[split] rcore, web, desktop, android changes (batch 5) (#3345)

* Move SetExitKey from core to android, desktop, web

* Move some callbacks from core to desktop and web

* Relocate emscripten callbacks on web

* Relocate android callbacks on android

* Revert "Relocate android callbacks on android"

This reverts commit bbdbecc01e.

* Updates UnloadVrStereoConfig on rcore

* Update SetClipboardText on android

* Fix screenMin/Max default values for android
This commit is contained in:
ubkp 2023-09-24 05:06:32 -03:00 committed by GitHub
parent b3c2ff2905
commit 4093775007
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 966 additions and 432 deletions

View File

@ -828,7 +828,7 @@ VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device)
// Unload VR stereo config properties
void UnloadVrStereoConfig(VrStereoConfig config)
{
//...
TRACELOG(LOG_INFO, "UnloadVrStereoConfig not implemented in rcore.c");
}
// Load shader from files and bind default locations
@ -1937,14 +1937,14 @@ int GetCharPressed(void)
return value;
}
// Set a custom key to exit program
// NOTE: default exitKey is ESCAPE
void SetExitKey(int key)
{
#if !defined(PLATFORM_ANDROID)
CORE.Input.Keyboard.exitKey = key;
#endif
}
//// Set a custom key to exit program
//// NOTE: default exitKey is ESCAPE
//void SetExitKey(int key)
//{
//#if !defined(PLATFORM_ANDROID)
// CORE.Input.Keyboard.exitKey = key;
//#endif
//}
// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB)
@ -2446,279 +2446,279 @@ static void ScanDirectoryFilesRecursively(const char *basePath, FilePathList *fi
else TRACELOG(LOG_WARNING, "FILEIO: Directory cannot be opened (%s)", basePath);
}
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// GLFW3 WindowSize Callback, runs when window is resizedLastFrame
// NOTE: Window resizing not allowed by default
static void WindowSizeCallback(GLFWwindow *window, int width, int height)
{
// Reset viewport and projection matrix for new size
SetupViewport(width, height);
CORE.Window.currentFbo.width = width;
CORE.Window.currentFbo.height = height;
CORE.Window.resizedLastFrame = true;
if (IsWindowFullscreen()) return;
// Set current screen size
#if defined(__APPLE__)
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
#else
if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
{
Vector2 windowScaleDPI = GetWindowScaleDPI();
CORE.Window.screen.width = (unsigned int)(width/windowScaleDPI.x);
CORE.Window.screen.height = (unsigned int)(height/windowScaleDPI.y);
}
else
{
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
}
#endif
// NOTE: Postprocessing texture is not scaled to new size
}
// GLFW3 WindowIconify Callback, runs when window is minimized/restored
static void WindowIconifyCallback(GLFWwindow *window, int iconified)
{
if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; // The window was iconified
else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // The window was restored
}
// GLFW3 WindowFocus Callback, runs when window get/lose focus
static void WindowFocusCallback(GLFWwindow *window, int focused)
{
if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // The window was focused
else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; // The window lost focus
}
// GLFW3 Keyboard Callback, runs on key pressed
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
{
if (key < 0) return; // Security check, macOS fn key generates -1
// WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
// to work properly with our implementation (IsKeyDown/IsKeyUp checks)
if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
else if(action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1;
else if(action == GLFW_REPEAT) CORE.Input.Keyboard.keyRepeatInFrame[key] = 1;
#if !defined(PLATFORM_WEB)
// WARNING: Check if CAPS/NUM key modifiers are enabled and force down state for those keys
if (((key == KEY_CAPS_LOCK) && ((mods & GLFW_MOD_CAPS_LOCK) > 0)) ||
((key == KEY_NUM_LOCK) && ((mods & GLFW_MOD_NUM_LOCK) > 0))) CORE.Input.Keyboard.currentKeyState[key] = 1;
#endif
// Check if there is space available in the key queue
if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS))
{
// Add character to the queue
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
CORE.Input.Keyboard.keyPressedQueueCount++;
}
// Check the exit key to set close window
if ((key == CORE.Input.Keyboard.exitKey) && (action == GLFW_PRESS)) glfwSetWindowShouldClose(CORE.Window.handle, GLFW_TRUE);
#if defined(SUPPORT_SCREEN_CAPTURE)
if ((key == GLFW_KEY_F12) && (action == GLFW_PRESS))
{
#if defined(SUPPORT_GIF_RECORDING)
if (mods & GLFW_MOD_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);
#if defined(PLATFORM_WEB)
// Download file from MEMFS (emscripten memory filesystem)
// saveFileFromMEMFSToDisk() function is defined in raylib/templates/web_shel/shell.html
emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", TextFormat("screenrec%03i.gif", screenshotCounter - 1), TextFormat("screenrec%03i.gif", screenshotCounter - 1)));
#endif
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
#if defined(SUPPORT_EVENTS_AUTOMATION)
if ((key == GLFW_KEY_F11) && (action == GLFW_PRESS))
{
eventsRecording = !eventsRecording;
// On finish recording, we export events into a file
if (!eventsRecording) ExportAutomationEvents("eventsrec.rep");
}
else if ((key == GLFW_KEY_F9) && (action == GLFW_PRESS))
{
LoadAutomationEvents("eventsrec.rep");
eventsPlaying = true;
TRACELOG(LOG_WARNING, "eventsPlaying enabled!");
}
#endif
}
// GLFW3 Char Key Callback, runs on key down (gets equivalent unicode char value)
static void CharCallback(GLFWwindow *window, unsigned int key)
{
//TRACELOG(LOG_DEBUG, "Char Callback: KEY:%i(%c)", key, key);
// NOTE: Registers any key down considering OS keyboard layout but
// does not detect action events, those should be managed by user...
// Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
// Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
// Check if there is space available in the queue
if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
{
// Add character to the queue
CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = key;
CORE.Input.Keyboard.charPressedQueueCount++;
}
}
// GLFW3 Mouse Button Callback, runs on mouse button pressed
static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
{
// WARNING: GLFW could only return GLFW_PRESS (1) or GLFW_RELEASE (0) for now,
// but future releases may add more actions (i.e. GLFW_REPEAT)
CORE.Input.Mouse.currentButtonState[button] = action;
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) // PLATFORM_DESKTOP
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent = { 0 };
// Register touch actions
if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_ACTION_UP;
// NOTE: TOUCH_ACTION_MOVE event is registered in MouseCursorPosCallback()
// Assign a pointer ID
gestureEvent.pointId[0] = 0;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
gestureEvent.position[0] = GetMousePosition();
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures-system for processing
#if defined(PLATFORM_WEB)
// Prevent calling ProcessGestureEvent() when Emscripten is present and there's a touch gesture, so EmscriptenTouchCallback() can handle it itself
if (GetMouseX() != 0 || GetMouseY() != 0) ProcessGestureEvent(gestureEvent);
#else
ProcessGestureEvent(gestureEvent);
#endif
#endif
}
// GLFW3 Cursor Position Callback, runs on mouse move
static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
{
CORE.Input.Mouse.currentPosition.x = (float)x;
CORE.Input.Mouse.currentPosition.y = (float)y;
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) // PLATFORM_DESKTOP
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent = { 0 };
gestureEvent.touchAction = TOUCH_ACTION_MOVE;
// Assign a pointer ID
gestureEvent.pointId[0] = 0;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
gestureEvent.position[0] = CORE.Input.Touch.position[0];
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures-system for processing
ProcessGestureEvent(gestureEvent);
#endif
}
// GLFW3 Scrolling Callback, runs on mouse wheel
static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
{
CORE.Input.Mouse.currentWheelMove = (Vector2){ (float)xoffset, (float)yoffset };
}
// GLFW3 CursorEnter Callback, when cursor enters the window
static void CursorEnterCallback(GLFWwindow *window, int enter)
{
if (enter == true) CORE.Input.Mouse.cursorOnScreen = true;
else CORE.Input.Mouse.cursorOnScreen = false;
}
// GLFW3 Window Drop Callback, runs when drop files into window
static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
{
if (count > 0)
{
// In case previous dropped filepaths have not been freed, we free them
if (CORE.Window.dropFileCount > 0)
{
for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]);
RL_FREE(CORE.Window.dropFilepaths);
CORE.Window.dropFileCount = 0;
CORE.Window.dropFilepaths = NULL;
}
// WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy
CORE.Window.dropFileCount = count;
CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *));
for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++)
{
CORE.Window.dropFilepaths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
strcpy(CORE.Window.dropFilepaths[i], paths[i]);
}
}
}
#endif
//#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
//
//// GLFW3 WindowSize Callback, runs when window is resizedLastFrame
//// NOTE: Window resizing not allowed by default
//static void WindowSizeCallback(GLFWwindow *window, int width, int height)
//{
// // Reset viewport and projection matrix for new size
// SetupViewport(width, height);
//
// CORE.Window.currentFbo.width = width;
// CORE.Window.currentFbo.height = height;
// CORE.Window.resizedLastFrame = true;
//
// if (IsWindowFullscreen()) return;
//
// // Set current screen size
//#if defined(__APPLE__)
// CORE.Window.screen.width = width;
// CORE.Window.screen.height = height;
//#else
// if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
// {
// Vector2 windowScaleDPI = GetWindowScaleDPI();
//
// CORE.Window.screen.width = (unsigned int)(width/windowScaleDPI.x);
// CORE.Window.screen.height = (unsigned int)(height/windowScaleDPI.y);
// }
// else
// {
// CORE.Window.screen.width = width;
// CORE.Window.screen.height = height;
// }
//#endif
//
// // NOTE: Postprocessing texture is not scaled to new size
//}
//
//// GLFW3 WindowIconify Callback, runs when window is minimized/restored
//static void WindowIconifyCallback(GLFWwindow *window, int iconified)
//{
// if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; // The window was iconified
// else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // The window was restored
//}
//
//// GLFW3 WindowFocus Callback, runs when window get/lose focus
//static void WindowFocusCallback(GLFWwindow *window, int focused)
//{
// if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // The window was focused
// else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; // The window lost focus
//}
//
//// GLFW3 Keyboard Callback, runs on key pressed
//static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
//{
// if (key < 0) return; // Security check, macOS fn key generates -1
//
// // WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
// // to work properly with our implementation (IsKeyDown/IsKeyUp checks)
// if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
// else if(action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1;
// else if(action == GLFW_REPEAT) CORE.Input.Keyboard.keyRepeatInFrame[key] = 1;
//
//#if !defined(PLATFORM_WEB)
// // WARNING: Check if CAPS/NUM key modifiers are enabled and force down state for those keys
// if (((key == KEY_CAPS_LOCK) && ((mods & GLFW_MOD_CAPS_LOCK) > 0)) ||
// ((key == KEY_NUM_LOCK) && ((mods & GLFW_MOD_NUM_LOCK) > 0))) CORE.Input.Keyboard.currentKeyState[key] = 1;
//#endif
//
// // Check if there is space available in the key queue
// if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS))
// {
// // Add character to the queue
// CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
// CORE.Input.Keyboard.keyPressedQueueCount++;
// }
//
// // Check the exit key to set close window
// if ((key == CORE.Input.Keyboard.exitKey) && (action == GLFW_PRESS)) glfwSetWindowShouldClose(CORE.Window.handle, GLFW_TRUE);
//
//#if defined(SUPPORT_SCREEN_CAPTURE)
// if ((key == GLFW_KEY_F12) && (action == GLFW_PRESS))
// {
//#if defined(SUPPORT_GIF_RECORDING)
// if (mods & GLFW_MOD_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);
//
// #if defined(PLATFORM_WEB)
// // Download file from MEMFS (emscripten memory filesystem)
// // saveFileFromMEMFSToDisk() function is defined in raylib/templates/web_shel/shell.html
// emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", TextFormat("screenrec%03i.gif", screenshotCounter - 1), TextFormat("screenrec%03i.gif", screenshotCounter - 1)));
// #endif
//
// 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
//
//#if defined(SUPPORT_EVENTS_AUTOMATION)
// if ((key == GLFW_KEY_F11) && (action == GLFW_PRESS))
// {
// eventsRecording = !eventsRecording;
//
// // On finish recording, we export events into a file
// if (!eventsRecording) ExportAutomationEvents("eventsrec.rep");
// }
// else if ((key == GLFW_KEY_F9) && (action == GLFW_PRESS))
// {
// LoadAutomationEvents("eventsrec.rep");
// eventsPlaying = true;
//
// TRACELOG(LOG_WARNING, "eventsPlaying enabled!");
// }
//#endif
//}
//
//// GLFW3 Char Key Callback, runs on key down (gets equivalent unicode char value)
//static void CharCallback(GLFWwindow *window, unsigned int key)
//{
// //TRACELOG(LOG_DEBUG, "Char Callback: KEY:%i(%c)", key, key);
//
// // NOTE: Registers any key down considering OS keyboard layout but
// // does not detect action events, those should be managed by user...
// // Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
// // Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
//
// // Check if there is space available in the queue
// if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
// {
// // Add character to the queue
// CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = key;
// CORE.Input.Keyboard.charPressedQueueCount++;
// }
//}
//
//// GLFW3 Mouse Button Callback, runs on mouse button pressed
//static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
//{
// // WARNING: GLFW could only return GLFW_PRESS (1) or GLFW_RELEASE (0) for now,
// // but future releases may add more actions (i.e. GLFW_REPEAT)
// CORE.Input.Mouse.currentButtonState[button] = action;
//
//#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) // PLATFORM_DESKTOP
// // Process mouse events as touches to be able to use mouse-gestures
// GestureEvent gestureEvent = { 0 };
//
// // Register touch actions
// if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
// else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_ACTION_UP;
//
// // NOTE: TOUCH_ACTION_MOVE event is registered in MouseCursorPosCallback()
//
// // Assign a pointer ID
// gestureEvent.pointId[0] = 0;
//
// // Register touch points count
// gestureEvent.pointCount = 1;
//
// // Register touch points position, only one point registered
// gestureEvent.position[0] = GetMousePosition();
//
// // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
// gestureEvent.position[0].x /= (float)GetScreenWidth();
// gestureEvent.position[0].y /= (float)GetScreenHeight();
//
// // Gesture data is sent to gestures-system for processing
//#if defined(PLATFORM_WEB)
// // Prevent calling ProcessGestureEvent() when Emscripten is present and there's a touch gesture, so EmscriptenTouchCallback() can handle it itself
// if (GetMouseX() != 0 || GetMouseY() != 0) ProcessGestureEvent(gestureEvent);
//#else
// ProcessGestureEvent(gestureEvent);
//#endif
//
//#endif
//}
//
//// GLFW3 Cursor Position Callback, runs on mouse move
//static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
//{
// CORE.Input.Mouse.currentPosition.x = (float)x;
// CORE.Input.Mouse.currentPosition.y = (float)y;
// CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
//
//#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) // PLATFORM_DESKTOP
// // Process mouse events as touches to be able to use mouse-gestures
// GestureEvent gestureEvent = { 0 };
//
// gestureEvent.touchAction = TOUCH_ACTION_MOVE;
//
// // Assign a pointer ID
// gestureEvent.pointId[0] = 0;
//
// // Register touch points count
// gestureEvent.pointCount = 1;
//
// // Register touch points position, only one point registered
// gestureEvent.position[0] = CORE.Input.Touch.position[0];
//
// // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
// gestureEvent.position[0].x /= (float)GetScreenWidth();
// gestureEvent.position[0].y /= (float)GetScreenHeight();
//
// // Gesture data is sent to gestures-system for processing
// ProcessGestureEvent(gestureEvent);
//#endif
//}
//
//// GLFW3 Scrolling Callback, runs on mouse wheel
//static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
//{
// CORE.Input.Mouse.currentWheelMove = (Vector2){ (float)xoffset, (float)yoffset };
//}
//
//// GLFW3 CursorEnter Callback, when cursor enters the window
//static void CursorEnterCallback(GLFWwindow *window, int enter)
//{
// if (enter == true) CORE.Input.Mouse.cursorOnScreen = true;
// else CORE.Input.Mouse.cursorOnScreen = false;
//}
//
//// GLFW3 Window Drop Callback, runs when drop files into window
//static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
//{
// if (count > 0)
// {
// // In case previous dropped filepaths have not been freed, we free them
// if (CORE.Window.dropFileCount > 0)
// {
// for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]);
//
// RL_FREE(CORE.Window.dropFilepaths);
//
// CORE.Window.dropFileCount = 0;
// CORE.Window.dropFilepaths = NULL;
// }
//
// // WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy
// CORE.Window.dropFileCount = count;
// CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *));
//
// for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++)
// {
// CORE.Window.dropFilepaths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
// strcpy(CORE.Window.dropFilepaths[i], paths[i]);
// }
// }
//}
//#endif
#if defined(PLATFORM_DRM)
// Initialize Keyboard system (using standard input)

View File

@ -136,11 +136,11 @@ static bool InitGraphicsDevice(int width, int height)
CORE.Window.screen.height = height; // User desired height
CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default
// Set the window minimum and maximum default values to 0
CORE.Window.windowMin.width = 0;
CORE.Window.windowMin.height = 0;
CORE.Window.windowMax.width = 0;
CORE.Window.windowMax.height = 0;
// Set the screen minimum and maximum default values to 0
CORE.Window.screenMin.width = 0;
CORE.Window.screenMin.height = 0;
CORE.Window.screenMax.width = 0;
CORE.Window.screenMax.height = 0;
// NOTE: Framebuffer (render area - CORE.Window.render.width, CORE.Window.render.height) could include black bars...
// ...in top-down or left-right to match display aspect ratio (no weird scaling)
@ -928,6 +928,7 @@ const char *GetMonitorName(int monitor)
// Set clipboard text content
void SetClipboardText(const char *text)
{
TRACELOG(LOG_INFO, "SetClipboardText not implemented in rcore_android.c");
}
@ -1049,6 +1050,13 @@ int GetMonitorPhysicalWidth(int monitor)
return 0;
}
// Set a custom key to exit program
// NOTE: default exitKey is ESCAPE
void SetExitKey(int key)
{
TRACELOG(LOG_INFO, "SetExitKey not implemented in rcore_android.c");
}
// Get gamepad internal name id
const char *GetGamepadName(int gamepad)
{

View File

@ -1512,6 +1512,13 @@ int GetMonitorPhysicalWidth(int monitor)
return 0;
}
// Set a custom key to exit program
// NOTE: default exitKey is ESCAPE
void SetExitKey(int key)
{
CORE.Input.Keyboard.exitKey = key;
}
// Get gamepad internal name id
const char *GetGamepadName(int gamepad)
{
@ -1751,3 +1758,261 @@ void PollInputEvents(void)
if (CORE.Window.eventWaiting) glfwWaitEvents(); // Wait for in input events before continue (drawing is paused)
else glfwPollEvents(); // Poll input events: keyboard/mouse/window events (callbacks)
}
// GLFW3 WindowSize Callback, runs when window is resizedLastFrame
// NOTE: Window resizing not allowed by default
static void WindowSizeCallback(GLFWwindow *window, int width, int height)
{
// Reset viewport and projection matrix for new size
SetupViewport(width, height);
CORE.Window.currentFbo.width = width;
CORE.Window.currentFbo.height = height;
CORE.Window.resizedLastFrame = true;
if (IsWindowFullscreen()) return;
// Set current screen size
#if defined(__APPLE__)
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
#else
if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
{
Vector2 windowScaleDPI = GetWindowScaleDPI();
CORE.Window.screen.width = (unsigned int)(width/windowScaleDPI.x);
CORE.Window.screen.height = (unsigned int)(height/windowScaleDPI.y);
}
else
{
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
}
#endif
// NOTE: Postprocessing texture is not scaled to new size
}
// GLFW3 WindowIconify Callback, runs when window is minimized/restored
static void WindowIconifyCallback(GLFWwindow *window, int iconified)
{
if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; // The window was iconified
else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // The window was restored
}
// GLFW3 WindowFocus Callback, runs when window get/lose focus
static void WindowFocusCallback(GLFWwindow *window, int focused)
{
if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // The window was focused
else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; // The window lost focus
}
// GLFW3 Keyboard Callback, runs on key pressed
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
{
if (key < 0) return; // Security check, macOS fn key generates -1
// WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
// to work properly with our implementation (IsKeyDown/IsKeyUp checks)
if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
else if(action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1;
else if(action == GLFW_REPEAT) CORE.Input.Keyboard.keyRepeatInFrame[key] = 1;
// WARNING: Check if CAPS/NUM key modifiers are enabled and force down state for those keys
if (((key == KEY_CAPS_LOCK) && ((mods & GLFW_MOD_CAPS_LOCK) > 0)) ||
((key == KEY_NUM_LOCK) && ((mods & GLFW_MOD_NUM_LOCK) > 0))) CORE.Input.Keyboard.currentKeyState[key] = 1;
// Check if there is space available in the key queue
if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS))
{
// Add character to the queue
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
CORE.Input.Keyboard.keyPressedQueueCount++;
}
// Check the exit key to set close window
if ((key == CORE.Input.Keyboard.exitKey) && (action == GLFW_PRESS)) glfwSetWindowShouldClose(CORE.Window.handle, GLFW_TRUE);
#if defined(SUPPORT_SCREEN_CAPTURE)
if ((key == GLFW_KEY_F12) && (action == GLFW_PRESS))
{
#if defined(SUPPORT_GIF_RECORDING)
if (mods & GLFW_MOD_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
#if defined(SUPPORT_EVENTS_AUTOMATION)
if ((key == GLFW_KEY_F11) && (action == GLFW_PRESS))
{
eventsRecording = !eventsRecording;
// On finish recording, we export events into a file
if (!eventsRecording) ExportAutomationEvents("eventsrec.rep");
}
else if ((key == GLFW_KEY_F9) && (action == GLFW_PRESS))
{
LoadAutomationEvents("eventsrec.rep");
eventsPlaying = true;
TRACELOG(LOG_WARNING, "eventsPlaying enabled!");
}
#endif
}
// GLFW3 Char Key Callback, runs on key down (gets equivalent unicode char value)
static void CharCallback(GLFWwindow *window, unsigned int key)
{
//TRACELOG(LOG_DEBUG, "Char Callback: KEY:%i(%c)", key, key);
// NOTE: Registers any key down considering OS keyboard layout but
// does not detect action events, those should be managed by user...
// Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
// Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
// Check if there is space available in the queue
if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
{
// Add character to the queue
CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = key;
CORE.Input.Keyboard.charPressedQueueCount++;
}
}
// GLFW3 Mouse Button Callback, runs on mouse button pressed
static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
{
// WARNING: GLFW could only return GLFW_PRESS (1) or GLFW_RELEASE (0) for now,
// but future releases may add more actions (i.e. GLFW_REPEAT)
CORE.Input.Mouse.currentButtonState[button] = action;
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) // PLATFORM_DESKTOP
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent = { 0 };
// Register touch actions
if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_ACTION_UP;
// NOTE: TOUCH_ACTION_MOVE event is registered in MouseCursorPosCallback()
// Assign a pointer ID
gestureEvent.pointId[0] = 0;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
gestureEvent.position[0] = GetMousePosition();
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures-system for processing
ProcessGestureEvent(gestureEvent);
#endif
}
// GLFW3 Cursor Position Callback, runs on mouse move
static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
{
CORE.Input.Mouse.currentPosition.x = (float)x;
CORE.Input.Mouse.currentPosition.y = (float)y;
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) // PLATFORM_DESKTOP
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent = { 0 };
gestureEvent.touchAction = TOUCH_ACTION_MOVE;
// Assign a pointer ID
gestureEvent.pointId[0] = 0;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
gestureEvent.position[0] = CORE.Input.Touch.position[0];
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures-system for processing
ProcessGestureEvent(gestureEvent);
#endif
}
// GLFW3 Scrolling Callback, runs on mouse wheel
static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
{
CORE.Input.Mouse.currentWheelMove = (Vector2){ (float)xoffset, (float)yoffset };
}
// GLFW3 CursorEnter Callback, when cursor enters the window
static void CursorEnterCallback(GLFWwindow *window, int enter)
{
if (enter == true) CORE.Input.Mouse.cursorOnScreen = true;
else CORE.Input.Mouse.cursorOnScreen = false;
}
// GLFW3 Window Drop Callback, runs when drop files into window
static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
{
if (count > 0)
{
// In case previous dropped filepaths have not been freed, we free them
if (CORE.Window.dropFileCount > 0)
{
for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]);
RL_FREE(CORE.Window.dropFilepaths);
CORE.Window.dropFileCount = 0;
CORE.Window.dropFilepaths = NULL;
}
// WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy
CORE.Window.dropFileCount = count;
CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *));
for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++)
{
CORE.Window.dropFilepaths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
strcpy(CORE.Window.dropFilepaths[i], paths[i]);
}
}
}

View File

@ -186,151 +186,6 @@ void InitWindow(int width, int height, const char *title)
#endif
}
// Register fullscreen change events
static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData)
{
// TODO: Implement EmscriptenFullscreenChangeCallback()?
return 1; // The event was consumed by the callback handler
}
// Register window resize event
static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData)
{
// TODO: Implement EmscriptenWindowResizedCallback()?
return 1; // The event was consumed by the callback handler
}
EM_JS(int, GetWindowInnerWidth, (), { return window.innerWidth; });
EM_JS(int, GetWindowInnerHeight, (), { return window.innerHeight; });
// Register DOM element resize event
static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData)
{
// Don't resize non-resizeable windows
if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) == 0) return 1;
// This event is called whenever the window changes sizes,
// so the size of the canvas object is explicitly retrieved below
int width = GetWindowInnerWidth();
int height = GetWindowInnerHeight();
if (width < CORE.Window.screenMin.width) width = CORE.Window.screenMin.width;
else if (width > CORE.Window.screenMax.width && CORE.Window.screenMax.width > 0) width = CORE.Window.screenMax.width;
if (height < CORE.Window.screenMin.height) height = CORE.Window.screenMin.height;
else if (height > CORE.Window.screenMax.height && CORE.Window.screenMax.height > 0) height = CORE.Window.screenMax.height;
emscripten_set_canvas_element_size("#canvas", width, height);
SetupViewport(width, height); // Reset viewport and projection matrix for new size
CORE.Window.currentFbo.width = width;
CORE.Window.currentFbo.height = height;
CORE.Window.resizedLastFrame = true;
if (IsWindowFullscreen()) return 1;
// Set current screen size
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
// NOTE: Postprocessing texture is not scaled to new size
return 0;
}
// Register mouse input events
static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData)
{
// This is only for registering mouse click events with emscripten and doesn't need to do anything
return 1; // The event was consumed by the callback handler
}
// Register connected/disconnected gamepads events
static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData)
{
/*
TRACELOGD("%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"",
eventType != 0? emscripten_event_type_to_string(eventType) : "Gamepad state",
gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping);
for (int i = 0; i < gamepadEvent->numAxes; ++i) TRACELOGD("Axis %d: %g", i, gamepadEvent->axis[i]);
for (int i = 0; i < gamepadEvent->numButtons; ++i) TRACELOGD("Button %d: Digital: %d, Analog: %g", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]);
*/
if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS))
{
CORE.Input.Gamepad.ready[gamepadEvent->index] = true;
sprintf(CORE.Input.Gamepad.name[gamepadEvent->index], "%s", gamepadEvent->id);
}
else CORE.Input.Gamepad.ready[gamepadEvent->index] = false;
return 1; // The event was consumed by the callback handler
}
// Register touch input events
static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
{
// Register touch points count
CORE.Input.Touch.pointCount = touchEvent->numTouches;
double canvasWidth = 0.0;
double canvasHeight = 0.0;
// NOTE: emscripten_get_canvas_element_size() returns canvas.width and canvas.height but
// we are looking for actual CSS size: canvas.style.width and canvas.style.height
// EMSCRIPTEN_RESULT res = emscripten_get_canvas_element_size("#canvas", &canvasWidth, &canvasHeight);
emscripten_get_element_css_size("#canvas", &canvasWidth, &canvasHeight);
for (int i = 0; (i < CORE.Input.Touch.pointCount) && (i < MAX_TOUCH_POINTS); i++)
{
// Register touch points id
CORE.Input.Touch.pointId[i] = touchEvent->touches[i].identifier;
// Register touch points position
CORE.Input.Touch.position[i] = (Vector2){touchEvent->touches[i].targetX, touchEvent->touches[i].targetY};
// Normalize gestureEvent.position[x] for CORE.Window.screen.width and CORE.Window.screen.height
CORE.Input.Touch.position[i].x *= ((float)GetScreenWidth() / (float)canvasWidth);
CORE.Input.Touch.position[i].y *= ((float)GetScreenHeight() / (float)canvasHeight);
if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) CORE.Input.Touch.currentTouchState[i] = 1;
else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) CORE.Input.Touch.currentTouchState[i] = 0;
}
#if defined(SUPPORT_GESTURES_SYSTEM) // PLATFORM_WEB
GestureEvent gestureEvent = {0};
gestureEvent.pointCount = CORE.Input.Touch.pointCount;
// Register touch actions
if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_ACTION_UP;
else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_ACTION_MOVE;
else if (eventType == EMSCRIPTEN_EVENT_TOUCHCANCEL) gestureEvent.touchAction = TOUCH_ACTION_CANCEL;
for (int i = 0; (i < gestureEvent.pointCount) && (i < MAX_TOUCH_POINTS); i++)
{
gestureEvent.pointId[i] = CORE.Input.Touch.pointId[i];
gestureEvent.position[i] = CORE.Input.Touch.position[i];
// Normalize gestureEvent.position[i]
gestureEvent.position[i].x /= (float)GetScreenWidth();
gestureEvent.position[i].y /= (float)GetScreenHeight();
}
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
// Reset the pointCount for web, if it was the last Touch End event
if (eventType == EMSCRIPTEN_EVENT_TOUCHEND && CORE.Input.Touch.pointCount == 1) CORE.Input.Touch.pointCount = 0;
#endif
return 1; // The event was consumed by the callback handler
}
// Initialize display device and framebuffer
// NOTE: width and height represent the screen (framebuffer) desired size, not actual display size
// If width or height are 0, default display size will be used for framebuffer size
@ -1041,6 +896,13 @@ int GetMonitorPhysicalWidth(int monitor)
return 0;
}
// Set a custom key to exit program
// NOTE: default exitKey is ESCAPE
void SetExitKey(int key)
{
CORE.Input.Keyboard.exitKey = key;
}
// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB)
// Get gamepad internal name id
@ -1265,3 +1127,402 @@ void PollInputEvents(void)
}
}
}
// GLFW3 WindowSize Callback, runs when window is resizedLastFrame
// NOTE: Window resizing not allowed by default
static void WindowSizeCallback(GLFWwindow *window, int width, int height)
{
// Reset viewport and projection matrix for new size
SetupViewport(width, height);
CORE.Window.currentFbo.width = width;
CORE.Window.currentFbo.height = height;
CORE.Window.resizedLastFrame = true;
if (IsWindowFullscreen()) return;
// Set current screen size
if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
{
Vector2 windowScaleDPI = GetWindowScaleDPI();
CORE.Window.screen.width = (unsigned int)(width/windowScaleDPI.x);
CORE.Window.screen.height = (unsigned int)(height/windowScaleDPI.y);
}
else
{
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
}
// NOTE: Postprocessing texture is not scaled to new size
}
// GLFW3 WindowIconify Callback, runs when window is minimized/restored
static void WindowIconifyCallback(GLFWwindow *window, int iconified)
{
if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; // The window was iconified
else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // The window was restored
}
// GLFW3 WindowFocus Callback, runs when window get/lose focus
static void WindowFocusCallback(GLFWwindow *window, int focused)
{
if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // The window was focused
else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; // The window lost focus
}
// GLFW3 Keyboard Callback, runs on key pressed
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
{
if (key < 0) return; // Security check, macOS fn key generates -1
// WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
// to work properly with our implementation (IsKeyDown/IsKeyUp checks)
if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
else if(action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1;
else if(action == GLFW_REPEAT) CORE.Input.Keyboard.keyRepeatInFrame[key] = 1;
// Check if there is space available in the key queue
if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS))
{
// Add character to the queue
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
CORE.Input.Keyboard.keyPressedQueueCount++;
}
// Check the exit key to set close window
if ((key == CORE.Input.Keyboard.exitKey) && (action == GLFW_PRESS)) glfwSetWindowShouldClose(CORE.Window.handle, GLFW_TRUE);
#if defined(SUPPORT_SCREEN_CAPTURE)
if ((key == GLFW_KEY_F12) && (action == GLFW_PRESS))
{
#if defined(SUPPORT_GIF_RECORDING)
if (mods & GLFW_MOD_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);
// Download file from MEMFS (emscripten memory filesystem)
// saveFileFromMEMFSToDisk() function is defined in raylib/templates/web_shel/shell.html
emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", TextFormat("screenrec%03i.gif", screenshotCounter - 1), TextFormat("screenrec%03i.gif", screenshotCounter - 1)));
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
#if defined(SUPPORT_EVENTS_AUTOMATION)
if ((key == GLFW_KEY_F11) && (action == GLFW_PRESS))
{
eventsRecording = !eventsRecording;
// On finish recording, we export events into a file
if (!eventsRecording) ExportAutomationEvents("eventsrec.rep");
}
else if ((key == GLFW_KEY_F9) && (action == GLFW_PRESS))
{
LoadAutomationEvents("eventsrec.rep");
eventsPlaying = true;
TRACELOG(LOG_WARNING, "eventsPlaying enabled!");
}
#endif
}
// GLFW3 Char Key Callback, runs on key down (gets equivalent unicode char value)
static void CharCallback(GLFWwindow *window, unsigned int key)
{
//TRACELOG(LOG_DEBUG, "Char Callback: KEY:%i(%c)", key, key);
// NOTE: Registers any key down considering OS keyboard layout but
// does not detect action events, those should be managed by user...
// Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
// Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
// Check if there is space available in the queue
if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
{
// Add character to the queue
CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = key;
CORE.Input.Keyboard.charPressedQueueCount++;
}
}
// GLFW3 Mouse Button Callback, runs on mouse button pressed
static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
{
// WARNING: GLFW could only return GLFW_PRESS (1) or GLFW_RELEASE (0) for now,
// but future releases may add more actions (i.e. GLFW_REPEAT)
CORE.Input.Mouse.currentButtonState[button] = action;
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) // PLATFORM_DESKTOP
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent = { 0 };
// Register touch actions
if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_ACTION_UP;
// NOTE: TOUCH_ACTION_MOVE event is registered in MouseCursorPosCallback()
// Assign a pointer ID
gestureEvent.pointId[0] = 0;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
gestureEvent.position[0] = GetMousePosition();
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures-system for processing
// Prevent calling ProcessGestureEvent() when Emscripten is present and there's a touch gesture, so EmscriptenTouchCallback() can handle it itself
if (GetMouseX() != 0 || GetMouseY() != 0) ProcessGestureEvent(gestureEvent);
#endif
}
// GLFW3 Cursor Position Callback, runs on mouse move
static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
{
CORE.Input.Mouse.currentPosition.x = (float)x;
CORE.Input.Mouse.currentPosition.y = (float)y;
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) // PLATFORM_DESKTOP
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent = { 0 };
gestureEvent.touchAction = TOUCH_ACTION_MOVE;
// Assign a pointer ID
gestureEvent.pointId[0] = 0;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
gestureEvent.position[0] = CORE.Input.Touch.position[0];
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures-system for processing
ProcessGestureEvent(gestureEvent);
#endif
}
// GLFW3 Scrolling Callback, runs on mouse wheel
static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
{
CORE.Input.Mouse.currentWheelMove = (Vector2){ (float)xoffset, (float)yoffset };
}
// GLFW3 CursorEnter Callback, when cursor enters the window
static void CursorEnterCallback(GLFWwindow *window, int enter)
{
if (enter == true) CORE.Input.Mouse.cursorOnScreen = true;
else CORE.Input.Mouse.cursorOnScreen = false;
}
// GLFW3 Window Drop Callback, runs when drop files into window
static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
{
if (count > 0)
{
// In case previous dropped filepaths have not been freed, we free them
if (CORE.Window.dropFileCount > 0)
{
for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]);
RL_FREE(CORE.Window.dropFilepaths);
CORE.Window.dropFileCount = 0;
CORE.Window.dropFilepaths = NULL;
}
// WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy
CORE.Window.dropFileCount = count;
CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *));
for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++)
{
CORE.Window.dropFilepaths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
strcpy(CORE.Window.dropFilepaths[i], paths[i]);
}
}
}
// Register fullscreen change events
static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData)
{
// TODO: Implement EmscriptenFullscreenChangeCallback()?
return 1; // The event was consumed by the callback handler
}
// Register window resize event
static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData)
{
// TODO: Implement EmscriptenWindowResizedCallback()?
return 1; // The event was consumed by the callback handler
}
EM_JS(int, GetWindowInnerWidth, (), { return window.innerWidth; });
EM_JS(int, GetWindowInnerHeight, (), { return window.innerHeight; });
// Register DOM element resize event
static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData)
{
// Don't resize non-resizeable windows
if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) == 0) return 1;
// This event is called whenever the window changes sizes,
// so the size of the canvas object is explicitly retrieved below
int width = GetWindowInnerWidth();
int height = GetWindowInnerHeight();
if (width < CORE.Window.screenMin.width) width = CORE.Window.screenMin.width;
else if (width > CORE.Window.screenMax.width && CORE.Window.screenMax.width > 0) width = CORE.Window.screenMax.width;
if (height < CORE.Window.screenMin.height) height = CORE.Window.screenMin.height;
else if (height > CORE.Window.screenMax.height && CORE.Window.screenMax.height > 0) height = CORE.Window.screenMax.height;
emscripten_set_canvas_element_size("#canvas", width, height);
SetupViewport(width, height); // Reset viewport and projection matrix for new size
CORE.Window.currentFbo.width = width;
CORE.Window.currentFbo.height = height;
CORE.Window.resizedLastFrame = true;
if (IsWindowFullscreen()) return 1;
// Set current screen size
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
// NOTE: Postprocessing texture is not scaled to new size
return 0;
}
// Register mouse input events
static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData)
{
// This is only for registering mouse click events with emscripten and doesn't need to do anything
return 1; // The event was consumed by the callback handler
}
// Register connected/disconnected gamepads events
static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData)
{
/*
TRACELOGD("%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"",
eventType != 0? emscripten_event_type_to_string(eventType) : "Gamepad state",
gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping);
for (int i = 0; i < gamepadEvent->numAxes; ++i) TRACELOGD("Axis %d: %g", i, gamepadEvent->axis[i]);
for (int i = 0; i < gamepadEvent->numButtons; ++i) TRACELOGD("Button %d: Digital: %d, Analog: %g", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]);
*/
if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS))
{
CORE.Input.Gamepad.ready[gamepadEvent->index] = true;
sprintf(CORE.Input.Gamepad.name[gamepadEvent->index], "%s", gamepadEvent->id);
}
else CORE.Input.Gamepad.ready[gamepadEvent->index] = false;
return 1; // The event was consumed by the callback handler
}
// Register touch input events
static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
{
// Register touch points count
CORE.Input.Touch.pointCount = touchEvent->numTouches;
double canvasWidth = 0.0;
double canvasHeight = 0.0;
// NOTE: emscripten_get_canvas_element_size() returns canvas.width and canvas.height but
// we are looking for actual CSS size: canvas.style.width and canvas.style.height
// EMSCRIPTEN_RESULT res = emscripten_get_canvas_element_size("#canvas", &canvasWidth, &canvasHeight);
emscripten_get_element_css_size("#canvas", &canvasWidth, &canvasHeight);
for (int i = 0; (i < CORE.Input.Touch.pointCount) && (i < MAX_TOUCH_POINTS); i++)
{
// Register touch points id
CORE.Input.Touch.pointId[i] = touchEvent->touches[i].identifier;
// Register touch points position
CORE.Input.Touch.position[i] = (Vector2){touchEvent->touches[i].targetX, touchEvent->touches[i].targetY};
// Normalize gestureEvent.position[x] for CORE.Window.screen.width and CORE.Window.screen.height
CORE.Input.Touch.position[i].x *= ((float)GetScreenWidth() / (float)canvasWidth);
CORE.Input.Touch.position[i].y *= ((float)GetScreenHeight() / (float)canvasHeight);
if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) CORE.Input.Touch.currentTouchState[i] = 1;
else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) CORE.Input.Touch.currentTouchState[i] = 0;
}
#if defined(SUPPORT_GESTURES_SYSTEM) // PLATFORM_WEB
GestureEvent gestureEvent = {0};
gestureEvent.pointCount = CORE.Input.Touch.pointCount;
// Register touch actions
if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_ACTION_UP;
else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_ACTION_MOVE;
else if (eventType == EMSCRIPTEN_EVENT_TOUCHCANCEL) gestureEvent.touchAction = TOUCH_ACTION_CANCEL;
for (int i = 0; (i < gestureEvent.pointCount) && (i < MAX_TOUCH_POINTS); i++)
{
gestureEvent.pointId[i] = CORE.Input.Touch.pointId[i];
gestureEvent.position[i] = CORE.Input.Touch.position[i];
// Normalize gestureEvent.position[i]
gestureEvent.position[i].x /= (float)GetScreenWidth();
gestureEvent.position[i].y /= (float)GetScreenHeight();
}
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
// Reset the pointCount for web, if it was the last Touch End event
if (eventType == EMSCRIPTEN_EVENT_TOUCHEND && CORE.Input.Touch.pointCount == 1) CORE.Input.Touch.pointCount = 0;
#endif
return 1; // The event was consumed by the callback handler
}