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+/**********************************************************************************************
+*
+* rcore - Window/display management, Graphic device/context management and input management
+*
+* PLATFORMS SUPPORTED:
+* > PLATFORM_DESKTOP_GLFW (GLFW backend):
+* - Windows (Win32, Win64)
+* - Linux (X11/Wayland desktop mode)
+* - macOS/OSX (x64, arm64)
+* - FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop)
+* > PLATFORM_DESKTOP_SDL (SDL backend):
+* - Windows (Win32, Win64)
+* - Linux (X11/Wayland desktop mode)
+* - Others (not tested)
+* > PLATFORM_WEB:
+* - HTML5 (WebAssembly)
+* > PLATFORM_DRM:
+* - Raspberry Pi 0-5 (DRM/KMS)
+* - Linux DRM subsystem (KMS mode)
+* > PLATFORM_ANDROID:
+* - Android (ARM, ARM64)
+*
+* CONFIGURATION:
+* #define SUPPORT_DEFAULT_FONT (default)
+* Default font is loaded on window initialization to be available for the user to render simple text.
+* NOTE: If enabled, uses external module functions to load default raylib font (module: text)
+*
+* #define SUPPORT_CAMERA_SYSTEM
+* Camera module is included (rcamera.h) and multiple predefined cameras are available:
+* free, 1st/3rd person, orbital, custom
+*
+* #define SUPPORT_GESTURES_SYSTEM
+* Gestures module is included (rgestures.h) to support gestures detection: tap, hold, swipe, drag
+*
+* #define SUPPORT_MOUSE_GESTURES
+* Mouse gestures are directly mapped like touches and processed by gestures system.
+*
+* #define SUPPORT_BUSY_WAIT_LOOP
+* Use busy wait loop for timing sync, if not defined, a high-resolution timer is setup and used
+*
+* #define SUPPORT_PARTIALBUSY_WAIT_LOOP
+* Use a partial-busy wait loop, in this case frame sleeps for most of the time and runs a busy-wait-loop at the end
+*
+* #define SUPPORT_SCREEN_CAPTURE
+* Allow automatic screen capture of current screen pressing F12, defined in KeyCallback()
+*
+* #define SUPPORT_GIF_RECORDING
+* Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback()
+*
+* #define SUPPORT_COMPRESSION_API
+* Support CompressData() and DecompressData() functions, those functions use zlib implementation
+* provided by stb_image and stb_image_write libraries, so, those libraries must be enabled on textures module
+* for linkage
+*
+* #define SUPPORT_AUTOMATION_EVENTS
+* Support automatic events recording and playing, useful for automated testing systems or AI based game playing
+*
+* DEPENDENCIES:
+* raymath - 3D math functionality (Vector2, Vector3, Matrix, Quaternion)
+* camera - Multiple 3D camera modes (free, orbital, 1st person, 3rd person)
+* gestures - Gestures system for touch-ready devices (or simulated from mouse inputs)
+*
+*
+* LICENSE: zlib/libpng
+*
+* Copyright (c) 2013-2024 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.
+*
+**********************************************************************************************/
+
+//----------------------------------------------------------------------------------
+// Feature Test Macros required for this module
+//----------------------------------------------------------------------------------
+#if (defined(__linux__) || defined(PLATFORM_WEB)) && (_XOPEN_SOURCE < 500)
+ #undef _XOPEN_SOURCE
+ #define _XOPEN_SOURCE 500 // Required for: readlink if compiled with c99 without gnu ext.
+#endif
+
+#if (defined(__linux__) || defined(PLATFORM_WEB)) && (_POSIX_C_SOURCE < 199309L)
+ #undef _POSIX_C_SOURCE
+ #define _POSIX_C_SOURCE 199309L // Required for: CLOCK_MONOTONIC if compiled with c99 without gnu ext.
+#endif
+
+#include "raylib.h" // Declares module functions
+
+// Check if config flags have been externally provided on compilation line
+#if !defined(EXTERNAL_CONFIG_FLAGS)
+ #include "config.h" // Defines module configuration flags
+#endif
+
+#include "utils.h" // Required for: TRACELOG() macros
+
+#include <stdlib.h> // Required for: srand(), rand(), atexit()
+#include <stdio.h> // Required for: sprintf() [Used in OpenURL()]
+#include <string.h> // Required for: strrchr(), strcmp(), strlen(), memset()
+#include <time.h> // Required for: time() [Used in InitTimer()]
+#include <math.h> // Required for: tan() [Used in BeginMode3D()], atan2f() [Used in LoadVrStereoConfig()]
+
+#define RLGL_IMPLEMENTATION
+#include "rlgl.h" // OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
+
+#define RAYMATH_IMPLEMENTATION
+#include "raymath.h" // Vector2, Vector3, Quaternion and Matrix functionality
+
+#if defined(SUPPORT_GESTURES_SYSTEM)
+ #define RGESTURES_IMPLEMENTATION
+ #include "rgestures.h" // Gestures detection functionality
+#endif
+
+#if defined(SUPPORT_CAMERA_SYSTEM)
+ #define RCAMERA_IMPLEMENTATION
+ #include "rcamera.h" // Camera system functionality
+#endif
+
+#if defined(SUPPORT_GIF_RECORDING)
+ #define MSF_GIF_MALLOC(contextPointer, newSize) RL_MALLOC(newSize)
+ #define MSF_GIF_REALLOC(contextPointer, oldMemory, oldSize, newSize) RL_REALLOC(oldMemory, newSize)
+ #define MSF_GIF_FREE(contextPointer, oldMemory, oldSize) RL_FREE(oldMemory)
+
+ #define MSF_GIF_IMPL
+ #include "external/msf_gif.h" // GIF recording functionality
+#endif
+
+#if defined(SUPPORT_COMPRESSION_API)
+ #define SINFL_IMPLEMENTATION
+ #define SINFL_NO_SIMD
+ #include "external/sinfl.h" // Deflate (RFC 1951) decompressor
+
+ #define SDEFL_IMPLEMENTATION
+ #include "external/sdefl.h" // Deflate (RFC 1951) compressor
+#endif
+
+#if defined(SUPPORT_RPRAND_GENERATOR)
+ #define RPRAND_IMPLEMENTATION
+ #include "external/rprand.h"
+#endif
+
+#if defined(__linux__) && !defined(_GNU_SOURCE)
+ #define _GNU_SOURCE
+#endif
+
+// Platform specific defines to handle GetApplicationDirectory()
+#if (defined(_WIN32) && !defined(PLATFORM_DESKTOP_RGFW)) || (defined(_MSC_VER) && defined(PLATFORM_DESKTOP_RGFW))
+ #ifndef MAX_PATH
+ #define MAX_PATH 1025
+ #endif
+__declspec(dllimport) unsigned long __stdcall GetModuleFileNameA(void *hModule, void *lpFilename, unsigned long nSize);
+__declspec(dllimport) unsigned long __stdcall GetModuleFileNameW(void *hModule, void *lpFilename, unsigned long nSize);
+__declspec(dllimport) int __stdcall WideCharToMultiByte(unsigned int cp, unsigned long flags, void *widestr, int cchwide, void *str, int cbmb, void *defchar, int *used_default);
+__declspec(dllimport) unsigned int __stdcall timeBeginPeriod(unsigned int uPeriod);
+__declspec(dllimport) unsigned int __stdcall timeEndPeriod(unsigned int uPeriod);
+#elif defined(__linux__)
+ #include <unistd.h>
+#elif defined(__FreeBSD__)
+ #include <sys/types.h>
+ #include <sys/sysctl.h>
+ #include <unistd.h>
+#elif defined(__APPLE__)
+ #include <sys/syslimits.h>
+ #include <mach-o/dyld.h>
+#endif // OSs
+
+#define _CRT_INTERNAL_NONSTDC_NAMES 1
+#include <sys/stat.h> // Required for: stat(), S_ISREG [Used in GetFileModTime(), IsFilePath()]
+
+#if !defined(S_ISREG) && defined(S_IFMT) && defined(S_IFREG)
+ #define S_ISREG(m) (((m) & S_IFMT) == S_IFREG)
+#endif
+
+#if defined(_WIN32) && (defined(_MSC_VER) || defined(__TINYC__))
+ #define DIRENT_MALLOC RL_MALLOC
+ #define DIRENT_FREE RL_FREE
+
+ #include "external/dirent.h" // Required for: DIR, opendir(), closedir() [Used in LoadDirectoryFiles()]
+#else
+ #include <dirent.h> // Required for: DIR, opendir(), closedir() [Used in LoadDirectoryFiles()]
+#endif
+
+#if defined(_WIN32)
+ #include <io.h> // Required for: _access() [Used in FileExists()]
+ #include <direct.h> // Required for: _getch(), _chdir(), _mkdir()
+ #define GETCWD _getcwd // NOTE: MSDN recommends not to use getcwd(), chdir()
+ #define CHDIR _chdir
+ #define MKDIR(dir) _mkdir(dir)
+#else
+ #include <unistd.h> // Required for: getch(), chdir(), mkdir(), access()
+ #define GETCWD getcwd
+ #define CHDIR chdir
+ #define MKDIR(dir) mkdir(dir, 0777)
+#endif
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#ifndef MAX_FILEPATH_CAPACITY
+ #define MAX_FILEPATH_CAPACITY 8192 // Maximum capacity for filepath
+#endif
+#ifndef MAX_FILEPATH_LENGTH
+ #if defined(_WIN32)
+ #define MAX_FILEPATH_LENGTH 256 // On Win32, MAX_PATH = 260 (limits.h) but Windows 10, Version 1607 enables long paths...
+ #else
+ #define MAX_FILEPATH_LENGTH 4096 // On Linux, PATH_MAX = 4096 by default (limits.h)
+ #endif
+#endif
+
+#ifndef MAX_KEYBOARD_KEYS
+ #define MAX_KEYBOARD_KEYS 512 // Maximum number of keyboard keys supported
+#endif
+#ifndef MAX_MOUSE_BUTTONS
+ #define MAX_MOUSE_BUTTONS 8 // Maximum number of mouse buttons supported
+#endif
+#ifndef MAX_GAMEPADS
+ #define MAX_GAMEPADS 4 // Maximum number of gamepads supported
+#endif
+#ifndef MAX_GAMEPAD_AXIS
+ #define MAX_GAMEPAD_AXIS 8 // Maximum number of axis supported (per gamepad)
+#endif
+#ifndef MAX_GAMEPAD_BUTTONS
+ #define MAX_GAMEPAD_BUTTONS 32 // Maximum number of buttons supported (per gamepad)
+#endif
+#ifndef MAX_GAMEPAD_VIBRATION_TIME
+ #define MAX_GAMEPAD_VIBRATION_TIME 2.0f // Maximum vibration time in seconds
+#endif
+#ifndef MAX_TOUCH_POINTS
+ #define MAX_TOUCH_POINTS 8 // Maximum number of touch points supported
+#endif
+#ifndef MAX_KEY_PRESSED_QUEUE
+ #define MAX_KEY_PRESSED_QUEUE 16 // Maximum number of keys in the key input queue
+#endif
+#ifndef MAX_CHAR_PRESSED_QUEUE
+ #define MAX_CHAR_PRESSED_QUEUE 16 // Maximum number of characters in the char input queue
+#endif
+
+#ifndef MAX_DECOMPRESSION_SIZE
+ #define MAX_DECOMPRESSION_SIZE 64 // Maximum size allocated for decompression in MB
+#endif
+
+#ifndef MAX_AUTOMATION_EVENTS
+ #define MAX_AUTOMATION_EVENTS 16384 // Maximum number of automation events to record
+#endif
+
+#ifndef DIRECTORY_FILTER_TAG
+ #define DIRECTORY_FILTER_TAG "DIR" // Name tag used to request directory inclusion on directory scan
+#endif // NOTE: Used in ScanDirectoryFiles(), ScanDirectoryFilesRecursively() and LoadDirectoryFilesEx()
+
+// Flags operation macros
+#define FLAG_SET(n, f) ((n) |= (f))
+#define FLAG_CLEAR(n, f) ((n) &= ~(f))
+#define FLAG_TOGGLE(n, f) ((n) ^= (f))
+#define FLAG_CHECK(n, f) ((n) & (f))
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef struct { int x; int y; } Point;
+typedef struct { unsigned int width; unsigned int height; } Size;
+
+// Core global state context data
+typedef struct CoreData {
+ struct {
+ const char *title; // Window text title const pointer
+ unsigned int flags; // Configuration flags (bit based), keeps window state
+ bool ready; // Check if window has been initialized successfully
+ bool fullscreen; // Check if fullscreen mode is enabled
+ bool shouldClose; // Check if window set for closing
+ bool resizedLastFrame; // Check if window has been resized last frame
+ bool eventWaiting; // Wait for events before ending frame
+ bool usingFbo; // Using FBO (RenderTexture) for rendering instead of default framebuffer
+
+ Point position; // Window position (required on fullscreen toggle)
+ Point previousPosition; // Window previous position (required on borderless windowed toggle)
+ Size display; // Display width and height (monitor, device-screen, LCD, ...)
+ Size screen; // Screen width and height (used render area)
+ Size previousScreen; // Screen previous width and height (required on borderless windowed toggle)
+ Size currentFbo; // Current render width and height (depends on active fbo)
+ Size render; // Framebuffer width and height (render area, including black bars if required)
+ Point renderOffset; // Offset from render area (must be divided by 2)
+ Size screenMin; // Screen minimum width and height (for resizable window)
+ Size screenMax; // Screen maximum width and height (for resizable window)
+ Matrix screenScale; // Matrix to scale screen (framebuffer rendering)
+
+ char **dropFilepaths; // Store dropped files paths pointers (provided by GLFW)
+ unsigned int dropFileCount; // Count dropped files strings
+
+ } Window;
+ struct {
+ const char *basePath; // Base path for data storage
+
+ } Storage;
+ struct {
+ struct {
+ int exitKey; // Default exit key
+ char currentKeyState[MAX_KEYBOARD_KEYS]; // Registers current frame key state
+ char previousKeyState[MAX_KEYBOARD_KEYS]; // Registers previous frame key state
+
+ // NOTE: Since key press logic involves comparing prev vs cur key state, we need to handle key repeats specially
+ char keyRepeatInFrame[MAX_KEYBOARD_KEYS]; // Registers key repeats for current frame
+
+ int keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input keys queue
+ int keyPressedQueueCount; // Input keys queue count
+
+ int charPressedQueue[MAX_CHAR_PRESSED_QUEUE]; // Input characters queue (unicode)
+ int charPressedQueueCount; // Input characters queue count
+
+ } Keyboard;
+ struct {
+ Vector2 offset; // Mouse offset
+ Vector2 scale; // Mouse scaling
+ Vector2 currentPosition; // Mouse position on screen
+ Vector2 previousPosition; // Previous mouse position
+
+ int cursor; // Tracks current mouse cursor
+ bool cursorHidden; // Track if cursor is hidden
+ bool cursorOnScreen; // Tracks if cursor is inside client area
+
+ char currentButtonState[MAX_MOUSE_BUTTONS]; // Registers current mouse button state
+ char previousButtonState[MAX_MOUSE_BUTTONS]; // Registers previous mouse button state
+ Vector2 currentWheelMove; // Registers current mouse wheel variation
+ Vector2 previousWheelMove; // Registers previous mouse wheel variation
+
+ } Mouse;
+ struct {
+ int pointCount; // Number of touch points active
+ int pointId[MAX_TOUCH_POINTS]; // Point identifiers
+ Vector2 position[MAX_TOUCH_POINTS]; // Touch position on screen
+ char currentTouchState[MAX_TOUCH_POINTS]; // Registers current touch state
+ char previousTouchState[MAX_TOUCH_POINTS]; // Registers previous touch state
+
+ } Touch;
+ struct {
+ int lastButtonPressed; // Register last gamepad button pressed
+ int axisCount[MAX_GAMEPADS]; // Register number of available gamepad axis
+ bool ready[MAX_GAMEPADS]; // Flag to know if gamepad is ready
+ char name[MAX_GAMEPADS][64]; // Gamepad name holder
+ char currentButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state
+ char previousButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
+ float axisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
+
+ } Gamepad;
+ } Input;
+ struct {
+ double current; // Current time measure
+ double previous; // Previous time measure
+ double update; // Time measure for frame update
+ double draw; // Time measure for frame draw
+ double frame; // Time measure for one frame
+ double target; // Desired time for one frame, if 0 not applied
+ unsigned long long int base; // Base time measure for hi-res timer (PLATFORM_ANDROID, PLATFORM_DRM)
+ unsigned int frameCounter; // Frame counter
+
+ } Time;
+} CoreData;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+RLAPI const char *raylib_version = RAYLIB_VERSION; // raylib version exported symbol, required for some bindings
+
+CoreData CORE = { 0 }; // Global CORE state context
+
+// Flag to note GPU acceleration is available,
+// referenced from other modules to support GPU data loading
+// NOTE: Useful to allow Texture, RenderTexture, Font.texture, Mesh.vaoId/vboId, Shader loading
+bool isGpuReady = false;
+
+#if defined(SUPPORT_SCREEN_CAPTURE)
+static int screenshotCounter = 0; // Screenshots counter
+#endif
+
+#if defined(SUPPORT_GIF_RECORDING)
+static unsigned int gifFrameCounter = 0; // GIF frames counter
+static bool gifRecording = false; // GIF recording state
+static MsfGifState gifState = { 0 }; // MSGIF context state
+#endif
+
+#if defined(SUPPORT_AUTOMATION_EVENTS)
+// Automation events type
+typedef enum AutomationEventType {
+ EVENT_NONE = 0,
+ // Input events
+ INPUT_KEY_UP, // param[0]: key
+ INPUT_KEY_DOWN, // param[0]: key
+ INPUT_KEY_PRESSED, // param[0]: key
+ INPUT_KEY_RELEASED, // param[0]: key
+ INPUT_MOUSE_BUTTON_UP, // param[0]: button
+ INPUT_MOUSE_BUTTON_DOWN, // param[0]: button
+ INPUT_MOUSE_POSITION, // param[0]: x, param[1]: y
+ INPUT_MOUSE_WHEEL_MOTION, // param[0]: x delta, param[1]: y delta
+ INPUT_GAMEPAD_CONNECT, // param[0]: gamepad
+ INPUT_GAMEPAD_DISCONNECT, // param[0]: gamepad
+ INPUT_GAMEPAD_BUTTON_UP, // param[0]: button
+ INPUT_GAMEPAD_BUTTON_DOWN, // param[0]: button
+ INPUT_GAMEPAD_AXIS_MOTION, // param[0]: axis, param[1]: delta
+ INPUT_TOUCH_UP, // param[0]: id
+ INPUT_TOUCH_DOWN, // param[0]: id
+ INPUT_TOUCH_POSITION, // param[0]: x, param[1]: y
+ INPUT_GESTURE, // param[0]: gesture
+ // Window events
+ WINDOW_CLOSE, // no params
+ WINDOW_MAXIMIZE, // no params
+ WINDOW_MINIMIZE, // no params
+ WINDOW_RESIZE, // param[0]: width, param[1]: height
+ // Custom events
+ ACTION_TAKE_SCREENSHOT, // no params
+ ACTION_SETTARGETFPS // param[0]: fps
+} AutomationEventType;
+
+// Event type to config events flags
+// TODO: Not used at the moment
+typedef enum {
+ EVENT_INPUT_KEYBOARD = 0,
+ EVENT_INPUT_MOUSE = 1,
+ EVENT_INPUT_GAMEPAD = 2,
+ EVENT_INPUT_TOUCH = 4,
+ EVENT_INPUT_GESTURE = 8,
+ EVENT_WINDOW = 16,
+ EVENT_CUSTOM = 32
+} EventType;
+
+// Event type name strings, required for export
+static const char *autoEventTypeName[] = {
+ "EVENT_NONE",
+ "INPUT_KEY_UP",
+ "INPUT_KEY_DOWN",
+ "INPUT_KEY_PRESSED",
+ "INPUT_KEY_RELEASED",
+ "INPUT_MOUSE_BUTTON_UP",
+ "INPUT_MOUSE_BUTTON_DOWN",
+ "INPUT_MOUSE_POSITION",
+ "INPUT_MOUSE_WHEEL_MOTION",
+ "INPUT_GAMEPAD_CONNECT",
+ "INPUT_GAMEPAD_DISCONNECT",
+ "INPUT_GAMEPAD_BUTTON_UP",
+ "INPUT_GAMEPAD_BUTTON_DOWN",
+ "INPUT_GAMEPAD_AXIS_MOTION",
+ "INPUT_TOUCH_UP",
+ "INPUT_TOUCH_DOWN",
+ "INPUT_TOUCH_POSITION",
+ "INPUT_GESTURE",
+ "WINDOW_CLOSE",
+ "WINDOW_MAXIMIZE",
+ "WINDOW_MINIMIZE",
+ "WINDOW_RESIZE",
+ "ACTION_TAKE_SCREENSHOT",
+ "ACTION_SETTARGETFPS"
+};
+
+/*
+// Automation event (24 bytes)
+// NOTE: Opaque struct, internal to raylib
+struct AutomationEvent {
+ unsigned int frame; // Event frame
+ unsigned int type; // Event type (AutomationEventType)
+ int params[4]; // Event parameters (if required)
+};
+*/
+
+static AutomationEventList *currentEventList = NULL; // Current automation events list, set by user, keep internal pointer
+static bool automationEventRecording = false; // Recording automation events flag
+//static short automationEventEnabled = 0b0000001111111111; // TODO: Automation events enabled for recording/playing
+#endif
+//-----------------------------------------------------------------------------------
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+// NOTE: Those functions are common for all platforms!
+//----------------------------------------------------------------------------------
+
+#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
+extern void LoadFontDefault(void); // [Module: text] Loads default font on InitWindow()
+extern void UnloadFontDefault(void); // [Module: text] Unloads default font from GPU memory
+#endif
+
+extern int InitPlatform(void); // Initialize platform (graphics, inputs and more)
+extern void ClosePlatform(void); // Close platform
+
+static void InitTimer(void); // Initialize timer, hi-resolution if available (required by InitPlatform())
+static void SetupFramebuffer(int width, int height); // Setup main framebuffer (required by InitPlatform())
+static void SetupViewport(int width, int height); // Set viewport for a provided width and height
+
+static void ScanDirectoryFiles(const char *basePath, FilePathList *list, const char *filter); // Scan all files and directories in a base path
+static void ScanDirectoryFilesRecursively(const char *basePath, FilePathList *list, const char *filter); // Scan all files and directories recursively from a base path
+
+#if defined(SUPPORT_AUTOMATION_EVENTS)
+static void RecordAutomationEvent(void); // Record frame events (to internal events array)
+#endif
+
+#if defined(_WIN32) && !defined(PLATFORM_DESKTOP_RGFW)
+// NOTE: We declare Sleep() function symbol to avoid including windows.h (kernel32.lib linkage required)
+void __stdcall Sleep(unsigned long msTimeout); // Required for: WaitTime()
+#endif
+
+#if !defined(SUPPORT_MODULE_RTEXT)
+const char *TextFormat(const char *text, ...); // Formatting of text with variables to 'embed'
+#endif // !SUPPORT_MODULE_RTEXT
+
+#if defined(PLATFORM_DESKTOP)
+ #define PLATFORM_DESKTOP_GLFW
+#endif
+
+// We're using `#pragma message` because `#warning` is not adopted by MSVC.
+#if defined(SUPPORT_CLIPBOARD_IMAGE)
+ #if !defined(SUPPORT_MODULE_RTEXTURES)
+ #pragma message ("Warning: Enabling SUPPORT_CLIPBOARD_IMAGE requires SUPPORT_MODULE_RTEXTURES to work properly")
+ #endif
+
+ // It's nice to have support Bitmap on Linux as well, but not as necessary as Windows
+ #if !defined(SUPPORT_FILEFORMAT_BMP) && defined(_WIN32)
+ #pragma message ("Warning: Enabling SUPPORT_CLIPBOARD_IMAGE requires SUPPORT_FILEFORMAT_BMP, specially on Windows")
+ #endif
+
+ // From what I've tested applications on Wayland saves images on clipboard as PNG.
+ #if (!defined(SUPPORT_FILEFORMAT_PNG) || !defined(SUPPORT_FILEFORMAT_JPG)) && !defined(_WIN32)
+ #pragma message ("Warning: Getting image from the clipboard might not work without SUPPORT_FILEFORMAT_PNG or SUPPORT_FILEFORMAT_JPG")
+ #endif
+
+ // Not needed because `rtexture.c` will automatically defined STBI_REQUIRED when any SUPPORT_FILEFORMAT_* is defined.
+ // #if !defined(STBI_REQUIRED)
+ // #pragma message ("Warning: "STBI_REQUIRED is not defined, that means we can't load images from clipbard"
+ // #endif
+
+#endif // SUPPORT_CLIPBOARD_IMAGE
+
+// Include platform-specific submodules
+#if defined(PLATFORM_DESKTOP_GLFW)
+ #include "platforms/rcore_desktop_glfw.c"
+#elif defined(PLATFORM_DESKTOP_SDL)
+ #include "platforms/rcore_desktop_sdl.c"
+#elif defined(PLATFORM_DESKTOP_RGFW)
+ #include "platforms/rcore_desktop_rgfw.c"
+#elif defined(PLATFORM_WEB)
+ #include "platforms/rcore_web.c"
+#elif defined(PLATFORM_DRM)
+ #include "platforms/rcore_drm.c"
+#elif defined(PLATFORM_ANDROID)
+ #include "platforms/rcore_android.c"
+#else
+ // TODO: Include your custom platform backend!
+ // i.e software rendering backend or console backend!
+#endif
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Window and Graphics Device
+//----------------------------------------------------------------------------------
+
+// NOTE: Functions with a platform-specific implementation on rcore_<platform>.c
+//bool WindowShouldClose(void)
+//void ToggleFullscreen(void)
+//void ToggleBorderlessWindowed(void)
+//void MaximizeWindow(void)
+//void MinimizeWindow(void)
+//void RestoreWindow(void)
+
+//void SetWindowState(unsigned int flags)
+//void ClearWindowState(unsigned int flags)
+
+//void SetWindowIcon(Image image)
+//void SetWindowIcons(Image *images, int count)
+//void SetWindowTitle(const char *title)
+//void SetWindowPosition(int x, int y)
+//void SetWindowMonitor(int monitor)
+//void SetWindowMinSize(int width, int height)
+//void SetWindowMaxSize(int width, int height)
+//void SetWindowSize(int width, int height)
+//void SetWindowOpacity(float opacity)
+//void SetWindowFocused(void)
+//void *GetWindowHandle(void)
+//Vector2 GetWindowPosition(void)
+//Vector2 GetWindowScaleDPI(void)
+
+//int GetMonitorCount(void)
+//int GetCurrentMonitor(void)
+//int GetMonitorWidth(int monitor)
+//int GetMonitorHeight(int monitor)
+//int GetMonitorPhysicalWidth(int monitor)
+//int GetMonitorPhysicalHeight(int monitor)
+//int GetMonitorRefreshRate(int monitor)
+//Vector2 GetMonitorPosition(int monitor)
+//const char *GetMonitorName(int monitor)
+
+//void SetClipboardText(const char *text)
+//const char *GetClipboardText(void)
+
+//void ShowCursor(void)
+//void HideCursor(void)
+//void EnableCursor(void)
+//void DisableCursor(void)
+
+// Initialize window and OpenGL context
+void InitWindow(int width, int height, const char *title)
+{
+ TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION);
+
+#if defined(PLATFORM_DESKTOP_GLFW)
+ TRACELOG(LOG_INFO, "Platform backend: DESKTOP (GLFW)");
+#elif defined(PLATFORM_DESKTOP_SDL)
+ TRACELOG(LOG_INFO, "Platform backend: DESKTOP (SDL)");
+#elif defined(PLATFORM_DESKTOP_RGFW)
+ TRACELOG(LOG_INFO, "Platform backend: DESKTOP (RGFW)");
+#elif defined(PLATFORM_WEB)
+ TRACELOG(LOG_INFO, "Platform backend: WEB (HTML5)");
+#elif defined(PLATFORM_DRM)
+ TRACELOG(LOG_INFO, "Platform backend: NATIVE DRM");
+#elif defined(PLATFORM_ANDROID)
+ TRACELOG(LOG_INFO, "Platform backend: ANDROID");
+#else
+ // TODO: Include your custom platform backend!
+ // i.e software rendering backend or console backend!
+ TRACELOG(LOG_INFO, "Platform backend: CUSTOM");
+#endif
+
+ TRACELOG(LOG_INFO, "Supported raylib modules:");
+ TRACELOG(LOG_INFO, " > rcore:..... loaded (mandatory)");
+ TRACELOG(LOG_INFO, " > rlgl:...... loaded (mandatory)");
+#if defined(SUPPORT_MODULE_RSHAPES)
+ TRACELOG(LOG_INFO, " > rshapes:... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rshapes:... not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RTEXTURES)
+ TRACELOG(LOG_INFO, " > rtextures:. loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rtextures:. not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RTEXT)
+ TRACELOG(LOG_INFO, " > rtext:..... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rtext:..... not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RMODELS)
+ TRACELOG(LOG_INFO, " > rmodels:... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rmodels:... not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RAUDIO)
+ TRACELOG(LOG_INFO, " > raudio:.... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > raudio:.... not loaded (optional)");
+#endif
+
+ // Initialize window data
+ CORE.Window.screen.width = width;
+ CORE.Window.screen.height = height;
+ CORE.Window.eventWaiting = false;
+ CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default
+ if ((title != NULL) && (title[0] != 0)) CORE.Window.title = title;
+
+ // Initialize global input state
+ memset(&CORE.Input, 0, sizeof(CORE.Input)); // Reset CORE.Input structure to 0
+ CORE.Input.Keyboard.exitKey = KEY_ESCAPE;
+ CORE.Input.Mouse.scale = (Vector2){ 1.0f, 1.0f };
+ CORE.Input.Mouse.cursor = MOUSE_CURSOR_ARROW;
+ CORE.Input.Gamepad.lastButtonPressed = GAMEPAD_BUTTON_UNKNOWN;
+
+ // Initialize platform
+ //--------------------------------------------------------------
+ InitPlatform();
+ //--------------------------------------------------------------
+
+ // Initialize rlgl default data (buffers and shaders)
+ // 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);
+ isGpuReady = true; // Flag to note GPU has been initialized successfully
+
+ // Setup default viewport
+ SetupViewport(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
+
+#if defined(SUPPORT_MODULE_RTEXT)
+ #if defined(SUPPORT_DEFAULT_FONT)
+ // Load default font
+ // WARNING: External function: Module required: rtext
+ LoadFontDefault();
+ #if defined(SUPPORT_MODULE_RSHAPES)
+ // Set font white rectangle for shapes drawing, so shapes and text can be batched together
+ // WARNING: rshapes module is required, if not available, default internal white rectangle is used
+ Rectangle rec = GetFontDefault().recs[95];
+ if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
+ {
+ // NOTE: We try to maxime rec padding to avoid pixel bleeding on MSAA filtering
+ SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 2, rec.y + 2, 1, 1 });
+ }
+ else
+ {
+ // NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding
+ SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
+ }
+ #endif
+ #endif
+#else
+ #if defined(SUPPORT_MODULE_RSHAPES)
+ // Set default texture and rectangle to be used for shapes drawing
+ // NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
+ Texture2D texture = { rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
+ SetShapesTexture(texture, (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f }); // WARNING: Module required: rshapes
+ #endif
+#endif
+
+ CORE.Time.frameCounter = 0;
+ CORE.Window.shouldClose = false;
+
+ // Initialize random seed
+ SetRandomSeed((unsigned int)time(NULL));
+
+ TRACELOG(LOG_INFO, "SYSTEM: Working Directory: %s", GetWorkingDirectory());
+}
+
+// Close window and unload OpenGL context
+void CloseWindow(void)
+{
+#if defined(SUPPORT_GIF_RECORDING)
+ if (gifRecording)
+ {
+ MsfGifResult result = msf_gif_end(&gifState);
+ msf_gif_free(result);
+ gifRecording = false;
+ }
+#endif
+
+#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
+ UnloadFontDefault(); // WARNING: Module required: rtext
+#endif
+
+ rlglClose(); // De-init rlgl
+
+ // De-initialize platform
+ //--------------------------------------------------------------
+ ClosePlatform();
+ //--------------------------------------------------------------
+
+ CORE.Window.ready = false;
+ TRACELOG(LOG_INFO, "Window closed successfully");
+}
+
+// Check if window has been initialized successfully
+bool IsWindowReady(void)
+{
+ return CORE.Window.ready;
+}
+
+// Check if window is currently fullscreen
+bool IsWindowFullscreen(void)
+{
+ return CORE.Window.fullscreen;
+}
+
+// Check if window is currently hidden
+bool IsWindowHidden(void)
+{
+ return ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0);
+}
+
+// Check if window has been minimized
+bool IsWindowMinimized(void)
+{
+ return ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0);
+}
+
+// Check if window has been maximized
+bool IsWindowMaximized(void)
+{
+ return ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0);
+}
+
+// Check if window has the focus
+bool IsWindowFocused(void)
+{
+ return ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) == 0);
+}
+
+// Check if window has been resizedLastFrame
+bool IsWindowResized(void)
+{
+ return CORE.Window.resizedLastFrame;
+}
+
+// Check if one specific window flag is enabled
+bool IsWindowState(unsigned int flag)
+{
+ return ((CORE.Window.flags & flag) > 0);
+}
+
+// Get current screen width
+int GetScreenWidth(void)
+{
+ return CORE.Window.screen.width;
+}
+
+// Get current screen height
+int GetScreenHeight(void)
+{
+ return CORE.Window.screen.height;
+}
+
+// Get current render width which is equal to screen width*dpi scale
+int GetRenderWidth(void)
+{
+ int width = 0;
+#if defined(__APPLE__)
+ Vector2 scale = GetWindowScaleDPI();
+ width = (int)((float)CORE.Window.render.width*scale.x);
+#else
+ width = CORE.Window.render.width;
+#endif
+ return width;
+}
+
+// Get current screen height which is equal to screen height*dpi scale
+int GetRenderHeight(void)
+{
+ int height = 0;
+#if defined(__APPLE__)
+ Vector2 scale = GetWindowScaleDPI();
+ height = (int)((float)CORE.Window.render.height*scale.y);
+#else
+ height = CORE.Window.render.height;
+#endif
+ return height;
+}
+
+// Enable waiting for events on EndDrawing(), no automatic event polling
+void EnableEventWaiting(void)
+{
+ CORE.Window.eventWaiting = true;
+}
+
+// Disable waiting for events on EndDrawing(), automatic events polling
+void DisableEventWaiting(void)
+{
+ CORE.Window.eventWaiting = false;
+}
+
+// Check if cursor is not visible
+bool IsCursorHidden(void)
+{
+ return CORE.Input.Mouse.cursorHidden;
+}
+
+// Check if cursor is on the current screen
+bool IsCursorOnScreen(void)
+{
+ return CORE.Input.Mouse.cursorOnScreen;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Screen Drawing
+//----------------------------------------------------------------------------------
+
+// Set background color (framebuffer clear color)
+void ClearBackground(Color color)
+{
+ rlClearColor(color.r, color.g, color.b, color.a); // Set clear color
+ rlClearScreenBuffers(); // Clear current framebuffers
+}
+
+// Setup canvas (framebuffer) to start drawing
+void BeginDrawing(void)
+{
+ // WARNING: Previously to BeginDrawing() other render textures drawing could happen,
+ // consequently the measure for update vs draw is not accurate (only the total frame time is accurate)
+
+ CORE.Time.current = GetTime(); // Number of elapsed seconds since InitTimer()
+ CORE.Time.update = CORE.Time.current - CORE.Time.previous;
+ CORE.Time.previous = CORE.Time.current;
+
+ rlLoadIdentity(); // Reset current matrix (modelview)
+ rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling
+
+ //rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1
+ // NOTE: Not required with OpenGL 3.3+
+}
+
+// End canvas drawing and swap buffers (double buffering)
+void EndDrawing(void)
+{
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
+
+#if defined(SUPPORT_GIF_RECORDING)
+ // Draw record indicator
+ if (gifRecording)
+ {
+ #ifndef GIF_RECORD_FRAMERATE
+ #define GIF_RECORD_FRAMERATE 10
+ #endif
+ gifFrameCounter += (unsigned int)(GetFrameTime()*1000);
+
+ // NOTE: We record one gif frame depending on the desired gif framerate
+ if (gifFrameCounter > 1000/GIF_RECORD_FRAMERATE)
+ {
+ // Get image data for the current frame (from backbuffer)
+ // NOTE: This process is quite slow... :(
+ Vector2 scale = GetWindowScaleDPI();
+ unsigned char *screenData = rlReadScreenPixels((int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y));
+
+ #ifndef GIF_RECORD_BITRATE
+ #define GIF_RECORD_BITRATE 16
+ #endif
+
+ // Add the frame to the gif recording, given how many frames have passed in centiseconds
+ msf_gif_frame(&gifState, screenData, gifFrameCounter/10, GIF_RECORD_BITRATE, (int)((float)CORE.Window.render.width*scale.x)*4);
+ gifFrameCounter -= 1000/GIF_RECORD_FRAMERATE;
+
+ RL_FREE(screenData); // Free image data
+ }
+
+ #if defined(SUPPORT_MODULE_RSHAPES) && defined(SUPPORT_MODULE_RTEXT)
+ // Display the recording indicator every half-second
+ if ((int)(GetTime()/0.5)%2 == 1)
+ {
+ DrawCircle(30, CORE.Window.screen.height - 20, 10, MAROON); // WARNING: Module required: rshapes
+ DrawText("GIF RECORDING", 50, CORE.Window.screen.height - 25, 10, RED); // WARNING: Module required: rtext
+ }
+ #endif
+
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
+ }
+#endif
+
+#if defined(SUPPORT_AUTOMATION_EVENTS)
+ if (automationEventRecording) RecordAutomationEvent(); // Event recording
+#endif
+
+#if !defined(SUPPORT_CUSTOM_FRAME_CONTROL)
+ SwapScreenBuffer(); // Copy back buffer to front buffer (screen)
+
+ // Frame time control system
+ CORE.Time.current = GetTime();
+ CORE.Time.draw = CORE.Time.current - CORE.Time.previous;
+ CORE.Time.previous = CORE.Time.current;
+
+ CORE.Time.frame = CORE.Time.update + CORE.Time.draw;
+
+ // Wait for some milliseconds...
+ if (CORE.Time.frame < CORE.Time.target)
+ {
+ WaitTime(CORE.Time.target - CORE.Time.frame);
+
+ CORE.Time.current = GetTime();
+ double waitTime = CORE.Time.current - CORE.Time.previous;
+ CORE.Time.previous = CORE.Time.current;
+
+ CORE.Time.frame += waitTime; // Total frame time: update + draw + wait
+ }
+
+ PollInputEvents(); // Poll user events (before next frame update)
+#endif
+
+#if defined(SUPPORT_SCREEN_CAPTURE)
+ if (IsKeyPressed(KEY_F12))
+ {
+#if defined(SUPPORT_GIF_RECORDING)
+ if (IsKeyDown(KEY_LEFT_CONTROL))
+ {
+ if (gifRecording)
+ {
+ gifRecording = false;
+
+ MsfGifResult result = msf_gif_end(&gifState);
+
+ SaveFileData(TextFormat("%s/screenrec%03i.gif", CORE.Storage.basePath, screenshotCounter), result.data, (unsigned int)result.dataSize);
+ msf_gif_free(result);
+
+ TRACELOG(LOG_INFO, "SYSTEM: Finish animated GIF recording");
+ }
+ else
+ {
+ gifRecording = true;
+ gifFrameCounter = 0;
+
+ Vector2 scale = GetWindowScaleDPI();
+ msf_gif_begin(&gifState, (int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y));
+ screenshotCounter++;
+
+ TRACELOG(LOG_INFO, "SYSTEM: Start animated GIF recording: %s", TextFormat("screenrec%03i.gif", screenshotCounter));
+ }
+ }
+ else
+#endif // SUPPORT_GIF_RECORDING
+ {
+ TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
+ screenshotCounter++;
+ }
+ }
+#endif // SUPPORT_SCREEN_CAPTURE
+
+ CORE.Time.frameCounter++;
+}
+
+// Initialize 2D mode with custom camera (2D)
+void BeginMode2D(Camera2D camera)
+{
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
+
+ rlLoadIdentity(); // Reset current matrix (modelview)
+
+ // Apply 2d camera transformation to modelview
+ rlMultMatrixf(MatrixToFloat(GetCameraMatrix2D(camera)));
+}
+
+// Ends 2D mode with custom camera
+void EndMode2D(void)
+{
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
+
+ rlLoadIdentity(); // Reset current matrix (modelview)
+
+ if (rlGetActiveFramebuffer() == 0) rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
+}
+
+// Initializes 3D mode with custom camera (3D)
+void BeginMode3D(Camera camera)
+{
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
+
+ rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
+ rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
+ rlLoadIdentity(); // Reset current matrix (projection)
+
+ float aspect = (float)CORE.Window.currentFbo.width/(float)CORE.Window.currentFbo.height;
+
+ // NOTE: zNear and zFar values are important when computing depth buffer values
+ if (camera.projection == CAMERA_PERSPECTIVE)
+ {
+ // Setup perspective projection
+ double top = rlGetCullDistanceNear()*tan(camera.fovy*0.5*DEG2RAD);
+ double right = top*aspect;
+
+ rlFrustum(-right, right, -top, top, rlGetCullDistanceNear(), rlGetCullDistanceFar());
+ }
+ else if (camera.projection == CAMERA_ORTHOGRAPHIC)
+ {
+ // Setup orthographic projection
+ double top = camera.fovy/2.0;
+ double right = top*aspect;
+
+ rlOrtho(-right, right, -top,top, rlGetCullDistanceNear(), rlGetCullDistanceFar());
+ }
+
+ rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
+ rlLoadIdentity(); // Reset current matrix (modelview)
+
+ // Setup Camera view
+ Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
+ rlMultMatrixf(MatrixToFloat(matView)); // Multiply modelview matrix by view matrix (camera)
+
+ rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
+}
+
+// Ends 3D mode and returns to default 2D orthographic mode
+void EndMode3D(void)
+{
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
+
+ rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
+ rlPopMatrix(); // Restore previous matrix (projection) from matrix stack
+
+ rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
+ rlLoadIdentity(); // Reset current matrix (modelview)
+
+ if (rlGetActiveFramebuffer() == 0) rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
+
+ rlDisableDepthTest(); // Disable DEPTH_TEST for 2D
+}
+
+// Initializes render texture for drawing
+void BeginTextureMode(RenderTexture2D target)
+{
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
+
+ rlEnableFramebuffer(target.id); // Enable render target
+
+ // Set viewport and RLGL internal framebuffer size
+ rlViewport(0, 0, target.texture.width, target.texture.height);
+ rlSetFramebufferWidth(target.texture.width);
+ rlSetFramebufferHeight(target.texture.height);
+
+ rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
+ rlLoadIdentity(); // Reset current matrix (projection)
+
+ // Set orthographic projection to current framebuffer size
+ // NOTE: Configured top-left corner as (0, 0)
+ rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f);
+
+ rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
+ rlLoadIdentity(); // Reset current matrix (modelview)
+
+ //rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?)
+
+ // Setup current width/height for proper aspect ratio
+ // calculation when using BeginMode3D()
+ CORE.Window.currentFbo.width = target.texture.width;
+ CORE.Window.currentFbo.height = target.texture.height;
+ CORE.Window.usingFbo = true;
+}
+
+// Ends drawing to render texture
+void EndTextureMode(void)
+{
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
+
+ rlDisableFramebuffer(); // Disable render target (fbo)
+
+ // Set viewport to default framebuffer size
+ SetupViewport(CORE.Window.render.width, CORE.Window.render.height);
+
+ // Go back to the modelview state from BeginDrawing since we are back to the default FBO
+ rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
+ rlLoadIdentity(); // Reset current matrix (modelview)
+ rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
+
+ // Reset current fbo to screen size
+ CORE.Window.currentFbo.width = CORE.Window.render.width;
+ CORE.Window.currentFbo.height = CORE.Window.render.height;
+ CORE.Window.usingFbo = false;
+}
+
+// Begin custom shader mode
+void BeginShaderMode(Shader shader)
+{
+ rlSetShader(shader.id, shader.locs);
+}
+
+// End custom shader mode (returns to default shader)
+void EndShaderMode(void)
+{
+ rlSetShader(rlGetShaderIdDefault(), rlGetShaderLocsDefault());
+}
+
+// Begin blending mode (alpha, additive, multiplied, subtract, custom)
+// NOTE: Blend modes supported are enumerated in BlendMode enum
+void BeginBlendMode(int mode)
+{
+ rlSetBlendMode(mode);
+}
+
+// End blending mode (reset to default: alpha blending)
+void EndBlendMode(void)
+{
+ rlSetBlendMode(BLEND_ALPHA);
+}
+
+// Begin scissor mode (define screen area for following drawing)
+// NOTE: Scissor rec refers to bottom-left corner, we change it to upper-left
+void BeginScissorMode(int x, int y, int width, int height)
+{
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
+
+ rlEnableScissorTest();
+
+#if defined(__APPLE__)
+ if (!CORE.Window.usingFbo)
+ {
+ Vector2 scale = GetWindowScaleDPI();
+ rlScissor((int)(x*scale.x), (int)(GetScreenHeight()*scale.y - (((y + height)*scale.y))), (int)(width*scale.x), (int)(height*scale.y));
+ }
+#else
+ if (!CORE.Window.usingFbo && ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0))
+ {
+ Vector2 scale = GetWindowScaleDPI();
+ rlScissor((int)(x*scale.x), (int)(CORE.Window.currentFbo.height - (y + height)*scale.y), (int)(width*scale.x), (int)(height*scale.y));
+ }
+#endif
+ else
+ {
+ rlScissor(x, CORE.Window.currentFbo.height - (y + height), width, height);
+ }
+}
+
+// End scissor mode
+void EndScissorMode(void)
+{
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
+ rlDisableScissorTest();
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: VR Stereo Rendering
+//----------------------------------------------------------------------------------
+
+// Begin VR drawing configuration
+void BeginVrStereoMode(VrStereoConfig config)
+{
+ rlEnableStereoRender();
+
+ // Set stereo render matrices
+ rlSetMatrixProjectionStereo(config.projection[0], config.projection[1]);
+ rlSetMatrixViewOffsetStereo(config.viewOffset[0], config.viewOffset[1]);
+}
+
+// End VR drawing process (and desktop mirror)
+void EndVrStereoMode(void)
+{
+ rlDisableStereoRender();
+}
+
+// Load VR stereo config for VR simulator device parameters
+VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device)
+{
+ VrStereoConfig config = { 0 };
+
+ if (rlGetVersion() != RL_OPENGL_11)
+ {
+ // Compute aspect ratio
+ float aspect = ((float)device.hResolution*0.5f)/(float)device.vResolution;
+
+ // Compute lens parameters
+ float lensShift = (device.hScreenSize*0.25f - device.lensSeparationDistance*0.5f)/device.hScreenSize;
+ config.leftLensCenter[0] = 0.25f + lensShift;
+ config.leftLensCenter[1] = 0.5f;
+ config.rightLensCenter[0] = 0.75f - lensShift;
+ config.rightLensCenter[1] = 0.5f;
+ config.leftScreenCenter[0] = 0.25f;
+ config.leftScreenCenter[1] = 0.5f;
+ config.rightScreenCenter[0] = 0.75f;
+ config.rightScreenCenter[1] = 0.5f;
+
+ // Compute distortion scale parameters
+ // NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
+ float lensRadius = fabsf(-1.0f - 4.0f*lensShift);
+ float lensRadiusSq = lensRadius*lensRadius;
+ float distortionScale = device.lensDistortionValues[0] +
+ device.lensDistortionValues[1]*lensRadiusSq +
+ device.lensDistortionValues[2]*lensRadiusSq*lensRadiusSq +
+ device.lensDistortionValues[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
+
+ float normScreenWidth = 0.5f;
+ float normScreenHeight = 1.0f;
+ config.scaleIn[0] = 2.0f/normScreenWidth;
+ config.scaleIn[1] = 2.0f/normScreenHeight/aspect;
+ config.scale[0] = normScreenWidth*0.5f/distortionScale;
+ config.scale[1] = normScreenHeight*0.5f*aspect/distortionScale;
+
+ // Fovy is normally computed with: 2*atan2f(device.vScreenSize, 2*device.eyeToScreenDistance)
+ // ...but with lens distortion it is increased (see Oculus SDK Documentation)
+ float fovy = 2.0f*atan2f(device.vScreenSize*0.5f*distortionScale, device.eyeToScreenDistance); // Really need distortionScale?
+ // float fovy = 2.0f*(float)atan2f(device.vScreenSize*0.5f, device.eyeToScreenDistance);
+
+ // Compute camera projection matrices
+ float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
+ Matrix proj = MatrixPerspective(fovy, aspect, rlGetCullDistanceNear(), rlGetCullDistanceFar());
+
+ config.projection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
+ config.projection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
+
+ // Compute camera transformation matrices
+ // NOTE: Camera movement might seem more natural if we model the head
+ // Our axis of rotation is the base of our head, so we might want to add
+ // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions
+ config.viewOffset[0] = MatrixTranslate(device.interpupillaryDistance*0.5f, 0.075f, 0.045f);
+ config.viewOffset[1] = MatrixTranslate(-device.interpupillaryDistance*0.5f, 0.075f, 0.045f);
+
+ // Compute eyes Viewports
+ /*
+ config.eyeViewportRight[0] = 0;
+ config.eyeViewportRight[1] = 0;
+ config.eyeViewportRight[2] = device.hResolution/2;
+ config.eyeViewportRight[3] = device.vResolution;
+
+ config.eyeViewportLeft[0] = device.hResolution/2;
+ config.eyeViewportLeft[1] = 0;
+ config.eyeViewportLeft[2] = device.hResolution/2;
+ config.eyeViewportLeft[3] = device.vResolution;
+ */
+ }
+ else TRACELOG(LOG_WARNING, "RLGL: VR Simulator not supported on OpenGL 1.1");
+
+ return config;
+}
+
+// Unload VR stereo config properties
+void UnloadVrStereoConfig(VrStereoConfig config)
+{
+ TRACELOG(LOG_INFO, "UnloadVrStereoConfig not implemented in rcore.c");
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Shaders Management
+//----------------------------------------------------------------------------------
+
+// Load shader from files and bind default locations
+// NOTE: If shader string is NULL, using default vertex/fragment shaders
+Shader LoadShader(const char *vsFileName, const char *fsFileName)
+{
+ Shader shader = { 0 };
+
+ char *vShaderStr = NULL;
+ char *fShaderStr = NULL;
+
+ if (vsFileName != NULL) vShaderStr = LoadFileText(vsFileName);
+ if (fsFileName != NULL) fShaderStr = LoadFileText(fsFileName);
+
+ shader = LoadShaderFromMemory(vShaderStr, fShaderStr);
+
+ UnloadFileText(vShaderStr);
+ UnloadFileText(fShaderStr);
+
+ return shader;
+}
+
+// Load shader from code strings and bind default locations
+Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
+{
+ Shader shader = { 0 };
+
+ shader.id = rlLoadShaderCode(vsCode, fsCode);
+
+ // After shader loading, we TRY to set default location names
+ if (shader.id > 0)
+ {
+ // Default shader attribute locations have been binded before linking:
+ // vertex position location = 0
+ // vertex texcoord location = 1
+ // vertex normal location = 2
+ // vertex color location = 3
+ // vertex tangent location = 4
+ // vertex texcoord2 location = 5
+ // vertex boneIds location = 6
+ // vertex boneWeights location = 7
+
+ // NOTE: If any location is not found, loc point becomes -1
+
+ shader.locs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
+
+ // All locations reset to -1 (no location)
+ for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
+
+ // Get handles to GLSL input attribute locations
+ shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
+ shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
+ shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
+ shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
+ shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
+ shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
+ shader.locs[SHADER_LOC_VERTEX_BONEIDS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
+ shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
+
+ // Get handles to GLSL uniform locations (vertex shader)
+ shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
+ shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW);
+ shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION);
+ shader.locs[SHADER_LOC_MATRIX_MODEL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL);
+ shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL);
+ shader.locs[SHADER_LOC_BONE_MATRICES] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES);
+
+ // Get handles to GLSL uniform locations (fragment shader)
+ shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR);
+ shader.locs[SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0); // SHADER_LOC_MAP_ALBEDO
+ shader.locs[SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1); // SHADER_LOC_MAP_METALNESS
+ shader.locs[SHADER_LOC_MAP_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2);
+ }
+
+ return shader;
+}
+
+// Check if a shader is valid (loaded on GPU)
+bool IsShaderValid(Shader shader)
+{
+ return ((shader.id > 0) && // Validate shader id (GPU loaded successfully)
+ (shader.locs != NULL)); // Validate memory has been allocated for default shader locations
+
+ // The following locations are tried to be set automatically (locs[i] >= 0),
+ // any of them can be checked for validation but the only mandatory one is, afaik, SHADER_LOC_VERTEX_POSITION
+ // NOTE: Users can also setup manually their own attributes/uniforms and do not used the default raylib ones
+
+ // Vertex shader attribute locations (default)
+ // shader.locs[SHADER_LOC_VERTEX_POSITION] // Set by default internal shader
+ // shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] // Set by default internal shader
+ // shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]
+ // shader.locs[SHADER_LOC_VERTEX_NORMAL]
+ // shader.locs[SHADER_LOC_VERTEX_TANGENT]
+ // shader.locs[SHADER_LOC_VERTEX_COLOR] // Set by default internal shader
+
+ // Vertex shader uniform locations (default)
+ // shader.locs[SHADER_LOC_MATRIX_MVP] // Set by default internal shader
+ // shader.locs[SHADER_LOC_MATRIX_VIEW]
+ // shader.locs[SHADER_LOC_MATRIX_PROJECTION]
+ // shader.locs[SHADER_LOC_MATRIX_MODEL]
+ // shader.locs[SHADER_LOC_MATRIX_NORMAL]
+
+ // Fragment shader uniform locations (default)
+ // shader.locs[SHADER_LOC_COLOR_DIFFUSE] // Set by default internal shader
+ // shader.locs[SHADER_LOC_MAP_DIFFUSE] // Set by default internal shader
+ // shader.locs[SHADER_LOC_MAP_SPECULAR]
+ // shader.locs[SHADER_LOC_MAP_NORMAL]
+}
+
+// Unload shader from GPU memory (VRAM)
+void UnloadShader(Shader shader)
+{
+ if (shader.id != rlGetShaderIdDefault())
+ {
+ rlUnloadShaderProgram(shader.id);
+
+ // NOTE: If shader loading failed, it should be 0
+ RL_FREE(shader.locs);
+ }
+}
+
+// Get shader uniform location
+int GetShaderLocation(Shader shader, const char *uniformName)
+{
+ return rlGetLocationUniform(shader.id, uniformName);
+}
+
+// Get shader attribute location
+int GetShaderLocationAttrib(Shader shader, const char *attribName)
+{
+ return rlGetLocationAttrib(shader.id, attribName);
+}
+
+// Set shader uniform value
+void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType)
+{
+ SetShaderValueV(shader, locIndex, value, uniformType, 1);
+}
+
+// Set shader uniform value vector
+void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count)
+{
+ if (locIndex > -1)
+ {
+ rlEnableShader(shader.id);
+ rlSetUniform(locIndex, value, uniformType, count);
+ //rlDisableShader(); // Avoid resetting current shader program, in case other uniforms are set
+ }
+}
+
+// Set shader uniform value (matrix 4x4)
+void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat)
+{
+ if (locIndex > -1)
+ {
+ rlEnableShader(shader.id);
+ rlSetUniformMatrix(locIndex, mat);
+ //rlDisableShader();
+ }
+}
+
+// Set shader uniform value for texture
+void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
+{
+ if (locIndex > -1)
+ {
+ rlEnableShader(shader.id);
+ rlSetUniformSampler(locIndex, texture.id);
+ //rlDisableShader();
+ }
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Screen-space Queries
+//----------------------------------------------------------------------------------
+
+// Get a ray trace from screen position (i.e mouse)
+Ray GetScreenToWorldRay(Vector2 position, Camera camera)
+{
+ Ray ray = GetScreenToWorldRayEx(position, camera, GetScreenWidth(), GetScreenHeight());
+
+ return ray;
+}
+
+// Get a ray trace from the screen position (i.e mouse) within a specific section of the screen
+Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height)
+{
+ Ray ray = { 0 };
+
+ // Calculate normalized device coordinates
+ // NOTE: y value is negative
+ float x = (2.0f*position.x)/(float)width - 1.0f;
+ float y = 1.0f - (2.0f*position.y)/(float)height;
+ float z = 1.0f;
+
+ // Store values in a vector
+ Vector3 deviceCoords = { x, y, z };
+
+ // Calculate view matrix from camera look at
+ Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
+
+ Matrix matProj = MatrixIdentity();
+
+ if (camera.projection == CAMERA_PERSPECTIVE)
+ {
+ // Calculate projection matrix from perspective
+ matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)width/(double)height), rlGetCullDistanceNear(), rlGetCullDistanceFar());
+ }
+ else if (camera.projection == CAMERA_ORTHOGRAPHIC)
+ {
+ double aspect = (double)width/(double)height;
+ double top = camera.fovy/2.0;
+ double right = top*aspect;
+
+ // Calculate projection matrix from orthographic
+ matProj = MatrixOrtho(-right, right, -top, top, 0.01, 1000.0);
+ }
+
+ // Unproject far/near points
+ Vector3 nearPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView);
+ Vector3 farPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
+
+ // Unproject the mouse cursor in the near plane
+ // We need this as the source position because orthographic projects,
+ // compared to perspective doesn't have a convergence point,
+ // meaning that the "eye" of the camera is more like a plane than a point
+ Vector3 cameraPlanePointerPos = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView);
+
+ // Calculate normalized direction vector
+ Vector3 direction = Vector3Normalize(Vector3Subtract(farPoint, nearPoint));
+
+ if (camera.projection == CAMERA_PERSPECTIVE) ray.position = camera.position;
+ else if (camera.projection == CAMERA_ORTHOGRAPHIC) ray.position = cameraPlanePointerPos;
+
+ // Apply calculated vectors to ray
+ ray.direction = direction;
+
+ return ray;
+}
+
+// Get transform matrix for camera
+Matrix GetCameraMatrix(Camera camera)
+{
+ Matrix mat = MatrixLookAt(camera.position, camera.target, camera.up);
+
+ return mat;
+}
+
+// Get camera 2d transform matrix
+Matrix GetCameraMatrix2D(Camera2D camera)
+{
+ Matrix matTransform = { 0 };
+ // The camera in world-space is set by
+ // 1. Move it to target
+ // 2. Rotate by -rotation and scale by (1/zoom)
+ // When setting higher scale, it's more intuitive for the world to become bigger (= camera become smaller),
+ // not for the camera getting bigger, hence the invert. Same deal with rotation
+ // 3. Move it by (-offset);
+ // Offset defines target transform relative to screen, but since we're effectively "moving" screen (camera)
+ // we need to do it into opposite direction (inverse transform)
+
+ // Having camera transform in world-space, inverse of it gives the modelview transform
+ // Since (A*B*C)' = C'*B'*A', the modelview is
+ // 1. Move to offset
+ // 2. Rotate and Scale
+ // 3. Move by -target
+ Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
+ Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
+ Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
+ Matrix matTranslation = MatrixTranslate(camera.offset.x, camera.offset.y, 0.0f);
+
+ matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
+
+ return matTransform;
+}
+
+// Get the screen space position from a 3d world space position
+Vector2 GetWorldToScreen(Vector3 position, Camera camera)
+{
+ Vector2 screenPosition = GetWorldToScreenEx(position, camera, GetScreenWidth(), GetScreenHeight());
+
+ return screenPosition;
+}
+
+// Get size position for a 3d world space position (useful for texture drawing)
+Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height)
+{
+ // Calculate projection matrix (from perspective instead of frustum
+ Matrix matProj = MatrixIdentity();
+
+ if (camera.projection == CAMERA_PERSPECTIVE)
+ {
+ // Calculate projection matrix from perspective
+ matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)width/(double)height), rlGetCullDistanceNear(), rlGetCullDistanceFar());
+ }
+ else if (camera.projection == CAMERA_ORTHOGRAPHIC)
+ {
+ double aspect = (double)width/(double)height;
+ double top = camera.fovy/2.0;
+ double right = top*aspect;
+
+ // Calculate projection matrix from orthographic
+ matProj = MatrixOrtho(-right, right, -top, top, rlGetCullDistanceNear(), rlGetCullDistanceFar());
+ }
+
+ // Calculate view matrix from camera look at (and transpose it)
+ Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
+
+ // TODO: Why not use Vector3Transform(Vector3 v, Matrix mat)?
+
+ // Convert world position vector to quaternion
+ Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
+
+ // Transform world position to view
+ worldPos = QuaternionTransform(worldPos, matView);
+
+ // Transform result to projection (clip space position)
+ worldPos = QuaternionTransform(worldPos, matProj);
+
+ // Calculate normalized device coordinates (inverted y)
+ Vector3 ndcPos = { worldPos.x/worldPos.w, -worldPos.y/worldPos.w, worldPos.z/worldPos.w };
+
+ // Calculate 2d screen position vector
+ Vector2 screenPosition = { (ndcPos.x + 1.0f)/2.0f*(float)width, (ndcPos.y + 1.0f)/2.0f*(float)height };
+
+ return screenPosition;
+}
+
+// Get the screen space position for a 2d camera world space position
+Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera)
+{
+ Matrix matCamera = GetCameraMatrix2D(camera);
+ Vector3 transform = Vector3Transform((Vector3){ position.x, position.y, 0 }, matCamera);
+
+ return (Vector2){ transform.x, transform.y };
+}
+
+// Get the world space position for a 2d camera screen space position
+Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera)
+{
+ Matrix invMatCamera = MatrixInvert(GetCameraMatrix2D(camera));
+ Vector3 transform = Vector3Transform((Vector3){ position.x, position.y, 0 }, invMatCamera);
+
+ return (Vector2){ transform.x, transform.y };
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Timming
+//----------------------------------------------------------------------------------
+
+// NOTE: Functions with a platform-specific implementation on rcore_<platform>.c
+//double GetTime(void)
+
+// Set target FPS (maximum)
+void SetTargetFPS(int fps)
+{
+ if (fps < 1) CORE.Time.target = 0.0;
+ else CORE.Time.target = 1.0/(double)fps;
+
+ TRACELOG(LOG_INFO, "TIMER: Target time per frame: %02.03f milliseconds", (float)CORE.Time.target*1000.0f);
+}
+
+// Get current FPS
+// NOTE: We calculate an average framerate
+int GetFPS(void)
+{
+ int fps = 0;
+
+#if !defined(SUPPORT_CUSTOM_FRAME_CONTROL)
+ #define FPS_CAPTURE_FRAMES_COUNT 30 // 30 captures
+ #define FPS_AVERAGE_TIME_SECONDS 0.5f // 500 milliseconds
+ #define FPS_STEP (FPS_AVERAGE_TIME_SECONDS/FPS_CAPTURE_FRAMES_COUNT)
+
+ static int index = 0;
+ static float history[FPS_CAPTURE_FRAMES_COUNT] = { 0 };
+ static float average = 0, last = 0;
+ float fpsFrame = GetFrameTime();
+
+ // if we reset the window, reset the FPS info
+ if (CORE.Time.frameCounter == 0)
+ {
+ average = 0;
+ last = 0;
+ index = 0;
+
+ for (int i = 0; i < FPS_CAPTURE_FRAMES_COUNT; i++) history[i] = 0;
+ }
+
+ if (fpsFrame == 0) return 0;
+
+ if ((GetTime() - last) > FPS_STEP)
+ {
+ last = (float)GetTime();
+ index = (index + 1)%FPS_CAPTURE_FRAMES_COUNT;
+ average -= history[index];
+ history[index] = fpsFrame/FPS_CAPTURE_FRAMES_COUNT;
+ average += history[index];
+ }
+
+ fps = (int)roundf(1.0f/average);
+#endif
+
+ return fps;
+}
+
+// Get time in seconds for last frame drawn (delta time)
+float GetFrameTime(void)
+{
+ return (float)CORE.Time.frame;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Custom frame control
+//----------------------------------------------------------------------------------
+
+// NOTE: Functions with a platform-specific implementation on rcore_<platform>.c
+//void SwapScreenBuffer(void);
+//void PollInputEvents(void);
+
+// Wait for some time (stop program execution)
+// NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could
+// take longer than expected... for that reason we use the busy wait loop
+// Ref: http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
+// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timing on Win32!
+void WaitTime(double seconds)
+{
+ if (seconds < 0) return; // Security check
+
+#if defined(SUPPORT_BUSY_WAIT_LOOP) || defined(SUPPORT_PARTIALBUSY_WAIT_LOOP)
+ double destinationTime = GetTime() + seconds;
+#endif
+
+#if defined(SUPPORT_BUSY_WAIT_LOOP)
+ while (GetTime() < destinationTime) { }
+#else
+ #if defined(SUPPORT_PARTIALBUSY_WAIT_LOOP)
+ double sleepSeconds = seconds - seconds*0.05; // NOTE: We reserve a percentage of the time for busy waiting
+ #else
+ double sleepSeconds = seconds;
+ #endif
+
+ // System halt functions
+ #if defined(_WIN32)
+ Sleep((unsigned long)(sleepSeconds*1000.0));
+ #endif
+ #if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__EMSCRIPTEN__)
+ struct timespec req = { 0 };
+ time_t sec = sleepSeconds;
+ long nsec = (sleepSeconds - sec)*1000000000L;
+ req.tv_sec = sec;
+ req.tv_nsec = nsec;
+
+ // NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated
+ while (nanosleep(&req, &req) == -1) continue;
+ #endif
+ #if defined(__APPLE__)
+ usleep(sleepSeconds*1000000.0);
+ #endif
+
+ #if defined(SUPPORT_PARTIALBUSY_WAIT_LOOP)
+ while (GetTime() < destinationTime) { }
+ #endif
+#endif
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Misc
+//----------------------------------------------------------------------------------
+
+// NOTE: Functions with a platform-specific implementation on rcore_<platform>.c
+//void OpenURL(const char *url)
+
+// Set the seed for the random number generator
+void SetRandomSeed(unsigned int seed)
+{
+#if defined(SUPPORT_RPRAND_GENERATOR)
+ rprand_set_seed(seed);
+#else
+ srand(seed);
+#endif
+}
+
+// Get a random value between min and max included
+int GetRandomValue(int min, int max)
+{
+ int value = 0;
+
+ if (min > max)
+ {
+ int tmp = max;
+ max = min;
+ min = tmp;
+ }
+
+#if defined(SUPPORT_RPRAND_GENERATOR)
+ value = rprand_get_value(min, max);
+#else
+ // WARNING: Ranges higher than RAND_MAX will return invalid results
+ // More specifically, if (max - min) > INT_MAX there will be an overflow,
+ // and otherwise if (max - min) > RAND_MAX the random value will incorrectly never exceed a certain threshold
+ // NOTE: Depending on the library it can be as low as 32767
+ if ((unsigned int)(max - min) > (unsigned int)RAND_MAX)
+ {
+ TRACELOG(LOG_WARNING, "Invalid GetRandomValue() arguments, range should not be higher than %i", RAND_MAX);
+ }
+
+ value = (rand()%(abs(max - min) + 1) + min);
+#endif
+ return value;
+}
+
+// Load random values sequence, no values repeated, min and max included
+int *LoadRandomSequence(unsigned int count, int min, int max)
+{
+ int *values = NULL;
+
+#if defined(SUPPORT_RPRAND_GENERATOR)
+ values = rprand_load_sequence(count, min, max);
+#else
+ if (count > ((unsigned int)abs(max - min) + 1)) return values; // Security check
+
+ values = (int *)RL_CALLOC(count, sizeof(int));
+
+ int value = 0;
+ bool dupValue = false;
+
+ for (int i = 0; i < (int)count;)
+ {
+ value = (rand()%(abs(max - min) + 1) + min);
+ dupValue = false;
+
+ for (int j = 0; j < i; j++)
+ {
+ if (values[j] == value)
+ {
+ dupValue = true;
+ break;
+ }
+ }
+
+ if (!dupValue)
+ {
+ values[i] = value;
+ i++;
+ }
+ }
+#endif
+ return values;
+}
+
+// Unload random values sequence
+void UnloadRandomSequence(int *sequence)
+{
+#if defined(SUPPORT_RPRAND_GENERATOR)
+ rprand_unload_sequence(sequence);
+#else
+ RL_FREE(sequence);
+#endif
+}
+
+// Takes a screenshot of current screen
+// NOTE: Provided fileName should not contain paths, saving to working directory
+void TakeScreenshot(const char *fileName)
+{
+#if defined(SUPPORT_MODULE_RTEXTURES)
+ // Security check to (partially) avoid malicious code
+ 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[512] = { 0 };
+ strcpy(path, TextFormat("%s/%s", CORE.Storage.basePath, GetFileName(fileName)));
+
+ ExportImage(image, path); // WARNING: Module required: rtextures
+ RL_FREE(imgData);
+
+ if (FileExists(path)) TRACELOG(LOG_INFO, "SYSTEM: [%s] Screenshot taken successfully", path);
+ else TRACELOG(LOG_WARNING, "SYSTEM: [%s] Screenshot could not be saved", path);
+#else
+ TRACELOG(LOG_WARNING,"IMAGE: ExportImage() requires module: rtextures");
+#endif
+}
+
+// Setup window configuration flags (view FLAGS)
+// NOTE: This function is expected to be called before window creation,
+// because it sets up some flags for the window creation process
+// To configure window states after creation, just use SetWindowState()
+void SetConfigFlags(unsigned int flags)
+{
+ // Selected flags are set but not evaluated at this point,
+ // flag evaluation happens at InitWindow() or SetWindowState()
+ CORE.Window.flags |= flags;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: File system
+//----------------------------------------------------------------------------------
+
+// Check if the file exists
+bool FileExists(const char *fileName)
+{
+ bool result = false;
+
+#if defined(_WIN32)
+ if (_access(fileName, 0) != -1) result = true;
+#else
+ if (access(fileName, F_OK) != -1) result = true;
+#endif
+
+ // NOTE: Alternatively, stat() can be used instead of access()
+ //#include <sys/stat.h>
+ //struct stat statbuf;
+ //if (stat(filename, &statbuf) == 0) result = true;
+
+ return result;
+}
+
+// Check file extension
+// NOTE: Extensions checking is not case-sensitive
+bool IsFileExtension(const char *fileName, const char *ext)
+{
+ #define MAX_FILE_EXTENSION_LENGTH 16
+
+ bool result = false;
+ const char *fileExt = GetFileExtension(fileName);
+
+ if (fileExt != NULL)
+ {
+#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_TEXT_MANIPULATION)
+ int extCount = 0;
+ const char **checkExts = TextSplit(ext, ';', &extCount); // WARNING: Module required: rtext
+
+ char fileExtLower[MAX_FILE_EXTENSION_LENGTH + 1] = { 0 };
+ strncpy(fileExtLower, TextToLower(fileExt), MAX_FILE_EXTENSION_LENGTH); // WARNING: Module required: rtext
+
+ for (int i = 0; i < extCount; i++)
+ {
+ if (strcmp(fileExtLower, TextToLower(checkExts[i])) == 0)
+ {
+ result = true;
+ break;
+ }
+ }
+#else
+ if (strcmp(fileExt, ext) == 0) result = true;
+#endif
+ }
+
+ return result;
+}
+
+// Check if a directory path exists
+bool DirectoryExists(const char *dirPath)
+{
+ bool result = false;
+ DIR *dir = opendir(dirPath);
+
+ if (dir != NULL)
+ {
+ result = true;
+ closedir(dir);
+ }
+
+ return result;
+}
+
+// Get file length in bytes
+// NOTE: GetFileSize() conflicts with windows.h
+int GetFileLength(const char *fileName)
+{
+ int size = 0;
+
+ // NOTE: On Unix-like systems, it can by used the POSIX system call: stat(),
+ // but depending on the platform that call could not be available
+ //struct stat result = { 0 };
+ //stat(fileName, &result);
+ //return result.st_size;
+
+ FILE *file = fopen(fileName, "rb");
+
+ if (file != NULL)
+ {
+ fseek(file, 0L, SEEK_END);
+ long int fileSize = ftell(file);
+
+ // Check for size overflow (INT_MAX)
+ if (fileSize > 2147483647) TRACELOG(LOG_WARNING, "[%s] File size overflows expected limit, do not use GetFileLength()", fileName);
+ else size = (int)fileSize;
+
+ fclose(file);
+ }
+
+ return size;
+}
+
+// Get pointer to extension for a filename string (includes the dot: .png)
+const char *GetFileExtension(const char *fileName)
+{
+ const char *dot = strrchr(fileName, '.');
+
+ if (!dot || dot == fileName) return NULL;
+
+ return dot;
+}
+
+// String pointer reverse break: returns right-most occurrence of charset in s
+static const char *strprbrk(const char *s, const char *charset)
+{
+ const char *latestMatch = NULL;
+
+ for (; s = strpbrk(s, charset), s != NULL; latestMatch = s++) { }
+
+ return latestMatch;
+}
+
+// Get pointer to filename for a path string
+const char *GetFileName(const char *filePath)
+{
+ const char *fileName = NULL;
+
+ if (filePath != NULL) fileName = strprbrk(filePath, "\\/");
+
+ if (fileName == NULL) return filePath;
+
+ return fileName + 1;
+}
+
+// Get filename string without extension (uses static string)
+const char *GetFileNameWithoutExt(const char *filePath)
+{
+ #define MAX_FILENAME_LENGTH 256
+
+ static char fileName[MAX_FILENAME_LENGTH] = { 0 };
+ memset(fileName, 0, MAX_FILENAME_LENGTH);
+
+ if (filePath != NULL)
+ {
+ strcpy(fileName, GetFileName(filePath)); // Get filename.ext without path
+ int size = (int)strlen(fileName); // Get size in bytes
+
+ for (int i = size; i > 0; i--) // Reverse search '.'
+ {
+ if (fileName[i] == '.')
+ {
+ // NOTE: We break on first '.' found
+ fileName[i] = '\0';
+ break;
+ }
+ }
+ }
+
+ return fileName;
+}
+
+// Get directory for a given filePath
+const char *GetDirectoryPath(const char *filePath)
+{
+ /*
+ // NOTE: Directory separator is different in Windows and other platforms,
+ // fortunately, Windows also support the '/' separator, that's the one should be used
+ #if defined(_WIN32)
+ char separator = '\\';
+ #else
+ char separator = '/';
+ #endif
+ */
+ const char *lastSlash = NULL;
+ static char dirPath[MAX_FILEPATH_LENGTH] = { 0 };
+ memset(dirPath, 0, MAX_FILEPATH_LENGTH);
+
+ // In case provided path does not contain a root drive letter (C:\, D:\) nor leading path separator (\, /),
+ // we add the current directory path to dirPath
+ if (filePath[1] != ':' && filePath[0] != '\\' && filePath[0] != '/')
+ {
+ // For security, we set starting path to current directory,
+ // obtained path will be concatenated to this
+ dirPath[0] = '.';
+ dirPath[1] = '/';
+ }
+
+ lastSlash = strprbrk(filePath, "\\/");
+ if (lastSlash)
+ {
+ if (lastSlash == filePath)
+ {
+ // The last and only slash is the leading one: path is in a root directory
+ dirPath[0] = filePath[0];
+ dirPath[1] = '\0';
+ }
+ else
+ {
+ // NOTE: Be careful, strncpy() is not safe, it does not care about '\0'
+ char *dirPathPtr = dirPath;
+ if ((filePath[1] != ':') && (filePath[0] != '\\') && (filePath[0] != '/')) dirPathPtr += 2; // Skip drive letter, "C:"
+ memcpy(dirPathPtr, filePath, strlen(filePath) - (strlen(lastSlash) - 1));
+ dirPath[strlen(filePath) - strlen(lastSlash) + (((filePath[1] != ':') && (filePath[0] != '\\') && (filePath[0] != '/'))? 2 : 0)] = '\0'; // Add '\0' manually
+ }
+ }
+
+ return dirPath;
+}
+
+// Get previous directory path for a given path
+const char *GetPrevDirectoryPath(const char *dirPath)
+{
+ static char prevDirPath[MAX_FILEPATH_LENGTH] = { 0 };
+ memset(prevDirPath, 0, MAX_FILEPATH_LENGTH);
+ int pathLen = (int)strlen(dirPath);
+
+ if (pathLen <= 3) strcpy(prevDirPath, dirPath);
+
+ for (int i = (pathLen - 1); (i >= 0) && (pathLen > 3); i--)
+ {
+ if ((dirPath[i] == '\\') || (dirPath[i] == '/'))
+ {
+ // Check for root: "C:\" or "/"
+ if (((i == 2) && (dirPath[1] ==':')) || (i == 0)) i++;
+
+ strncpy(prevDirPath, dirPath, i);
+ break;
+ }
+ }
+
+ return prevDirPath;
+}
+
+// Get current working directory
+const char *GetWorkingDirectory(void)
+{
+ static char currentDir[MAX_FILEPATH_LENGTH] = { 0 };
+ memset(currentDir, 0, MAX_FILEPATH_LENGTH);
+
+ char *path = GETCWD(currentDir, MAX_FILEPATH_LENGTH - 1);
+
+ return path;
+}
+
+const char *GetApplicationDirectory(void)
+{
+ static char appDir[MAX_FILEPATH_LENGTH] = { 0 };
+ memset(appDir, 0, MAX_FILEPATH_LENGTH);
+
+#if defined(_WIN32)
+ int len = 0;
+#if defined(UNICODE)
+ unsigned short widePath[MAX_PATH];
+ len = GetModuleFileNameW(NULL, widePath, MAX_PATH);
+ len = WideCharToMultiByte(0, 0, widePath, len, appDir, MAX_PATH, NULL, NULL);
+#else
+ len = GetModuleFileNameA(NULL, appDir, MAX_PATH);
+#endif
+ if (len > 0)
+ {
+ for (int i = len; i >= 0; --i)
+ {
+ if (appDir[i] == '\\')
+ {
+ appDir[i + 1] = '\0';
+ break;
+ }
+ }
+ }
+ else
+ {
+ appDir[0] = '.';
+ appDir[1] = '\\';
+ }
+
+#elif defined(__linux__)
+ unsigned int size = sizeof(appDir);
+ ssize_t len = readlink("/proc/self/exe", appDir, size);
+
+ if (len > 0)
+ {
+ for (int i = len; i >= 0; --i)
+ {
+ if (appDir[i] == '/')
+ {
+ appDir[i + 1] = '\0';
+ break;
+ }
+ }
+ }
+ else
+ {
+ appDir[0] = '.';
+ appDir[1] = '/';
+ }
+#elif defined(__APPLE__)
+ uint32_t size = sizeof(appDir);
+
+ if (_NSGetExecutablePath(appDir, &size) == 0)
+ {
+ int len = strlen(appDir);
+ for (int i = len; i >= 0; --i)
+ {
+ if (appDir[i] == '/')
+ {
+ appDir[i + 1] = '\0';
+ break;
+ }
+ }
+ }
+ else
+ {
+ appDir[0] = '.';
+ appDir[1] = '/';
+ }
+#elif defined(__FreeBSD__)
+ size_t size = sizeof(appDir);
+ int mib[4] = {CTL_KERN, KERN_PROC, KERN_PROC_PATHNAME, -1};
+
+ if (sysctl(mib, 4, appDir, &size, NULL, 0) == 0)
+ {
+ int len = strlen(appDir);
+ for (int i = len; i >= 0; --i)
+ {
+ if (appDir[i] == '/')
+ {
+ appDir[i + 1] = '\0';
+ break;
+ }
+ }
+ }
+ else
+ {
+ appDir[0] = '.';
+ appDir[1] = '/';
+ }
+
+#endif
+
+ return appDir;
+}
+
+// Load directory filepaths
+// NOTE: Base path is prepended to the scanned filepaths
+// WARNING: Directory is scanned twice, first time to get files count
+// No recursive scanning is done!
+FilePathList LoadDirectoryFiles(const char *dirPath)
+{
+ FilePathList files = { 0 };
+ unsigned int fileCounter = 0;
+
+ struct dirent *entity;
+ DIR *dir = opendir(dirPath);
+
+ if (dir != NULL) // It's a directory
+ {
+ // SCAN 1: Count files
+ while ((entity = readdir(dir)) != NULL)
+ {
+ // NOTE: We skip '.' (current dir) and '..' (parent dir) filepaths
+ if ((strcmp(entity->d_name, ".") != 0) && (strcmp(entity->d_name, "..") != 0)) fileCounter++;
+ }
+
+ // Memory allocation for dirFileCount
+ files.capacity = fileCounter;
+ files.paths = (char **)RL_MALLOC(files.capacity*sizeof(char *));
+ for (unsigned int i = 0; i < files.capacity; i++) files.paths[i] = (char *)RL_MALLOC(MAX_FILEPATH_LENGTH*sizeof(char));
+
+ closedir(dir);
+
+ // SCAN 2: Read filepaths
+ // NOTE: Directory paths are also registered
+ ScanDirectoryFiles(dirPath, &files, NULL);
+
+ // Security check: read files.count should match fileCounter
+ if (files.count != files.capacity) TRACELOG(LOG_WARNING, "FILEIO: Read files count do not match capacity allocated");
+ }
+ else TRACELOG(LOG_WARNING, "FILEIO: Failed to open requested directory"); // Maybe it's a file...
+
+ return files;
+}
+
+// Load directory filepaths with extension filtering and recursive directory scan
+// NOTE: On recursive loading we do not pre-scan for file count, we use MAX_FILEPATH_CAPACITY
+FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs)
+{
+ FilePathList files = { 0 };
+
+ files.capacity = MAX_FILEPATH_CAPACITY;
+ files.paths = (char **)RL_CALLOC(files.capacity, sizeof(char *));
+ for (unsigned int i = 0; i < files.capacity; i++) files.paths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
+
+ // WARNING: basePath is always prepended to scanned paths
+ if (scanSubdirs) ScanDirectoryFilesRecursively(basePath, &files, filter);
+ else ScanDirectoryFiles(basePath, &files, filter);
+
+ return files;
+}
+
+// Unload directory filepaths
+// WARNING: files.count is not reseted to 0 after unloading
+void UnloadDirectoryFiles(FilePathList files)
+{
+ for (unsigned int i = 0; i < files.capacity; i++) RL_FREE(files.paths[i]);
+
+ RL_FREE(files.paths);
+}
+
+// Create directories (including full path requested), returns 0 on success
+int MakeDirectory(const char *dirPath)
+{
+ if ((dirPath == NULL) || (dirPath[0] == '\0')) return 1; // Path is not valid
+ if (DirectoryExists(dirPath)) return 0; // Path already exists (is valid)
+
+ // Copy path string to avoid modifying original
+ int len = (int)strlen(dirPath) + 1;
+ char *pathcpy = (char *)RL_CALLOC(len, 1);
+ memcpy(pathcpy, dirPath, len);
+
+ // Iterate over pathcpy, create each subdirectory as needed
+ for (int i = 0; (i < len) && (pathcpy[i] != '\0'); i++)
+ {
+ if (pathcpy[i] == ':') i++;
+ else
+ {
+ if ((pathcpy[i] == '\\') || (pathcpy[i] == '/'))
+ {
+ pathcpy[i] = '\0';
+ if (!DirectoryExists(pathcpy)) MKDIR(pathcpy);
+ pathcpy[i] = '/';
+ }
+ }
+ }
+
+ // Create final directory
+ if (!DirectoryExists(pathcpy)) MKDIR(pathcpy);
+
+ RL_FREE(pathcpy);
+
+ return 0;
+}
+
+// Change working directory, returns true on success
+bool ChangeDirectory(const char *dir)
+{
+ bool result = CHDIR(dir);
+
+ if (result != 0) TRACELOG(LOG_WARNING, "SYSTEM: Failed to change to directory: %s", dir);
+
+ return (result == 0);
+}
+
+// Check if a given path point to a file
+bool IsPathFile(const char *path)
+{
+ struct stat result = { 0 };
+ stat(path, &result);
+
+ return S_ISREG(result.st_mode);
+}
+
+// Check if fileName is valid for the platform/OS
+bool IsFileNameValid(const char *fileName)
+{
+ bool valid = true;
+
+ if ((fileName != NULL) && (fileName[0] != '\0'))
+ {
+ int length = (int)strlen(fileName);
+ bool allPeriods = true;
+
+ for (int i = 0; i < length; i++)
+ {
+ // Check invalid characters
+ if ((fileName[i] == '<') ||
+ (fileName[i] == '>') ||
+ (fileName[i] == ':') ||
+ (fileName[i] == '\"') ||
+ (fileName[i] == '/') ||
+ (fileName[i] == '\\') ||
+ (fileName[i] == '|') ||
+ (fileName[i] == '?') ||
+ (fileName[i] == '*')) { valid = false; break; }
+
+ // Check non-glyph characters
+ if ((unsigned char)fileName[i] < 32) { valid = false; break; }
+
+ // TODO: Check trailing periods/spaces?
+
+ // Check if filename is not all periods
+ if (fileName[i] != '.') allPeriods = false;
+ }
+
+ if (allPeriods) valid = false;
+
+/*
+ if (valid)
+ {
+ // Check invalid DOS names
+ if (length >= 3)
+ {
+ if (((fileName[0] == 'C') && (fileName[1] == 'O') && (fileName[2] == 'N')) || // CON
+ ((fileName[0] == 'P') && (fileName[1] == 'R') && (fileName[2] == 'N')) || // PRN
+ ((fileName[0] == 'A') && (fileName[1] == 'U') && (fileName[2] == 'X')) || // AUX
+ ((fileName[0] == 'N') && (fileName[1] == 'U') && (fileName[2] == 'L'))) valid = false; // NUL
+ }
+
+ if (length >= 4)
+ {
+ if (((fileName[0] == 'C') && (fileName[1] == 'O') && (fileName[2] == 'M') && ((fileName[3] >= '0') && (fileName[3] <= '9'))) || // COM0-9
+ ((fileName[0] == 'L') && (fileName[1] == 'P') && (fileName[2] == 'T') && ((fileName[3] >= '0') && (fileName[3] <= '9')))) valid = false; // LPT0-9
+ }
+ }
+*/
+ }
+
+ return valid;
+}
+
+// Check if a file has been dropped into window
+bool IsFileDropped(void)
+{
+ bool result = false;
+
+ if (CORE.Window.dropFileCount > 0) result = true;
+
+ return result;
+}
+
+// Load dropped filepaths
+FilePathList LoadDroppedFiles(void)
+{
+ FilePathList files = { 0 };
+
+ files.count = CORE.Window.dropFileCount;
+ files.paths = CORE.Window.dropFilepaths;
+
+ return files;
+}
+
+// Unload dropped filepaths
+void UnloadDroppedFiles(FilePathList files)
+{
+ // WARNING: files pointers are the same as internal ones
+
+ if (files.count > 0)
+ {
+ for (unsigned int i = 0; i < files.count; i++) RL_FREE(files.paths[i]);
+
+ RL_FREE(files.paths);
+
+ CORE.Window.dropFileCount = 0;
+ CORE.Window.dropFilepaths = NULL;
+ }
+}
+
+// Get file modification time (last write time)
+long GetFileModTime(const char *fileName)
+{
+ struct stat result = { 0 };
+ long modTime = 0;
+
+ if (stat(fileName, &result) == 0)
+ {
+ time_t mod = result.st_mtime;
+
+ modTime = (long)mod;
+ }
+
+ return modTime;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Compression and Encoding
+//----------------------------------------------------------------------------------
+
+// Compress data (DEFLATE algorithm)
+unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize)
+{
+ #define COMPRESSION_QUALITY_DEFLATE 8
+
+ unsigned char *compData = NULL;
+
+#if defined(SUPPORT_COMPRESSION_API)
+ // Compress data and generate a valid DEFLATE stream
+ struct sdefl *sdefl = RL_CALLOC(1, sizeof(struct sdefl)); // WARNING: Possible stack overflow, struct sdefl is almost 1MB
+ int bounds = sdefl_bound(dataSize);
+ compData = (unsigned char *)RL_CALLOC(bounds, 1);
+
+ *compDataSize = sdeflate(sdefl, compData, data, dataSize, COMPRESSION_QUALITY_DEFLATE); // Compression level 8, same as stbiw
+ RL_FREE(sdefl);
+
+ TRACELOG(LOG_INFO, "SYSTEM: Compress data: Original size: %i -> Comp. size: %i", dataSize, *compDataSize);
+#endif
+
+ return compData;
+}
+
+// Decompress data (DEFLATE algorithm)
+unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize)
+{
+ unsigned char *data = NULL;
+
+#if defined(SUPPORT_COMPRESSION_API)
+ // Decompress data from a valid DEFLATE stream
+ data = (unsigned char *)RL_CALLOC(MAX_DECOMPRESSION_SIZE*1024*1024, 1);
+ int length = sinflate(data, MAX_DECOMPRESSION_SIZE*1024*1024, compData, compDataSize);
+
+ // WARNING: RL_REALLOC can make (and leave) data copies in memory, be careful with sensitive compressed data!
+ // TODO: Use a different approach, create another buffer, copy data manually to it and wipe original buffer memory
+ unsigned char *temp = (unsigned char *)RL_REALLOC(data, length);
+
+ if (temp != NULL) data = temp;
+ else TRACELOG(LOG_WARNING, "SYSTEM: Failed to re-allocate required decompression memory");
+
+ *dataSize = length;
+
+ TRACELOG(LOG_INFO, "SYSTEM: Decompress data: Comp. size: %i -> Original size: %i", compDataSize, *dataSize);
+#endif
+
+ return data;
+}
+
+// Encode data to Base64 string
+char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize)
+{
+ static const unsigned char base64encodeTable[] = {
+ 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X',
+ 'Y', 'Z', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v',
+ 'w', 'x', 'y', 'z', '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '+', '/'
+ };
+
+ static const int modTable[] = { 0, 2, 1 };
+
+ *outputSize = 4*((dataSize + 2)/3);
+
+ char *encodedData = (char *)RL_MALLOC(*outputSize);
+
+ if (encodedData == NULL) return NULL; // Security check
+
+ for (int i = 0, j = 0; i < dataSize;)
+ {
+ unsigned int octetA = (i < dataSize)? (unsigned char)data[i++] : 0;
+ unsigned int octetB = (i < dataSize)? (unsigned char)data[i++] : 0;
+ unsigned int octetC = (i < dataSize)? (unsigned char)data[i++] : 0;
+
+ unsigned int triple = (octetA << 0x10) + (octetB << 0x08) + octetC;
+
+ encodedData[j++] = base64encodeTable[(triple >> 3*6) & 0x3F];
+ encodedData[j++] = base64encodeTable[(triple >> 2*6) & 0x3F];
+ encodedData[j++] = base64encodeTable[(triple >> 1*6) & 0x3F];
+ encodedData[j++] = base64encodeTable[(triple >> 0*6) & 0x3F];
+ }
+
+ for (int i = 0; i < modTable[dataSize%3]; i++) encodedData[*outputSize - 1 - i] = '='; // Padding character
+
+ return encodedData;
+}
+
+// Decode Base64 string data
+unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize)
+{
+ static const unsigned char base64decodeTable[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 62, 0, 0, 0, 63, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10,
+ 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 0, 0, 0, 0, 0, 0, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36,
+ 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51
+ };
+
+ // Get output size of Base64 input data
+ int outSize = 0;
+ for (int i = 0; data[4*i] != 0; i++)
+ {
+ if (data[4*i + 3] == '=')
+ {
+ if (data[4*i + 2] == '=') outSize += 1;
+ else outSize += 2;
+ }
+ else outSize += 3;
+ }
+
+ // Allocate memory to store decoded Base64 data
+ unsigned char *decodedData = (unsigned char *)RL_MALLOC(outSize);
+
+ for (int i = 0; i < outSize/3; i++)
+ {
+ unsigned char a = base64decodeTable[(int)data[4*i]];
+ unsigned char b = base64decodeTable[(int)data[4*i + 1]];
+ unsigned char c = base64decodeTable[(int)data[4*i + 2]];
+ unsigned char d = base64decodeTable[(int)data[4*i + 3]];
+
+ decodedData[3*i] = (a << 2) | (b >> 4);
+ decodedData[3*i + 1] = (b << 4) | (c >> 2);
+ decodedData[3*i + 2] = (c << 6) | d;
+ }
+
+ if (outSize%3 == 1)
+ {
+ int n = outSize/3;
+ unsigned char a = base64decodeTable[(int)data[4*n]];
+ unsigned char b = base64decodeTable[(int)data[4*n + 1]];
+ decodedData[outSize - 1] = (a << 2) | (b >> 4);
+ }
+ else if (outSize%3 == 2)
+ {
+ int n = outSize/3;
+ unsigned char a = base64decodeTable[(int)data[4*n]];
+ unsigned char b = base64decodeTable[(int)data[4*n + 1]];
+ unsigned char c = base64decodeTable[(int)data[4*n + 2]];
+ decodedData[outSize - 2] = (a << 2) | (b >> 4);
+ decodedData[outSize - 1] = (b << 4) | (c >> 2);
+ }
+
+ *outputSize = outSize;
+ return decodedData;
+}
+
+// Compute CRC32 hash code
+unsigned int ComputeCRC32(unsigned char *data, int dataSize)
+{
+ static unsigned int crcTable[256] = {
+ 0x00000000, 0x77073096, 0xEE0E612C, 0x990951BA, 0x076DC419, 0x706AF48F, 0xE963A535, 0x9E6495A3,
+ 0x0eDB8832, 0x79DCB8A4, 0xE0D5E91E, 0x97D2D988, 0x09B64C2B, 0x7EB17CBD, 0xE7B82D07, 0x90BF1D91,
+ 0x1DB71064, 0x6AB020F2, 0xF3B97148, 0x84BE41DE, 0x1ADAD47D, 0x6DDDE4EB, 0xF4D4B551, 0x83D385C7,
+ 0x136C9856, 0x646BA8C0, 0xFD62F97A, 0x8A65C9EC, 0x14015C4F, 0x63066CD9, 0xFA0F3D63, 0x8D080DF5,
+ 0x3B6E20C8, 0x4C69105E, 0xD56041E4, 0xA2677172, 0x3C03E4D1, 0x4B04D447, 0xD20D85FD, 0xA50AB56B,
+ 0x35B5A8FA, 0x42B2986C, 0xDBBBC9D6, 0xACBCF940, 0x32D86CE3, 0x45DF5C75, 0xDCD60DCF, 0xABD13D59,
+ 0x26D930AC, 0x51DE003A, 0xC8D75180, 0xBFD06116, 0x21B4F4B5, 0x56B3C423, 0xCFBA9599, 0xB8BDA50F,
+ 0x2802B89E, 0x5F058808, 0xC60CD9B2, 0xB10BE924, 0x2F6F7C87, 0x58684C11, 0xC1611DAB, 0xB6662D3D,
+ 0x76DC4190, 0x01DB7106, 0x98D220BC, 0xEFD5102A, 0x71B18589, 0x06B6B51F, 0x9FBFE4A5, 0xE8B8D433,
+ 0x7807C9A2, 0x0F00F934, 0x9609A88E, 0xE10E9818, 0x7F6A0DBB, 0x086D3D2D, 0x91646C97, 0xE6635C01,
+ 0x6B6B51F4, 0x1C6C6162, 0x856530D8, 0xF262004E, 0x6C0695ED, 0x1B01A57B, 0x8208F4C1, 0xF50FC457,
+ 0x65B0D9C6, 0x12B7E950, 0x8BBEB8EA, 0xFCB9887C, 0x62DD1DDF, 0x15DA2D49, 0x8CD37CF3, 0xFBD44C65,
+ 0x4DB26158, 0x3AB551CE, 0xA3BC0074, 0xD4BB30E2, 0x4ADFA541, 0x3DD895D7, 0xA4D1C46D, 0xD3D6F4FB,
+ 0x4369E96A, 0x346ED9FC, 0xAD678846, 0xDA60B8D0, 0x44042D73, 0x33031DE5, 0xAA0A4C5F, 0xDD0D7CC9,
+ 0x5005713C, 0x270241AA, 0xBE0B1010, 0xC90C2086, 0x5768B525, 0x206F85B3, 0xB966D409, 0xCE61E49F,
+ 0x5EDEF90E, 0x29D9C998, 0xB0D09822, 0xC7D7A8B4, 0x59B33D17, 0x2EB40D81, 0xB7BD5C3B, 0xC0BA6CAD,
+ 0xEDB88320, 0x9ABFB3B6, 0x03B6E20C, 0x74B1D29A, 0xEAD54739, 0x9DD277AF, 0x04DB2615, 0x73DC1683,
+ 0xE3630B12, 0x94643B84, 0x0D6D6A3E, 0x7A6A5AA8, 0xE40ECF0B, 0x9309FF9D, 0x0A00AE27, 0x7D079EB1,
+ 0xF00F9344, 0x8708A3D2, 0x1E01F268, 0x6906C2FE, 0xF762575D, 0x806567CB, 0x196C3671, 0x6E6B06E7,
+ 0xFED41B76, 0x89D32BE0, 0x10DA7A5A, 0x67DD4ACC, 0xF9B9DF6F, 0x8EBEEFF9, 0x17B7BE43, 0x60B08ED5,
+ 0xD6D6A3E8, 0xA1D1937E, 0x38D8C2C4, 0x4FDFF252, 0xD1BB67F1, 0xA6BC5767, 0x3FB506DD, 0x48B2364B,
+ 0xD80D2BDA, 0xAF0A1B4C, 0x36034AF6, 0x41047A60, 0xDF60EFC3, 0xA867DF55, 0x316E8EEF, 0x4669BE79,
+ 0xCB61B38C, 0xBC66831A, 0x256FD2A0, 0x5268E236, 0xCC0C7795, 0xBB0B4703, 0x220216B9, 0x5505262F,
+ 0xC5BA3BBE, 0xB2BD0B28, 0x2BB45A92, 0x5CB36A04, 0xC2D7FFA7, 0xB5D0CF31, 0x2CD99E8B, 0x5BDEAE1D,
+ 0x9B64C2B0, 0xEC63F226, 0x756AA39C, 0x026D930A, 0x9C0906A9, 0xEB0E363F, 0x72076785, 0x05005713,
+ 0x95BF4A82, 0xE2B87A14, 0x7BB12BAE, 0x0CB61B38, 0x92D28E9B, 0xE5D5BE0D, 0x7CDCEFB7, 0x0BDBDF21,
+ 0x86D3D2D4, 0xF1D4E242, 0x68DDB3F8, 0x1FDA836E, 0x81BE16CD, 0xF6B9265B, 0x6FB077E1, 0x18B74777,
+ 0x88085AE6, 0xFF0F6A70, 0x66063BCA, 0x11010B5C, 0x8F659EFF, 0xF862AE69, 0x616BFFD3, 0x166CCF45,
+ 0xA00AE278, 0xD70DD2EE, 0x4E048354, 0x3903B3C2, 0xA7672661, 0xD06016F7, 0x4969474D, 0x3E6E77DB,
+ 0xAED16A4A, 0xD9D65ADC, 0x40DF0B66, 0x37D83BF0, 0xA9BCAE53, 0xDEBB9EC5, 0x47B2CF7F, 0x30B5FFE9,
+ 0xBDBDF21C, 0xCABAC28A, 0x53B39330, 0x24B4A3A6, 0xBAD03605, 0xCDD70693, 0x54DE5729, 0x23D967BF,
+ 0xB3667A2E, 0xC4614AB8, 0x5D681B02, 0x2A6F2B94, 0xB40BBE37, 0xC30C8EA1, 0x5A05DF1B, 0x2D02EF8D
+ };
+
+ unsigned int crc = ~0u;
+
+ for (int i = 0; i < dataSize; i++) crc = (crc >> 8) ^ crcTable[data[i] ^ (crc & 0xff)];
+
+ return ~crc;
+}
+
+// Compute MD5 hash code
+// NOTE: Returns a static int[4] array (16 bytes)
+unsigned int *ComputeMD5(unsigned char *data, int dataSize)
+{
+ #define ROTATE_LEFT(x, c) (((x) << (c)) | ((x) >> (32 - (c))))
+
+ static unsigned int hash[4] = { 0 }; // Hash to be returned
+
+ // WARNING: All variables are unsigned 32 bit and wrap modulo 2^32 when calculating
+
+ // NOTE: r specifies the per-round shift amounts
+ unsigned int r[] = {
+ 7, 12, 17, 22, 7, 12, 17, 22, 7, 12, 17, 22, 7, 12, 17, 22,
+ 5, 9, 14, 20, 5, 9, 14, 20, 5, 9, 14, 20, 5, 9, 14, 20,
+ 4, 11, 16, 23, 4, 11, 16, 23, 4, 11, 16, 23, 4, 11, 16, 23,
+ 6, 10, 15, 21, 6, 10, 15, 21, 6, 10, 15, 21, 6, 10, 15, 21
+ };
+
+ // Using binary integer part of the sines of integers (in radians) as constants
+ unsigned int k[] = {
+ 0xd76aa478, 0xe8c7b756, 0x242070db, 0xc1bdceee,
+ 0xf57c0faf, 0x4787c62a, 0xa8304613, 0xfd469501,
+ 0x698098d8, 0x8b44f7af, 0xffff5bb1, 0x895cd7be,
+ 0x6b901122, 0xfd987193, 0xa679438e, 0x49b40821,
+ 0xf61e2562, 0xc040b340, 0x265e5a51, 0xe9b6c7aa,
+ 0xd62f105d, 0x02441453, 0xd8a1e681, 0xe7d3fbc8,
+ 0x21e1cde6, 0xc33707d6, 0xf4d50d87, 0x455a14ed,
+ 0xa9e3e905, 0xfcefa3f8, 0x676f02d9, 0x8d2a4c8a,
+ 0xfffa3942, 0x8771f681, 0x6d9d6122, 0xfde5380c,
+ 0xa4beea44, 0x4bdecfa9, 0xf6bb4b60, 0xbebfbc70,
+ 0x289b7ec6, 0xeaa127fa, 0xd4ef3085, 0x04881d05,
+ 0xd9d4d039, 0xe6db99e5, 0x1fa27cf8, 0xc4ac5665,
+ 0xf4292244, 0x432aff97, 0xab9423a7, 0xfc93a039,
+ 0x655b59c3, 0x8f0ccc92, 0xffeff47d, 0x85845dd1,
+ 0x6fa87e4f, 0xfe2ce6e0, 0xa3014314, 0x4e0811a1,
+ 0xf7537e82, 0xbd3af235, 0x2ad7d2bb, 0xeb86d391
+ };
+
+ hash[0] = 0x67452301;
+ hash[1] = 0xefcdab89;
+ hash[2] = 0x98badcfe;
+ hash[3] = 0x10325476;
+
+ // Pre-processing: adding a single 1 bit
+ // Append '1' bit to message
+ // NOTE: The input bytes are considered as bits strings,
+ // where the first bit is the most significant bit of the byte
+
+ // Pre-processing: padding with zeros
+ // Append '0' bit until message length in bit 448 (mod 512)
+ // Append length mod (2 pow 64) to message
+
+ int newDataSize = ((((dataSize + 8)/64) + 1)*64) - 8;
+
+ unsigned char *msg = RL_CALLOC(newDataSize + 64, 1); // Initialize with '0' bits, allocating 64 extra bytes
+ memcpy(msg, data, dataSize);
+ msg[dataSize] = 128; // Write the '1' bit
+
+ unsigned int bitsLen = 8*dataSize;
+ memcpy(msg + newDataSize, &bitsLen, 4); // Append the len in bits at the end of the buffer
+
+ // Process the message in successive 512-bit chunks for each 512-bit chunk of message
+ for (int offset = 0; offset < newDataSize; offset += (512/8))
+ {
+ // Break chunk into sixteen 32-bit words w[j], 0 <= j <= 15
+ unsigned int *w = (unsigned int *)(msg + offset);
+
+ // Initialize hash value for this chunk
+ unsigned int a = hash[0];
+ unsigned int b = hash[1];
+ unsigned int c = hash[2];
+ unsigned int d = hash[3];
+
+ for (int i = 0; i < 64; i++)
+ {
+ unsigned int f = 0;
+ unsigned int g = 0;
+
+ if (i < 16)
+ {
+ f = (b & c) | ((~b) & d);
+ g = i;
+ }
+ else if (i < 32)
+ {
+ f = (d & b) | ((~d) & c);
+ g = (5*i + 1)%16;
+ }
+ else if (i < 48)
+ {
+ f = b ^ c ^ d;
+ g = (3*i + 5)%16;
+ }
+ else
+ {
+ f = c ^ (b | (~d));
+ g = (7*i)%16;
+ }
+
+ unsigned int temp = d;
+ d = c;
+ c = b;
+ b = b + ROTATE_LEFT((a + f + k[i] + w[g]), r[i]);
+ a = temp;
+ }
+
+ // Add chunk's hash to result so far
+ hash[0] += a;
+ hash[1] += b;
+ hash[2] += c;
+ hash[3] += d;
+ }
+
+ RL_FREE(msg);
+
+ return hash;
+}
+
+// Compute SHA-1 hash code
+// NOTE: Returns a static int[5] array (20 bytes)
+unsigned int *ComputeSHA1(unsigned char *data, int dataSize) {
+ #define ROTATE_LEFT(x, c) (((x) << (c)) | ((x) >> (32 - (c))))
+
+ static unsigned int hash[5] = { 0 }; // Hash to be returned
+
+ // Initialize hash values
+ hash[0] = 0x67452301;
+ hash[1] = 0xEFCDAB89;
+ hash[2] = 0x98BADCFE;
+ hash[3] = 0x10325476;
+ hash[4] = 0xC3D2E1F0;
+
+ // Pre-processing: adding a single 1 bit
+ // Append '1' bit to message
+ // NOTE: The input bytes are considered as bits strings,
+ // where the first bit is the most significant bit of the byte
+
+ // Pre-processing: padding with zeros
+ // Append '0' bit until message length in bit 448 (mod 512)
+ // Append length mod (2 pow 64) to message
+
+ int newDataSize = ((((dataSize + 8)/64) + 1)*64);
+
+ unsigned char *msg = RL_CALLOC(newDataSize, 1); // Initialize with '0' bits
+ memcpy(msg, data, dataSize);
+ msg[dataSize] = 128; // Write the '1' bit
+
+ unsigned int bitsLen = 8*dataSize;
+ msg[newDataSize-1] = bitsLen;
+
+ // Process the message in successive 512-bit chunks
+ for (int offset = 0; offset < newDataSize; offset += (512/8))
+ {
+ // Break chunk into sixteen 32-bit words w[j], 0 <= j <= 15
+ unsigned int w[80] = {0};
+ for (int i = 0; i < 16; i++) {
+ w[i] = (msg[offset + (i * 4) + 0] << 24) |
+ (msg[offset + (i * 4) + 1] << 16) |
+ (msg[offset + (i * 4) + 2] << 8) |
+ (msg[offset + (i * 4) + 3]);
+ }
+
+ // Message schedule: extend the sixteen 32-bit words into eighty 32-bit words:
+ for (int i = 16; i < 80; ++i) {
+ w[i] = ROTATE_LEFT(w[i-3] ^ w[i-8] ^ w[i-14] ^ w[i-16], 1);
+ }
+
+ // Initialize hash value for this chunk
+ unsigned int a = hash[0];
+ unsigned int b = hash[1];
+ unsigned int c = hash[2];
+ unsigned int d = hash[3];
+ unsigned int e = hash[4];
+
+ for (int i = 0; i < 80; i++)
+ {
+ unsigned int f = 0;
+ unsigned int k = 0;
+
+ if (i < 20) {
+ f = (b & c) | ((~b) & d);
+ k = 0x5A827999;
+ } else if (i < 40) {
+ f = b ^ c ^ d;
+ k = 0x6ED9EBA1;
+ } else if (i < 60) {
+ f = (b & c) | (b & d) | (c & d);
+ k = 0x8F1BBCDC;
+ } else {
+ f = b ^ c ^ d;
+ k = 0xCA62C1D6;
+ }
+
+ unsigned int temp = ROTATE_LEFT(a, 5) + f + e + k + w[i];
+ e = d;
+ d = c;
+ c = ROTATE_LEFT(b, 30);
+ b = a;
+ a = temp;
+ }
+
+ // Add this chunk's hash to result so far
+ hash[0] += a;
+ hash[1] += b;
+ hash[2] += c;
+ hash[3] += d;
+ hash[4] += e;
+ }
+
+ free(msg);
+
+ return hash;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Automation Events Recording and Playing
+//----------------------------------------------------------------------------------
+
+// Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
+AutomationEventList LoadAutomationEventList(const char *fileName)
+{
+ AutomationEventList list = { 0 };
+
+ // Allocate and empty automation event list, ready to record new events
+ list.events = (AutomationEvent *)RL_CALLOC(MAX_AUTOMATION_EVENTS, sizeof(AutomationEvent));
+ list.capacity = MAX_AUTOMATION_EVENTS;
+
+#if defined(SUPPORT_AUTOMATION_EVENTS)
+ if (fileName == NULL) TRACELOG(LOG_INFO, "AUTOMATION: New empty events list loaded successfully");
+ else
+ {
+ // Load automation events file (binary)
+ /*
+ //int dataSize = 0;
+ //unsigned char *data = LoadFileData(fileName, &dataSize);
+
+ FILE *raeFile = fopen(fileName, "rb");
+ unsigned char fileId[4] = { 0 };
+
+ fread(fileId, 1, 4, raeFile);
+
+ if ((fileId[0] == 'r') && (fileId[1] == 'A') && (fileId[2] == 'E') && (fileId[1] == ' '))
+ {
+ fread(&eventCount, sizeof(int), 1, raeFile);
+ TRACELOG(LOG_WARNING, "Events loaded: %i\n", eventCount);
+ fread(events, sizeof(AutomationEvent), eventCount, raeFile);
+ }
+
+ fclose(raeFile);
+ */
+
+ // Load events file (text)
+ //unsigned char *buffer = LoadFileText(fileName);
+ FILE *raeFile = fopen(fileName, "rt");
+
+ if (raeFile != NULL)
+ {
+ unsigned int counter = 0;
+ char buffer[256] = { 0 };
+ char eventDesc[64] = { 0 };
+
+ fgets(buffer, 256, raeFile);
+
+ while (!feof(raeFile))
+ {
+ switch (buffer[0])
+ {
+ case 'c': sscanf(buffer, "c %i", &list.count); break;
+ case 'e':
+ {
+ sscanf(buffer, "e %d %d %d %d %d %d %[^\n]s", &list.events[counter].frame, &list.events[counter].type,
+ &list.events[counter].params[0], &list.events[counter].params[1], &list.events[counter].params[2], &list.events[counter].params[3], eventDesc);
+
+ counter++;
+ } break;
+ default: break;
+ }
+
+ fgets(buffer, 256, raeFile);
+ }
+
+ if (counter != list.count)
+ {
+ TRACELOG(LOG_WARNING, "AUTOMATION: Events read from file [%i] do not mach event count specified [%i]", counter, list.count);
+ list.count = counter;
+ }
+
+ fclose(raeFile);
+
+ TRACELOG(LOG_INFO, "AUTOMATION: Events file loaded successfully");
+ }
+
+ TRACELOG(LOG_INFO, "AUTOMATION: Events loaded from file: %i", list.count);
+ }
+#endif
+ return list;
+}
+
+// Unload automation events list from file
+void UnloadAutomationEventList(AutomationEventList list)
+{
+#if defined(SUPPORT_AUTOMATION_EVENTS)
+ RL_FREE(list.events);
+#endif
+}
+
+// Export automation events list as text file
+bool ExportAutomationEventList(AutomationEventList list, const char *fileName)
+{
+ bool success = false;
+
+#if defined(SUPPORT_AUTOMATION_EVENTS)
+ // Export events as binary file
+ // TODO: Save to memory buffer and SaveFileData()
+ /*
+ unsigned char fileId[4] = "rAE ";
+ FILE *raeFile = fopen(fileName, "wb");
+ fwrite(fileId, sizeof(unsigned char), 4, raeFile);
+ fwrite(&eventCount, sizeof(int), 1, raeFile);
+ fwrite(events, sizeof(AutomationEvent), eventCount, raeFile);
+ fclose(raeFile);
+ */
+
+ // Export events as text
+ // TODO: Save to memory buffer and SaveFileText()
+ char *txtData = (char *)RL_CALLOC(256*list.count + 2048, sizeof(char)); // 256 characters per line plus some header
+
+ int byteCount = 0;
+ byteCount += sprintf(txtData + byteCount, "#\n");
+ byteCount += sprintf(txtData + byteCount, "# Automation events exporter v1.0 - raylib automation events list\n");
+ byteCount += sprintf(txtData + byteCount, "#\n");
+ byteCount += sprintf(txtData + byteCount, "# c <events_count>\n");
+ byteCount += sprintf(txtData + byteCount, "# e <frame> <event_type> <param0> <param1> <param2> <param3> // <event_type_name>\n");
+ byteCount += sprintf(txtData + byteCount, "#\n");
+ byteCount += sprintf(txtData + byteCount, "# more info and bugs-report: github.com/raysan5/raylib\n");
+ byteCount += sprintf(txtData + byteCount, "# feedback and support: ray[at]raylib.com\n");
+ byteCount += sprintf(txtData + byteCount, "#\n");
+ byteCount += sprintf(txtData + byteCount, "# Copyright (c) 2023-2024 Ramon Santamaria (@raysan5)\n");
+ byteCount += sprintf(txtData + byteCount, "#\n\n");
+
+ // Add events data
+ byteCount += sprintf(txtData + byteCount, "c %i\n", list.count);
+ for (unsigned int i = 0; i < list.count; i++)
+ {
+ byteCount += snprintf(txtData + byteCount, 256, "e %i %i %i %i %i %i // Event: %s\n", list.events[i].frame, list.events[i].type,
+ list.events[i].params[0], list.events[i].params[1], list.events[i].params[2], list.events[i].params[3], autoEventTypeName[list.events[i].type]);
+ }
+
+ // NOTE: Text data size exported is determined by '\0' (NULL) character
+ success = SaveFileText(fileName, txtData);
+
+ RL_FREE(txtData);
+#endif
+
+ return success;
+}
+
+// Setup automation event list to record to
+void SetAutomationEventList(AutomationEventList *list)
+{
+#if defined(SUPPORT_AUTOMATION_EVENTS)
+ currentEventList = list;
+#endif
+}
+
+// Set automation event internal base frame to start recording
+void SetAutomationEventBaseFrame(int frame)
+{
+ CORE.Time.frameCounter = frame;
+}
+
+// Start recording automation events (AutomationEventList must be set)
+void StartAutomationEventRecording(void)
+{
+#if defined(SUPPORT_AUTOMATION_EVENTS)
+ automationEventRecording = true;
+#endif
+}
+
+// Stop recording automation events
+void StopAutomationEventRecording(void)
+{
+#if defined(SUPPORT_AUTOMATION_EVENTS)
+ automationEventRecording = false;
+#endif
+}
+
+// Play a recorded automation event
+void PlayAutomationEvent(AutomationEvent event)
+{
+#if defined(SUPPORT_AUTOMATION_EVENTS)
+ // WARNING: When should event be played? After/before/replace PollInputEvents()? -> Up to the user!
+
+ if (!automationEventRecording) // TODO: Allow recording events while playing?
+ {
+ switch (event.type)
+ {
+ // Input event
+ case INPUT_KEY_UP: CORE.Input.Keyboard.currentKeyState[event.params[0]] = false; break; // param[0]: key
+ case INPUT_KEY_DOWN: { // param[0]: key
+ CORE.Input.Keyboard.currentKeyState[event.params[0]] = true;
+
+ if (CORE.Input.Keyboard.previousKeyState[event.params[0]] == false)
+ {
+ if (CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE)
+ {
+ // Add character to the queue
+ CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = event.params[0];
+ CORE.Input.Keyboard.keyPressedQueueCount++;
+ }
+ }
+ } break;
+ case INPUT_MOUSE_BUTTON_UP: CORE.Input.Mouse.currentButtonState[event.params[0]] = false; break; // param[0]: key
+ case INPUT_MOUSE_BUTTON_DOWN: CORE.Input.Mouse.currentButtonState[event.params[0]] = true; break; // param[0]: key
+ case INPUT_MOUSE_POSITION: // param[0]: x, param[1]: y
+ {
+ CORE.Input.Mouse.currentPosition.x = (float)event.params[0];
+ CORE.Input.Mouse.currentPosition.y = (float)event.params[1];
+ } break;
+ case INPUT_MOUSE_WHEEL_MOTION: // param[0]: x delta, param[1]: y delta
+ {
+ CORE.Input.Mouse.currentWheelMove.x = (float)event.params[0];
+ CORE.Input.Mouse.currentWheelMove.y = (float)event.params[1];
+ } break;
+ case INPUT_TOUCH_UP: CORE.Input.Touch.currentTouchState[event.params[0]] = false; break; // param[0]: id
+ case INPUT_TOUCH_DOWN: CORE.Input.Touch.currentTouchState[event.params[0]] = true; break; // param[0]: id
+ case INPUT_TOUCH_POSITION: // param[0]: id, param[1]: x, param[2]: y
+ {
+ CORE.Input.Touch.position[event.params[0]].x = (float)event.params[1];
+ CORE.Input.Touch.position[event.params[0]].y = (float)event.params[2];
+ } break;
+ case INPUT_GAMEPAD_CONNECT: CORE.Input.Gamepad.ready[event.params[0]] = true; break; // param[0]: gamepad
+ case INPUT_GAMEPAD_DISCONNECT: CORE.Input.Gamepad.ready[event.params[0]] = false; break; // param[0]: gamepad
+ case INPUT_GAMEPAD_BUTTON_UP: CORE.Input.Gamepad.currentButtonState[event.params[0]][event.params[1]] = false; break; // param[0]: gamepad, param[1]: button
+ case INPUT_GAMEPAD_BUTTON_DOWN: CORE.Input.Gamepad.currentButtonState[event.params[0]][event.params[1]] = true; break; // param[0]: gamepad, param[1]: button
+ case INPUT_GAMEPAD_AXIS_MOTION: // param[0]: gamepad, param[1]: axis, param[2]: delta
+ {
+ CORE.Input.Gamepad.axisState[event.params[0]][event.params[1]] = ((float)event.params[2]/32768.0f);
+ } break;
+ #if defined(SUPPORT_GESTURES_SYSTEM)
+ case INPUT_GESTURE: GESTURES.current = event.params[0]; break; // param[0]: gesture (enum Gesture) -> rgestures.h: GESTURES.current
+ #endif
+ // Window event
+ case WINDOW_CLOSE: CORE.Window.shouldClose = true; break;
+ case WINDOW_MAXIMIZE: MaximizeWindow(); break;
+ case WINDOW_MINIMIZE: MinimizeWindow(); break;
+ case WINDOW_RESIZE: SetWindowSize(event.params[0], event.params[1]); break;
+
+ // Custom event
+ #if defined(SUPPORT_SCREEN_CAPTURE)
+ case ACTION_TAKE_SCREENSHOT:
+ {
+ TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
+ screenshotCounter++;
+ } break;
+ #endif
+ case ACTION_SETTARGETFPS: SetTargetFPS(event.params[0]); break;
+ default: break;
+ }
+
+ TRACELOG(LOG_INFO, "AUTOMATION PLAY: Frame: %i | Event type: %i | Event parameters: %i, %i, %i", event.frame, event.type, event.params[0], event.params[1], event.params[2]);
+ }
+#endif
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Input Handling: Keyboard
+//----------------------------------------------------------------------------------
+
+// Check if a key has been pressed once
+bool IsKeyPressed(int key)
+{
+
+ bool pressed = false;
+
+ if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
+ {
+ if ((CORE.Input.Keyboard.previousKeyState[key] == 0) && (CORE.Input.Keyboard.currentKeyState[key] == 1)) pressed = true;
+ }
+
+ return pressed;
+}
+
+// Check if a key has been pressed again
+bool IsKeyPressedRepeat(int key)
+{
+ bool repeat = false;
+
+ if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
+ {
+ if (CORE.Input.Keyboard.keyRepeatInFrame[key] == 1) repeat = true;
+ }
+
+ return repeat;
+}
+
+// Check if a key is being pressed (key held down)
+bool IsKeyDown(int key)
+{
+ bool down = false;
+
+ if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
+ {
+ if (CORE.Input.Keyboard.currentKeyState[key] == 1) down = true;
+ }
+
+ return down;
+}
+
+// Check if a key has been released once
+bool IsKeyReleased(int key)
+{
+ bool released = false;
+
+ if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
+ {
+ if ((CORE.Input.Keyboard.previousKeyState[key] == 1) && (CORE.Input.Keyboard.currentKeyState[key] == 0)) released = true;
+ }
+
+ return released;
+}
+
+// Check if a key is NOT being pressed (key not held down)
+bool IsKeyUp(int key)
+{
+ bool up = false;
+
+ if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
+ {
+ if (CORE.Input.Keyboard.currentKeyState[key] == 0) up = true;
+ }
+
+ return up;
+}
+
+// Get the last key pressed
+int GetKeyPressed(void)
+{
+ int value = 0;
+
+ if (CORE.Input.Keyboard.keyPressedQueueCount > 0)
+ {
+ // Get character from the queue head
+ value = CORE.Input.Keyboard.keyPressedQueue[0];
+
+ // Shift elements 1 step toward the head
+ for (int i = 0; i < (CORE.Input.Keyboard.keyPressedQueueCount - 1); i++)
+ CORE.Input.Keyboard.keyPressedQueue[i] = CORE.Input.Keyboard.keyPressedQueue[i + 1];
+
+ // Reset last character in the queue
+ CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount - 1] = 0;
+ CORE.Input.Keyboard.keyPressedQueueCount--;
+ }
+
+ return value;
+}
+
+// Get the last char pressed
+int GetCharPressed(void)
+{
+ int value = 0;
+
+ if (CORE.Input.Keyboard.charPressedQueueCount > 0)
+ {
+ // Get character from the queue head
+ value = CORE.Input.Keyboard.charPressedQueue[0];
+
+ // Shift elements 1 step toward the head
+ for (int i = 0; i < (CORE.Input.Keyboard.charPressedQueueCount - 1); i++)
+ CORE.Input.Keyboard.charPressedQueue[i] = CORE.Input.Keyboard.charPressedQueue[i + 1];
+
+ // Reset last character in the queue
+ CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount - 1] = 0;
+ CORE.Input.Keyboard.charPressedQueueCount--;
+ }
+
+ return value;
+}
+
+// Set a custom key to exit program
+// NOTE: default exitKey is set to ESCAPE
+void SetExitKey(int key)
+{
+ CORE.Input.Keyboard.exitKey = key;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Input Handling: Gamepad
+//----------------------------------------------------------------------------------
+
+// NOTE: Functions with a platform-specific implementation on rcore_<platform>.c
+//int SetGamepadMappings(const char *mappings)
+
+// Check if a gamepad is available
+bool IsGamepadAvailable(int gamepad)
+{
+ bool result = false;
+
+ if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad]) result = true;
+
+ return result;
+}
+
+// Get gamepad internal name id
+const char *GetGamepadName(int gamepad)
+{
+ return CORE.Input.Gamepad.name[gamepad];
+}
+
+// Check if a gamepad button has been pressed once
+bool IsGamepadButtonPressed(int gamepad, int button)
+{
+ bool pressed = false;
+
+ if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
+ (CORE.Input.Gamepad.previousButtonState[gamepad][button] == 0) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) pressed = true;
+
+ return pressed;
+}
+
+// Check if a gamepad button is being pressed
+bool IsGamepadButtonDown(int gamepad, int button)
+{
+ bool down = false;
+
+ if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
+ (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) down = true;
+
+ return down;
+}
+
+// Check if a gamepad button has NOT been pressed once
+bool IsGamepadButtonReleased(int gamepad, int button)
+{
+ bool released = false;
+
+ if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
+ (CORE.Input.Gamepad.previousButtonState[gamepad][button] == 1) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) released = true;
+
+ return released;
+}
+
+// Check if a gamepad button is NOT being pressed
+bool IsGamepadButtonUp(int gamepad, int button)
+{
+ bool up = false;
+
+ if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
+ (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) up = true;
+
+ return up;
+}
+
+// Get the last gamepad button pressed
+int GetGamepadButtonPressed(void)
+{
+ return CORE.Input.Gamepad.lastButtonPressed;
+}
+
+// Get gamepad axis count
+int GetGamepadAxisCount(int gamepad)
+{
+ return CORE.Input.Gamepad.axisCount[gamepad];
+}
+
+// Get axis movement vector for a gamepad
+float GetGamepadAxisMovement(int gamepad, int axis)
+{
+ float value = (axis == GAMEPAD_AXIS_LEFT_TRIGGER || axis == GAMEPAD_AXIS_RIGHT_TRIGGER)? -1.0f : 0.0f;
+
+ if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS)) {
+ float movement = value < 0.0f ? CORE.Input.Gamepad.axisState[gamepad][axis] : fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]);
+
+ if (movement > value) value = CORE.Input.Gamepad.axisState[gamepad][axis];
+ }
+
+ return value;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Input Handling: Mouse
+//----------------------------------------------------------------------------------
+
+// NOTE: Functions with a platform-specific implementation on rcore_<platform>.c
+//void SetMousePosition(int x, int y)
+//void SetMouseCursor(int cursor)
+
+// Check if a mouse button has been pressed once
+bool IsMouseButtonPressed(int button)
+{
+ bool pressed = false;
+
+ if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) pressed = true;
+
+ // Map touches to mouse buttons checking
+ if ((CORE.Input.Touch.currentTouchState[button] == 1) && (CORE.Input.Touch.previousTouchState[button] == 0)) pressed = true;
+
+ return pressed;
+}
+
+// Check if a mouse button is being pressed
+bool IsMouseButtonDown(int button)
+{
+ bool down = false;
+
+ if (CORE.Input.Mouse.currentButtonState[button] == 1) down = true;
+
+ // NOTE: Touches are considered like mouse buttons
+ if (CORE.Input.Touch.currentTouchState[button] == 1) down = true;
+
+ return down;
+}
+
+// Check if a mouse button has been released once
+bool IsMouseButtonReleased(int button)
+{
+ bool released = false;
+
+ if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) released = true;
+
+ // Map touches to mouse buttons checking
+ if ((CORE.Input.Touch.currentTouchState[button] == 0) && (CORE.Input.Touch.previousTouchState[button] == 1)) released = true;
+
+ return released;
+}
+
+// Check if a mouse button is NOT being pressed
+bool IsMouseButtonUp(int button)
+{
+ bool up = false;
+
+ if (CORE.Input.Mouse.currentButtonState[button] == 0) up = true;
+
+ // NOTE: Touches are considered like mouse buttons
+ if (CORE.Input.Touch.currentTouchState[button] == 0) up = true;
+
+ return up;
+}
+
+// Get mouse position X
+int GetMouseX(void)
+{
+ int mouseX = (int)((CORE.Input.Mouse.currentPosition.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x);
+ return mouseX;
+}
+
+// Get mouse position Y
+int GetMouseY(void)
+{
+ int mouseY = (int)((CORE.Input.Mouse.currentPosition.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y);
+ return mouseY;
+}
+
+// Get mouse position XY
+Vector2 GetMousePosition(void)
+{
+ Vector2 position = { 0 };
+
+ position.x = (CORE.Input.Mouse.currentPosition.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x;
+ position.y = (CORE.Input.Mouse.currentPosition.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y;
+
+ return position;
+}
+
+// Get mouse delta between frames
+Vector2 GetMouseDelta(void)
+{
+ Vector2 delta = { 0 };
+
+ delta.x = CORE.Input.Mouse.currentPosition.x - CORE.Input.Mouse.previousPosition.x;
+ delta.y = CORE.Input.Mouse.currentPosition.y - CORE.Input.Mouse.previousPosition.y;
+
+ return delta;
+}
+
+// Set mouse offset
+// NOTE: Useful when rendering to different size targets
+void SetMouseOffset(int offsetX, int offsetY)
+{
+ CORE.Input.Mouse.offset = (Vector2){ (float)offsetX, (float)offsetY };
+}
+
+// Set mouse scaling
+// NOTE: Useful when rendering to different size targets
+void SetMouseScale(float scaleX, float scaleY)
+{
+ CORE.Input.Mouse.scale = (Vector2){ scaleX, scaleY };
+}
+
+// Get mouse wheel movement Y
+float GetMouseWheelMove(void)
+{
+ float result = 0.0f;
+
+ if (fabsf(CORE.Input.Mouse.currentWheelMove.x) > fabsf(CORE.Input.Mouse.currentWheelMove.y)) result = (float)CORE.Input.Mouse.currentWheelMove.x;
+ else result = (float)CORE.Input.Mouse.currentWheelMove.y;
+
+ return result;
+}
+
+// Get mouse wheel movement X/Y as a vector
+Vector2 GetMouseWheelMoveV(void)
+{
+ Vector2 result = { 0 };
+
+ result = CORE.Input.Mouse.currentWheelMove;
+
+ return result;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Input Handling: Touch
+//----------------------------------------------------------------------------------
+
+// Get touch position X for touch point 0 (relative to screen size)
+int GetTouchX(void)
+{
+ int touchX = (int)CORE.Input.Touch.position[0].x;
+ return touchX;
+}
+
+// Get touch position Y for touch point 0 (relative to screen size)
+int GetTouchY(void)
+{
+ int touchY = (int)CORE.Input.Touch.position[0].y;
+ return touchY;
+}
+
+// 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;
+}
+
+// Get touch point identifier for given index
+int GetTouchPointId(int index)
+{
+ int id = -1;
+
+ if (index < MAX_TOUCH_POINTS) id = CORE.Input.Touch.pointId[index];
+
+ return id;
+}
+
+// Get number of touch points
+int GetTouchPointCount(void)
+{
+ return CORE.Input.Touch.pointCount;
+}
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Definition
+//----------------------------------------------------------------------------------
+
+// NOTE: Functions with a platform-specific implementation on rcore_<platform>.c
+//int InitPlatform(void)
+//void ClosePlatform(void)
+
+// Initialize hi-resolution timer
+void InitTimer(void)
+{
+ // Setting a higher resolution can improve the accuracy of time-out intervals in wait functions
+ // However, it can also reduce overall system performance, because the thread scheduler switches tasks more often
+ // High resolutions can also prevent the CPU power management system from entering power-saving modes
+ // Setting a higher resolution does not improve the accuracy of the high-resolution performance counter
+#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_DESKTOP_SDL)
+ timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms)
+#endif
+
+#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__EMSCRIPTEN__)
+ struct timespec now = { 0 };
+
+ if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) // Success
+ {
+ CORE.Time.base = (unsigned long long int)now.tv_sec*1000000000LLU + (unsigned long long int)now.tv_nsec;
+ }
+ else TRACELOG(LOG_WARNING, "TIMER: Hi-resolution timer not available");
+#endif
+
+ CORE.Time.previous = GetTime(); // Get time as double
+}
+
+// Set viewport for a provided width and height
+void SetupViewport(int width, int height)
+{
+ CORE.Window.render.width = width;
+ CORE.Window.render.height = height;
+
+ // Set viewport width and height
+ // NOTE: We consider render size (scaled) and offset in case black bars are required and
+ // render area does not match full display area (this situation is only applicable on fullscreen mode)
+#if defined(__APPLE__)
+ Vector2 scale = GetWindowScaleDPI();
+ rlViewport(CORE.Window.renderOffset.x/2*scale.x, CORE.Window.renderOffset.y/2*scale.y, (CORE.Window.render.width)*scale.x, (CORE.Window.render.height)*scale.y);
+#else
+ rlViewport(CORE.Window.renderOffset.x/2, CORE.Window.renderOffset.y/2, CORE.Window.render.width, CORE.Window.render.height);
+#endif
+
+ rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
+ rlLoadIdentity(); // Reset current matrix (projection)
+
+ // Set orthographic projection to current framebuffer size
+ // NOTE: Configured top-left corner as (0, 0)
+ rlOrtho(0, CORE.Window.render.width, CORE.Window.render.height, 0, 0.0f, 1.0f);
+
+ rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
+ rlLoadIdentity(); // Reset current matrix (modelview)
+}
+
+// Compute framebuffer size relative to screen size and display size
+// NOTE: Global variables CORE.Window.render.width/CORE.Window.render.height and CORE.Window.renderOffset.x/CORE.Window.renderOffset.y can be modified
+void SetupFramebuffer(int width, int height)
+{
+ // Calculate CORE.Window.render.width and CORE.Window.render.height, we have the display size (input params) and the desired screen size (global var)
+ if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height))
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Downscaling required: Screen size (%ix%i) is bigger than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height);
+
+ // Downscaling to fit display with border-bars
+ float widthRatio = (float)CORE.Window.display.width/(float)CORE.Window.screen.width;
+ float heightRatio = (float)CORE.Window.display.height/(float)CORE.Window.screen.height;
+
+ if (widthRatio <= heightRatio)
+ {
+ CORE.Window.render.width = CORE.Window.display.width;
+ CORE.Window.render.height = (int)round((float)CORE.Window.screen.height*widthRatio);
+ CORE.Window.renderOffset.x = 0;
+ CORE.Window.renderOffset.y = (CORE.Window.display.height - CORE.Window.render.height);
+ }
+ else
+ {
+ CORE.Window.render.width = (int)round((float)CORE.Window.screen.width*heightRatio);
+ CORE.Window.render.height = CORE.Window.display.height;
+ CORE.Window.renderOffset.x = (CORE.Window.display.width - CORE.Window.render.width);
+ CORE.Window.renderOffset.y = 0;
+ }
+
+ // Screen scaling required
+ float scaleRatio = (float)CORE.Window.render.width/(float)CORE.Window.screen.width;
+ CORE.Window.screenScale = MatrixScale(scaleRatio, scaleRatio, 1.0f);
+
+ // NOTE: We render to full display resolution!
+ // We just need to calculate above parameters for downscale matrix and offsets
+ CORE.Window.render.width = CORE.Window.display.width;
+ CORE.Window.render.height = CORE.Window.display.height;
+
+ TRACELOG(LOG_WARNING, "DISPLAY: Downscale matrix generated, content will be rendered at (%ix%i)", CORE.Window.render.width, CORE.Window.render.height);
+ }
+ else if ((CORE.Window.screen.width < CORE.Window.display.width) || (CORE.Window.screen.height < CORE.Window.display.height))
+ {
+ // Required screen size is smaller than display size
+ TRACELOG(LOG_INFO, "DISPLAY: Upscaling required: Screen size (%ix%i) smaller than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height);
+
+ if ((CORE.Window.screen.width == 0) || (CORE.Window.screen.height == 0))
+ {
+ CORE.Window.screen.width = CORE.Window.display.width;
+ CORE.Window.screen.height = CORE.Window.display.height;
+ }
+
+ // Upscaling to fit display with border-bars
+ float displayRatio = (float)CORE.Window.display.width/(float)CORE.Window.display.height;
+ float screenRatio = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
+
+ if (displayRatio <= screenRatio)
+ {
+ CORE.Window.render.width = CORE.Window.screen.width;
+ CORE.Window.render.height = (int)round((float)CORE.Window.screen.width/displayRatio);
+ CORE.Window.renderOffset.x = 0;
+ CORE.Window.renderOffset.y = (CORE.Window.render.height - CORE.Window.screen.height);
+ }
+ else
+ {
+ CORE.Window.render.width = (int)round((float)CORE.Window.screen.height*displayRatio);
+ CORE.Window.render.height = CORE.Window.screen.height;
+ CORE.Window.renderOffset.x = (CORE.Window.render.width - CORE.Window.screen.width);
+ CORE.Window.renderOffset.y = 0;
+ }
+ }
+ else
+ {
+ CORE.Window.render.width = CORE.Window.screen.width;
+ CORE.Window.render.height = CORE.Window.screen.height;
+ CORE.Window.renderOffset.x = 0;
+ CORE.Window.renderOffset.y = 0;
+ }
+}
+
+// Scan all files and directories in a base path
+// WARNING: files.paths[] must be previously allocated and
+// contain enough space to store all required paths
+static void ScanDirectoryFiles(const char *basePath, FilePathList *files, const char *filter)
+{
+ static char path[MAX_FILEPATH_LENGTH] = { 0 };
+ memset(path, 0, MAX_FILEPATH_LENGTH);
+
+ struct dirent *dp = NULL;
+ DIR *dir = opendir(basePath);
+
+ if (dir != NULL)
+ {
+ while ((dp = readdir(dir)) != NULL)
+ {
+ if ((strcmp(dp->d_name, ".") != 0) &&
+ (strcmp(dp->d_name, "..") != 0))
+ {
+ #if defined(_WIN32)
+ sprintf(path, "%s\\%s", basePath, dp->d_name);
+ #else
+ sprintf(path, "%s/%s", basePath, dp->d_name);
+ #endif
+
+ if (filter != NULL)
+ {
+ if (IsPathFile(path))
+ {
+ if (IsFileExtension(path, filter))
+ {
+ strcpy(files->paths[files->count], path);
+ files->count++;
+ }
+ }
+ else
+ {
+ if (TextFindIndex(filter, DIRECTORY_FILTER_TAG) >= 0)
+ {
+ strcpy(files->paths[files->count], path);
+ files->count++;
+ }
+ }
+ }
+ else
+ {
+ strcpy(files->paths[files->count], path);
+ files->count++;
+ }
+ }
+ }
+
+ closedir(dir);
+ }
+ else TRACELOG(LOG_WARNING, "FILEIO: Directory cannot be opened (%s)", basePath);
+}
+
+// Scan all files and directories recursively from a base path
+static void ScanDirectoryFilesRecursively(const char *basePath, FilePathList *files, const char *filter)
+{
+ char path[MAX_FILEPATH_LENGTH] = { 0 };
+ memset(path, 0, MAX_FILEPATH_LENGTH);
+
+ struct dirent *dp = NULL;
+ DIR *dir = opendir(basePath);
+
+ if (dir != NULL)
+ {
+ while (((dp = readdir(dir)) != NULL) && (files->count < files->capacity))
+ {
+ if ((strcmp(dp->d_name, ".") != 0) && (strcmp(dp->d_name, "..") != 0))
+ {
+ // Construct new path from our base path
+ #if defined(_WIN32)
+ sprintf(path, "%s\\%s", basePath, dp->d_name);
+ #else
+ sprintf(path, "%s/%s", basePath, dp->d_name);
+ #endif
+
+ if (IsPathFile(path))
+ {
+ if (filter != NULL)
+ {
+ if (IsFileExtension(path, filter))
+ {
+ strcpy(files->paths[files->count], path);
+ files->count++;
+ }
+ }
+ else
+ {
+ strcpy(files->paths[files->count], path);
+ files->count++;
+ }
+
+ if (files->count >= files->capacity)
+ {
+ TRACELOG(LOG_WARNING, "FILEIO: Maximum filepath scan capacity reached (%i files)", files->capacity);
+ break;
+ }
+ }
+ else
+ {
+ if ((filter != NULL) && (TextFindIndex(filter, DIRECTORY_FILTER_TAG) >= 0))
+ {
+ strcpy(files->paths[files->count], path);
+ files->count++;
+ }
+
+ if (files->count >= files->capacity)
+ {
+ TRACELOG(LOG_WARNING, "FILEIO: Maximum filepath scan capacity reached (%i files)", files->capacity);
+ break;
+ }
+
+ ScanDirectoryFilesRecursively(path, files, filter);
+ }
+ }
+ }
+
+ closedir(dir);
+ }
+ else TRACELOG(LOG_WARNING, "FILEIO: Directory cannot be opened (%s)", basePath);
+}
+
+#if defined(SUPPORT_AUTOMATION_EVENTS)
+// Automation event recording
+// NOTE: Recording is by default done at EndDrawing(), before PollInputEvents()
+static void RecordAutomationEvent(void)
+{
+ // Checking events in current frame and save them into currentEventList
+ // TODO: How important is the current frame? Could it be modified?
+
+ if (currentEventList->count == currentEventList->capacity) return; // Security check
+
+ // Keyboard input events recording
+ //-------------------------------------------------------------------------------------
+ for (int key = 0; key < MAX_KEYBOARD_KEYS; key++)
+ {
+ // Event type: INPUT_KEY_UP (only saved once)
+ if (CORE.Input.Keyboard.previousKeyState[key] && !CORE.Input.Keyboard.currentKeyState[key])
+ {
+ currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
+ currentEventList->events[currentEventList->count].type = INPUT_KEY_UP;
+ currentEventList->events[currentEventList->count].params[0] = key;
+ currentEventList->events[currentEventList->count].params[1] = 0;
+ currentEventList->events[currentEventList->count].params[2] = 0;
+
+ TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_KEY_UP | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]);
+ currentEventList->count++;
+ }
+
+ if (currentEventList->count == currentEventList->capacity) return; // Security check
+
+ // Event type: INPUT_KEY_DOWN
+ if (CORE.Input.Keyboard.currentKeyState[key])
+ {
+ currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
+ currentEventList->events[currentEventList->count].type = INPUT_KEY_DOWN;
+ currentEventList->events[currentEventList->count].params[0] = key;
+ currentEventList->events[currentEventList->count].params[1] = 0;
+ currentEventList->events[currentEventList->count].params[2] = 0;
+
+ TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_KEY_DOWN | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]);
+ currentEventList->count++;
+ }
+
+ if (currentEventList->count == currentEventList->capacity) return; // Security check
+ }
+ //-------------------------------------------------------------------------------------
+
+ // Mouse input currentEventList->events recording
+ //-------------------------------------------------------------------------------------
+ for (int button = 0; button < MAX_MOUSE_BUTTONS; button++)
+ {
+ // Event type: INPUT_MOUSE_BUTTON_UP
+ if (CORE.Input.Mouse.previousButtonState[button] && !CORE.Input.Mouse.currentButtonState[button])
+ {
+ currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
+ currentEventList->events[currentEventList->count].type = INPUT_MOUSE_BUTTON_UP;
+ currentEventList->events[currentEventList->count].params[0] = button;
+ currentEventList->events[currentEventList->count].params[1] = 0;
+ currentEventList->events[currentEventList->count].params[2] = 0;
+
+ TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_MOUSE_BUTTON_UP | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]);
+ currentEventList->count++;
+ }
+
+ if (currentEventList->count == currentEventList->capacity) return; // Security check
+
+ // Event type: INPUT_MOUSE_BUTTON_DOWN
+ if (CORE.Input.Mouse.currentButtonState[button])
+ {
+ currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
+ currentEventList->events[currentEventList->count].type = INPUT_MOUSE_BUTTON_DOWN;
+ currentEventList->events[currentEventList->count].params[0] = button;
+ currentEventList->events[currentEventList->count].params[1] = 0;
+ currentEventList->events[currentEventList->count].params[2] = 0;
+
+ TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_MOUSE_BUTTON_DOWN | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]);
+ currentEventList->count++;
+ }
+
+ if (currentEventList->count == currentEventList->capacity) return; // Security check
+ }
+
+ // Event type: INPUT_MOUSE_POSITION (only saved if changed)
+ if (((int)CORE.Input.Mouse.currentPosition.x != (int)CORE.Input.Mouse.previousPosition.x) ||
+ ((int)CORE.Input.Mouse.currentPosition.y != (int)CORE.Input.Mouse.previousPosition.y))
+ {
+ currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
+ currentEventList->events[currentEventList->count].type = INPUT_MOUSE_POSITION;
+ currentEventList->events[currentEventList->count].params[0] = (int)CORE.Input.Mouse.currentPosition.x;
+ currentEventList->events[currentEventList->count].params[1] = (int)CORE.Input.Mouse.currentPosition.y;
+ currentEventList->events[currentEventList->count].params[2] = 0;
+
+ TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_MOUSE_POSITION | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]);
+ currentEventList->count++;
+
+ if (currentEventList->count == currentEventList->capacity) return; // Security check
+ }
+
+ // Event type: INPUT_MOUSE_WHEEL_MOTION
+ if (((int)CORE.Input.Mouse.currentWheelMove.x != (int)CORE.Input.Mouse.previousWheelMove.x) ||
+ ((int)CORE.Input.Mouse.currentWheelMove.y != (int)CORE.Input.Mouse.previousWheelMove.y))
+ {
+ currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
+ currentEventList->events[currentEventList->count].type = INPUT_MOUSE_WHEEL_MOTION;
+ currentEventList->events[currentEventList->count].params[0] = (int)CORE.Input.Mouse.currentWheelMove.x;
+ currentEventList->events[currentEventList->count].params[1] = (int)CORE.Input.Mouse.currentWheelMove.y;
+ currentEventList->events[currentEventList->count].params[2] = 0;
+
+ TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_MOUSE_WHEEL_MOTION | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]);
+ currentEventList->count++;
+
+ if (currentEventList->count == currentEventList->capacity) return; // Security check
+ }
+ //-------------------------------------------------------------------------------------
+
+ // Touch input currentEventList->events recording
+ //-------------------------------------------------------------------------------------
+ for (int id = 0; id < MAX_TOUCH_POINTS; id++)
+ {
+ // Event type: INPUT_TOUCH_UP
+ if (CORE.Input.Touch.previousTouchState[id] && !CORE.Input.Touch.currentTouchState[id])
+ {
+ currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
+ currentEventList->events[currentEventList->count].type = INPUT_TOUCH_UP;
+ currentEventList->events[currentEventList->count].params[0] = id;
+ currentEventList->events[currentEventList->count].params[1] = 0;
+ currentEventList->events[currentEventList->count].params[2] = 0;
+
+ TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_TOUCH_UP | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]);
+ currentEventList->count++;
+ }
+
+ if (currentEventList->count == currentEventList->capacity) return; // Security check
+
+ // Event type: INPUT_TOUCH_DOWN
+ if (CORE.Input.Touch.currentTouchState[id])
+ {
+ currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
+ currentEventList->events[currentEventList->count].type = INPUT_TOUCH_DOWN;
+ currentEventList->events[currentEventList->count].params[0] = id;
+ currentEventList->events[currentEventList->count].params[1] = 0;
+ currentEventList->events[currentEventList->count].params[2] = 0;
+
+ TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_TOUCH_DOWN | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]);
+ currentEventList->count++;
+ }
+
+ if (currentEventList->count == currentEventList->capacity) return; // Security check
+
+ // Event type: INPUT_TOUCH_POSITION
+ // TODO: It requires the id!
+ /*
+ if (((int)CORE.Input.Touch.currentPosition[id].x != (int)CORE.Input.Touch.previousPosition[id].x) ||
+ ((int)CORE.Input.Touch.currentPosition[id].y != (int)CORE.Input.Touch.previousPosition[id].y))
+ {
+ currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
+ currentEventList->events[currentEventList->count].type = INPUT_TOUCH_POSITION;
+ currentEventList->events[currentEventList->count].params[0] = id;
+ currentEventList->events[currentEventList->count].params[1] = (int)CORE.Input.Touch.currentPosition[id].x;
+ currentEventList->events[currentEventList->count].params[2] = (int)CORE.Input.Touch.currentPosition[id].y;
+
+ TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_TOUCH_POSITION | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]);
+ currentEventList->count++;
+ }
+ */
+
+ if (currentEventList->count == currentEventList->capacity) return; // Security check
+ }
+ //-------------------------------------------------------------------------------------
+
+ // Gamepad input currentEventList->events recording
+ //-------------------------------------------------------------------------------------
+ for (int gamepad = 0; gamepad < MAX_GAMEPADS; gamepad++)
+ {
+ // Event type: INPUT_GAMEPAD_CONNECT
+ /*
+ if ((CORE.Input.Gamepad.currentState[gamepad] != CORE.Input.Gamepad.previousState[gamepad]) &&
+ (CORE.Input.Gamepad.currentState[gamepad])) // Check if changed to ready
+ {
+ // TODO: Save gamepad connect event
+ }
+ */
+
+ // Event type: INPUT_GAMEPAD_DISCONNECT
+ /*
+ if ((CORE.Input.Gamepad.currentState[gamepad] != CORE.Input.Gamepad.previousState[gamepad]) &&
+ (!CORE.Input.Gamepad.currentState[gamepad])) // Check if changed to not-ready
+ {
+ // TODO: Save gamepad disconnect event
+ }
+ */
+
+ for (int button = 0; button < MAX_GAMEPAD_BUTTONS; button++)
+ {
+ // Event type: INPUT_GAMEPAD_BUTTON_UP
+ if (CORE.Input.Gamepad.previousButtonState[gamepad][button] && !CORE.Input.Gamepad.currentButtonState[gamepad][button])
+ {
+ currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
+ currentEventList->events[currentEventList->count].type = INPUT_GAMEPAD_BUTTON_UP;
+ currentEventList->events[currentEventList->count].params[0] = gamepad;
+ currentEventList->events[currentEventList->count].params[1] = button;
+ currentEventList->events[currentEventList->count].params[2] = 0;
+
+ TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_GAMEPAD_BUTTON_UP | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]);
+ currentEventList->count++;
+ }
+
+ if (currentEventList->count == currentEventList->capacity) return; // Security check
+
+ // Event type: INPUT_GAMEPAD_BUTTON_DOWN
+ if (CORE.Input.Gamepad.currentButtonState[gamepad][button])
+ {
+ currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
+ currentEventList->events[currentEventList->count].type = INPUT_GAMEPAD_BUTTON_DOWN;
+ currentEventList->events[currentEventList->count].params[0] = gamepad;
+ currentEventList->events[currentEventList->count].params[1] = button;
+ currentEventList->events[currentEventList->count].params[2] = 0;
+
+ TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_GAMEPAD_BUTTON_DOWN | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]);
+ currentEventList->count++;
+ }
+
+ if (currentEventList->count == currentEventList->capacity) return; // Security check
+ }
+
+ for (int axis = 0; axis < MAX_GAMEPAD_AXIS; axis++)
+ {
+ // Event type: INPUT_GAMEPAD_AXIS_MOTION
+ float defaultMovement = (axis == GAMEPAD_AXIS_LEFT_TRIGGER || axis == GAMEPAD_AXIS_RIGHT_TRIGGER)? -1.0f : 0.0f;
+ if (GetGamepadAxisMovement(gamepad, axis) != defaultMovement)
+ {
+ currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
+ currentEventList->events[currentEventList->count].type = INPUT_GAMEPAD_AXIS_MOTION;
+ currentEventList->events[currentEventList->count].params[0] = gamepad;
+ currentEventList->events[currentEventList->count].params[1] = axis;
+ currentEventList->events[currentEventList->count].params[2] = (int)(CORE.Input.Gamepad.axisState[gamepad][axis]*32768.0f);
+
+ TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_GAMEPAD_AXIS_MOTION | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]);
+ currentEventList->count++;
+ }
+
+ if (currentEventList->count == currentEventList->capacity) return; // Security check
+ }
+ }
+ //-------------------------------------------------------------------------------------
+
+#if defined(SUPPORT_GESTURES_SYSTEM)
+ // Gestures input currentEventList->events recording
+ //-------------------------------------------------------------------------------------
+ if (GESTURES.current != GESTURE_NONE)
+ {
+ // Event type: INPUT_GESTURE
+ currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
+ currentEventList->events[currentEventList->count].type = INPUT_GESTURE;
+ currentEventList->events[currentEventList->count].params[0] = GESTURES.current;
+ currentEventList->events[currentEventList->count].params[1] = 0;
+ currentEventList->events[currentEventList->count].params[2] = 0;
+
+ TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_GESTURE | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]);
+ currentEventList->count++;
+
+ if (currentEventList->count == currentEventList->capacity) return; // Security check
+ }
+ //-------------------------------------------------------------------------------------
+#endif
+}
+#endif
+
+#if !defined(SUPPORT_MODULE_RTEXT)
+// Formatting of text with variables to 'embed'
+// WARNING: String returned will expire after this function is called MAX_TEXTFORMAT_BUFFERS times
+const char *TextFormat(const char *text, ...)
+{
+#ifndef MAX_TEXTFORMAT_BUFFERS
+ #define MAX_TEXTFORMAT_BUFFERS 4 // Maximum number of static buffers for text formatting
+#endif
+#ifndef MAX_TEXT_BUFFER_LENGTH
+ #define MAX_TEXT_BUFFER_LENGTH 1024 // Maximum size of static text buffer
+#endif
+
+ // We create an array of buffers so strings don't expire until MAX_TEXTFORMAT_BUFFERS invocations
+ static char buffers[MAX_TEXTFORMAT_BUFFERS][MAX_TEXT_BUFFER_LENGTH] = { 0 };
+ static int index = 0;
+
+ char *currentBuffer = buffers[index];
+ memset(currentBuffer, 0, MAX_TEXT_BUFFER_LENGTH); // Clear buffer before using
+
+ va_list args;
+ va_start(args, text);
+ int requiredByteCount = vsnprintf(currentBuffer, MAX_TEXT_BUFFER_LENGTH, text, args);
+ va_end(args);
+
+ // If requiredByteCount is larger than the MAX_TEXT_BUFFER_LENGTH, then overflow occured
+ if (requiredByteCount >= MAX_TEXT_BUFFER_LENGTH)
+ {
+ // Inserting "..." at the end of the string to mark as truncated
+ char *truncBuffer = buffers[index] + MAX_TEXT_BUFFER_LENGTH - 4; // Adding 4 bytes = "...\0"
+ sprintf(truncBuffer, "...");
+ }
+
+ index += 1; // Move to next buffer for next function call
+ if (index >= MAX_TEXTFORMAT_BUFFERS) index = 0;
+
+ return currentBuffer;
+}
+
+#endif // !SUPPORT_MODULE_RTEXT