mirror of
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* Submodules (#3311) * Check in current state * Add submodules to Makefile and clean up some imports * Start moving InitGraphicsDeivce * Move android_main and CloseWindow() out of rcore * Move WindowShouldClose out of rcore * Move IsWindowHidden out of rcore * Move IsWindowMinimized out of rcore * Move IsWindowMaximized, IsWindowFocused and IsWindowResized out of rcore * Move ToggleFullscreen out of rcore * Move MaximizeWindow, MinimizeWindow and RestoreWindow out of rcore * Move 13 functions out of rcore: ToggleBorderlessWindowed SetWindowState ClearWindowState SetWindowIcon SetWindowIcons SetWindowTitle SetWindowPosition SetWindowMonitor SetWindowMinSize SetWindowMaxSize SetWindowSize SetWindowOpacity SetWindowFocused * Minor clean up, revert makefile change, include submodules directly in rcore * Fix makefile comment * Remove rcore.h from Makefile * Remove debug include * Move 18 functions from rcore to submodules GetWindowHandle GetMonitorCount GetCurrentMonitor GetMonitorPosition GetMonitorWidth GetMonitorHeight GetMonitorPhysicalHeight GetMonitorRefreshRate GetWindowPosition GetWindowScaleDPI GetMonitorName SetClipboardText GetClipboardText ShowCursor HideCursor EnableCursor DisableCursor GetTime * Move TakeScreenshot, OpenURL, GetGamepadName out of rcore into submodules * remove debugging #defines * Move GetMonitorPhysicalWidth from rcore to submodule * Move GetGamepadAxisCount from rcore * Move SetGamepadMappings out of rcore * Move GetMouseX, GetMouseY, GetMousePosition out of rcore * Move SetMousePosition out of rcore * Move GetMouseWheelMove out of rcore * Move the last functions out of rcore * Move shared function defs and some global var to rcore.h * Clean up rcore.c and rcore.h a little more * Remove unnecessary #define --------- Co-authored-by: MichaelFiber <michael@cubeofb.org> * REVIEWED: `PLATFORM_DESKTOP` Windows building * Revert "REVIEWED: `PLATFORM_DESKTOP` Windows building" This reverts commit71a12171f7. * Reviewed Windows building * [split] Fix compilation for web (and desktop) (#3329) * Fix compilation for web * Remove EM_ASM_INT from core_input_gestures_web example * Fix raymath undefined symbols for desktop and web * Remove raylib_opengl_interop from examples Makefile * Revert previous commit (8651c78) * Fix TraceLog for web and desktop * [split] `rcore`, `rcore_web` and `rcore_desktop` changes (batch 2) (#3334) * Fix formatting * Reapply commit9d230d7(#3305) that was missing * Reapplies commits719365f(#3309) and8a1779b(#3312) that were missing * Reapply commit5c9cc3f(#3323) that was missing * Reapply commita2b3b1ethat was missing * Revert commitcef25c6to fix macro redefined warning * Move rcore.h #include to after config.h to fix macro redefinitions warnings * [split] `rcore`, `web`, `desktop`, `android` changes (batch 3) (#3338) * First pass to remove unneeded platform macros for web * Second pass to remove unneeded platform macros for web * Move GetTouchX, GetTouchY, GetTouchPosition from rcore to web, desktop, android * Move SetMouseCursor from rcore to android, desktop, web * [split] `rcore`, `web`, `desktop`, `android` changes (batch 4) (#3343) * Fix ToggleBorderlessWindowed duplicated glfwSetWindowSize calls * First pass to remove unneeded platform macros for android * Second pass to remove unneeded platform macros for android * Remove unneeded platform macros for desktop * Relocate GetGamepadName and update SetGamepadMappings on android, desktop, web * Add missing comment to web * [split] `rcore`, `web`, `desktop`, `android` changes (batch 5) (#3345) * Move SetExitKey from core to android, desktop, web * Move some callbacks from core to desktop and web * Relocate emscripten callbacks on web * Relocate android callbacks on android * Revert "Relocate android callbacks on android" This reverts commitbbdbecc01e. * Updates UnloadVrStereoConfig on rcore * Update SetClipboardText on android * Fix screenMin/Max default values for android * [split] `rcore`, `drm` changes (#3347) * Tweak makefiles for PLATFORM_DRM and move rcore_drm's dependencies to rcore.h * Move drm functions to rcore_drm.c * Fix a typo in rcore.c * Add SetExitKey to rcore_drm.c --------- Co-authored-by: MichaelFiber <michael@cubeofb.org> * Fix compilation for android (#3360) * Fix android include (#3364) * Reviewed platform split #3313 - Added file headers info - Added TRACELOG message for unimplemented functions - Reviewed code formatting and organization - Several code tweaks * REVIEWED: `GetDirectoryPath()` --------- Co-authored-by: MichaelFiber <42419558+michaelfiber@users.noreply.github.com> Co-authored-by: MichaelFiber <michael@cubeofb.org> Co-authored-by: ubkp <118854183+ubkp@users.noreply.github.com>
1268 lines
48 KiB
C
1268 lines
48 KiB
C
/**********************************************************************************************
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*
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* rcore_android - Functions to manage window, graphics device and inputs
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*
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* PLATFORM: ANDROID
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* - Android (ARM, ARM64)
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*
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* LIMITATIONS:
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* - Limitation 01
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* - Limitation 02
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*
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* POSSIBLE IMPROVEMENTS:
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* - Improvement 01
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* - Improvement 02
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*
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* ADDITIONAL NOTES:
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* - TRACELOG() function is located in raylib [utils] module
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*
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* CONFIGURATION:
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* #define RCORE_ANDROID_CUSTOM_FLAG
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* Custom flag for rcore on PLATFORM_ANDROID -not used-
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*
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* DEPENDENCIES:
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* Android NDK - Provides C API to access Android functionality
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* gestures - Gestures system for touch-ready devices (or simulated from mouse inputs)
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*
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) and contributors
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#include "rcore.h"
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//#include <android/sensor.h> // Required for: Android sensors functions (accelerometer, gyroscope, light...)
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#include <android/window.h> // Required for: AWINDOW_FLAG_FULLSCREEN definition and others
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#include <android_native_app_glue.h> // Required for: android_app struct and activity management
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#include <jni.h> // Required for: JNIEnv and JavaVM [Used in OpenURL()]
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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//...
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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extern CoreData CORE; // Global CORE state context
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//----------------------------------------------------------------------------------
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// Module Internal Functions Declaration
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//----------------------------------------------------------------------------------
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static bool InitGraphicsDevice(int width, int height); // Initialize graphics device
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static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands
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static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); // Process Android inputs
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static GamepadButton AndroidTranslateGamepadButton(int button); // Map Android gamepad button to raylib gamepad button
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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// NOTE: Functions declaration is provided by raylib.h
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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// To allow easier porting to android, we allow the user to define a
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// main function which we call from android_main, defined by ourselves
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extern int main(int argc, char *argv[]);
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// Android main function
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void android_main(struct android_app *app)
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{
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char arg0[] = "raylib"; // NOTE: argv[] are mutable
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CORE.Android.app = app;
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// NOTE: Return from main is ignored
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(void)main(1, (char *[]) { arg0, NULL });
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// Request to end the native activity
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ANativeActivity_finish(app->activity);
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// Android ALooper_pollAll() variables
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int pollResult = 0;
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int pollEvents = 0;
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// Waiting for application events before complete finishing
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while (!app->destroyRequested)
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{
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while ((pollResult = ALooper_pollAll(0, NULL, &pollEvents, (void **)&CORE.Android.source)) >= 0)
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{
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if (CORE.Android.source != NULL) CORE.Android.source->process(app, CORE.Android.source);
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}
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}
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}
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// NOTE: Add this to header (if apps really need it)
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struct android_app *GetAndroidApp(void)
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{
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return CORE.Android.app;
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}
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// Initialize window and OpenGL context
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// NOTE: data parameter could be used to pass any kind of required data to the initialization
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void InitWindow(int width, int height, const char *title)
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{
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TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION);
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TRACELOG(LOG_INFO, "Supported raylib modules:");
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TRACELOG(LOG_INFO, " > rcore:..... loaded (mandatory)");
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TRACELOG(LOG_INFO, " > rlgl:...... loaded (mandatory)");
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#if defined(SUPPORT_MODULE_RSHAPES)
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TRACELOG(LOG_INFO, " > rshapes:... loaded (optional)");
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#else
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TRACELOG(LOG_INFO, " > rshapes:... not loaded (optional)");
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#endif
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#if defined(SUPPORT_MODULE_RTEXTURES)
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TRACELOG(LOG_INFO, " > rtextures:. loaded (optional)");
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#else
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TRACELOG(LOG_INFO, " > rtextures:. not loaded (optional)");
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#endif
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#if defined(SUPPORT_MODULE_RTEXT)
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TRACELOG(LOG_INFO, " > rtext:..... loaded (optional)");
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#else
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TRACELOG(LOG_INFO, " > rtext:..... not loaded (optional)");
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#endif
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#if defined(SUPPORT_MODULE_RMODELS)
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TRACELOG(LOG_INFO, " > rmodels:... loaded (optional)");
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#else
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TRACELOG(LOG_INFO, " > rmodels:... not loaded (optional)");
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#endif
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#if defined(SUPPORT_MODULE_RAUDIO)
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TRACELOG(LOG_INFO, " > raudio:.... loaded (optional)");
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#else
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TRACELOG(LOG_INFO, " > raudio:.... not loaded (optional)");
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#endif
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// NOTE: Keep internal pointer to input title string (no copy)
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if ((title != NULL) && (title[0] != 0)) CORE.Window.title = title;
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// Initialize global input state
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memset(&CORE.Input, 0, sizeof(CORE.Input));
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CORE.Input.Keyboard.exitKey = KEY_ESCAPE;
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CORE.Input.Mouse.scale = (Vector2){ 1.0f, 1.0f };
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CORE.Input.Mouse.cursor = MOUSE_CURSOR_ARROW;
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CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
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CORE.Window.eventWaiting = false;
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CORE.Window.screen.width = width;
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CORE.Window.screen.height = height;
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CORE.Window.currentFbo.width = width;
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CORE.Window.currentFbo.height = height;
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// Set desired windows flags before initializing anything
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ANativeActivity_setWindowFlags(CORE.Android.app->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER
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int orientation = AConfiguration_getOrientation(CORE.Android.app->config);
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if (orientation == ACONFIGURATION_ORIENTATION_PORT) TRACELOG(LOG_INFO, "ANDROID: Window orientation set as portrait");
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else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TRACELOG(LOG_INFO, "ANDROID: Window orientation set as landscape");
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// TODO: Automatic orientation doesn't seem to work
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if (width <= height)
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{
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AConfiguration_setOrientation(CORE.Android.app->config, ACONFIGURATION_ORIENTATION_PORT);
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TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to portrait");
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}
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else
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{
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AConfiguration_setOrientation(CORE.Android.app->config, ACONFIGURATION_ORIENTATION_LAND);
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TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to landscape");
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}
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//AConfiguration_getDensity(CORE.Android.app->config);
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//AConfiguration_getKeyboard(CORE.Android.app->config);
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//AConfiguration_getScreenSize(CORE.Android.app->config);
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//AConfiguration_getScreenLong(CORE.Android.app->config);
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// Initialize App command system
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// NOTE: On APP_CMD_INIT_WINDOW -> InitGraphicsDevice(), InitTimer(), LoadFontDefault()...
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CORE.Android.app->onAppCmd = AndroidCommandCallback;
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// Initialize input events system
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CORE.Android.app->onInputEvent = AndroidInputCallback;
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// Initialize assets manager
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InitAssetManager(CORE.Android.app->activity->assetManager, CORE.Android.app->activity->internalDataPath);
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// Initialize base path for storage
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CORE.Storage.basePath = CORE.Android.app->activity->internalDataPath;
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TRACELOG(LOG_INFO, "ANDROID: App initialized successfully");
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// Android ALooper_pollAll() variables
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int pollResult = 0;
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int pollEvents = 0;
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// Wait for window to be initialized (display and context)
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while (!CORE.Window.ready)
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{
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// Process events loop
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while ((pollResult = ALooper_pollAll(0, NULL, &pollEvents, (void**)&CORE.Android.source)) >= 0)
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{
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// Process this event
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if (CORE.Android.source != NULL) CORE.Android.source->process(CORE.Android.app, CORE.Android.source);
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// NOTE: Never close window, native activity is controlled by the system!
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//if (CORE.Android.app->destroyRequested != 0) CORE.Window.shouldClose = true;
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}
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}
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}
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// Close window and unload OpenGL context
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void CloseWindow(void)
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{
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#if defined(SUPPORT_GIF_RECORDING)
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if (gifRecording)
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{
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MsfGifResult result = msf_gif_end(&gifState);
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msf_gif_free(result);
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gifRecording = false;
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}
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#endif
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#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
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UnloadFontDefault(); // WARNING: Module required: rtext
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#endif
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rlglClose(); // De-init rlgl
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#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
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timeEndPeriod(1); // Restore time period
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#endif
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// Close surface, context and display
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if (CORE.Window.device != EGL_NO_DISPLAY)
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{
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eglMakeCurrent(CORE.Window.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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if (CORE.Window.surface != EGL_NO_SURFACE)
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{
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eglDestroySurface(CORE.Window.device, CORE.Window.surface);
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CORE.Window.surface = EGL_NO_SURFACE;
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}
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if (CORE.Window.context != EGL_NO_CONTEXT)
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{
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eglDestroyContext(CORE.Window.device, CORE.Window.context);
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CORE.Window.context = EGL_NO_CONTEXT;
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}
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eglTerminate(CORE.Window.device);
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CORE.Window.device = EGL_NO_DISPLAY;
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}
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#if defined(SUPPORT_EVENTS_AUTOMATION)
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RL_FREE(events);
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#endif
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CORE.Window.ready = false;
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TRACELOG(LOG_INFO, "Window closed successfully");
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}
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// Check if application should close
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bool WindowShouldClose(void)
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{
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if (CORE.Window.ready) return CORE.Window.shouldClose;
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else return true;
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}
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// Check if window is currently hidden
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bool IsWindowHidden(void)
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{
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return false;
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}
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// Check if window has been minimized
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bool IsWindowMinimized(void)
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{
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return false;
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}
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// Check if window has been maximized
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bool IsWindowMaximized(void)
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{
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return false;
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}
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// Check if window has the focus
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bool IsWindowFocused(void)
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{
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return CORE.Android.appEnabled;
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}
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// Check if window has been resizedLastFrame
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bool IsWindowResized(void)
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{
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return false;
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}
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// Toggle fullscreen mode
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void ToggleFullscreen(void)
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{
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TRACELOG(LOG_WARNING, "ToggleFullscreen() not available on PLATFORM_ANDROID");
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}
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// Set window state: maximized, if resizable
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void MaximizeWindow(void)
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{
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TRACELOG(LOG_WARNING, "MaximizeWindow() not available on PLATFORM_ANDROID");
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}
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// Set window state: minimized
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void MinimizeWindow(void)
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{
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TRACELOG(LOG_WARNING, "MinimizeWindow() not available on PLATFORM_ANDROID");
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}
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// Set window state: not minimized/maximized
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void RestoreWindow(void)
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{
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TRACELOG(LOG_WARNING, "RestoreWindow() not available on PLATFORM_ANDROID");
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}
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// Toggle borderless windowed mode
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void ToggleBorderlessWindowed(void)
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{
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TRACELOG(LOG_WARNING, "ToggleBorderlessWindowed() not available on PLATFORM_ANDROID");
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}
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// Set window configuration state using flags
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void SetWindowState(unsigned int flags)
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{
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TRACELOG(LOG_WARNING, "SetWindowState() not available on PLATFORM_ANDROID");
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}
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// Clear window configuration state flags
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void ClearWindowState(unsigned int flags)
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{
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TRACELOG(LOG_WARNING, "ClearWindowState() not available on PLATFORM_ANDROID");
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}
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// Set icon for window
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void SetWindowIcon(Image image)
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{
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TRACELOG(LOG_WARNING, "SetWindowIcon() not available on PLATFORM_ANDROID");
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}
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// Set icon for window
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void SetWindowIcons(Image *images, int count)
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{
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TRACELOG(LOG_WARNING, "SetWindowIcons() not available on PLATFORM_ANDROID");
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}
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// Set title for window
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void SetWindowTitle(const char *title)
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{
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CORE.Window.title = title;
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}
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// Set window position on screen (windowed mode)
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void SetWindowPosition(int x, int y)
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{
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TRACELOG(LOG_WARNING, "SetWindowPosition() not available on PLATFORM_ANDROID");
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}
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// Set monitor for the current window
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void SetWindowMonitor(int monitor)
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{
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TRACELOG(LOG_WARNING, "SetWindowMonitor() not available on PLATFORM_ANDROID");
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}
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// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
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void SetWindowMinSize(int width, int height)
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{
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CORE.Window.windowMin.width = width;
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CORE.Window.windowMin.height = height;
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}
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// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
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void SetWindowMaxSize(int width, int height)
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{
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CORE.Window.windowMax.width = width;
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CORE.Window.windowMax.height = height;
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}
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// Set window dimensions
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void SetWindowSize(int width, int height)
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{
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TRACELOG(LOG_WARNING, "SetWindowSize() not available on PLATFORM_ANDROID");
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}
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// Set window opacity, value opacity is between 0.0 and 1.0
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void SetWindowOpacity(float opacity)
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{
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TRACELOG(LOG_WARNING, "SetWindowOpacity() not available on PLATFORM_ANDROID");
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}
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// Set window focused
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void SetWindowFocused(void)
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{
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TRACELOG(LOG_WARNING, "SetWindowFocused() not available on PLATFORM_ANDROID");
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}
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// Get native window handle
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void *GetWindowHandle(void)
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{
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TRACELOG(LOG_WARNING, "GetWindowHandle() not implemented on PLATFORM_ANDROID");
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return NULL;
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}
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// Get number of monitors
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int GetMonitorCount(void)
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{
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TRACELOG(LOG_WARNING, "GetMonitorCount() not implemented on PLATFORM_ANDROID");
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return 1;
|
|
}
|
|
|
|
// Get number of monitors
|
|
int GetCurrentMonitor(void)
|
|
{
|
|
TRACELOG(LOG_WARNING, "GetCurrentMonitor() not implemented on PLATFORM_ANDROID");
|
|
return 0;
|
|
}
|
|
|
|
// Get selected monitor position
|
|
Vector2 GetMonitorPosition(int monitor)
|
|
{
|
|
TRACELOG(LOG_WARNING, "GetMonitorPosition() not implemented on PLATFORM_ANDROID");
|
|
return (Vector2){ 0, 0 };
|
|
}
|
|
|
|
// Get selected monitor width (currently used by monitor)
|
|
int GetMonitorWidth(int monitor)
|
|
{
|
|
TRACELOG(LOG_WARNING, "GetMonitorWidth() not implemented on PLATFORM_ANDROID");
|
|
return 0;
|
|
}
|
|
|
|
// Get selected monitor height (currently used by monitor)
|
|
int GetMonitorHeight(int monitor)
|
|
{
|
|
TRACELOG(LOG_WARNING, "GetMonitorHeight() not implemented on PLATFORM_ANDROID");
|
|
return 0;
|
|
}
|
|
|
|
// Get selected monitor physical width in millimetres
|
|
int GetMonitorPhysicalWidth(int monitor)
|
|
{
|
|
TRACELOG(LOG_WARNING, "GetMonitorPhysicalWidth() not implemented on PLATFORM_ANDROID");
|
|
return 0;
|
|
}
|
|
|
|
// Get selected monitor physical height in millimetres
|
|
int GetMonitorPhysicalHeight(int monitor)
|
|
{
|
|
TRACELOG(LOG_WARNING, "GetMonitorPhysicalHeight() not implemented on PLATFORM_ANDROID");
|
|
return 0;
|
|
}
|
|
|
|
// Get selected monitor refresh rate
|
|
int GetMonitorRefreshRate(int monitor)
|
|
{
|
|
TRACELOG(LOG_WARNING, "GetMonitorRefreshRate() not implemented on PLATFORM_ANDROID");
|
|
return 0;
|
|
}
|
|
|
|
// Get the human-readable, UTF-8 encoded name of the selected monitor
|
|
const char *GetMonitorName(int monitor)
|
|
{
|
|
TRACELOG(LOG_WARNING, "GetMonitorName() not implemented on PLATFORM_ANDROID");
|
|
return "";
|
|
}
|
|
|
|
// Get window position XY on monitor
|
|
Vector2 GetWindowPosition(void)
|
|
{
|
|
TRACELOG(LOG_WARNING, "GetWindowPosition() not implemented on PLATFORM_ANDROID");
|
|
return (Vector2){ 0, 0 };
|
|
}
|
|
|
|
// Get window scale DPI factor for current monitor
|
|
Vector2 GetWindowScaleDPI(void)
|
|
{
|
|
TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on PLATFORM_ANDROID");
|
|
return (Vector2){ 1.0f, 1.0f };
|
|
}
|
|
|
|
// Set clipboard text content
|
|
void SetClipboardText(const char *text)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetClipboardText() not implemented on PLATFORM_ANDROID");
|
|
}
|
|
|
|
// Get clipboard text content
|
|
// NOTE: returned string is allocated and freed by GLFW
|
|
const char *GetClipboardText(void)
|
|
{
|
|
TRACELOG(LOG_WARNING, "GetClipboardText() not implemented on PLATFORM_ANDROID");
|
|
return NULL;
|
|
}
|
|
|
|
// Show mouse cursor
|
|
void ShowCursor(void)
|
|
{
|
|
CORE.Input.Mouse.cursorHidden = false;
|
|
}
|
|
|
|
// Hides mouse cursor
|
|
void HideCursor(void)
|
|
{
|
|
CORE.Input.Mouse.cursorHidden = true;
|
|
}
|
|
|
|
// Enables cursor (unlock cursor)
|
|
void EnableCursor(void)
|
|
{
|
|
// Set cursor position in the middle
|
|
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
|
|
|
|
CORE.Input.Mouse.cursorHidden = false;
|
|
}
|
|
|
|
// Disables cursor (lock cursor)
|
|
void DisableCursor(void)
|
|
{
|
|
// Set cursor position in the middle
|
|
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
|
|
|
|
CORE.Input.Mouse.cursorHidden = true;
|
|
}
|
|
|
|
// Get elapsed time measure in seconds since InitTimer()
|
|
double GetTime(void)
|
|
{
|
|
double time = 0.0;
|
|
struct timespec ts = { 0 };
|
|
clock_gettime(CLOCK_MONOTONIC, &ts);
|
|
unsigned long long int nanoSeconds = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec;
|
|
|
|
time = (double)(nanoSeconds - CORE.Time.base)*1e-9; // Elapsed time since InitTimer()
|
|
|
|
return time;
|
|
}
|
|
|
|
// Takes a screenshot of current screen (saved a .png)
|
|
void TakeScreenshot(const char *fileName)
|
|
{
|
|
#if defined(SUPPORT_MODULE_RTEXTURES)
|
|
// Security check to (partially) avoid malicious code on PLATFORM_ANDROID
|
|
if (strchr(fileName, '\'') != NULL) { TRACELOG(LOG_WARNING, "SYSTEM: Provided fileName could be potentially malicious, avoid [\'] character"); return; }
|
|
|
|
Vector2 scale = GetWindowScaleDPI();
|
|
unsigned char *imgData = rlReadScreenPixels((int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y));
|
|
Image image = { imgData, (int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y), 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);
|
|
|
|
TRACELOG(LOG_INFO, "SYSTEM: [%s] Screenshot taken successfully", path);
|
|
#else
|
|
TRACELOG(LOG_WARNING,"IMAGE: ExportImage() requires module: rtextures");
|
|
#endif
|
|
}
|
|
|
|
// Open URL with default system browser (if available)
|
|
// NOTE: This function is only safe to use if you control the URL given.
|
|
// A user could craft a malicious string performing another action.
|
|
// Only call this function yourself not with user input or make sure to check the string yourself.
|
|
// Ref: https://github.com/raysan5/raylib/issues/686
|
|
void OpenURL(const char *url)
|
|
{
|
|
// Security check to (partially) avoid malicious code on PLATFORM_ANDROID
|
|
if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
|
|
else
|
|
{
|
|
JNIEnv *env = NULL;
|
|
JavaVM *vm = CORE.Android.app->activity->vm;
|
|
(*vm)->AttachCurrentThread(vm, &env, NULL);
|
|
|
|
jstring urlString = (*env)->NewStringUTF(env, url);
|
|
jclass uriClass = (*env)->FindClass(env, "android/net/Uri");
|
|
jmethodID uriParse = (*env)->GetStaticMethodID(env, uriClass, "parse", "(Ljava/lang/String;)Landroid/net/Uri;");
|
|
jobject uri = (*env)->CallStaticObjectMethod(env, uriClass, uriParse, urlString);
|
|
|
|
jclass intentClass = (*env)->FindClass(env, "android/content/Intent");
|
|
jfieldID actionViewId = (*env)->GetStaticFieldID(env, intentClass, "ACTION_VIEW", "Ljava/lang/String;");
|
|
jobject actionView = (*env)->GetStaticObjectField(env, intentClass, actionViewId);
|
|
jmethodID newIntent = (*env)->GetMethodID(env, intentClass, "<init>", "(Ljava/lang/String;Landroid/net/Uri;)V");
|
|
jobject intent = (*env)->AllocObject(env, intentClass);
|
|
|
|
(*env)->CallVoidMethod(env, intent, newIntent, actionView, uri);
|
|
jclass activityClass = (*env)->FindClass(env, "android/app/Activity");
|
|
jmethodID startActivity = (*env)->GetMethodID(env, activityClass, "startActivity", "(Landroid/content/Intent;)V");
|
|
(*env)->CallVoidMethod(env, CORE.Android.app->activity->clazz, startActivity, intent);
|
|
|
|
(*vm)->DetachCurrentThread(vm);
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Definition: Inputs
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Set a custom key to exit program
|
|
void SetExitKey(int key)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetExitKey() not implemented on PLATFORM_ANDROID");
|
|
}
|
|
|
|
// Get gamepad internal name id
|
|
const char *GetGamepadName(int gamepad)
|
|
{
|
|
TRACELOG(LOG_WARNING, "GetGamepadName() not implemented on PLATFORM_ANDROID");
|
|
return NULL;
|
|
}
|
|
|
|
// Get gamepad axis count
|
|
int GetGamepadAxisCount(int gamepad)
|
|
{
|
|
return CORE.Input.Gamepad.axisCount;
|
|
}
|
|
|
|
// Set internal gamepad mappings
|
|
int SetGamepadMappings(const char *mappings)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetGamepadMappings() not implemented on PLATFORM_ANDROID");
|
|
return 0;
|
|
}
|
|
|
|
// Get mouse position X
|
|
int GetMouseX(void)
|
|
{
|
|
return (int)CORE.Input.Touch.position[0].x;
|
|
}
|
|
|
|
// Get mouse position Y
|
|
int GetMouseY(void)
|
|
{
|
|
return (int)CORE.Input.Touch.position[0].y;
|
|
}
|
|
|
|
// Get mouse position XY
|
|
Vector2 GetMousePosition(void)
|
|
{
|
|
return GetTouchPosition(0);
|
|
}
|
|
|
|
// Set mouse position XY
|
|
void SetMousePosition(int x, int y)
|
|
{
|
|
CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
|
|
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
|
|
}
|
|
|
|
// Get mouse wheel movement Y
|
|
float GetMouseWheelMove(void)
|
|
{
|
|
TRACELOG(LOG_WARNING, "GetMouseWheelMove() not implemented on PLATFORM_ANDROID");
|
|
return 0.0f;
|
|
}
|
|
|
|
// Set mouse cursor
|
|
void SetMouseCursor(int cursor)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetMouseCursor() not implemented on PLATFORM_ANDROID");
|
|
}
|
|
|
|
// Get touch position X for touch point 0 (relative to screen size)
|
|
int GetTouchX(void)
|
|
{
|
|
return (int)CORE.Input.Touch.position[0].x;
|
|
}
|
|
|
|
// Get touch position Y for touch point 0 (relative to screen size)
|
|
int GetTouchY(void)
|
|
{
|
|
return (int)CORE.Input.Touch.position[0].y;
|
|
}
|
|
|
|
// 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 (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);
|
|
|
|
return position;
|
|
}
|
|
|
|
// Swap back buffer with front buffer (screen drawing)
|
|
void SwapScreenBuffer(void)
|
|
{
|
|
eglSwapBuffers(CORE.Window.device, CORE.Window.surface);
|
|
}
|
|
|
|
// Register all input events
|
|
void PollInputEvents(void)
|
|
{
|
|
#if defined(SUPPORT_GESTURES_SYSTEM)
|
|
// NOTE: Gestures update must be called every frame to reset gestures correctly
|
|
// because ProcessGestureEvent() is just called on an event, not every frame
|
|
UpdateGestures();
|
|
#endif
|
|
|
|
// Reset keys/chars pressed registered
|
|
CORE.Input.Keyboard.keyPressedQueueCount = 0;
|
|
CORE.Input.Keyboard.charPressedQueueCount = 0;
|
|
// Reset key repeats
|
|
for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
|
|
|
|
// Reset last gamepad button/axis registered state
|
|
CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
|
|
CORE.Input.Gamepad.axisCount = 0;
|
|
|
|
// Register previous touch states
|
|
for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
|
|
|
|
// Reset touch positions
|
|
// TODO: It resets on PLATFORM_ANDROID 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 };
|
|
|
|
// Register previous keys states
|
|
// NOTE: Android supports up to 260 keys
|
|
for (int i = 0; i < 260; i++)
|
|
{
|
|
CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
|
|
CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
|
|
}
|
|
|
|
// Android ALooper_pollAll() variables
|
|
int pollResult = 0;
|
|
int pollEvents = 0;
|
|
|
|
// Poll Events (registered events)
|
|
// NOTE: Activity is paused if not enabled (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);
|
|
}
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Internal 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
|
|
|
|
// Set the screen minimum and maximum default values to 0
|
|
CORE.Window.screenMin.width = 0;
|
|
CORE.Window.screenMin.height = 0;
|
|
CORE.Window.screenMax.width = 0;
|
|
CORE.Window.screenMax.height = 0;
|
|
|
|
// 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 scaling)
|
|
|
|
CORE.Window.fullscreen = true;
|
|
CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
|
|
|
|
EGLint samples = 0;
|
|
EGLint sampleBuffer = 0;
|
|
if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
|
|
{
|
|
samples = 4;
|
|
sampleBuffer = 1;
|
|
TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
|
|
}
|
|
|
|
const EGLint framebufferAttribs[] =
|
|
{
|
|
EGL_RENDERABLE_TYPE, (rlGetVersion() == RL_OPENGL_ES_30)? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT, // Type of context support
|
|
EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5)
|
|
EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6)
|
|
EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5)
|
|
//EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI)
|
|
EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!)
|
|
//EGL_STENCIL_SIZE, 8, // Stencil buffer size
|
|
EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA
|
|
EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs)
|
|
EGL_NONE
|
|
};
|
|
|
|
const EGLint contextAttribs[] =
|
|
{
|
|
EGL_CONTEXT_CLIENT_VERSION, 2,
|
|
EGL_NONE
|
|
};
|
|
|
|
EGLint numConfigs = 0;
|
|
|
|
// Get an EGL device connection
|
|
CORE.Window.device = eglGetDisplay(EGL_DEFAULT_DISPLAY);
|
|
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;
|
|
}
|
|
|
|
// Get an appropriate EGL framebuffer configuration
|
|
eglChooseConfig(CORE.Window.device, framebufferAttribs, &CORE.Window.config, 1, &numConfigs);
|
|
|
|
// 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;
|
|
}
|
|
|
|
// Create an EGL window surface
|
|
//---------------------------------------------------------------------------------
|
|
EGLint displayFormat = 0;
|
|
|
|
// EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry()
|
|
// As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID
|
|
eglGetConfigAttrib(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);
|
|
|
|
// 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);
|
|
}
|
|
|
|
// Load OpenGL extensions
|
|
// NOTE: GL procedures address loader is required to load extensions
|
|
rlLoadExtensions(eglGetProcAddress);
|
|
|
|
// 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);
|
|
|
|
CORE.Window.ready = true;
|
|
|
|
if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
|
|
|
|
return true;
|
|
}
|
|
|
|
// 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);
|
|
|
|
// Adding renderOffset here feels rather hackish, but the viewport scaling is wrong after the
|
|
// context rebinding if the screen is scaled unless offsets are added. There's probably a more
|
|
// appropriate way to fix this
|
|
ANativeWindow_setBuffersGeometry(app->window,
|
|
CORE.Window.render.width + CORE.Window.renderOffset.x,
|
|
CORE.Window.render.height + CORE.Window.renderOffset.y,
|
|
displayFormat);
|
|
|
|
// Recreate display surface and re-attach OpenGL context
|
|
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:
|
|
{
|
|
// Detach OpenGL context and destroy display surface
|
|
// NOTE 1: This case is used when the user exits the app without closing it. We detach the context to ensure everything is recoverable upon resuming.
|
|
// NOTE 2: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...)
|
|
// NOTE 3: In some cases (too many context loaded), OS could unload context automatically... :(
|
|
if (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;
|
|
}
|
|
|
|
CORE.Android.contextRebindRequired = true;
|
|
}
|
|
// If 'CORE.Window.device' is already set to 'EGL_NO_DISPLAY'
|
|
// this means that the user has already called 'CloseWindow()'
|
|
|
|
} break;
|
|
case APP_CMD_SAVE_STATE: break;
|
|
case APP_CMD_STOP: break;
|
|
case APP_CMD_DESTROY: break;
|
|
case APP_CMD_CONFIG_CHANGED:
|
|
{
|
|
//AConfiguration_fromAssetManager(CORE.Android.app->config, CORE.Android.app->activity->assetManager);
|
|
//print_cur_config(CORE.Android.app);
|
|
|
|
// Check screen orientation here!
|
|
} break;
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
// ANDROID: Map Android gamepad button to raylib gamepad button
|
|
static GamepadButton AndroidTranslateGamepadButton(int button)
|
|
{
|
|
switch (button)
|
|
{
|
|
case AKEYCODE_BUTTON_A: return GAMEPAD_BUTTON_RIGHT_FACE_DOWN;
|
|
case AKEYCODE_BUTTON_B: return GAMEPAD_BUTTON_RIGHT_FACE_RIGHT;
|
|
case AKEYCODE_BUTTON_X: return GAMEPAD_BUTTON_RIGHT_FACE_LEFT;
|
|
case AKEYCODE_BUTTON_Y: return GAMEPAD_BUTTON_RIGHT_FACE_UP;
|
|
case AKEYCODE_BUTTON_L1: return GAMEPAD_BUTTON_LEFT_TRIGGER_1;
|
|
case AKEYCODE_BUTTON_R1: return GAMEPAD_BUTTON_RIGHT_TRIGGER_1;
|
|
case AKEYCODE_BUTTON_L2: return GAMEPAD_BUTTON_LEFT_TRIGGER_2;
|
|
case AKEYCODE_BUTTON_R2: return GAMEPAD_BUTTON_RIGHT_TRIGGER_2;
|
|
case AKEYCODE_BUTTON_THUMBL: return GAMEPAD_BUTTON_LEFT_THUMB;
|
|
case AKEYCODE_BUTTON_THUMBR: return GAMEPAD_BUTTON_RIGHT_THUMB;
|
|
case AKEYCODE_BUTTON_START: return GAMEPAD_BUTTON_MIDDLE_RIGHT;
|
|
case AKEYCODE_BUTTON_SELECT: return GAMEPAD_BUTTON_MIDDLE_LEFT;
|
|
case AKEYCODE_BUTTON_MODE: return GAMEPAD_BUTTON_MIDDLE;
|
|
// On some (most?) gamepads dpad events are reported as axis motion instead
|
|
case AKEYCODE_DPAD_DOWN: return GAMEPAD_BUTTON_LEFT_FACE_DOWN;
|
|
case AKEYCODE_DPAD_RIGHT: return GAMEPAD_BUTTON_LEFT_FACE_RIGHT;
|
|
case AKEYCODE_DPAD_LEFT: return GAMEPAD_BUTTON_LEFT_FACE_LEFT;
|
|
case AKEYCODE_DPAD_UP: return GAMEPAD_BUTTON_LEFT_FACE_UP;
|
|
default: return GAMEPAD_BUTTON_UNKNOWN;
|
|
}
|
|
}
|
|
|
|
// ANDROID: Get input events
|
|
static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
|
|
{
|
|
// If additional inputs are required check:
|
|
// https://developer.android.com/ndk/reference/group/input
|
|
// https://developer.android.com/training/game-controllers/controller-input
|
|
|
|
int type = AInputEvent_getType(event);
|
|
int source = AInputEvent_getSource(event);
|
|
|
|
if (type == AINPUT_EVENT_TYPE_MOTION)
|
|
{
|
|
if (((source & AINPUT_SOURCE_JOYSTICK) == AINPUT_SOURCE_JOYSTICK) ||
|
|
((source & AINPUT_SOURCE_GAMEPAD) == AINPUT_SOURCE_GAMEPAD))
|
|
{
|
|
// For now we'll assume a single gamepad which we "detect" on its input event
|
|
CORE.Input.Gamepad.ready[0] = true;
|
|
|
|
CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_X] = AMotionEvent_getAxisValue(
|
|
event, AMOTION_EVENT_AXIS_X, 0);
|
|
CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_Y] = AMotionEvent_getAxisValue(
|
|
event, AMOTION_EVENT_AXIS_Y, 0);
|
|
CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_X] = AMotionEvent_getAxisValue(
|
|
event, AMOTION_EVENT_AXIS_Z, 0);
|
|
CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_Y] = AMotionEvent_getAxisValue(
|
|
event, AMOTION_EVENT_AXIS_RZ, 0);
|
|
CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_TRIGGER] = AMotionEvent_getAxisValue(
|
|
event, AMOTION_EVENT_AXIS_BRAKE, 0) * 2.0f - 1.0f;
|
|
CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_TRIGGER] = AMotionEvent_getAxisValue(
|
|
event, AMOTION_EVENT_AXIS_GAS, 0) * 2.0f - 1.0f;
|
|
|
|
// dpad is reported as an axis on android
|
|
float dpadX = AMotionEvent_getAxisValue(event, AMOTION_EVENT_AXIS_HAT_X, 0);
|
|
float dpadY = AMotionEvent_getAxisValue(event, AMOTION_EVENT_AXIS_HAT_Y, 0);
|
|
|
|
if (dpadX == 1.0f)
|
|
{
|
|
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_RIGHT] = 1;
|
|
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_LEFT] = 0;
|
|
}
|
|
else if (dpadX == -1.0f)
|
|
{
|
|
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_RIGHT] = 0;
|
|
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_LEFT] = 1;
|
|
}
|
|
else
|
|
{
|
|
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_RIGHT] = 0;
|
|
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_LEFT] = 0;
|
|
}
|
|
|
|
if (dpadY == 1.0f)
|
|
{
|
|
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_DOWN] = 1;
|
|
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_UP] = 0;
|
|
}
|
|
else if (dpadY == -1.0f)
|
|
{
|
|
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_DOWN] = 0;
|
|
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_UP] = 1;
|
|
}
|
|
else
|
|
{
|
|
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_DOWN] = 0;
|
|
CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_UP] = 0;
|
|
}
|
|
|
|
return 1; // Handled gamepad axis motion
|
|
}
|
|
}
|
|
else if (type == AINPUT_EVENT_TYPE_KEY)
|
|
{
|
|
int32_t keycode = AKeyEvent_getKeyCode(event);
|
|
//int32_t AKeyEvent_getMetaState(event);
|
|
|
|
// Handle gamepad button presses and releases
|
|
if (((source & AINPUT_SOURCE_JOYSTICK) == AINPUT_SOURCE_JOYSTICK) ||
|
|
((source & AINPUT_SOURCE_GAMEPAD) == AINPUT_SOURCE_GAMEPAD))
|
|
{
|
|
// For now we'll assume a single gamepad which we "detect" on its input event
|
|
CORE.Input.Gamepad.ready[0] = true;
|
|
|
|
GamepadButton button = AndroidTranslateGamepadButton(keycode);
|
|
|
|
if (button == GAMEPAD_BUTTON_UNKNOWN) return 1;
|
|
|
|
if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
|
|
{
|
|
CORE.Input.Gamepad.currentButtonState[0][button] = 1;
|
|
}
|
|
else CORE.Input.Gamepad.currentButtonState[0][button] = 0; // Key up
|
|
|
|
return 1; // Handled gamepad button
|
|
}
|
|
|
|
// Save current button and its state
|
|
// NOTE: Android key action is 0 for down and 1 for up
|
|
if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
|
|
{
|
|
CORE.Input.Keyboard.currentKeyState[keycode] = 1; // Key down
|
|
|
|
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode;
|
|
CORE.Input.Keyboard.keyPressedQueueCount++;
|
|
}
|
|
else if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_MULTIPLE) CORE.Input.Keyboard.keyRepeatInFrame[keycode] = 1;
|
|
else CORE.Input.Keyboard.currentKeyState[keycode] = 0; // Key up
|
|
|
|
if (keycode == AKEYCODE_POWER)
|
|
{
|
|
// Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS
|
|
// Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS
|
|
// It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected.
|
|
// NOTE: AndroidManifest.xml must have <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[i] for CORE.Window.screen.width and CORE.Window.screen.height
|
|
float widthRatio = (float)(CORE.Window.screen.width + CORE.Window.renderOffset.x) / (float)CORE.Window.display.width;
|
|
float heightRatio = (float)(CORE.Window.screen.height + CORE.Window.renderOffset.y) / (float)CORE.Window.display.height;
|
|
CORE.Input.Touch.position[i].x = CORE.Input.Touch.position[i].x * widthRatio - (float)CORE.Window.renderOffset.x / 2;
|
|
CORE.Input.Touch.position[i].y = CORE.Input.Touch.position[i].y * heightRatio - (float)CORE.Window.renderOffset.y / 2;
|
|
}
|
|
|
|
int32_t action = AMotionEvent_getAction(event);
|
|
unsigned int flags = action & AMOTION_EVENT_ACTION_MASK;
|
|
|
|
#if defined(SUPPORT_GESTURES_SYSTEM) // 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
|
|
|
|
int32_t pointerIndex = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
|
|
|
|
if (flags == AMOTION_EVENT_ACTION_POINTER_UP || flags == AMOTION_EVENT_ACTION_UP)
|
|
{
|
|
// One of the touchpoints is released, remove it from touch point arrays
|
|
for (int i = pointerIndex; (i < CORE.Input.Touch.pointCount - 1) && (i < MAX_TOUCH_POINTS); i++)
|
|
{
|
|
CORE.Input.Touch.pointId[i] = CORE.Input.Touch.pointId[i+1];
|
|
CORE.Input.Touch.position[i] = CORE.Input.Touch.position[i+1];
|
|
}
|
|
|
|
CORE.Input.Touch.pointCount--;
|
|
}
|
|
|
|
// When all touchpoints are tapped and released really quickly, this event is generated
|
|
if (flags == AMOTION_EVENT_ACTION_CANCEL) CORE.Input.Touch.pointCount = 0;
|
|
|
|
if (CORE.Input.Touch.pointCount > 0) CORE.Input.Touch.currentTouchState[MOUSE_BUTTON_LEFT] = 1;
|
|
else CORE.Input.Touch.currentTouchState[MOUSE_BUTTON_LEFT] = 0;
|
|
|
|
return 0;
|
|
}
|
|
|
|
// EOF
|