/********************************************************************************************** * * rcore_ template - Functions to manage window, graphics device and inputs * * PLATFORM: * - TODO: Define the target platform for the core * * LIMITATIONS: * - Limitation 01 * - Limitation 02 * * POSSIBLE IMPROVEMENTS: * - Improvement 01 * - Improvement 02 * * ADDITIONAL NOTES: * - TRACELOG() function is located in raylib [utils] module * * CONFIGURATION: * #define RCORE_PLATFORM_CUSTOM_FLAG * Custom flag for rcore on target platform -not used- * * DEPENDENCIES: * - * - gestures: Gestures system for touch-ready devices (or simulated from mouse inputs) * * * LICENSE: zlib/libpng * * Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) and contributors * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, including commercial * applications, and to alter it and redistribute it freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you * wrote the original software. If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be misrepresented * as being the original software. * * 3. This notice may not be removed or altered from any source distribution. * **********************************************************************************************/ // TODO: Include the platform specific libraries //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- typedef struct { // TODO: Define the platform specific variables required // Display data EGLDisplay device; // Native display device (physical screen connection) EGLSurface surface; // Surface to draw on, framebuffers (connected to context) EGLContext context; // Graphic context, mode in which drawing can be done EGLConfig config; // Graphic config } PlatformData; //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- extern CoreData CORE; // Global CORE state context static PlatformData platform = { 0 }; // Platform specific data //---------------------------------------------------------------------------------- // Module Internal Functions Declaration //---------------------------------------------------------------------------------- int InitPlatform(void); // Initialize platform (graphics, inputs and more) bool InitGraphicsDevice(void); // Initialize graphics device //---------------------------------------------------------------------------------- // Module Functions Declaration //---------------------------------------------------------------------------------- // NOTE: Functions declaration is provided by raylib.h //---------------------------------------------------------------------------------- // Module Functions Definition: Window and Graphics Device //---------------------------------------------------------------------------------- // Check if application should close bool WindowShouldClose(void) { if (CORE.Window.ready) return CORE.Window.shouldClose; else return true; } // Toggle fullscreen mode void ToggleFullscreen(void) { TRACELOG(LOG_WARNING, "ToggleFullscreen() not available on target platform"); } // Toggle borderless windowed mode void ToggleBorderlessWindowed(void) { TRACELOG(LOG_WARNING, "ToggleBorderlessWindowed() not available on target platform"); } // Set window state: maximized, if resizable void MaximizeWindow(void) { TRACELOG(LOG_WARNING, "MaximizeWindow() not available on target platform"); } // Set window state: minimized void MinimizeWindow(void) { TRACELOG(LOG_WARNING, "MinimizeWindow() not available on target platform"); } // Set window state: not minimized/maximized void RestoreWindow(void) { TRACELOG(LOG_WARNING, "RestoreWindow() not available on target platform"); } // Set window configuration state using flags void SetWindowState(unsigned int flags) { TRACELOG(LOG_WARNING, "SetWindowState() not available on target platform"); } // Clear window configuration state flags void ClearWindowState(unsigned int flags) { TRACELOG(LOG_WARNING, "ClearWindowState() not available on target platform"); } // Set icon for window void SetWindowIcon(Image image) { TRACELOG(LOG_WARNING, "SetWindowIcon() not available on target platform"); } // Set icon for window void SetWindowIcons(Image *images, int count) { TRACELOG(LOG_WARNING, "SetWindowIcons() not available on target platform"); } // Set title for window void SetWindowTitle(const char *title) { CORE.Window.title = title; } // Set window position on screen (windowed mode) void SetWindowPosition(int x, int y) { TRACELOG(LOG_WARNING, "SetWindowPosition() not available on target platform"); } // Set monitor for the current window void SetWindowMonitor(int monitor) { TRACELOG(LOG_WARNING, "SetWindowMonitor() not available on target platform"); } // Set window minimum dimensions (FLAG_WINDOW_RESIZABLE) void SetWindowMinSize(int width, int height) { CORE.Window.screenMin.width = width; CORE.Window.screenMin.height = height; } // Set window maximum dimensions (FLAG_WINDOW_RESIZABLE) void SetWindowMaxSize(int width, int height) { CORE.Window.screenMax.width = width; CORE.Window.screenMax.height = height; } // Set window dimensions void SetWindowSize(int width, int height) { TRACELOG(LOG_WARNING, "SetWindowSize() not available on target platform"); } // Set window opacity, value opacity is between 0.0 and 1.0 void SetWindowOpacity(float opacity) { TRACELOG(LOG_WARNING, "SetWindowOpacity() not available on target platform"); } // Set window focused void SetWindowFocused(void) { TRACELOG(LOG_WARNING, "SetWindowFocused() not available on target platform"); } // Get native window handle void *GetWindowHandle(void) { TRACELOG(LOG_WARNING, "GetWindowHandle() not implemented on target platform"); return NULL; } // Get number of monitors int GetMonitorCount(void) { TRACELOG(LOG_WARNING, "GetMonitorCount() not implemented on target platform"); return 1; } // Get number of monitors int GetCurrentMonitor(void) { TRACELOG(LOG_WARNING, "GetCurrentMonitor() not implemented on target platform"); return 0; } // Get selected monitor position Vector2 GetMonitorPosition(int monitor) { TRACELOG(LOG_WARNING, "GetMonitorPosition() not implemented on target platform"); return (Vector2){ 0, 0 }; } // Get selected monitor width (currently used by monitor) int GetMonitorWidth(int monitor) { TRACELOG(LOG_WARNING, "GetMonitorWidth() not implemented on target platform"); return 0; } // Get selected monitor height (currently used by monitor) int GetMonitorHeight(int monitor) { TRACELOG(LOG_WARNING, "GetMonitorHeight() not implemented on target platform"); return 0; } // Get selected monitor physical width in millimetres int GetMonitorPhysicalWidth(int monitor) { TRACELOG(LOG_WARNING, "GetMonitorPhysicalWidth() not implemented on target platform"); return 0; } // Get selected monitor physical height in millimetres int GetMonitorPhysicalHeight(int monitor) { TRACELOG(LOG_WARNING, "GetMonitorPhysicalHeight() not implemented on target platform"); return 0; } // Get selected monitor refresh rate int GetMonitorRefreshRate(int monitor) { TRACELOG(LOG_WARNING, "GetMonitorRefreshRate() not implemented on target platform"); return 0; } // Get the human-readable, UTF-8 encoded name of the selected monitor const char *GetMonitorName(int monitor) { TRACELOG(LOG_WARNING, "GetMonitorName() not implemented on target platform"); return ""; } // Get window position XY on monitor Vector2 GetWindowPosition(void) { TRACELOG(LOG_WARNING, "GetWindowPosition() not implemented on target platform"); return (Vector2){ 0, 0 }; } // Get window scale DPI factor for current monitor Vector2 GetWindowScaleDPI(void) { TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on target platform"); return (Vector2){ 1.0f, 1.0f }; } // Set clipboard text content void SetClipboardText(const char *text) { TRACELOG(LOG_WARNING, "SetClipboardText() not implemented on target platform"); } // Get clipboard text content // NOTE: returned string is allocated and freed by GLFW const char *GetClipboardText(void) { TRACELOG(LOG_WARNING, "GetClipboardText() not implemented on target platform"); return NULL; } // Show mouse cursor void ShowCursor(void) { CORE.Input.Mouse.cursorHidden = false; } // Hides mouse cursor void HideCursor(void) { CORE.Input.Mouse.cursorHidden = true; } // Enables cursor (unlock cursor) void EnableCursor(void) { // Set cursor position in the middle SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2); CORE.Input.Mouse.cursorHidden = false; } // Disables cursor (lock cursor) void DisableCursor(void) { // Set cursor position in the middle SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2); CORE.Input.Mouse.cursorHidden = true; } // Swap back buffer with front buffer (screen drawing) void SwapScreenBuffer(void) { eglSwapBuffers(platform.device, platform.surface); } //---------------------------------------------------------------------------------- // Module Functions Definition: Misc //---------------------------------------------------------------------------------- // Get elapsed time measure in seconds since InitTimer() double GetTime(void) { double time = 0.0; struct timespec ts = { 0 }; clock_gettime(CLOCK_MONOTONIC, &ts); unsigned long long int nanoSeconds = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec; time = (double)(nanoSeconds - CORE.Time.base)*1e-9; // Elapsed time since InitTimer() return time; } // Open URL with default system browser (if available) // NOTE: This function is only safe to use if you control the URL given. // A user could craft a malicious string performing another action. // Only call this function yourself not with user input or make sure to check the string yourself. // Ref: https://github.com/raysan5/raylib/issues/686 void OpenURL(const char *url) { // Security check to (partially) avoid malicious code on target platform if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character"); else { // TODO: } } //---------------------------------------------------------------------------------- // Module Functions Definition: Inputs //---------------------------------------------------------------------------------- // Set internal gamepad mappings int SetGamepadMappings(const char *mappings) { TRACELOG(LOG_WARNING, "SetGamepadMappings() not implemented on target platform"); return 0; } // Set mouse position XY void SetMousePosition(int x, int y) { CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y }; CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition; } // Set mouse cursor void SetMouseCursor(int cursor) { TRACELOG(LOG_WARNING, "SetMouseCursor() not implemented on target platform"); } // Register all input events void PollInputEvents(void) { #if defined(SUPPORT_GESTURES_SYSTEM) // NOTE: Gestures update must be called every frame to reset gestures correctly // because ProcessGestureEvent() is just called on an event, not every frame UpdateGestures(); #endif // Reset keys/chars pressed registered CORE.Input.Keyboard.keyPressedQueueCount = 0; CORE.Input.Keyboard.charPressedQueueCount = 0; // Reset key repeats for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0; // Reset last gamepad button/axis registered state CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN //CORE.Input.Gamepad.axisCount = 0; // Register previous touch states for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i]; // Reset touch positions // TODO: It resets on target platform the mouse position and not filled again until a move-event, // so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed! //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 }; // 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; } // TODO: Poll input events for current platform } //---------------------------------------------------------------------------------- // Module Internal Functions Definition //---------------------------------------------------------------------------------- // Initialize platform: graphics, inputs and more int InitPlatform(void) { // TODO: Initialize graphic device: display/window // It usually requires setting up the platform display system configuration // and connexion with the GPU through some system graphic API // raylib uses OpenGL so, platform should create that kind of connection // Below example illustrates that process using EGL library //---------------------------------------------------------------------------- CORE.Window.fullscreen = true; CORE.Window.flags |= FLAG_FULLSCREEN_MODE; EGLint samples = 0; EGLint sampleBuffer = 0; if (CORE.Window.flags & FLAG_MSAA_4X_HINT) { samples = 4; sampleBuffer = 1; TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4"); } const EGLint framebufferAttribs[] = { EGL_RENDERABLE_TYPE, (rlGetVersion() == RL_OPENGL_ES_30)? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT, // Type of context support EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5) EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6) EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5) //EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI) EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!) //EGL_STENCIL_SIZE, 8, // Stencil buffer size EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs) EGL_NONE }; const EGLint contextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE }; EGLint numConfigs = 0; // Get an EGL device connection platform.device = eglGetDisplay(EGL_DEFAULT_DISPLAY); if (platform.device == EGL_NO_DISPLAY) { TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device"); return false; } // Initialize the EGL device connection if (eglInitialize(platform.device, NULL, NULL) == EGL_FALSE) { // If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred. TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device"); return false; } // Get an appropriate EGL framebuffer configuration eglChooseConfig(platform.device, framebufferAttribs, &platform.config, 1, &numConfigs); // Set rendering API eglBindAPI(EGL_OPENGL_ES_API); // Create an EGL rendering context platform.context = eglCreateContext(platform.device, platform.config, EGL_NO_CONTEXT, contextAttribs); if (platform.context == EGL_NO_CONTEXT) { TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL context"); return -1; } // Create an EGL window surface EGLint displayFormat = 0; // EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry() // As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID eglGetConfigAttrib(platform.device, platform.config, EGL_NATIVE_VISUAL_ID, &displayFormat); // Android specific call ANativeWindow_setBuffersGeometry(platform.app->window, 0, 0, displayFormat); // Force use of native display size platform.surface = eglCreateWindowSurface(platform.device, platform.config, platform.app->window, NULL); // There must be at least one frame displayed before the buffers are swapped eglSwapInterval(platform.device, 1); EGLBoolean result = eglMakeCurrent(platform.device, platform.surface, platform.surface, platform.context); // Check surface and context activation if (result != EGL_FALSE) { CORE.Window.ready = true; CORE.Window.render.width = CORE.Window.screen.width; CORE.Window.render.height = CORE.Window.screen.height; CORE.Window.currentFbo.width = CORE.Window.render.width; CORE.Window.currentFbo.height = CORE.Window.render.height; TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully"); TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height); TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height); TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height); TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y); } else { TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphics device"); return -1; } //---------------------------------------------------------------------------- // If everything work as expected, we can continue 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); // TODO: Load OpenGL extensions // NOTE: GL procedures address loader is required to load extensions //---------------------------------------------------------------------------- rlLoadExtensions(eglGetProcAddress); //---------------------------------------------------------------------------- // TODO: Initialize input events system // It could imply keyboard, mouse, gamepad, touch... // Depending on the platform libraries/SDK it could use a callback mechanism // For system events and inputs evens polling on a per-frame basis, use PollInputEvents() //---------------------------------------------------------------------------- // ... //---------------------------------------------------------------------------- // TODO: Initialize timing system //---------------------------------------------------------------------------- InitTimer(); //---------------------------------------------------------------------------- // TODO: Initialize storage system //---------------------------------------------------------------------------- CORE.Storage.basePath = GetWorkingDirectory(); //---------------------------------------------------------------------------- TRACELOG(LOG_INFO, "PLATFORM: CUSTOM: Initialized successfully"); return 0; } // Close platform void ClosePlatform(void) { // TODO: De-initialize graphics, inputs and more } // EOF