Merge branch 'rcore_platform_split' of https://github.com/michaelfiber/raylib into rcore_platform_split

This commit is contained in:
MichaelFiber 2023-09-24 12:54:04 -04:00
commit eec0daa5bd
4 changed files with 998 additions and 1042 deletions

View File

@ -807,7 +807,7 @@ 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
@ -1916,14 +1916,14 @@ 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)
@ -2425,279 +2425,279 @@ 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(SUPPORT_EVENTS_AUTOMATION)
// NOTE: Loading happens over AutomationEvent *events

View File

@ -136,511 +136,18 @@ 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)
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
glfwSetErrorCallback(ErrorCallback);
/*
// TODO: Setup GLFW custom allocators to match raylib ones
const GLFWallocator allocator = {
.allocate = MemAlloc,
.deallocate = MemFree,
.reallocate = MemRealloc,
.user = NULL
};
glfwInitAllocator(&allocator);
*/
#if defined(__APPLE__)
glfwInitHint(GLFW_COCOA_CHDIR_RESOURCES, GLFW_FALSE);
#endif
if (!glfwInit())
{
TRACELOG(LOG_WARNING, "GLFW: Failed to initialize GLFW");
return false;
}
glfwDefaultWindowHints(); // Set default windows hints
//glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits
//glfwWindowHint(GLFW_GREEN_BITS, 8); // Framebuffer green color component bits
//glfwWindowHint(GLFW_BLUE_BITS, 8); // Framebuffer blue color component bits
//glfwWindowHint(GLFW_ALPHA_BITS, 8); // Framebuffer alpha color component bits
//glfwWindowHint(GLFW_DEPTH_BITS, 24); // Depthbuffer bits
//glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window
//glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // OpenGL API to use. Alternative: GLFW_OPENGL_ES_API
//glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers
// Check window creation flags
if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) CORE.Window.fullscreen = true;
if ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // Visible window
else glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE); // Window initially hidden
if ((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window
else glfwWindowHint(GLFW_DECORATED, GLFW_TRUE); // Decorated window
if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // Resizable window
else glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); // Avoid window being resizable
// Disable FLAG_WINDOW_MINIMIZED, not supported on initialization
if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;
// Disable FLAG_WINDOW_MAXIMIZED, not supported on initialization
if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE);
else glfwWindowHint(GLFW_FOCUSED, GLFW_TRUE);
if ((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) glfwWindowHint(GLFW_FLOATING, GLFW_TRUE);
else glfwWindowHint(GLFW_FLOATING, GLFW_FALSE);
// NOTE: Some GLFW flags are not supported on HTML5
#if defined(PLATFORM_DESKTOP)
if ((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); // Transparent framebuffer
else glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_FALSE); // Opaque framebuffer
if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
{
// Resize window content area based on the monitor content scale.
// NOTE: This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11.
// On platforms like macOS the resolution of the framebuffer is changed independently of the window size.
glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); // Scale content area based on the monitor content scale where window is placed on
#if defined(__APPLE__)
glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE);
#endif
}
else glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
// Mouse passthrough
if ((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0) glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE);
else glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_FALSE);
#endif
if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
{
// NOTE: MSAA is only enabled for main framebuffer, not user-created FBOs
TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0
}
// NOTE: When asking for an OpenGL context version, most drivers provide the highest supported version
// with backward compatibility to older OpenGL versions.
// For example, if using OpenGL 1.1, driver can provide a 4.3 backwards compatible context.
// Check selection OpenGL version
if (rlGetVersion() == RL_OPENGL_21)
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint)
}
else if (rlGetVersion() == RL_OPENGL_33)
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
// Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
#if defined(__APPLE__)
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); // OSX Requires forward compatibility
#else
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Forward Compatibility Hint: Only 3.3 and above!
#endif
//glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context
}
else if (rlGetVersion() == RL_OPENGL_43)
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); // Choose OpenGL major version (just hint)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE);
#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT)
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Enable OpenGL Debug Context
#endif
}
else if (rlGetVersion() == RL_OPENGL_ES_20) // Request OpenGL ES 2.0 context
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#if defined(PLATFORM_DESKTOP)
glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
#else
glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
#endif
}
else if (rlGetVersion() == RL_OPENGL_ES_30) // Request OpenGL ES 3.0 context
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#if defined(PLATFORM_DESKTOP)
glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
#else
glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
#endif
}
#if defined(PLATFORM_DESKTOP)
// NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions.
// Forcing this initialization here avoids doing it on PollInputEvents() called by EndDrawing() after first frame has been just drawn.
// The initialization will still happen and possible delays still occur, but before the window is shown, which is a nicer experience.
// REF: https://github.com/raysan5/raylib/issues/1554
if (MAX_GAMEPADS > 0) glfwSetJoystickCallback(NULL);
#endif
#if defined(PLATFORM_DESKTOP)
// Find monitor resolution
GLFWmonitor *monitor = glfwGetPrimaryMonitor();
if (!monitor)
{
TRACELOG(LOG_WARNING, "GLFW: Failed to get primary monitor");
return false;
}
const GLFWvidmode *mode = glfwGetVideoMode(monitor);
CORE.Window.display.width = mode->width;
CORE.Window.display.height = mode->height;
// Set screen width/height to the display width/height if they are 0
if (CORE.Window.screen.width == 0) CORE.Window.screen.width = CORE.Window.display.width;
if (CORE.Window.screen.height == 0) CORE.Window.screen.height = CORE.Window.display.height;
#endif // PLATFORM_DESKTOP
#if defined(PLATFORM_WEB)
// NOTE: Getting video modes is not implemented in emscripten GLFW3 version
CORE.Window.display.width = CORE.Window.screen.width;
CORE.Window.display.height = CORE.Window.screen.height;
#endif // PLATFORM_WEB
if (CORE.Window.fullscreen)
{
// remember center for switchinging from fullscreen to window
if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
{
// If screen width/height equal to the display, we can't calculate the window pos for toggling full-screened/windowed.
// Toggling full-screened/windowed with pos(0, 0) can cause problems in some platforms, such as X11.
CORE.Window.position.x = CORE.Window.display.width/4;
CORE.Window.position.y = CORE.Window.display.height/4;
}
else
{
CORE.Window.position.x = CORE.Window.display.width/2 - CORE.Window.screen.width/2;
CORE.Window.position.y = CORE.Window.display.height/2 - CORE.Window.screen.height/2;
}
if (CORE.Window.position.x < 0) CORE.Window.position.x = 0;
if (CORE.Window.position.y < 0) CORE.Window.position.y = 0;
// Obtain recommended CORE.Window.display.width/CORE.Window.display.height from a valid videomode for the monitor
int count = 0;
const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count);
// Get closest video mode to desired CORE.Window.screen.width/CORE.Window.screen.height
for (int i = 0; i < count; i++)
{
if ((unsigned int)modes[i].width >= CORE.Window.screen.width)
{
if ((unsigned int)modes[i].height >= CORE.Window.screen.height)
{
CORE.Window.display.width = modes[i].width;
CORE.Window.display.height = modes[i].height;
break;
}
}
}
TRACELOG(LOG_WARNING, "SYSTEM: Closest fullscreen videomode: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
// NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example,
// for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3),
// framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched
// by the sides to fit all monitor space...
// Try to setup the most appropriate fullscreen framebuffer for the requested screenWidth/screenHeight
// It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset)
// Modified global variables: CORE.Window.screen.width/CORE.Window.screen.height - CORE.Window.render.width/CORE.Window.render.height - CORE.Window.renderOffset.x/CORE.Window.renderOffset.y - CORE.Window.screenScale
// TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed...
// HighDPI monitors are properly considered in a following similar function: SetupViewport()
SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
CORE.Window.handle = glfwCreateWindow(CORE.Window.display.width, CORE.Window.display.height, (CORE.Window.title != 0)? CORE.Window.title : " ", glfwGetPrimaryMonitor(), NULL);
// NOTE: Full-screen change, not working properly...
//glfwSetWindowMonitor(CORE.Window.handle, glfwGetPrimaryMonitor(), 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
}
else
{
#if defined(PLATFORM_DESKTOP)
// If we are windowed fullscreen, ensures that window does not minimize when focus is lost
if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
{
glfwWindowHint(GLFW_AUTO_ICONIFY, 0);
}
#endif
// No-fullscreen window creation
CORE.Window.handle = glfwCreateWindow(CORE.Window.screen.width, CORE.Window.screen.height, (CORE.Window.title != 0)? CORE.Window.title : " ", NULL, NULL);
if (CORE.Window.handle)
{
CORE.Window.render.width = CORE.Window.screen.width;
CORE.Window.render.height = CORE.Window.screen.height;
}
}
if (!CORE.Window.handle)
{
glfwTerminate();
TRACELOG(LOG_WARNING, "GLFW: Failed to initialize Window");
return false;
}
// glfwCreateWindow title doesn't work with emscripten.
#if defined(PLATFORM_WEB)
emscripten_set_window_title((CORE.Window.title != 0)? CORE.Window.title : " ");
#endif
// Set window callback events
glfwSetWindowSizeCallback(CORE.Window.handle, WindowSizeCallback); // NOTE: Resizing not allowed by default!
#if !defined(PLATFORM_WEB)
glfwSetWindowMaximizeCallback(CORE.Window.handle, WindowMaximizeCallback);
#endif
glfwSetWindowIconifyCallback(CORE.Window.handle, WindowIconifyCallback);
glfwSetWindowFocusCallback(CORE.Window.handle, WindowFocusCallback);
glfwSetDropCallback(CORE.Window.handle, WindowDropCallback);
// Set input callback events
glfwSetKeyCallback(CORE.Window.handle, KeyCallback);
glfwSetCharCallback(CORE.Window.handle, CharCallback);
glfwSetMouseButtonCallback(CORE.Window.handle, MouseButtonCallback);
glfwSetCursorPosCallback(CORE.Window.handle, MouseCursorPosCallback); // Track mouse position changes
glfwSetScrollCallback(CORE.Window.handle, MouseScrollCallback);
glfwSetCursorEnterCallback(CORE.Window.handle, CursorEnterCallback);
glfwMakeContextCurrent(CORE.Window.handle);
#if !defined(PLATFORM_WEB)
glfwSetInputMode(CORE.Window.handle, GLFW_LOCK_KEY_MODS, GLFW_TRUE); // Enable lock keys modifiers (CAPS, NUM)
glfwSwapInterval(0); // No V-Sync by default
#endif
// Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
// NOTE: V-Sync can be enabled by graphic driver configuration, it doesn't need
// to be activated on web platforms since VSync is enforced there.
#if !defined(PLATFORM_WEB)
if (CORE.Window.flags & FLAG_VSYNC_HINT)
{
// WARNING: It seems to hit a critical render path in Intel HD Graphics
glfwSwapInterval(1);
TRACELOG(LOG_INFO, "DISPLAY: Trying to enable VSYNC");
}
#endif
int fbWidth = CORE.Window.screen.width;
int fbHeight = CORE.Window.screen.height;
#if defined(PLATFORM_DESKTOP)
if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
{
// NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling.
// Framebuffer scaling should be activated with: glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE);
#if !defined(__APPLE__)
glfwGetFramebufferSize(CORE.Window.handle, &fbWidth, &fbHeight);
// Screen scaling matrix is required in case desired screen area is different from display area
CORE.Window.screenScale = MatrixScale((float)fbWidth/CORE.Window.screen.width, (float)fbHeight/CORE.Window.screen.height, 1.0f);
// Mouse input scaling for the new screen size
SetMouseScale((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight);
#endif
}
#endif
CORE.Window.render.width = fbWidth;
CORE.Window.render.height = fbHeight;
CORE.Window.currentFbo.width = fbWidth;
CORE.Window.currentFbo.height = fbHeight;
TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
#endif // PLATFORM_DESKTOP || PLATFORM_WEB
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_DRM)
CORE.Window.fullscreen = true;
CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
#if defined(PLATFORM_DRM)
CORE.Window.fd = -1;
CORE.Window.connector = NULL;
CORE.Window.modeIndex = -1;
CORE.Window.crtc = NULL;
CORE.Window.gbmDevice = NULL;
CORE.Window.gbmSurface = NULL;
CORE.Window.prevBO = NULL;
CORE.Window.prevFB = 0;
#if defined(DEFAULT_GRAPHIC_DEVICE_DRM)
CORE.Window.fd = open(DEFAULT_GRAPHIC_DEVICE_DRM, O_RDWR);
#else
TRACELOG(LOG_INFO, "DISPLAY: No graphic card set, trying platform-gpu-card");
CORE.Window.fd = open("/dev/dri/by-path/platform-gpu-card", O_RDWR); // VideoCore VI (Raspberry Pi 4)
if ((-1 == CORE.Window.fd) || (drmModeGetResources(CORE.Window.fd) == NULL))
{
TRACELOG(LOG_INFO, "DISPLAY: Failed to open platform-gpu-card, trying card1");
CORE.Window.fd = open("/dev/dri/card1", O_RDWR); // Other Embedded
}
if ((-1 == CORE.Window.fd) || (drmModeGetResources(CORE.Window.fd) == NULL))
{
TRACELOG(LOG_INFO, "DISPLAY: Failed to open graphic card1, trying card0");
CORE.Window.fd = open("/dev/dri/card0", O_RDWR); // VideoCore IV (Raspberry Pi 1-3)
}
#endif
if (-1 == CORE.Window.fd)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to open graphic card");
return false;
}
drmModeRes *res = drmModeGetResources(CORE.Window.fd);
if (!res)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed get DRM resources");
return false;
}
TRACELOG(LOG_TRACE, "DISPLAY: Connectors found: %i", res->count_connectors);
for (size_t i = 0; i < res->count_connectors; i++)
{
TRACELOG(LOG_TRACE, "DISPLAY: Connector index %i", i);
drmModeConnector *con = drmModeGetConnector(CORE.Window.fd, res->connectors[i]);
TRACELOG(LOG_TRACE, "DISPLAY: Connector modes detected: %i", con->count_modes);
if ((con->connection == DRM_MODE_CONNECTED) && (con->encoder_id))
{
TRACELOG(LOG_TRACE, "DISPLAY: DRM mode connected");
CORE.Window.connector = con;
break;
}
else
{
TRACELOG(LOG_TRACE, "DISPLAY: DRM mode NOT connected (deleting)");
drmModeFreeConnector(con);
}
}
if (!CORE.Window.connector)
{
TRACELOG(LOG_WARNING, "DISPLAY: No suitable DRM connector found");
drmModeFreeResources(res);
return false;
}
drmModeEncoder *enc = drmModeGetEncoder(CORE.Window.fd, CORE.Window.connector->encoder_id);
if (!enc)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to get DRM mode encoder");
drmModeFreeResources(res);
return false;
}
CORE.Window.crtc = drmModeGetCrtc(CORE.Window.fd, enc->crtc_id);
if (!CORE.Window.crtc)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to get DRM mode crtc");
drmModeFreeEncoder(enc);
drmModeFreeResources(res);
return false;
}
// If InitWindow should use the current mode find it in the connector's mode list
if ((CORE.Window.screen.width <= 0) || (CORE.Window.screen.height <= 0))
{
TRACELOG(LOG_TRACE, "DISPLAY: Selecting DRM connector mode for current used mode...");
CORE.Window.modeIndex = FindMatchingConnectorMode(CORE.Window.connector, &CORE.Window.crtc->mode);
if (CORE.Window.modeIndex < 0)
{
TRACELOG(LOG_WARNING, "DISPLAY: No matching DRM connector mode found");
drmModeFreeEncoder(enc);
drmModeFreeResources(res);
return false;
}
CORE.Window.screen.width = CORE.Window.display.width;
CORE.Window.screen.height = CORE.Window.display.height;
}
const bool allowInterlaced = CORE.Window.flags & FLAG_INTERLACED_HINT;
const int fps = (CORE.Time.target > 0) ? (1.0/CORE.Time.target) : 60;
// Try to find an exact matching mode
CORE.Window.modeIndex = FindExactConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, allowInterlaced);
// If nothing found, try to find a nearly matching mode
if (CORE.Window.modeIndex < 0) CORE.Window.modeIndex = FindNearestConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, allowInterlaced);
// If nothing found, try to find an exactly matching mode including interlaced
if (CORE.Window.modeIndex < 0) CORE.Window.modeIndex = FindExactConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, true);
// If nothing found, try to find a nearly matching mode including interlaced
if (CORE.Window.modeIndex < 0) CORE.Window.modeIndex = FindNearestConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, true);
// If nothing found, there is no suitable mode
if (CORE.Window.modeIndex < 0)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to find a suitable DRM connector mode");
drmModeFreeEncoder(enc);
drmModeFreeResources(res);
return false;
}
CORE.Window.display.width = CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay;
CORE.Window.display.height = CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay;
TRACELOG(LOG_INFO, "DISPLAY: Selected DRM connector mode %s (%ux%u%c@%u)", CORE.Window.connector->modes[CORE.Window.modeIndex].name,
CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay, CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay,
(CORE.Window.connector->modes[CORE.Window.modeIndex].flags & DRM_MODE_FLAG_INTERLACE) ? 'i' : 'p',
CORE.Window.connector->modes[CORE.Window.modeIndex].vrefresh);
// Use the width and height of the surface for render
CORE.Window.render.width = CORE.Window.screen.width;
CORE.Window.render.height = CORE.Window.screen.height;
drmModeFreeEncoder(enc);
enc = NULL;
drmModeFreeResources(res);
res = NULL;
CORE.Window.gbmDevice = gbm_create_device(CORE.Window.fd);
if (!CORE.Window.gbmDevice)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to create GBM device");
return false;
}
CORE.Window.gbmSurface = gbm_surface_create(CORE.Window.gbmDevice, CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay,
CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay, GBM_FORMAT_ARGB8888, GBM_BO_USE_SCANOUT | GBM_BO_USE_RENDERING);
if (!CORE.Window.gbmSurface)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to create GBM surface");
return false;
}
#endif
EGLint samples = 0;
EGLint sampleBuffer = 0;
if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
@ -653,15 +160,9 @@ static bool InitGraphicsDevice(int width, int height)
const EGLint framebufferAttribs[] =
{
EGL_RENDERABLE_TYPE, (rlGetVersion() == RL_OPENGL_ES_30)? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT, // Type of context support
#if defined(PLATFORM_DRM)
EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android!
#endif
EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5)
EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6)
EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5)
#if defined(PLATFORM_DRM)
EGL_ALPHA_SIZE, 8, // ALPHA bit depth (required for transparent framebuffer)
#endif
//EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI)
EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!)
//EGL_STENCIL_SIZE, 8, // Stencil buffer size
@ -676,15 +177,10 @@ static bool InitGraphicsDevice(int width, int height)
EGL_NONE
};
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_DRM)
EGLint numConfigs = 0;
// Get an EGL device connection
#if defined(PLATFORM_DRM)
CORE.Window.device = eglGetDisplay((EGLNativeDisplayType)CORE.Window.gbmDevice);
#else
CORE.Window.device = eglGetDisplay(EGL_DEFAULT_DISPLAY);
#endif
if (CORE.Window.device == EGL_NO_DISPLAY)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
@ -699,63 +195,8 @@ static bool InitGraphicsDevice(int width, int height)
return false;
}
#if defined(PLATFORM_DRM)
if (!eglChooseConfig(CORE.Window.device, NULL, NULL, 0, &numConfigs))
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to get EGL config count: 0x%x", eglGetError());
return false;
}
TRACELOG(LOG_TRACE, "DISPLAY: EGL configs available: %d", numConfigs);
EGLConfig *configs = RL_CALLOC(numConfigs, sizeof(*configs));
if (!configs)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to get memory for EGL configs");
return false;
}
EGLint matchingNumConfigs = 0;
if (!eglChooseConfig(CORE.Window.device, framebufferAttribs, configs, numConfigs, &matchingNumConfigs))
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to choose EGL config: 0x%x", eglGetError());
free(configs);
return false;
}
TRACELOG(LOG_TRACE, "DISPLAY: EGL matching configs available: %d", matchingNumConfigs);
// find the EGL config that matches the previously setup GBM format
int found = 0;
for (EGLint i = 0; i < matchingNumConfigs; ++i)
{
EGLint id = 0;
if (!eglGetConfigAttrib(CORE.Window.device, configs[i], EGL_NATIVE_VISUAL_ID, &id))
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to get EGL config attribute: 0x%x", eglGetError());
continue;
}
if (GBM_FORMAT_ARGB8888 == id)
{
TRACELOG(LOG_TRACE, "DISPLAY: Using EGL config: %d", i);
CORE.Window.config = configs[i];
found = 1;
break;
}
}
RL_FREE(configs);
if (!found)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to find a suitable EGL config");
return false;
}
#else
// Get an appropriate EGL framebuffer configuration
eglChooseConfig(CORE.Window.device, framebufferAttribs, &CORE.Window.config, 1, &numConfigs);
#endif
// Set rendering API
eglBindAPI(EGL_OPENGL_ES_API);
@ -767,11 +208,9 @@ static bool InitGraphicsDevice(int width, int height)
TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL context");
return false;
}
#endif
// Create an EGL window surface
//---------------------------------------------------------------------------------
#if defined(PLATFORM_ANDROID)
EGLint displayFormat = 0;
// EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry()
@ -789,23 +228,6 @@ static bool InitGraphicsDevice(int width, int height)
//ANativeWindow_setBuffersGeometry(CORE.Android.app->window, 0, 0, displayFormat); // Force use of native display size
CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, CORE.Android.app->window, NULL);
#endif // PLATFORM_ANDROID
#if defined(PLATFORM_DRM)
CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, (EGLNativeWindowType)CORE.Window.gbmSurface, NULL);
if (EGL_NO_SURFACE == CORE.Window.surface)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL window surface: 0x%04x", eglGetError());
return false;
}
// At this point we need to manage render size vs screen size
// NOTE: This function use and modify global module variables:
// -> CORE.Window.screen.width/CORE.Window.screen.height
// -> CORE.Window.render.width/CORE.Window.render.height
// -> CORE.Window.screenScale
SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
#endif // PLATFORM_DRM
// There must be at least one frame displayed before the buffers are swapped
//eglSwapInterval(CORE.Window.device, 1);
@ -828,15 +250,10 @@ static bool InitGraphicsDevice(int width, int height)
TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
}
#endif // PLATFORM_ANDROID || PLATFORM_DRM
// Load OpenGL extensions
// NOTE: GL procedures address loader is required to load extensions
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
rlLoadExtensions(glfwGetProcAddress);
#else
rlLoadExtensions(eglGetProcAddress);
#endif
// Initialize OpenGL context (states and resources)
// NOTE: CORE.Window.currentFbo.width and CORE.Window.currentFbo.height not used, just stored as globals in rlgl
@ -846,9 +263,7 @@ static bool InitGraphicsDevice(int width, int height)
// NOTE: It updated CORE.Window.render.width and CORE.Window.render.height
SetupViewport(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
#if defined(PLATFORM_ANDROID)
CORE.Window.ready = true;
#endif
if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
@ -1513,6 +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");
}
@ -1628,18 +1044,27 @@ void OpenURL(const char *url)
}
}
// Get gamepad internal name id
const char *GetGamepadName(int gamepad)
{
return NULL;
}
// Get selected monitor physical width in millimetres
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)
{
TRACELOG(LOG_INFO, "GetGamepadName not implemented in rcore_android.c");
return NULL;
}
// Get gamepad axis count
int GetGamepadAxisCount(int gamepad)
{
@ -1649,6 +1074,8 @@ int GetGamepadAxisCount(int gamepad)
// Set internal gamepad mappings
int SetGamepadMappings(const char *mappings)
{
TRACELOG(LOG_INFO, "SetGamepadMappings not implemented in rcore_android.c");
return 0;
}

View File

@ -711,7 +711,6 @@ void ToggleBorderlessWindowed(void)
glfwGetMonitorPos(monitors[monitor], &monitorPosX, &monitorPosY);
const int monitorWidth = mode->width;
const int monitorHeight = mode->height;
glfwSetWindowSize(CORE.Window.handle, monitorWidth, monitorHeight);
// Set screen position and size
glfwSetWindowPos(CORE.Window.handle, monitorPosX, monitorPosY);
@ -1150,11 +1149,11 @@ static void ErrorCallback(int error, const char *description)
// Get native window handle
void *GetWindowHandle(void)
{
#if defined(PLATFORM_DESKTOP) && defined(_WIN32)
#if defined(_WIN32)
// NOTE: Returned handle is: void *HWND (windows.h)
return glfwGetWin32Window(CORE.Window.handle);
#endif
#if defined(PLATFORM_DESKTOP) && defined(__linux__)
#if defined(__linux__)
// NOTE: Returned handle is: unsigned long Window (X.h)
// typedef unsigned long XID;
// typedef XID Window;
@ -1497,16 +1496,6 @@ void OpenURL(const char *url)
}
}
// Get gamepad internal name id
const char *GetGamepadName(int gamepad)
{
const char *name = NULL;
if (CORE.Input.Gamepad.ready[gamepad]) name = glfwGetJoystickName(gamepad);
return name;
}
// Get selected monitor physical width in millimetres
int GetMonitorPhysicalWidth(int monitor)
{
@ -1523,6 +1512,23 @@ 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)
{
const char *name = NULL;
if (CORE.Input.Gamepad.ready[gamepad]) name = glfwGetJoystickName(gamepad);
return name;
}
// Get gamepad axis count
int GetGamepadAxisCount(int gamepad)
{
@ -1752,3 +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
@ -1035,6 +890,21 @@ void OpenURL(const char *url)
}
}
// Get selected monitor physical width in millimetres
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
const char *GetGamepadName(int gamepad)
{
@ -1045,12 +915,6 @@ const char *GetGamepadName(int gamepad)
return name;
}
// Get selected monitor physical width in millimetres
int GetMonitorPhysicalWidth(int monitor)
{
return 0;
}
// Get gamepad axis count
int GetGamepadAxisCount(int gamepad)
{
@ -1060,6 +924,8 @@ int GetGamepadAxisCount(int gamepad)
// Set internal gamepad mappings
int SetGamepadMappings(const char *mappings)
{
TRACELOG(LOG_INFO, "SetGamepadMappings not implemented in rcore_web.c");
return 0;
}
@ -1261,3 +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
}