[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
This commit is contained in:
ubkp
2023-09-22 18:17:59 -03:00
committed by GitHub
parent 0ef3e09d7a
commit d5a780d4d1
4 changed files with 151 additions and 538 deletions

View File

@@ -2106,60 +2106,60 @@ Vector2 GetMouseWheelMoveV(void)
return result;
}
// 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
}
//// 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_DRM
return GetMouseX();
#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_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_DRM
return GetMouseY();
#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_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) || defined(PLATFORM_WEB) || 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 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) || defined(PLATFORM_WEB) || 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)

View File

@@ -1677,13 +1677,42 @@ void SetMousePosition(int x, int y)
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
}
// Get mouse wheel movement Y
float GetMouseWheelMove(void)
{
return 0.0f;
}
// Set mouse cursor
// NOTE: This is a no-op on platforms other than PLATFORM_DESKTOP
void SetMouseCursor(int cursor)
{
TRACELOG(LOG_INFO, "SetMouseCursor not implemented in rcore_android.c");
}
// 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)
@@ -1691,7 +1720,6 @@ void SwapScreenBuffer(void)
eglSwapBuffers(CORE.Window.device, CORE.Window.surface);
}
// Register all input events
void PollInputEvents(void)
{
@@ -1745,4 +1773,4 @@ void PollInputEvents(void)
//ANativeActivity_finish(CORE.Android.app->activity);
}
}
}
}

View File

@@ -1568,7 +1568,6 @@ void SetMousePosition(int x, int y)
glfwSetCursorPos(CORE.Window.handle, CORE.Input.Mouse.currentPosition.x, CORE.Input.Mouse.currentPosition.y);
}
// Get mouse wheel movement Y
float GetMouseWheelMove(void)
{
@@ -1580,6 +1579,44 @@ float GetMouseWheelMove(void)
return result;
}
// Set mouse cursor
// NOTE: This is a no-op on platforms other than PLATFORM_DESKTOP
void SetMouseCursor(int cursor)
{
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));
}
}
// Get touch position X for touch point 0 (relative to screen size)
int GetTouchX(void)
{
return GetMouseX();
}
// Get touch position Y for touch point 0 (relative to screen size)
int GetTouchY(void)
{
return GetMouseY();
}
// 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 };
// 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();
return position;
}
// Swap back buffer with front buffer (screen drawing)
void SwapScreenBuffer(void)
@@ -1587,7 +1624,6 @@ void SwapScreenBuffer(void)
glfwSwapBuffers(CORE.Window.handle);
}
// Register all input events
void PollInputEvents(void)
{

View File

@@ -350,7 +350,6 @@ static bool InitGraphicsDevice(int width, int height)
// 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)
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
glfwSetErrorCallback(ErrorCallback);
/*
// TODO: Setup GLFW custom allocators to match raylib ones
@@ -363,9 +362,6 @@ static bool InitGraphicsDevice(int width, int height)
glfwInitAllocator(&allocator);
*/
#if defined(__APPLE__)
glfwInitHint(GLFW_COCOA_CHDIR_RESOURCES, GLFW_FALSE);
#endif
if (!glfwInit())
{
@@ -408,26 +404,7 @@ static bool InitGraphicsDevice(int width, int height)
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);
// Mouse passthrough
if ((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0) glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE);
else glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_FALSE);
#endif
// e.g.: GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_SCALE_TO_MONITOR, GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_MOUSE_PASSTHROUGH
if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
{
@@ -452,11 +429,7 @@ static bool InitGraphicsDevice(int width, int height)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
// Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
#if defined(__APPLE__)
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); // OSX Requires forward compatibility
#else
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Forward Compatibility Hint: Only 3.3 and above!
#endif
// glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context
}
else if (rlGetVersion() == RL_OPENGL_43)
@@ -474,56 +447,19 @@ static bool InitGraphicsDevice(int width, int height)
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
}
else if (rlGetVersion() == RL_OPENGL_ES_30) // Request OpenGL ES 3.0 context
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#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 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)
// NOTE: Getting video modes is not implemented in emscripten GLFW3 version
CORE.Window.display.width = CORE.Window.screen.width;
CORE.Window.display.height = CORE.Window.screen.height;
#endif // PLATFORM_WEB
if (CORE.Window.fullscreen)
{
@@ -582,13 +518,6 @@ static bool InitGraphicsDevice(int width, int height)
}
else
{
#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
// 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);
@@ -607,15 +536,10 @@ static bool InitGraphicsDevice(int width, int height)
}
// glfwCreateWindow title doesn't work with emscripten.
#if defined(PLATFORM_WEB)
emscripten_set_window_title((CORE.Window.title != 0) ? CORE.Window.title : " ");
#endif
// 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);
@@ -630,44 +554,13 @@ static bool InitGraphicsDevice(int width, int height)
glfwMakeContextCurrent(CORE.Window.handle);
#if !defined(PLATFORM_WEB)
glfwSetInputMode(CORE.Window.handle, GLFW_LOCK_KEY_MODS, GLFW_TRUE); // Enable lock keys modifiers (CAPS, NUM)
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, it doesn't need
// to be activated on web platforms since VSync is enforced there.
#if !defined(PLATFORM_WEB)
if (CORE.Window.flags & FLAG_VSYNC_HINT)
{
// WARNING: It seems to hit a critical render path in Intel HD Graphics
glfwSwapInterval(1);
TRACELOG(LOG_INFO, "DISPLAY: Trying to enable VSYNC");
}
#endif
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 from display area
CORE.Window.screenScale = MatrixScale((float)fbWidth / CORE.Window.screen.width, (float)fbHeight / CORE.Window.screen.height, 1.0f);
// Mouse input scaling for the new screen size
SetMouseScale((float)CORE.Window.screen.width / fbWidth, (float)CORE.Window.screen.height / fbHeight);
#endif
}
#endif
CORE.Window.render.width = fbWidth;
CORE.Window.render.height = fbHeight;
CORE.Window.currentFbo.width = fbWidth;
@@ -679,377 +572,9 @@ static bool InitGraphicsDevice(int width, int 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_DRM)
CORE.Window.fullscreen = true;
CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
#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,
(rlGetVersion() == RL_OPENGL_ES_30) ? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT, // Type of context support
#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_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_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_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
@@ -1059,10 +584,6 @@ static bool InitGraphicsDevice(int width, int height)
// NOTE: It updated CORE.Window.render.width and CORE.Window.render.height
SetupViewport(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
#if defined(PLATFORM_ANDROID)
CORE.Window.ready = true;
#endif
if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
return true;
@@ -1578,7 +1099,6 @@ void SetMousePosition(int x, int y)
glfwSetCursorPos(CORE.Window.handle, CORE.Input.Mouse.currentPosition.x, CORE.Input.Mouse.currentPosition.y);
}
// Get mouse wheel movement Y
float GetMouseWheelMove(void)
{
@@ -1590,6 +1110,36 @@ float GetMouseWheelMove(void)
return result;
}
// Set mouse cursor
// NOTE: This is a no-op on platforms other than PLATFORM_DESKTOP
void SetMouseCursor(int cursor)
{
TRACELOG(LOG_INFO, "SetMouseCursor not implemented in rcore_web.c");
}
// 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)
@@ -1597,7 +1147,6 @@ void SwapScreenBuffer(void)
glfwSwapBuffers(CORE.Window.handle);
}
// Register all input events
void PollInputEvents(void)
{