add rcore_dreamcast with input pad from MikeDX
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658
src/platforms/rcore_dreamcast.c
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658
src/platforms/rcore_dreamcast.c
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/**********************************************************************************************
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*
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* rcore_dreamcast - Functions to manage window, graphics device and inputs
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*
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* PLATFORM: DREAMCAST
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* - Sega Dreamcast
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*
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* LIMITATIONS:
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* - Limitation 01
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* - Limitation 02
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*
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* POSSIBLE IMPROVEMENTS:
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* - Improvement 01
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* - Improvement 02
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*
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* ADDITIONAL NOTES:
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* - Port done by Antonio Jose Ramos Marquez aka bigboss @psxdev
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*
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* CONFIGURATION:
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* #define RCORE_PLATFORM_CUSTOM_FLAG
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* Custom flag for rcore on target platform -not used-
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*
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* DEPENDENCIES:
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* Dreamcast SDK KOS KOS-PORTS - Provides C API to access Dreamcast homebrew functionality
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*
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) and contributors
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#include <kos.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <GL/glkos.h>
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef struct {
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// TODO: Define the platform specific variables required
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int version;
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// Display data
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//EGLDisplay device; // Native display device (physical screen connection)
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//EGLSurface surface; // Surface to draw on, framebuffers (connected to context)
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//EGLContext context; // Graphic context, mode in which drawing can be done
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//EGLConfig config; // Graphic config
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} PlatformData;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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extern CoreData CORE; // Global CORE state context
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static PlatformData platform = { 0 }; // Platform specific data
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//----------------------------------------------------------------------------------
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// Module Internal Functions Declaration
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//----------------------------------------------------------------------------------
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int InitPlatform(void); // Initialize platform (graphics, inputs and more)
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bool InitGraphicsDevice(void); // Initialize graphics device
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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// NOTE: Functions declaration is provided by raylib.h
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//----------------------------------------------------------------------------------
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// Module Functions Definition: Window and Graphics Device
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//----------------------------------------------------------------------------------
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// Check if application should close
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bool WindowShouldClose(void)
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{
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if (CORE.Window.ready) return CORE.Window.shouldClose;
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else return true;
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}
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// Toggle fullscreen mode
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void ToggleFullscreen(void)
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{
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TRACELOG(LOG_WARNING, "ToggleFullscreen() not available on target platform");
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}
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// Toggle borderless windowed mode
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void ToggleBorderlessWindowed(void)
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{
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TRACELOG(LOG_WARNING, "ToggleBorderlessWindowed() not available on target platform");
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}
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// Set window state: maximized, if resizable
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void MaximizeWindow(void)
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{
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TRACELOG(LOG_WARNING, "MaximizeWindow() not available on target platform");
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}
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// Set window state: minimized
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void MinimizeWindow(void)
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{
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TRACELOG(LOG_WARNING, "MinimizeWindow() not available on target platform");
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}
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// Set window state: not minimized/maximized
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void RestoreWindow(void)
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{
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TRACELOG(LOG_WARNING, "RestoreWindow() not available on target platform");
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}
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// Set window configuration state using flags
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void SetWindowState(unsigned int flags)
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{
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TRACELOG(LOG_WARNING, "SetWindowState() not available on target platform");
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}
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// Clear window configuration state flags
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void ClearWindowState(unsigned int flags)
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{
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TRACELOG(LOG_WARNING, "ClearWindowState() not available on target platform");
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}
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// Set icon for window
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void SetWindowIcon(Image image)
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{
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TRACELOG(LOG_WARNING, "SetWindowIcon() not available on target platform");
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}
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// Set icon for window
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void SetWindowIcons(Image *images, int count)
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{
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TRACELOG(LOG_WARNING, "SetWindowIcons() not available on target platform");
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}
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// Set title for window
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void SetWindowTitle(const char *title)
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{
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CORE.Window.title = title;
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}
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// Set window position on screen (windowed mode)
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void SetWindowPosition(int x, int y)
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{
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TRACELOG(LOG_WARNING, "SetWindowPosition() not available on target platform");
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}
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// Set monitor for the current window
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void SetWindowMonitor(int monitor)
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{
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TRACELOG(LOG_WARNING, "SetWindowMonitor() not available on target platform");
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}
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// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
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void SetWindowMinSize(int width, int height)
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{
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CORE.Window.screenMin.width = width;
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CORE.Window.screenMin.height = height;
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}
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// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
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void SetWindowMaxSize(int width, int height)
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{
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CORE.Window.screenMax.width = width;
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CORE.Window.screenMax.height = height;
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}
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// Set window dimensions
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void SetWindowSize(int width, int height)
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{
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TRACELOG(LOG_WARNING, "SetWindowSize() not available on target platform");
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}
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// Set window opacity, value opacity is between 0.0 and 1.0
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void SetWindowOpacity(float opacity)
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{
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TRACELOG(LOG_WARNING, "SetWindowOpacity() not available on target platform");
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}
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// Set window focused
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void SetWindowFocused(void)
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{
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TRACELOG(LOG_WARNING, "SetWindowFocused() not available on target platform");
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}
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// Get native window handle
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void *GetWindowHandle(void)
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{
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TRACELOG(LOG_WARNING, "GetWindowHandle() not implemented on target platform");
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return NULL;
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}
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// Get number of monitors
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int GetMonitorCount(void)
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{
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TRACELOG(LOG_WARNING, "GetMonitorCount() not implemented on target platform");
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return 1;
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}
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// Get number of monitors
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int GetCurrentMonitor(void)
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{
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TRACELOG(LOG_WARNING, "GetCurrentMonitor() not implemented on target platform");
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return 0;
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}
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// Get selected monitor position
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Vector2 GetMonitorPosition(int monitor)
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{
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TRACELOG(LOG_WARNING, "GetMonitorPosition() not implemented on target platform");
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return (Vector2){ 0, 0 };
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}
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// Get selected monitor width (currently used by monitor)
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int GetMonitorWidth(int monitor)
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{
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TRACELOG(LOG_WARNING, "GetMonitorWidth() not implemented on target platform");
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return 0;
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}
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// Get selected monitor height (currently used by monitor)
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int GetMonitorHeight(int monitor)
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{
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TRACELOG(LOG_WARNING, "GetMonitorHeight() not implemented on target platform");
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return 0;
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}
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// Get selected monitor physical width in millimetres
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int GetMonitorPhysicalWidth(int monitor)
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{
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TRACELOG(LOG_WARNING, "GetMonitorPhysicalWidth() not implemented on target platform");
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return 0;
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}
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// Get selected monitor physical height in millimetres
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int GetMonitorPhysicalHeight(int monitor)
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{
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TRACELOG(LOG_WARNING, "GetMonitorPhysicalHeight() not implemented on target platform");
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return 0;
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}
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// Get selected monitor refresh rate
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int GetMonitorRefreshRate(int monitor)
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{
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TRACELOG(LOG_WARNING, "GetMonitorRefreshRate() not implemented on target platform");
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return 0;
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}
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// Get the human-readable, UTF-8 encoded name of the selected monitor
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const char *GetMonitorName(int monitor)
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{
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TRACELOG(LOG_WARNING, "GetMonitorName() not implemented on target platform");
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return "";
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}
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// Get window position XY on monitor
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Vector2 GetWindowPosition(void)
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{
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TRACELOG(LOG_WARNING, "GetWindowPosition() not implemented on target platform");
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return (Vector2){ 0, 0 };
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}
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// Get window scale DPI factor for current monitor
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Vector2 GetWindowScaleDPI(void)
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{
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TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on target platform");
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return (Vector2){ 1.0f, 1.0f };
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}
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// Set clipboard text content
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void SetClipboardText(const char *text)
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{
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TRACELOG(LOG_WARNING, "SetClipboardText() not implemented on target platform");
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}
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// Get clipboard text content
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// NOTE: returned string is allocated and freed by GLFW
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const char *GetClipboardText(void)
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{
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TRACELOG(LOG_WARNING, "GetClipboardText() not implemented on target platform");
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return NULL;
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}
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// Show mouse cursor
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void ShowCursor(void)
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{
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CORE.Input.Mouse.cursorHidden = false;
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}
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// Hides mouse cursor
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void HideCursor(void)
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{
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CORE.Input.Mouse.cursorHidden = true;
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}
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// Enables cursor (unlock cursor)
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void EnableCursor(void)
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{
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// Set cursor position in the middle
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SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
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CORE.Input.Mouse.cursorHidden = false;
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}
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// Disables cursor (lock cursor)
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void DisableCursor(void)
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{
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// Set cursor position in the middle
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SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
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CORE.Input.Mouse.cursorHidden = true;
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}
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// Swap back buffer with front buffer (screen drawing)
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void SwapScreenBuffer(void)
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{
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glKosSwapBuffers();
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition: Misc
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//----------------------------------------------------------------------------------
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// Get elapsed time measure in seconds since InitTimer()
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double GetTime(void)
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{
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double time = 0.0;
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struct timespec ts = { 0 };
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clock_gettime(CLOCK_MONOTONIC, &ts);
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unsigned long long int nanoSeconds = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec;
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time = (double)(nanoSeconds - CORE.Time.base)*1e-9; // Elapsed time since InitTimer()
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return time;
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}
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// Open URL with default system browser (if available)
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// NOTE: This function is only safe to use if you control the URL given.
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// A user could craft a malicious string performing another action.
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// Only call this function yourself not with user input or make sure to check the string yourself.
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// Ref: https://github.com/raysan5/raylib/issues/686
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void OpenURL(const char *url)
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{
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// Security check to (partially) avoid malicious code on target platform
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if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
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else
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{
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// TODO:
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}
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition: Inputs
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//----------------------------------------------------------------------------------
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// Set internal gamepad mappings
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int SetGamepadMappings(const char *mappings)
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{
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TRACELOG(LOG_WARNING, "SetGamepadMappings() not implemented on target platform");
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return 0;
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}
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// Set mouse position XY
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void SetMousePosition(int x, int y)
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{
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CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
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CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
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}
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// Set mouse cursor
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void SetMouseCursor(int cursor)
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{
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TRACELOG(LOG_WARNING, "SetMouseCursor() not implemented on target platform");
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}
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// Register all input events
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void PollInputEvents(void)
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{
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#if defined(SUPPORT_GESTURES_SYSTEM)
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// NOTE: Gestures update must be called every frame to reset gestures correctly
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// because ProcessGestureEvent() is just called on an event, not every frame
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UpdateGestures();
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#endif
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// Reset keys/chars pressed registered
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CORE.Input.Keyboard.keyPressedQueueCount = 0;
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CORE.Input.Keyboard.charPressedQueueCount = 0;
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// Reset key repeats
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for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
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// Reset last gamepad button/axis registered state
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CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
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//CORE.Input.Gamepad.axisCount = 0;
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// Register previous touch states
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for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
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// Get number of gamepads connected
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int numGamepads = 0;
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maple_device_t *cont;
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cont_state_t *pad_state;
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// Check if gamepads are ready
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// NOTE: We do it here in case of disconnection
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for (int i = 0; i < MAX_GAMEPADS; i++)
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{
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cont = maple_enum_type(0, MAPLE_FUNC_CONTROLLER);
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if(cont) {
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CORE.Input.Gamepad.ready[i] = true;
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numGamepads ++;
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} else {
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CORE.Input.Gamepad.ready[i] = false;
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}
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}
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for (int i = 0; (i < numGamepads) && (i < MAX_GAMEPADS); i++)
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{
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// Register previous gamepad button states
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for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++)
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CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
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cont = maple_enum_type(i, MAPLE_FUNC_CONTROLLER);
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pad_state = (cont_state_t *)maple_dev_status(cont);
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if (pad_state)
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{
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for (int k = 0; k < 16; k++) { // Dreamcast has 16 face buttons according to
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// maple/controller.h
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int button = -1;
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int dcbutton = -1;
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switch(k) {
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case 0:
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// #define CONT_C (1<<0) /**< \brief C button Mask. */
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dcbutton = CONT_C;
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button = GAMEPAD_BUTTON_UNKNOWN;
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break;
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case 1:
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// #define CONT_B (1<<1) /**< \brief B button Mask. */
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dcbutton = CONT_B;
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button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT;
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break;
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case 2:
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// #define CONT_A (1<<2) /**< \brief A button Mask. */
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dcbutton = CONT_A;
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button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN;
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break;
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case 3:
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// #define CONT_START (1<<3) /**< \brief Start button Mask. */
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dcbutton = CONT_START;
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button = GAMEPAD_BUTTON_MIDDLE_RIGHT;
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break;
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case 4:
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// #define CONT_DPAD_UP (1<<4) /**< \brief Main Dpad Up button Mask. */
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dcbutton = CONT_DPAD_UP;
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button = GAMEPAD_BUTTON_LEFT_FACE_UP;
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break;
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case 5:
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// #define CONT_DPAD_DOWN (1<<5) /**< \brief Main Dpad Down button Mask. */
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dcbutton = CONT_DPAD_DOWN;
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button = GAMEPAD_BUTTON_LEFT_FACE_DOWN;
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break;
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case 6:
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// #define CONT_DPAD_LEFT (1<<6) /**< \brief Main Dpad Left button Mask. */
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dcbutton = CONT_DPAD_LEFT;
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button = GAMEPAD_BUTTON_LEFT_FACE_LEFT;
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break;
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case 7:
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// #define CONT_DPAD_RIGHT (1<<7) /**< \brief Main Dpad right button Mask. */
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dcbutton = CONT_DPAD_RIGHT;
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button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT;
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break;
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case 8:
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// #define CONT_Z (1<<8) /**< \brief Z button Mask. */
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dcbutton = CONT_Z;
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button = GAMEPAD_BUTTON_LEFT_TRIGGER_1;
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break;
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case 9:
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// #define CONT_Y (1<<9) /**< \brief Y button Mask. */
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dcbutton = CONT_Y;
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button = GAMEPAD_BUTTON_RIGHT_FACE_UP;
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break;
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case 10:
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// #define CONT_X (1<<10) /**< \brief X button Mask. */
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dcbutton = CONT_X;
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button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT;
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break;
|
||||
case 11:
|
||||
// #define CONT_D (1<<11) /**< \brief D button Mask. */
|
||||
dcbutton = CONT_D;
|
||||
button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1;
|
||||
break;
|
||||
case 12:
|
||||
// #define CONT_DPAD2_UP (1<<12) /**< \brief Secondary Dpad Up button Mask. */
|
||||
dcbutton = CONT_DPAD2_UP;
|
||||
button = GAMEPAD_BUTTON_UNKNOWN;
|
||||
break;
|
||||
case 13:
|
||||
// #define CONT_DPAD2_DOWN (1<<13) /**< \brief Secondary Dpad Down button Mask. */
|
||||
dcbutton = CONT_DPAD2_UP;
|
||||
button = GAMEPAD_BUTTON_UNKNOWN;
|
||||
break;
|
||||
case 14:
|
||||
// #define CONT_DPAD2_LEFT (1<<14) /**< \brief Secondary Dpad Left button Mask. */
|
||||
dcbutton = CONT_DPAD2_UP;
|
||||
button = GAMEPAD_BUTTON_UNKNOWN;
|
||||
break;
|
||||
case 15:
|
||||
// #define CONT_DPAD2_RIGHT (1<<15) /**< \brief Secondary Dpad Right button Mask. */
|
||||
dcbutton = CONT_DPAD2_UP;
|
||||
button = GAMEPAD_BUTTON_UNKNOWN;
|
||||
break;
|
||||
default:
|
||||
dcbutton = -1;
|
||||
button = GAMEPAD_BUTTON_UNKNOWN;
|
||||
break;
|
||||
}
|
||||
|
||||
if (button != -1) // Check for valid button
|
||||
{
|
||||
if (pad_state->buttons & dcbutton)
|
||||
{
|
||||
CORE.Input.Gamepad.currentButtonState[i][button] = 1;
|
||||
CORE.Input.Gamepad.lastButtonPressed = button;
|
||||
}
|
||||
else CORE.Input.Gamepad.currentButtonState[i][button] = 0;
|
||||
}
|
||||
|
||||
//TRACELOGD("INPUT: Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
|
||||
|
||||
// Register axis data for every connected gamepad
|
||||
CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_X] = (1.0f * pad_state->joyx / 128);
|
||||
CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_Y] = (1.0f * pad_state->joyy / 128);
|
||||
CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] = (1.0f * pad_state->ltrig)/255 ;
|
||||
CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] = (1.0f * pad_state->rtrig)/255;
|
||||
CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_X] = pad_state->joy2x;
|
||||
CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_Y] = pad_state->joy2y;
|
||||
|
||||
CORE.Input.Gamepad.axisCount[i] = 6;
|
||||
}
|
||||
|
||||
// TODO: Add callbacks for connect / disconnected pads
|
||||
|
||||
// Reset touch positions
|
||||
// TODO: It resets on target platform the mouse position and not filled again until a move-event,
|
||||
// so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed!
|
||||
//for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
|
||||
|
||||
// Register previous keys states
|
||||
// NOTE: Android supports up to 260 keys
|
||||
//for (int i = 0; i < 260; i++)
|
||||
//{
|
||||
// CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
|
||||
// CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
|
||||
//}
|
||||
|
||||
// TODO: Poll input events for current plaform
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Internal Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Initialize platform: graphics, inputs and more
|
||||
int InitPlatform(void)
|
||||
{
|
||||
|
||||
TRACELOG(LOG_INFO, "PLATFORM: calling dreamcast gl init");
|
||||
glKosInit();
|
||||
|
||||
|
||||
|
||||
CORE.Window.fullscreen = true;
|
||||
CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
|
||||
|
||||
CORE.Window.display.width = CORE.Window.screen.width; // User desired width
|
||||
CORE.Window.display.height = CORE.Window.screen.height; // User desired height
|
||||
CORE.Window.render.width = CORE.Window.screen.width;
|
||||
CORE.Window.render.height = CORE.Window.screen.height;
|
||||
CORE.Window.eventWaiting = false;
|
||||
CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default
|
||||
CORE.Window.currentFbo.width = CORE.Window.screen.width;
|
||||
CORE.Window.currentFbo.height = CORE.Window.screen.height;
|
||||
CORE.Input.Mouse.currentPosition.x = (float)CORE.Window.screen.width/2.0f;
|
||||
CORE.Input.Mouse.currentPosition.y = (float)CORE.Window.screen.height/2.0f;
|
||||
CORE.Input.Mouse.scale = (Vector2){ 1.0f, 1.0f };
|
||||
|
||||
|
||||
|
||||
|
||||
// At this point we need to manage render size vs screen size
|
||||
// NOTE: This function use and modify global module variables:
|
||||
// -> CORE.Window.screen.width/CORE.Window.screen.height
|
||||
// -> CORE.Window.render.width/CORE.Window.render.height
|
||||
// -> CORE.Window.screenScale
|
||||
SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
|
||||
|
||||
//ANativeWindow_setBuffersGeometry(platform.app->window, CORE.Window.render.width, CORE.Window.render.height, displayFormat);
|
||||
//ANativeWindow_setBuffersGeometry(platform.app->window, 0, 0, displayFormat); // Force use of native display size
|
||||
|
||||
|
||||
{
|
||||
CORE.Window.render.width = CORE.Window.screen.width;
|
||||
CORE.Window.render.height = CORE.Window.screen.height;
|
||||
CORE.Window.currentFbo.width = CORE.Window.render.width;
|
||||
CORE.Window.currentFbo.height = CORE.Window.render.height;
|
||||
|
||||
TRACELOG(LOG_INFO, "PLATFORM: Device initialized successfully");
|
||||
TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
|
||||
TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
|
||||
TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
|
||||
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
|
||||
}
|
||||
|
||||
// Load OpenGL extensions
|
||||
// NOTE: GL procedures address loader is required to load extensions
|
||||
//rlLoadExtensions(eglGetProcAddress);
|
||||
//const char *gl_exts = (char *) glGetString(GL_EXTENSIONS);
|
||||
//TRACELOG(LOG_INFO,"PLATFORM: GL_VENDOR: \"%s\"", glGetString(GL_VENDOR));
|
||||
//TRACELOG(LOG_INFO,"PLATFORM: GL_VERSION: \"%s\"", glGetString(GL_VERSION));
|
||||
//TRACELOG(LOG_INFO,"PLATFORM: GL_RENDERER: \"%s\"", glGetString(GL_RENDERER));
|
||||
//TRACELOG(LOG_INFO,"PLATFORM: SL_VERSION: \"%s\"", glGetString(GL_SHADING_LANGUAGE_VERSION));
|
||||
CORE.Window.ready = true;
|
||||
|
||||
// Initialize hi-res timer
|
||||
InitTimer();
|
||||
|
||||
// Initialize base path for storage
|
||||
CORE.Storage.basePath = GetWorkingDirectory();
|
||||
TRACELOG(LOG_INFO, "PLATFORM: Initialized");
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Close platform
|
||||
void ClosePlatform(void)
|
||||
{
|
||||
// TODO: De-initialize graphics, inputs and more
|
||||
}
|
||||
|
||||
// EOF
|
||||
Loading…
Reference in New Issue
Block a user