+ CORE.Input.Gamepad.lastButtonPressed = -1;
+
+#if defined(PLATFORM_ANDROID)
+ CORE.Window.screen.width = width;
+ CORE.Window.screen.height = height;
+ CORE.Window.currentFbo.width = width;
+ CORE.Window.currentFbo.height = height;
+
+ // Set desired windows flags before initializing anything
+ ANativeActivity_setWindowFlags(CORE.Android.app->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER
+
+ int orientation = AConfiguration_getOrientation(CORE.Android.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 (width <= height)
+ {
+ AConfiguration_setOrientation(CORE.Android.app->config, ACONFIGURATION_ORIENTATION_PORT);
+ TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to portrait");
+ }
+ else
+ {
+ AConfiguration_setOrientation(CORE.Android.app->config, ACONFIGURATION_ORIENTATION_LAND);
+ TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to landscape");
+ }
+
+ //AConfiguration_getDensity(CORE.Android.app->config);
+ //AConfiguration_getKeyboard(CORE.Android.app->config);
+ //AConfiguration_getScreenSize(CORE.Android.app->config);
+ //AConfiguration_getScreenLong(CORE.Android.app->config);
+
+ // Initialize App command system
+ // NOTE: On APP_CMD_INIT_WINDOW -> InitGraphicsDevice(), InitTimer(), LoadFontDefault()...
+ CORE.Android.app->onAppCmd = AndroidCommandCallback;
+
+ // Initialize input events system
+ CORE.Android.app->onInputEvent = AndroidInputCallback;
+
+ // Initialize assets manager
+ InitAssetManager(CORE.Android.app->activity->assetManager, CORE.Android.app->activity->internalDataPath);
+
+ // Initialize base path for storage
+ CORE.Storage.basePath = CORE.Android.app->activity->internalDataPath;
+
+ TRACELOG(LOG_INFO, "ANDROID: App 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**)&CORE.Android.source)) >= 0)
+ {
+ // Process this event
+ if (CORE.Android.source != NULL) CORE.Android.source->process(CORE.Android.app, CORE.Android.source);
+
+ // NOTE: Never close window, native activity is controlled by the system!
+ //if (CORE.Android.app->destroyRequested != 0) CORE.Window.shouldClose = true;
+ }
+ }
+#endif
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+ // Initialize graphics device (display device and OpenGL context)
+ // NOTE: returns true if window and graphic device has been initialized successfully
+ CORE.Window.ready = InitGraphicsDevice(width, height);
+
+ // If graphic device is no properly initialized, we end program
+ if (!CORE.Window.ready)
+ {
+ TRACELOG(LOG_FATAL, "Failed to initialize Graphic Device");
+ return;
+ }
+
+ // Initialize hi-res timer
+ InitTimer();
+
+ // Initialize random seed
+ srand((unsigned int)time(NULL));
+
+ // Initialize base path for storage
+ CORE.Storage.basePath = GetWorkingDirectory();
+
+#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
+ // Load default font
+ // WARNING: External function: Module required: rtext
+ LoadFontDefault();
+ #if defined(SUPPORT_MODULE_RSHAPES)
+ Rectangle rec = GetFontDefault().recs[95];
+ // NOTE: We setup a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering
+ SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 }); // WARNING: Module required: rshapes
+ #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
+#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
+ if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
+ {
+ // Set default font texture filter for HighDPI (blurry)
+ // RL_TEXTURE_FILTER_LINEAR - tex filter: BILINEAR, no mipmaps
+ rlTextureParameters(GetFontDefault().texture.id, RL_TEXTURE_MIN_FILTER, RL_TEXTURE_FILTER_LINEAR);
+ rlTextureParameters(GetFontDefault().texture.id, RL_TEXTURE_MAG_FILTER, RL_TEXTURE_FILTER_LINEAR);
+ }
+#endif
+
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+ // Initialize raw input system
+ InitEvdevInput(); // Evdev inputs initialization
+ InitGamepad(); // Gamepad init
+ InitKeyboard(); // Keyboard init (stdin)
+#endif
+
+#if defined(PLATFORM_WEB)
+ // Setup callback funtions for the DOM events
+ emscripten_set_fullscreenchange_callback("#canvas", NULL, 1, EmscriptenFullscreenChangeCallback);
+
+ // WARNING: Below resize code was breaking fullscreen mode for sample games and examples, it needs review
+ // Check fullscreen change events(note this is done on the window since most browsers don't support this on #canvas)
+ //emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenResizeCallback);
+ // Check Resize event (note this is done on the window since most browsers don't support this on #canvas)
+ //emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenResizeCallback);
+ // Trigger this once to get initial window sizing
+ //EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL);
+
+ // Support keyboard events -> Not used, GLFW.JS takes care of that
+ //emscripten_set_keypress_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
+ //emscripten_set_keydown_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
+
+ // Support mouse events
+ emscripten_set_click_callback("#canvas", NULL, 1, EmscriptenMouseCallback);
+
+ // Support touch events
+ emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
+ emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
+ emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
+ emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
+
+ // Support gamepad events (not provided by GLFW3 on emscripten)
+ emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback);
+ emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback);
+#endif
+
+ CORE.Input.Mouse.currentPosition.x = (float)CORE.Window.screen.width/2.0f;
+ CORE.Input.Mouse.currentPosition.y = (float)CORE.Window.screen.height/2.0f;
+
+#if defined(SUPPORT_EVENTS_AUTOMATION)
+ events = (AutomationEvent *)malloc(MAX_CODE_AUTOMATION_EVENTS*sizeof(AutomationEvent));
+ CORE.Time.frameCounter = 0;
+#endif
+
+#endif // PLATFORM_DESKTOP || PLATFORM_WEB || PLATFORM_RPI || PLATFORM_DRM
+}
+
+// Close window and unload OpenGL context
+void CloseWindow(void)
+{
+#if defined(SUPPORT_GIF_RECORDING)
+ if (gifRecording)
+ {
+ MsfGifResult result = msf_gif_end(&gifState);
+ msf_gif_free(result);
+ gifRecording = false;
+ }
+#endif
+
+#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
+ UnloadFontDefault(); // WARNING: Module required: rtext
+#endif
+
+ rlglClose(); // De-init rlgl
+
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+ glfwDestroyWindow(CORE.Window.handle);
+ glfwTerminate();
+#endif
+
+#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
+ timeEndPeriod(1); // Restore time period
+#endif
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
+ // Close surface, context and display
+ if (CORE.Window.device != EGL_NO_DISPLAY)
+ {
+ eglMakeCurrent(CORE.Window.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
+
+ if (CORE.Window.surface != EGL_NO_SURFACE)
+ {
+ eglDestroySurface(CORE.Window.device, CORE.Window.surface);
+ CORE.Window.surface = EGL_NO_SURFACE;
+ }
+
+ if (CORE.Window.context != EGL_NO_CONTEXT)
+ {
+ eglDestroyContext(CORE.Window.device, CORE.Window.context);
+ CORE.Window.context = EGL_NO_CONTEXT;
+ }
+
+ eglTerminate(CORE.Window.device);
+ CORE.Window.device = EGL_NO_DISPLAY;
+ }
+#endif
+
+#if defined(PLATFORM_DRM)
+ if (CORE.Window.prevFB)
+ {
+ drmModeRmFB(CORE.Window.fd, CORE.Window.prevFB);
+ CORE.Window.prevFB = 0;
+ }
+
+ if (CORE.Window.prevBO)
+ {
+ gbm_surface_release_buffer(CORE.Window.gbmSurface, CORE.Window.prevBO);
+ CORE.Window.prevBO = NULL;
+ }
+
+ if (CORE.Window.gbmSurface)
+ {
+ gbm_surface_destroy(CORE.Window.gbmSurface);
+ CORE.Window.gbmSurface = NULL;
+ }
+
+ if (CORE.Window.gbmDevice)
+ {
+ gbm_device_destroy(CORE.Window.gbmDevice);
+ CORE.Window.gbmDevice = NULL;
+ }
+
+ if (CORE.Window.crtc)
+ {
+ if (CORE.Window.connector)
+ {
+ drmModeSetCrtc(CORE.Window.fd, CORE.Window.crtc->crtc_id, CORE.Window.crtc->buffer_id,
+ CORE.Window.crtc->x, CORE.Window.crtc->y, &CORE.Window.connector->connector_id, 1, &CORE.Window.crtc->mode);
+ drmModeFreeConnector(CORE.Window.connector);
+ CORE.Window.connector = NULL;
+ }
+
+ drmModeFreeCrtc(CORE.Window.crtc);
+ CORE.Window.crtc = NULL;
+ }
+
+ if (CORE.Window.fd != -1)
+ {
+ close(CORE.Window.fd);
+ CORE.Window.fd = -1;
+ }
+
+ // Close surface, context and display
+ if (CORE.Window.device != EGL_NO_DISPLAY)
+ {
+ if (CORE.Window.surface != EGL_NO_SURFACE)
+ {
+ eglDestroySurface(CORE.Window.device, CORE.Window.surface);
+ CORE.Window.surface = EGL_NO_SURFACE;
+ }
+
+ if (CORE.Window.context != EGL_NO_CONTEXT)
+ {
+ eglDestroyContext(CORE.Window.device, CORE.Window.context);
+ CORE.Window.context = EGL_NO_CONTEXT;
+ }
+
+ eglTerminate(CORE.Window.device);
+ CORE.Window.device = EGL_NO_DISPLAY;
+ }
+#endif
+
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+ // 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 (CORE.Input.Keyboard.fd != -1)
+ {
+ close(CORE.Input.Keyboard.fd);
+ CORE.Input.Keyboard.fd = -1;
+ }
+
+ for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
+ {
+ if (CORE.Input.eventWorker[i].threadId)
+ {
+ pthread_join(CORE.Input.eventWorker[i].threadId, NULL);
+ }
+ }
+
+ if (CORE.Input.Gamepad.threadId) pthread_join(CORE.Input.Gamepad.threadId, NULL);
+#endif
+
+#if defined(SUPPORT_EVENTS_AUTOMATION)
+ free(events);
+#endif
+
+ CORE.Window.ready = false;
+ TRACELOG(LOG_INFO, "Window closed successfully");
+}
+
+// Check if KEY_ESCAPE pressed or Close icon pressed
+bool WindowShouldClose(void)
+{
+#if defined(PLATFORM_WEB)
+ // Emterpreter-Async required to run sync code
+ // https://github.com/emscripten-core/emscripten/wiki/Emterpreter#emterpreter-async-run-synchronous-code
+ // By default, this function is never called on a web-ready raylib example because we encapsulate
+ // frame code in a UpdateDrawFrame() function, to allow browser manage execution asynchronously
+ // but now emscripten allows sync code to be executed in an interpreted way, using emterpreter!
+ emscripten_sleep(16);
+ return false;
+#endif
+
+#if defined(PLATFORM_DESKTOP)
+ if (CORE.Window.ready)
+ {
+ // While window minimized, stop loop execution
+ while (IsWindowState(FLAG_WINDOW_MINIMIZED) && !IsWindowState(FLAG_WINDOW_ALWAYS_RUN)) glfwWaitEvents();
+
+ CORE.Window.shouldClose = glfwWindowShouldClose(CORE.Window.handle);
+
+ // Reset close status for next frame
+ glfwSetWindowShouldClose(CORE.Window.handle, GLFW_FALSE);
+
+ return CORE.Window.shouldClose;
+ }
+ else return true;
+#endif
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+ if (CORE.Window.ready) return CORE.Window.shouldClose;
+ else return true;
+#endif
+}
+
+// Check if window has been initialized successfully
+bool IsWindowReady(void)
+{
+ return CORE.Window.ready;
+}
+
+// Check if window is currently fullscreen
+bool IsWindowFullscreen(void)
+{
+ return CORE.Window.fullscreen;
+}
+
+// Check if window is currently hidden
+bool IsWindowHidden(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ return ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0);
+#endif
+ return false;
+}
+
+// Check if window has been minimized
+bool IsWindowMinimized(void)
+{
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+ return ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0);
+#else
+ return false;
+#endif
+}
+
+// Check if window has been maximized (only PLATFORM_DESKTOP)
+bool IsWindowMaximized(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ return ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0);
+#else
+ return false;
+#endif
+}
+
+// Check if window has the focus
+bool IsWindowFocused(void)
+{
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+ return ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) == 0);
+#else
+ return true;
+#endif
+}
+
+// Check if window has been resizedLastFrame
+bool IsWindowResized(void)
+{
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+ return CORE.Window.resizedLastFrame;
+#else
+ return false;
+#endif
+}
+
+// Check if one specific window flag is enabled
+bool IsWindowState(unsigned int flag)
+{
+ return ((CORE.Window.flags & flag) > 0);
+}
+
+// Toggle fullscreen mode (only PLATFORM_DESKTOP)
+void ToggleFullscreen(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ // NOTE: glfwSetWindowMonitor() doesn't work properly (bugs)
+ if (!CORE.Window.fullscreen)
+ {
+ // Store previous window position (in case we exit fullscreen)
+ glfwGetWindowPos(CORE.Window.handle, &CORE.Window.position.x, &CORE.Window.position.y);
+
+ int monitorCount = 0;
+ GLFWmonitor** monitors = glfwGetMonitors(&monitorCount);
+
+ int monitorIndex = GetCurrentMonitor();
+
+ // Use current monitor, so we correctly get the display the window is on
+ GLFWmonitor* monitor = monitorIndex < monitorCount ? monitors[monitorIndex] : NULL;
+
+ if (!monitor)
+ {
+ TRACELOG(LOG_WARNING, "GLFW: Failed to get monitor");
+
+ CORE.Window.fullscreen = false; // Toggle fullscreen flag
+ CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
+
+ glfwSetWindowMonitor(CORE.Window.handle, NULL, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
+ return;
+ }
+
+ CORE.Window.fullscreen = true; // Toggle fullscreen flag
+ CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
+
+ glfwSetWindowMonitor(CORE.Window.handle, monitor, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
+ }
+ else
+ {
+ CORE.Window.fullscreen = false; // Toggle fullscreen flag
+ CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
+
+ glfwSetWindowMonitor(CORE.Window.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);
+#endif
+#if defined(PLATFORM_WEB)
+/*
+ EM_ASM
+ (
+ // This strategy works well while using raylib minimal web shell for emscripten,
+ // it re-scales the canvas to fullscreen using monitor resolution, for tools this
+ // is a good strategy but maybe games prefer to keep current canvas resolution and
+ // display it in fullscreen, adjusting monitor resolution if possible
+ if (document.fullscreenElement) document.exitFullscreen();
+ else Module.requestFullscreen(true, true); //false, true);
+ );
+*/
+ //EM_ASM(Module.requestFullscreen(false, false););
+/*
+ if (!CORE.Window.fullscreen)
+ {
+ // Option 1: Request fullscreen for the canvas element
+ // This option does not seem to work at all:
+ // emscripten_request_pointerlock() and emscripten_request_fullscreen() are affected by web security,
+ // the user must click once on the canvas to hide the pointer or transition to full screen
+ //emscripten_request_fullscreen("#canvas", false);
+
+ // Option 2: Request fullscreen for the canvas element with strategy
+ // This option does not seem to work at all
+ // Ref: https://github.com/emscripten-core/emscripten/issues/5124
+ // EmscriptenFullscreenStrategy strategy = {
+ // .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_STRETCH, //EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
+ // .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
+ // .filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT,
+ // .canvasResizedCallback = EmscriptenWindowResizedCallback,
+ // .canvasResizedCallbackUserData = NULL
+ // };
+ //emscripten_request_fullscreen_strategy("#canvas", EM_FALSE, &strategy);
+
+ // Option 3: Request fullscreen for the canvas element with strategy
+ // It works as expected but only inside the browser (client area)
+ EmscriptenFullscreenStrategy strategy = {
+ .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
+ .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
+ .filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT,
+ .canvasResizedCallback = EmscriptenWindowResizedCallback,
+ .canvasResizedCallbackUserData = NULL
+ };
+ emscripten_enter_soft_fullscreen("#canvas", &strategy);
+
+ int width, height;
+ emscripten_get_canvas_element_size("#canvas", &width, &height);
+ TRACELOG(LOG_WARNING, "Emscripten: Enter fullscreen: Canvas size: %i x %i", width, height);
+
+ CORE.Window.fullscreen = true; // Toggle fullscreen flag
+ CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
+ }
+ else
+ {
+ //emscripten_exit_fullscreen();
+ //emscripten_exit_soft_fullscreen();
+
+ int width, height;
+ emscripten_get_canvas_element_size("#canvas", &width, &height);
+ TRACELOG(LOG_WARNING, "Emscripten: Exit fullscreen: Canvas size: %i x %i", width, height);
+
+ CORE.Window.fullscreen = false; // Toggle fullscreen flag
+ CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
+ }
+*/
+
+ CORE.Window.fullscreen = !CORE.Window.fullscreen; // Toggle fullscreen flag
+#endif
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+ TRACELOG(LOG_WARNING, "SYSTEM: Failed to toggle to windowed mode");
+#endif
+}
+
+// Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
+void MaximizeWindow(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ if (glfwGetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE) == GLFW_TRUE)
+ {
+ glfwMaximizeWindow(CORE.Window.handle);
+ CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED;
+ }
+#endif
+}
+
+// Set window state: minimized (only PLATFORM_DESKTOP)
+void MinimizeWindow(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ // NOTE: Following function launches callback that sets appropiate flag!
+ glfwIconifyWindow(CORE.Window.handle);
+#endif
+}
+
+// Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
+void RestoreWindow(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ if (glfwGetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE) == GLFW_TRUE)
+ {
+ // Restores the specified window if it was previously iconified (minimized) or maximized
+ glfwRestoreWindow(CORE.Window.handle);
+ CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;
+ CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
+ }
+#endif
+}
+
+// Set window configuration state using flags
+void SetWindowState(unsigned int flags)
+{
+#if defined(PLATFORM_DESKTOP)
+ // 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_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(CORE.Window.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(CORE.Window.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(CORE.Window.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(CORE.Window.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(CORE.Window.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 by 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 by configured before window initialization");
+ }
+
+ // 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 by 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 by configured before window initialization");
+ }
+#endif
+}
+
+// Clear window configuration state flags
+void ClearWindowState(unsigned int flags)
+{
+#if defined(PLATFORM_DESKTOP)
+ // 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_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(CORE.Window.handle, GLFW_RESIZABLE, GLFW_FALSE);
+ CORE.Window.flags &= ~FLAG_WINDOW_RESIZABLE;
+ }
+
+ // State change: FLAG_WINDOW_UNDECORATED
+ if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) && ((flags & FLAG_WINDOW_UNDECORATED) > 0))
+ {
+ glfwSetWindowAttrib(CORE.Window.handle, GLFW_DECORATED, GLFW_TRUE);
+ CORE.Window.flags &= ~FLAG_WINDOW_UNDECORATED;
+ }
+
+ // State change: FLAG_WINDOW_HIDDEN
+ if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) && ((flags & FLAG_WINDOW_HIDDEN) > 0))
+ {
+ glfwShowWindow(CORE.Window.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_UNFOCUSED
+ if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0))
+ {
+ glfwSetWindowAttrib(CORE.Window.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(CORE.Window.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 by 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 by configured before window initialization");
+ }
+
+ // 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 by 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 by configured before window initialization");
+ }
+#endif
+}
+
+// Set icon for window (only PLATFORM_DESKTOP)
+// NOTE: Image must be in RGBA format, 8bit per channel
+void SetWindowIcon(Image image)
+{
+#if defined(PLATFORM_DESKTOP)
+ 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(CORE.Window.handle, 1, icon);
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Window icon image must be in R8G8B8A8 pixel format");
+#endif
+}
+
+// Set title for window (only PLATFORM_DESKTOP)
+void SetWindowTitle(const char *title)
+{
+ CORE.Window.title = title;
+#if defined(PLATFORM_DESKTOP)
+ glfwSetWindowTitle(CORE.Window.handle, title);
+#endif
+}
+
+// Set window position on screen (windowed mode)
+void SetWindowPosition(int x, int y)
+{
+#if defined(PLATFORM_DESKTOP)
+ glfwSetWindowPos(CORE.Window.handle, x, y);
+#endif
+}
+
+// Set monitor for the current window (fullscreen mode)
+void SetWindowMonitor(int monitor)
+{
+#if defined(PLATFORM_DESKTOP)
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ TRACELOG(LOG_INFO, "GLFW: Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
+
+ const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
+ glfwSetWindowMonitor(CORE.Window.handle, monitors[monitor], 0, 0, mode->width, mode->height, mode->refreshRate);
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+#endif
+}
+
+// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMinSize(int width, int height)
+{
+#if defined(PLATFORM_DESKTOP)
+ const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
+ glfwSetWindowSizeLimits(CORE.Window.handle, width, height, mode->width, mode->height);
+#endif
+}
+
+// Set window dimensions
+void SetWindowSize(int width, int height)
+{
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+ glfwSetWindowSize(CORE.Window.handle, width, height);
+#endif
+}
+
+// Set window opacity, value opacity is between 0.0 and 1.0
+void SetWindowOpacity(float opacity)
+{
+#if defined(PLATFORM_DESKTOP)
+ if (opacity >= 1.0f) opacity = 1.0f;
+ else if (opacity <= 0.0f) opacity = 0.0f;
+ glfwSetWindowOpacity(CORE.Window.handle, opacity);
+#endif
+}
+
+// Get current screen width
+int GetScreenWidth(void)
+{
+ return CORE.Window.screen.width;
+}
+
+// Get current screen height
+int GetScreenHeight(void)
+{
+ return CORE.Window.screen.height;
+}
+
+// Get current render width which is equal to screen width * dpi scale
+int GetRenderWidth(void)
+{
+ return CORE.Window.render.width;
+}
+
+// Get current screen height which is equal to screen height * dpi scale
+int GetRenderHeight(void)
+{
+ return CORE.Window.render.height;
+}
+
+// Get native window handle
+void *GetWindowHandle(void)
+{
+#if defined(PLATFORM_DESKTOP) && defined(_WIN32)
+ // NOTE: Returned handle is: void *HWND (windows.h)
+ return glfwGetWin32Window(CORE.Window.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(window);
+ return NULL; // TODO: Find a way to return value... cast to void *?
+#endif
+#if defined(__APPLE__)
+ // NOTE: Returned handle is: (objc_object *)
+ return NULL; // TODO: return (void *)glfwGetCocoaWindow(window);
+#endif
+
+ return NULL;
+}
+
+// Get number of monitors
+int GetMonitorCount(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ int monitorCount;
+ glfwGetMonitors(&monitorCount);
+ return monitorCount;
+#else
+ return 1;
+#endif
+}
+
+// Get number of monitors
+int GetCurrentMonitor(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ int monitorCount;
+ GLFWmonitor** monitors = glfwGetMonitors(&monitorCount);
+ GLFWmonitor* monitor = NULL;
+
+ if (monitorCount == 1) // easy out
+ return 0;
+
+ if (IsWindowFullscreen())
+ {
+ monitor = glfwGetWindowMonitor(CORE.Window.handle);
+ for (int i = 0; i < monitorCount; i++)
+ {
+ if (monitors[i] == monitor)
+ return i;
+ }
+ return 0;
+ }
+ else
+ {
+ int x = 0;
+ int y = 0;
+
+ glfwGetWindowPos(CORE.Window.handle, &x, &y);
+
+ for (int i = 0; i < monitorCount; i++)
+ {
+ int mx = 0;
+ int my = 0;
+
+ int width = 0;
+ int height = 0;
+
+ monitor = monitors[i];
+ glfwGetMonitorWorkarea(monitor, &mx, &my, &width, &height);
+ if (x >= mx && x <= (mx + width) && y >= my && y <= (my + height))
+ return i;
+ }
+ }
+ return 0;
+#else
+ return 0;
+#endif
+}
+
+// Get selected monitor width
+Vector2 GetMonitorPosition(int monitor)
+{
+#if defined(PLATFORM_DESKTOP)
+ int monitorCount;
+ 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");
+#endif
+ return (Vector2){ 0, 0 };
+}
+
+// Get selected monitor width (max available by monitor)
+int GetMonitorWidth(int monitor)
+{
+#if defined(PLATFORM_DESKTOP)
+ int monitorCount;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ int count = 0;
+ const GLFWvidmode *modes = glfwGetVideoModes(monitors[monitor], &count);
+
+ // We return the maximum resolution available, the last one in the modes array
+ if (count > 0) return modes[count - 1].width;
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+#endif
+ return 0;
+}
+
+// Get selected monitor width (max available by monitor)
+int GetMonitorHeight(int monitor)
+{
+#if defined(PLATFORM_DESKTOP)
+ int monitorCount;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ int count = 0;
+ const GLFWvidmode *modes = glfwGetVideoModes(monitors[monitor], &count);
+
+ // We return the maximum resolution available, the last one in the modes array
+ if (count > 0) return modes[count - 1].height;
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+#endif
+ return 0;
+}
+
+// Get selected monitor physical width in millimetres
+int GetMonitorPhysicalWidth(int monitor)
+{
+#if defined(PLATFORM_DESKTOP)
+ int monitorCount;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ int physicalWidth;
+ glfwGetMonitorPhysicalSize(monitors[monitor], &physicalWidth, NULL);
+ return physicalWidth;
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+#endif
+ return 0;
+}
+
+// Get primary monitor physical height in millimetres
+int GetMonitorPhysicalHeight(int monitor)
+{
+#if defined(PLATFORM_DESKTOP)
+ int monitorCount;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ int physicalHeight;
+ glfwGetMonitorPhysicalSize(monitors[monitor], NULL, &physicalHeight);
+ return physicalHeight;
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+#endif
+ return 0;
+}
+
+int GetMonitorRefreshRate(int monitor)
+{
+#if defined(PLATFORM_DESKTOP)
+ int monitorCount;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ const GLFWvidmode *vidmode = glfwGetVideoMode(monitors[monitor]);
+ return vidmode->refreshRate;
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+#endif
+#if defined(PLATFORM_DRM)
+ if ((CORE.Window.connector) && (CORE.Window.modeIndex >= 0))
+ {
+ return CORE.Window.connector->modes[CORE.Window.modeIndex].vrefresh;
+ }
+#endif
+ return 0;
+}
+
+// Get window position XY on monitor
+Vector2 GetWindowPosition(void)
+{
+ int x = 0;
+ int y = 0;
+#if defined(PLATFORM_DESKTOP)
+ glfwGetWindowPos(CORE.Window.handle, &x, &y);
+#endif
+ return (Vector2){ (float)x, (float)y };
+}
+
+// Get window scale DPI factor
+Vector2 GetWindowScaleDPI(void)
+{
+ Vector2 scale = { 1.0f, 1.0f };
+
+#if defined(PLATFORM_DESKTOP)
+ float xdpi = 1.0;
+ float ydpi = 1.0;
+ 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;
+ }
+ }
+#endif
+
+ return scale;
+}
+
+// Get the human-readable, UTF-8 encoded name of the primary monitor
+const char *GetMonitorName(int monitor)
+{
+#if defined(PLATFORM_DESKTOP)
+ int monitorCount;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ return glfwGetMonitorName(monitors[monitor]);
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+#endif
+ return "";
+}
+
+// Get clipboard text content
+// NOTE: returned string is allocated and freed by GLFW
+const char *GetClipboardText(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ return glfwGetClipboardString(CORE.Window.handle);
+#endif
+#if defined(PLATFORM_WEB)
+ return emscripten_run_script_string("navigator.clipboard.readText()");
+#endif
+ return NULL;
+}
+
+// Set clipboard text content
+void SetClipboardText(const char *text)
+{
+#if defined(PLATFORM_DESKTOP)
+ glfwSetClipboardString(CORE.Window.handle, text);
+#endif
+#if defined(PLATFORM_WEB)
+ emscripten_run_script(TextFormat("navigator.clipboard.writeText('%s')", text));
+#endif
+}
+
+// Show mouse cursor
+void ShowCursor(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+#endif
+
+ CORE.Input.Mouse.cursorHidden = false;
+}
+
+// Hides mouse cursor
+void HideCursor(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
+#endif
+
+ CORE.Input.Mouse.cursorHidden = true;
+}
+
+// Check if cursor is not visible
+bool IsCursorHidden(void)
+{
+ return CORE.Input.Mouse.cursorHidden;
+}
+
+// Enables cursor (unlock cursor)
+void EnableCursor(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+#endif
+#if defined(PLATFORM_WEB)
+ emscripten_exit_pointerlock();
+#endif
+
+ CORE.Input.Mouse.cursorHidden = false;
+}
+
+// Disables cursor (lock cursor)
+void DisableCursor(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
+#endif
+#if defined(PLATFORM_WEB)
+ emscripten_request_pointerlock("#canvas", 1);
+#endif
+
+ CORE.Input.Mouse.cursorHidden = true;
+}
+
+// Check if cursor is on the current screen.
+bool IsCursorOnScreen(void)
+{
+ return CORE.Input.Mouse.cursorOnScreen;
+}
+
+// Set background color (framebuffer clear color)
+void ClearBackground(Color color)
+{
+ rlClearColor(color.r, color.g, color.b, color.a); // Set clear color
+ rlClearScreenBuffers(); // Clear current framebuffers
+}
+
+// Setup canvas (framebuffer) to start drawing
+void BeginDrawing(void)
+{
+ // WARNING: Previously to BeginDrawing() other render textures drawing could happen,
+ // consequently the measure for update vs draw is not accurate (only the total frame time is accurate)
+
+ CORE.Time.current = GetTime(); // Number of elapsed seconds since InitTimer()
+ CORE.Time.update = CORE.Time.current - CORE.Time.previous;
+ CORE.Time.previous = CORE.Time.current;
+
+ rlLoadIdentity(); // Reset current matrix (modelview)
+ rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling
+
+ //rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1
+ // NOTE: Not required with OpenGL 3.3+
+}
+
+// End canvas drawing and swap buffers (double buffering)
+void EndDrawing(void)
+{
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
+
+#if defined(SUPPORT_MODULE_RSHAPES) && defined(SUPPORT_MOUSE_CURSOR_POINT)
+ // Draw a small rectangle on mouse position for user reference
+ if (!CORE.Input.Mouse.cursorHidden)
+ {
+ DrawRectangle(CORE.Input.Mouse.currentPosition.x, CORE.Input.Mouse.currentPosition.y, 3, 3, MAROON); // WARNING: Module required: rshapes
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
+ }
+#endif
+
+#if defined(SUPPORT_GIF_RECORDING)
+ // Draw record indicator
+ if (gifRecording)
+ {
+ #define GIF_RECORD_FRAMERATE 10
+ gifFrameCounter++;
+
+ // NOTE: We record one gif frame every 10 game frames
+ if ((gifFrameCounter%GIF_RECORD_FRAMERATE) == 0)
+ {
+ // Get image data for the current frame (from backbuffer)
+ // NOTE: This process is quite slow... :(
+ unsigned char *screenData = rlReadScreenPixels(CORE.Window.screen.width, CORE.Window.screen.height);
+ msf_gif_frame(&gifState, screenData, 10, 16, CORE.Window.screen.width*4);
+
+ RL_FREE(screenData); // Free image data
+ }
+
+ #if defined(SUPPORT_MODULE_RSHAPES) && defined(SUPPORT_MODULE_RTEXT)
+ if (((gifFrameCounter/15)%2) == 1)
+ {
+ DrawCircle(30, CORE.Window.screen.height - 20, 10, MAROON); // WARNING: Module required: rshapes
+ DrawText("GIF RECORDING", 50, CORE.Window.screen.height - 25, 10, RED); // WARNING: Module required: rtext
+ }
+ #endif
+
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
+ }
+#endif
+
+#if defined(SUPPORT_EVENTS_AUTOMATION)
+ // Draw record/play indicator
+ if (eventsRecording)
+ {
+ gifFrameCounter++;
+
+ if (((gifFrameCounter/15)%2) == 1)
+ {
+ DrawCircle(30, CORE.Window.screen.height - 20, 10, MAROON);
+ DrawText("EVENTS RECORDING", 50, CORE.Window.screen.height - 25, 10, RED);
+ }
+
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
+ }
+ else if (eventsPlaying)
+ {
+ gifFrameCounter++;
+
+ if (((gifFrameCounter/15)%2) == 1)
+ {
+ DrawCircle(30, CORE.Window.screen.height - 20, 10, LIME);
+ DrawText("EVENTS PLAYING", 50, CORE.Window.screen.height - 25, 10, GREEN);
+ }
+
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
+ }
+#endif
+
+#if !defined(SUPPORT_CUSTOM_FRAME_CONTROL)
+ SwapScreenBuffer(); // Copy back buffer to front buffer (screen)
+
+ // Frame time control system
+ CORE.Time.current = GetTime();
+ CORE.Time.draw = CORE.Time.current - CORE.Time.previous;
+ CORE.Time.previous = CORE.Time.current;
+
+ CORE.Time.frame = CORE.Time.update + CORE.Time.draw;
+
+ // Wait for some milliseconds...
+ if (CORE.Time.frame < CORE.Time.target)
+ {
+ WaitTime((float)(CORE.Time.target - CORE.Time.frame)*1000.0f);
+
+ CORE.Time.current = GetTime();
+ double waitTime = CORE.Time.current - CORE.Time.previous;
+ CORE.Time.previous = CORE.Time.current;
+
+ CORE.Time.frame += waitTime; // Total frame time: update + draw + wait
+ }
+
+ PollInputEvents(); // Poll user events (before next frame update)
+#endif
+
+#if defined(SUPPORT_EVENTS_AUTOMATION)
+ // Events recording and playing logic
+ if (eventsRecording) RecordAutomationEvent(CORE.Time.frameCounter);
+ else if (eventsPlaying)
+ {
+ // TODO: When should we play? After/before/replace PollInputEvents()?
+ if (CORE.Time.frameCounter >= eventCount) eventsPlaying = false;
+ PlayAutomationEvent(CORE.Time.frameCounter);
+ }
+#endif
+
+ CORE.Time.frameCounter++;
+}
+
+// Initialize 2D mode with custom camera (2D)
+void BeginMode2D(Camera2D camera)
+{
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
+
+ rlLoadIdentity(); // Reset current matrix (modelview)
+
+ // Apply 2d camera transformation to modelview
+ rlMultMatrixf(MatrixToFloat(GetCameraMatrix2D(camera)));
+
+ // Apply screen scaling if required
+ rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale));
+}
+
+// Ends 2D mode with custom camera
+void EndMode2D(void)
+{
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
+
+ rlLoadIdentity(); // Reset current matrix (modelview)
+ rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
+}
+
+// Initializes 3D mode with custom camera (3D)
+void BeginMode3D(Camera3D camera)
+{
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
+
+ rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
+ rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
+ rlLoadIdentity(); // Reset current matrix (projection)
+
+ float aspect = (float)CORE.Window.currentFbo.width/(float)CORE.Window.currentFbo.height;
+
+ // NOTE: zNear and zFar values are important when computing depth buffer values
+ if (camera.projection == CAMERA_PERSPECTIVE)
+ {
+ // Setup perspective projection
+ double top = RL_CULL_DISTANCE_NEAR*tan(camera.fovy*0.5*DEG2RAD);
+ double right = top*aspect;
+
+ rlFrustum(-right, right, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
+ }
+ else if (camera.projection == CAMERA_ORTHOGRAPHIC)
+ {
+ // Setup orthographic projection
+ double top = camera.fovy/2.0;
+ double right = top*aspect;
+
+ rlOrtho(-right, right, -top,top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
+ }
+
+ rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
+ rlLoadIdentity(); // Reset current matrix (modelview)
+
+ // Setup Camera view
+ Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
+ rlMultMatrixf(MatrixToFloat(matView)); // Multiply modelview matrix by view matrix (camera)
+
+ rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
+}
+
+// Ends 3D mode and returns to default 2D orthographic mode
+void EndMode3D(void)
+{
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
+
+ rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
+ rlPopMatrix(); // Restore previous matrix (projection) from matrix stack
+
+ rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
+ rlLoadIdentity(); // Reset current matrix (modelview)
+
+ rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
+
+ rlDisableDepthTest(); // Disable DEPTH_TEST for 2D
+}
+
+// Initializes render texture for drawing
+void BeginTextureMode(RenderTexture2D target)
+{
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
+
+ rlEnableFramebuffer(target.id); // Enable render target
+
+ // Set viewport to framebuffer size
+ rlViewport(0, 0, target.texture.width, target.texture.height);
+
+ rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
+ rlLoadIdentity(); // Reset current matrix (projection)
+
+ // Set orthographic projection to current framebuffer size
+ // NOTE: Configured top-left corner as (0, 0)
+ rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f);
+
+ rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
+ rlLoadIdentity(); // Reset current matrix (modelview)
+
+ //rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?)
+
+ // Setup current width/height for proper aspect ratio
+ // calculation when using BeginMode3D()
+ CORE.Window.currentFbo.width = target.texture.width;
+ CORE.Window.currentFbo.height = target.texture.height;
+}
+
+// Ends drawing to render texture
+void EndTextureMode(void)
+{
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
+
+ rlDisableFramebuffer(); // Disable render target (fbo)
+
+ // Set viewport to default framebuffer size
+ SetupViewport(CORE.Window.render.width, CORE.Window.render.height);
+
+ // Reset current fbo to screen size
+ CORE.Window.currentFbo.width = CORE.Window.render.width;
+ CORE.Window.currentFbo.height = CORE.Window.render.height;
+}
+
+// Begin custom shader mode
+void BeginShaderMode(Shader shader)
+{
+ rlSetShader(shader.id, shader.locs);
+}
+
+// End custom shader mode (returns to default shader)
+void EndShaderMode(void)
+{
+ rlSetShader(rlGetShaderIdDefault(), rlGetShaderLocsDefault());
+}
+
+// Begin blending mode (alpha, additive, multiplied, subtract, custom)
+// NOTE: Blend modes supported are enumerated in BlendMode enum
+void BeginBlendMode(int mode)
+{
+ rlSetBlendMode(mode);
+}
+
+// End blending mode (reset to default: alpha blending)
+void EndBlendMode(void)
+{
+ rlSetBlendMode(BLEND_ALPHA);
+}
+
+// Begin scissor mode (define screen area for following drawing)
+// NOTE: Scissor rec refers to bottom-left corner, we change it to upper-left
+void BeginScissorMode(int x, int y, int width, int height)
+{
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
+
+ rlEnableScissorTest();
+
+#if defined(__APPLE__)
+ Vector2 scale = GetWindowScaleDPI();
+ rlScissor((int)(x*scale.x), (int)(GetScreenHeight()*scale.y - (((y + height)*scale.y))), (int)(width*scale.x), (int)(height*scale.y));
+#else
+ if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
+ {
+ Vector2 scale = GetWindowScaleDPI();
+ rlScissor((int)(x*scale.x), (int)(CORE.Window.currentFbo.height - (y + height)*scale.y), (int)(width*scale.x), (int)(height*scale.y));
+ }
+ else
+ {
+ rlScissor(x, CORE.Window.currentFbo.height - (y + height), width, height);
+ }
+#endif
+}
+
+// End scissor mode
+void EndScissorMode(void)
+{
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
+ rlDisableScissorTest();
+}
+
+// Begin VR drawing configuration
+void BeginVrStereoMode(VrStereoConfig config)
+{
+ rlEnableStereoRender();
+
+ // Set stereo render matrices
+ rlSetMatrixProjectionStereo(config.projection[0], config.projection[1]);
+ rlSetMatrixViewOffsetStereo(config.viewOffset[0], config.viewOffset[1]);
+}
+
+// End VR drawing process (and desktop mirror)
+void EndVrStereoMode(void)
+{
+ rlDisableStereoRender();
+}
+
+// Load VR stereo config for VR simulator device parameters
+VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device)
+{
+ VrStereoConfig config = { 0 };
+
+ if ((rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
+ {
+ // Compute aspect ratio
+ float aspect = ((float)device.hResolution*0.5f)/(float)device.vResolution;
+
+ // Compute lens parameters
+ float lensShift = (device.hScreenSize*0.25f - device.lensSeparationDistance*0.5f)/device.hScreenSize;
+ config.leftLensCenter[0] = 0.25f + lensShift;
+ config.leftLensCenter[1] = 0.5f;
+ config.rightLensCenter[0] = 0.75f - lensShift;
+ config.rightLensCenter[1] = 0.5f;
+ config.leftScreenCenter[0] = 0.25f;
+ config.leftScreenCenter[1] = 0.5f;
+ config.rightScreenCenter[0] = 0.75f;
+ config.rightScreenCenter[1] = 0.5f;
+
+ // Compute distortion scale parameters
+ // NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
+ float lensRadius = fabsf(-1.0f - 4.0f*lensShift);
+ float lensRadiusSq = lensRadius*lensRadius;
+ float distortionScale = device.lensDistortionValues[0] +
+ device.lensDistortionValues[1]*lensRadiusSq +
+ device.lensDistortionValues[2]*lensRadiusSq*lensRadiusSq +
+ device.lensDistortionValues[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
+
+ float normScreenWidth = 0.5f;
+ float normScreenHeight = 1.0f;
+ config.scaleIn[0] = 2.0f/normScreenWidth;
+ config.scaleIn[1] = 2.0f/normScreenHeight/aspect;
+ config.scale[0] = normScreenWidth*0.5f/distortionScale;
+ config.scale[1] = normScreenHeight*0.5f*aspect/distortionScale;
+
+ // Fovy is normally computed with: 2*atan2f(device.vScreenSize, 2*device.eyeToScreenDistance)
+ // ...but with lens distortion it is increased (see Oculus SDK Documentation)
+ //float fovy = 2.0f*atan2f(device.vScreenSize*0.5f*distortionScale, device.eyeToScreenDistance); // Really need distortionScale?
+ float fovy = 2.0f*(float)atan2f(device.vScreenSize*0.5f, device.eyeToScreenDistance);
+
+ // Compute camera projection matrices
+ float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
+ Matrix proj = MatrixPerspective(fovy, aspect, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
+
+ config.projection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
+ config.projection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
+
+ // Compute camera transformation matrices
+ // NOTE: Camera movement might seem more natural if we model the head.
+ // Our axis of rotation is the base of our head, so we might want to add
+ // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
+ config.viewOffset[0] = MatrixTranslate(-device.interpupillaryDistance*0.5f, 0.075f, 0.045f);
+ config.viewOffset[1] = MatrixTranslate(device.interpupillaryDistance*0.5f, 0.075f, 0.045f);
+
+ // Compute eyes Viewports
+ /*
+ config.eyeViewportRight[0] = 0;
+ config.eyeViewportRight[1] = 0;
+ config.eyeViewportRight[2] = device.hResolution/2;
+ config.eyeViewportRight[3] = device.vResolution;
+
+ config.eyeViewportLeft[0] = device.hResolution/2;
+ config.eyeViewportLeft[1] = 0;
+ config.eyeViewportLeft[2] = device.hResolution/2;
+ config.eyeViewportLeft[3] = device.vResolution;
+ */
+ }
+ else TRACELOG(LOG_WARNING, "RLGL: VR Simulator not supported on OpenGL 1.1");
+
+ return config;
+}
+
+// Unload VR stereo config properties
+void UnloadVrStereoConfig(VrStereoConfig config)
+{
+ //...
+}
+
+// Load shader from files and bind default locations
+// NOTE: If shader string is NULL, using default vertex/fragment shaders
+Shader LoadShader(const char *vsFileName, const char *fsFileName)
+{
+ Shader shader = { 0 };
+
+ char *vShaderStr = NULL;
+ char *fShaderStr = NULL;
+
+ if (vsFileName != NULL) vShaderStr = LoadFileText(vsFileName);
+ if (fsFileName != NULL) fShaderStr = LoadFileText(fsFileName);
+
+ shader = LoadShaderFromMemory(vShaderStr, fShaderStr);
+
+ UnloadFileText(vShaderStr);
+ UnloadFileText(fShaderStr);
+
+ return shader;
+}
+
+// Load shader from code strings and bind default locations
+RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
+{
+ Shader shader = { 0 };
+ shader.locs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
+
+ // NOTE: All locations must be reseted to -1 (no location)
+ for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
+
+ shader.id = rlLoadShaderCode(vsCode, fsCode);
+
+ // After shader loading, we TRY to set default location names
+ if (shader.id > 0)
+ {
+ // Default shader attribute locations have been binded before linking:
+ // vertex position location = 0
+ // vertex texcoord location = 1
+ // vertex normal location = 2
+ // vertex color location = 3
+ // vertex tangent location = 4
+ // vertex texcoord2 location = 5
+
+ // NOTE: If any location is not found, loc point becomes -1
+
+ // Get handles to GLSL input attibute locations
+ shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
+ shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
+ shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
+ shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
+ shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
+ shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
+
+ // Get handles to GLSL uniform locations (vertex shader)
+ shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
+ shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW);
+ shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION);
+ shader.locs[SHADER_LOC_MATRIX_MODEL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL);
+ shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL);
+
+ // Get handles to GLSL uniform locations (fragment shader)
+ shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR);
+ shader.locs[SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0); // SHADER_LOC_MAP_ALBEDO
+ shader.locs[SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1); // SHADER_LOC_MAP_METALNESS
+ shader.locs[SHADER_LOC_MAP_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2);
+ }
+
+ return shader;
+}
+
+// Unload shader from GPU memory (VRAM)
+void UnloadShader(Shader shader)
+{
+ if (shader.id != rlGetShaderIdDefault())
+ {
+ rlUnloadShaderProgram(shader.id);
+ RL_FREE(shader.locs);
+ }
+}
+
+// Get shader uniform location
+int GetShaderLocation(Shader shader, const char *uniformName)
+{
+ return rlGetLocationUniform(shader.id, uniformName);
+}
+
+// Get shader attribute location
+int GetShaderLocationAttrib(Shader shader, const char *attribName)
+{
+ return rlGetLocationAttrib(shader.id, attribName);
+}
+
+// Set shader uniform value
+void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType)
+{
+ SetShaderValueV(shader, locIndex, value, uniformType, 1);
+}
+
+// Set shader uniform value vector
+void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count)
+{
+ rlEnableShader(shader.id);
+ rlSetUniform(locIndex, value, uniformType, count);
+ //rlDisableShader(); // Avoid reseting current shader program, in case other uniforms are set
+}
+
+// Set shader uniform value (matrix 4x4)
+void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat)
+{
+ rlEnableShader(shader.id);
+ rlSetUniformMatrix(locIndex, mat);
+ //rlDisableShader();
+}
+
+// Set shader uniform value for texture
+void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
+{
+ rlEnableShader(shader.id);
+ rlSetUniformSampler(locIndex, texture.id);
+ //rlDisableShader();
+}
+
+// Get a ray trace from mouse position
+Ray GetMouseRay(Vector2 mouse, Camera camera)
+{
+ Ray ray = { 0 };
+
+ // Calculate normalized device coordinates
+ // NOTE: y value is negative
+ float x = (2.0f*mouse.x)/(float)GetScreenWidth() - 1.0f;
+ float y = 1.0f - (2.0f*mouse.y)/(float)GetScreenHeight();
+ float z = 1.0f;
+
+ // Store values in a vector
+ Vector3 deviceCoords = { x, y, z };
+
+ // Calculate view matrix from camera look at
+ Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
+
+ Matrix matProj = MatrixIdentity();
+
+ if (camera.projection == CAMERA_PERSPECTIVE)
+ {
+ // Calculate projection matrix from perspective
+ matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
+ }
+ else if (camera.projection == CAMERA_ORTHOGRAPHIC)
+ {
+ float aspect = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
+ double top = camera.fovy/2.0;
+ double right = top*aspect;
+
+ // Calculate projection matrix from orthographic
+ matProj = MatrixOrtho(-right, right, -top, top, 0.01, 1000.0);
+ }
+
+ // Unproject far/near points
+ Vector3 nearPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView);
+ Vector3 farPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
+
+ // Unproject the mouse cursor in the near plane.
+ // We need this as the source position because orthographic projects, compared to perspect doesn't have a
+ // convergence point, meaning that the "eye" of the camera is more like a plane than a point.
+ Vector3 cameraPlanePointerPos = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView);
+
+ // Calculate normalized direction vector
+ Vector3 direction = Vector3Normalize(Vector3Subtract(farPoint, nearPoint));
+
+ if (camera.projection == CAMERA_PERSPECTIVE) ray.position = camera.position;
+ else if (camera.projection == CAMERA_ORTHOGRAPHIC) ray.position = cameraPlanePointerPos;
+
+ // Apply calculated vectors to ray
+ ray.direction = direction;
+
+ return ray;
+}
+
+// Get transform matrix for camera
+Matrix GetCameraMatrix(Camera camera)
+{
+ return MatrixLookAt(camera.position, camera.target, camera.up);
+}
+
+// Get camera 2d transform matrix
+Matrix GetCameraMatrix2D(Camera2D camera)
+{
+ Matrix matTransform = { 0 };
+ // The camera in world-space is set by
+ // 1. Move it to target
+ // 2. Rotate by -rotation and scale by (1/zoom)
+ // When setting higher scale, it's more intuitive for the world to become bigger (= camera become smaller),
+ // not for the camera getting bigger, hence the invert. Same deal with rotation.
+ // 3. Move it by (-offset);
+ // Offset defines target transform relative to screen, but since we're effectively "moving" screen (camera)
+ // we need to do it into opposite direction (inverse transform)
+
+ // Having camera transform in world-space, inverse of it gives the modelview transform.
+ // Since (A*B*C)' = C'*B'*A', the modelview is
+ // 1. Move to offset
+ // 2. Rotate and Scale
+ // 3. Move by -target
+ Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
+ Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
+ Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
+ Matrix matTranslation = MatrixTranslate(camera.offset.x, camera.offset.y, 0.0f);
+
+ matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
+
+ return matTransform;
+}
+
+// Get the screen space position from a 3d world space position
+Vector2 GetWorldToScreen(Vector3 position, Camera camera)
+{
+ Vector2 screenPosition = GetWorldToScreenEx(position, camera, GetScreenWidth(), GetScreenHeight());
+
+ return screenPosition;
+}
+
+// Get size position for a 3d world space position (useful for texture drawing)
+Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height)
+{
+ // Calculate projection matrix (from perspective instead of frustum
+ Matrix matProj = MatrixIdentity();
+
+ if (camera.projection == CAMERA_PERSPECTIVE)
+ {
+ // Calculate projection matrix from perspective
+ matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)width/(double)height), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
+ }
+ else if (camera.projection == CAMERA_ORTHOGRAPHIC)
+ {
+ float aspect = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
+ double top = camera.fovy/2.0;
+ double right = top*aspect;
+
+ // Calculate projection matrix from orthographic
+ matProj = MatrixOrtho(-right, right, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
+ }
+
+ // Calculate view matrix from camera look at (and transpose it)
+ Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
+
+ // TODO: Why not use Vector3Transform(Vector3 v, Matrix mat)?
+
+ // Convert world position vector to quaternion
+ Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
+
+ // Transform world position to view
+ worldPos = QuaternionTransform(worldPos, matView);
+
+ // Transform result to projection (clip space position)
+ worldPos = QuaternionTransform(worldPos, matProj);
+
+ // Calculate normalized device coordinates (inverted y)
+ Vector3 ndcPos = { worldPos.x/worldPos.w, -worldPos.y/worldPos.w, worldPos.z/worldPos.w };
+
+ // Calculate 2d screen position vector
+ Vector2 screenPosition = { (ndcPos.x + 1.0f)/2.0f*(float)width, (ndcPos.y + 1.0f)/2.0f*(float)height };
+
+ return screenPosition;
+}
+
+// Get the screen space position for a 2d camera world space position
+Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera)
+{
+ Matrix matCamera = GetCameraMatrix2D(camera);
+ Vector3 transform = Vector3Transform((Vector3){ position.x, position.y, 0 }, matCamera);
+
+ return (Vector2){ transform.x, transform.y };
+}
+
+// Get the world space position for a 2d camera screen space position
+Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera)
+{
+ Matrix invMatCamera = MatrixInvert(GetCameraMatrix2D(camera));
+ Vector3 transform = Vector3Transform((Vector3){ position.x, position.y, 0 }, invMatCamera);
+
+ return (Vector2){ transform.x, transform.y };
+}
+
+// Set target FPS (maximum)
+void SetTargetFPS(int fps)
+{
+ if (fps < 1) CORE.Time.target = 0.0;
+ else CORE.Time.target = 1.0/(double)fps;
+
+ TRACELOG(LOG_INFO, "TIMER: Target time per frame: %02.03f milliseconds", (float)CORE.Time.target*1000);
+}
+
+// Get current FPS
+// NOTE: We calculate an average framerate
+int GetFPS(void)
+{
+ int fps = 0;
+
+#if !defined(SUPPORT_CUSTOM_FRAME_CONTROL)
+ #define FPS_CAPTURE_FRAMES_COUNT 30 // 30 captures
+ #define FPS_AVERAGE_TIME_SECONDS 0.5f // 500 millisecondes
+ #define FPS_STEP (FPS_AVERAGE_TIME_SECONDS/FPS_CAPTURE_FRAMES_COUNT)
+
+ static int index = 0;
+ static float history[FPS_CAPTURE_FRAMES_COUNT] = { 0 };
+ static float average = 0, last = 0;
+ float fpsFrame = GetFrameTime();
+
+ if (fpsFrame == 0) return 0;
+
+ if ((GetTime() - last) > FPS_STEP)
+ {
+ last = (float)GetTime();
+ index = (index + 1)%FPS_CAPTURE_FRAMES_COUNT;
+ average -= history[index];
+ history[index] = fpsFrame/FPS_CAPTURE_FRAMES_COUNT;
+ average += history[index];
+ }
+
+ fps = (int)roundf(1.0f/average);
+#endif
+
+ return fps;
+}
+
+// Get time in seconds for last frame drawn (delta time)
+float GetFrameTime(void)
+{
+ return (float)CORE.Time.frame;
+}
+
+// Get elapsed time measure in seconds since InitTimer()
+// NOTE: On PLATFORM_DESKTOP InitTimer() is called on InitWindow()
+// NOTE: On PLATFORM_DESKTOP, timer is initialized on glfwInit()
+double GetTime(void)
+{
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+ return glfwGetTime(); // Elapsed time since glfwInit()
+#endif
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+ struct timespec ts = { 0 };
+ clock_gettime(CLOCK_MONOTONIC, &ts);
+ unsigned long long int time = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec;
+
+ return (double)(time - CORE.Time.base)*1e-9; // Elapsed time since InitTimer()
+#endif
+}
+
+// Setup window configuration flags (view FLAGS)
+// NOTE: This function is expected to be called before window creation,
+// because it setups some flags for the window creation process.
+// To configure window states after creation, just use SetWindowState()
+void SetConfigFlags(unsigned int flags)
+{
+ // Selected flags are set but not evaluated at this point,
+ // flag evaluation happens at InitWindow() or SetWindowState()
+ CORE.Window.flags |= flags;
+}
+
+// NOTE TRACELOG() function is located in [utils.h]
+
+// Takes a screenshot of current screen (saved a .png)
+void TakeScreenshot(const char *fileName)
+{
+#if defined(SUPPORT_MODULE_RTEXTURES)
+ unsigned char *imgData = rlReadScreenPixels(CORE.Window.render.width, CORE.Window.render.height);
+ Image image = { imgData, CORE.Window.render.width, CORE.Window.render.height, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
+
+ char path[2048] = { 0 };
+ strcpy(path, TextFormat("%s/%s", CORE.Storage.basePath, fileName));
+
+ ExportImage(image, path); // WARNING: Module required: rtextures
+ RL_FREE(imgData);
+
+#if defined(PLATFORM_WEB)
+ // Download file from MEMFS (emscripten memory filesystem)
+ // saveFileFromMEMFSToDisk() function is defined in raylib/src/shell.html
+ emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", GetFileName(path), GetFileName(path)));
+#endif
+
+ TRACELOG(LOG_INFO, "SYSTEM: [%s] Screenshot taken successfully", path);
+#else
+ TRACELOG(LOG_WARNING,"IMAGE: ExportImage() requires module: rtextures");
+#endif
+}
+
+// Get a random value between min and max (both included)
+int GetRandomValue(int min, int max)
+{
+ if (min > max)
+ {
+ int tmp = max;
+ max = min;
+ min = tmp;
+ }
+
+ return (rand()%(abs(max - min) + 1) + min);
+}
+
+// Set the seed for the random number generator
+void SetRandomSeed(unsigned int seed)
+{
+ srand(seed);
+}
+
+// Check if the file exists
+bool FileExists(const char *fileName)
+{
+ bool result = false;
+
+#if defined(_WIN32)
+ if (_access(fileName, 0) != -1) result = true;
+#else
+ if (access(fileName, F_OK) != -1) result = true;
+#endif
+
+ // NOTE: Alternatively, stat() can be used instead of access()
+ //#include <sys/stat.h>
+ //struct stat statbuf;
+ //if (stat(filename, &statbuf) == 0) result = true;
+
+ return result;
+}
+
+// Check file extension
+// NOTE: Extensions checking is not case-sensitive
+bool IsFileExtension(const char *fileName, const char *ext)
+{
+ bool result = false;
+ const char *fileExt = GetFileExtension(fileName);
+
+ if (fileExt != NULL)
+ {
+#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_TEXT_MANIPULATION)
+ int extCount = 0;
+ const char **checkExts = TextSplit(ext, ';', &extCount); // WARNING: Module required: rtext
+
+ char fileExtLower[16] = { 0 };
+ strcpy(fileExtLower, TextToLower(fileExt)); // WARNING: Module required: rtext
+
+ for (int i = 0; i < extCount; i++)
+ {
+ if (strcmp(fileExtLower, TextToLower(checkExts[i])) == 0)
+ {
+ result = true;
+ break;
+ }
+ }
+#else
+ if (strcmp(fileExt, ext) == 0) result = true;
+#endif
+ }
+
+ return result;
+}
+
+// Check if a directory path exists
+bool DirectoryExists(const char *dirPath)
+{
+ bool result = false;
+ DIR *dir = opendir(dirPath);
+
+ if (dir != NULL)
+ {
+ result = true;
+ closedir(dir);
+ }
+
+ return result;
+}
+
+// Get file length in bytes
+// NOTE: GetFileSize() conflicts with windows.h
+int GetFileLength(const char *fileName)
+{
+ int size = 0;
+
+ FILE *file = fopen(fileName, "rb");
+
+ if (file != NULL)
+ {
+ fseek(file, 0L, SEEK_END);
+ size = (int)ftell(file);
+ fclose(file);
+ }
+
+ return size;
+}
+
+// Get pointer to extension for a filename string (includes the dot: .png)
+const char *GetFileExtension(const char *fileName)
+{
+ const char *dot = strrchr(fileName, '.');
+
+ if (!dot || dot == fileName) return NULL;
+
+ return dot;
+}
+
+// String pointer reverse break: returns right-most occurrence of charset in s
+static const char *strprbrk(const char *s, const char *charset)
+{
+ const char *latestMatch = NULL;
+ for (; s = strpbrk(s, charset), s != NULL; latestMatch = s++) { }
+ return latestMatch;
+}
+
+// Get pointer to filename for a path string
+const char *GetFileName(const char *filePath)
+{
+ const char *fileName = NULL;
+ if (filePath != NULL) fileName = strprbrk(filePath, "\\/");
+
+ if (!fileName) return filePath;
+
+ return fileName + 1;
+}
+
+// Get filename string without extension (uses static string)
+const char *GetFileNameWithoutExt(const char *filePath)
+{
+ #define MAX_FILENAMEWITHOUTEXT_LENGTH 128
+
+ static char fileName[MAX_FILENAMEWITHOUTEXT_LENGTH] = { 0 };
+ memset(fileName, 0, MAX_FILENAMEWITHOUTEXT_LENGTH);
+
+ if (filePath != NULL) strcpy(fileName, GetFileName(filePath)); // Get filename with extension
+
+ int size = (int)strlen(fileName); // Get size in bytes
+
+ for (int i = 0; (i < size) && (i < MAX_FILENAMEWITHOUTEXT_LENGTH); i++)
+ {
+ if (fileName[i] == '.')
+ {
+ // NOTE: We break on first '.' found
+ fileName[i] = '\0';
+ break;
+ }
+ }
+
+ return fileName;
+}
+
+// Get directory for a given filePath
+const char *GetDirectoryPath(const char *filePath)
+{
+/*
+ // NOTE: Directory separator is different in Windows and other platforms,
+ // fortunately, Windows also support the '/' separator, that's the one should be used
+ #if defined(_WIN32)
+ char separator = '\\';
+ #else
+ char separator = '/';
+ #endif
+*/
+ const char *lastSlash = NULL;
+ static char dirPath[MAX_FILEPATH_LENGTH] = { 0 };
+ memset(dirPath, 0, MAX_FILEPATH_LENGTH);
+
+ // In case provided path does not contain a root drive letter (C:\, D:\) nor leading path separator (\, /),
+ // we add the current directory path to dirPath
+ if (filePath[1] != ':' && filePath[0] != '\\' && filePath[0] != '/')
+ {
+ // For security, we set starting path to current directory,
+ // obtained path will be concated to this
+ dirPath[0] = '.';
+ dirPath[1] = '/';
+ }
+
+ lastSlash = strprbrk(filePath, "\\/");
+ if (lastSlash)
+ {
+ if (lastSlash == filePath)
+ {
+ // The last and only slash is the leading one: path is in a root directory
+ dirPath[0] = filePath[0];
+ dirPath[1] = '\0';
+ }
+ else
+ {
+ // NOTE: Be careful, strncpy() is not safe, it does not care about '\0'
+ memcpy(dirPath + (filePath[1] != ':' && filePath[0] != '\\' && filePath[0] != '/' ? 2 : 0), filePath, strlen(filePath) - (strlen(lastSlash) - 1));
+ dirPath[strlen(filePath) - strlen(lastSlash) + (filePath[1] != ':' && filePath[0] != '\\' && filePath[0] != '/' ? 2 : 0)] = '\0'; // Add '\0' manually
+ }
+ }
+
+ return dirPath;
+}
+
+// Get previous directory path for a given path
+const char *GetPrevDirectoryPath(const char *dirPath)
+{
+ static char prevDirPath[MAX_FILEPATH_LENGTH] = { 0 };
+ memset(prevDirPath, 0, MAX_FILEPATH_LENGTH);
+ int pathLen = (int)strlen(dirPath);
+
+ if (pathLen <= 3) strcpy(prevDirPath, dirPath);
+
+ for (int i = (pathLen - 1); (i >= 0) && (pathLen > 3); i--)
+ {
+ if ((dirPath[i] == '\\') || (dirPath[i] == '/'))
+ {
+ // Check for root: "C:\" or "/"
+ if (((i == 2) && (dirPath[1] ==':')) || (i == 0)) i++;
+
+ strncpy(prevDirPath, dirPath, i);
+ break;
+ }
+ }
+
+ return prevDirPath;
+}
+
+// Get current working directory
+const char *GetWorkingDirectory(void)
+{
+ static char currentDir[MAX_FILEPATH_LENGTH] = { 0 };
+ memset(currentDir, 0, MAX_FILEPATH_LENGTH);
+
+ char *path = GETCWD(currentDir, MAX_FILEPATH_LENGTH - 1);
+
+ return path;
+}
+
+const char *GetApplicationDirectory(void)
+{
+ static char appDir[MAX_FILEPATH_LENGTH] = { 0 };
+ memset(appDir, 0, MAX_FILEPATH_LENGTH);
+
+#if defined(_WIN32)
+ int len = 0;
+#if defined (UNICODE)
+ unsigned short widePath[MAX_PATH];
+ len = GetModuleFileNameW(NULL, widePath, MAX_PATH);
+ len = WideCharToMultiByte(0, 0, widePath, len, appDir, MAX_PATH, NULL, NULL);
+#else
+ len = GetModuleFileNameA(NULL, appDir, MAX_PATH);
+#endif
+ if (len > 0)
+ {
+ for (int i = len; i >= 0; --i)
+ {
+ if (appDir[i] == '\\')
+ {
+ appDir[i + 1] = '\0';
+ break;
+ }
+ }
+ }
+ else
+ {
+ appDir[0] = '.';
+ appDir[1] = '\\';
+ }
+
+#elif defined(__linux__)
+ unsigned int size = sizeof(appDir);
+ ssize_t len = readlink("/proc/self/exe", appDir, size);
+
+ if (len > 0)
+ {
+ for (int i = len; i >= 0; --i)
+ {
+ if (appDir[i] == '/')
+ {
+ appDir[i + 1] = '\0';
+ break;
+ }
+ }
+ }
+ else
+ {
+ appDir[0] = '.';
+ appDir[1] = '/';
+ }
+#elif defined(__APPLE__)
+ uint32_t size = sizeof(appDir);
+
+ if (_NSGetExecutablePath(appDir, &size) == 0)
+ {
+ int len = strlen(appDir);
+ for (int i = len; i >= 0; --i)
+ {
+ if (appDir[i] == '/')
+ {
+ appDir[i + 1] = '\0';
+ break;
+ }
+ }
+ }
+ else
+ {
+ appDir[0] = '.';
+ appDir[1] = '/';
+ }
+#endif
+
+ return appDir;
+}
+
+// Get filenames in a directory path
+// NOTE: Files count is returned by parameters pointer
+char **GetDirectoryFiles(const char *dirPath, int *fileCount)
+{
+ ClearDirectoryFiles();
+
+ int counter = 0;
+ struct dirent *entity;
+ DIR *dir = opendir(dirPath);
+
+ if (dir != NULL) // It's a directory
+ {
+ // Count files
+ while ((entity = readdir(dir)) != NULL) counter++;
+
+ dirFileCount = counter;
+ *fileCount = dirFileCount;
+
+ // Memory allocation for dirFileCount
+ dirFilesPath = (char **)RL_MALLOC(dirFileCount*sizeof(char *));
+ for (int i = 0; i < dirFileCount; i++) dirFilesPath[i] = (char *)RL_MALLOC(MAX_FILEPATH_LENGTH*sizeof(char));
+
+ // Reset our position in the directory to the beginning
+ rewinddir(dir);
+
+ // Read file names
+ for (int i = 0; (entity = readdir(dir)) != NULL; i++) strcpy(dirFilesPath[i], entity->d_name);
+
+ closedir(dir);
+ }
+ else TRACELOG(LOG_WARNING, "FILEIO: Failed to open requested directory"); // Maybe it's a file...
+
+ return dirFilesPath;
+}
+
+// Clear directory files paths buffers
+void ClearDirectoryFiles(void)
+{
+ if (dirFileCount > 0)
+ {
+ for (int i = 0; i < dirFileCount; i++) RL_FREE(dirFilesPath[i]);
+
+ RL_FREE(dirFilesPath);
+ }
+
+ dirFileCount = 0;
+}
+
+// Change working directory, returns true on success
+bool ChangeDirectory(const char *dir)
+{
+ bool result = CHDIR(dir);
+
+ if (result != 0) TRACELOG(LOG_WARNING, "SYSTEM: Failed to change to directory: %s", dir);
+
+ return (result == 0);
+}
+
+// Check if a file has been dropped into window
+bool IsFileDropped(void)
+{
+ if (CORE.Window.dropFileCount > 0) return true;
+ else return false;
+}
+
+// Get dropped files names
+char **GetDroppedFiles(int *count)
+{
+ *count = CORE.Window.dropFileCount;
+ return CORE.Window.dropFilesPath;
+}
+
+// Clear dropped files paths buffer
+void ClearDroppedFiles(void)
+{
+ if (CORE.Window.dropFileCount > 0)
+ {
+ for (int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilesPath[i]);
+
+ RL_FREE(CORE.Window.dropFilesPath);
+
+ CORE.Window.dropFileCount = 0;
+ }
+}
+
+// Get file modification time (last write time)
+long GetFileModTime(const char *fileName)
+{
+ struct stat result = { 0 };
+
+ if (stat(fileName, &result) == 0)
+ {
+ time_t mod = result.st_mtime;
+
+ return (long)mod;
+ }
+
+ return 0;
+}
+
+// Compress data (DEFLATE algorythm)
+unsigned char *CompressData(const unsigned char *data, int dataLength, int *compDataLength)
+{
+ #define COMPRESSION_QUALITY_DEFLATE 8
+
+ unsigned char *compData = NULL;
+
+#if defined(SUPPORT_COMPRESSION_API)
+ // Compress data and generate a valid DEFLATE stream
+ struct sdefl sdefl = { 0 };
+ int bounds = sdefl_bound(dataLength);
+ compData = (unsigned char *)RL_CALLOC(bounds, 1);
+ *compDataLength = sdeflate(&sdefl, compData, data, dataLength, COMPRESSION_QUALITY_DEFLATE); // Compression level 8, same as stbwi
+
+ TraceLog(LOG_INFO, "SYSTEM: Compress data: Original size: %i -> Comp. size: %i", dataLength, *compDataLength);
+#endif
+
+ return compData;
+}
+
+// Decompress data (DEFLATE algorythm)
+unsigned char *DecompressData(const unsigned char *compData, int compDataLength, int *dataLength)
+{
+ unsigned char *data = NULL;
+
+#if defined(SUPPORT_COMPRESSION_API)
+ // Decompress data from a valid DEFLATE stream
+ data = RL_CALLOC(MAX_DECOMPRESSION_SIZE*1024*1024, 1);
+ int length = sinflate(data, MAX_DECOMPRESSION_SIZE, compData, compDataLength);
+ unsigned char *temp = RL_REALLOC(data, length);
+
+ if (temp != NULL) data = temp;
+ else TRACELOG(LOG_WARNING, "SYSTEM: Failed to re-allocate required decompression memory");
+
+ *dataLength = length;
+
+ TraceLog(LOG_INFO, "SYSTEM: Decompress data: Comp. size: %i -> Original size: %i", compDataLength, *dataLength);
+#endif
+
+ return data;
+}
+
+// Encode data to Base64 string
+char *EncodeDataBase64(const unsigned char *data, int dataLength, int *outputLength)
+{
+ static const unsigned char base64encodeTable[] = {
+ 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X',
+ 'Y', 'Z', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v',
+ 'w', 'x', 'y', 'z', '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '+', '/'
+ };
+
+ static const int modTable[] = { 0, 2, 1 };
+
+ *outputLength = 4*((dataLength + 2)/3);
+
+ char *encodedData = RL_MALLOC(*outputLength);
+
+ if (encodedData == NULL) return NULL;
+
+ for (int i = 0, j = 0; i < dataLength;)
+ {
+ unsigned int octetA = (i < dataLength)? (unsigned char)data[i++] : 0;
+ unsigned int octetB = (i < dataLength)? (unsigned char)data[i++] : 0;
+ unsigned int octetC = (i < dataLength)? (unsigned char)data[i++] : 0;
+
+ unsigned int triple = (octetA << 0x10) + (octetB << 0x08) + octetC;
+
+ encodedData[j++] = base64encodeTable[(triple >> 3*6) & 0x3F];
+ encodedData[j++] = base64encodeTable[(triple >> 2*6) & 0x3F];
+ encodedData[j++] = base64encodeTable[(triple >> 1*6) & 0x3F];
+ encodedData[j++] = base64encodeTable[(triple >> 0*6) & 0x3F];
+ }
+
+ for (int i = 0; i < modTable[dataLength%3]; i++) encodedData[*outputLength - 1 - i] = '='; // Padding character
+
+ return encodedData;
+}
+
+// Decode Base64 string data
+unsigned char *DecodeDataBase64(const unsigned char *data, int *outputLength)
+{
+ static const unsigned char base64decodeTable[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 62, 0, 0, 0, 63, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10,
+ 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 0, 0, 0, 0, 0, 0, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36,
+ 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51
+ };
+
+ // Get output size of Base64 input data
+ int outLength = 0;
+ for (int i = 0; data[4*i] != 0; i++)
+ {
+ if (data[4*i + 3] == '=')
+ {
+ if (data[4*i + 2] == '=') outLength += 1;
+ else outLength += 2;
+ }
+ else outLength += 3;
+ }
+
+ // Allocate memory to store decoded Base64 data
+ unsigned char *decodedData = (unsigned char *)RL_MALLOC(outLength);
+
+ for (int i = 0; i < outLength/3; i++)
+ {
+ unsigned char a = base64decodeTable[(int)data[4*i]];
+ unsigned char b = base64decodeTable[(int)data[4*i + 1]];
+ unsigned char c = base64decodeTable[(int)data[4*i + 2]];
+ unsigned char d = base64decodeTable[(int)data[4*i + 3]];
+
+ decodedData[3*i] = (a << 2) | (b >> 4);
+ decodedData[3*i + 1] = (b << 4) | (c >> 2);
+ decodedData[3*i + 2] = (c << 6) | d;
+ }
+
+ if (outLength%3 == 1)
+ {
+ int n = outLength/3;
+ unsigned char a = base64decodeTable[(int)data[4*n]];
+ unsigned char b = base64decodeTable[(int)data[4*n + 1]];
+ decodedData[outLength - 1] = (a << 2) | (b >> 4);
+ }
+ else if (outLength%3 == 2)
+ {
+ int n = outLength/3;
+ unsigned char a = base64decodeTable[(int)data[4*n]];
+ unsigned char b = base64decodeTable[(int)data[4*n + 1]];
+ unsigned char c = base64decodeTable[(int)data[4*n + 2]];
+ decodedData[outLength - 2] = (a << 2) | (b >> 4);
+ decodedData[outLength - 1] = (b << 4) | (c >> 2);
+ }
+
+ *outputLength = outLength;
+ return decodedData;
+}
+
+// Save integer value to storage file (to defined position)
+// NOTE: Storage positions is directly related to file memory layout (4 bytes each integer)
+bool SaveStorageValue(unsigned int position, int value)
+{
+ bool success = false;
+
+#if defined(SUPPORT_DATA_STORAGE)
+ char path[512] = { 0 };
+ strcpy(path, TextFormat("%s/%s", CORE.Storage.basePath, STORAGE_DATA_FILE));
+
+ unsigned int dataSize = 0;
+ unsigned int newDataSize = 0;
+ unsigned char *fileData = LoadFileData(path, &dataSize);
+ unsigned char *newFileData = NULL;
+
+ if (fileData != NULL)
+ {
+ if (dataSize <= (position*sizeof(int)))
+ {
+ // Increase data size up to position and store value
+ newDataSize = (position + 1)*sizeof(int);
+ newFileData = (unsigned char *)RL_REALLOC(fileData, newDataSize);
+
+ if (newFileData != NULL)
+ {
+ // RL_REALLOC succeded
+ int *dataPtr = (int *)newFileData;
+ dataPtr[position] = value;
+ }
+ else
+ {
+ // RL_REALLOC failed
+ TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to realloc data (%u), position in bytes (%u) bigger than actual file size", path, dataSize, position*sizeof(int));
+
+ // We store the old size of the file
+ newFileData = fileData;
+ newDataSize = dataSize;
+ }
+ }
+ else
+ {
+ // Store the old size of the file
+ newFileData = fileData;
+ newDataSize = dataSize;
+
+ // Replace value on selected position
+ int *dataPtr = (int *)newFileData;
+ dataPtr[position] = value;
+ }
+
+ success = SaveFileData(path, newFileData, newDataSize);
+ RL_FREE(newFileData);
+
+ TRACELOG(LOG_INFO, "FILEIO: [%s] Saved storage value: %i", path, value);
+ }
+ else
+ {
+ TRACELOG(LOG_INFO, "FILEIO: [%s] File created successfully", path);
+
+ dataSize = (position + 1)*sizeof(int);
+ fileData = (unsigned char *)RL_MALLOC(dataSize);
+ int *dataPtr = (int *)fileData;
+ dataPtr[position] = value;
+
+ success = SaveFileData(path, fileData, dataSize);
+ UnloadFileData(fileData);
+
+ TRACELOG(LOG_INFO, "FILEIO: [%s] Saved storage value: %i", path, value);
+ }
+#endif
+
+ return success;
+}
+
+// Load integer value from storage file (from defined position)
+// NOTE: If requested position could not be found, value 0 is returned
+int LoadStorageValue(unsigned int position)
+{
+ int value = 0;
+
+#if defined(SUPPORT_DATA_STORAGE)
+ char path[512] = { 0 };
+ strcpy(path, TextFormat("%s/%s", CORE.Storage.basePath, STORAGE_DATA_FILE));
+
+ unsigned int dataSize = 0;
+ unsigned char *fileData = LoadFileData(path, &dataSize);
+
+ if (fileData != NULL)
+ {
+ if (dataSize < (position*4)) TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to find storage position: %i", path, position);
+ else
+ {
+ int *dataPtr = (int *)fileData;
+ value = dataPtr[position];
+ }
+
+ UnloadFileData(fileData);
+
+ TRACELOG(LOG_INFO, "FILEIO: [%s] Loaded storage value: %i", path, value);
+ }
+#endif
+ return value;
+}
+
+// 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)
+{
+ // Small security check trying to avoid (partially) malicious code...
+ // sorry for the inconvenience when you hit this point...
+ if (strchr(url, '\'') != NULL)
+ {
+ TRACELOG(LOG_WARNING, "SYSTEM: Provided URL is not valid");
+ }
+ else
+ {
+#if defined(PLATFORM_DESKTOP)
+ char *cmd = (char *)RL_CALLOC(strlen(url) + 10, sizeof(char));
+ #if defined(_WIN32)
+ sprintf(cmd, "explorer \"%s\"", url);
+ #endif
+ #if defined(__linux__) || defined(__FreeBSD__)
+ 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);
+#endif
+#if defined(PLATFORM_WEB)
+ emscripten_run_script(TextFormat("window.open('%s', '_blank')", url));
+#endif
+ }
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
+//----------------------------------------------------------------------------------
+// Check if a key has been pressed once
+bool IsKeyPressed(int key)
+{
+ bool pressed = false;
+
+ if ((CORE.Input.Keyboard.previousKeyState[key] == 0) && (CORE.Input.Keyboard.currentKeyState[key] == 1)) pressed = true;
+
+ return pressed;
+}
+
+// Check if a key is being pressed (key held down)
+bool IsKeyDown(int key)
+{
+ if (CORE.Input.Keyboard.currentKeyState[key] == 1) return true;
+ else return false;
+}
+
+// Check if a key has been released once
+bool IsKeyReleased(int key)
+{
+ bool released = false;
+
+ if ((CORE.Input.Keyboard.previousKeyState[key] == 1) && (CORE.Input.Keyboard.currentKeyState[key] == 0)) released = true;
+
+ return released;
+}
+
+// Check if a key is NOT being pressed (key not held down)
+bool IsKeyUp(int key)
+{
+ if (CORE.Input.Keyboard.currentKeyState[key] == 0) return true;
+ else return false;
+}
+
+// Get the last key pressed
+int GetKeyPressed(void)
+{
+ int value = 0;
+
+ if (CORE.Input.Keyboard.keyPressedQueueCount > 0)
+ {
+ // Get character from the queue head
+ value = CORE.Input.Keyboard.keyPressedQueue[0];
+
+ // Shift elements 1 step toward the head.
+ for (int i = 0; i < (CORE.Input.Keyboard.keyPressedQueueCount - 1); i++)
+ CORE.Input.Keyboard.keyPressedQueue[i] = CORE.Input.Keyboard.keyPressedQueue[i + 1];
+
+ // Reset last character in the queue
+ CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 0;
+ CORE.Input.Keyboard.keyPressedQueueCount--;
+ }
+
+ return value;
+}
+
+// Get the last char pressed
+int GetCharPressed(void)
+{
+ int value = 0;
+
+ if (CORE.Input.Keyboard.charPressedQueueCount > 0)
+ {
+ // Get character from the queue head
+ value = CORE.Input.Keyboard.charPressedQueue[0];
+
+ // Shift elements 1 step toward the head.
+ for (int i = 0; i < (CORE.Input.Keyboard.charPressedQueueCount - 1); i++)
+ CORE.Input.Keyboard.charPressedQueue[i] = CORE.Input.Keyboard.charPressedQueue[i + 1];
+
+ // Reset last character in the queue
+ CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = 0;
+ CORE.Input.Keyboard.charPressedQueueCount--;
+ }
+
+ return value;
+}
+
+// Set a custom key to exit program
+// NOTE: default exitKey is ESCAPE
+void SetExitKey(int key)
+{
+#if !defined(PLATFORM_ANDROID)
+ CORE.Input.Keyboard.exitKey = key;
+#endif
+}
+
+// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB)
+
+// Check if a gamepad is available
+bool IsGamepadAvailable(int gamepad)
+{
+ bool result = false;
+
+ if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad]) result = true;
+
+ return result;
+}
+
+// Get gamepad internal name id
+const char *GetGamepadName(int gamepad)
+{
+#if defined(PLATFORM_DESKTOP)
+ if (CORE.Input.Gamepad.ready[gamepad]) return glfwGetJoystickName(gamepad);
+ else return NULL;
+#endif
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+ if (CORE.Input.Gamepad.ready[gamepad]) ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGNAME(64), &CORE.Input.Gamepad.name[gamepad]);
+ return CORE.Input.Gamepad.name[gamepad];
+#endif
+#if defined(PLATFORM_WEB)
+ return CORE.Input.Gamepad.name[gamepad];
+#endif
+ return NULL;
+}
+
+// Get gamepad axis count
+int GetGamepadAxisCount(int gamepad)
+{
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+ int axisCount = 0;
+ if (CORE.Input.Gamepad.ready[gamepad]) ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGAXES, &axisCount);
+ CORE.Input.Gamepad.axisCount = axisCount;
+#endif
+
+ return CORE.Input.Gamepad.axisCount;
+}
+
+// Get axis movement vector for a gamepad
+float GetGamepadAxisMovement(int gamepad, int axis)
+{
+ float value = 0;
+
+ if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS) &&
+ (fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]) > 0.1f)) value = CORE.Input.Gamepad.axisState[gamepad][axis]; // 0.1f = GAMEPAD_AXIS_MINIMUM_DRIFT/DELTA
+
+ return value;
+}
+
+// Check if a gamepad button has been pressed once
+bool IsGamepadButtonPressed(int gamepad, int button)
+{
+ bool pressed = false;
+
+ if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
+ (CORE.Input.Gamepad.previousButtonState[gamepad][button] == 0) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) pressed = true;
+
+ return pressed;
+}
+
+// Check if a gamepad button is being pressed
+bool IsGamepadButtonDown(int gamepad, int button)
+{
+ bool result = false;
+
+ if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
+ (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) result = true;
+
+ return result;
+}
+
+// Check if a gamepad button has NOT been pressed once
+bool IsGamepadButtonReleased(int gamepad, int button)
+{
+ bool released = false;
+
+ if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
+ (CORE.Input.Gamepad.previousButtonState[gamepad][button] == 1) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) released = true;
+
+ return released;
+}
+
+// Check if a gamepad button is NOT being pressed
+bool IsGamepadButtonUp(int gamepad, int button)
+{
+ bool result = false;
+
+ if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
+ (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) result = true;
+
+ return result;
+}
+
+// Get the last gamepad button pressed
+int GetGamepadButtonPressed(void)
+{
+ return CORE.Input.Gamepad.lastButtonPressed;
+}
+
+// Set internal gamepad mappings
+int SetGamepadMappings(const char *mappings)
+{
+ int result = 0;
+
+#if defined(PLATFORM_DESKTOP)
+ result = glfwUpdateGamepadMappings(mappings);
+#endif
+
+ return result;
+}
+
+// Check if a mouse button has been pressed once
+bool IsMouseButtonPressed(int button)
+{
+ bool pressed = false;
+
+ if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) pressed = true;
+
+ // Map touches to mouse buttons checking
+ if ((CORE.Input.Touch.currentTouchState[button] == 1) && (CORE.Input.Touch.previousTouchState[button] == 0)) pressed = true;
+
+ return pressed;
+}
+
+// Check if a mouse button is being pressed
+bool IsMouseButtonDown(int button)
+{
+ bool down = false;
+
+ if (CORE.Input.Mouse.currentButtonState[button] == 1) down = true;
+
+ // Map touches to mouse buttons checking
+ if (CORE.Input.Touch.currentTouchState[button] == 1) down = true;
+
+ return down;
+}
+
+// Check if a mouse button has been released once
+bool IsMouseButtonReleased(int button)
+{
+ bool released = false;
+
+ if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) released = true;
+
+ // Map touches to mouse buttons checking
+ if ((CORE.Input.Touch.currentTouchState[button] == 0) && (CORE.Input.Touch.previousTouchState[button] == 1)) released = true;
+
+ return released;
+}
+
+// Check if a mouse button is NOT being pressed
+bool IsMouseButtonUp(int button)
+{
+ return !IsMouseButtonDown(button);
+}
+
+// Get mouse position X
+int GetMouseX(void)
+{
+#if defined(PLATFORM_ANDROID)
+ return (int)CORE.Input.Touch.position[0].x;
+#else
+ return (int)((CORE.Input.Mouse.currentPosition.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x);
+#endif
+}
+
+// Get mouse position Y
+int GetMouseY(void)
+{
+#if defined(PLATFORM_ANDROID)
+ return (int)CORE.Input.Touch.position[0].y;
+#else
+ return (int)((CORE.Input.Mouse.currentPosition.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y);
+#endif
+}
+
+// Get mouse position XY
+Vector2 GetMousePosition(void)
+{
+ Vector2 position = { 0 };
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
+ position = GetTouchPosition(0);
+#else
+ position.x = (CORE.Input.Mouse.currentPosition.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x;
+ position.y = (CORE.Input.Mouse.currentPosition.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y;
+#endif
+
+ return position;
+}
+
+// Get mouse delta between frames
+Vector2 GetMouseDelta(void)
+{
+ Vector2 delta = {0};
+
+ delta.x = CORE.Input.Mouse.currentPosition.x - CORE.Input.Mouse.previousPosition.x;
+ delta.y = CORE.Input.Mouse.currentPosition.y - CORE.Input.Mouse.previousPosition.y;
+
+ return delta;
+}
+
+// Set mouse position XY
+void SetMousePosition(int x, int y)
+{
+ CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+ // NOTE: emscripten not implemented
+ glfwSetCursorPos(CORE.Window.handle, CORE.Input.Mouse.currentPosition.x, CORE.Input.Mouse.currentPosition.y);
+#endif
+}
+
+// Set mouse offset
+// NOTE: Useful when rendering to different size targets
+void SetMouseOffset(int offsetX, int offsetY)
+{
+ CORE.Input.Mouse.offset = (Vector2){ (float)offsetX, (float)offsetY };
+}
+
+// Set mouse scaling
+// NOTE: Useful when rendering to different size targets
+void SetMouseScale(float scaleX, float scaleY)
+{
+ CORE.Input.Mouse.scale = (Vector2){ scaleX, scaleY };
+}
+
+// Get mouse wheel movement Y
+float GetMouseWheelMove(void)
+{
+#if defined(PLATFORM_ANDROID)
+ return 0.0f;
+#endif
+#if defined(PLATFORM_WEB)
+ return CORE.Input.Mouse.currentWheelMove/100.0f;
+#endif
+
+ return CORE.Input.Mouse.currentWheelMove;
+}
+
+// Set mouse cursor
+// NOTE: This is a no-op on platforms other than PLATFORM_DESKTOP
+void SetMouseCursor(int cursor)
+{
+#if defined(PLATFORM_DESKTOP)
+ CORE.Input.Mouse.cursor = cursor;
+ if (cursor == MOUSE_CURSOR_DEFAULT) glfwSetCursor(CORE.Window.handle, NULL);
+ else
+ {
+ // NOTE: We are relating internal GLFW enum values to our MouseCursor enum values
+ glfwSetCursor(CORE.Window.handle, glfwCreateStandardCursor(0x00036000 + cursor));
+ }
+#endif
+}
+
+// Get touch position X for touch point 0 (relative to screen size)
+int GetTouchX(void)
+{
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
+ return (int)CORE.Input.Touch.position[0].x;
+#else // PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_DRM
+ return GetMouseX();
+#endif
+}
+
+// Get touch position Y for touch point 0 (relative to screen size)
+int GetTouchY(void)
+{
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
+ return (int)CORE.Input.Touch.position[0].y;
+#else // PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_DRM
+ return GetMouseY();
+#endif
+}
+
+// Get touch position XY for a touch point index (relative to screen size)
+// TODO: Touch position should be scaled depending on display size and render size
+Vector2 GetTouchPosition(int index)
+{
+ Vector2 position = { -1.0f, -1.0f };
+
+#if defined(PLATFORM_DESKTOP)
+ // 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
+ if (index == 0) position = GetMousePosition();
+#endif
+#if defined(PLATFORM_ANDROID)
+ if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index];
+ else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
+
+ if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height))
+ {
+ position.x = position.x*((float)CORE.Window.screen.width/(float)(CORE.Window.display.width - CORE.Window.renderOffset.x)) - CORE.Window.renderOffset.x/2;
+ position.y = position.y*((float)CORE.Window.screen.height/(float)(CORE.Window.display.height - CORE.Window.renderOffset.y)) - CORE.Window.renderOffset.y/2;
+ }
+ else
+ {
+ position.x = position.x*((float)CORE.Window.render.width/(float)CORE.Window.display.width) - CORE.Window.renderOffset.x/2;
+ position.y = position.y*((float)CORE.Window.render.height/(float)CORE.Window.display.height) - CORE.Window.renderOffset.y/2;
+ }
+#endif
+#if defined(PLATFORM_WEB) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+ if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index];
+ else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
+#endif
+
+ return position;
+}
+
+// Get touch point identifier for given index
+int GetTouchPointId(int index)
+{
+ int id = -1;
+
+ if (index < MAX_TOUCH_POINTS) id = CORE.Input.Touch.pointId[index];
+
+ return id;
+}
+
+// Get number of touch points
+int GetTouchPointCount(void)
+{
+ return CORE.Input.Touch.pointCount;
+}
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Definition
+//----------------------------------------------------------------------------------
+
+// Initialize display device and framebuffer
+// NOTE: width and height represent the screen (framebuffer) desired size, not actual display size
+// If width or height are 0, default display size will be used for framebuffer size
+// NOTE: returns false in case graphic device could not be created
+static bool InitGraphicsDevice(int width, int height)
+{
+ CORE.Window.screen.width = width; // User desired width
+ CORE.Window.screen.height = height; // User desired height
+ CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default
+
+ // NOTE: Framebuffer (render area - CORE.Window.render.width, CORE.Window.render.height) could include black bars...
+ // ...in top-down or left-right to match display aspect ratio (no weird scalings)
+
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+ 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
+
+ if (!glfwInit())
+ {
+ TRACELOG(LOG_WARNING, "GLFW: Failed to initialize GLFW");
+ return false;
+ }
+
+ // NOTE: Getting video modes is not implemented in emscripten GLFW3 version
+#if defined(PLATFORM_DESKTOP)
+ // Find monitor resolution
+ GLFWmonitor *monitor = glfwGetPrimaryMonitor();
+ if (!monitor)
+ {
+ TRACELOG(LOG_WARNING, "GLFW: Failed to get primary monitor");
+ return false;
+ }
+ 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;
+#endif // PLATFORM_DESKTOP
+
+#if defined(PLATFORM_WEB)
+ CORE.Window.display.width = CORE.Window.screen.width;
+ CORE.Window.display.height = CORE.Window.screen.height;
+#endif // PLATFORM_WEB
+
+ 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 defined(PLATFORM_DESKTOP)
+ 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);
+#endif
+
+ 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 highest supported version
+ // with forward compatibility to older OpenGL versions.
+ // For example, if using OpenGL 1.1, driver can provide a 4.3 context forward compatible.
+
+ // Check selection OpenGL version
+ if (rlGetVersion() == 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() == 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 fordward compatibility
+#else
+ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Fordward Compatibility Hint: Only 3.3 and above!
+#endif
+ //glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context
+ }
+ else if (rlGetVersion() == 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() == 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);
+#if defined(PLATFORM_DESKTOP)
+ glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
+#else
+ glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
+#endif
+ }
+
+#if defined(PLATFORM_DESKTOP)
+ // 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
+ if (MAX_GAMEPADS > 0) glfwSetJoystickCallback(NULL);
+#endif
+
+ if (CORE.Window.fullscreen)
+ {
+ // remember center for switchinging from fullscreen to window
+ 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;
+ }
+ }
+ }
+
+#if defined(PLATFORM_DESKTOP)
+ // 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);
+ }
+#endif
+ 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 appropiate 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);
+
+ CORE.Window.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(CORE.Window.handle, glfwGetPrimaryMonitor(), 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
+ }
+ else
+ {
+ // No-fullscreen window creation
+ CORE.Window.handle = glfwCreateWindow(CORE.Window.screen.width, CORE.Window.screen.height, (CORE.Window.title != 0)? CORE.Window.title : " ", NULL, NULL);
+
+ if (CORE.Window.handle)
+ {
+#if defined(PLATFORM_DESKTOP)
+ // Center window on screen
+ int windowPosX = CORE.Window.display.width/2 - CORE.Window.screen.width/2;
+ int windowPosY = CORE.Window.display.height/2 - CORE.Window.screen.height/2;
+
+ if (windowPosX < 0) windowPosX = 0;
+ if (windowPosY < 0) windowPosY = 0;
+
+ glfwSetWindowPos(CORE.Window.handle, windowPosX, windowPosY);
+#endif
+ CORE.Window.render.width = CORE.Window.screen.width;
+ CORE.Window.render.height = CORE.Window.screen.height;
+ }
+ }
+
+ if (!CORE.Window.handle)
+ {
+ glfwTerminate();
+ TRACELOG(LOG_WARNING, "GLFW: Failed to initialize Window");
+ return false;
+ }
+
+ // Set window callback events
+ glfwSetWindowSizeCallback(CORE.Window.handle, WindowSizeCallback); // NOTE: Resizing not allowed by default!
+#if !defined(PLATFORM_WEB)
+ glfwSetWindowMaximizeCallback(CORE.Window.handle, WindowMaximizeCallback);
+#endif
+ glfwSetWindowIconifyCallback(CORE.Window.handle, WindowIconifyCallback);
+ glfwSetWindowFocusCallback(CORE.Window.handle, WindowFocusCallback);
+ glfwSetDropCallback(CORE.Window.handle, WindowDropCallback);
+ // Set input callback events
+ glfwSetKeyCallback(CORE.Window.handle, KeyCallback);
+ glfwSetCharCallback(CORE.Window.handle, CharCallback);
+ glfwSetMouseButtonCallback(CORE.Window.handle, MouseButtonCallback);
+ glfwSetCursorPosCallback(CORE.Window.handle, MouseCursorPosCallback); // Track mouse position changes
+ glfwSetScrollCallback(CORE.Window.handle, MouseScrollCallback);
+ glfwSetCursorEnterCallback(CORE.Window.handle, CursorEnterCallback);
+
+ glfwMakeContextCurrent(CORE.Window.handle);
+
+#if !defined(PLATFORM_WEB)
+ glfwSwapInterval(0); // No V-Sync by default
+#endif
+
+ // 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)
+ {
+ // WARNING: It seems to hits 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 defined(PLATFORM_DESKTOP)
+ 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(CORE.Window.handle, &fbWidth, &fbHeight);
+
+ // Screen scaling matrix is required in case desired screen area is different than 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
+ }
+#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);
+
+#endif // PLATFORM_DESKTOP || PLATFORM_WEB
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+ CORE.Window.fullscreen = true;
+ CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
+
+#if defined(PLATFORM_RPI)
+ bcm_host_init();
+
+ DISPMANX_ELEMENT_HANDLE_T dispmanElement = { 0 };
+ DISPMANX_DISPLAY_HANDLE_T dispmanDisplay = { 0 };
+ DISPMANX_UPDATE_HANDLE_T dispmanUpdate = { 0 };
+
+ VC_RECT_T dstRect = { 0 };
+ VC_RECT_T srcRect = { 0 };
+#endif
+
+#if defined(PLATFORM_DRM)
+ CORE.Window.fd = -1;
+ CORE.Window.connector = NULL;
+ CORE.Window.modeIndex = -1;
+ CORE.Window.crtc = NULL;
+ CORE.Window.gbmDevice = NULL;
+ CORE.Window.gbmSurface = NULL;
+ CORE.Window.prevBO = NULL;
+ CORE.Window.prevFB = 0;
+
+#if defined(DEFAULT_GRAPHIC_DEVICE_DRM)
+ CORE.Window.fd = open(DEFAULT_GRAPHIC_DEVICE_DRM, O_RDWR);
+#else
+ TRACELOG(LOG_INFO, "DISPLAY: No graphic card set, trying platform-gpu-card");
+ CORE.Window.fd = open("/dev/dri/by-path/platform-gpu-card", O_RDWR); // VideoCore VI (Raspberry Pi 4)
+
+ if ((-1 == CORE.Window.fd) || (drmModeGetResources(CORE.Window.fd) == NULL))
+ {
+ TRACELOG(LOG_INFO, "DISPLAY: Failed to open platform-gpu-card, trying card1");
+ CORE.Window.fd = open("/dev/dri/card1", O_RDWR); // Other Embedded
+ }
+
+ if ((-1 == CORE.Window.fd) || (drmModeGetResources(CORE.Window.fd) == NULL))
+ {
+ TRACELOG(LOG_INFO, "DISPLAY: Failed to open graphic card1, trying card0");
+ CORE.Window.fd = open("/dev/dri/card0", O_RDWR); // VideoCore IV (Raspberry Pi 1-3)
+ }
+#endif
+ if (-1 == CORE.Window.fd)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to open graphic card");
+ return false;
+ }
+
+ drmModeRes *res = drmModeGetResources(CORE.Window.fd);
+ if (!res)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed get DRM resources");
+ return false;
+ }
+
+ 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(CORE.Window.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");
+ CORE.Window.connector = con;
+ break;
+ }
+ else
+ {
+ TRACELOG(LOG_TRACE, "DISPLAY: DRM mode NOT connected (deleting)");
+ drmModeFreeConnector(con);
+ }
+ }
+ if (!CORE.Window.connector)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: No suitable DRM connector found");
+ drmModeFreeResources(res);
+ return false;
+ }
+
+ drmModeEncoder *enc = drmModeGetEncoder(CORE.Window.fd, CORE.Window.connector->encoder_id);
+ if (!enc)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to get DRM mode encoder");
+ drmModeFreeResources(res);
+ return false;
+ }
+
+ CORE.Window.crtc = drmModeGetCrtc(CORE.Window.fd, enc->crtc_id);
+ if (!CORE.Window.crtc)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to get DRM mode crtc");
+ drmModeFreeEncoder(enc);
+ drmModeFreeResources(res);
+ return false;
+ }
+
+ // 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...");
+
+ CORE.Window.modeIndex = FindMatchingConnectorMode(CORE.Window.connector, &CORE.Window.crtc->mode);
+
+ if (CORE.Window.modeIndex < 0)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: No matching DRM connector mode found");
+ drmModeFreeEncoder(enc);
+ drmModeFreeResources(res);
+ return false;
+ }
+
+ 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
+ CORE.Window.modeIndex = FindExactConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, allowInterlaced);
+ // if nothing found, try to find a nearly matching mode
+ if (CORE.Window.modeIndex < 0)
+ CORE.Window.modeIndex = FindNearestConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, allowInterlaced);
+ // if nothing found, try to find an exactly matching mode including interlaced
+ if (CORE.Window.modeIndex < 0)
+ CORE.Window.modeIndex = FindExactConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, true);
+ // if nothing found, try to find a nearly matching mode including interlaced
+ if (CORE.Window.modeIndex < 0)
+ CORE.Window.modeIndex = FindNearestConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, true);
+ // if nothing found, there is no suitable mode
+ if (CORE.Window.modeIndex < 0)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to find a suitable DRM connector mode");
+ drmModeFreeEncoder(enc);
+ drmModeFreeResources(res);
+ return false;
+ }
+
+ CORE.Window.display.width = CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay;
+ CORE.Window.display.height = CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay;
+
+ TRACELOG(LOG_INFO, "DISPLAY: Selected DRM connector mode %s (%ux%u%c@%u)", CORE.Window.connector->modes[CORE.Window.modeIndex].name,
+ CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay, CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay,
+ (CORE.Window.connector->modes[CORE.Window.modeIndex].flags & DRM_MODE_FLAG_INTERLACE) ? 'i' : 'p',
+ CORE.Window.connector->modes[CORE.Window.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;
+
+ CORE.Window.gbmDevice = gbm_create_device(CORE.Window.fd);
+ if (!CORE.Window.gbmDevice)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to create GBM device");
+ return false;
+ }
+
+ CORE.Window.gbmSurface = gbm_surface_create(CORE.Window.gbmDevice, CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay,
+ CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay, GBM_FORMAT_ARGB8888, GBM_BO_USE_SCANOUT | GBM_BO_USE_RENDERING);
+ if (!CORE.Window.gbmSurface)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to create GBM surface");
+ return false;
+ }
+#endif
+
+ 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, EGL_OPENGL_ES2_BIT, // Type of context support -> Required on RPI?
+#if defined(PLATFORM_DRM)
+ EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android!
+#endif
+ 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)
+#if defined(PLATFORM_DRM)
+ EGL_ALPHA_SIZE, 8, // ALPHA bit depth (required for transparent framebuffer)
+#endif
+ //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
+ };
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+ EGLint numConfigs = 0;
+
+ // Get an EGL device connection
+#if defined(PLATFORM_DRM)
+ CORE.Window.device = eglGetDisplay((EGLNativeDisplayType)CORE.Window.gbmDevice);
+#else
+ CORE.Window.device = eglGetDisplay(EGL_DEFAULT_DISPLAY);
+#endif
+ if (CORE.Window.device == EGL_NO_DISPLAY)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
+ return false;
+ }
+
+ // Initialize the EGL device connection
+ if (eglInitialize(CORE.Window.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 false;
+ }
+
+#if defined(PLATFORM_DRM)
+ if (!eglChooseConfig(CORE.Window.device, NULL, NULL, 0, &numConfigs))
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to get EGL config count: 0x%x", eglGetError());
+ return false;
+ }
+
+ 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 false;
+ }
+
+ EGLint matchingNumConfigs = 0;
+ if (!eglChooseConfig(CORE.Window.device, framebufferAttribs, configs, numConfigs, &matchingNumConfigs))
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to choose EGL config: 0x%x", eglGetError());
+ free(configs);
+ return false;
+ }
+
+ 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(CORE.Window.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);
+ CORE.Window.config = configs[i];
+ found = 1;
+ break;
+ }
+ }
+
+ RL_FREE(configs);
+
+ if (!found)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to find a suitable EGL config");
+ return false;
+ }
+#else
+ // Get an appropriate EGL framebuffer configuration
+ eglChooseConfig(CORE.Window.device, framebufferAttribs, &CORE.Window.config, 1, &numConfigs);
+#endif
+
+ // Set rendering API
+ eglBindAPI(EGL_OPENGL_ES_API);
+
+ // Create an EGL rendering context
+ CORE.Window.context = eglCreateContext(CORE.Window.device, CORE.Window.config, EGL_NO_CONTEXT, contextAttribs);
+ if (CORE.Window.context == EGL_NO_CONTEXT)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL context");
+ return false;
+ }
+#endif
+
+ // Create an EGL window surface
+ //---------------------------------------------------------------------------------
+#if defined(PLATFORM_ANDROID)
+ 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(CORE.Window.device, CORE.Window.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(CORE.Android.app->window, CORE.Window.render.width, CORE.Window.render.height, displayFormat);
+ //ANativeWindow_setBuffersGeometry(CORE.Android.app->window, 0, 0, displayFormat); // Force use of native display size
+
+ CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, CORE.Android.app->window, NULL);
+#endif // PLATFORM_ANDROID
+
+#if defined(PLATFORM_RPI)
+ graphics_get_display_size(0, &CORE.Window.display.width, &CORE.Window.display.height);
+
+ // Screen size security check
+ 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;
+
+ // 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);
+
+ dstRect.x = 0;
+ dstRect.y = 0;
+ dstRect.width = CORE.Window.display.width;
+ dstRect.height = CORE.Window.display.height;
+
+ srcRect.x = 0;
+ srcRect.y = 0;
+ srcRect.width = CORE.Window.render.width << 16;
+ srcRect.height = CORE.Window.render.height << 16;
+
+ // NOTE: RPI dispmanx windowing system takes care of source rectangle scaling to destination rectangle by hardware (no cost)
+ // Take care that renderWidth/renderHeight fit on displayWidth/displayHeight aspect ratio
+
+ VC_DISPMANX_ALPHA_T alpha = { 0 };
+ alpha.flags = DISPMANX_FLAGS_ALPHA_FIXED_ALL_PIXELS;
+ //alpha.flags = DISPMANX_FLAGS_ALPHA_FROM_SOURCE; // TODO: Allow transparent framebuffer! -> FLAG_WINDOW_TRANSPARENT
+ alpha.opacity = 255; // Set transparency level for framebuffer, requires EGLAttrib: EGL_TRANSPARENT_TYPE
+ alpha.mask = 0;
+
+ dispmanDisplay = vc_dispmanx_display_open(0); // LCD
+ dispmanUpdate = vc_dispmanx_update_start(0);
+
+ dispmanElement = vc_dispmanx_element_add(dispmanUpdate, dispmanDisplay, 0/*layer*/, &dstRect, 0/*src*/,
+ &srcRect, DISPMANX_PROTECTION_NONE, &alpha, 0/*clamp*/, DISPMANX_NO_ROTATE);
+
+ CORE.Window.handle.element = dispmanElement;
+ CORE.Window.handle.width = CORE.Window.render.width;
+ CORE.Window.handle.height = CORE.Window.render.height;
+ vc_dispmanx_update_submit_sync(dispmanUpdate);
+
+ CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, &CORE.Window.handle, NULL);
+
+ const unsigned char *const renderer = glGetString(GL_RENDERER);
+ if (renderer) TRACELOG(LOG_INFO, "DISPLAY: Renderer name is: %s", renderer);
+ else TRACELOG(LOG_WARNING, "DISPLAY: Failed to get renderer name");
+ //---------------------------------------------------------------------------------
+#endif // PLATFORM_RPI
+
+#if defined(PLATFORM_DRM)
+ CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, (EGLNativeWindowType)CORE.Window.gbmSurface, NULL);
+ if (EGL_NO_SURFACE == CORE.Window.surface)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL window surface: 0x%04x", eglGetError());
+ return false;
+ }
+
+ // 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);
+#endif // PLATFORM_DRM
+
+ // There must be at least one frame displayed before the buffers are swapped
+ //eglSwapInterval(CORE.Window.device, 1);
+
+ if (eglMakeCurrent(CORE.Window.device, CORE.Window.surface, CORE.Window.surface, CORE.Window.context) == EGL_FALSE)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to attach EGL rendering context to EGL surface");
+ return false;
+ }
+ 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);
+ }
+#endif // PLATFORM_ANDROID || PLATFORM_RPI || PLATFORM_DRM
+
+ // Load OpenGL extensions
+ // NOTE: GL procedures address loader is required to load extensions
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+ rlLoadExtensions(glfwGetProcAddress);
+#else
+ rlLoadExtensions(eglGetProcAddress);
+#endif
+
+ // 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);
+
+ ClearBackground(RAYWHITE); // Default background color for raylib games :P
+
+#if defined(PLATFORM_ANDROID)
+ CORE.Window.ready = true;
+#endif
+
+ if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
+
+ return true;
+}
+
+// Set viewport for a provided width and height
+static void SetupViewport(int width, int height)
+{
+ CORE.Window.render.width = width;
+ CORE.Window.render.height = height;
+
+ // Set viewport width and height
+ // NOTE: We consider render size (scaled) and offset in case black bars are required and
+ // render area does not match full display area (this situation is only applicable on fullscreen mode)
+#if defined(__APPLE__)
+ float xScale = 1.0f, yScale = 1.0f;
+ glfwGetWindowContentScale(CORE.Window.handle, &xScale, &yScale);
+ rlViewport(CORE.Window.renderOffset.x/2*xScale, CORE.Window.renderOffset.y/2*yScale, (CORE.Window.render.width)*xScale, (CORE.Window.render.height)*yScale);
+#else
+ rlViewport(CORE.Window.renderOffset.x/2, CORE.Window.renderOffset.y/2, CORE.Window.render.width, CORE.Window.render.height);
+#endif
+
+ rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
+ rlLoadIdentity(); // Reset current matrix (projection)
+
+ // Set orthographic projection to current framebuffer size
+ // NOTE: Configured top-left corner as (0, 0)
+ rlOrtho(0, CORE.Window.render.width, CORE.Window.render.height, 0, 0.0f, 1.0f);
+
+ rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
+ rlLoadIdentity(); // Reset current matrix (modelview)
+}
+
+// Compute framebuffer size relative to screen size and display size
+// NOTE: Global variables CORE.Window.render.width/CORE.Window.render.height and CORE.Window.renderOffset.x/CORE.Window.renderOffset.y can be modified
+static void SetupFramebuffer(int width, int height)
+{
+ // Calculate CORE.Window.render.width and CORE.Window.render.height, we have the display size (input params) and the desired screen size (global var)
+ if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height))
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Downscaling required: Screen size (%ix%i) is bigger than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height);
+
+ // Downscaling to fit display with border-bars
+ float widthRatio = (float)CORE.Window.display.width/(float)CORE.Window.screen.width;
+ float heightRatio = (float)CORE.Window.display.height/(float)CORE.Window.screen.height;
+
+ if (widthRatio <= heightRatio)
+ {
+ CORE.Window.render.width = CORE.Window.display.width;
+ CORE.Window.render.height = (int)round((float)CORE.Window.screen.height*widthRatio);
+ CORE.Window.renderOffset.x = 0;
+ CORE.Window.renderOffset.y = (CORE.Window.display.height - CORE.Window.render.height);
+ }
+ else
+ {
+ CORE.Window.render.width = (int)round((float)CORE.Window.screen.width*heightRatio);
+ CORE.Window.render.height = CORE.Window.display.height;
+ CORE.Window.renderOffset.x = (CORE.Window.display.width - CORE.Window.render.width);
+ CORE.Window.renderOffset.y = 0;
+ }
+
+ // Screen scaling required
+ float scaleRatio = (float)CORE.Window.render.width/(float)CORE.Window.screen.width;
+ CORE.Window.screenScale = MatrixScale(scaleRatio, scaleRatio, 1.0f);
+
+ // NOTE: We render to full display resolution!
+ // We just need to calculate above parameters for downscale matrix and offsets
+ CORE.Window.render.width = CORE.Window.display.width;
+ CORE.Window.render.height = CORE.Window.display.height;
+
+ TRACELOG(LOG_WARNING, "DISPLAY: Downscale matrix generated, content will be rendered at (%ix%i)", CORE.Window.render.width, CORE.Window.render.height);
+ }
+ else if ((CORE.Window.screen.width < CORE.Window.display.width) || (CORE.Window.screen.height < CORE.Window.display.height))
+ {
+ // Required screen size is smaller than display size
+ TRACELOG(LOG_INFO, "DISPLAY: Upscaling required: Screen size (%ix%i) smaller than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height);
+
+ if ((CORE.Window.screen.width == 0) || (CORE.Window.screen.height == 0))
+ {
+ CORE.Window.screen.width = CORE.Window.display.width;
+ CORE.Window.screen.height = CORE.Window.display.height;
+ }
+
+ // Upscaling to fit display with border-bars
+ float displayRatio = (float)CORE.Window.display.width/(float)CORE.Window.display.height;
+ float screenRatio = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
+
+ if (displayRatio <= screenRatio)
+ {
+ CORE.Window.render.width = CORE.Window.screen.width;
+ CORE.Window.render.height = (int)round((float)CORE.Window.screen.width/displayRatio);
+ CORE.Window.renderOffset.x = 0;
+ CORE.Window.renderOffset.y = (CORE.Window.render.height - CORE.Window.screen.height);
+ }
+ else
+ {
+ CORE.Window.render.width = (int)round((float)CORE.Window.screen.height*displayRatio);
+ CORE.Window.render.height = CORE.Window.screen.height;
+ CORE.Window.renderOffset.x = (CORE.Window.render.width - CORE.Window.screen.width);
+ CORE.Window.renderOffset.y = 0;
+ }
+ }
+ else
+ {
+ CORE.Window.render.width = CORE.Window.screen.width;
+ CORE.Window.render.height = CORE.Window.screen.height;
+ CORE.Window.renderOffset.x = 0;
+ CORE.Window.renderOffset.y = 0;
+ }
+}
+
+// Initialize hi-resolution timer
+static void InitTimer(void)
+{
+// Setting a higher resolution can improve the accuracy of time-out intervals in wait functions.
+// However, it can also reduce overall system performance, because the thread scheduler switches tasks more often.
+// High resolutions can also prevent the CPU power management system from entering power-saving modes.
+// Setting a higher resolution does not improve the accuracy of the high-resolution performance counter.
+#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
+ timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms)
+#endif
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+ struct timespec now = { 0 };
+
+ if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) // Success
+ {
+ CORE.Time.base = (unsigned long long int)now.tv_sec*1000000000LLU + (unsigned long long int)now.tv_nsec;
+ }
+ else TRACELOG(LOG_WARNING, "TIMER: Hi-resolution timer not available");
+#endif
+
+ CORE.Time.previous = GetTime(); // Get time as double
+}
+
+// Wait for some milliseconds (stop program execution)
+// NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could
+// take longer than expected... for that reason we use the busy wait loop
+// Ref: http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
+// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32!
+void WaitTime(float ms)
+{
+#if defined(SUPPORT_BUSY_WAIT_LOOP)
+ double previousTime = GetTime();
+ double currentTime = 0.0;
+
+ // Busy wait loop
+ while ((currentTime - previousTime) < ms/1000.0f) currentTime = GetTime();
+#else
+ #if defined(SUPPORT_PARTIALBUSY_WAIT_LOOP)
+ double busyWait = ms*0.05; // NOTE: We are using a busy wait of 5% of the time
+ ms -= (float)busyWait;
+ #endif
+
+ // System halt functions
+ #if defined(_WIN32)
+ Sleep((unsigned int)ms);
+ #endif
+ #if defined(__linux__) || defined(__FreeBSD__) || defined(__EMSCRIPTEN__)
+ struct timespec req = { 0 };
+ time_t sec = (int)(ms/1000.0f);
+ ms -= (sec*1000);
+ req.tv_sec = sec;
+ req.tv_nsec = ms*1000000L;
+
+ // NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated.
+ while (nanosleep(&req, &req) == -1) continue;
+ #endif
+ #if defined(__APPLE__)
+ usleep(ms*1000.0f);
+ #endif
+
+ #if defined(SUPPORT_PARTIALBUSY_WAIT_LOOP)
+ double previousTime = GetTime();
+ double currentTime = 0.0;
+
+ // Partial busy wait loop (only a fraction of the total wait time)
+ while ((currentTime - previousTime) < busyWait/1000.0f) currentTime = GetTime();
+ #endif
+#endif
+}
+
+// Swap back buffer with front buffer (screen drawing)
+void SwapScreenBuffer(void)
+{
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+ glfwSwapBuffers(CORE.Window.handle);
+#endif
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+ eglSwapBuffers(CORE.Window.device, CORE.Window.surface);
+
+#if defined(PLATFORM_DRM)
+ if (!CORE.Window.gbmSurface || (-1 == CORE.Window.fd) || !CORE.Window.connector || !CORE.Window.crtc)
+ {
+ TRACELOG(LOG_ERROR, "DISPLAY: DRM initialization failed to swap");
+ abort();
+ }
+
+ struct gbm_bo *bo = gbm_surface_lock_front_buffer(CORE.Window.gbmSurface);
+ if (!bo)
+ {
+ TRACELOG(LOG_ERROR, "DISPLAY: Failed GBM to lock front buffer");
+ abort();
+ }
+
+ uint32_t fb = 0;
+ int result = drmModeAddFB(CORE.Window.fd, CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay,
+ CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay, 24, 32, gbm_bo_get_stride(bo), gbm_bo_get_handle(bo).u32, &fb);
+ if (0 != result)
+ {
+ TRACELOG(LOG_ERROR, "DISPLAY: drmModeAddFB() failed with result: %d", result);
+ abort();
+ }
+
+ result = drmModeSetCrtc(CORE.Window.fd, CORE.Window.crtc->crtc_id, fb, 0, 0,
+ &CORE.Window.connector->connector_id, 1, &CORE.Window.connector->modes[CORE.Window.modeIndex]);
+ if (0 != result)
+ {
+ TRACELOG(LOG_ERROR, "DISPLAY: drmModeSetCrtc() failed with result: %d", result);
+ abort();
+ }
+
+ if (CORE.Window.prevFB)
+ {
+ result = drmModeRmFB(CORE.Window.fd, CORE.Window.prevFB);
+ if (0 != result)
+ {
+ TRACELOG(LOG_ERROR, "DISPLAY: drmModeRmFB() failed with result: %d", result);
+ abort();
+ }
+ }
+ CORE.Window.prevFB = fb;
+
+ if (CORE.Window.prevBO)
+ {
+ gbm_surface_release_buffer(CORE.Window.gbmSurface, CORE.Window.prevBO);
+ }
+
+ CORE.Window.prevBO = bo;
+#endif // PLATFORM_DRM
+#endif // PLATFORM_ANDROID || PLATFORM_RPI || PLATFORM_DRM
+}
+
+// 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;
+
+#if !(defined(PLATFORM_RPI) || defined(PLATFORM_DRM))
+ // Reset last gamepad button/axis registered state
+ CORE.Input.Gamepad.lastButtonPressed = -1;
+ CORE.Input.Gamepad.axisCount = 0;
+#endif
+
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+ // Register previous keys states
+ for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
+
+ PollKeyboardEvents();
+
+ // Register previous mouse states
+ CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
+ CORE.Input.Mouse.currentWheelMove = 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] = CORE.Input.Mouse.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];
+ }
+ }
+#endif
+
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+ // 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];
+
+ // 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 = 0.0f;
+
+ // Register previous mouse position
+ CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
+#endif
+
+ // 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 PLATFORM_WEB 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 };
+
+#if defined(PLATFORM_DESKTOP)
+ // 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
+ // Get remapped buttons
+ 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++)
+ {
+ GamepadButton button = -1;
+
+ 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] > 0.1);
+ CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
+
+ CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST + 1;
+ }
+ }
+
+ CORE.Window.resizedLastFrame = false;
+
+#if defined(SUPPORT_EVENTS_WAITING)
+ glfwWaitEvents();
+#else
+ glfwPollEvents(); // Register keyboard/mouse events (callbacks)... and window events!
+#endif
+#endif // PLATFORM_DESKTOP
+
+#if defined(PLATFORM_WEB)
+ CORE.Window.resizedLastFrame = false;
+#endif // PLATFORM_WEB
+
+// Gamepad support using emscripten API
+// NOTE: GLFW3 joystick functionality not available in web
+#if defined(PLATFORM_WEB)
+ // Get number of gamepads connected
+ int numGamepads = 0;
+ if (emscripten_sample_gamepad_data() == EMSCRIPTEN_RESULT_SUCCESS) numGamepads = emscripten_get_num_gamepads();
+
+ for (int i = 0; (i < numGamepads) && (i < MAX_GAMEPADS); i++)
+ {
+ // Register previous gamepad button states
+ for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
+
+ EmscriptenGamepadEvent gamepadState;
+
+ int result = emscripten_get_gamepad_status(i, &gamepadState);
+
+ if (result == EMSCRIPTEN_RESULT_SUCCESS)
+ {
+ // Register buttons data for every connected gamepad
+ for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++)
+ {
+ GamepadButton button = -1;
+
+ // Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface
+ switch (j)
+ {
+ case 0: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
+ case 1: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
+ case 2: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
+ case 3: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
+ case 4: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
+ case 5: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
+ case 6: button = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
+ case 7: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
+ case 8: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
+ case 9: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
+ case 10: button = GAMEPAD_BUTTON_LEFT_THUMB; break;
+ case 11: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
+ case 12: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
+ case 13: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
+ case 14: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
+ case 15: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
+ default: break;
+ }
+
+ if (button != -1) // Check for valid button
+ {
+ if (gamepadState.digitalButton[j] == 1)
+ {
+ CORE.Input.Gamepad.currentButtonState[i][button] = 1;
+ CORE.Input.Gamepad.lastButtonPressed = button;
+ }
+ else CORE.Input.Gamepad.currentButtonState[i][button] = 0;
+ }
+
+ //TRACELOGD("INPUT: Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
+ }
+
+ // Register axis data for every connected gamepad
+ for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
+ {
+ CORE.Input.Gamepad.axisState[i][j] = gamepadState.axis[j];
+ }
+
+ CORE.Input.Gamepad.axisCount = gamepadState.numAxes;
+ }
+ }
+#endif
+
+#if defined(PLATFORM_ANDROID)
+ // 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];
+
+ // Android ALooper_pollAll() variables
+ int pollResult = 0;
+ int pollEvents = 0;
+
+ // Poll Events (registered events)
+ // NOTE: Activity is paused if not enabled (CORE.Android.appEnabled)
+ while ((pollResult = ALooper_pollAll(CORE.Android.appEnabled? 0 : -1, NULL, &pollEvents, (void**)&CORE.Android.source)) >= 0)
+ {
+ // Process this event
+ if (CORE.Android.source != NULL) CORE.Android.source->process(CORE.Android.app, CORE.Android.source);
+
+ // NOTE: Never close window, native activity is controlled by the system!
+ if (CORE.Android.app->destroyRequested != 0)
+ {
+ //CORE.Window.shouldClose = true;
+ //ANativeActivity_finish(CORE.Android.app->activity);
+ }
+ }
+#endif
+
+#if (defined(PLATFORM_RPI) || defined(PLATFORM_DRM)) && 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 (!CORE.Input.Keyboard.evtMode) 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
+}
+
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+// 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
+}
+
+#if !defined(PLATFORM_WEB)
+// 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
+}
+#endif
+
+// 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 Keyboard Callback, runs on key pressed
+static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
+{
+ // 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 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(CORE.Window.handle, GLFW_TRUE);
+
+#if defined(SUPPORT_SCREEN_CAPTURE)
+ if ((key == GLFW_KEY_F12) && (action == GLFW_PRESS))
+ {
+#if defined(SUPPORT_GIF_RECORDING)
+ if (mods == GLFW_MOD_CONTROL)
+ {
+ if (gifRecording)
+ {
+ gifRecording = false;
+
+ MsfGifResult result = msf_gif_end(&gifState);
+
+ SaveFileData(TextFormat("%s/screenrec%03i.gif", CORE.Storage.basePath, screenshotCounter), result.data, (unsigned int)result.dataSize);
+ msf_gif_free(result);
+
+ #if defined(PLATFORM_WEB)
+ // Download file from MEMFS (emscripten memory filesystem)
+ // saveFileFromMEMFSToDisk() function is defined in raylib/templates/web_shel/shell.html
+ emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", TextFormat("screenrec%03i.gif", screenshotCounter - 1), TextFormat("screenrec%03i.gif", screenshotCounter - 1)));
+ #endif
+
+ TRACELOG(LOG_INFO, "SYSTEM: Finish animated GIF recording");
+ }
+ else
+ {
+ gifRecording = true;
+ gifFrameCounter = 0;
+
+ msf_gif_begin(&gifState, CORE.Window.screen.width, CORE.Window.screen.height);
+ screenshotCounter++;
+
+ TRACELOG(LOG_INFO, "SYSTEM: Start animated GIF recording: %s", TextFormat("screenrec%03i.gif", screenshotCounter));
+ }
+ }
+ else
+#endif // SUPPORT_GIF_RECORDING
+ {
+ TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
+ screenshotCounter++;
+ }
+ }
+#endif // SUPPORT_SCREEN_CAPTURE
+
+#if defined(SUPPORT_EVENTS_AUTOMATION)
+ if ((key == GLFW_KEY_F11) && (action == GLFW_PRESS))
+ {
+ eventsRecording = !eventsRecording;
+
+ // On finish recording, we export events into a file
+ if (!eventsRecording) ExportAutomationEvents("eventsrec.rep");
+ }
+ else if ((key == GLFW_KEY_F9) && (action == GLFW_PRESS))
+ {
+ LoadAutomationEvents("eventsrec.rep");
+ eventsPlaying = true;
+
+ TRACELOG(LOG_WARNING, "eventsPlaying enabled!");
+ }
+#endif
+}
+
+// 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
+ // do not detects 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_KEY_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) // PLATFORM_DESKTOP
+ // 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) // PLATFORM_DESKTOP
+ // 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 Srolling Callback, runs on mouse wheel
+static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
+{
+ if (xoffset != 0.0) CORE.Input.Mouse.currentWheelMove = (float)xoffset;
+ else CORE.Input.Mouse.currentWheelMove = (float)yoffset;
+}
+
+// GLFW3 CursorEnter Callback, when cursor enters the window
+static void CursorEnterCallback(GLFWwindow *window, int enter)
+{
+ if (enter == true) CORE.Input.Mouse.cursorOnScreen = true;
+ else CORE.Input.Mouse.cursorOnScreen = false;
+}
+
+// GLFW3 Window Drop Callback, runs when drop files into window
+// NOTE: Paths are stored in dynamic memory for further retrieval
+// Everytime new files are dropped, old ones are discarded
+static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
+{
+ ClearDroppedFiles();
+
+ CORE.Window.dropFilesPath = (char **)RL_MALLOC(count*sizeof(char *));
+
+ for (int i = 0; i < count; i++)
+ {
+ CORE.Window.dropFilesPath[i] = (char *)RL_MALLOC(MAX_FILEPATH_LENGTH*sizeof(char));
+ strcpy(CORE.Window.dropFilesPath[i], paths[i]);
+ }
+
+ CORE.Window.dropFileCount = count;
+}
+#endif
+
+#if defined(PLATFORM_ANDROID)
+// 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 (CORE.Android.contextRebindRequired)
+ {
+ // Reset screen scaling to full display size
+ EGLint displayFormat = 0;
+ eglGetConfigAttrib(CORE.Window.device, CORE.Window.config, EGL_NATIVE_VISUAL_ID, &displayFormat);
+ ANativeWindow_setBuffersGeometry(app->window, CORE.Window.render.width, CORE.Window.render.height, displayFormat);
+
+ // Recreate display surface and re-attach OpenGL context
+ CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, app->window, NULL);
+ eglMakeCurrent(CORE.Window.device, CORE.Window.surface, CORE.Window.surface, CORE.Window.context);
+
+ CORE.Android.contextRebindRequired = false;
+ }
+ else
+ {
+ CORE.Window.display.width = ANativeWindow_getWidth(CORE.Android.app->window);
+ CORE.Window.display.height = ANativeWindow_getHeight(CORE.Android.app->window);
+
+ // Initialize graphics device (display device and OpenGL context)
+ InitGraphicsDevice(CORE.Window.screen.width, CORE.Window.screen.height);
+
+ // Initialize hi-res timer
+ InitTimer();
+
+ // Initialize random seed
+ srand((unsigned int)time(NULL));
+
+ #if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
+ // Load default font
+ // WARNING: External function: Module required: rtext
+ LoadFontDefault();
+ Rectangle rec = GetFontDefault().recs[95];
+ // NOTE: We setup a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering
+ #if defined(SUPPORT_MODULE_RSHAPES)
+ SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 }); // WARNING: Module required: rshapes
+ #endif
+ #endif
+
+ // 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:
+ {
+ CORE.Android.appEnabled = true;
+ //ResumeMusicStream();
+ } break;
+ case APP_CMD_PAUSE: break;
+ case APP_CMD_LOST_FOCUS:
+ {
+ CORE.Android.appEnabled = false;
+ //PauseMusicStream();
+ } break;
+ case APP_CMD_TERM_WINDOW:
+ {
+ // Dettach OpenGL context and destroy display surface
+ // NOTE 1: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...)
+ // NOTE 2: In some cases (too many context loaded), OS could unload context automatically... :(
+ eglMakeCurrent(CORE.Window.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
+ eglDestroySurface(CORE.Window.device, CORE.Window.surface);
+
+ CORE.Android.contextRebindRequired = true;
+ } break;
+ case APP_CMD_SAVE_STATE: break;
+ case APP_CMD_STOP: break;
+ case APP_CMD_DESTROY:
+ {
+ // TODO: Finish activity?
+ //ANativeActivity_finish(CORE.Android.app->activity);
+ } break;
+ case APP_CMD_CONFIG_CHANGED:
+ {
+ //AConfiguration_fromAssetManager(CORE.Android.app->config, CORE.Android.app->activity->assetManager);
+ //print_cur_config(CORE.Android.app);
+
+ // Check screen orientation here!
+ } break;
+ default: break;
+ }
+}
+
+// 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))
+ {
+ // Get first touch position
+ CORE.Input.Touch.position[0].x = AMotionEvent_getX(event, 0);
+ CORE.Input.Touch.position[0].y = AMotionEvent_getY(event, 0);
+
+ // Get second touch position
+ CORE.Input.Touch.position[1].x = AMotionEvent_getX(event, 1);
+ CORE.Input.Touch.position[1].y = AMotionEvent_getY(event, 1);
+
+ int32_t keycode = AKeyEvent_getKeyCode(event);
+ 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 CORE.Input.Keyboard.currentKeyState[keycode] = 0; // Key up
+
+ // Stop processing gamepad buttons
+ return 1;
+ }
+ }
+ else if (type == AINPUT_EVENT_TYPE_KEY)
+ {
+ int32_t keycode = AKeyEvent_getKeyCode(event);
+ //int32_t AKeyEvent_getMetaState(event);
+
+ // Save current button and its state
+ // 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 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 <activity android:configChanges="orientation|keyboardHidden|screenSize" >
+ // Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour
+ return 0;
+ }
+ else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU))
+ {
+ // Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS!
+ return 1;
+ }
+ else if ((keycode == AKEYCODE_VOLUME_UP) || (keycode == AKEYCODE_VOLUME_DOWN))
+ {
+ // Set default OS behaviour
+ return 0;
+ }
+
+ 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[x] for screenWidth and screenHeight
+ CORE.Input.Touch.position[i].x /= (float)GetScreenWidth();
+ CORE.Input.Touch.position[i].y /= (float)GetScreenHeight();
+ }
+
+ int32_t action = AMotionEvent_getAction(event);
+ unsigned int flags = action & AMOTION_EVENT_ACTION_MASK;
+
+ if (flags == AMOTION_EVENT_ACTION_DOWN || flags == AMOTION_EVENT_ACTION_MOVE) CORE.Input.Touch.currentTouchState[MOUSE_BUTTON_LEFT] = 1;
+ else if (flags == AMOTION_EVENT_ACTION_UP) CORE.Input.Touch.currentTouchState[MOUSE_BUTTON_LEFT] = 0;
+
+#if defined(SUPPORT_GESTURES_SYSTEM) // PLATFORM_ANDROID
+ 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];
+ }
+
+ // Gesture data is sent to gestures system for processing
+ ProcessGestureEvent(gestureEvent);
+#endif
+
+ return 0;
+}
+#endif
+
+#if defined(PLATFORM_WEB)
+// Register fullscreen change events
+static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData)
+{
+ // TODO.
+
+ return 1; // The event was consumed by the callback handler
+}
+
+// Register window resize event
+static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData)
+{
+ // TODO.
+
+ return 1; // The event was consumed by the callback handler
+}
+
+EM_JS(int, GetCanvasWidth, (), { return canvas.clientWidth; });
+EM_JS(int, GetCanvasHeight, (), { return canvas.clientHeight; });
+
+// Register DOM element resize event
+static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData)
+{
+ // Don't resize non-resizeable windows
+ if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) == 0) return 1;
+
+ // This event is called whenever the window changes sizes,
+ // so the size of the canvas object is explicitly retrieved below
+ int width = GetCanvasWidth();
+ int height = GetCanvasHeight();
+ emscripten_set_canvas_element_size("#canvas",width,height);
+
+ SetupViewport(width, height); // Reset viewport and projection matrix for new size
+
+ CORE.Window.currentFbo.width = width;
+ CORE.Window.currentFbo.height = height;
+ CORE.Window.resizedLastFrame = true;
+
+ if (IsWindowFullscreen()) return 1;
+
+ // Set current screen size
+ CORE.Window.screen.width = width;
+ CORE.Window.screen.height = height;
+
+ // NOTE: Postprocessing texture is not scaled to new size
+
+ return 0;
+}
+
+// Register mouse input events
+static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData)
+{
+ // This is only for registering mouse click events with emscripten and doesn't need to do anything
+
+ return 1; // The event was consumed by the callback handler
+}
+
+// Register connected/disconnected gamepads events
+static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData)
+{
+ /*
+ TRACELOGD("%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"",
+ eventType != 0? emscripten_event_type_to_string(eventType) : "Gamepad state",
+ gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping);
+
+ for (int i = 0; i < gamepadEvent->numAxes; ++i) TRACELOGD("Axis %d: %g", i, gamepadEvent->axis[i]);
+ for (int i = 0; i < gamepadEvent->numButtons; ++i) TRACELOGD("Button %d: Digital: %d, Analog: %g", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]);
+ */
+
+ if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS))
+ {
+ CORE.Input.Gamepad.ready[gamepadEvent->index] = true;
+ sprintf(CORE.Input.Gamepad.name[gamepadEvent->index],"%s",gamepadEvent->id);
+ }
+ else CORE.Input.Gamepad.ready[gamepadEvent->index] = false;
+
+ return 1; // The event was consumed by the callback handler
+}
+
+// Register touch input events
+static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
+{
+ // Register touch points count
+ CORE.Input.Touch.pointCount = touchEvent->numTouches;
+
+ double canvasWidth = 0.0;
+ double canvasHeight = 0.0;
+ // NOTE: emscripten_get_canvas_element_size() returns canvas.width and canvas.height but
+ // we are looking for actual CSS size: canvas.style.width and canvas.style.height
+ //EMSCRIPTEN_RESULT res = emscripten_get_canvas_element_size("#canvas", &canvasWidth, &canvasHeight);
+ emscripten_get_element_css_size("#canvas", &canvasWidth, &canvasHeight);
+
+ for (int i = 0; (i < CORE.Input.Touch.pointCount) && (i < MAX_TOUCH_POINTS); i++)
+ {
+ // Register touch points id
+ CORE.Input.Touch.pointId[i] = touchEvent->touches[i].identifier;
+
+ // Register touch points position
+ CORE.Input.Touch.position[i] = (Vector2){ touchEvent->touches[i].targetX, touchEvent->touches[i].targetY };
+
+ // Normalize gestureEvent.position[x] for CORE.Window.screen.width and CORE.Window.screen.height
+ CORE.Input.Touch.position[i].x *= ((float)GetScreenWidth()/(float)canvasWidth);
+ CORE.Input.Touch.position[i].y *= ((float)GetScreenHeight()/(float)canvasHeight);
+
+ if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) CORE.Input.Touch.currentTouchState[i] = 1;
+ else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) CORE.Input.Touch.currentTouchState[i] = 0;
+ }
+
+#if defined(SUPPORT_GESTURES_SYSTEM) // PLATFORM_WEB
+ GestureEvent gestureEvent = { 0 };
+
+ gestureEvent.pointCount = CORE.Input.Touch.pointCount;
+
+ // Register touch actions
+ if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
+ else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_ACTION_UP;
+ else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_ACTION_MOVE;
+ else if (eventType == EMSCRIPTEN_EVENT_TOUCHCANCEL) 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];
+ }
+
+ // Gesture data is sent to gestures system for processing
+ ProcessGestureEvent(gestureEvent);
+#endif
+
+ return 1; // The event was consumed by the callback handler
+}
+#endif
+
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+// 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, &CORE.Input.Keyboard.defaultSettings);
+
+ // Reconfigure terminal with new settings
+ struct termios keyboardNewSettings = { 0 };
+ keyboardNewSettings = CORE.Input.Keyboard.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
+ CORE.Input.Keyboard.defaultFileFlags = fcntl(STDIN_FILENO, F_GETFL, 0); // F_GETFL: Get the file access mode and the file status flags
+ fcntl(STDIN_FILENO, F_SETFL, CORE.Input.Keyboard.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, &CORE.Input.Keyboard.defaultMode);
+
+ // 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, &CORE.Input.Keyboard.defaultSettings);
+
+ // Reconfigure keyboard to default mode
+ fcntl(STDIN_FILENO, F_SETFL, CORE.Input.Keyboard.defaultFileFlags);
+ ioctl(STDIN_FILENO, KDSKBMODE, CORE.Input.Keyboard.defaultMode);
+}
+
+#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;
+
+ // 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 <linux/input.h> 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<N>) 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
+ CORE.Input.Keyboard.fd = -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;
+
+ // 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*"
+ {
+ 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(x))
+ #define LONG(x) ((x)/BITS_PER_LONG)
+ #define TEST_BIT(array, bit) ((array[LONG(bit)] >> 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(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
+ {
+ if (CORE.Input.eventWorker[i].threadId == 0)
+ {
+ freeWorkerId = i;
+ break;
+ }
+ }
+
+ // Select the free worker from array
+ if (freeWorkerId >= 0)
+ {
+ worker = &(CORE.Input.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<N>"
+ int devNum = 0;
+ char *ptrDevName = strrchr(device, 't');
+ worker->eventNum = -1;
+
+ if (ptrDevName != NULL)
+ {
+ if (sscanf(ptrDevName, "t%d", &devNum) == 1) worker->eventNum = devNum;
+ }
+
+ // 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 (usualy 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 (usualy 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 (usualy 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(usualy 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 && CORE.Input.Keyboard.fd == -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);
+ CORE.Input.Keyboard.fd = 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(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
+ {
+ if (CORE.Input.eventWorker[i].isTouch && (CORE.Input.eventWorker[i].eventNum > maxTouchNumber)) maxTouchNumber = CORE.Input.eventWorker[i].eventNum;
+ }
+
+ // Find touchscreens with lower indexes
+ for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
+ {
+ if (CORE.Input.eventWorker[i].isTouch && (CORE.Input.eventWorker[i].eventNum < maxTouchNumber))
+ {
+ if (CORE.Input.eventWorker[i].threadId != 0)
+ {
+ TRACELOG(LOG_WARNING, "RPI: Found duplicate touchscreen, killing touchscreen on event: %d", i);
+ pthread_cancel(CORE.Input.eventWorker[i].threadId);
+ close(CORE.Input.eventWorker[i].fd);
+ }
+ }
+ }
+#endif
+ }
+ else close(fd); // We are not interested in this device
+ //-------------------------------------------------------------------------------------------------------
+}
+
+static void PollKeyboardEvents(void)
+{
+ // 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
+ };
+
+ int fd = CORE.Input.Keyboard.fd;
+ 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
+ CORE.Input.Keyboard.evtMode = 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 apropriate 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
+
+ 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)
+ {
+ 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)
+ {
+ 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) CORE.Input.Mouse.currentWheelMove += 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 acording to absRange
+ CORE.Input.Touch.position[0].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording 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 acording to absRange
+ CORE.Input.Touch.position[0].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale acording 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 acording 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 acording 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 = CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_LEFT];
+
+ if (!event.value && previousMouseLeftButtonState)
+ {
+ CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = 0;
+
+ touchAction = 0; // TOUCH_ACTION_UP
+ gestureUpdate = true;
+ }
+
+ if (event.value && !previousMouseLeftButtonState)
+ {
+ CORE.Input.Mouse.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))
+ {
+ CORE.Input.Mouse.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) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_RIGHT] = event.value;
+ if (event.code == BTN_MIDDLE) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_MIDDLE] = event.value;
+ if (event.code == BTN_SIDE) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_SIDE] = event.value;
+ if (event.code == BTN_EXTRA) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_EXTRA] = event.value;
+ if (event.code == BTN_FORWARD) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_FORWARD] = event.value;
+ if (event.code == BTN_BACK) CORE.Input.Mouse.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;
+ }
+
+#if defined(SUPPORT_GESTURES_SYSTEM) // PLATFORM_RPI, PLATFORM_DRM
+ if (gestureUpdate)
+ {
+ GestureEvent gestureEvent = { 0 };
+
+ gestureEvent.pointCount = 0;
+ gestureEvent.touchAction = touchAction;
+
+ if (CORE.Input.Touch.position[0].x >= 0) gestureEvent.pointCount++;
+ if (CORE.Input.Touch.position[1].x >= 0) gestureEvent.pointCount++;
+ if (CORE.Input.Touch.position[2].x >= 0) gestureEvent.pointCount++;
+ if (CORE.Input.Touch.position[3].x >= 0) gestureEvent.pointCount++;
+
+ gestureEvent.pointId[0] = 0;
+ gestureEvent.pointId[1] = 1;
+ gestureEvent.pointId[2] = 2;
+ gestureEvent.pointId[3] = 3;
+
+ gestureEvent.position[0] = CORE.Input.Touch.position[0];
+ gestureEvent.position[1] = CORE.Input.Touch.position[1];
+ gestureEvent.position[2] = CORE.Input.Touch.position[2];
+ gestureEvent.position[3] = CORE.Input.Touch.position[3];
+
+ ProcessGestureEvent(gestureEvent);
+ }
+#endif
+ }
+
+ WaitTime(5); // 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 ((CORE.Input.Gamepad.streamId[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(&CORE.Input.Gamepad.threadId, 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");
+ }
+ }
+ }
+}
+
+// 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(CORE.Input.Gamepad.streamId[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 = -1;
+ }
+ }
+ 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(1); // Sleep for 1 ms to avoid hogging CPU time
+ }
+ }
+
+ return NULL;
+}
+#endif // PLATFORM_RPI || PLATFORM_DRM
+
+#if defined(PLATFORM_DRM)
+// 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(&CORE.Window.crtc->mode, &CORE.Window.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 < CORE.Window.connector->count_modes; i++)
+ {
+ const drmModeModeInfo *const mode = &CORE.Window.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 < CORE.Window.connector->count_modes; i++)
+ {
+ const drmModeModeInfo *const mode = &CORE.Window.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) || (mode->vrefresh < fps))
+ {
+ 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 ((mode->hdisplay >= width) && (mode->vdisplay >= height) && (mode->vrefresh >= fps))
+ {
+ const int widthDiff = mode->hdisplay - width;
+ const int heightDiff = mode->vdisplay - height;
+ const int fpsDiff = mode->vrefresh - fps;
+
+ if (nearestIndex < 0)
+ {
+ nearestIndex = i;
+ continue;
+ }
+
+ const int nearestWidthDiff = CORE.Window.connector->modes[nearestIndex].hdisplay - width;
+ const int nearestHeightDiff = CORE.Window.connector->modes[nearestIndex].vdisplay - height;
+ const int nearestFpsDiff = CORE.Window.connector->modes[nearestIndex].vrefresh - fps;
+
+ if ((widthDiff < nearestWidthDiff) || (heightDiff < nearestHeightDiff) || (fpsDiff < nearestFpsDiff)) nearestIndex = i;
+ }
+ }
+
+ return nearestIndex;
+}
+#endif
+
+#if defined(SUPPORT_EVENTS_AUTOMATION)
+// NOTE: Loading happens over AutomationEvent *events
+static void LoadAutomationEvents(const char *fileName)
+{
+ //unsigned char fileId[4] = { 0 };
+
+ // Load binary
+ /*
+ FILE *repFile = fopen(fileName, "rb");
+ fread(fileId, 4, 1, repFile);
+
+ if ((fileId[0] == 'r') && (fileId[1] == 'E') && (fileId[2] == 'P') && (fileId[1] == ' '))
+ {
+ fread(&eventCount, sizeof(int), 1, repFile);
+ TraceLog(LOG_WARNING, "Events loaded: %i\n", eventCount);
+ fread(events, sizeof(AutomationEvent), eventCount, repFile);
+ }
+
+ fclose(repFile);
+ */
+
+ // Load events (text file)
+ FILE *repFile = fopen(fileName, "rt");
+
+ if (repFile != NULL)
+ {
+ unsigned int count = 0;
+ char buffer[256] = { 0 };
+
+ fgets(buffer, 256, repFile);
+
+ while (!feof(repFile))
+ {
+ if (buffer[0] == 'c') sscanf(buffer, "c %i", &eventCount);
+ else if (buffer[0] == 'e')
+ {
+ sscanf(buffer, "e %d %d %d %d %d", &events[count].frame, &events[count].type,
+ &events[count].params[0], &events[count].params[1], &events[count].params[2]);
+
+ count++;
+ }
+
+ fgets(buffer, 256, repFile);
+ }
+
+ if (count != eventCount) TRACELOG(LOG_WARNING, "Events count provided is different than count");
+
+ fclose(repFile);
+ }
+
+ TRACELOG(LOG_WARNING, "Events loaded: %i", eventCount);
+}
+
+// Export recorded events into a file
+static void ExportAutomationEvents(const char *fileName)
+{
+ unsigned char fileId[4] = "rEP ";
+
+ // Save as binary
+ /*
+ FILE *repFile = fopen(fileName, "wb");
+ fwrite(fileId, 4, 1, repFile);
+ fwrite(&eventCount, sizeof(int), 1, repFile);
+ fwrite(events, sizeof(AutomationEvent), eventCount, repFile);
+ fclose(repFile);
+ */
+
+ // Export events as text
+ FILE *repFile = fopen(fileName, "wt");
+
+ if (repFile != NULL)
+ {
+ fprintf(repFile, "# Automation events list\n");
+ fprintf(repFile, "# c <events_count>\n");
+ fprintf(repFile, "# e <frame> <event_type> <param0> <param1> <param2> // <event_type_name>\n");
+
+ fprintf(repFile, "c %i\n", eventCount);
+ for (int i = 0; i < eventCount; i++)
+ {
+ fprintf(repFile, "e %i %i %i %i %i // %s\n", events[i].frame, events[i].type,
+ events[i].params[0], events[i].params[1], events[i].params[2], autoEventTypeName[events[i].type]);
+ }
+
+ fclose(repFile);
+ }
+}
+
+// EndDrawing() -> After PollInputEvents()
+// Check event in current frame and save into the events[i] array
+static void RecordAutomationEvent(unsigned int frame)
+{
+ for (int key = 0; key < MAX_KEYBOARD_KEYS; key++)
+ {
+ // INPUT_KEY_UP (only saved once)
+ if (CORE.Input.Keyboard.previousKeyState[key] && !CORE.Input.Keyboard.currentKeyState[key])
+ {
+ events[eventCount].frame = frame;
+ events[eventCount].type = INPUT_KEY_UP;
+ events[eventCount].params[0] = key;
+ events[eventCount].params[1] = 0;
+ events[eventCount].params[2] = 0;
+
+ TRACELOG(LOG_INFO, "[%i] INPUT_KEY_UP: %i, %i, %i", events[eventCount].frame, events[eventCount].params[0], events[eventCount].params[1], events[eventCount].params[2]);
+ eventCount++;
+ }
+
+ // INPUT_KEY_DOWN
+ if (CORE.Input.Keyboard.currentKeyState[key])
+ {
+ events[eventCount].frame = frame;
+ events[eventCount].type = INPUT_KEY_DOWN;
+ events[eventCount].params[0] = key;
+ events[eventCount].params[1] = 0;
+ events[eventCount].params[2] = 0;
+
+ TRACELOG(LOG_INFO, "[%i] INPUT_KEY_DOWN: %i, %i, %i", events[eventCount].frame, events[eventCount].params[0], events[eventCount].params[1], events[eventCount].params[2]);
+ eventCount++;
+ }
+ }
+
+ for (int button = 0; button < MAX_MOUSE_BUTTONS; button++)
+ {
+ // INPUT_MOUSE_BUTTON_UP
+ if (CORE.Input.Mouse.previousButtonState[button] && !CORE.Input.Mouse.currentButtonState[button])
+ {
+ events[eventCount].frame = frame;
+ events[eventCount].type = INPUT_MOUSE_BUTTON_UP;
+ events[eventCount].params[0] = button;
+ events[eventCount].params[1] = 0;
+ events[eventCount].params[2] = 0;
+
+ TRACELOG(LOG_INFO, "[%i] INPUT_MOUSE_BUTTON_UP: %i, %i, %i", events[eventCount].frame, events[eventCount].params[0], events[eventCount].params[1], events[eventCount].params[2]);
+ eventCount++;
+ }
+
+ // INPUT_MOUSE_BUTTON_DOWN
+ if (CORE.Input.Mouse.currentButtonState[button])
+ {
+ events[eventCount].frame = frame;
+ events[eventCount].type = INPUT_MOUSE_BUTTON_DOWN;
+ events[eventCount].params[0] = button;
+ events[eventCount].params[1] = 0;
+ events[eventCount].params[2] = 0;
+
+ TRACELOG(LOG_INFO, "[%i] INPUT_MOUSE_BUTTON_DOWN: %i, %i, %i", events[eventCount].frame, events[eventCount].params[0], events[eventCount].params[1], events[eventCount].params[2]);
+ eventCount++;
+ }
+ }
+
+ // INPUT_MOUSE_POSITION (only saved if changed)
+ if (((int)CORE.Input.Mouse.currentPosition.x != (int)CORE.Input.Mouse.previousPosition.x) ||
+ ((int)CORE.Input.Mouse.currentPosition.y != (int)CORE.Input.Mouse.previousPosition.y))
+ {
+ events[eventCount].frame = frame;
+ events[eventCount].type = INPUT_MOUSE_POSITION;
+ events[eventCount].params[0] = (int)CORE.Input.Mouse.currentPosition.x;
+ events[eventCount].params[1] = (int)CORE.Input.Mouse.currentPosition.y;
+ events[eventCount].params[2] = 0;
+
+ TRACELOG(LOG_INFO, "[%i] INPUT_MOUSE_POSITION: %i, %i, %i", events[eventCount].frame, events[eventCount].params[0], events[eventCount].params[1], events[eventCount].params[2]);
+ eventCount++;
+ }
+
+ // INPUT_MOUSE_WHEEL_MOTION
+ if ((int)CORE.Input.Mouse.currentWheelMove != (int)CORE.Input.Mouse.previousWheelMove)
+ {
+ events[eventCount].frame = frame;
+ events[eventCount].type = INPUT_MOUSE_WHEEL_MOTION;
+ events[eventCount].params[0] = (int)CORE.Input.Mouse.currentWheelMove;
+ events[eventCount].params[1] = 0;
+ events[eventCount].params[2] = 0;
+
+ TRACELOG(LOG_INFO, "[%i] INPUT_MOUSE_WHEEL_MOTION: %i, %i, %i", events[eventCount].frame, events[eventCount].params[0], events[eventCount].params[1], events[eventCount].params[2]);
+ eventCount++;
+ }
+
+ for (int id = 0; id < MAX_TOUCH_POINTS; id++)
+ {
+ // INPUT_TOUCH_UP
+ if (CORE.Input.Touch.previousTouchState[id] && !CORE.Input.Touch.currentTouchState[id])
+ {
+ events[eventCount].frame = frame;
+ events[eventCount].type = INPUT_TOUCH_UP;
+ events[eventCount].params[0] = id;
+ events[eventCount].params[1] = 0;
+ events[eventCount].params[2] = 0;
+
+ TRACELOG(LOG_INFO, "[%i] INPUT_TOUCH_UP: %i, %i, %i", events[eventCount].frame, events[eventCount].params[0], events[eventCount].params[1], events[eventCount].params[2]);
+ eventCount++;
+ }
+
+ // INPUT_TOUCH_DOWN
+ if (CORE.Input.Touch.currentTouchState[id])
+ {
+ events[eventCount].frame = frame;
+ events[eventCount].type = INPUT_TOUCH_DOWN;
+ events[eventCount].params[0] = id;
+ events[eventCount].params[1] = 0;
+ events[eventCount].params[2] = 0;
+
+ TRACELOG(LOG_INFO, "[%i] INPUT_TOUCH_DOWN: %i, %i, %i", events[eventCount].frame, events[eventCount].params[0], events[eventCount].params[1], events[eventCount].params[2]);
+ eventCount++;
+ }
+
+ // INPUT_TOUCH_POSITION
+ // TODO: It requires the id!
+ /*
+ if (((int)CORE.Input.Touch.currentPosition[id].x != (int)CORE.Input.Touch.previousPosition[id].x) ||
+ ((int)CORE.Input.Touch.currentPosition[id].y != (int)CORE.Input.Touch.previousPosition[id].y))
+ {
+ events[eventCount].frame = frame;
+ events[eventCount].type = INPUT_TOUCH_POSITION;
+ events[eventCount].params[0] = id;
+ events[eventCount].params[1] = (int)CORE.Input.Touch.currentPosition[id].x;
+ events[eventCount].params[2] = (int)CORE.Input.Touch.currentPosition[id].y;
+
+ TRACELOG(LOG_INFO, "[%i] INPUT_TOUCH_POSITION: %i, %i, %i", events[eventCount].frame, events[eventCount].params[0], events[eventCount].params[1], events[eventCount].params[2]);
+ eventCount++;
+ }
+ */
+ }
+
+ for (int gamepad = 0; gamepad < MAX_GAMEPADS; gamepad++)
+ {
+ // INPUT_GAMEPAD_CONNECT
+ /*
+ if ((CORE.Input.Gamepad.currentState[gamepad] != CORE.Input.Gamepad.previousState[gamepad]) &&
+ (CORE.Input.Gamepad.currentState[gamepad] == true)) // Check if changed to ready
+ {
+ // TODO: Save gamepad connect event
+ }
+ */
+
+ // INPUT_GAMEPAD_DISCONNECT
+ /*
+ if ((CORE.Input.Gamepad.currentState[gamepad] != CORE.Input.Gamepad.previousState[gamepad]) &&
+ (CORE.Input.Gamepad.currentState[gamepad] == false)) // Check if changed to not-ready
+ {
+ // TODO: Save gamepad disconnect event
+ }
+ */
+
+ for (int button = 0; button < MAX_GAMEPAD_BUTTONS; button++)
+ {
+ // INPUT_GAMEPAD_BUTTON_UP
+ if (CORE.Input.Gamepad.previousButtonState[gamepad][button] && !CORE.Input.Gamepad.currentButtonState[gamepad][button])
+ {
+ events[eventCount].frame = frame;
+ events[eventCount].type = INPUT_GAMEPAD_BUTTON_UP;
+ events[eventCount].params[0] = gamepad;
+ events[eventCount].params[1] = button;
+ events[eventCount].params[2] = 0;
+
+ TRACELOG(LOG_INFO, "[%i] INPUT_GAMEPAD_BUTTON_UP: %i, %i, %i", events[eventCount].frame, events[eventCount].params[0], events[eventCount].params[1], events[eventCount].params[2]);
+ eventCount++;
+ }
+
+ // INPUT_GAMEPAD_BUTTON_DOWN
+ if (CORE.Input.Gamepad.currentButtonState[gamepad][button])
+ {
+ events[eventCount].frame = frame;
+ events[eventCount].type = INPUT_GAMEPAD_BUTTON_DOWN;
+ events[eventCount].params[0] = gamepad;
+ events[eventCount].params[1] = button;
+ events[eventCount].params[2] = 0;
+
+ TRACELOG(LOG_INFO, "[%i] INPUT_GAMEPAD_BUTTON_DOWN: %i, %i, %i", events[eventCount].frame, events[eventCount].params[0], events[eventCount].params[1], events[eventCount].params[2]);
+ eventCount++;
+ }
+ }
+
+ for (int axis = 0; axis < MAX_GAMEPAD_AXIS; axis++)
+ {
+ // INPUT_GAMEPAD_AXIS_MOTION
+ if (CORE.Input.Gamepad.axisState[gamepad][axis] > 0.1f)
+ {
+ events[eventCount].frame = frame;
+ events[eventCount].type = INPUT_GAMEPAD_AXIS_MOTION;
+ events[eventCount].params[0] = gamepad;
+ events[eventCount].params[1] = axis;
+ events[eventCount].params[2] = (int)(CORE.Input.Gamepad.axisState[gamepad][axis]*32768.0f);
+
+ TRACELOG(LOG_INFO, "[%i] INPUT_GAMEPAD_AXIS_MOTION: %i, %i, %i", events[eventCount].frame, events[eventCount].params[0], events[eventCount].params[1], events[eventCount].params[2]);
+ eventCount++;
+ }
+ }
+ }
+
+ // INPUT_GESTURE
+ if (GESTURES.current != GESTURE_NONE)
+ {
+ events[eventCount].frame = frame;
+ events[eventCount].type = INPUT_GESTURE;
+ events[eventCount].params[0] = GESTURES.current;
+ events[eventCount].params[1] = 0;
+ events[eventCount].params[2] = 0;
+
+ TRACELOG(LOG_INFO, "[%i] INPUT_GESTURE: %i, %i, %i", events[eventCount].frame, events[eventCount].params[0], events[eventCount].params[1], events[eventCount].params[2]);
+ eventCount++;
+ }
+}
+
+// Play automation event
+static void PlayAutomationEvent(unsigned int frame)
+{
+ for (unsigned int i = 0; i < eventCount; i++)
+ {
+ if (events[i].frame == frame)
+ {
+ switch (events[i].type)
+ {
+ // Input events
+ case INPUT_KEY_UP: CORE.Input.Keyboard.currentKeyState[events[i].params[0]] = false; break; // param[0]: key
+ case INPUT_KEY_DOWN: CORE.Input.Keyboard.currentKeyState[events[i].params[0]] = true; break; // param[0]: key
+ case INPUT_MOUSE_BUTTON_UP: CORE.Input.Mouse.currentButtonState[events[i].params[0]] = false; break; // param[0]: key
+ case INPUT_MOUSE_BUTTON_DOWN: CORE.Input.Mouse.currentButtonState[events[i].params[0]] = true; break; // param[0]: key
+ case INPUT_MOUSE_POSITION: // param[0]: x, param[1]: y
+ {
+ CORE.Input.Mouse.currentPosition.x = (float)events[i].params[0];
+ CORE.Input.Mouse.currentPosition.y = (float)events[i].params[1];
+ } break;
+ case INPUT_MOUSE_WHEEL_MOTION: CORE.Input.Mouse.currentWheelMove = (float)events[i].params[0]; break; // param[0]: delta
+ case INPUT_TOUCH_UP: CORE.Input.Touch.currentTouchState[events[i].params[0]] = false; break; // param[0]: id
+ case INPUT_TOUCH_DOWN: CORE.Input.Touch.currentTouchState[events[i].params[0]] = true; break; // param[0]: id
+ case INPUT_TOUCH_POSITION: // param[0]: id, param[1]: x, param[2]: y
+ {
+ CORE.Input.Touch.position[events[i].params[0]].x = (float)events[i].params[1];
+ CORE.Input.Touch.position[events[i].params[0]].y = (float)events[i].params[2];
+ } break;
+ case INPUT_GAMEPAD_CONNECT: CORE.Input.Gamepad.ready[events[i].params[0]] = true; break; // param[0]: gamepad
+ case INPUT_GAMEPAD_DISCONNECT: CORE.Input.Gamepad.ready[events[i].params[0]] = false; break; // param[0]: gamepad
+ case INPUT_GAMEPAD_BUTTON_UP: CORE.Input.Gamepad.currentButtonState[events[i].params[0]][events[i].params[1]] = false; break; // param[0]: gamepad, param[1]: button
+ case INPUT_GAMEPAD_BUTTON_DOWN: CORE.Input.Gamepad.currentButtonState[events[i].params[0]][events[i].params[1]] = true; break; // param[0]: gamepad, param[1]: button
+ case INPUT_GAMEPAD_AXIS_MOTION: // param[0]: gamepad, param[1]: axis, param[2]: delta
+ {
+ CORE.Input.Gamepad.axisState[events[i].params[0]][events[i].params[1]] = ((float)events[i].params[2]/32768.0f);
+ } break;
+ case INPUT_GESTURE: GESTURES.current = events[i].params[0]; break; // param[0]: gesture (enum Gesture) -> rgestures.h: GESTURES.current
+
+ // Window events
+ case WINDOW_CLOSE: CORE.Window.shouldClose = true; break;
+ case WINDOW_MAXIMIZE: MaximizeWindow(); break;
+ case WINDOW_MINIMIZE: MinimizeWindow(); break;
+ case WINDOW_RESIZE: SetWindowSize(events[i].params[0], events[i].params[1]); break;
+
+ // Custom events
+ case ACTION_TAKE_SCREENSHOT:
+ {
+ TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
+ screenshotCounter++;
+ } break;
+ case ACTION_SETTARGETFPS: SetTargetFPS(events[i].params[0]); break;
+ default: break;
+ }
+ }
+ }
+}
+#endif
+
+#if !defined(SUPPORT_MODULE_RTEXT)
+// Formatting of text with variables to 'embed'
+// WARNING: String returned will expire after this function is called MAX_TEXTFORMAT_BUFFERS times
+const char *TextFormat(const char *text, ...)
+{
+#ifndef MAX_TEXTFORMAT_BUFFERS
+ #define MAX_TEXTFORMAT_BUFFERS 4 // Maximum number of static buffers for text formatting
+#endif
+#ifndef MAX_TEXT_BUFFER_LENGTH
+ #define MAX_TEXT_BUFFER_LENGTH 1024 // Maximum size of static text buffer
+#endif
+
+ // We create an array of buffers so strings don't expire until MAX_TEXTFORMAT_BUFFERS invocations
+ static char buffers[MAX_TEXTFORMAT_BUFFERS][MAX_TEXT_BUFFER_LENGTH] = { 0 };
+ static int index = 0;
+
+ char *currentBuffer = buffers[index];
+ memset(currentBuffer, 0, MAX_TEXT_BUFFER_LENGTH); // Clear buffer before using
+
+ va_list args;
+ va_start(args, text);
+ vsnprintf(currentBuffer, MAX_TEXT_BUFFER_LENGTH, text, args);
+ va_end(args);
+
+ index += 1; // Move to next buffer for next function call
+ if (index >= MAX_TEXTFORMAT_BUFFERS) index = 0;
+
+ return currentBuffer;
+}
+#endif // !SUPPORT_MODULE_RTEXT