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-rw-r--r--src/Makefile1
-rw-r--r--src/rcore.c5041
-rw-r--r--src/rcore.h318
-rw-r--r--src/rcore_android.c1267
-rw-r--r--src/rcore_desktop.c2074
-rw-r--r--src/rcore_drm.c2059
-rw-r--r--src/rcore_web.c1604
7 files changed, 7472 insertions, 4892 deletions
diff --git a/src/Makefile b/src/Makefile
index 63cbe2a4..e75ae536 100644
--- a/src/Makefile
+++ b/src/Makefile
@@ -384,6 +384,7 @@ ifeq ($(PLATFORM),PLATFORM_DRM)
# without EGL_NO_X11 eglplatform.h tears Xlib.h in which tears X.h in
# which contains a conflicting type Font
CFLAGS += -DEGL_NO_X11
+ CFLAGS += -Werror=implicit-function-declaration
endif
# Use Wayland display on Linux desktop
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
diff --git a/src/rcore.c b/src/rcore.c
index 3ba0404d..44b7ee78 100644
--- a/src/rcore.c
+++ b/src/rcore.c
@@ -53,9 +53,6 @@
* #define SUPPORT_PARTIALBUSY_WAIT_LOOP
* Use a partial-busy wait loop, in this case frame sleeps for most of the time and runs a busy-wait-loop at the end
*
-* #define SUPPORT_EVENTS_WAITING
-* Wait for events passively (sleeping while no events) instead of polling them actively every frame
-*
* #define SUPPORT_SCREEN_CAPTURE
* Allow automatic screen capture of current screen pressing F12, defined in KeyCallback()
*
@@ -105,12 +102,11 @@
#include "config.h" // Defines module configuration flags
#endif
-#include "utils.h" // Required for: TRACELOG() macros
+#include "rcore.h"
#define RLGL_IMPLEMENTATION
#include "rlgl.h" // OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
-#define RAYMATH_IMPLEMENTATION // Define external out-of-line implementation
#include "raymath.h" // Vector3, Quaternion and Matrix functionality
#if defined(SUPPORT_GESTURES_SYSTEM)
@@ -141,10 +137,6 @@
#include "external/sdefl.h" // Deflate (RFC 1951) compressor
#endif
-#if (defined(__linux__) || defined(PLATFORM_WEB)) && (_POSIX_C_SOURCE < 199309L)
- #undef _POSIX_C_SOURCE
- #define _POSIX_C_SOURCE 199309L // Required for: CLOCK_MONOTONIC if compiled with c99 without gnu ext.
-#endif
#if defined(__linux__) && !defined(_GNU_SOURCE)
#define _GNU_SOURCE
#endif
@@ -166,12 +158,6 @@
#endif // OSs
#endif // PLATFORM_DESKTOP
-#include <stdlib.h> // Required for: srand(), rand(), atexit()
-#include <stdio.h> // Required for: sprintf() [Used in OpenURL()]
-#include <string.h> // Required for: strrchr(), strcmp(), strlen(), memset()
-#include <time.h> // Required for: time() [Used in InitTimer()]
-#include <math.h> // Required for: tan() [Used in BeginMode3D()], atan2f() [Used in LoadVrStereoConfig()]
-
#define _CRT_INTERNAL_NONSTDC_NAMES 1
#include <sys/stat.h> // Required for: stat(), S_ISREG [Used in GetFileModTime(), IsFilePath()]
@@ -199,318 +185,21 @@
#define CHDIR chdir
#endif
-#if defined(PLATFORM_DESKTOP)
- #define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3
- // NOTE: Already provided by rlgl implementation (on glad.h)
- #include "GLFW/glfw3.h" // GLFW3 library: Windows, OpenGL context and Input management
- // NOTE: GLFW3 already includes gl.h (OpenGL) headers
-
- // Support retrieving native window handlers
- #if defined(_WIN32)
- typedef void *PVOID;
- typedef PVOID HANDLE;
- typedef HANDLE HWND;
- #define GLFW_EXPOSE_NATIVE_WIN32
- #define GLFW_NATIVE_INCLUDE_NONE // To avoid some symbols re-definition in windows.h
- #include "GLFW/glfw3native.h"
-
- #if defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
- // NOTE: Those functions require linking with winmm library
- unsigned int __stdcall timeBeginPeriod(unsigned int uPeriod);
- unsigned int __stdcall timeEndPeriod(unsigned int uPeriod);
- #endif
- #endif
- #if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__)
- #include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
-
- //#define GLFW_EXPOSE_NATIVE_X11 // WARNING: Exposing Xlib.h > X.h results in dup symbols for Font type
- //#define GLFW_EXPOSE_NATIVE_WAYLAND
- //#define GLFW_EXPOSE_NATIVE_MIR
- #include "GLFW/glfw3native.h" // Required for: glfwGetX11Window()
- #endif
- #if defined(__APPLE__)
- #include <unistd.h> // Required for: usleep()
-
- //#define GLFW_EXPOSE_NATIVE_COCOA // WARNING: Fails due to type redefinition
- void *glfwGetCocoaWindow(GLFWwindow* handle);
- #include "GLFW/glfw3native.h" // Required for: glfwGetCocoaWindow()
- #endif
-
- // TODO: HACK: Added flag if not provided by GLFW when using external library
- // Latest GLFW release (GLFW 3.3.8) does not implement this flag, it was added for 3.4.0-dev
- #if !defined(GLFW_MOUSE_PASSTHROUGH)
- #define GLFW_MOUSE_PASSTHROUGH 0x0002000D
- #endif
-#endif
-
-#if defined(PLATFORM_ANDROID)
- //#include <android/sensor.h> // Required for: Android sensors functions (accelerometer, gyroscope, light...)
- #include <android/window.h> // Required for: AWINDOW_FLAG_FULLSCREEN definition and others
- #include <android_native_app_glue.h> // Required for: android_app struct and activity management
- #include <jni.h> // Required for: JNIEnv and JavaVM [Used in OpenURL()]
-
- #include <EGL/egl.h> // Native platform windowing system interface
- //#include <GLES2/gl2.h> // OpenGL ES 2.0 library (not required in this module, only in rlgl)
-#endif
-
-#if defined(PLATFORM_DRM)
- #include <fcntl.h> // POSIX file control definitions - open(), creat(), fcntl()
- #include <unistd.h> // POSIX standard function definitions - read(), close(), STDIN_FILENO
- #include <termios.h> // POSIX terminal control definitions - tcgetattr(), tcsetattr()
- #include <pthread.h> // POSIX threads management (inputs reading)
- #include <dirent.h> // POSIX directory browsing
-
- #include <sys/ioctl.h> // Required for: ioctl() - UNIX System call for device-specific input/output operations
- #include <linux/kd.h> // Linux: KDSKBMODE, K_MEDIUMRAM constants definition
- #include <linux/input.h> // Linux: Keycodes constants definition (KEY_A, ...)
- #include <linux/joystick.h> // Linux: Joystick support library
-
- #include <gbm.h> // Generic Buffer Management (native platform for EGL on DRM)
- #include <xf86drm.h> // Direct Rendering Manager user-level library interface
- #include <xf86drmMode.h> // Direct Rendering Manager mode setting (KMS) interface
-
- #include "EGL/egl.h" // Native platform windowing system interface
- #include "EGL/eglext.h" // EGL extensions
- //#include "GLES2/gl2.h" // OpenGL ES 2.0 library (not required in this module, only in rlgl)
-#endif
-
-#if defined(PLATFORM_WEB)
- #define GLFW_INCLUDE_ES2 // GLFW3: Enable OpenGL ES 2.0 (translated to WebGL)
- //#define GLFW_INCLUDE_ES3 // GLFW3: Enable OpenGL ES 3.0 (transalted to WebGL2?)
- #include "GLFW/glfw3.h" // GLFW3: Windows, OpenGL context and Input management
- #include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
-
- #include <emscripten/emscripten.h> // Emscripten functionality for C
- #include <emscripten/html5.h> // Emscripten HTML5 library
-#endif
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-#if defined(PLATFORM_DRM)
- #define USE_LAST_TOUCH_DEVICE // When multiple touchscreens are connected, only use the one with the highest event<N> number
-
- #define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...)
- #define DEFAULT_EVDEV_PATH "/dev/input/" // Path to the linux input events
-#endif
-
-#ifndef MAX_FILEPATH_CAPACITY
- #define MAX_FILEPATH_CAPACITY 8192 // Maximum capacity for filepath
-#endif
-#ifndef MAX_FILEPATH_LENGTH
- #define MAX_FILEPATH_LENGTH 4096 // Maximum length for filepaths (Linux PATH_MAX default value)
-#endif
-
-#ifndef MAX_KEYBOARD_KEYS
- #define MAX_KEYBOARD_KEYS 512 // Maximum number of keyboard keys supported
-#endif
-#ifndef MAX_MOUSE_BUTTONS
- #define MAX_MOUSE_BUTTONS 8 // Maximum number of mouse buttons supported
-#endif
-#ifndef MAX_GAMEPADS
- #define MAX_GAMEPADS 4 // Maximum number of gamepads supported
-#endif
-#ifndef MAX_GAMEPAD_AXIS
- #define MAX_GAMEPAD_AXIS 8 // Maximum number of axis supported (per gamepad)
-#endif
-#ifndef MAX_GAMEPAD_BUTTONS
- #define MAX_GAMEPAD_BUTTONS 32 // Maximum number of buttons supported (per gamepad)
-#endif
-#ifndef MAX_TOUCH_POINTS
- #define MAX_TOUCH_POINTS 8 // Maximum number of touch points supported
-#endif
-#ifndef MAX_KEY_PRESSED_QUEUE
- #define MAX_KEY_PRESSED_QUEUE 16 // Maximum number of keys in the key input queue
-#endif
-#ifndef MAX_CHAR_PRESSED_QUEUE
- #define MAX_CHAR_PRESSED_QUEUE 16 // Maximum number of characters in the char input queue
-#endif
-
-#ifndef MAX_DECOMPRESSION_SIZE
- #define MAX_DECOMPRESSION_SIZE 64 // Maximum size allocated for decompression in MB
-#endif
-
-// Flags operation macros
-#define FLAG_SET(n, f) ((n) |= (f))
-#define FLAG_CLEAR(n, f) ((n) &= ~(f))
-#define FLAG_TOGGLE(n, f) ((n) ^= (f))
-#define FLAG_CHECK(n, f) ((n) & (f))
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-#if defined(PLATFORM_DRM)
-typedef struct {
- pthread_t threadId; // Event reading thread id
- int fd; // File descriptor to the device it is assigned to
- int eventNum; // Number of 'event<N>' device
- Rectangle absRange; // Range of values for absolute pointing devices (touchscreens)
- int touchSlot; // Hold the touch slot number of the currently being sent multitouch block
- bool isMouse; // True if device supports relative X Y movements
- bool isTouch; // True if device supports absolute X Y movements and has BTN_TOUCH
- bool isMultitouch; // True if device supports multiple absolute movevents and has BTN_TOUCH
- bool isKeyboard; // True if device has letter keycodes
- bool isGamepad; // True if device has gamepad buttons
-} InputEventWorker;
-#endif
-
-typedef struct { int x; int y; } Point;
-typedef struct { unsigned int width; unsigned int height; } Size;
-
-// Core global state context data
-typedef struct CoreData {
- struct {
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
- GLFWwindow *handle; // GLFW window handle (graphic device)
-#endif
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_DRM)
-#if defined(PLATFORM_DRM)
- int fd; // File descriptor for /dev/dri/...
- drmModeConnector *connector; // Direct Rendering Manager (DRM) mode connector
- drmModeCrtc *crtc; // CRT Controller
- int modeIndex; // Index of the used mode of connector->modes
- struct gbm_device *gbmDevice; // GBM device
- struct gbm_surface *gbmSurface; // GBM surface
- struct gbm_bo *prevBO; // Previous GBM buffer object (during frame swapping)
- uint32_t prevFB; // Previous GBM framebufer (during frame swapping)
-#endif // PLATFORM_DRM
- EGLDisplay device; // Native display device (physical screen connection)
- EGLSurface surface; // Surface to draw on, framebuffers (connected to context)
- EGLContext context; // Graphic context, mode in which drawing can be done
- EGLConfig config; // Graphic config
-#endif
- const char *title; // Window text title const pointer
- unsigned int flags; // Configuration flags (bit based), keeps window state
- bool ready; // Check if window has been initialized successfully
- bool fullscreen; // Check if fullscreen mode is enabled
- bool shouldClose; // Check if window set for closing
- bool resizedLastFrame; // Check if window has been resized last frame
- bool eventWaiting; // Wait for events before ending frame
-
- Point position; // Window position (required on fullscreen toggle)
- Point previousPosition; // Window previous position (required on borderless windowed toggle)
- Size display; // Display width and height (monitor, device-screen, LCD, ...)
- Size screen; // Screen width and height (used render area)
- Size previousScreen; // Screen previous width and height (required on borderless windowed toggle)
- Size currentFbo; // Current render width and height (depends on active fbo)
- Size render; // Framebuffer width and height (render area, including black bars if required)
- Point renderOffset; // Offset from render area (must be divided by 2)
- Size screenMin; // Screen minimum width and height (for resizable window)
- Size screenMax; // Screen maximum width and height (for resizable window)
- Matrix screenScale; // Matrix to scale screen (framebuffer rendering)
-
- char **dropFilepaths; // Store dropped files paths pointers (provided by GLFW)
- unsigned int dropFileCount; // Count dropped files strings
-
- } Window;
-#if defined(PLATFORM_ANDROID)
- struct {
- bool appEnabled; // Flag to detect if app is active ** = true
- struct android_app *app; // Android activity
- struct android_poll_source *source; // Android events polling source
- bool contextRebindRequired; // Used to know context rebind required
- } Android;
-#endif
- struct {
- const char *basePath; // Base path for data storage
- } Storage;
- struct {
-#if defined(PLATFORM_DRM)
- InputEventWorker eventWorker[10]; // List of worker threads for every monitored "/dev/input/event<N>"
-#endif
- struct {
- int exitKey; // Default exit key
- char currentKeyState[MAX_KEYBOARD_KEYS]; // Registers current frame key state
- char previousKeyState[MAX_KEYBOARD_KEYS]; // Registers previous frame key state
- // NOTE: Since key press logic involves comparing prev vs cur key state, we need to handle key repeats specially
- char keyRepeatInFrame[MAX_KEYBOARD_KEYS]; // Registers key repeats for current frame.
-
- int keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input keys queue
- int keyPressedQueueCount; // Input keys queue count
-
- int charPressedQueue[MAX_CHAR_PRESSED_QUEUE]; // Input characters queue (unicode)
- int charPressedQueueCount; // Input characters queue count
-
-#if defined(PLATFORM_DRM)
- int defaultMode; // Default keyboard mode
-#if defined(SUPPORT_SSH_KEYBOARD_RPI)
- bool evtMode; // Keyboard in event mode
-#endif
- int defaultFileFlags; // Default IO file flags
- struct termios defaultSettings; // Default keyboard settings
- int fd; // File descriptor for the evdev keyboard
-#endif
- } Keyboard;
- struct {
- Vector2 offset; // Mouse offset
- Vector2 scale; // Mouse scaling
- Vector2 currentPosition; // Mouse position on screen
- Vector2 previousPosition; // Previous mouse position
-
- int cursor; // Tracks current mouse cursor
- bool cursorHidden; // Track if cursor is hidden
- bool cursorOnScreen; // Tracks if cursor is inside client area
-
- char currentButtonState[MAX_MOUSE_BUTTONS]; // Registers current mouse button state
- char previousButtonState[MAX_MOUSE_BUTTONS]; // Registers previous mouse button state
- Vector2 currentWheelMove; // Registers current mouse wheel variation
- Vector2 previousWheelMove; // Registers previous mouse wheel variation
-#if defined(PLATFORM_DRM)
- Vector2 eventWheelMove; // Registers the event mouse wheel variation
- // NOTE: currentButtonState[] can't be written directly due to multithreading, app could miss the update
- char currentButtonStateEvdev[MAX_MOUSE_BUTTONS]; // Holds the new mouse state for the next polling event to grab
-#endif
- } Mouse;
- struct {
- int pointCount; // Number of touch points active
- int pointId[MAX_TOUCH_POINTS]; // Point identifiers
- Vector2 position[MAX_TOUCH_POINTS]; // Touch position on screen
- char currentTouchState[MAX_TOUCH_POINTS]; // Registers current touch state
- char previousTouchState[MAX_TOUCH_POINTS]; // Registers previous touch state
- } Touch;
- struct {
- int lastButtonPressed; // Register last gamepad button pressed
- int axisCount; // Register number of available gamepad axis
- bool ready[MAX_GAMEPADS]; // Flag to know if gamepad is ready
- char name[MAX_GAMEPADS][64]; // Gamepad name holder
- char currentButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state
- char previousButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
- float axisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
-#if defined(PLATFORM_DRM)
- pthread_t threadId; // Gamepad reading thread id
- int streamId[MAX_GAMEPADS]; // Gamepad device file descriptor
-#endif
- } Gamepad;
- } Input;
- struct {
- double current; // Current time measure
- double previous; // Previous time measure
- double update; // Time measure for frame update
- double draw; // Time measure for frame draw
- double frame; // Time measure for one frame
- double target; // Desired time for one frame, if 0 not applied
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_DRM)
- unsigned long long int base; // Base time measure for hi-res timer
-#endif
- unsigned int frameCounter; // Frame counter
- } Time;
-} CoreData;
-
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
RLAPI const char *raylib_version = RAYLIB_VERSION; // raylib version exported symbol, required for some bindings
-static CoreData CORE = { 0 }; // Global CORE state context
+CoreData CORE = { 0 }; // Global CORE state context
#if defined(SUPPORT_SCREEN_CAPTURE)
-static int screenshotCounter = 0; // Screenshots counter
+static int screenshotCounter = 0; // Screenshots counter
#endif
#if defined(SUPPORT_GIF_RECORDING)
-static int gifFrameCounter = 0; // GIF frames counter
-static bool gifRecording = false; // GIF recording state
-static MsfGifState gifState = { 0 }; // MSGIF context state
+int gifFrameCounter = 0; // GIF frames counter
+bool gifRecording = false; // GIF recording state
+MsfGifState gifState = { 0 }; // MSGIF context state
#endif
#if defined(SUPPORT_EVENTS_AUTOMATION)
@@ -602,79 +291,22 @@ static bool eventsRecording = false; // Record events
//-----------------------------------------------------------------------------------
//----------------------------------------------------------------------------------
-// Other Modules Functions Declaration (required by core)
+// Module Functions Declaration
+// NOTE: Those functions are common for all platforms!
//----------------------------------------------------------------------------------
+
#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
-extern void LoadFontDefault(void); // [Module: text] Loads default font on InitWindow()
-extern void UnloadFontDefault(void); // [Module: text] Unloads default font from GPU memory
+extern void LoadFontDefault(void); // [Module: text] Loads default font on InitWindow()
+extern void UnloadFontDefault(void); // [Module: text] Unloads default font from GPU memory
#endif
-//----------------------------------------------------------------------------------
-// Module specific Functions Declaration
-//----------------------------------------------------------------------------------
-static void InitTimer(void); // Initialize timer (hi-resolution if available)
-static bool InitGraphicsDevice(int width, int height); // Initialize graphics device
-static void SetupFramebuffer(int width, int height); // Setup main framebuffer
-static void SetupViewport(int width, int height); // Set viewport for a provided width and height
+static void InitTimer(void); // Initialize timer (hi-resolution if available)
+static void SetupFramebuffer(int width, int height); // Setup main framebuffer
+static void SetupViewport(int width, int height); // Set viewport for a provided width and height
static void ScanDirectoryFiles(const char *basePath, FilePathList *list, const char *filter); // Scan all files and directories in a base path
static void ScanDirectoryFilesRecursively(const char *basePath, FilePathList *list, const char *filter); // Scan all files and directories recursively from a base path
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
-static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
-// Window callbacks events
-static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
-#if !defined(PLATFORM_WEB)
-static void WindowMaximizeCallback(GLFWwindow* window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized
-#endif
-static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
-static void WindowFocusCallback(GLFWwindow *window, int focused); // GLFW3 WindowFocus Callback, runs when window get/lose focus
-static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window
-// Input callbacks events
-static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
-static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value)
-static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed
-static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move
-static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel
-static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
-#endif
-
-#if defined(PLATFORM_ANDROID)
-static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands
-static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); // Process Android inputs
-#endif
-
-#if defined(PLATFORM_WEB)
-static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData);
-static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
-static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
-
-static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData);
-static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData);
-static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData);
-#endif
-
-#if defined(PLATFORM_DRM)
-static void InitKeyboard(void); // Initialize raw keyboard system
-static void RestoreKeyboard(void); // Restore keyboard system
-#if defined(SUPPORT_SSH_KEYBOARD_RPI)
-static void ProcessKeyboard(void); // Process keyboard events
-#endif
-
-static void InitEvdevInput(void); // Initialize evdev inputs
-static void ConfigureEvdevDevice(char *device); // Identifies a input device and configures it for use if appropriate
-static void PollKeyboardEvents(void); // Process evdev keyboard events.
-static void *EventThread(void *arg); // Input device events reading thread
-
-static void InitGamepad(void); // Initialize raw gamepad input
-static void *GamepadThread(void *arg); // Mouse reading thread
-
-static int FindMatchingConnectorMode(const drmModeConnector *connector, const drmModeModeInfo *mode); // Search matching DRM mode in connector's mode list
-static int FindExactConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced); // Search exactly matching DRM connector mode in connector's list
-static int FindNearestConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced); // Search the nearest matching DRM connector mode in connector's list
-
-#endif // PLATFORM_DRM
-
#if defined(SUPPORT_EVENTS_AUTOMATION)
static void LoadAutomationEvents(const char *fileName); // Load automation events from file
static void ExportAutomationEvents(const char *fileName); // Export recorded automation events into a file
@@ -691,443 +323,73 @@ void __stdcall Sleep(unsigned long msTimeout); // Required for: Wai
const char *TextFormat(const char *text, ...); // Formatting of text with variables to 'embed'
#endif // !SUPPORT_MODULE_RTEXT
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Window and OpenGL Context Functions
-//----------------------------------------------------------------------------------
-#if defined(PLATFORM_ANDROID)
-// To allow easier porting to android, we allow the user to define a
-// main function which we call from android_main, defined by ourselves
-extern int main(int argc, char *argv[]);
-
-void android_main(struct android_app *app)
-{
- char arg0[] = "raylib"; // NOTE: argv[] are mutable
- CORE.Android.app = app;
-
- // NOTE: Return from main is ignored
- (void)main(1, (char *[]) { arg0, NULL });
-
- // Request to end the native activity
- ANativeActivity_finish(app->activity);
-
- // Android ALooper_pollAll() variables
- int pollResult = 0;
- int pollEvents = 0;
-
- // Waiting for application events before complete finishing
- while (!app->destroyRequested)
- {
- while ((pollResult = ALooper_pollAll(0, NULL, &pollEvents, (void **)&CORE.Android.source)) >= 0)
- {
- if (CORE.Android.source != NULL) CORE.Android.source->process(app, CORE.Android.source);
- }
- }
-}
-
-// NOTE: Add this to header (if apps really need it)
-struct android_app *GetAndroidApp(void)
-{
- return CORE.Android.app;
-}
-#endif
-
-// Initialize window and OpenGL context
-// NOTE: data parameter could be used to pass any kind of required data to the initialization
-void InitWindow(int width, int height, const char *title)
-{
- TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION);
-
- TRACELOG(LOG_INFO, "Supported raylib modules:");
- TRACELOG(LOG_INFO, " > rcore:..... loaded (mandatory)");
- TRACELOG(LOG_INFO, " > rlgl:...... loaded (mandatory)");
-#if defined(SUPPORT_MODULE_RSHAPES)
- TRACELOG(LOG_INFO, " > rshapes:... loaded (optional)");
-#else
- TRACELOG(LOG_INFO, " > rshapes:... not loaded (optional)");
-#endif
-#if defined(SUPPORT_MODULE_RTEXTURES)
- TRACELOG(LOG_INFO, " > rtextures:. loaded (optional)");
-#else
- TRACELOG(LOG_INFO, " > rtextures:. not loaded (optional)");
-#endif
-#if defined(SUPPORT_MODULE_RTEXT)
- TRACELOG(LOG_INFO, " > rtext:..... loaded (optional)");
-#else
- TRACELOG(LOG_INFO, " > rtext:..... not loaded (optional)");
-#endif
-#if defined(SUPPORT_MODULE_RMODELS)
- TRACELOG(LOG_INFO, " > rmodels:... loaded (optional)");
-#else
- TRACELOG(LOG_INFO, " > rmodels:... not loaded (optional)");
-#endif
-#if defined(SUPPORT_MODULE_RAUDIO)
- TRACELOG(LOG_INFO, " > raudio:.... loaded (optional)");
-#else
- TRACELOG(LOG_INFO, " > raudio:.... not loaded (optional)");
-#endif
-
- if ((title != NULL) && (title[0] != 0)) CORE.Window.title = title;
-
- // Initialize global input state
- memset(&CORE.Input, 0, sizeof(CORE.Input));
- CORE.Input.Keyboard.exitKey = KEY_ESCAPE;
- CORE.Input.Mouse.scale = (Vector2){ 1.0f, 1.0f };
- CORE.Input.Mouse.cursor = MOUSE_CURSOR_ARROW;
- CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
-#if defined(SUPPORT_EVENTS_WAITING)
- CORE.Window.eventWaiting = true;
-#endif
-
-#if defined(PLATFORM_ANDROID)
- CORE.Window.screen.width = width;
- CORE.Window.screen.height = height;
- CORE.Window.currentFbo.width = width;
- CORE.Window.currentFbo.height = height;
-
- // Set desired windows flags before initializing anything
- ANativeActivity_setWindowFlags(CORE.Android.app->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER
-
- int orientation = AConfiguration_getOrientation(CORE.Android.app->config);
-
- if (orientation == ACONFIGURATION_ORIENTATION_PORT) TRACELOG(LOG_INFO, "ANDROID: Window orientation set as portrait");
- else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TRACELOG(LOG_INFO, "ANDROID: Window orientation set as landscape");
-
- // TODO: Automatic orientation doesn't seem to work
- if (width <= height)
- {
- AConfiguration_setOrientation(CORE.Android.app->config, ACONFIGURATION_ORIENTATION_PORT);
- TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to portrait");
- }
- else
- {
- AConfiguration_setOrientation(CORE.Android.app->config, ACONFIGURATION_ORIENTATION_LAND);
- TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to landscape");
- }
-
- //AConfiguration_getDensity(CORE.Android.app->config);
- //AConfiguration_getKeyboard(CORE.Android.app->config);
- //AConfiguration_getScreenSize(CORE.Android.app->config);
- //AConfiguration_getScreenLong(CORE.Android.app->config);
-
- // Initialize App command system
- // NOTE: On APP_CMD_INIT_WINDOW -> InitGraphicsDevice(), InitTimer(), LoadFontDefault()...
- CORE.Android.app->onAppCmd = AndroidCommandCallback;
-
- // Initialize input events system
- CORE.Android.app->onInputEvent = AndroidInputCallback;
-
- // Initialize assets manager
- InitAssetManager(CORE.Android.app->activity->assetManager, CORE.Android.app->activity->internalDataPath);
-
- // Initialize base path for storage
- CORE.Storage.basePath = CORE.Android.app->activity->internalDataPath;
-
- TRACELOG(LOG_INFO, "ANDROID: App initialized successfully");
-
- // Android ALooper_pollAll() variables
- int pollResult = 0;
- int pollEvents = 0;
-
- // Wait for window to be initialized (display and context)
- while (!CORE.Window.ready)
- {
- // Process events loop
- while ((pollResult = ALooper_pollAll(0, NULL, &pollEvents, (void**)&CORE.Android.source)) >= 0)
- {
- // Process this event
- if (CORE.Android.source != NULL) CORE.Android.source->process(CORE.Android.app, CORE.Android.source);
-
- // NOTE: Never close window, native activity is controlled by the system!
- //if (CORE.Android.app->destroyRequested != 0) CORE.Window.shouldClose = true;
- }
- }
-#endif
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_DRM)
- // Initialize graphics device (display device and OpenGL context)
- // NOTE: returns true if window and graphic device has been initialized successfully
- CORE.Window.ready = InitGraphicsDevice(width, height);
-
- // If graphic device is no properly initialized, we end program
- if (!CORE.Window.ready)
- {
- TRACELOG(LOG_FATAL, "Failed to initialize Graphic Device");
- return;
- }
- else SetWindowPosition(GetMonitorWidth(GetCurrentMonitor())/2 - CORE.Window.screen.width/2, GetMonitorHeight(GetCurrentMonitor())/2 - CORE.Window.screen.height/2);
-
- // Initialize hi-res timer
- InitTimer();
-
- // Initialize random seed
- srand((unsigned int)time(NULL));
-
- // Initialize base path for storage
- CORE.Storage.basePath = GetWorkingDirectory();
-
-#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
- // Load default font
- // WARNING: External function: Module required: rtext
- LoadFontDefault();
- #if defined(SUPPORT_MODULE_RSHAPES)
- // Set font white rectangle for shapes drawing, so shapes and text can be batched together
- // WARNING: rshapes module is required, if not available, default internal white rectangle is used
- Rectangle rec = GetFontDefault().recs[95];
- if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
- {
- // NOTE: We try to maxime rec padding to avoid pixel bleeding on MSAA filtering
- SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 2, rec.y + 2, 1, 1 });
- }
- else
- {
- // NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding
- SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
- }
- #endif
+// Include platform-specific submodules
+#if defined(PLATFORM_DESKTOP)
+ #include "rcore_desktop.c"
+#elif defined(PLATFORM_WEB)
+ #include "rcore_web.c"
+#elif defined(PLATFORM_DRM)
+ #include "rcore_drm.c"
+#elif defined(PLATFORM_ANDROID)
+ #include "rcore_android.c"
#else
- #if defined(SUPPORT_MODULE_RSHAPES)
- // Set default texture and rectangle to be used for shapes drawing
- // NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
- Texture2D texture = { rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
- SetShapesTexture(texture, (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f }); // WARNING: Module required: rshapes
- #endif
-#endif
-#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
- if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
- {
- // Set default font texture filter for HighDPI (blurry)
- // RL_TEXTURE_FILTER_LINEAR - tex filter: BILINEAR, no mipmaps
- rlTextureParameters(GetFontDefault().texture.id, RL_TEXTURE_MIN_FILTER, RL_TEXTURE_FILTER_LINEAR);
- rlTextureParameters(GetFontDefault().texture.id, RL_TEXTURE_MAG_FILTER, RL_TEXTURE_FILTER_LINEAR);
- }
-#endif
-
-#if defined(PLATFORM_DRM)
- // Initialize raw input system
- InitEvdevInput(); // Evdev inputs initialization
- InitGamepad(); // Gamepad init
- InitKeyboard(); // Keyboard init (stdin)
-#endif
-
-#if defined(PLATFORM_WEB)
- // Setup callback functions for the DOM events
- emscripten_set_fullscreenchange_callback("#canvas", NULL, 1, EmscriptenFullscreenChangeCallback);
-
- // WARNING: Below resize code was breaking fullscreen mode for sample games and examples, it needs review
- // Check fullscreen change events(note this is done on the window since most browsers don't support this on #canvas)
- //emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenResizeCallback);
- // Check Resize event (note this is done on the window since most browsers don't support this on #canvas)
- emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenResizeCallback);
- // Trigger this once to get initial window sizing
- EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL);
-
- // Support keyboard events -> Not used, GLFW.JS takes care of that
- //emscripten_set_keypress_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
- //emscripten_set_keydown_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
-
- // Support mouse events
- emscripten_set_click_callback("#canvas", NULL, 1, EmscriptenMouseCallback);
-
- // Support touch events
- emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
- emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
- emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
- emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
-
- // Support gamepad events (not provided by GLFW3 on emscripten)
- emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback);
- emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback);
-#endif
-
-#if defined(SUPPORT_EVENTS_AUTOMATION)
- events = (AutomationEvent *)RL_CALLOC(MAX_CODE_AUTOMATION_EVENTS, sizeof(AutomationEvent));
- CORE.Time.frameCounter = 0;
-#endif
-
-#endif // PLATFORM_DESKTOP || PLATFORM_WEB || PLATFORM_DRM
-}
-
-// Close window and unload OpenGL context
-void CloseWindow(void)
-{
-#if defined(SUPPORT_GIF_RECORDING)
- if (gifRecording)
- {
- MsfGifResult result = msf_gif_end(&gifState);
- msf_gif_free(result);
- gifRecording = false;
- }
-#endif
-
-#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
- UnloadFontDefault(); // WARNING: Module required: rtext
-#endif
-
- rlglClose(); // De-init rlgl
-
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
- glfwDestroyWindow(CORE.Window.handle);
- glfwTerminate();
-#endif
-
-#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
- timeEndPeriod(1); // Restore time period
-#endif
-
-#if defined(PLATFORM_ANDROID)
- // Close surface, context and display
- if (CORE.Window.device != EGL_NO_DISPLAY)
- {
- eglMakeCurrent(CORE.Window.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
-
- if (CORE.Window.surface != EGL_NO_SURFACE)
- {
- eglDestroySurface(CORE.Window.device, CORE.Window.surface);
- CORE.Window.surface = EGL_NO_SURFACE;
- }
-
- if (CORE.Window.context != EGL_NO_CONTEXT)
- {
- eglDestroyContext(CORE.Window.device, CORE.Window.context);
- CORE.Window.context = EGL_NO_CONTEXT;
- }
-
- eglTerminate(CORE.Window.device);
- CORE.Window.device = EGL_NO_DISPLAY;
- }
-#endif
-
-#if defined(PLATFORM_DRM)
- if (CORE.Window.prevFB)
- {
- drmModeRmFB(CORE.Window.fd, CORE.Window.prevFB);
- CORE.Window.prevFB = 0;
- }
-
- if (CORE.Window.prevBO)
- {
- gbm_surface_release_buffer(CORE.Window.gbmSurface, CORE.Window.prevBO);
- CORE.Window.prevBO = NULL;
- }
-
- if (CORE.Window.gbmSurface)
- {
- gbm_surface_destroy(CORE.Window.gbmSurface);
- CORE.Window.gbmSurface = NULL;
- }
-
- if (CORE.Window.gbmDevice)
- {
- gbm_device_destroy(CORE.Window.gbmDevice);
- CORE.Window.gbmDevice = NULL;
- }
-
- if (CORE.Window.crtc)
- {
- if (CORE.Window.connector)
- {
- drmModeSetCrtc(CORE.Window.fd, CORE.Window.crtc->crtc_id, CORE.Window.crtc->buffer_id,
- CORE.Window.crtc->x, CORE.Window.crtc->y, &CORE.Window.connector->connector_id, 1, &CORE.Window.crtc->mode);
- drmModeFreeConnector(CORE.Window.connector);
- CORE.Window.connector = NULL;
- }
-
- drmModeFreeCrtc(CORE.Window.crtc);
- CORE.Window.crtc = NULL;
- }
-
- if (CORE.Window.fd != -1)
- {
- close(CORE.Window.fd);
- CORE.Window.fd = -1;
- }
-
- // Close surface, context and display
- if (CORE.Window.device != EGL_NO_DISPLAY)
- {
- if (CORE.Window.surface != EGL_NO_SURFACE)
- {
- eglDestroySurface(CORE.Window.device, CORE.Window.surface);
- CORE.Window.surface = EGL_NO_SURFACE;
- }
-
- if (CORE.Window.context != EGL_NO_CONTEXT)
- {
- eglDestroyContext(CORE.Window.device, CORE.Window.context);
- CORE.Window.context = EGL_NO_CONTEXT;
- }
-
- eglTerminate(CORE.Window.device);
- CORE.Window.device = EGL_NO_DISPLAY;
- }
-#endif
-
-#if defined(PLATFORM_DRM)
- // Wait for mouse and gamepad threads to finish before closing
- // NOTE: Those threads should already have finished at this point
- // because they are controlled by CORE.Window.shouldClose variable
-
- CORE.Window.shouldClose = true; // Added to force threads to exit when the close window is called
-
- // Close the evdev keyboard
- if (CORE.Input.Keyboard.fd != -1)
- {
- close(CORE.Input.Keyboard.fd);
- CORE.Input.Keyboard.fd = -1;
- }
-
- for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
- {
- if (CORE.Input.eventWorker[i].threadId)
- {
- pthread_join(CORE.Input.eventWorker[i].threadId, NULL);
- }
- }
-
- if (CORE.Input.Gamepad.threadId) pthread_join(CORE.Input.Gamepad.threadId, NULL);
-#endif
-
-#if defined(SUPPORT_EVENTS_AUTOMATION)
- RL_FREE(events);
-#endif
-
- CORE.Window.ready = false;
- TRACELOG(LOG_INFO, "Window closed successfully");
-}
-
-// Check if KEY_ESCAPE pressed or Close icon pressed
-bool WindowShouldClose(void)
-{
-#if defined(PLATFORM_WEB)
- // Emterpreter-Async required to run sync code
- // https://github.com/emscripten-core/emscripten/wiki/Emterpreter#emterpreter-async-run-synchronous-code
- // By default, this function is never called on a web-ready raylib example because we encapsulate
- // frame code in a UpdateDrawFrame() function, to allow browser manage execution asynchronously
- // but now emscripten allows sync code to be executed in an interpreted way, using emterpreter!
- emscripten_sleep(16);
- return false;
+ // Software rendering backend, user needs to provide buffer ;)
#endif
-#if defined(PLATFORM_DESKTOP)
- if (CORE.Window.ready)
- {
- // While window minimized, stop loop execution
- while (IsWindowState(FLAG_WINDOW_MINIMIZED) && !IsWindowState(FLAG_WINDOW_ALWAYS_RUN)) glfwWaitEvents();
-
- CORE.Window.shouldClose = glfwWindowShouldClose(CORE.Window.handle);
-
- // Reset close status for next frame
- glfwSetWindowShouldClose(CORE.Window.handle, GLFW_FALSE);
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Window and OpenGL Context Functions
+//----------------------------------------------------------------------------------
- return CORE.Window.shouldClose;
- }
- else return true;
-#endif
+// NOTE: Multiple window/display/monitor management functions have been moved to platform-specific modules
+
+// Platform-specific functions:
+//void InitWindow(int width, int height, const char *title);
+//void CloseWindow(void);
+//bool WindowShouldClose(void)
+//bool IsWindowHidden(void)
+//bool IsWindowMinimized(void)
+//bool IsWindowMaximized(void)
+//bool IsWindowFocused(void)
+//bool IsWindowResized(void)
+//void ToggleFullscreen(void)
+//void MaximizeWindow(void)
+//void MinimizeWindow(void)
+//void RestoreWindow(void)
+//void ToggleBorderlessWindowed(void)
+//void SetWindowState(unsigned int flags)
+//void ClearWindowState(unsigned int flags)
+//void SetWindowIcon(Image image)
+//void SetWindowIcons(Image *images, int count)
+//void SetWindowTitle(const char *title)
+//void SetWindowPosition(int x, int y)
+//void SetWindowMonitor(int monitor)
+//void SetWindowMinSize(int width, int height)
+//void SetWindowMaxSize(int width, int height)
+//void SetWindowSize(int width, int height)
+//void SetWindowOpacity(float opacity)
+//void SetWindowFocused(void)
+//void *GetWindowHandle(void)
+//int GetMonitorCount(void)
+//int GetCurrentMonitor(void)
+//Vector2 GetMonitorPosition(int monitor)
+//int GetMonitorWidth(int monitor)
+//int GetMonitorHeight(int monitor)
+//int GetMonitorPhysicalWidth(int monitor)
+//int GetMonitorPhysicalHeight(int monitor)
+//int GetMonitorRefreshRate(int monitor)
+//const char *GetMonitorName(int monitor)
+//Vector2 GetWindowPosition(void)
+//Vector2 GetWindowScaleDPI(void)
+//void SetClipboardText(const char *text)
+//const char *GetClipboardText(void)
+//void ShowCursor(void)
+//void HideCursor(void)
+//void EnableCursor(void)
+//void DisableCursor(void)
+//double GetTime(void)
+//void TakeScreenshot(const char *fileName)
+//void OpenURL(const char *url)
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_DRM)
- if (CORE.Window.ready) return CORE.Window.shouldClose;
- else return true;
-#endif
-}
// Check if window has been initialized successfully
bool IsWindowReady(void)
@@ -1141,713 +403,12 @@ bool IsWindowFullscreen(void)
return CORE.Window.fullscreen;
}
-// Check if window is currently hidden
-bool IsWindowHidden(void)
-{
-#if defined(PLATFORM_DESKTOP)
- return ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0);
-#endif
- return false;
-}
-
-// Check if window has been minimized
-bool IsWindowMinimized(void)
-{
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
- return ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0);
-#endif
- return false;
-}
-
-// Check if window has been maximized (only PLATFORM_DESKTOP)
-bool IsWindowMaximized(void)
-{
-#if defined(PLATFORM_DESKTOP)
- return ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0);
-#endif
- return false;
-}
-
-// Check if window has the focus
-bool IsWindowFocused(void)
-{
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
- return ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) == 0);
-#endif
-#if defined(PLATFORM_ANDROID)
- return CORE.Android.appEnabled;
-#endif
- return true;
-}
-
-// Check if window has been resizedLastFrame
-bool IsWindowResized(void)
-{
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
- return CORE.Window.resizedLastFrame;
-#else
- return false;
-#endif
-}
-
// Check if one specific window flag is enabled
bool IsWindowState(unsigned int flag)
{
return ((CORE.Window.flags & flag) > 0);
}
-// Toggle fullscreen mode (only PLATFORM_DESKTOP)
-void ToggleFullscreen(void)
-{
-#if defined(PLATFORM_DESKTOP)
- if (!CORE.Window.fullscreen)
- {
- // Store previous window position (in case we exit fullscreen)
- glfwGetWindowPos(CORE.Window.handle, &CORE.Window.position.x, &CORE.Window.position.y);
-
- int monitorCount = 0;
- int monitorIndex = GetCurrentMonitor();
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
-
- // Use current monitor, so we correctly get the display the window is on
- GLFWmonitor *monitor = (monitorIndex < monitorCount)? monitors[monitorIndex] : NULL;
-
- if (monitor == NULL)
- {
- TRACELOG(LOG_WARNING, "GLFW: Failed to get monitor");
-
- CORE.Window.fullscreen = false;
- CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
-
- glfwSetWindowMonitor(CORE.Window.handle, NULL, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
- }
- else
- {
- CORE.Window.fullscreen = true;
- CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
-
- glfwSetWindowMonitor(CORE.Window.handle, monitor, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
- }
- }
- else
- {
- CORE.Window.fullscreen = false;
- CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
-
- glfwSetWindowMonitor(CORE.Window.handle, NULL, CORE.Window.position.x, CORE.Window.position.y, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
- }
-
- // 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
- if (CORE.Window.flags & FLAG_VSYNC_HINT) glfwSwapInterval(1);
-#endif
-#if defined(PLATFORM_WEB)
-/*
- EM_ASM
- (
- // This strategy works well while using raylib minimal web shell for emscripten,
- // it re-scales the canvas to fullscreen using monitor resolution, for tools this
- // is a good strategy but maybe games prefer to keep current canvas resolution and
- // display it in fullscreen, adjusting monitor resolution if possible
- if (document.fullscreenElement) document.exitFullscreen();
- else Module.requestFullscreen(true, true); //false, true);
- );
-*/
- //EM_ASM(Module.requestFullscreen(false, false););
-/*
- if (!CORE.Window.fullscreen)
- {
- // Option 1: Request fullscreen for the canvas element
- // This option does not seem to work at all:
- // emscripten_request_pointerlock() and emscripten_request_fullscreen() are affected by web security,
- // the user must click once on the canvas to hide the pointer or transition to full screen
- //emscripten_request_fullscreen("#canvas", false);
-
- // Option 2: Request fullscreen for the canvas element with strategy
- // This option does not seem to work at all
- // Ref: https://github.com/emscripten-core/emscripten/issues/5124
- // EmscriptenFullscreenStrategy strategy = {
- // .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_STRETCH, //EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
- // .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
- // .filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT,
- // .canvasResizedCallback = EmscriptenWindowResizedCallback,
- // .canvasResizedCallbackUserData = NULL
- // };
- //emscripten_request_fullscreen_strategy("#canvas", EM_FALSE, &strategy);
-
- // Option 3: Request fullscreen for the canvas element with strategy
- // It works as expected but only inside the browser (client area)
- EmscriptenFullscreenStrategy strategy = {
- .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
- .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
- .filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT,
- .canvasResizedCallback = EmscriptenWindowResizedCallback,
- .canvasResizedCallbackUserData = NULL
- };
- emscripten_enter_soft_fullscreen("#canvas", &strategy);
-
- int width, height;
- emscripten_get_canvas_element_size("#canvas", &width, &height);
- TRACELOG(LOG_WARNING, "Emscripten: Enter fullscreen: Canvas size: %i x %i", width, height);
-
- CORE.Window.fullscreen = true; // Toggle fullscreen flag
- CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
- }
- else
- {
- //emscripten_exit_fullscreen();
- //emscripten_exit_soft_fullscreen();
-
- int width, height;
- emscripten_get_canvas_element_size("#canvas", &width, &height);
- TRACELOG(LOG_WARNING, "Emscripten: Exit fullscreen: Canvas size: %i x %i", width, height);
-
- CORE.Window.fullscreen = false; // Toggle fullscreen flag
- CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
- }
-*/
-
- CORE.Window.fullscreen = !CORE.Window.fullscreen; // Toggle fullscreen flag
-#endif
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_DRM)
- TRACELOG(LOG_WARNING, "SYSTEM: Failed to toggle to windowed mode");
-#endif
-}
-
-// Toggle borderless windowed mode (only PLATFORM_DESKTOP)
-void ToggleBorderlessWindowed(void)
-{
-#if defined(PLATFORM_DESKTOP)
- // Leave fullscreen before attempting to set borderless windowed mode and get screen position from it
- bool wasOnFullscreen = false;
- if (CORE.Window.fullscreen)
- {
- CORE.Window.previousPosition = CORE.Window.position;
- ToggleFullscreen();
- wasOnFullscreen = true;
- }
-
- const int monitor = GetCurrentMonitor();
- int monitorCount;
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
- if ((monitor >= 0) && (monitor < monitorCount))
- {
- const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
- if (mode)
- {
- if (!IsWindowState(FLAG_BORDERLESS_WINDOWED_MODE))
- {
- // Store screen position and size
- // NOTE: If it was on fullscreen, screen position was already stored, so skip setting it here
- if (!wasOnFullscreen) glfwGetWindowPos(CORE.Window.handle, &CORE.Window.previousPosition.x, &CORE.Window.previousPosition.y);
- CORE.Window.previousScreen = CORE.Window.screen;
-
- // Set undecorated and topmost modes and flags
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_DECORATED, GLFW_FALSE);
- CORE.Window.flags |= FLAG_WINDOW_UNDECORATED;
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_FLOATING, GLFW_TRUE);
- CORE.Window.flags |= FLAG_WINDOW_TOPMOST;
-
- // Get monitor position and size
- int monitorPosX = 0;
- int monitorPosY = 0;
- 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);
- glfwSetWindowSize(CORE.Window.handle, monitorWidth, monitorHeight);
-
- // Refocus window
- glfwFocusWindow(CORE.Window.handle);
-
- CORE.Window.flags |= FLAG_BORDERLESS_WINDOWED_MODE;
- }
- else
- {
- // Remove topmost and undecorated modes and flags
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_FLOATING, GLFW_FALSE);
- CORE.Window.flags &= ~FLAG_WINDOW_TOPMOST;
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_DECORATED, GLFW_TRUE);
- CORE.Window.flags &= ~FLAG_WINDOW_UNDECORATED;
-
- // Return previous screen size and position
- // NOTE: The order matters here, it must set size first, then set position, otherwise the screen will be positioned incorrectly
- glfwSetWindowSize(CORE.Window.handle, CORE.Window.previousScreen.width, CORE.Window.previousScreen.height);
- glfwSetWindowPos(CORE.Window.handle, CORE.Window.previousPosition.x, CORE.Window.previousPosition.y);
-
- // Refocus window
- glfwFocusWindow(CORE.Window.handle);
-
- CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE;
- }
- }
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
- }
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
-#endif
-}
-
-// Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
-void MaximizeWindow(void)
-{
-#if defined(PLATFORM_DESKTOP)
- if (glfwGetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE) == GLFW_TRUE)
- {
- glfwMaximizeWindow(CORE.Window.handle);
- CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED;
- }
-#endif
-}
-
-// Set window state: minimized (only PLATFORM_DESKTOP)
-void MinimizeWindow(void)
-{
-#if defined(PLATFORM_DESKTOP)
- // NOTE: Following function launches callback that sets appropriate flag!
- glfwIconifyWindow(CORE.Window.handle);
-#endif
-}
-
-// Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
-void RestoreWindow(void)
-{
-#if defined(PLATFORM_DESKTOP)
- if (glfwGetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE) == GLFW_TRUE)
- {
- // Restores the specified window if it was previously iconified (minimized) or maximized
- glfwRestoreWindow(CORE.Window.handle);
- CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;
- CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
- }
-#endif
-}
-
-// Set window configuration state using flags
-void SetWindowState(unsigned int flags)
-{
-#if defined(PLATFORM_DESKTOP)
- // Check previous state and requested state to apply required changes
- // NOTE: In most cases the functions already change the flags internally
-
- // State change: FLAG_VSYNC_HINT
- if (((CORE.Window.flags & FLAG_VSYNC_HINT) != (flags & FLAG_VSYNC_HINT)) && ((flags & FLAG_VSYNC_HINT) > 0))
- {
- glfwSwapInterval(1);
- CORE.Window.flags |= FLAG_VSYNC_HINT;
- }
-
- // State change: FLAG_BORDERLESS_WINDOWED_MODE
- // NOTE: This must be handled before FLAG_FULLSCREEN_MODE because ToggleBorderlessWindowed() needs to get some fullscreen values if fullscreen is running
- if (((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) != (flags & FLAG_BORDERLESS_WINDOWED_MODE)) && ((flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0))
- {
- ToggleBorderlessWindowed(); // NOTE: Window state flag updated inside function
- }
-
- // State change: FLAG_FULLSCREEN_MODE
- if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) != (flags & FLAG_FULLSCREEN_MODE))
- {
- ToggleFullscreen(); // NOTE: Window state flag updated inside function
- }
-
- // State change: FLAG_WINDOW_RESIZABLE
- if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != (flags & FLAG_WINDOW_RESIZABLE)) && ((flags & FLAG_WINDOW_RESIZABLE) > 0))
- {
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE, GLFW_TRUE);
- CORE.Window.flags |= FLAG_WINDOW_RESIZABLE;
- }
-
- // State change: FLAG_WINDOW_UNDECORATED
- if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) != (flags & FLAG_WINDOW_UNDECORATED)) && (flags & FLAG_WINDOW_UNDECORATED))
- {
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_DECORATED, GLFW_FALSE);
- CORE.Window.flags |= FLAG_WINDOW_UNDECORATED;
- }
-
- // State change: FLAG_WINDOW_HIDDEN
- if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) != (flags & FLAG_WINDOW_HIDDEN)) && ((flags & FLAG_WINDOW_HIDDEN) > 0))
- {
- glfwHideWindow(CORE.Window.handle);
- CORE.Window.flags |= FLAG_WINDOW_HIDDEN;
- }
-
- // State change: FLAG_WINDOW_MINIMIZED
- if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) != (flags & FLAG_WINDOW_MINIMIZED)) && ((flags & FLAG_WINDOW_MINIMIZED) > 0))
- {
- //GLFW_ICONIFIED
- MinimizeWindow(); // NOTE: Window state flag updated inside function
- }
-
- // State change: FLAG_WINDOW_MAXIMIZED
- if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) != (flags & FLAG_WINDOW_MAXIMIZED)) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0))
- {
- //GLFW_MAXIMIZED
- MaximizeWindow(); // NOTE: Window state flag updated inside function
- }
-
- // State change: FLAG_WINDOW_UNFOCUSED
- if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) != (flags & FLAG_WINDOW_UNFOCUSED)) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0))
- {
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_FOCUS_ON_SHOW, GLFW_FALSE);
- CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED;
- }
-
- // State change: FLAG_WINDOW_TOPMOST
- if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) != (flags & FLAG_WINDOW_TOPMOST)) && ((flags & FLAG_WINDOW_TOPMOST) > 0))
- {
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_FLOATING, GLFW_TRUE);
- CORE.Window.flags |= FLAG_WINDOW_TOPMOST;
- }
-
- // State change: FLAG_WINDOW_ALWAYS_RUN
- if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) != (flags & FLAG_WINDOW_ALWAYS_RUN)) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0))
- {
- CORE.Window.flags |= FLAG_WINDOW_ALWAYS_RUN;
- }
-
- // The following states can not be changed after window creation
-
- // State change: FLAG_WINDOW_TRANSPARENT
- if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) != (flags & FLAG_WINDOW_TRANSPARENT)) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0))
- {
- TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization");
- }
-
- // State change: FLAG_WINDOW_HIGHDPI
- if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) != (flags & FLAG_WINDOW_HIGHDPI)) && ((flags & FLAG_WINDOW_HIGHDPI) > 0))
- {
- TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization");
- }
-
- // State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
- if (((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) != (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH)) && ((flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0))
- {
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE);
- CORE.Window.flags |= FLAG_WINDOW_MOUSE_PASSTHROUGH;
- }
-
- // State change: FLAG_MSAA_4X_HINT
- if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) != (flags & FLAG_MSAA_4X_HINT)) && ((flags & FLAG_MSAA_4X_HINT) > 0))
- {
- TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization");
- }
-
- // State change: FLAG_INTERLACED_HINT
- if (((CORE.Window.flags & FLAG_INTERLACED_HINT) != (flags & FLAG_INTERLACED_HINT)) && ((flags & FLAG_INTERLACED_HINT) > 0))
- {
- TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization");
- }
-#endif
-}
-
-// Clear window configuration state flags
-void ClearWindowState(unsigned int flags)
-{
-#if defined(PLATFORM_DESKTOP)
- // Check previous state and requested state to apply required changes
- // NOTE: In most cases the functions already change the flags internally
-
- // State change: FLAG_VSYNC_HINT
- if (((CORE.Window.flags & FLAG_VSYNC_HINT) > 0) && ((flags & FLAG_VSYNC_HINT) > 0))
- {
- glfwSwapInterval(0);
- CORE.Window.flags &= ~FLAG_VSYNC_HINT;
- }
-
- // State change: FLAG_BORDERLESS_WINDOWED_MODE
- // NOTE: This must be handled before FLAG_FULLSCREEN_MODE because ToggleBorderlessWindowed() needs to get some fullscreen values if fullscreen is running
- if (((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0) && ((flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0))
- {
- ToggleBorderlessWindowed(); // NOTE: Window state flag updated inside function
- }
-
- // State change: FLAG_FULLSCREEN_MODE
- if (((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) && ((flags & FLAG_FULLSCREEN_MODE) > 0))
- {
- ToggleFullscreen(); // NOTE: Window state flag updated inside function
- }
-
- // State change: FLAG_WINDOW_RESIZABLE
- if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) && ((flags & FLAG_WINDOW_RESIZABLE) > 0))
- {
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE, GLFW_FALSE);
- CORE.Window.flags &= ~FLAG_WINDOW_RESIZABLE;
- }
-
- // State change: FLAG_WINDOW_HIDDEN
- if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) && ((flags & FLAG_WINDOW_HIDDEN) > 0))
- {
- glfwShowWindow(CORE.Window.handle);
- CORE.Window.flags &= ~FLAG_WINDOW_HIDDEN;
- }
-
- // State change: FLAG_WINDOW_MINIMIZED
- if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) && ((flags & FLAG_WINDOW_MINIMIZED) > 0))
- {
- RestoreWindow(); // NOTE: Window state flag updated inside function
- }
-
- // State change: FLAG_WINDOW_MAXIMIZED
- if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0))
- {
- RestoreWindow(); // NOTE: Window state flag updated inside function
- }
-
- // State change: FLAG_WINDOW_UNDECORATED
- if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) && ((flags & FLAG_WINDOW_UNDECORATED) > 0))
- {
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_DECORATED, GLFW_TRUE);
- CORE.Window.flags &= ~FLAG_WINDOW_UNDECORATED;
- }
-
- // State change: FLAG_WINDOW_UNFOCUSED
- if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0))
- {
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_FOCUS_ON_SHOW, GLFW_TRUE);
- CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED;
- }
-
- // State change: FLAG_WINDOW_TOPMOST
- if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) && ((flags & FLAG_WINDOW_TOPMOST) > 0))
- {
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_FLOATING, GLFW_FALSE);
- CORE.Window.flags &= ~FLAG_WINDOW_TOPMOST;
- }
-
- // State change: FLAG_WINDOW_ALWAYS_RUN
- if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) > 0) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0))
- {
- CORE.Window.flags &= ~FLAG_WINDOW_ALWAYS_RUN;
- }
-
- // The following states can not be changed after window creation
-
- // State change: FLAG_WINDOW_TRANSPARENT
- if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0))
- {
- TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization");
- }
-
- // State change: FLAG_WINDOW_HIGHDPI
- if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) && ((flags & FLAG_WINDOW_HIGHDPI) > 0))
- {
- TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization");
- }
-
- // State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
- if (((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0) && ((flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0))
- {
- glfwSetWindowAttrib(CORE.Window.handle, GLFW_MOUSE_PASSTHROUGH, GLFW_FALSE);
- CORE.Window.flags &= ~FLAG_WINDOW_MOUSE_PASSTHROUGH;
- }
-
- // State change: FLAG_MSAA_4X_HINT
- if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) > 0) && ((flags & FLAG_MSAA_4X_HINT) > 0))
- {
- TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization");
- }
-
- // State change: FLAG_INTERLACED_HINT
- if (((CORE.Window.flags & FLAG_INTERLACED_HINT) > 0) && ((flags & FLAG_INTERLACED_HINT) > 0))
- {
- TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization");
- }
-#endif
-}
-
-// Set icon for window (only PLATFORM_DESKTOP)
-// NOTE 1: Image must be in RGBA format, 8bit per channel
-// NOTE 2: Image is scaled by the OS for all required sizes
-void SetWindowIcon(Image image)
-{
-#if defined(PLATFORM_DESKTOP)
- if (image.data == NULL)
- {
- // Revert to the default window icon, pass in an empty image array
- glfwSetWindowIcon(CORE.Window.handle, 0, NULL);
- }
- else
- {
- if (image.format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
- {
- GLFWimage icon[1] = { 0 };
-
- icon[0].width = image.width;
- icon[0].height = image.height;
- icon[0].pixels = (unsigned char *)image.data;
-
- // NOTE 1: We only support one image icon
- // NOTE 2: The specified image data is copied before this function returns
- glfwSetWindowIcon(CORE.Window.handle, 1, icon);
- }
- else TRACELOG(LOG_WARNING, "GLFW: Window icon image must be in R8G8B8A8 pixel format");
- }
-#endif
-}
-
-// Set icon for window (multiple images, only PLATFORM_DESKTOP)
-// NOTE 1: Images must be in RGBA format, 8bit per channel
-// NOTE 2: The multiple images are used depending on provided sizes
-// Standard Windows icon sizes: 256, 128, 96, 64, 48, 32, 24, 16
-void SetWindowIcons(Image *images, int count)
-{
-#if defined(PLATFORM_DESKTOP)
- if ((images == NULL) || (count <= 0))
- {
- // Revert to the default window icon, pass in an empty image array
- glfwSetWindowIcon(CORE.Window.handle, 0, NULL);
- }
- else
- {
- int valid = 0;
- GLFWimage *icons = RL_CALLOC(count, sizeof(GLFWimage));
-
- for (int i = 0; i < count; i++)
- {
- if (images[i].format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
- {
- icons[valid].width = images[i].width;
- icons[valid].height = images[i].height;
- icons[valid].pixels = (unsigned char *)images[i].data;
-
- valid++;
- }
- else TRACELOG(LOG_WARNING, "GLFW: Window icon image must be in R8G8B8A8 pixel format");
- }
- // NOTE: Images data is copied internally before this function returns
- glfwSetWindowIcon(CORE.Window.handle, valid, icons);
-
- RL_FREE(icons);
- }
-#endif
-}
-
-// Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
-void SetWindowTitle(const char *title)
-{
- CORE.Window.title = title;
-#if defined(PLATFORM_DESKTOP)
- glfwSetWindowTitle(CORE.Window.handle, title);
-#endif
-#if defined(PLATFORM_WEB)
- emscripten_set_window_title(title);
-#endif
-}
-
-// Set window position on screen (windowed mode)
-void SetWindowPosition(int x, int y)
-{
-#if defined(PLATFORM_DESKTOP)
- glfwSetWindowPos(CORE.Window.handle, x, y);
-#endif
-}
-
-// Set monitor for the current window
-void SetWindowMonitor(int monitor)
-{
-#if defined(PLATFORM_DESKTOP)
- int monitorCount = 0;
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
-
- if ((monitor >= 0) && (monitor < monitorCount))
- {
- if (CORE.Window.fullscreen)
- {
- TRACELOG(LOG_INFO, "GLFW: Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
-
- const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
- glfwSetWindowMonitor(CORE.Window.handle, monitors[monitor], 0, 0, mode->width, mode->height, mode->refreshRate);
- }
- else
- {
- TRACELOG(LOG_INFO, "GLFW: Selected monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
-
- const int screenWidth = CORE.Window.screen.width;
- const int screenHeight = CORE.Window.screen.height;
- int monitorWorkareaX = 0;
- int monitorWorkareaY = 0;
- int monitorWorkareaWidth = 0;
- int monitorWorkareaHeight = 0;
- glfwGetMonitorWorkarea(monitors[monitor], &monitorWorkareaX, &monitorWorkareaY, &monitorWorkareaWidth, &monitorWorkareaHeight);
-
- // If the screen size is larger than the monitor workarea, anchor it on the top left corner, otherwise, center it
- if ((screenWidth >= monitorWorkareaWidth) || (screenHeight >= monitorWorkareaHeight)) glfwSetWindowPos(CORE.Window.handle, monitorWorkareaX, monitorWorkareaY);
- else
- {
- const int x = monitorWorkareaX + (monitorWorkareaWidth/2) - (screenWidth/2);
- const int y = monitorWorkareaY + (monitorWorkareaHeight/2) - (screenHeight/2);
- glfwSetWindowPos(CORE.Window.handle, x, y);
- }
- }
- }
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
-#endif
-}
-
-// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
-void SetWindowMinSize(int width, int height)
-{
- CORE.Window.screenMin.width = width;
- CORE.Window.screenMin.height = height;
-#if defined(PLATFORM_DESKTOP)
- int minWidth = (CORE.Window.screenMin.width == 0) ? GLFW_DONT_CARE : CORE.Window.screenMin.width;
- int minHeight = (CORE.Window.screenMin.height == 0) ? GLFW_DONT_CARE : CORE.Window.screenMin.height;
- int maxWidth = (CORE.Window.screenMax.width == 0) ? GLFW_DONT_CARE : CORE.Window.screenMax.width;
- int maxHeight = (CORE.Window.screenMax.height == 0) ? GLFW_DONT_CARE : CORE.Window.screenMax.height;
- glfwSetWindowSizeLimits(CORE.Window.handle, minWidth, minHeight, maxWidth, maxHeight);
-#endif
-#if defined(PLATFORM_WEB)
- // Trigger the resize event once to update the window minimum width and height
- if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != 0) EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL);
-#endif
-}
-
-// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
-void SetWindowMaxSize(int width, int height)
-{
- CORE.Window.screenMax.width = width;
- CORE.Window.screenMax.height = height;
-#if defined(PLATFORM_DESKTOP)
- int minWidth = (CORE.Window.screenMin.width == 0) ? GLFW_DONT_CARE : CORE.Window.screenMin.width;
- int minHeight = (CORE.Window.screenMin.height == 0) ? GLFW_DONT_CARE : CORE.Window.screenMin.height;
- int maxWidth = (CORE.Window.screenMax.width == 0) ? GLFW_DONT_CARE : CORE.Window.screenMax.width;
- int maxHeight = (CORE.Window.screenMax.height == 0) ? GLFW_DONT_CARE : CORE.Window.screenMax.height;
- glfwSetWindowSizeLimits(CORE.Window.handle, minWidth, minHeight, maxWidth, maxHeight);
-#endif
-#if defined(PLATFORM_WEB)
- // Trigger the resize event once to update the window maximum width and height
- if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != 0) EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL);
-#endif
-}
-
-// Set window dimensions
-void SetWindowSize(int width, int height)
-{
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
- glfwSetWindowSize(CORE.Window.handle, width, height);
-#endif
-}
-
-// Set window opacity, value opacity is between 0.0 and 1.0
-void SetWindowOpacity(float opacity)
-{
-#if defined(PLATFORM_DESKTOP)
- if (opacity >= 1.0f) opacity = 1.0f;
- else if (opacity <= 0.0f) opacity = 0.0f;
- glfwSetWindowOpacity(CORE.Window.handle, opacity);
-#endif
-}
-
-// Set window focused
-void SetWindowFocused(void)
-{
-#if defined(PLATFORM_DESKTOP)
- glfwFocusWindow(CORE.Window.handle);
-#endif
-}
-
// Get current screen width
int GetScreenWidth(void)
{
@@ -1872,335 +433,6 @@ int GetRenderHeight(void)
return CORE.Window.render.height;
}
-// Get native window handle
-void *GetWindowHandle(void)
-{
-#if defined(PLATFORM_DESKTOP) && defined(_WIN32)
- // NOTE: Returned handle is: void *HWND (windows.h)
- return glfwGetWin32Window(CORE.Window.handle);
-#endif
-#if defined(PLATFORM_DESKTOP) && defined(__linux__)
- // NOTE: Returned handle is: unsigned long Window (X.h)
- // typedef unsigned long XID;
- // typedef XID Window;
- //unsigned long id = (unsigned long)glfwGetX11Window(CORE.Window.handle);
- //return NULL; // TODO: Find a way to return value... cast to void *?
- return (void *)CORE.Window.handle;
-#endif
-#if defined(__APPLE__)
- // NOTE: Returned handle is: (objc_object *)
- return (void *)glfwGetCocoaWindow(CORE.Window.handle);
-#endif
-
- return NULL;
-}
-
-// Get number of monitors
-int GetMonitorCount(void)
-{
-#if defined(PLATFORM_DESKTOP)
- int monitorCount;
- glfwGetMonitors(&monitorCount);
- return monitorCount;
-#else
- return 1;
-#endif
-}
-
-// Get number of monitors
-int GetCurrentMonitor(void)
-{
- int index = 0;
-
-#if defined(PLATFORM_DESKTOP)
- int monitorCount;
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
- GLFWmonitor *monitor = NULL;
-
- if (monitorCount > 1)
- {
- if (IsWindowFullscreen())
- {
- // Get the handle of the monitor that the specified window is in full screen on
- monitor = glfwGetWindowMonitor(CORE.Window.handle);
-
- for (int i = 0; i < monitorCount; i++)
- {
- if (monitors[i] == monitor)
- {
- index = i;
- break;
- }
- }
- }
- else
- {
- int x = 0;
- int y = 0;
-
- glfwGetWindowPos(CORE.Window.handle, &x, &y);
-
- for (int i = 0; i < monitorCount; i++)
- {
- int mx = 0;
- int my = 0;
-
- monitor = monitors[i];
- glfwGetMonitorPos(monitor, &mx, &my);
- const GLFWvidmode *mode = glfwGetVideoMode(monitor);
- if (mode)
- {
- const int width = mode->width;
- const int height = mode->height;
-
- if ((x >= mx) &&
- (x < (mx + width)) &&
- (y >= my) &&
- (y < (my + height)))
- {
- index = i;
- break;
- }
- }
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
- }
- }
- }
-#endif
-
- return index;
-}
-
-// Get selected monitor position
-Vector2 GetMonitorPosition(int monitor)
-{
-#if defined(PLATFORM_DESKTOP)
- int monitorCount;
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
-
- if ((monitor >= 0) && (monitor < monitorCount))
- {
- int x, y;
- glfwGetMonitorPos(monitors[monitor], &x, &y);
-
- return (Vector2){ (float)x, (float)y };
- }
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
-#endif
- return (Vector2){ 0, 0 };
-}
-
-// Get selected monitor width (currently used by monitor)
-int GetMonitorWidth(int monitor)
-{
-#if defined(PLATFORM_DESKTOP)
- int monitorCount;
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
-
- if ((monitor >= 0) && (monitor < monitorCount))
- {
- const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
-
- if (mode) return mode->width;
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
- }
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
-#endif
-#if defined(PLATFORM_ANDROID)
- if (CORE.Android.app->window != NULL)
- {
- return ANativeWindow_getWidth(CORE.Android.app->window);
- }
-#endif
- return 0;
-}
-
-// Get selected monitor height (currently used by monitor)
-int GetMonitorHeight(int monitor)
-{
-#if defined(PLATFORM_DESKTOP)
- int monitorCount;
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
-
- if ((monitor >= 0) && (monitor < monitorCount))
- {
- const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
-
- if (mode) return mode->height;
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
- }
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
-#endif
-#if defined(PLATFORM_ANDROID)
- if (CORE.Android.app->window != NULL)
- {
- return ANativeWindow_getHeight(CORE.Android.app->window);
- }
-#endif
- return 0;
-}
-
-// Get selected monitor physical width in millimetres
-int GetMonitorPhysicalWidth(int monitor)
-{
-#if defined(PLATFORM_DESKTOP)
- int monitorCount;
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
-
- if ((monitor >= 0) && (monitor < monitorCount))
- {
- int physicalWidth;
- glfwGetMonitorPhysicalSize(monitors[monitor], &physicalWidth, NULL);
- return physicalWidth;
- }
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
-#endif
- return 0;
-}
-
-// Get selected monitor physical height in millimetres
-int GetMonitorPhysicalHeight(int monitor)
-{
-#if defined(PLATFORM_DESKTOP)
- int monitorCount;
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
-
- if ((monitor >= 0) && (monitor < monitorCount))
- {
- int physicalHeight;
- glfwGetMonitorPhysicalSize(monitors[monitor], NULL, &physicalHeight);
- return physicalHeight;
- }
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
-#endif
- return 0;
-}
-
-// Get selected monitor refresh rate
-int GetMonitorRefreshRate(int monitor)
-{
-#if defined(PLATFORM_DESKTOP)
- int monitorCount;
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
-
- if ((monitor >= 0) && (monitor < monitorCount))
- {
- const GLFWvidmode *vidmode = glfwGetVideoMode(monitors[monitor]);
- return vidmode->refreshRate;
- }
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
-#endif
-#if defined(PLATFORM_DRM)
- if ((CORE.Window.connector) && (CORE.Window.modeIndex >= 0))
- {
- return CORE.Window.connector->modes[CORE.Window.modeIndex].vrefresh;
- }
-#endif
- return 0;
-}
-
-// Get window position XY on monitor
-Vector2 GetWindowPosition(void)
-{
- int x = 0;
- int y = 0;
-#if defined(PLATFORM_DESKTOP)
- glfwGetWindowPos(CORE.Window.handle, &x, &y);
-#endif
- return (Vector2){ (float)x, (float)y };
-}
-
-// Get window scale DPI factor for current monitor
-Vector2 GetWindowScaleDPI(void)
-{
- Vector2 scale = { 1.0f, 1.0f };
-
-#if defined(PLATFORM_DESKTOP)
- float xdpi = 1.0;
- float ydpi = 1.0;
- Vector2 windowPos = GetWindowPosition();
-
- int monitorCount = 0;
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
-
- // Check window monitor
- for (int i = 0; i < monitorCount; i++)
- {
- glfwGetMonitorContentScale(monitors[i], &xdpi, &ydpi);
-
- int xpos, ypos, width, height;
- glfwGetMonitorWorkarea(monitors[i], &xpos, &ypos, &width, &height);
-
- if ((windowPos.x >= xpos) && (windowPos.x < xpos + width) &&
- (windowPos.y >= ypos) && (windowPos.y < ypos + height))
- {
- scale.x = xdpi;
- scale.y = ydpi;
- break;
- }
- }
-#endif
-
- return scale;
-}
-
-// Get the human-readable, UTF-8 encoded name of the selected monitor
-const char *GetMonitorName(int monitor)
-{
-#if defined(PLATFORM_DESKTOP)
- int monitorCount;
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
-
- if ((monitor >= 0) && (monitor < monitorCount))
- {
- return glfwGetMonitorName(monitors[monitor]);
- }
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
-#endif
- return "";
-}
-
-// Set clipboard text content
-void SetClipboardText(const char *text)
-{
-#if defined(PLATFORM_DESKTOP)
- glfwSetClipboardString(CORE.Window.handle, text);
-#endif
-#if defined(PLATFORM_WEB)
- // Security check to (partially) avoid malicious code
- if (strchr(text, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided Clipboard could be potentially malicious, avoid [\'] character");
- else EM_ASM( { navigator.clipboard.writeText(UTF8ToString($0)); }, text);
-#endif
-}
-
-// Get clipboard text content
-// NOTE: returned string is allocated and freed by GLFW
-const char *GetClipboardText(void)
-{
-#if defined(PLATFORM_DESKTOP)
- return glfwGetClipboardString(CORE.Window.handle);
-#endif
-#if defined(PLATFORM_WEB)
-/*
- // Accessing clipboard data from browser is tricky due to security reasons
- // The method to use is navigator.clipboard.readText() but this is an asynchronous method
- // that will return at some moment after the function is called with the required data
- emscripten_run_script_string("navigator.clipboard.readText() \
- .then(text => { document.getElementById('clipboard').innerText = text; console.log('Pasted content: ', text); }) \
- .catch(err => { console.error('Failed to read clipboard contents: ', err); });"
- );
-
- // The main issue is getting that data, one approach could be using ASYNCIFY and wait
- // for the data but it requires adding Asyncify emscripten library on compilation
-
- // Another approach could be just copy the data in a HTML text field and try to retrieve it
- // later on if available... and clean it for future accesses
-*/
- return NULL;
-#endif
- return NULL;
-}
-
// Enable waiting for events on EndDrawing(), no automatic event polling
void EnableEventWaiting(void)
{
@@ -2213,62 +445,12 @@ void DisableEventWaiting(void)
CORE.Window.eventWaiting = false;
}
-// Show mouse cursor
-void ShowCursor(void)
-{
-#if defined(PLATFORM_DESKTOP)
- glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
-#endif
-
- CORE.Input.Mouse.cursorHidden = false;
-}
-
-// Hides mouse cursor
-void HideCursor(void)
-{
-#if defined(PLATFORM_DESKTOP)
- glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
-#endif
-
- CORE.Input.Mouse.cursorHidden = true;
-}
-
// Check if cursor is not visible
bool IsCursorHidden(void)
{
return CORE.Input.Mouse.cursorHidden;
}
-// Enables cursor (unlock cursor)
-void EnableCursor(void)
-{
-#if defined(PLATFORM_DESKTOP)
- glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
-#endif
-#if defined(PLATFORM_WEB)
- emscripten_exit_pointerlock();
-#endif
- // Set cursor position in the middle
- SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
-
- CORE.Input.Mouse.cursorHidden = false;
-}
-
-// Disables cursor (lock cursor)
-void DisableCursor(void)
-{
-#if defined(PLATFORM_DESKTOP)
- glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
-#endif
-#if defined(PLATFORM_WEB)
- emscripten_request_pointerlock("#canvas", 1);
-#endif
- // Set cursor position in the middle
- SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
-
- CORE.Input.Mouse.cursorHidden = true;
-}
-
// Check if cursor is on the current screen.
bool IsCursorOnScreen(void)
{
@@ -2674,7 +856,7 @@ 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
@@ -2952,7 +1134,7 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
}
else if (camera.projection == CAMERA_ORTHOGRAPHIC)
{
- double aspect = ((double)width/(double)height);
+ float aspect = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
double top = camera.fovy/2.0;
double right = top*aspect;
@@ -2963,6 +1145,8 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
// Calculate view matrix from camera look at (and transpose it)
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
+ // TODO: Why not use Vector3Transform(Vector3 v, Matrix mat)?
+
// Convert world position vector to quaternion
Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
@@ -3047,26 +1231,6 @@ float GetFrameTime(void)
return (float)CORE.Time.frame;
}
-// Get elapsed time measure in seconds since InitTimer()
-// NOTE: On PLATFORM_DESKTOP InitTimer() is called on InitWindow()
-// NOTE: On PLATFORM_DESKTOP, timer is initialized on glfwInit()
-double GetTime(void)
-{
- double time = 0.0;
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
- time = glfwGetTime(); // Elapsed time since glfwInit()
-#endif
-
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_DRM)
- struct timespec ts = { 0 };
- clock_gettime(CLOCK_MONOTONIC, &ts);
- unsigned long long int nanoSeconds = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec;
-
- time = (double)(nanoSeconds - CORE.Time.base)*1e-9; // Elapsed time since InitTimer()
-#endif
- return time;
-}
-
// Setup window configuration flags (view FLAGS)
// NOTE: This function is expected to be called before window creation,
// because it sets up some flags for the window creation process.
@@ -3078,63 +1242,9 @@ void SetConfigFlags(unsigned int flags)
CORE.Window.flags |= flags;
}
-// NOTE TRACELOG() function is located in [utils.h]
-
-// Takes a screenshot of current screen (saved a .png)
-void TakeScreenshot(const char *fileName)
-{
-#if defined(SUPPORT_MODULE_RTEXTURES)
- // Security check to (partially) avoid malicious code on PLATFORM_WEB
- if (strchr(fileName, '\'') != NULL) { TRACELOG(LOG_WARNING, "SYSTEM: Provided fileName could be potentially malicious, avoid [\'] character"); return; }
-
- Vector2 scale = GetWindowScaleDPI();
- unsigned char *imgData = rlReadScreenPixels((int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y));
- Image image = { imgData, (int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y), 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
-
- char path[2048] = { 0 };
- strcpy(path, TextFormat("%s/%s", CORE.Storage.basePath, fileName));
-
- ExportImage(image, path); // WARNING: Module required: rtextures
- RL_FREE(imgData);
-
-#if defined(PLATFORM_WEB)
- // Download file from MEMFS (emscripten memory filesystem)
- // saveFileFromMEMFSToDisk() function is defined in raylib/src/shell.html
- emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", GetFileName(path), GetFileName(path)));
-#endif
-
- TRACELOG(LOG_INFO, "SYSTEM: [%s] Screenshot taken successfully", path);
-#else
- TRACELOG(LOG_WARNING,"IMAGE: ExportImage() requires module: rtextures");
-#endif
-}
-
-// Get a random value between min and max (both included)
-// WARNING: Ranges higher than RAND_MAX will return invalid results
-// More specifically, if (max - min) > INT_MAX there will be an overflow,
-// and otherwise if (max - min) > RAND_MAX the random value will incorrectly never exceed a certain threshold
-int GetRandomValue(int min, int max)
-{
- if (min > max)
- {
- int tmp = max;
- max = min;
- min = tmp;
- }
-
- if ((unsigned int)(max - min) > (unsigned int)RAND_MAX)
- {
- TRACELOG(LOG_WARNING, "Invalid GetRandomValue() arguments, range should not be higher than %i", RAND_MAX);
- }
-
- return (rand()%(abs(max - min) + 1) + min);
-}
-
-// Set the seed for the random number generator
-void SetRandomSeed(unsigned int seed)
-{
- srand(seed);
-}
+//----------------------------------------------------------------------------------
+// Module Functions Definition: FileSystem
+//----------------------------------------------------------------------------------
// Check if the file exists
bool FileExists(const char *fileName)
@@ -3290,7 +1400,7 @@ const char *GetFileNameWithoutExt(const char *filePath)
// Get directory for a given filePath
const char *GetDirectoryPath(const char *filePath)
{
-/*
+ /*
// NOTE: Directory separator is different in Windows and other platforms,
// fortunately, Windows also support the '/' separator, that's the one should be used
#if defined(_WIN32)
@@ -3298,7 +1408,7 @@ const char *GetDirectoryPath(const char *filePath)
#else
char separator = '/';
#endif
-*/
+ */
const char *lastSlash = NULL;
static char dirPath[MAX_FILEPATH_LENGTH] = { 0 };
memset(dirPath, 0, MAX_FILEPATH_LENGTH);
@@ -3325,8 +1435,10 @@ const char *GetDirectoryPath(const char *filePath)
else
{
// NOTE: Be careful, strncpy() is not safe, it does not care about '\0'
- memcpy(dirPath + (filePath[1] != ':' && filePath[0] != '\\' && filePath[0] != '/' ? 2 : 0), filePath, strlen(filePath) - (strlen(lastSlash) - 1));
- dirPath[strlen(filePath) - strlen(lastSlash) + (filePath[1] != ':' && filePath[0] != '\\' && filePath[0] != '/' ? 2 : 0)] = '\0'; // Add '\0' manually
+ unsigned char *dirPathPtr = dirPath;
+ if ((filePath[1] != ':') && (filePath[0] != '\\') && (filePath[0] != '/')) dirPathPtr += 2; // Skip drive letter, "C:"
+ memcpy(dirPathPtr, filePath, strlen(filePath) - (strlen(lastSlash) - 1));
+ dirPath[strlen(filePath) - strlen(lastSlash) + ((filePath[1] != ':') && (filePath[0] != '\\') && (filePath[0] != '/'))? 2 : 0] = '\0'; // Add '\0' manually
}
}
@@ -3578,6 +1690,37 @@ long GetFileModTime(const char *fileName)
return 0;
}
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Misc
+//----------------------------------------------------------------------------------
+
+// Get a random value between min and max (both included)
+// WARNING: Ranges higher than RAND_MAX will return invalid results
+// More specifically, if (max - min) > INT_MAX there will be an overflow,
+// and otherwise if (max - min) > RAND_MAX the random value will incorrectly never exceed a certain threshold
+int GetRandomValue(int min, int max)
+{
+ if (min > max)
+ {
+ int tmp = max;
+ max = min;
+ min = tmp;
+ }
+
+ if ((unsigned int)(max - min) > (unsigned int)RAND_MAX)
+ {
+ TRACELOG(LOG_WARNING, "Invalid GetRandomValue() arguments, range should not be higher than %i", RAND_MAX);
+ }
+
+ return (rand()%(abs(max - min) + 1) + min);
+}
+
+// Set the seed for the random number generator
+void SetRandomSeed(unsigned int seed)
+{
+ srand(seed);
+}
+
// Compress data (DEFLATE algorithm)
unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize)
{
@@ -3588,12 +1731,12 @@ unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDa
#if defined(SUPPORT_COMPRESSION_API)
// Compress data and generate a valid DEFLATE stream
struct sdefl *sdefl = RL_CALLOC(1, sizeof(struct sdefl)); // WARNING: Possible stack overflow, struct sdefl is almost 1MB
- int bounds = dataSize*2;//sdefl_bound(dataSize);
+ int bounds = sdefl_bound(dataSize);
compData = (unsigned char *)RL_CALLOC(bounds, 1);
-
+
*compDataSize = sdeflate(sdefl, compData, data, dataSize, COMPRESSION_QUALITY_DEFLATE); // Compression level 8, same as stbiw
RL_FREE(sdefl);
-
+
TRACELOG(LOG_INFO, "SYSTEM: Compress data: Original size: %i -> Comp. size: %i", dataSize, *compDataSize);
#endif
@@ -3719,67 +1862,31 @@ unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize)
return decodedData;
}
-// Open URL with default system browser (if available)
-// NOTE: This function is only safe to use if you control the URL given.
-// A user could craft a malicious string performing another action.
-// Only call this function yourself not with user input or make sure to check the string yourself.
-// Ref: https://github.com/raysan5/raylib/issues/686
-void OpenURL(const char *url)
-{
- // Security check to (partially) avoid malicious code on PLATFORM_WEB
- if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
- else
- {
-#if defined(PLATFORM_DESKTOP)
- char *cmd = (char *)RL_CALLOC(strlen(url) + 32, sizeof(char));
- #if defined(_WIN32)
- sprintf(cmd, "explorer \"%s\"", url);
- #endif
- #if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__)
- sprintf(cmd, "xdg-open '%s'", url); // Alternatives: firefox, x-www-browser
- #endif
- #if defined(__APPLE__)
- sprintf(cmd, "open '%s'", url);
- #endif
- int result = system(cmd);
- if (result == -1) TRACELOG(LOG_WARNING, "OpenURL() child process could not be created");
- RL_FREE(cmd);
-#endif
-#if defined(PLATFORM_WEB)
- emscripten_run_script(TextFormat("window.open('%s', '_blank')", url));
-#endif
-#if defined(PLATFORM_ANDROID)
- JNIEnv *env = NULL;
- JavaVM *vm = CORE.Android.app->activity->vm;
- (*vm)->AttachCurrentThread(vm, &env, NULL);
-
- jstring urlString = (*env)->NewStringUTF(env, url);
- jclass uriClass = (*env)->FindClass(env, "android/net/Uri");
- jmethodID uriParse = (*env)->GetStaticMethodID(env, uriClass, "parse", "(Ljava/lang/String;)Landroid/net/Uri;");
- jobject uri = (*env)->CallStaticObjectMethod(env, uriClass, uriParse, urlString);
-
- jclass intentClass = (*env)->FindClass(env, "android/content/Intent");
- jfieldID actionViewId = (*env)->GetStaticFieldID(env, intentClass, "ACTION_VIEW", "Ljava/lang/String;");
- jobject actionView = (*env)->GetStaticObjectField(env, intentClass, actionViewId);
- jmethodID newIntent = (*env)->GetMethodID(env, intentClass, "<init>", "(Ljava/lang/String;Landroid/net/Uri;)V");
- jobject intent = (*env)->AllocObject(env, intentClass);
-
- (*env)->CallVoidMethod(env, intent, newIntent, actionView, uri);
- jclass activityClass = (*env)->FindClass(env, "android/app/Activity");
- jmethodID startActivity = (*env)->GetMethodID(env, activityClass, "startActivity", "(Landroid/content/Intent;)V");
- (*env)->CallVoidMethod(env, CORE.Android.app->activity->clazz, startActivity, intent);
-
- (*vm)->DetachCurrentThread(vm);
-#endif
- }
-}
-
//----------------------------------------------------------------------------------
-// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
+// Module Functions Definition: Inputs
//----------------------------------------------------------------------------------
+
+// Platform-specific functions
+//void SetExitKey(int key)
+//const char *GetGamepadName(int gamepad)
+//int GetGamepadAxisCount(int gamepad)
+//int SetGamepadMappings(const char *mappings)
+//int GetMouseX(void)
+//int GetMouseY(void)
+//Vector2 GetMousePosition(void)
+//void SetMousePosition(int x, int y)
+//float GetMouseWheelMove(void)
+//void SetMouseCursor(int cursor)
+//int GetTouchX(void)
+//int GetTouchY(void)
+//Vector2 GetTouchPosition(int index)
+//void SwapScreenBuffer(void)
+//void PollInputEvents(void)
+
// Check if a key has been pressed once
bool IsKeyPressed(int key)
{
+
bool pressed = false;
if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
@@ -3886,17 +1993,6 @@ 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
-}
-
-// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB)
-
// Check if a gamepad is available
bool IsGamepadAvailable(int gamepad)
{
@@ -3907,40 +2003,6 @@ bool IsGamepadAvailable(int gamepad)
return result;
}
-// Get gamepad internal name id
-const char *GetGamepadName(int gamepad)
-{
- const char *name = NULL;
-
-#if defined(PLATFORM_DESKTOP)
- if (CORE.Input.Gamepad.ready[gamepad]) name = glfwGetJoystickName(gamepad);
-#endif
-#if defined(PLATFORM_DRM)
- if (CORE.Input.Gamepad.ready[gamepad])
- {
- ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGNAME(64), &CORE.Input.Gamepad.name[gamepad]);
- name = CORE.Input.Gamepad.name[gamepad];
- }
-#endif
-#if defined(PLATFORM_WEB)
- name = CORE.Input.Gamepad.name[gamepad];
-#endif
-
- return name;
-}
-
-// Get gamepad axis count
-int GetGamepadAxisCount(int gamepad)
-{
-#if defined(PLATFORM_DRM)
- int axisCount = 0;
- if (CORE.Input.Gamepad.ready[gamepad]) ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGAXES, &axisCount);
- CORE.Input.Gamepad.axisCount = axisCount;
-#endif
-
- return CORE.Input.Gamepad.axisCount;
-}
-
// Get axis movement vector for a gamepad
float GetGamepadAxisMovement(int gamepad, int axis)
{
@@ -4002,18 +2064,6 @@ int GetGamepadButtonPressed(void)
return CORE.Input.Gamepad.lastButtonPressed;
}
-// Set internal gamepad mappings
-int SetGamepadMappings(const char *mappings)
-{
- int result = 0;
-
-#if defined(PLATFORM_DESKTOP)
- result = glfwUpdateGamepadMappings(mappings);
-#endif
-
- return result;
-}
-
// Check if a mouse button has been pressed once
bool IsMouseButtonPressed(int button)
{
@@ -4066,44 +2116,6 @@ bool IsMouseButtonUp(int button)
return up;
}
-// Get mouse position X
-int GetMouseX(void)
-{
-#if defined(PLATFORM_ANDROID)
- return (int)CORE.Input.Touch.position[0].x;
-#else
- return (int)((CORE.Input.Mouse.currentPosition.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x);
-#endif
-}
-
-// Get mouse position Y
-int GetMouseY(void)
-{
-#if defined(PLATFORM_ANDROID)
- return (int)CORE.Input.Touch.position[0].y;
-#else
- return (int)((CORE.Input.Mouse.currentPosition.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y);
-#endif
-}
-
-// Get mouse position XY
-Vector2 GetMousePosition(void)
-{
- Vector2 position = { 0 };
-
- // TODO: Review touch position on PLATFORM_WEB
-
-#if defined(PLATFORM_ANDROID) //|| defined(PLATFORM_WEB)
- position = GetTouchPosition(0);
-#else
- // NOTE: On PLATFORM_WEB, even on canvas scaling, mouse position is proportionally returned
- position.x = (CORE.Input.Mouse.currentPosition.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x;
- position.y = (CORE.Input.Mouse.currentPosition.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y;
-#endif
-
- return position;
-}
-
// Get mouse delta between frames
Vector2 GetMouseDelta(void)
{
@@ -4115,18 +2127,6 @@ Vector2 GetMouseDelta(void)
return delta;
}
-// Set mouse position XY
-void SetMousePosition(int x, int y)
-{
- CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
- CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
-
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
- // NOTE: emscripten not implemented
- glfwSetCursorPos(CORE.Window.handle, CORE.Input.Mouse.currentPosition.x, CORE.Input.Mouse.currentPosition.y);
-#endif
-}
-
// Set mouse offset
// NOTE: Useful when rendering to different size targets
void SetMouseOffset(int offsetX, int offsetY)
@@ -4141,19 +2141,6 @@ void SetMouseScale(float scaleX, float scaleY)
CORE.Input.Mouse.scale = (Vector2){ scaleX, scaleY };
}
-// Get mouse wheel movement Y
-float GetMouseWheelMove(void)
-{
- float result = 0.0f;
-
-#if !defined(PLATFORM_ANDROID)
- if (fabsf(CORE.Input.Mouse.currentWheelMove.x) > fabsf(CORE.Input.Mouse.currentWheelMove.y)) result = (float)CORE.Input.Mouse.currentWheelMove.x;
- else result = (float)CORE.Input.Mouse.currentWheelMove.y;
-#endif
-
- return result;
-}
-
// Get mouse wheel movement X/Y as a vector
Vector2 GetMouseWheelMoveV(void)
{
@@ -4164,61 +2151,6 @@ Vector2 GetMouseWheelMoveV(void)
return result;
}
-// Set mouse cursor
-// NOTE: This is a no-op on platforms other than PLATFORM_DESKTOP
-void SetMouseCursor(int cursor)
-{
-#if defined(PLATFORM_DESKTOP)
- CORE.Input.Mouse.cursor = cursor;
- if (cursor == MOUSE_CURSOR_DEFAULT) glfwSetCursor(CORE.Window.handle, NULL);
- else
- {
- // NOTE: We are relating internal GLFW enum values to our MouseCursor enum values
- glfwSetCursor(CORE.Window.handle, glfwCreateStandardCursor(0x00036000 + cursor));
- }
-#endif
-}
-
-// Get touch position X for touch point 0 (relative to screen size)
-int GetTouchX(void)
-{
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
- return (int)CORE.Input.Touch.position[0].x;
-#else // PLATFORM_DESKTOP, PLATFORM_DRM
- return GetMouseX();
-#endif
-}
-
-// Get touch position Y for touch point 0 (relative to screen size)
-int GetTouchY(void)
-{
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
- return (int)CORE.Input.Touch.position[0].y;
-#else // PLATFORM_DESKTOP, PLATFORM_DRM
- return GetMouseY();
-#endif
-}
-
-// Get touch position XY for a touch point index (relative to screen size)
-// TODO: Touch position should be scaled depending on display size and render size
-Vector2 GetTouchPosition(int index)
-{
- Vector2 position = { -1.0f, -1.0f };
-
-#if defined(PLATFORM_DESKTOP)
- // TODO: GLFW does not support multi-touch input just yet
- // https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
- // https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
- if (index == 0) position = GetMousePosition();
-#endif
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_DRM)
- if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index];
- else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
-#endif
-
- return position;
-}
-
// Get touch point identifier for given index
int GetTouchPointId(int index)
{
@@ -4236,740 +2168,14 @@ int GetTouchPointCount(void)
}
//----------------------------------------------------------------------------------
-// Module specific Functions Definition
+// Module Internal Functions Definition
//----------------------------------------------------------------------------------
-// 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
-// NOTE: returns false in case graphic device could not be created
-static bool InitGraphicsDevice(int width, int height)
-{
- CORE.Window.screen.width = width; // User desired width
- CORE.Window.screen.height = height; // User desired height
- CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default
-
- // 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)
- {
- samples = 4;
- sampleBuffer = 1;
- TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
- }
-
- const EGLint framebufferAttribs[] =
- {
- EGL_RENDERABLE_TYPE, (rlGetVersion() == RL_OPENGL_ES_30)? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT, // Type of context support
-#if defined(PLATFORM_DRM)
- EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android!
-#endif
- EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5)
- EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6)
- EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5)
-#if defined(PLATFORM_DRM)
- EGL_ALPHA_SIZE, 8, // ALPHA bit depth (required for transparent framebuffer)
-#endif
- //EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI)
- EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!)
- //EGL_STENCIL_SIZE, 8, // Stencil buffer size
- EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA
- EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs)
- EGL_NONE
- };
-
- const EGLint contextAttribs[] =
- {
- EGL_CONTEXT_CLIENT_VERSION, 2,
- EGL_NONE
- };
-
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_DRM)
- EGLint numConfigs = 0;
-
- // Get an EGL device connection
-#if defined(PLATFORM_DRM)
- CORE.Window.device = eglGetDisplay((EGLNativeDisplayType)CORE.Window.gbmDevice);
-#else
- CORE.Window.device = eglGetDisplay(EGL_DEFAULT_DISPLAY);
-#endif
- if (CORE.Window.device == EGL_NO_DISPLAY)
- {
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
- return false;
- }
-
- // Initialize the EGL device connection
- if (eglInitialize(CORE.Window.device, NULL, NULL) == EGL_FALSE)
- {
- // If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
- return false;
- }
-
-#if defined(PLATFORM_DRM)
- if (!eglChooseConfig(CORE.Window.device, NULL, NULL, 0, &numConfigs))
- {
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to get EGL config count: 0x%x", eglGetError());
- return false;
- }
-
- TRACELOG(LOG_TRACE, "DISPLAY: EGL configs available: %d", numConfigs);
-
- EGLConfig *configs = RL_CALLOC(numConfigs, sizeof(*configs));
- if (!configs)
- {
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to get memory for EGL configs");
- return false;
- }
-
- EGLint matchingNumConfigs = 0;
- if (!eglChooseConfig(CORE.Window.device, framebufferAttribs, configs, numConfigs, &matchingNumConfigs))
- {
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to choose EGL config: 0x%x", eglGetError());
- free(configs);
- return false;
- }
-
- TRACELOG(LOG_TRACE, "DISPLAY: EGL matching configs available: %d", matchingNumConfigs);
-
- // find the EGL config that matches the previously setup GBM format
- int found = 0;
- for (EGLint i = 0; i < matchingNumConfigs; ++i)
- {
- EGLint id = 0;
- if (!eglGetConfigAttrib(CORE.Window.device, configs[i], EGL_NATIVE_VISUAL_ID, &id))
- {
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to get EGL config attribute: 0x%x", eglGetError());
- continue;
- }
-
- if (GBM_FORMAT_ARGB8888 == id)
- {
- TRACELOG(LOG_TRACE, "DISPLAY: Using EGL config: %d", i);
- CORE.Window.config = configs[i];
- found = 1;
- break;
- }
- }
-
- RL_FREE(configs);
-
- if (!found)
- {
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to find a suitable EGL config");
- return false;
- }
-#else
- // Get an appropriate EGL framebuffer configuration
- eglChooseConfig(CORE.Window.device, framebufferAttribs, &CORE.Window.config, 1, &numConfigs);
-#endif
-
- // Set rendering API
- eglBindAPI(EGL_OPENGL_ES_API);
-
- // Create an EGL rendering context
- CORE.Window.context = eglCreateContext(CORE.Window.device, CORE.Window.config, EGL_NO_CONTEXT, contextAttribs);
- if (CORE.Window.context == EGL_NO_CONTEXT)
- {
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL context");
- return false;
- }
-#endif
-
- // Create an EGL window surface
- //---------------------------------------------------------------------------------
-#if defined(PLATFORM_ANDROID)
- EGLint displayFormat = 0;
-
- // EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry()
- // As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID
- eglGetConfigAttrib(CORE.Window.device, CORE.Window.config, EGL_NATIVE_VISUAL_ID, &displayFormat);
-
- // At this point we need to manage render size vs screen size
- // NOTE: This function use and modify global module variables:
- // -> CORE.Window.screen.width/CORE.Window.screen.height
- // -> CORE.Window.render.width/CORE.Window.render.height
- // -> CORE.Window.screenScale
- SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
-
- ANativeWindow_setBuffersGeometry(CORE.Android.app->window, CORE.Window.render.width, CORE.Window.render.height, displayFormat);
- //ANativeWindow_setBuffersGeometry(CORE.Android.app->window, 0, 0, displayFormat); // Force use of native display size
-
- CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, CORE.Android.app->window, NULL);
-#endif // PLATFORM_ANDROID
-
-#if defined(PLATFORM_DRM)
- CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, (EGLNativeWindowType)CORE.Window.gbmSurface, NULL);
- if (EGL_NO_SURFACE == CORE.Window.surface)
- {
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL window surface: 0x%04x", eglGetError());
- return false;
- }
-
- // At this point we need to manage render size vs screen size
- // NOTE: This function use and modify global module variables:
- // -> CORE.Window.screen.width/CORE.Window.screen.height
- // -> CORE.Window.render.width/CORE.Window.render.height
- // -> CORE.Window.screenScale
- SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
-#endif // PLATFORM_DRM
-
- // There must be at least one frame displayed before the buffers are swapped
- //eglSwapInterval(CORE.Window.device, 1);
-
- if (eglMakeCurrent(CORE.Window.device, CORE.Window.surface, CORE.Window.surface, CORE.Window.context) == EGL_FALSE)
- {
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to attach EGL rendering context to EGL surface");
- return false;
- }
- else
- {
- CORE.Window.render.width = CORE.Window.screen.width;
- CORE.Window.render.height = CORE.Window.screen.height;
- CORE.Window.currentFbo.width = CORE.Window.render.width;
- CORE.Window.currentFbo.height = CORE.Window.render.height;
-
- TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
- TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
- TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
- TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
- TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
- }
-#endif // PLATFORM_ANDROID || PLATFORM_DRM
-
- // Load OpenGL extensions
- // NOTE: GL procedures address loader is required to load extensions
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
- rlLoadExtensions(glfwGetProcAddress);
-#else
- rlLoadExtensions(eglGetProcAddress);
-#endif
-
- // Initialize OpenGL context (states and resources)
- // NOTE: CORE.Window.currentFbo.width and CORE.Window.currentFbo.height not used, just stored as globals in rlgl
- rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
-
- // Setup default viewport
- // NOTE: It updated CORE.Window.render.width and CORE.Window.render.height
- SetupViewport(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
-
-#if defined(PLATFORM_ANDROID)
- CORE.Window.ready = true;
-#endif
-
- if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
-
- return true;
-}
+// Platform-specific functions
+//static bool InitGraphicsDevice(int width, int height)
// Set viewport for a provided width and height
-static void SetupViewport(int width, int height)
+void SetupViewport(int width, int height)
{
CORE.Window.render.width = width;
CORE.Window.render.height = height;
@@ -4998,7 +2204,7 @@ static void SetupViewport(int width, int height)
// Compute framebuffer size relative to screen size and display size
// NOTE: Global variables CORE.Window.render.width/CORE.Window.render.height and CORE.Window.renderOffset.x/CORE.Window.renderOffset.y can be modified
-static void SetupFramebuffer(int width, int height)
+void SetupFramebuffer(int width, int height)
{
// Calculate CORE.Window.render.width and CORE.Window.render.height, we have the display size (input params) and the desired screen size (global var)
if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height))
@@ -5075,7 +2281,7 @@ static void SetupFramebuffer(int width, int height)
}
// Initialize hi-resolution timer
-static void InitTimer(void)
+void InitTimer(void)
{
// Setting a higher resolution can improve the accuracy of time-out intervals in wait functions.
// However, it can also reduce overall system performance, because the thread scheduler switches tasks more often.
@@ -5142,323 +2348,6 @@ void WaitTime(double seconds)
#endif
}
-// Swap back buffer with front buffer (screen drawing)
-void SwapScreenBuffer(void)
-{
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
- glfwSwapBuffers(CORE.Window.handle);
-#endif
-
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_DRM)
- eglSwapBuffers(CORE.Window.device, CORE.Window.surface);
-
-#if defined(PLATFORM_DRM)
-
- if (!CORE.Window.gbmSurface || (-1 == CORE.Window.fd) || !CORE.Window.connector || !CORE.Window.crtc) TRACELOG(LOG_ERROR, "DISPLAY: DRM initialization failed to swap");
-
- struct gbm_bo *bo = gbm_surface_lock_front_buffer(CORE.Window.gbmSurface);
- if (!bo) TRACELOG(LOG_ERROR, "DISPLAY: Failed GBM to lock front buffer");
-
- uint32_t fb = 0;
- int result = drmModeAddFB(CORE.Window.fd, CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay, CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay, 24, 32, gbm_bo_get_stride(bo), gbm_bo_get_handle(bo).u32, &fb);
- if (result != 0) TRACELOG(LOG_ERROR, "DISPLAY: drmModeAddFB() failed with result: %d", result);
-
- result = drmModeSetCrtc(CORE.Window.fd, CORE.Window.crtc->crtc_id, fb, 0, 0, &CORE.Window.connector->connector_id, 1, &CORE.Window.connector->modes[CORE.Window.modeIndex]);
- if (result != 0) TRACELOG(LOG_ERROR, "DISPLAY: drmModeSetCrtc() failed with result: %d", result);
-
- if (CORE.Window.prevFB)
- {
- result = drmModeRmFB(CORE.Window.fd, CORE.Window.prevFB);
- if (result != 0) TRACELOG(LOG_ERROR, "DISPLAY: drmModeRmFB() failed with result: %d", result);
- }
-
- CORE.Window.prevFB = fb;
-
- if (CORE.Window.prevBO) gbm_surface_release_buffer(CORE.Window.gbmSurface, CORE.Window.prevBO);
-
- CORE.Window.prevBO = bo;
-
-#endif // PLATFORM_DRM
-#endif // PLATFORM_ANDROID || PLATFORM_DRM
-}
-
-// Register all input events
-void PollInputEvents(void)
-{
-#if defined(SUPPORT_GESTURES_SYSTEM)
- // NOTE: Gestures update must be called every frame to reset gestures correctly
- // because ProcessGestureEvent() is just called on an event, not every frame
- UpdateGestures();
-#endif
-
- // Reset keys/chars pressed registered
- CORE.Input.Keyboard.keyPressedQueueCount = 0;
- CORE.Input.Keyboard.charPressedQueueCount = 0;
- // Reset key repeats
- for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
-
- // Reset last gamepad button/axis registered state
- CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
- CORE.Input.Gamepad.axisCount = 0;
-
-#if defined(PLATFORM_DRM)
- // Register previous keys states
- for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
- {
- CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
- CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
- }
-
- PollKeyboardEvents();
-
- // Register previous mouse states
- CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
- CORE.Input.Mouse.currentWheelMove = CORE.Input.Mouse.eventWheelMove;
- CORE.Input.Mouse.eventWheelMove = (Vector2){ 0.0f, 0.0f };
- for (int i = 0; i < MAX_MOUSE_BUTTONS; i++)
- {
- CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
- CORE.Input.Mouse.currentButtonState[i] = CORE.Input.Mouse.currentButtonStateEvdev[i];
- }
-
- // Register gamepads buttons events
- for (int i = 0; i < MAX_GAMEPADS; i++)
- {
- if (CORE.Input.Gamepad.ready[i])
- {
- // Register previous gamepad states
- for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
- }
- }
-#endif
-
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
- // Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
-
- // Register previous keys states
- for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
- {
- CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
- CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
- }
-
- // Register previous mouse states
- for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
-
- // Register previous mouse wheel state
- CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
- CORE.Input.Mouse.currentWheelMove = (Vector2){ 0.0f, 0.0f };
-
- // Register previous mouse position
- CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
-#endif
-
- // Register previous touch states
- for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
-
- // Reset touch positions
- // TODO: It resets on PLATFORM_WEB the mouse position and not filled again until a move-event,
- // so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed!
- //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
-
-#if defined(PLATFORM_DESKTOP)
- // Check if gamepads are ready
- // NOTE: We do it here in case of disconnection
- for (int i = 0; i < MAX_GAMEPADS; i++)
- {
- if (glfwJoystickPresent(i)) CORE.Input.Gamepad.ready[i] = true;
- else CORE.Input.Gamepad.ready[i] = false;
- }
-
- // Register gamepads buttons events
- for (int i = 0; i < MAX_GAMEPADS; i++)
- {
- if (CORE.Input.Gamepad.ready[i]) // Check if gamepad is available
- {
- // Register previous gamepad states
- for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
-
- // Get current gamepad state
- // NOTE: There is no callback available, so we get it manually
- GLFWgamepadstate state = { 0 };
- glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller
-
- const unsigned char *buttons = state.buttons;
-
- for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++)
- {
- int button = -1; // GamepadButton enum values assigned
-
- switch (k)
- {
- case GLFW_GAMEPAD_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
- case GLFW_GAMEPAD_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
- case GLFW_GAMEPAD_BUTTON_A: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
- case GLFW_GAMEPAD_BUTTON_X: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
-
- case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
- case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
-
- case GLFW_GAMEPAD_BUTTON_BACK: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
- case GLFW_GAMEPAD_BUTTON_GUIDE: button = GAMEPAD_BUTTON_MIDDLE; break;
- case GLFW_GAMEPAD_BUTTON_START: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
-
- case GLFW_GAMEPAD_BUTTON_DPAD_UP: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
- case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
- case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
- case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
-
- case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: button = GAMEPAD_BUTTON_LEFT_THUMB; break;
- case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
- default: break;
- }
-
- if (button != -1) // Check for valid button
- {
- if (buttons[k] == GLFW_PRESS)
- {
- CORE.Input.Gamepad.currentButtonState[i][button] = 1;
- CORE.Input.Gamepad.lastButtonPressed = button;
- }
- else CORE.Input.Gamepad.currentButtonState[i][button] = 0;
- }
- }
-
- // Get current axis state
- const float *axes = state.axes;
-
- for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
- {
- CORE.Input.Gamepad.axisState[i][k] = axes[k];
- }
-
- // Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis)
- CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1f);
- CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1f);
-
- CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST + 1;
- }
- }
-
- CORE.Window.resizedLastFrame = false;
-
- 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)
-#endif // PLATFORM_DESKTOP
-
-#if defined(PLATFORM_WEB)
- CORE.Window.resizedLastFrame = false;
-#endif // PLATFORM_WEB
-
-// Gamepad support using emscripten API
-// NOTE: GLFW3 joystick functionality not available in web
-#if defined(PLATFORM_WEB)
- // Get number of gamepads connected
- int numGamepads = 0;
- if (emscripten_sample_gamepad_data() == EMSCRIPTEN_RESULT_SUCCESS) numGamepads = emscripten_get_num_gamepads();
-
- for (int i = 0; (i < numGamepads) && (i < MAX_GAMEPADS); i++)
- {
- // Register previous gamepad button states
- for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
-
- EmscriptenGamepadEvent gamepadState;
-
- int result = emscripten_get_gamepad_status(i, &gamepadState);
-
- if (result == EMSCRIPTEN_RESULT_SUCCESS)
- {
- // Register buttons data for every connected gamepad
- for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++)
- {
- GamepadButton button = -1;
-
- // Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface
- switch (j)
- {
- case 0: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
- case 1: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
- case 2: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
- case 3: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
- case 4: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
- case 5: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
- case 6: button = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
- case 7: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
- case 8: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
- case 9: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
- case 10: button = GAMEPAD_BUTTON_LEFT_THUMB; break;
- case 11: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
- case 12: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
- case 13: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
- case 14: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
- case 15: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
- default: break;
- }
-
- if (button != -1) // Check for valid button
- {
- if (gamepadState.digitalButton[j] == 1)
- {
- CORE.Input.Gamepad.currentButtonState[i][button] = 1;
- CORE.Input.Gamepad.lastButtonPressed = button;
- }
- else CORE.Input.Gamepad.currentButtonState[i][button] = 0;
- }
-
- //TRACELOGD("INPUT: Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
- }
-
- // Register axis data for every connected gamepad
- for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
- {
- CORE.Input.Gamepad.axisState[i][j] = gamepadState.axis[j];
- }
-
- CORE.Input.Gamepad.axisCount = gamepadState.numAxes;
- }
- }
-#endif
-
-#if defined(PLATFORM_ANDROID)
- // Register previous keys states
- // NOTE: Android supports up to 260 keys
- for (int i = 0; i < 260; i++)
- {
- CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
- CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
- }
-
- // Android ALooper_pollAll() variables
- int pollResult = 0;
- int pollEvents = 0;
-
- // Poll Events (registered events)
- // NOTE: Activity is paused if not enabled (CORE.Android.appEnabled)
- while ((pollResult = ALooper_pollAll(CORE.Android.appEnabled? 0 : -1, NULL, &pollEvents, (void**)&CORE.Android.source)) >= 0)
- {
- // Process this event
- if (CORE.Android.source != NULL) CORE.Android.source->process(CORE.Android.app, CORE.Android.source);
-
- // NOTE: Never close window, native activity is controlled by the system!
- if (CORE.Android.app->destroyRequested != 0)
- {
- //CORE.Window.shouldClose = true;
- //ANativeActivity_finish(CORE.Android.app->activity);
- }
- }
-#endif
-
-#if defined(PLATFORM_DRM) && defined(SUPPORT_SSH_KEYBOARD_RPI)
- // NOTE: Keyboard reading could be done using input_event(s) or just read from stdin, both methods are used here.
- // stdin reading is still used for legacy purposes, it allows keyboard input trough SSH console
-
- if (!CORE.Input.Keyboard.evtMode) ProcessKeyboard();
-
- // NOTE: Mouse input events polling is done asynchronously in another pthread - EventThread()
- // NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread()
-#endif
-}
-
// Scan all files and directories in a base path
// WARNING: files.paths[] must be previously allocated and
// contain enough space to store all required paths
@@ -5549,1638 +2438,6 @@ 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 Error Callback, runs on GLFW3 error
-static void ErrorCallback(int error, const char *description)
-{
- TRACELOG(LOG_WARNING, "GLFW: Error: %i Description: %s", error, description);
-}
-
-// 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
-}
-
-#if !defined(PLATFORM_WEB)
-// GLFW3 WindowMaximize Callback, runs when window is maximized/restored
-static void WindowMaximizeCallback(GLFWwindow *window, int maximized)
-{
- if (maximized) CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; // The window was maximized
- else CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; // The window was restored
-}
-#endif
-
-// 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_ANDROID)
-// ANDROID: Process activity lifecycle commands
-static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
-{
- switch (cmd)
- {
- case APP_CMD_START:
- {
- //rendering = true;
- } break;
- case APP_CMD_RESUME: break;
- case APP_CMD_INIT_WINDOW:
- {
- if (app->window != NULL)
- {
- if (CORE.Android.contextRebindRequired)
- {
- // Reset screen scaling to full display size
- EGLint displayFormat = 0;
- eglGetConfigAttrib(CORE.Window.device, CORE.Window.config, EGL_NATIVE_VISUAL_ID, &displayFormat);
-
- // Adding renderOffset here feels rather hackish, but the viewport scaling is wrong after the
- // context rebinding if the screen is scaled unless offsets are added. There's probably a more
- // appropriate way to fix this
- ANativeWindow_setBuffersGeometry(app->window,
- CORE.Window.render.width + CORE.Window.renderOffset.x,
- CORE.Window.render.height + CORE.Window.renderOffset.y,
- displayFormat);
-
- // Recreate display surface and re-attach OpenGL context
- CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, app->window, NULL);
- eglMakeCurrent(CORE.Window.device, CORE.Window.surface, CORE.Window.surface, CORE.Window.context);
-
- CORE.Android.contextRebindRequired = false;
- }
- else
- {
- CORE.Window.display.width = ANativeWindow_getWidth(CORE.Android.app->window);
- CORE.Window.display.height = ANativeWindow_getHeight(CORE.Android.app->window);
-
- // Initialize graphics device (display device and OpenGL context)
- InitGraphicsDevice(CORE.Window.screen.width, CORE.Window.screen.height);
-
- // Initialize hi-res timer
- InitTimer();
-
- // Initialize random seed
- srand((unsigned int)time(NULL));
-
- #if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
- // Load default font
- // WARNING: External function: Module required: rtext
- LoadFontDefault();
- Rectangle rec = GetFontDefault().recs[95];
- // NOTE: We setup a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering
- #if defined(SUPPORT_MODULE_RSHAPES)
- SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 }); // WARNING: Module required: rshapes
- #endif
- #endif
-
- // TODO: GPU assets reload in case of lost focus (lost context)
- // NOTE: This problem has been solved just unbinding and rebinding context from display
- /*
- if (assetsReloadRequired)
- {
- for (int i = 0; i < assetCount; i++)
- {
- // TODO: Unload old asset if required
-
- // Load texture again to pointed texture
- (*textureAsset + i) = LoadTexture(assetPath[i]);
- }
- }
- */
- }
- }
- } break;
- case APP_CMD_GAINED_FOCUS:
- {
- CORE.Android.appEnabled = true;
- //ResumeMusicStream();
- } break;
- case APP_CMD_PAUSE: break;
- case APP_CMD_LOST_FOCUS:
- {
- CORE.Android.appEnabled = false;
- //PauseMusicStream();
- } break;
- case APP_CMD_TERM_WINDOW:
- {
- // Detach OpenGL context and destroy display surface
- // NOTE 1: This case is used when the user exits the app without closing it. We detach the context to ensure everything is recoverable upon resuming.
- // NOTE 2: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...)
- // NOTE 3: In some cases (too many context loaded), OS could unload context automatically... :(
- if (CORE.Window.device != EGL_NO_DISPLAY)
- {
- eglMakeCurrent(CORE.Window.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
-
- if (CORE.Window.surface != EGL_NO_SURFACE)
- {
- eglDestroySurface(CORE.Window.device, CORE.Window.surface);
- CORE.Window.surface = EGL_NO_SURFACE;
- }
-
- CORE.Android.contextRebindRequired = true;
- }
- // If 'CORE.Window.device' is already set to 'EGL_NO_DISPLAY'
- // this means that the user has already called 'CloseWindow()'
-
- } break;
- case APP_CMD_SAVE_STATE: break;
- case APP_CMD_STOP: break;
- case APP_CMD_DESTROY: break;
- case APP_CMD_CONFIG_CHANGED:
- {
- //AConfiguration_fromAssetManager(CORE.Android.app->config, CORE.Android.app->activity->assetManager);
- //print_cur_config(CORE.Android.app);
-
- // Check screen orientation here!
- } break;
- default: break;
- }
-}
-
-static GamepadButton AndroidTranslateGamepadButton(int button)
-{
- switch (button)
- {
- case AKEYCODE_BUTTON_A: return GAMEPAD_BUTTON_RIGHT_FACE_DOWN;
- case AKEYCODE_BUTTON_B: return GAMEPAD_BUTTON_RIGHT_FACE_RIGHT;
- case AKEYCODE_BUTTON_X: return GAMEPAD_BUTTON_RIGHT_FACE_LEFT;
- case AKEYCODE_BUTTON_Y: return GAMEPAD_BUTTON_RIGHT_FACE_UP;
- case AKEYCODE_BUTTON_L1: return GAMEPAD_BUTTON_LEFT_TRIGGER_1;
- case AKEYCODE_BUTTON_R1: return GAMEPAD_BUTTON_RIGHT_TRIGGER_1;
- case AKEYCODE_BUTTON_L2: return GAMEPAD_BUTTON_LEFT_TRIGGER_2;
- case AKEYCODE_BUTTON_R2: return GAMEPAD_BUTTON_RIGHT_TRIGGER_2;
- case AKEYCODE_BUTTON_THUMBL: return GAMEPAD_BUTTON_LEFT_THUMB;
- case AKEYCODE_BUTTON_THUMBR: return GAMEPAD_BUTTON_RIGHT_THUMB;
- case AKEYCODE_BUTTON_START: return GAMEPAD_BUTTON_MIDDLE_RIGHT;
- case AKEYCODE_BUTTON_SELECT: return GAMEPAD_BUTTON_MIDDLE_LEFT;
- case AKEYCODE_BUTTON_MODE: return GAMEPAD_BUTTON_MIDDLE;
- // On some (most?) gamepads dpad events are reported as axis motion instead
- case AKEYCODE_DPAD_DOWN: return GAMEPAD_BUTTON_LEFT_FACE_DOWN;
- case AKEYCODE_DPAD_RIGHT: return GAMEPAD_BUTTON_LEFT_FACE_RIGHT;
- case AKEYCODE_DPAD_LEFT: return GAMEPAD_BUTTON_LEFT_FACE_LEFT;
- case AKEYCODE_DPAD_UP: return GAMEPAD_BUTTON_LEFT_FACE_UP;
- default: return GAMEPAD_BUTTON_UNKNOWN;
- }
-}
-
-// ANDROID: Get input events
-static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
-{
- // If additional inputs are required check:
- // https://developer.android.com/ndk/reference/group/input
- // https://developer.android.com/training/game-controllers/controller-input
-
- int type = AInputEvent_getType(event);
- int source = AInputEvent_getSource(event);
-
- if (type == AINPUT_EVENT_TYPE_MOTION)
- {
- if (((source & AINPUT_SOURCE_JOYSTICK) == AINPUT_SOURCE_JOYSTICK) ||
- ((source & AINPUT_SOURCE_GAMEPAD) == AINPUT_SOURCE_GAMEPAD))
- {
- // For now we'll assume a single gamepad which we "detect" on its input event
- CORE.Input.Gamepad.ready[0] = true;
-
- CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_X] = AMotionEvent_getAxisValue(
- event, AMOTION_EVENT_AXIS_X, 0);
- CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_Y] = AMotionEvent_getAxisValue(
- event, AMOTION_EVENT_AXIS_Y, 0);
- CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_X] = AMotionEvent_getAxisValue(
- event, AMOTION_EVENT_AXIS_Z, 0);
- CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_Y] = AMotionEvent_getAxisValue(
- event, AMOTION_EVENT_AXIS_RZ, 0);
- CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_TRIGGER] = AMotionEvent_getAxisValue(
- event, AMOTION_EVENT_AXIS_BRAKE, 0) * 2.0f - 1.0f;
- CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_TRIGGER] = AMotionEvent_getAxisValue(
- event, AMOTION_EVENT_AXIS_GAS, 0) * 2.0f - 1.0f;
-
- // dpad is reported as an axis on android
- float dpadX = AMotionEvent_getAxisValue(event, AMOTION_EVENT_AXIS_HAT_X, 0);
- float dpadY = AMotionEvent_getAxisValue(event, AMOTION_EVENT_AXIS_HAT_Y, 0);
-
- if (dpadX == 1.0f)
- {
- CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_RIGHT] = 1;
- CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_LEFT] = 0;
- }
- else if (dpadX == -1.0f)
- {
- CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_RIGHT] = 0;
- CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_LEFT] = 1;
- }
- else
- {
- CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_RIGHT] = 0;
- CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_LEFT] = 0;
- }
-
- if (dpadY == 1.0f)
- {
- CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_DOWN] = 1;
- CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_UP] = 0;
- }
- else if (dpadY == -1.0f)
- {
- CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_DOWN] = 0;
- CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_UP] = 1;
- }
- else
- {
- CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_DOWN] = 0;
- CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_UP] = 0;
- }
-
- return 1; // Handled gamepad axis motion
- }
- }
- else if (type == AINPUT_EVENT_TYPE_KEY)
- {
- int32_t keycode = AKeyEvent_getKeyCode(event);
- //int32_t AKeyEvent_getMetaState(event);
-
- // Handle gamepad button presses and releases
- if (((source & AINPUT_SOURCE_JOYSTICK) == AINPUT_SOURCE_JOYSTICK) ||
- ((source & AINPUT_SOURCE_GAMEPAD) == AINPUT_SOURCE_GAMEPAD))
- {
- // For now we'll assume a single gamepad which we "detect" on its input event
- CORE.Input.Gamepad.ready[0] = true;
-
- GamepadButton button = AndroidTranslateGamepadButton(keycode);
-
- if (button == GAMEPAD_BUTTON_UNKNOWN) return 1;
-
- if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
- {
- CORE.Input.Gamepad.currentButtonState[0][button] = 1;
- }
- else CORE.Input.Gamepad.currentButtonState[0][button] = 0; // Key up
-
- return 1; // Handled gamepad button
- }
-
- // Save current button and its state
- // NOTE: Android key action is 0 for down and 1 for up
- if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
- {
- CORE.Input.Keyboard.currentKeyState[keycode] = 1; // Key down
-
- CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode;
- CORE.Input.Keyboard.keyPressedQueueCount++;
- }
- else if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_MULTIPLE) CORE.Input.Keyboard.keyRepeatInFrame[keycode] = 1;
- else CORE.Input.Keyboard.currentKeyState[keycode] = 0; // Key up
-
- if (keycode == AKEYCODE_POWER)
- {
- // Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS
- // Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS
- // It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected.
- // NOTE: AndroidManifest.xml must have <activity android:configChanges="orientation|keyboardHidden|screenSize" >
- // Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour
- return 0;
- }
- else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU))
- {
- // Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS!
- return 1;
- }
- else if ((keycode == AKEYCODE_VOLUME_UP) || (keycode == AKEYCODE_VOLUME_DOWN))
- {
- // Set default OS behaviour
- return 0;
- }
-
- return 0;
- }
-
- // Register touch points count
- CORE.Input.Touch.pointCount = AMotionEvent_getPointerCount(event);
-
- for (int i = 0; (i < CORE.Input.Touch.pointCount) && (i < MAX_TOUCH_POINTS); i++)
- {
- // Register touch points id
- CORE.Input.Touch.pointId[i] = AMotionEvent_getPointerId(event, i);
-
- // Register touch points position
- CORE.Input.Touch.position[i] = (Vector2){ AMotionEvent_getX(event, i), AMotionEvent_getY(event, i) };
-
- // Normalize CORE.Input.Touch.position[i] for CORE.Window.screen.width and CORE.Window.screen.height
- float widthRatio = (float)(CORE.Window.screen.width + CORE.Window.renderOffset.x) / (float)CORE.Window.display.width;
- float heightRatio = (float)(CORE.Window.screen.height + CORE.Window.renderOffset.y) / (float)CORE.Window.display.height;
- CORE.Input.Touch.position[i].x = CORE.Input.Touch.position[i].x * widthRatio - (float)CORE.Window.renderOffset.x / 2;
- CORE.Input.Touch.position[i].y = CORE.Input.Touch.position[i].y * heightRatio - (float)CORE.Window.renderOffset.y / 2;
- }
-
- int32_t action = AMotionEvent_getAction(event);
- unsigned int flags = action & AMOTION_EVENT_ACTION_MASK;
-
-#if defined(SUPPORT_GESTURES_SYSTEM) // PLATFORM_ANDROID
- GestureEvent gestureEvent = { 0 };
-
- gestureEvent.pointCount = CORE.Input.Touch.pointCount;
-
- // Register touch actions
- if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
- else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_ACTION_UP;
- else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_ACTION_MOVE;
- else if (flags == AMOTION_EVENT_ACTION_CANCEL) 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];
- }
-
- // Gesture data is sent to gestures system for processing
- ProcessGestureEvent(gestureEvent);
-#endif
-
- int32_t pointerIndex = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
-
- if (flags == AMOTION_EVENT_ACTION_POINTER_UP || flags == AMOTION_EVENT_ACTION_UP)
- {
- // One of the touchpoints is released, remove it from touch point arrays
- for (int i = pointerIndex; (i < CORE.Input.Touch.pointCount - 1) && (i < MAX_TOUCH_POINTS); i++)
- {
- CORE.Input.Touch.pointId[i] = CORE.Input.Touch.pointId[i+1];
- CORE.Input.Touch.position[i] = CORE.Input.Touch.position[i+1];
- }
-
- CORE.Input.Touch.pointCount--;
- }
-
- // When all touchpoints are tapped and released really quickly, this event is generated
- if (flags == AMOTION_EVENT_ACTION_CANCEL) CORE.Input.Touch.pointCount = 0;
-
- if (CORE.Input.Touch.pointCount > 0) CORE.Input.Touch.currentTouchState[MOUSE_BUTTON_LEFT] = 1;
- else CORE.Input.Touch.currentTouchState[MOUSE_BUTTON_LEFT] = 0;
-
- return 0;
-}
-#endif
-
-#if defined(PLATFORM_WEB)
-// 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
-}
-#endif
-
-#if defined(PLATFORM_DRM)
-// Initialize Keyboard system (using standard input)
-static void InitKeyboard(void)
-{
- // NOTE: We read directly from Standard Input (stdin) - STDIN_FILENO file descriptor,
- // Reading directly from stdin will give chars already key-mapped by kernel to ASCII or UNICODE
-
- // Save terminal keyboard settings
- tcgetattr(STDIN_FILENO, &CORE.Input.Keyboard.defaultSettings);
-
- // Reconfigure terminal with new settings
- struct termios keyboardNewSettings = { 0 };
- keyboardNewSettings = CORE.Input.Keyboard.defaultSettings;
-
- // New terminal settings for keyboard: turn off buffering (non-canonical mode), echo and key processing
- // NOTE: ISIG controls if ^C and ^Z generate break signals or not
- keyboardNewSettings.c_lflag &= ~(ICANON | ECHO | ISIG);
- //keyboardNewSettings.c_iflag &= ~(ISTRIP | INLCR | ICRNL | IGNCR | IXON | IXOFF);
- keyboardNewSettings.c_cc[VMIN] = 1;
- keyboardNewSettings.c_cc[VTIME] = 0;
-
- // Set new keyboard settings (change occurs immediately)
- tcsetattr(STDIN_FILENO, TCSANOW, &keyboardNewSettings);
-
- // Save old keyboard mode to restore it at the end
- CORE.Input.Keyboard.defaultFileFlags = fcntl(STDIN_FILENO, F_GETFL, 0); // F_GETFL: Get the file access mode and the file status flags
- fcntl(STDIN_FILENO, F_SETFL, CORE.Input.Keyboard.defaultFileFlags | O_NONBLOCK); // F_SETFL: Set the file status flags to the value specified
-
- // NOTE: If ioctl() returns -1, it means the call failed for some reason (error code set in errno)
- int result = ioctl(STDIN_FILENO, KDGKBMODE, &CORE.Input.Keyboard.defaultMode);
-
- // In case of failure, it could mean a remote keyboard is used (SSH)
- if (result < 0) TRACELOG(LOG_WARNING, "RPI: Failed to change keyboard mode, an SSH keyboard is probably used");
- else
- {
- // Reconfigure keyboard mode to get:
- // - scancodes (K_RAW)
- // - keycodes (K_MEDIUMRAW)
- // - ASCII chars (K_XLATE)
- // - UNICODE chars (K_UNICODE)
- ioctl(STDIN_FILENO, KDSKBMODE, K_XLATE); // ASCII chars
- }
-
- // Register keyboard restore when program finishes
- atexit(RestoreKeyboard);
-}
-
-// Restore default keyboard input
-static void RestoreKeyboard(void)
-{
- // Reset to default keyboard settings
- tcsetattr(STDIN_FILENO, TCSANOW, &CORE.Input.Keyboard.defaultSettings);
-
- // Reconfigure keyboard to default mode
- fcntl(STDIN_FILENO, F_SETFL, CORE.Input.Keyboard.defaultFileFlags);
- ioctl(STDIN_FILENO, KDSKBMODE, CORE.Input.Keyboard.defaultMode);
-}
-
-#if defined(SUPPORT_SSH_KEYBOARD_RPI)
-// Process keyboard inputs
-static void ProcessKeyboard(void)
-{
- #define MAX_KEYBUFFER_SIZE 32 // Max size in bytes to read
-
- // Keyboard input polling (fill keys[256] array with status)
- int bufferByteCount = 0; // Bytes available on the buffer
- char keysBuffer[MAX_KEYBUFFER_SIZE] = { 0 }; // Max keys to be read at a time
-
- // Read availables keycodes from stdin
- bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call
-
- // Reset pressed keys array (it will be filled below)
- for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
- {
- CORE.Input.Keyboard.currentKeyState[i] = 0;
- CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
- }
-
- // Fill all read bytes (looking for keys)
- for (int i = 0; i < bufferByteCount; i++)
- {
- // NOTE: If (key == 0x1b), depending on next key, it could be a special keymap code!
- // Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42
- if (keysBuffer[i] == 0x1b)
- {
- // Check if ESCAPE key has been pressed to stop program
- if (bufferByteCount == 1) CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] = 1;
- else
- {
- if (keysBuffer[i + 1] == 0x5b) // Special function key
- {
- if ((keysBuffer[i + 2] == 0x5b) || (keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32))
- {
- // Process special function keys (F1 - F12)
- switch (keysBuffer[i + 3])
- {
- case 0x41: CORE.Input.Keyboard.currentKeyState[290] = 1; break; // raylib KEY_F1
- case 0x42: CORE.Input.Keyboard.currentKeyState[291] = 1; break; // raylib KEY_F2
- case 0x43: CORE.Input.Keyboard.currentKeyState[292] = 1; break; // raylib KEY_F3
- case 0x44: CORE.Input.Keyboard.currentKeyState[293] = 1; break; // raylib KEY_F4
- case 0x45: CORE.Input.Keyboard.currentKeyState[294] = 1; break; // raylib KEY_F5
- case 0x37: CORE.Input.Keyboard.currentKeyState[295] = 1; break; // raylib KEY_F6
- case 0x38: CORE.Input.Keyboard.currentKeyState[296] = 1; break; // raylib KEY_F7
- case 0x39: CORE.Input.Keyboard.currentKeyState[297] = 1; break; // raylib KEY_F8
- case 0x30: CORE.Input.Keyboard.currentKeyState[298] = 1; break; // raylib KEY_F9
- case 0x31: CORE.Input.Keyboard.currentKeyState[299] = 1; break; // raylib KEY_F10
- case 0x33: CORE.Input.Keyboard.currentKeyState[300] = 1; break; // raylib KEY_F11
- case 0x34: CORE.Input.Keyboard.currentKeyState[301] = 1; break; // raylib KEY_F12
- default: break;
- }
-
- if (keysBuffer[i + 2] == 0x5b) i += 4;
- else if ((keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) i += 5;
- }
- else
- {
- switch (keysBuffer[i + 2])
- {
- case 0x41: CORE.Input.Keyboard.currentKeyState[265] = 1; break; // raylib KEY_UP
- case 0x42: CORE.Input.Keyboard.currentKeyState[264] = 1; break; // raylib KEY_DOWN
- case 0x43: CORE.Input.Keyboard.currentKeyState[262] = 1; break; // raylib KEY_RIGHT
- case 0x44: CORE.Input.Keyboard.currentKeyState[263] = 1; break; // raylib KEY_LEFT
- default: break;
- }
-
- i += 3; // Jump to next key
- }
-
- // NOTE: Some keys are not directly keymapped (CTRL, ALT, SHIFT)
- }
- }
- }
- else if (keysBuffer[i] == 0x0a) // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*)
- {
- CORE.Input.Keyboard.currentKeyState[257] = 1;
-
- CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 257; // Add keys pressed into queue
- CORE.Input.Keyboard.keyPressedQueueCount++;
- }
- else if (keysBuffer[i] == 0x7f) // raylib KEY_BACKSPACE
- {
- CORE.Input.Keyboard.currentKeyState[259] = 1;
-
- CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 257; // Add keys pressed into queue
- CORE.Input.Keyboard.keyPressedQueueCount++;
- }
- else
- {
- // Translate lowercase a-z letters to A-Z
- if ((keysBuffer[i] >= 97) && (keysBuffer[i] <= 122))
- {
- CORE.Input.Keyboard.currentKeyState[(int)keysBuffer[i] - 32] = 1;
- }
- else CORE.Input.Keyboard.currentKeyState[(int)keysBuffer[i]] = 1;
-
- CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keysBuffer[i]; // Add keys pressed into queue
- CORE.Input.Keyboard.keyPressedQueueCount++;
- }
- }
-
- // Check exit key (same functionality as GLFW3 KeyCallback())
- if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] == 1) CORE.Window.shouldClose = true;
-
-#if defined(SUPPORT_SCREEN_CAPTURE)
- // Check screen capture key (raylib key: KEY_F12)
- if (CORE.Input.Keyboard.currentKeyState[301] == 1)
- {
- TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
- screenshotCounter++;
- }
-#endif
-}
-#endif // SUPPORT_SSH_KEYBOARD_RPI
-
-// Initialise user input from evdev(/dev/input/event<N>) this means mouse, keyboard or gamepad devices
-static void InitEvdevInput(void)
-{
- char path[MAX_FILEPATH_LENGTH] = { 0 };
- DIR *directory = NULL;
- struct dirent *entity = NULL;
-
- // Initialise keyboard file descriptor
- CORE.Input.Keyboard.fd = -1;
-
- // Reset variables
- for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
- {
- CORE.Input.Touch.position[i].x = -1;
- CORE.Input.Touch.position[i].y = -1;
- }
-
- // Reset keyboard key state
- for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
- {
- CORE.Input.Keyboard.currentKeyState[i] = 0;
- CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
- }
-
- // Open the linux directory of "/dev/input"
- directory = opendir(DEFAULT_EVDEV_PATH);
-
- if (directory)
- {
- while ((entity = readdir(directory)) != NULL)
- {
- if ((strncmp("event", entity->d_name, strlen("event")) == 0) || // Search for devices named "event*"
- (strncmp("mouse", entity->d_name, strlen("mouse")) == 0)) // Search for devices named "mouse*"
- {
- sprintf(path, "%s%s", DEFAULT_EVDEV_PATH, entity->d_name);
- ConfigureEvdevDevice(path); // Configure the device if appropriate
- }
- }
-
- closedir(directory);
- }
- else TRACELOG(LOG_WARNING, "RPI: Failed to open linux event directory: %s", DEFAULT_EVDEV_PATH);
-}
-
-// Identifies a input device and configures it for use if appropriate
-static void ConfigureEvdevDevice(char *device)
-{
- #define BITS_PER_LONG (8*sizeof(long))
- #define NBITS(x) ((((x) - 1)/BITS_PER_LONG) + 1)
- #define OFF(x) ((x)%BITS_PER_LONG)
- #define BIT(x) (1UL<<OFF(x))
- #define LONG(x) ((x)/BITS_PER_LONG)
- #define TEST_BIT(array, bit) ((array[LONG(bit)] >> OFF(bit)) & 1)
-
- struct input_absinfo absinfo = { 0 };
- unsigned long evBits[NBITS(EV_MAX)] = { 0 };
- unsigned long absBits[NBITS(ABS_MAX)] = { 0 };
- unsigned long relBits[NBITS(REL_MAX)] = { 0 };
- unsigned long keyBits[NBITS(KEY_MAX)] = { 0 };
- bool hasAbs = false;
- bool hasRel = false;
- bool hasAbsMulti = false;
- int freeWorkerId = -1;
- int fd = -1;
-
- InputEventWorker *worker = NULL;
-
- // Open the device and allocate worker
- //-------------------------------------------------------------------------------------------------------
- // Find a free spot in the workers array
- for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
- {
- if (CORE.Input.eventWorker[i].threadId == 0)
- {
- freeWorkerId = i;
- break;
- }
- }
-
- // Select the free worker from array
- if (freeWorkerId >= 0)
- {
- worker = &(CORE.Input.eventWorker[freeWorkerId]); // Grab a pointer to the worker
- memset(worker, 0, sizeof(InputEventWorker)); // Clear the worker
- }
- else
- {
- TRACELOG(LOG_WARNING, "RPI: Failed to create input device thread for %s, out of worker slots", device);
- return;
- }
-
- // Open the device
- fd = open(device, O_RDONLY | O_NONBLOCK);
- if (fd < 0)
- {
- TRACELOG(LOG_WARNING, "RPI: Failed to open input device: %s", device);
- return;
- }
- worker->fd = fd;
-
- // Grab number on the end of the devices name "event<N>"
- int devNum = 0;
- char *ptrDevName = strrchr(device, 't');
- worker->eventNum = -1;
-
- if (ptrDevName != NULL)
- {
- if (sscanf(ptrDevName, "t%d", &devNum) == 1) worker->eventNum = devNum;
- }
- else worker->eventNum = 0; // TODO: HACK: Grab number for mouse0 device!
-
- // At this point we have a connection to the device, but we don't yet know what the device is.
- // It could be many things, even as simple as a power button...
- //-------------------------------------------------------------------------------------------------------
-
- // Identify the device
- //-------------------------------------------------------------------------------------------------------
- ioctl(fd, EVIOCGBIT(0, sizeof(evBits)), evBits); // Read a bitfield of the available device properties
-
- // Check for absolute input devices
- if (TEST_BIT(evBits, EV_ABS))
- {
- ioctl(fd, EVIOCGBIT(EV_ABS, sizeof(absBits)), absBits);
-
- // Check for absolute movement support (usually touchscreens, but also joysticks)
- if (TEST_BIT(absBits, ABS_X) && TEST_BIT(absBits, ABS_Y))
- {
- hasAbs = true;
-
- // Get the scaling values
- ioctl(fd, EVIOCGABS(ABS_X), &absinfo);
- worker->absRange.x = absinfo.minimum;
- worker->absRange.width = absinfo.maximum - absinfo.minimum;
- ioctl(fd, EVIOCGABS(ABS_Y), &absinfo);
- worker->absRange.y = absinfo.minimum;
- worker->absRange.height = absinfo.maximum - absinfo.minimum;
- }
-
- // Check for multiple absolute movement support (usually multitouch touchscreens)
- if (TEST_BIT(absBits, ABS_MT_POSITION_X) && TEST_BIT(absBits, ABS_MT_POSITION_Y))
- {
- hasAbsMulti = true;
-
- // Get the scaling values
- ioctl(fd, EVIOCGABS(ABS_X), &absinfo);
- worker->absRange.x = absinfo.minimum;
- worker->absRange.width = absinfo.maximum - absinfo.minimum;
- ioctl(fd, EVIOCGABS(ABS_Y), &absinfo);
- worker->absRange.y = absinfo.minimum;
- worker->absRange.height = absinfo.maximum - absinfo.minimum;
- }
- }
-
- // Check for relative movement support (usually mouse)
- if (TEST_BIT(evBits, EV_REL))
- {
- ioctl(fd, EVIOCGBIT(EV_REL, sizeof(relBits)), relBits);
-
- if (TEST_BIT(relBits, REL_X) && TEST_BIT(relBits, REL_Y)) hasRel = true;
- }
-
- // Check for button support to determine the device type(usually on all input devices)
- if (TEST_BIT(evBits, EV_KEY))
- {
- ioctl(fd, EVIOCGBIT(EV_KEY, sizeof(keyBits)), keyBits);
-
- if (hasAbs || hasAbsMulti)
- {
- if (TEST_BIT(keyBits, BTN_TOUCH)) worker->isTouch = true; // This is a touchscreen
- if (TEST_BIT(keyBits, BTN_TOOL_FINGER)) worker->isTouch = true; // This is a drawing tablet
- if (TEST_BIT(keyBits, BTN_TOOL_PEN)) worker->isTouch = true; // This is a drawing tablet
- if (TEST_BIT(keyBits, BTN_STYLUS)) worker->isTouch = true; // This is a drawing tablet
- if (worker->isTouch || hasAbsMulti) worker->isMultitouch = true; // This is a multitouch capable device
- }
-
- if (hasRel)
- {
- if (TEST_BIT(keyBits, BTN_LEFT)) worker->isMouse = true; // This is a mouse
- if (TEST_BIT(keyBits, BTN_RIGHT)) worker->isMouse = true; // This is a mouse
- }
-
- if (TEST_BIT(keyBits, BTN_A)) worker->isGamepad = true; // This is a gamepad
- if (TEST_BIT(keyBits, BTN_TRIGGER)) worker->isGamepad = true; // This is a gamepad
- if (TEST_BIT(keyBits, BTN_START)) worker->isGamepad = true; // This is a gamepad
- if (TEST_BIT(keyBits, BTN_TL)) worker->isGamepad = true; // This is a gamepad
- if (TEST_BIT(keyBits, BTN_TL)) worker->isGamepad = true; // This is a gamepad
-
- if (TEST_BIT(keyBits, KEY_SPACE)) worker->isKeyboard = true; // This is a keyboard
- }
- //-------------------------------------------------------------------------------------------------------
-
- // Decide what to do with the device
- //-------------------------------------------------------------------------------------------------------
- if (worker->isKeyboard && (CORE.Input.Keyboard.fd == -1))
- {
- // Use the first keyboard encountered. This assumes that a device that says it's a keyboard is just a
- // keyboard. The keyboard is polled synchronously, whereas other input devices are polled in separate
- // threads so that they don't drop events when the frame rate is slow.
- TRACELOG(LOG_INFO, "RPI: Opening keyboard device: %s", device);
- CORE.Input.Keyboard.fd = worker->fd;
- }
- else if (worker->isTouch || worker->isMouse)
- {
- // Looks like an interesting device
- TRACELOG(LOG_INFO, "RPI: Opening input device: %s (%s%s%s%s)", device,
- worker->isMouse? "mouse " : "",
- worker->isMultitouch? "multitouch " : "",
- worker->isTouch? "touchscreen " : "",
- worker->isGamepad? "gamepad " : "");
-
- // Create a thread for this device
- int error = pthread_create(&worker->threadId, NULL, &EventThread, (void *)worker);
- if (error != 0)
- {
- TRACELOG(LOG_WARNING, "RPI: Failed to create input device thread: %s (error: %d)", device, error);
- worker->threadId = 0;
- close(fd);
- }
-
-#if defined(USE_LAST_TOUCH_DEVICE)
- // Find touchscreen with the highest index
- int maxTouchNumber = -1;
-
- for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
- {
- if (CORE.Input.eventWorker[i].isTouch && (CORE.Input.eventWorker[i].eventNum > maxTouchNumber)) maxTouchNumber = CORE.Input.eventWorker[i].eventNum;
- }
-
- // Find touchscreens with lower indexes
- for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
- {
- if (CORE.Input.eventWorker[i].isTouch && (CORE.Input.eventWorker[i].eventNum < maxTouchNumber))
- {
- if (CORE.Input.eventWorker[i].threadId != 0)
- {
- TRACELOG(LOG_WARNING, "RPI: Found duplicate touchscreen, killing touchscreen on event: %d", i);
- pthread_cancel(CORE.Input.eventWorker[i].threadId);
- close(CORE.Input.eventWorker[i].fd);
- }
- }
- }
-#endif
- }
- else close(fd); // We are not interested in this device
- //-------------------------------------------------------------------------------------------------------
-}
-
-static void PollKeyboardEvents(void)
-{
- // Scancode to keycode mapping for US keyboards
- // TODO: Replace this with a keymap from the X11 to get the correct regional map for the keyboard:
- // Currently non US keyboards will have the wrong mapping for some keys
- static const int keymapUS[] = {
- 0, 256, 49, 50, 51, 52, 53, 54, 55, 56, 57, 48, 45, 61, 259, 258, 81, 87, 69, 82, 84,
- 89, 85, 73, 79, 80, 91, 93, 257, 341, 65, 83, 68, 70, 71, 72, 74, 75, 76, 59, 39, 96,
- 340, 92, 90, 88, 67, 86, 66, 78, 77, 44, 46, 47, 344, 332, 342, 32, 280, 290, 291,
- 292, 293, 294, 295, 296, 297, 298, 299, 282, 281, 327, 328, 329, 333, 324, 325,
- 326, 334, 321, 322, 323, 320, 330, 0, 85, 86, 300, 301, 89, 90, 91, 92, 93, 94, 95,
- 335, 345, 331, 283, 346, 101, 268, 265, 266, 263, 262, 269, 264, 267, 260, 261,
- 112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 122, 123, 124, 125, 347, 127,
- 128, 129, 130, 131, 132, 133, 134, 135, 136, 137, 138, 139, 140, 141, 142, 143,
- 144, 145, 146, 147, 148, 149, 150, 151, 152, 153, 154, 155, 156, 157, 158, 159,
- 160, 161, 162, 163, 164, 165, 166, 167, 168, 169, 170, 171, 172, 173, 174, 175,
- 176, 177, 178, 179, 180, 181, 182, 183, 184, 185, 186, 187, 188, 189, 190, 191,
- 192, 193, 194, 0, 0, 0, 0, 0, 200, 201, 202, 203, 204, 205, 206, 207, 208, 209, 210,
- 211, 212, 213, 214, 215, 216, 217, 218, 219, 220, 221, 222, 223, 224, 225, 226,
- 227, 228, 229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239, 240, 241, 242,
- 243, 244, 245, 246, 247, 248, 0, 0, 0, 0, 0, 0, 0
- };
-
- int fd = CORE.Input.Keyboard.fd;
- if (fd == -1) return;
-
- struct input_event event = { 0 };
- int keycode = -1;
-
- // Try to read data from the keyboard and only continue if successful
- while (read(fd, &event, sizeof(event)) == (int)sizeof(event))
- {
- // Button parsing
- if (event.type == EV_KEY)
- {
-#if defined(SUPPORT_SSH_KEYBOARD_RPI)
- // Change keyboard mode to events
- CORE.Input.Keyboard.evtMode = true;
-#endif
- // Keyboard button parsing
- if ((event.code >= 1) && (event.code <= 255)) //Keyboard keys appear for codes 1 to 255
- {
- keycode = keymapUS[event.code & 0xFF]; // The code we get is a scancode so we look up the appropriate keycode
-
- // Make sure we got a valid keycode
- if ((keycode > 0) && (keycode < sizeof(CORE.Input.Keyboard.currentKeyState)))
- {
- // WARNING: https://www.kernel.org/doc/Documentation/input/input.txt
- // Event interface: 'value' is the value the event carries. Either a relative change for EV_REL,
- // absolute new value for EV_ABS (joysticks ...), or 0 for EV_KEY for release, 1 for keypress and 2 for autorepeat
- CORE.Input.Keyboard.currentKeyState[keycode] = (event.value >= 1)? 1 : 0;
- if (event.value >= 1)
- {
- CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode; // Register last key pressed
- CORE.Input.Keyboard.keyPressedQueueCount++;
- }
-
- #if defined(SUPPORT_SCREEN_CAPTURE)
- // Check screen capture key (raylib key: KEY_F12)
- if (CORE.Input.Keyboard.currentKeyState[301] == 1)
- {
- TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
- screenshotCounter++;
- }
- #endif
-
- if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] == 1) CORE.Window.shouldClose = true;
-
- TRACELOGD("RPI: KEY_%s ScanCode: %4i KeyCode: %4i", event.value == 0 ? "UP":"DOWN", event.code, keycode);
- }
- }
- }
- }
-}
-
-// Input device events reading thread
-static void *EventThread(void *arg)
-{
- struct input_event event = { 0 };
- InputEventWorker *worker = (InputEventWorker *)arg;
-
- int touchAction = -1; // 0-TOUCH_ACTION_UP, 1-TOUCH_ACTION_DOWN, 2-TOUCH_ACTION_MOVE
- bool gestureUpdate = false; // Flag to note gestures require to update
-
- while (!CORE.Window.shouldClose)
- {
- // Try to read data from the device and only continue if successful
- while (read(worker->fd, &event, sizeof(event)) == (int)sizeof(event))
- {
- // Relative movement parsing
- if (event.type == EV_REL)
- {
- if (event.code == REL_X)
- {
- CORE.Input.Mouse.currentPosition.x += event.value;
- CORE.Input.Touch.position[0].x = CORE.Input.Mouse.currentPosition.x;
-
- touchAction = 2; // TOUCH_ACTION_MOVE
- gestureUpdate = true;
- }
-
- if (event.code == REL_Y)
- {
- CORE.Input.Mouse.currentPosition.y += event.value;
- CORE.Input.Touch.position[0].y = CORE.Input.Mouse.currentPosition.y;
-
- touchAction = 2; // TOUCH_ACTION_MOVE
- gestureUpdate = true;
- }
-
- if (event.code == REL_WHEEL) CORE.Input.Mouse.eventWheelMove.y += event.value;
- }
-
- // Absolute movement parsing
- if (event.type == EV_ABS)
- {
- // Basic movement
- if (event.code == ABS_X)
- {
- CORE.Input.Mouse.currentPosition.x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale according to absRange
- CORE.Input.Touch.position[0].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale according to absRange
-
- touchAction = 2; // TOUCH_ACTION_MOVE
- gestureUpdate = true;
- }
-
- if (event.code == ABS_Y)
- {
- CORE.Input.Mouse.currentPosition.y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale according to absRange
- CORE.Input.Touch.position[0].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale according to absRange
-
- touchAction = 2; // TOUCH_ACTION_MOVE
- gestureUpdate = true;
- }
-
- // Multitouch movement
- if (event.code == ABS_MT_SLOT) worker->touchSlot = event.value; // Remember the slot number for the folowing events
-
- if (event.code == ABS_MT_POSITION_X)
- {
- if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale according to absRange
- }
-
- if (event.code == ABS_MT_POSITION_Y)
- {
- if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale according to absRange
- }
-
- if (event.code == ABS_MT_TRACKING_ID)
- {
- if ((event.value < 0) && (worker->touchSlot < MAX_TOUCH_POINTS))
- {
- // Touch has ended for this point
- CORE.Input.Touch.position[worker->touchSlot].x = -1;
- CORE.Input.Touch.position[worker->touchSlot].y = -1;
- }
- }
-
- // Touchscreen tap
- if (event.code == ABS_PRESSURE)
- {
- int previousMouseLeftButtonState = CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_LEFT];
-
- if (!event.value && previousMouseLeftButtonState)
- {
- CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = 0;
-
- touchAction = 0; // TOUCH_ACTION_UP
- gestureUpdate = true;
- }
-
- if (event.value && !previousMouseLeftButtonState)
- {
- CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = 1;
-
- touchAction = 1; // TOUCH_ACTION_DOWN
- gestureUpdate = true;
- }
- }
-
- }
-
- // Button parsing
- if (event.type == EV_KEY)
- {
- // Mouse button parsing
- if ((event.code == BTN_TOUCH) || (event.code == BTN_LEFT))
- {
- CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = event.value;
-
- if (event.value > 0) touchAction = 1; // TOUCH_ACTION_DOWN
- else touchAction = 0; // TOUCH_ACTION_UP
- gestureUpdate = true;
- }
-
- if (event.code == BTN_RIGHT) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_RIGHT] = event.value;
- if (event.code == BTN_MIDDLE) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_MIDDLE] = event.value;
- if (event.code == BTN_SIDE) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_SIDE] = event.value;
- if (event.code == BTN_EXTRA) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_EXTRA] = event.value;
- if (event.code == BTN_FORWARD) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_FORWARD] = event.value;
- if (event.code == BTN_BACK) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_BACK] = event.value;
- }
-
- // Screen confinement
- if (!CORE.Input.Mouse.cursorHidden)
- {
- if (CORE.Input.Mouse.currentPosition.x < 0) CORE.Input.Mouse.currentPosition.x = 0;
- if (CORE.Input.Mouse.currentPosition.x > CORE.Window.screen.width/CORE.Input.Mouse.scale.x) CORE.Input.Mouse.currentPosition.x = CORE.Window.screen.width/CORE.Input.Mouse.scale.x;
-
- if (CORE.Input.Mouse.currentPosition.y < 0) CORE.Input.Mouse.currentPosition.y = 0;
- if (CORE.Input.Mouse.currentPosition.y > CORE.Window.screen.height/CORE.Input.Mouse.scale.y) CORE.Input.Mouse.currentPosition.y = CORE.Window.screen.height/CORE.Input.Mouse.scale.y;
- }
-
- // Update touch point count
- CORE.Input.Touch.pointCount = 0;
- for (int i = 0; i < MAX_TOUCH_POINTS; i++)
- {
- if (CORE.Input.Touch.position[i].x >= 0) CORE.Input.Touch.pointCount++;
- }
-
-#if defined(SUPPORT_GESTURES_SYSTEM) // PLATFORM_DRM
- if (gestureUpdate)
- {
- GestureEvent gestureEvent = { 0 };
-
- gestureEvent.touchAction = touchAction;
- gestureEvent.pointCount = CORE.Input.Touch.pointCount;
-
- for (int i = 0; i < MAX_TOUCH_POINTS; i++)
- {
- gestureEvent.pointId[i] = i;
- gestureEvent.position[i] = CORE.Input.Touch.position[i];
- }
-
- ProcessGestureEvent(gestureEvent);
- }
-#endif
- }
-
- WaitTime(0.005); // Sleep for 5ms to avoid hogging CPU time
- }
-
- close(worker->fd);
-
- return NULL;
-}
-
-// Initialize gamepad system
-static void InitGamepad(void)
-{
- char gamepadDev[128] = { 0 };
-
- for (int i = 0; i < MAX_GAMEPADS; i++)
- {
- sprintf(gamepadDev, "%s%i", DEFAULT_GAMEPAD_DEV, i);
-
- if ((CORE.Input.Gamepad.streamId[i] = open(gamepadDev, O_RDONLY | O_NONBLOCK)) < 0)
- {
- // NOTE: Only show message for first gamepad
- if (i == 0) TRACELOG(LOG_WARNING, "RPI: Failed to open Gamepad device, no gamepad available");
- }
- else
- {
- CORE.Input.Gamepad.ready[i] = true;
-
- // NOTE: Only create one thread
- if (i == 0)
- {
- int error = pthread_create(&CORE.Input.Gamepad.threadId, NULL, &GamepadThread, NULL);
-
- if (error != 0) TRACELOG(LOG_WARNING, "RPI: Failed to create gamepad input event thread");
- else TRACELOG(LOG_INFO, "RPI: Gamepad device initialized successfully");
- }
- }
- }
-}
-
-// Process Gamepad (/dev/input/js0)
-static void *GamepadThread(void *arg)
-{
- #define JS_EVENT_BUTTON 0x01 // Button pressed/released
- #define JS_EVENT_AXIS 0x02 // Joystick axis moved
- #define JS_EVENT_INIT 0x80 // Initial state of device
-
- struct js_event {
- unsigned int time; // event timestamp in milliseconds
- short value; // event value
- unsigned char type; // event type
- unsigned char number; // event axis/button number
- };
-
- // Read gamepad event
- struct js_event gamepadEvent = { 0 };
-
- while (!CORE.Window.shouldClose)
- {
- for (int i = 0; i < MAX_GAMEPADS; i++)
- {
- if (read(CORE.Input.Gamepad.streamId[i], &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
- {
- gamepadEvent.type &= ~JS_EVENT_INIT; // Ignore synthetic events
-
- // Process gamepad events by type
- if (gamepadEvent.type == JS_EVENT_BUTTON)
- {
- //TRACELOG(LOG_WARNING, "RPI: Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
-
- if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS)
- {
- // 1 - button pressed, 0 - button released
- CORE.Input.Gamepad.currentButtonState[i][gamepadEvent.number] = (int)gamepadEvent.value;
-
- if ((int)gamepadEvent.value == 1) CORE.Input.Gamepad.lastButtonPressed = gamepadEvent.number;
- else CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
- }
- }
- else if (gamepadEvent.type == JS_EVENT_AXIS)
- {
- //TRACELOG(LOG_WARNING, "RPI: Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
-
- if (gamepadEvent.number < MAX_GAMEPAD_AXIS)
- {
- // NOTE: Scaling of gamepadEvent.value to get values between -1..1
- CORE.Input.Gamepad.axisState[i][gamepadEvent.number] = (float)gamepadEvent.value/32768;
- }
- }
- }
- else WaitTime(0.001); // Sleep for 1 ms to avoid hogging CPU time
- }
- }
-
- return NULL;
-}
-#endif // PLATFORM_DRM
-
-#if defined(PLATFORM_DRM)
-// Search matching DRM mode in connector's mode list
-static int FindMatchingConnectorMode(const drmModeConnector *connector, const drmModeModeInfo *mode)
-{
- if (NULL == connector) return -1;
- if (NULL == mode) return -1;
-
- // safe bitwise comparison of two modes
- #define BINCMP(a, b) memcmp((a), (b), (sizeof(a) < sizeof(b)) ? sizeof(a) : sizeof(b))
-
- for (size_t i = 0; i < connector->count_modes; i++)
- {
- TRACELOG(LOG_TRACE, "DISPLAY: DRM mode: %d %ux%u@%u %s", i, connector->modes[i].hdisplay, connector->modes[i].vdisplay,
- connector->modes[i].vrefresh, (connector->modes[i].flags & DRM_MODE_FLAG_INTERLACE) ? "interlaced" : "progressive");
-
- if (0 == BINCMP(&CORE.Window.crtc->mode, &CORE.Window.connector->modes[i])) return i;
- }
-
- return -1;
-
- #undef BINCMP
-}
-
-// Search exactly matching DRM connector mode in connector's list
-static int FindExactConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced)
-{
- TRACELOG(LOG_TRACE, "DISPLAY: Searching exact connector mode for %ux%u@%u, selecting an interlaced mode is allowed: %s", width, height, fps, allowInterlaced ? "yes" : "no");
-
- if (NULL == connector) return -1;
-
- for (int i = 0; i < CORE.Window.connector->count_modes; i++)
- {
- const drmModeModeInfo *const mode = &CORE.Window.connector->modes[i];
-
- TRACELOG(LOG_TRACE, "DISPLAY: DRM Mode %d %ux%u@%u %s", i, mode->hdisplay, mode->vdisplay, mode->vrefresh, (mode->flags & DRM_MODE_FLAG_INTERLACE) ? "interlaced" : "progressive");
-
- if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && (!allowInterlaced)) continue;
-
- if ((mode->hdisplay == width) && (mode->vdisplay == height) && (mode->vrefresh == fps)) return i;
- }
-
- TRACELOG(LOG_TRACE, "DISPLAY: No DRM exact matching mode found");
- return -1;
-}
-
-// Search the nearest matching DRM connector mode in connector's list
-static int FindNearestConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced)
-{
- TRACELOG(LOG_TRACE, "DISPLAY: Searching nearest connector mode for %ux%u@%u, selecting an interlaced mode is allowed: %s", width, height, fps, allowInterlaced ? "yes" : "no");
-
- if (NULL == connector) return -1;
-
- int nearestIndex = -1;
- for (int i = 0; i < CORE.Window.connector->count_modes; i++)
- {
- const drmModeModeInfo *const mode = &CORE.Window.connector->modes[i];
-
- TRACELOG(LOG_TRACE, "DISPLAY: DRM mode: %d %ux%u@%u %s", i, mode->hdisplay, mode->vdisplay, mode->vrefresh,
- (mode->flags & DRM_MODE_FLAG_INTERLACE) ? "interlaced" : "progressive");
-
- if ((mode->hdisplay < width) || (mode->vdisplay < height))
- {
- TRACELOG(LOG_TRACE, "DISPLAY: DRM mode is too small");
- continue;
- }
-
- if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && (!allowInterlaced))
- {
- TRACELOG(LOG_TRACE, "DISPLAY: DRM shouldn't choose an interlaced mode");
- continue;
- }
-
- if (nearestIndex < 0)
- {
- nearestIndex = i;
- continue;
- }
-
- const int widthDiff = abs(mode->hdisplay - width);
- const int heightDiff = abs(mode->vdisplay - height);
- const int fpsDiff = abs(mode->vrefresh - fps);
-
- const int nearestWidthDiff = abs(CORE.Window.connector->modes[nearestIndex].hdisplay - width);
- const int nearestHeightDiff = abs(CORE.Window.connector->modes[nearestIndex].vdisplay - height);
- const int nearestFpsDiff = abs(CORE.Window.connector->modes[nearestIndex].vrefresh - fps);
-
- if ((widthDiff < nearestWidthDiff) || (heightDiff < nearestHeightDiff) || (fpsDiff < nearestFpsDiff)) {
- nearestIndex = i;
- }
- }
-
- return nearestIndex;
-}
-#endif
-
#if defined(SUPPORT_EVENTS_AUTOMATION)
// NOTE: Loading happens over AutomationEvent *events
// TODO: This system should probably be redesigned
diff --git a/src/rcore.h b/src/rcore.h
new file mode 100644
index 00000000..5d9e3bd7
--- /dev/null
+++ b/src/rcore.h
@@ -0,0 +1,318 @@
+/**********************************************************************************************
+*
+* rcore - Common types and globals (all platforms)
+*
+* LIMITATIONS:
+* - Limitation 01
+* - Limitation 02
+*
+* POSSIBLE IMPROVEMENTS:
+* - Improvement 01
+* - Improvement 02
+*
+*
+* LICENSE: zlib/libpng
+*
+* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) and contributors
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#ifndef RCORE_H
+#define RCORE_H
+
+#include <stdlib.h> // Required for: srand(), rand(), atexit()
+#include <stdio.h> // Required for: sprintf() [Used in OpenURL()]
+#include <string.h> // Required for: strrchr(), strcmp(), strlen(), memset()
+#include <time.h> // Required for: time() [Used in InitTimer()]
+#include <math.h> // Required for: tan() [Used in BeginMode3D()], atan2f() [Used in LoadVrStereoConfig()]
+
+#include "utils.h" // Required for: TRACELOG() macros
+
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+ #define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3
+ // NOTE: Already provided by rlgl implementation (on glad.h)
+ #include "GLFW/glfw3.h" // GLFW3 library: Windows, OpenGL context and Input management
+ // NOTE: GLFW3 already includes gl.h (OpenGL) headers
+#endif
+
+#if defined(PLATFORM_ANDROID)
+ #include <EGL/egl.h> // Native platform windowing system interface
+ //#include <GLES2/gl2.h> // OpenGL ES 2.0 library (not required in this module, only in rlgl)
+#endif
+
+#if defined(PLATFORM_DRM)
+
+ #include <fcntl.h> // POSIX file control definitions - open(), creat(), fcntl()
+ #include <unistd.h> // POSIX standard function definitions - read(), close(), STDIN_FILENO
+ #include <termios.h> // POSIX terminal control definitions - tcgetattr(), tcsetattr()
+ #include <pthread.h> // POSIX threads management (inputs reading)
+ #include <dirent.h> // POSIX directory browsing
+
+ #include <sys/ioctl.h> // Required for: ioctl() - UNIX System call for device-specific input/output operations
+ #include <linux/kd.h> // Linux: KDSKBMODE, K_MEDIUMRAM constants definition
+ #include <linux/input.h> // Linux: Keycodes constants definition (KEY_A, ...)
+ #include <linux/joystick.h> // Linux: Joystick support library
+
+ #include <gbm.h> // Generic Buffer Management (native platform for EGL on DRM)
+ #include <xf86drm.h> // Direct Rendering Manager user-level library interface
+ #include <xf86drmMode.h> // Direct Rendering Manager mode setting (KMS) interface
+
+ #include "EGL/egl.h" // Native platform windowing system interface
+ #include "EGL/eglext.h" // EGL extensions
+
+ typedef struct
+ {
+ pthread_t threadId; // Event reading thread id
+ int fd; // File descriptor to the device it is assigned to
+ int eventNum; // Number of 'event<N>' device
+ Rectangle absRange; // Range of values for absolute pointing devices (touchscreens)
+ int touchSlot; // Hold the touch slot number of the currently being sent multitouch block
+ bool isMouse; // True if device supports relative X Y movements
+ bool isTouch; // True if device supports absolute X Y movements and has BTN_TOUCH
+ bool isMultitouch; // True if device supports multiple absolute movevents and has BTN_TOUCH
+ bool isKeyboard; // True if device has letter keycodes
+ bool isGamepad; // True if device has gamepad buttons
+ } InputEventWorker;
+
+#endif
+
+// TODO: PROVIDE A HEADER TO BE USED BY ALL THE rcore_* IMPLEMENTATIONS
+
+#include "raylib.h"
+
+#include "rlgl.h"
+
+#define RAYMATH_IMPLEMENTATION
+#include "raymath.h"
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#if defined(PLATFORM_DRM)
+ #define USE_LAST_TOUCH_DEVICE // When multiple touchscreens are connected, only use the one with the highest event<N> number
+
+ #define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...)
+ #define DEFAULT_EVDEV_PATH "/dev/input/" // Path to the linux input events
+#endif
+
+#ifndef MAX_FILEPATH_CAPACITY
+ #define MAX_FILEPATH_CAPACITY 8192 // Maximum capacity for filepath
+#endif
+#ifndef MAX_FILEPATH_LENGTH
+ #define MAX_FILEPATH_LENGTH 4096 // Maximum length for filepaths (Linux PATH_MAX default value)
+#endif
+
+#ifndef MAX_KEYBOARD_KEYS
+ #define MAX_KEYBOARD_KEYS 512 // Maximum number of keyboard keys supported
+#endif
+#ifndef MAX_MOUSE_BUTTONS
+ #define MAX_MOUSE_BUTTONS 8 // Maximum number of mouse buttons supported
+#endif
+#ifndef MAX_GAMEPADS
+ #define MAX_GAMEPADS 4 // Maximum number of gamepads supported
+#endif
+#ifndef MAX_GAMEPAD_AXIS
+ #define MAX_GAMEPAD_AXIS 8 // Maximum number of axis supported (per gamepad)
+#endif
+#ifndef MAX_GAMEPAD_BUTTONS
+ #define MAX_GAMEPAD_BUTTONS 32 // Maximum number of buttons supported (per gamepad)
+#endif
+#ifndef MAX_TOUCH_POINTS
+ #define MAX_TOUCH_POINTS 8 // Maximum number of touch points supported
+#endif
+#ifndef MAX_KEY_PRESSED_QUEUE
+ #define MAX_KEY_PRESSED_QUEUE 16 // Maximum number of keys in the key input queue
+#endif
+#ifndef MAX_CHAR_PRESSED_QUEUE
+ #define MAX_CHAR_PRESSED_QUEUE 16 // Maximum number of characters in the char input queue
+#endif
+
+#ifndef MAX_DECOMPRESSION_SIZE
+ #define MAX_DECOMPRESSION_SIZE 64 // Maximum size allocated for decompression in MB
+#endif
+
+// Flags operation macros
+#define FLAG_SET(n, f) ((n) |= (f))
+#define FLAG_CLEAR(n, f) ((n) &= ~(f))
+#define FLAG_TOGGLE(n, f) ((n) ^= (f))
+#define FLAG_CHECK(n, f) ((n) & (f))
+
+// TODO: HACK: Added flag if not provided by GLFW when using external library
+// Latest GLFW release (GLFW 3.3.8) does not implement this flag, it was added for 3.4.0-dev
+#if !defined(GLFW_MOUSE_PASSTHROUGH)
+ #define GLFW_MOUSE_PASSTHROUGH 0x0002000D
+#endif
+
+#if (defined(__linux__) || defined(PLATFORM_WEB)) && (_POSIX_C_SOURCE < 199309L)
+ #undef _POSIX_C_SOURCE
+ #define _POSIX_C_SOURCE 199309L // Required for: CLOCK_MONOTONIC if compiled with c99 without gnu ext.
+#endif
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef struct { int x; int y; } Point;
+typedef struct { unsigned int width; unsigned int height; } Size;
+
+// Core global state context data
+typedef struct CoreData {
+ struct {
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+ GLFWwindow *handle; // GLFW window handle (graphic device)
+#endif
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_DRM)
+#if defined(PLATFORM_DRM)
+ int fd; // File descriptor for /dev/dri/...
+ drmModeConnector *connector; // Direct Rendering Manager (DRM) mode connector
+ drmModeCrtc *crtc; // CRT Controller
+ int modeIndex; // Index of the used mode of connector->modes
+ struct gbm_device *gbmDevice; // GBM device
+ struct gbm_surface *gbmSurface; // GBM surface
+ struct gbm_bo *prevBO; // Previous GBM buffer object (during frame swapping)
+ uint32_t prevFB; // Previous GBM framebufer (during frame swapping)
+#endif // PLATFORM_DRM
+ EGLDisplay device; // Native display device (physical screen connection)
+ EGLSurface surface; // Surface to draw on, framebuffers (connected to context)
+ EGLContext context; // Graphic context, mode in which drawing can be done
+ EGLConfig config; // Graphic config
+#endif
+ const char *title; // Window text title const pointer
+ unsigned int flags; // Configuration flags (bit based), keeps window state
+ bool ready; // Check if window has been initialized successfully
+ bool fullscreen; // Check if fullscreen mode is enabled
+ bool shouldClose; // Check if window set for closing
+ bool resizedLastFrame; // Check if window has been resized last frame
+ bool eventWaiting; // Wait for events before ending frame
+
+ Point position; // Window position (required on fullscreen toggle)
+ Point previousPosition; // Window previous position (required on borderless windowed toggle)
+ Size display; // Display width and height (monitor, device-screen, LCD, ...)
+ Size screen; // Screen width and height (used render area)
+ Size previousScreen; // Screen previous width and height (required on borderless windowed toggle)
+ Size currentFbo; // Current render width and height (depends on active fbo)
+ Size render; // Framebuffer width and height (render area, including black bars if required)
+ Point renderOffset; // Offset from render area (must be divided by 2)
+ Size screenMin; // Screen minimum width and height (for resizable window)
+ Size screenMax; // Screen maximum width and height (for resizable window)
+ Size windowMin; // Window minimum width and height
+ Size windowMax; // Window maximum width and height
+ Matrix screenScale; // Matrix to scale screen (framebuffer rendering)
+
+ char **dropFilepaths; // Store dropped files paths pointers (provided by GLFW)
+ unsigned int dropFileCount; // Count dropped files strings
+
+ } Window;
+#if defined(PLATFORM_ANDROID)
+ struct {
+ bool appEnabled; // Flag to detect if app is active ** = true
+ struct android_app *app; // Android activity
+ struct android_poll_source *source; // Android events polling source
+ bool contextRebindRequired; // Used to know context rebind required
+ } Android;
+#endif
+ struct {
+ const char *basePath; // Base path for data storage
+ } Storage;
+ struct {
+#if defined(PLATFORM_DRM)
+ InputEventWorker eventWorker[10]; // List of worker threads for every monitored "/dev/input/event<N>"
+#endif
+ struct {
+ int exitKey; // Default exit key
+ char currentKeyState[MAX_KEYBOARD_KEYS]; // Registers current frame key state
+ char previousKeyState[MAX_KEYBOARD_KEYS]; // Registers previous frame key state
+ // NOTE: Since key press logic involves comparing prev vs cur key state, we need to handle key repeats specially
+ char keyRepeatInFrame[MAX_KEYBOARD_KEYS]; // Registers key repeats for current frame.
+
+ int keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input keys queue
+ int keyPressedQueueCount; // Input keys queue count
+
+ int charPressedQueue[MAX_CHAR_PRESSED_QUEUE]; // Input characters queue (unicode)
+ int charPressedQueueCount; // Input characters queue count
+
+#if defined(PLATFORM_DRM)
+ int defaultMode; // Default keyboard mode
+#if defined(SUPPORT_SSH_KEYBOARD_RPI)
+ bool evtMode; // Keyboard in event mode
+#endif
+ int defaultFileFlags; // Default IO file flags
+ struct termios defaultSettings; // Default keyboard settings
+ int fd; // File descriptor for the evdev keyboard
+#endif
+ } Keyboard;
+ struct {
+ Vector2 offset; // Mouse offset
+ Vector2 scale; // Mouse scaling
+ Vector2 currentPosition; // Mouse position on screen
+ Vector2 previousPosition; // Previous mouse position
+
+ int cursor; // Tracks current mouse cursor
+ bool cursorHidden; // Track if cursor is hidden
+ bool cursorOnScreen; // Tracks if cursor is inside client area
+
+ char currentButtonState[MAX_MOUSE_BUTTONS]; // Registers current mouse button state
+ char previousButtonState[MAX_MOUSE_BUTTONS]; // Registers previous mouse button state
+ Vector2 currentWheelMove; // Registers current mouse wheel variation
+ Vector2 previousWheelMove; // Registers previous mouse wheel variation
+#if defined(PLATFORM_DRM)
+ Vector2 eventWheelMove; // Registers the event mouse wheel variation
+ // NOTE: currentButtonState[] can't be written directly due to multithreading, app could miss the update
+ char currentButtonStateEvdev[MAX_MOUSE_BUTTONS]; // Holds the new mouse state for the next polling event to grab
+#endif
+ } Mouse;
+ struct {
+ int pointCount; // Number of touch points active
+ int pointId[MAX_TOUCH_POINTS]; // Point identifiers
+ Vector2 position[MAX_TOUCH_POINTS]; // Touch position on screen
+ char currentTouchState[MAX_TOUCH_POINTS]; // Registers current touch state
+ char previousTouchState[MAX_TOUCH_POINTS]; // Registers previous touch state
+ } Touch;
+ struct {
+ int lastButtonPressed; // Register last gamepad button pressed
+ int axisCount; // Register number of available gamepad axis
+ bool ready[MAX_GAMEPADS]; // Flag to know if gamepad is ready
+ char name[MAX_GAMEPADS][64]; // Gamepad name holder
+ char currentButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state
+ char previousButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
+ float axisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
+#if defined(PLATFORM_DRM)
+ pthread_t threadId; // Gamepad reading thread id
+ int streamId[MAX_GAMEPADS]; // Gamepad device file descriptor
+#endif
+ } Gamepad;
+ } Input;
+ struct {
+ double current; // Current time measure
+ double previous; // Previous time measure
+ double update; // Time measure for frame update
+ double draw; // Time measure for frame draw
+ double frame; // Time measure for one frame
+ double target; // Desired time for one frame, if 0 not applied
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_DRM)
+ unsigned long long int base; // Base time measure for hi-res timer
+#endif
+ unsigned int frameCounter; // Frame counter
+ } Time;
+} CoreData;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+extern CoreData CORE;
+
+#endif
diff --git a/src/rcore_android.c b/src/rcore_android.c
new file mode 100644
index 00000000..61d729a1
--- /dev/null
+++ b/src/rcore_android.c
@@ -0,0 +1,1267 @@
+/**********************************************************************************************
+*
+* rcore_android - Functions to manage window, graphics device and inputs
+*
+* PLATFORM: ANDROID
+* - Android (ARM, ARM64)
+*
+* LIMITATIONS:
+* - Limitation 01
+* - Limitation 02
+*
+* POSSIBLE IMPROVEMENTS:
+* - Improvement 01
+* - Improvement 02
+*
+* ADDITIONAL NOTES:
+* - TRACELOG() function is located in raylib [utils] module
+*
+* CONFIGURATION:
+* #define RCORE_ANDROID_CUSTOM_FLAG
+* Custom flag for rcore on PLATFORM_ANDROID -not used-
+*
+* DEPENDENCIES:
+* Android NDK - Provides C API to access Android functionality
+* gestures - Gestures system for touch-ready devices (or simulated from mouse inputs)
+*
+*
+* LICENSE: zlib/libpng
+*
+* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) and contributors
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#include "rcore.h"
+
+//#include <android/sensor.h> // Required for: Android sensors functions (accelerometer, gyroscope, light...)
+#include <android/window.h> // Required for: AWINDOW_FLAG_FULLSCREEN definition and others
+#include <android_native_app_glue.h> // Required for: android_app struct and activity management
+#include <jni.h> // Required for: JNIEnv and JavaVM [Used in OpenURL()]
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+//...
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+extern CoreData CORE; // Global CORE state context
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Declaration
+//----------------------------------------------------------------------------------
+static bool InitGraphicsDevice(int width, int height); // Initialize graphics device
+
+static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands
+static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); // Process Android inputs
+static GamepadButton AndroidTranslateGamepadButton(int button); // Map Android gamepad button to raylib gamepad button
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+// NOTE: Functions declaration is provided by raylib.h
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+
+// To allow easier porting to android, we allow the user to define a
+// main function which we call from android_main, defined by ourselves
+extern int main(int argc, char *argv[]);
+
+// Android main function
+void android_main(struct android_app *app)
+{
+ char arg0[] = "raylib"; // NOTE: argv[] are mutable
+ CORE.Android.app = app;
+
+ // NOTE: Return from main is ignored
+ (void)main(1, (char *[]) { arg0, NULL });
+
+ // Request to end the native activity
+ ANativeActivity_finish(app->activity);
+
+ // Android ALooper_pollAll() variables
+ int pollResult = 0;
+ int pollEvents = 0;
+
+ // Waiting for application events before complete finishing
+ while (!app->destroyRequested)
+ {
+ while ((pollResult = ALooper_pollAll(0, NULL, &pollEvents, (void **)&CORE.Android.source)) >= 0)
+ {
+ if (CORE.Android.source != NULL) CORE.Android.source->process(app, CORE.Android.source);
+ }
+ }
+}
+
+// NOTE: Add this to header (if apps really need it)
+struct android_app *GetAndroidApp(void)
+{
+ return CORE.Android.app;
+}
+
+// Initialize window and OpenGL context
+// NOTE: data parameter could be used to pass any kind of required data to the initialization
+void InitWindow(int width, int height, const char *title)
+{
+ TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION);
+
+ TRACELOG(LOG_INFO, "Supported raylib modules:");
+ TRACELOG(LOG_INFO, " > rcore:..... loaded (mandatory)");
+ TRACELOG(LOG_INFO, " > rlgl:...... loaded (mandatory)");
+#if defined(SUPPORT_MODULE_RSHAPES)
+ TRACELOG(LOG_INFO, " > rshapes:... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rshapes:... not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RTEXTURES)
+ TRACELOG(LOG_INFO, " > rtextures:. loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rtextures:. not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RTEXT)
+ TRACELOG(LOG_INFO, " > rtext:..... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rtext:..... not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RMODELS)
+ TRACELOG(LOG_INFO, " > rmodels:... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rmodels:... not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RAUDIO)
+ TRACELOG(LOG_INFO, " > raudio:.... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > raudio:.... not loaded (optional)");
+#endif
+
+ // NOTE: Keep internal pointer to input title string (no copy)
+ if ((title != NULL) && (title[0] != 0)) CORE.Window.title = title;
+
+ // Initialize global input state
+ memset(&CORE.Input, 0, sizeof(CORE.Input));
+ CORE.Input.Keyboard.exitKey = KEY_ESCAPE;
+ CORE.Input.Mouse.scale = (Vector2){ 1.0f, 1.0f };
+ CORE.Input.Mouse.cursor = MOUSE_CURSOR_ARROW;
+ CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
+ CORE.Window.eventWaiting = false;
+
+ CORE.Window.screen.width = width;
+ CORE.Window.screen.height = height;
+ CORE.Window.currentFbo.width = width;
+ CORE.Window.currentFbo.height = height;
+
+ // Set desired windows flags before initializing anything
+ ANativeActivity_setWindowFlags(CORE.Android.app->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER
+
+ int orientation = AConfiguration_getOrientation(CORE.Android.app->config);
+
+ if (orientation == ACONFIGURATION_ORIENTATION_PORT) TRACELOG(LOG_INFO, "ANDROID: Window orientation set as portrait");
+ else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TRACELOG(LOG_INFO, "ANDROID: Window orientation set as landscape");
+
+ // TODO: Automatic orientation doesn't seem to work
+ if (width <= height)
+ {
+ AConfiguration_setOrientation(CORE.Android.app->config, ACONFIGURATION_ORIENTATION_PORT);
+ TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to portrait");
+ }
+ else
+ {
+ AConfiguration_setOrientation(CORE.Android.app->config, ACONFIGURATION_ORIENTATION_LAND);
+ TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to landscape");
+ }
+
+ //AConfiguration_getDensity(CORE.Android.app->config);
+ //AConfiguration_getKeyboard(CORE.Android.app->config);
+ //AConfiguration_getScreenSize(CORE.Android.app->config);
+ //AConfiguration_getScreenLong(CORE.Android.app->config);
+
+ // Initialize App command system
+ // NOTE: On APP_CMD_INIT_WINDOW -> InitGraphicsDevice(), InitTimer(), LoadFontDefault()...
+ CORE.Android.app->onAppCmd = AndroidCommandCallback;
+
+ // Initialize input events system
+ CORE.Android.app->onInputEvent = AndroidInputCallback;
+
+ // Initialize assets manager
+ InitAssetManager(CORE.Android.app->activity->assetManager, CORE.Android.app->activity->internalDataPath);
+
+ // Initialize base path for storage
+ CORE.Storage.basePath = CORE.Android.app->activity->internalDataPath;
+
+ TRACELOG(LOG_INFO, "ANDROID: App initialized successfully");
+
+ // Android ALooper_pollAll() variables
+ int pollResult = 0;
+ int pollEvents = 0;
+
+ // Wait for window to be initialized (display and context)
+ while (!CORE.Window.ready)
+ {
+ // Process events loop
+ while ((pollResult = ALooper_pollAll(0, NULL, &pollEvents, (void**)&CORE.Android.source)) >= 0)
+ {
+ // Process this event
+ if (CORE.Android.source != NULL) CORE.Android.source->process(CORE.Android.app, CORE.Android.source);
+
+ // NOTE: Never close window, native activity is controlled by the system!
+ //if (CORE.Android.app->destroyRequested != 0) CORE.Window.shouldClose = true;
+ }
+ }
+}
+
+// Close window and unload OpenGL context
+void CloseWindow(void)
+{
+#if defined(SUPPORT_GIF_RECORDING)
+ if (gifRecording)
+ {
+ MsfGifResult result = msf_gif_end(&gifState);
+ msf_gif_free(result);
+ gifRecording = false;
+ }
+#endif
+
+#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
+ UnloadFontDefault(); // WARNING: Module required: rtext
+#endif
+
+ rlglClose(); // De-init rlgl
+
+#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
+ timeEndPeriod(1); // Restore time period
+#endif
+
+ // Close surface, context and display
+ if (CORE.Window.device != EGL_NO_DISPLAY)
+ {
+ eglMakeCurrent(CORE.Window.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
+
+ if (CORE.Window.surface != EGL_NO_SURFACE)
+ {
+ eglDestroySurface(CORE.Window.device, CORE.Window.surface);
+ CORE.Window.surface = EGL_NO_SURFACE;
+ }
+
+ if (CORE.Window.context != EGL_NO_CONTEXT)
+ {
+ eglDestroyContext(CORE.Window.device, CORE.Window.context);
+ CORE.Window.context = EGL_NO_CONTEXT;
+ }
+
+ eglTerminate(CORE.Window.device);
+ CORE.Window.device = EGL_NO_DISPLAY;
+ }
+
+#if defined(SUPPORT_EVENTS_AUTOMATION)
+ RL_FREE(events);
+#endif
+
+ CORE.Window.ready = false;
+ TRACELOG(LOG_INFO, "Window closed successfully");
+}
+
+// Check if application should close
+bool WindowShouldClose(void)
+{
+ if (CORE.Window.ready) return CORE.Window.shouldClose;
+ else return true;
+}
+
+// Check if window is currently hidden
+bool IsWindowHidden(void)
+{
+ return false;
+}
+
+// Check if window has been minimized
+bool IsWindowMinimized(void)
+{
+ return false;
+}
+
+// Check if window has been maximized
+bool IsWindowMaximized(void)
+{
+ return false;
+}
+
+// Check if window has the focus
+bool IsWindowFocused(void)
+{
+ return CORE.Android.appEnabled;
+}
+
+// Check if window has been resizedLastFrame
+bool IsWindowResized(void)
+{
+ return false;
+}
+
+// Toggle fullscreen mode
+void ToggleFullscreen(void)
+{
+ TRACELOG(LOG_WARNING, "ToggleFullscreen() not available on PLATFORM_ANDROID");
+}
+
+// Set window state: maximized, if resizable
+void MaximizeWindow(void)
+{
+ TRACELOG(LOG_WARNING, "MaximizeWindow() not available on PLATFORM_ANDROID");
+}
+
+// Set window state: minimized
+void MinimizeWindow(void)
+{
+ TRACELOG(LOG_WARNING, "MinimizeWindow() not available on PLATFORM_ANDROID");
+}
+
+// Set window state: not minimized/maximized
+void RestoreWindow(void)
+{
+ TRACELOG(LOG_WARNING, "RestoreWindow() not available on PLATFORM_ANDROID");
+}
+
+// Toggle borderless windowed mode
+void ToggleBorderlessWindowed(void)
+{
+ TRACELOG(LOG_WARNING, "ToggleBorderlessWindowed() not available on PLATFORM_ANDROID");
+}
+
+// Set window configuration state using flags
+void SetWindowState(unsigned int flags)
+{
+ TRACELOG(LOG_WARNING, "SetWindowState() not available on PLATFORM_ANDROID");
+}
+
+// Clear window configuration state flags
+void ClearWindowState(unsigned int flags)
+{
+ TRACELOG(LOG_WARNING, "ClearWindowState() not available on PLATFORM_ANDROID");
+}
+
+// Set icon for window
+void SetWindowIcon(Image image)
+{
+ TRACELOG(LOG_WARNING, "SetWindowIcon() not available on PLATFORM_ANDROID");
+}
+
+// Set icon for window
+void SetWindowIcons(Image *images, int count)
+{
+ TRACELOG(LOG_WARNING, "SetWindowIcons() not available on PLATFORM_ANDROID");
+}
+
+// Set title for window
+void SetWindowTitle(const char *title)
+{
+ CORE.Window.title = title;
+}
+
+// Set window position on screen (windowed mode)
+void SetWindowPosition(int x, int y)
+{
+ TRACELOG(LOG_WARNING, "SetWindowPosition() not available on PLATFORM_ANDROID");
+}
+
+// Set monitor for the current window
+void SetWindowMonitor(int monitor)
+{
+ TRACELOG(LOG_WARNING, "SetWindowMonitor() not available on PLATFORM_ANDROID");
+}
+
+// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMinSize(int width, int height)
+{
+ CORE.Window.windowMin.width = width;
+ CORE.Window.windowMin.height = height;
+}
+
+// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMaxSize(int width, int height)
+{
+ CORE.Window.windowMax.width = width;
+ CORE.Window.windowMax.height = height;
+}
+
+// Set window dimensions
+void SetWindowSize(int width, int height)
+{
+ TRACELOG(LOG_WARNING, "SetWindowSize() not available on PLATFORM_ANDROID");
+}
+
+// Set window opacity, value opacity is between 0.0 and 1.0
+void SetWindowOpacity(float opacity)
+{
+ TRACELOG(LOG_WARNING, "SetWindowOpacity() not available on PLATFORM_ANDROID");
+}
+
+// Set window focused
+void SetWindowFocused(void)
+{
+ TRACELOG(LOG_WARNING, "SetWindowFocused() not available on PLATFORM_ANDROID");
+}
+
+// Get native window handle
+void *GetWindowHandle(void)
+{
+ TRACELOG(LOG_WARNING, "GetWindowHandle() not implemented on PLATFORM_ANDROID");
+ return NULL;
+}
+
+// Get number of monitors
+int GetMonitorCount(void)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorCount() not implemented on PLATFORM_ANDROID");
+ return 1;
+}
+
+// Get number of monitors
+int GetCurrentMonitor(void)
+{
+ TRACELOG(LOG_WARNING, "GetCurrentMonitor() not implemented on PLATFORM_ANDROID");
+ return 0;
+}
+
+// Get selected monitor position
+Vector2 GetMonitorPosition(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorPosition() not implemented on PLATFORM_ANDROID");
+ return (Vector2){ 0, 0 };
+}
+
+// Get selected monitor width (currently used by monitor)
+int GetMonitorWidth(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorWidth() not implemented on PLATFORM_ANDROID");
+ return 0;
+}
+
+// Get selected monitor height (currently used by monitor)
+int GetMonitorHeight(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorHeight() not implemented on PLATFORM_ANDROID");
+ return 0;
+}
+
+// Get selected monitor physical width in millimetres
+int GetMonitorPhysicalWidth(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorPhysicalWidth() not implemented on PLATFORM_ANDROID");
+ return 0;
+}
+
+// Get selected monitor physical height in millimetres
+int GetMonitorPhysicalHeight(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorPhysicalHeight() not implemented on PLATFORM_ANDROID");
+ return 0;
+}
+
+// Get selected monitor refresh rate
+int GetMonitorRefreshRate(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorRefreshRate() not implemented on PLATFORM_ANDROID");
+ return 0;
+}
+
+// Get the human-readable, UTF-8 encoded name of the selected monitor
+const char *GetMonitorName(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorName() not implemented on PLATFORM_ANDROID");
+ return "";
+}
+
+// Get window position XY on monitor
+Vector2 GetWindowPosition(void)
+{
+ TRACELOG(LOG_WARNING, "GetWindowPosition() not implemented on PLATFORM_ANDROID");
+ return (Vector2){ 0, 0 };
+}
+
+// Get window scale DPI factor for current monitor
+Vector2 GetWindowScaleDPI(void)
+{
+ TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on PLATFORM_ANDROID");
+ return (Vector2){ 1.0f, 1.0f };
+}
+
+// Set clipboard text content
+void SetClipboardText(const char *text)
+{
+ TRACELOG(LOG_WARNING, "SetClipboardText() not implemented on PLATFORM_ANDROID");
+}
+
+// Get clipboard text content
+// NOTE: returned string is allocated and freed by GLFW
+const char *GetClipboardText(void)
+{
+ TRACELOG(LOG_WARNING, "GetClipboardText() not implemented on PLATFORM_ANDROID");
+ return NULL;
+}
+
+// Show mouse cursor
+void ShowCursor(void)
+{
+ CORE.Input.Mouse.cursorHidden = false;
+}
+
+// Hides mouse cursor
+void HideCursor(void)
+{
+ CORE.Input.Mouse.cursorHidden = true;
+}
+
+// Enables cursor (unlock cursor)
+void EnableCursor(void)
+{
+ // Set cursor position in the middle
+ SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
+
+ CORE.Input.Mouse.cursorHidden = false;
+}
+
+// Disables cursor (lock cursor)
+void DisableCursor(void)
+{
+ // Set cursor position in the middle
+ SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
+
+ CORE.Input.Mouse.cursorHidden = true;
+}
+
+// Get elapsed time measure in seconds since InitTimer()
+double GetTime(void)
+{
+ double time = 0.0;
+ struct timespec ts = { 0 };
+ clock_gettime(CLOCK_MONOTONIC, &ts);
+ unsigned long long int nanoSeconds = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec;
+
+ time = (double)(nanoSeconds - CORE.Time.base)*1e-9; // Elapsed time since InitTimer()
+
+ return time;
+}
+
+// Takes a screenshot of current screen (saved a .png)
+void TakeScreenshot(const char *fileName)
+{
+#if defined(SUPPORT_MODULE_RTEXTURES)
+ // Security check to (partially) avoid malicious code on PLATFORM_ANDROID
+ if (strchr(fileName, '\'') != NULL) { TRACELOG(LOG_WARNING, "SYSTEM: Provided fileName could be potentially malicious, avoid [\'] character"); return; }
+
+ Vector2 scale = GetWindowScaleDPI();
+ unsigned char *imgData = rlReadScreenPixels((int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y));
+ Image image = { imgData, (int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y), 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
+
+ char path[2048] = { 0 };
+ strcpy(path, TextFormat("%s/%s", CORE.Storage.basePath, fileName));
+
+ ExportImage(image, path); // WARNING: Module required: rtextures
+ RL_FREE(imgData);
+
+ TRACELOG(LOG_INFO, "SYSTEM: [%s] Screenshot taken successfully", path);
+#else
+ TRACELOG(LOG_WARNING,"IMAGE: ExportImage() requires module: rtextures");
+#endif
+}
+
+// Open URL with default system browser (if available)
+// NOTE: This function is only safe to use if you control the URL given.
+// A user could craft a malicious string performing another action.
+// Only call this function yourself not with user input or make sure to check the string yourself.
+// Ref: https://github.com/raysan5/raylib/issues/686
+void OpenURL(const char *url)
+{
+ // Security check to (partially) avoid malicious code on PLATFORM_ANDROID
+ if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
+ else
+ {
+ JNIEnv *env = NULL;
+ JavaVM *vm = CORE.Android.app->activity->vm;
+ (*vm)->AttachCurrentThread(vm, &env, NULL);
+
+ jstring urlString = (*env)->NewStringUTF(env, url);
+ jclass uriClass = (*env)->FindClass(env, "android/net/Uri");
+ jmethodID uriParse = (*env)->GetStaticMethodID(env, uriClass, "parse", "(Ljava/lang/String;)Landroid/net/Uri;");
+ jobject uri = (*env)->CallStaticObjectMethod(env, uriClass, uriParse, urlString);
+
+ jclass intentClass = (*env)->FindClass(env, "android/content/Intent");
+ jfieldID actionViewId = (*env)->GetStaticFieldID(env, intentClass, "ACTION_VIEW", "Ljava/lang/String;");
+ jobject actionView = (*env)->GetStaticObjectField(env, intentClass, actionViewId);
+ jmethodID newIntent = (*env)->GetMethodID(env, intentClass, "<init>", "(Ljava/lang/String;Landroid/net/Uri;)V");
+ jobject intent = (*env)->AllocObject(env, intentClass);
+
+ (*env)->CallVoidMethod(env, intent, newIntent, actionView, uri);
+ jclass activityClass = (*env)->FindClass(env, "android/app/Activity");
+ jmethodID startActivity = (*env)->GetMethodID(env, activityClass, "startActivity", "(Landroid/content/Intent;)V");
+ (*env)->CallVoidMethod(env, CORE.Android.app->activity->clazz, startActivity, intent);
+
+ (*vm)->DetachCurrentThread(vm);
+ }
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Inputs
+//----------------------------------------------------------------------------------
+
+// Set a custom key to exit program
+void SetExitKey(int key)
+{
+ TRACELOG(LOG_WARNING, "SetExitKey() not implemented on PLATFORM_ANDROID");
+}
+
+// Get gamepad internal name id
+const char *GetGamepadName(int gamepad)
+{
+ TRACELOG(LOG_WARNING, "GetGamepadName() not implemented on PLATFORM_ANDROID");
+ return NULL;
+}
+
+// Get gamepad axis count
+int GetGamepadAxisCount(int gamepad)
+{
+ return CORE.Input.Gamepad.axisCount;
+}
+
+// Set internal gamepad mappings
+int SetGamepadMappings(const char *mappings)
+{
+ TRACELOG(LOG_WARNING, "SetGamepadMappings() not implemented on PLATFORM_ANDROID");
+ return 0;
+}
+
+// Get mouse position X
+int GetMouseX(void)
+{
+ return (int)CORE.Input.Touch.position[0].x;
+}
+
+// Get mouse position Y
+int GetMouseY(void)
+{
+ return (int)CORE.Input.Touch.position[0].y;
+}
+
+// Get mouse position XY
+Vector2 GetMousePosition(void)
+{
+ return GetTouchPosition(0);
+}
+
+// Set mouse position XY
+void SetMousePosition(int x, int y)
+{
+ CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
+ CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
+}
+
+// Get mouse wheel movement Y
+float GetMouseWheelMove(void)
+{
+ TRACELOG(LOG_WARNING, "GetMouseWheelMove() not implemented on PLATFORM_ANDROID");
+ return 0.0f;
+}
+
+// Set mouse cursor
+void SetMouseCursor(int cursor)
+{
+ TRACELOG(LOG_WARNING, "SetMouseCursor() not implemented on PLATFORM_ANDROID");
+}
+
+// Get touch position X for touch point 0 (relative to screen size)
+int GetTouchX(void)
+{
+ return (int)CORE.Input.Touch.position[0].x;
+}
+
+// Get touch position Y for touch point 0 (relative to screen size)
+int GetTouchY(void)
+{
+ return (int)CORE.Input.Touch.position[0].y;
+}
+
+// Get touch position XY for a touch point index (relative to screen size)
+// TODO: Touch position should be scaled depending on display size and render size
+Vector2 GetTouchPosition(int index)
+{
+ Vector2 position = { -1.0f, -1.0f };
+
+ if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index];
+ else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
+
+ return position;
+}
+
+// Swap back buffer with front buffer (screen drawing)
+void SwapScreenBuffer(void)
+{
+ eglSwapBuffers(CORE.Window.device, CORE.Window.surface);
+}
+
+// Register all input events
+void PollInputEvents(void)
+{
+#if defined(SUPPORT_GESTURES_SYSTEM)
+ // NOTE: Gestures update must be called every frame to reset gestures correctly
+ // because ProcessGestureEvent() is just called on an event, not every frame
+ UpdateGestures();
+#endif
+
+ // Reset keys/chars pressed registered
+ CORE.Input.Keyboard.keyPressedQueueCount = 0;
+ CORE.Input.Keyboard.charPressedQueueCount = 0;
+ // Reset key repeats
+ for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
+
+ // Reset last gamepad button/axis registered state
+ CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
+ CORE.Input.Gamepad.axisCount = 0;
+
+ // Register previous touch states
+ for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
+
+ // Reset touch positions
+ // TODO: It resets on PLATFORM_ANDROID the mouse position and not filled again until a move-event,
+ // so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed!
+ //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
+
+ // Register previous keys states
+ // NOTE: Android supports up to 260 keys
+ for (int i = 0; i < 260; i++)
+ {
+ CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
+ CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
+ }
+
+ // Android ALooper_pollAll() variables
+ int pollResult = 0;
+ int pollEvents = 0;
+
+ // Poll Events (registered events)
+ // NOTE: Activity is paused if not enabled (CORE.Android.appEnabled)
+ while ((pollResult = ALooper_pollAll(CORE.Android.appEnabled? 0 : -1, NULL, &pollEvents, (void**)&CORE.Android.source)) >= 0)
+ {
+ // Process this event
+ if (CORE.Android.source != NULL) CORE.Android.source->process(CORE.Android.app, CORE.Android.source);
+
+ // NOTE: Never close window, native activity is controlled by the system!
+ if (CORE.Android.app->destroyRequested != 0)
+ {
+ //CORE.Window.shouldClose = true;
+ //ANativeActivity_finish(CORE.Android.app->activity);
+ }
+ }
+}
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Definition
+//----------------------------------------------------------------------------------
+
+// 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
+// NOTE: returns false in case graphic device could not be created
+static bool InitGraphicsDevice(int width, int height)
+{
+ CORE.Window.screen.width = width; // User desired width
+ CORE.Window.screen.height = height; // User desired height
+ CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default
+
+ // 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)
+
+ CORE.Window.fullscreen = true;
+ CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
+
+ EGLint samples = 0;
+ EGLint sampleBuffer = 0;
+ if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
+ {
+ samples = 4;
+ sampleBuffer = 1;
+ TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
+ }
+
+ const EGLint framebufferAttribs[] =
+ {
+ EGL_RENDERABLE_TYPE, (rlGetVersion() == RL_OPENGL_ES_30)? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT, // Type of context support
+ 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)
+ //EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI)
+ EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!)
+ //EGL_STENCIL_SIZE, 8, // Stencil buffer size
+ EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA
+ EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs)
+ EGL_NONE
+ };
+
+ const EGLint contextAttribs[] =
+ {
+ EGL_CONTEXT_CLIENT_VERSION, 2,
+ EGL_NONE
+ };
+
+ EGLint numConfigs = 0;
+
+ // Get an EGL device connection
+ CORE.Window.device = eglGetDisplay(EGL_DEFAULT_DISPLAY);
+ if (CORE.Window.device == EGL_NO_DISPLAY)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
+ return false;
+ }
+
+ // Initialize the EGL device connection
+ if (eglInitialize(CORE.Window.device, NULL, NULL) == EGL_FALSE)
+ {
+ // If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
+ return false;
+ }
+
+ // Get an appropriate EGL framebuffer configuration
+ eglChooseConfig(CORE.Window.device, framebufferAttribs, &CORE.Window.config, 1, &numConfigs);
+
+ // Set rendering API
+ eglBindAPI(EGL_OPENGL_ES_API);
+
+ // Create an EGL rendering context
+ CORE.Window.context = eglCreateContext(CORE.Window.device, CORE.Window.config, EGL_NO_CONTEXT, contextAttribs);
+ if (CORE.Window.context == EGL_NO_CONTEXT)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL context");
+ return false;
+ }
+
+ // Create an EGL window surface
+ //---------------------------------------------------------------------------------
+ EGLint displayFormat = 0;
+
+ // EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry()
+ // As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID
+ eglGetConfigAttrib(CORE.Window.device, CORE.Window.config, EGL_NATIVE_VISUAL_ID, &displayFormat);
+
+ // At this point we need to manage render size vs screen size
+ // NOTE: This function use and modify global module variables:
+ // -> CORE.Window.screen.width/CORE.Window.screen.height
+ // -> CORE.Window.render.width/CORE.Window.render.height
+ // -> CORE.Window.screenScale
+ SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
+
+ ANativeWindow_setBuffersGeometry(CORE.Android.app->window, CORE.Window.render.width, CORE.Window.render.height, displayFormat);
+ //ANativeWindow_setBuffersGeometry(CORE.Android.app->window, 0, 0, displayFormat); // Force use of native display size
+
+ CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, CORE.Android.app->window, NULL);
+
+ // There must be at least one frame displayed before the buffers are swapped
+ //eglSwapInterval(CORE.Window.device, 1);
+
+ if (eglMakeCurrent(CORE.Window.device, CORE.Window.surface, CORE.Window.surface, CORE.Window.context) == EGL_FALSE)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to attach EGL rendering context to EGL surface");
+ return false;
+ }
+ else
+ {
+ CORE.Window.render.width = CORE.Window.screen.width;
+ CORE.Window.render.height = CORE.Window.screen.height;
+ CORE.Window.currentFbo.width = CORE.Window.render.width;
+ CORE.Window.currentFbo.height = CORE.Window.render.height;
+
+ TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
+ TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
+ TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
+ TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
+ TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
+ }
+
+ // Load OpenGL extensions
+ // NOTE: GL procedures address loader is required to load extensions
+ rlLoadExtensions(eglGetProcAddress);
+
+ // Initialize OpenGL context (states and resources)
+ // NOTE: CORE.Window.currentFbo.width and CORE.Window.currentFbo.height not used, just stored as globals in rlgl
+ rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
+
+ // Setup default viewport
+ // NOTE: It updated CORE.Window.render.width and CORE.Window.render.height
+ SetupViewport(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
+
+ CORE.Window.ready = true;
+
+ if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
+
+ return true;
+}
+
+// ANDROID: Process activity lifecycle commands
+static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
+{
+ switch (cmd)
+ {
+ case APP_CMD_START:
+ {
+ //rendering = true;
+ } break;
+ case APP_CMD_RESUME: break;
+ case APP_CMD_INIT_WINDOW:
+ {
+ if (app->window != NULL)
+ {
+ if (CORE.Android.contextRebindRequired)
+ {
+ // Reset screen scaling to full display size
+ EGLint displayFormat = 0;
+ eglGetConfigAttrib(CORE.Window.device, CORE.Window.config, EGL_NATIVE_VISUAL_ID, &displayFormat);
+
+ // Adding renderOffset here feels rather hackish, but the viewport scaling is wrong after the
+ // context rebinding if the screen is scaled unless offsets are added. There's probably a more
+ // appropriate way to fix this
+ ANativeWindow_setBuffersGeometry(app->window,
+ CORE.Window.render.width + CORE.Window.renderOffset.x,
+ CORE.Window.render.height + CORE.Window.renderOffset.y,
+ displayFormat);
+
+ // Recreate display surface and re-attach OpenGL context
+ CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, app->window, NULL);
+ eglMakeCurrent(CORE.Window.device, CORE.Window.surface, CORE.Window.surface, CORE.Window.context);
+
+ CORE.Android.contextRebindRequired = false;
+ }
+ else
+ {
+ CORE.Window.display.width = ANativeWindow_getWidth(CORE.Android.app->window);
+ CORE.Window.display.height = ANativeWindow_getHeight(CORE.Android.app->window);
+
+ // Initialize graphics device (display device and OpenGL context)
+ InitGraphicsDevice(CORE.Window.screen.width, CORE.Window.screen.height);
+
+ // Initialize hi-res timer
+ InitTimer();
+
+ // Initialize random seed
+ srand((unsigned int)time(NULL));
+
+ #if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
+ // Load default font
+ // WARNING: External function: Module required: rtext
+ LoadFontDefault();
+ Rectangle rec = GetFontDefault().recs[95];
+ // NOTE: We setup a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering
+ #if defined(SUPPORT_MODULE_RSHAPES)
+ SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 }); // WARNING: Module required: rshapes
+ #endif
+ #endif
+
+ // TODO: GPU assets reload in case of lost focus (lost context)
+ // NOTE: This problem has been solved just unbinding and rebinding context from display
+ /*
+ if (assetsReloadRequired)
+ {
+ for (int i = 0; i < assetCount; i++)
+ {
+ // TODO: Unload old asset if required
+
+ // Load texture again to pointed texture
+ (*textureAsset + i) = LoadTexture(assetPath[i]);
+ }
+ }
+ */
+ }
+ }
+ } break;
+ case APP_CMD_GAINED_FOCUS:
+ {
+ CORE.Android.appEnabled = true;
+ //ResumeMusicStream();
+ } break;
+ case APP_CMD_PAUSE: break;
+ case APP_CMD_LOST_FOCUS:
+ {
+ CORE.Android.appEnabled = false;
+ //PauseMusicStream();
+ } break;
+ case APP_CMD_TERM_WINDOW:
+ {
+ // Detach OpenGL context and destroy display surface
+ // NOTE 1: This case is used when the user exits the app without closing it. We detach the context to ensure everything is recoverable upon resuming.
+ // NOTE 2: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...)
+ // NOTE 3: In some cases (too many context loaded), OS could unload context automatically... :(
+ if (CORE.Window.device != EGL_NO_DISPLAY)
+ {
+ eglMakeCurrent(CORE.Window.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
+
+ if (CORE.Window.surface != EGL_NO_SURFACE)
+ {
+ eglDestroySurface(CORE.Window.device, CORE.Window.surface);
+ CORE.Window.surface = EGL_NO_SURFACE;
+ }
+
+ CORE.Android.contextRebindRequired = true;
+ }
+ // If 'CORE.Window.device' is already set to 'EGL_NO_DISPLAY'
+ // this means that the user has already called 'CloseWindow()'
+
+ } break;
+ case APP_CMD_SAVE_STATE: break;
+ case APP_CMD_STOP: break;
+ case APP_CMD_DESTROY: break;
+ case APP_CMD_CONFIG_CHANGED:
+ {
+ //AConfiguration_fromAssetManager(CORE.Android.app->config, CORE.Android.app->activity->assetManager);
+ //print_cur_config(CORE.Android.app);
+
+ // Check screen orientation here!
+ } break;
+ default: break;
+ }
+}
+
+// ANDROID: Map Android gamepad button to raylib gamepad button
+static GamepadButton AndroidTranslateGamepadButton(int button)
+{
+ switch (button)
+ {
+ case AKEYCODE_BUTTON_A: return GAMEPAD_BUTTON_RIGHT_FACE_DOWN;
+ case AKEYCODE_BUTTON_B: return GAMEPAD_BUTTON_RIGHT_FACE_RIGHT;
+ case AKEYCODE_BUTTON_X: return GAMEPAD_BUTTON_RIGHT_FACE_LEFT;
+ case AKEYCODE_BUTTON_Y: return GAMEPAD_BUTTON_RIGHT_FACE_UP;
+ case AKEYCODE_BUTTON_L1: return GAMEPAD_BUTTON_LEFT_TRIGGER_1;
+ case AKEYCODE_BUTTON_R1: return GAMEPAD_BUTTON_RIGHT_TRIGGER_1;
+ case AKEYCODE_BUTTON_L2: return GAMEPAD_BUTTON_LEFT_TRIGGER_2;
+ case AKEYCODE_BUTTON_R2: return GAMEPAD_BUTTON_RIGHT_TRIGGER_2;
+ case AKEYCODE_BUTTON_THUMBL: return GAMEPAD_BUTTON_LEFT_THUMB;
+ case AKEYCODE_BUTTON_THUMBR: return GAMEPAD_BUTTON_RIGHT_THUMB;
+ case AKEYCODE_BUTTON_START: return GAMEPAD_BUTTON_MIDDLE_RIGHT;
+ case AKEYCODE_BUTTON_SELECT: return GAMEPAD_BUTTON_MIDDLE_LEFT;
+ case AKEYCODE_BUTTON_MODE: return GAMEPAD_BUTTON_MIDDLE;
+ // On some (most?) gamepads dpad events are reported as axis motion instead
+ case AKEYCODE_DPAD_DOWN: return GAMEPAD_BUTTON_LEFT_FACE_DOWN;
+ case AKEYCODE_DPAD_RIGHT: return GAMEPAD_BUTTON_LEFT_FACE_RIGHT;
+ case AKEYCODE_DPAD_LEFT: return GAMEPAD_BUTTON_LEFT_FACE_LEFT;
+ case AKEYCODE_DPAD_UP: return GAMEPAD_BUTTON_LEFT_FACE_UP;
+ default: return GAMEPAD_BUTTON_UNKNOWN;
+ }
+}
+
+// ANDROID: Get input events
+static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
+{
+ // If additional inputs are required check:
+ // https://developer.android.com/ndk/reference/group/input
+ // https://developer.android.com/training/game-controllers/controller-input
+
+ int type = AInputEvent_getType(event);
+ int source = AInputEvent_getSource(event);
+
+ if (type == AINPUT_EVENT_TYPE_MOTION)
+ {
+ if (((source & AINPUT_SOURCE_JOYSTICK) == AINPUT_SOURCE_JOYSTICK) ||
+ ((source & AINPUT_SOURCE_GAMEPAD) == AINPUT_SOURCE_GAMEPAD))
+ {
+ // For now we'll assume a single gamepad which we "detect" on its input event
+ CORE.Input.Gamepad.ready[0] = true;
+
+ CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_X] = AMotionEvent_getAxisValue(
+ event, AMOTION_EVENT_AXIS_X, 0);
+ CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_Y] = AMotionEvent_getAxisValue(
+ event, AMOTION_EVENT_AXIS_Y, 0);
+ CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_X] = AMotionEvent_getAxisValue(
+ event, AMOTION_EVENT_AXIS_Z, 0);
+ CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_Y] = AMotionEvent_getAxisValue(
+ event, AMOTION_EVENT_AXIS_RZ, 0);
+ CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_TRIGGER] = AMotionEvent_getAxisValue(
+ event, AMOTION_EVENT_AXIS_BRAKE, 0) * 2.0f - 1.0f;
+ CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_TRIGGER] = AMotionEvent_getAxisValue(
+ event, AMOTION_EVENT_AXIS_GAS, 0) * 2.0f - 1.0f;
+
+ // dpad is reported as an axis on android
+ float dpadX = AMotionEvent_getAxisValue(event, AMOTION_EVENT_AXIS_HAT_X, 0);
+ float dpadY = AMotionEvent_getAxisValue(event, AMOTION_EVENT_AXIS_HAT_Y, 0);
+
+ if (dpadX == 1.0f)
+ {
+ CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_RIGHT] = 1;
+ CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_LEFT] = 0;
+ }
+ else if (dpadX == -1.0f)
+ {
+ CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_RIGHT] = 0;
+ CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_LEFT] = 1;
+ }
+ else
+ {
+ CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_RIGHT] = 0;
+ CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_LEFT] = 0;
+ }
+
+ if (dpadY == 1.0f)
+ {
+ CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_DOWN] = 1;
+ CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_UP] = 0;
+ }
+ else if (dpadY == -1.0f)
+ {
+ CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_DOWN] = 0;
+ CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_UP] = 1;
+ }
+ else
+ {
+ CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_DOWN] = 0;
+ CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_UP] = 0;
+ }
+
+ return 1; // Handled gamepad axis motion
+ }
+ }
+ else if (type == AINPUT_EVENT_TYPE_KEY)
+ {
+ int32_t keycode = AKeyEvent_getKeyCode(event);
+ //int32_t AKeyEvent_getMetaState(event);
+
+ // Handle gamepad button presses and releases
+ if (((source & AINPUT_SOURCE_JOYSTICK) == AINPUT_SOURCE_JOYSTICK) ||
+ ((source & AINPUT_SOURCE_GAMEPAD) == AINPUT_SOURCE_GAMEPAD))
+ {
+ // For now we'll assume a single gamepad which we "detect" on its input event
+ CORE.Input.Gamepad.ready[0] = true;
+
+ GamepadButton button = AndroidTranslateGamepadButton(keycode);
+
+ if (button == GAMEPAD_BUTTON_UNKNOWN) return 1;
+
+ if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
+ {
+ CORE.Input.Gamepad.currentButtonState[0][button] = 1;
+ }
+ else CORE.Input.Gamepad.currentButtonState[0][button] = 0; // Key up
+
+ return 1; // Handled gamepad button
+ }
+
+ // Save current button and its state
+ // NOTE: Android key action is 0 for down and 1 for up
+ if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
+ {
+ CORE.Input.Keyboard.currentKeyState[keycode] = 1; // Key down
+
+ CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode;
+ CORE.Input.Keyboard.keyPressedQueueCount++;
+ }
+ else if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_MULTIPLE) CORE.Input.Keyboard.keyRepeatInFrame[keycode] = 1;
+ else CORE.Input.Keyboard.currentKeyState[keycode] = 0; // Key up
+
+ if (keycode == AKEYCODE_POWER)
+ {
+ // Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS
+ // Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS
+ // It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected.
+ // NOTE: AndroidManifest.xml must have <activity android:configChanges="orientation|keyboardHidden|screenSize" >
+ // Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour
+ return 0;
+ }
+ else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU))
+ {
+ // Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS!
+ return 1;
+ }
+ else if ((keycode == AKEYCODE_VOLUME_UP) || (keycode == AKEYCODE_VOLUME_DOWN))
+ {
+ // Set default OS behaviour
+ return 0;
+ }
+
+ return 0;
+ }
+
+ // Register touch points count
+ CORE.Input.Touch.pointCount = AMotionEvent_getPointerCount(event);
+
+ for (int i = 0; (i < CORE.Input.Touch.pointCount) && (i < MAX_TOUCH_POINTS); i++)
+ {
+ // Register touch points id
+ CORE.Input.Touch.pointId[i] = AMotionEvent_getPointerId(event, i);
+
+ // Register touch points position
+ CORE.Input.Touch.position[i] = (Vector2){ AMotionEvent_getX(event, i), AMotionEvent_getY(event, i) };
+
+ // Normalize CORE.Input.Touch.position[i] for CORE.Window.screen.width and CORE.Window.screen.height
+ float widthRatio = (float)(CORE.Window.screen.width + CORE.Window.renderOffset.x) / (float)CORE.Window.display.width;
+ float heightRatio = (float)(CORE.Window.screen.height + CORE.Window.renderOffset.y) / (float)CORE.Window.display.height;
+ CORE.Input.Touch.position[i].x = CORE.Input.Touch.position[i].x * widthRatio - (float)CORE.Window.renderOffset.x / 2;
+ CORE.Input.Touch.position[i].y = CORE.Input.Touch.position[i].y * heightRatio - (float)CORE.Window.renderOffset.y / 2;
+ }
+
+ int32_t action = AMotionEvent_getAction(event);
+ unsigned int flags = action & AMOTION_EVENT_ACTION_MASK;
+
+#if defined(SUPPORT_GESTURES_SYSTEM) // PLATFORM_ANDROID
+ GestureEvent gestureEvent = { 0 };
+
+ gestureEvent.pointCount = CORE.Input.Touch.pointCount;
+
+ // Register touch actions
+ if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
+ else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_ACTION_UP;
+ else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_ACTION_MOVE;
+ else if (flags == AMOTION_EVENT_ACTION_CANCEL) 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];
+ }
+
+ // Gesture data is sent to gestures system for processing
+ ProcessGestureEvent(gestureEvent);
+#endif
+
+ int32_t pointerIndex = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
+
+ if (flags == AMOTION_EVENT_ACTION_POINTER_UP || flags == AMOTION_EVENT_ACTION_UP)
+ {
+ // One of the touchpoints is released, remove it from touch point arrays
+ for (int i = pointerIndex; (i < CORE.Input.Touch.pointCount - 1) && (i < MAX_TOUCH_POINTS); i++)
+ {
+ CORE.Input.Touch.pointId[i] = CORE.Input.Touch.pointId[i+1];
+ CORE.Input.Touch.position[i] = CORE.Input.Touch.position[i+1];
+ }
+
+ CORE.Input.Touch.pointCount--;
+ }
+
+ // When all touchpoints are tapped and released really quickly, this event is generated
+ if (flags == AMOTION_EVENT_ACTION_CANCEL) CORE.Input.Touch.pointCount = 0;
+
+ if (CORE.Input.Touch.pointCount > 0) CORE.Input.Touch.currentTouchState[MOUSE_BUTTON_LEFT] = 1;
+ else CORE.Input.Touch.currentTouchState[MOUSE_BUTTON_LEFT] = 0;
+
+ return 0;
+}
+
+// EOF
diff --git a/src/rcore_desktop.c b/src/rcore_desktop.c
new file mode 100644
index 00000000..f8c6b0e2
--- /dev/null
+++ b/src/rcore_desktop.c
@@ -0,0 +1,2074 @@
+/**********************************************************************************************
+*
+* rcore_desktop - Functions to manage window, graphics device and inputs
+*
+* PLATFORM: DESKTOP
+* - Windows (Win32, Win64)
+* - Linux (X11/Wayland desktop mode)
+* - FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop)
+* - OSX/macOS
+*
+* LIMITATIONS:
+* - Limitation 01
+* - Limitation 02
+*
+* POSSIBLE IMPROVEMENTS:
+* - Improvement 01
+* - Improvement 02
+*
+* ADDITIONAL NOTES:
+* - TRACELOG() function is located in raylib [utils] module
+*
+* CONFIGURATION:
+* #define RCORE_DESKTOP_CUSTOM_FLAG
+* Custom flag for rcore on PLATFORM_DESKTOP -not used-
+*
+* DEPENDENCIES:
+* rglfw - Manage graphic device, OpenGL context and inputs (Windows, Linux, OSX, FreeBSD...)
+* gestures - Gestures system for touch-ready devices (or simulated from mouse inputs)
+*
+*
+* LICENSE: zlib/libpng
+*
+* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) and contributors
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3
+ // NOTE: Already provided by rlgl implementation (on glad.h)
+#include "GLFW/glfw3.h" // GLFW3 library: Windows, OpenGL context and Input management
+ // NOTE: GLFW3 already includes gl.h (OpenGL) headers
+
+// Support retrieving native window handlers
+#if defined(_WIN32)
+ typedef void *PVOID;
+ typedef PVOID HANDLE;
+ typedef HANDLE HWND;
+ #define GLFW_EXPOSE_NATIVE_WIN32
+ #define GLFW_NATIVE_INCLUDE_NONE // To avoid some symbols re-definition in windows.h
+ #include "GLFW/glfw3native.h"
+
+ #if defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
+ // NOTE: Those functions require linking with winmm library
+ unsigned int __stdcall timeBeginPeriod(unsigned int uPeriod);
+ unsigned int __stdcall timeEndPeriod(unsigned int uPeriod);
+ #endif
+#endif
+#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__)
+ #include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
+
+ //#define GLFW_EXPOSE_NATIVE_X11 // WARNING: Exposing Xlib.h > X.h results in dup symbols for Font type
+ //#define GLFW_EXPOSE_NATIVE_WAYLAND
+ //#define GLFW_EXPOSE_NATIVE_MIR
+ #include "GLFW/glfw3native.h" // Required for: glfwGetX11Window()
+#endif
+#if defined(__APPLE__)
+ #include <unistd.h> // Required for: usleep()
+
+ //#define GLFW_EXPOSE_NATIVE_COCOA // WARNING: Fails due to type redefinition
+ void *glfwGetCocoaWindow(GLFWwindow* handle);
+ #include "GLFW/glfw3native.h" // Required for: glfwGetCocoaWindow()
+#endif
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+//...
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+extern CoreData CORE; // Global CORE state context
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Declaration
+//----------------------------------------------------------------------------------
+static bool InitGraphicsDevice(int width, int height); // Initialize graphics device
+
+// Error callback event
+static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
+
+// Window callbacks events
+static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
+static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
+static void WindowMaximizeCallback(GLFWwindow* window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized
+static void WindowFocusCallback(GLFWwindow *window, int focused); // GLFW3 WindowFocus Callback, runs when window get/lose focus
+static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window
+
+// Input callbacks events
+static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
+static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value)
+static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed
+static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move
+static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel
+static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+// NOTE: Functions declaration is provided by raylib.h
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+
+// Initialize window and OpenGL context
+// NOTE: data parameter could be used to pass any kind of required data to the initialization
+void InitWindow(int width, int height, const char *title)
+{
+ TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION);
+
+ TRACELOG(LOG_INFO, "Supported raylib modules:");
+ TRACELOG(LOG_INFO, " > rcore:..... loaded (mandatory)");
+ TRACELOG(LOG_INFO, " > rlgl:...... loaded (mandatory)");
+#if defined(SUPPORT_MODULE_RSHAPES)
+ TRACELOG(LOG_INFO, " > rshapes:... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rshapes:... not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RTEXTURES)
+ TRACELOG(LOG_INFO, " > rtextures:. loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rtextures:. not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RTEXT)
+ TRACELOG(LOG_INFO, " > rtext:..... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rtext:..... not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RMODELS)
+ TRACELOG(LOG_INFO, " > rmodels:... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rmodels:... not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RAUDIO)
+ TRACELOG(LOG_INFO, " > raudio:.... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > raudio:.... not loaded (optional)");
+#endif
+
+ // NOTE: Keep internal pointer to input title string (no copy)
+ if ((title != NULL) && (title[0] != 0)) CORE.Window.title = title;
+
+ // Initialize global input state
+ memset(&CORE.Input, 0, sizeof(CORE.Input)); // Reset CORE structure to 0
+ CORE.Input.Keyboard.exitKey = KEY_ESCAPE;
+ CORE.Input.Mouse.scale = (Vector2){ 1.0f, 1.0f };
+ CORE.Input.Mouse.cursor = MOUSE_CURSOR_ARROW;
+ CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
+ CORE.Window.eventWaiting = false;
+
+ // Initialize graphics device (display device and OpenGL context)
+ // NOTE: returns true if window and graphic device has been initialized successfully
+ CORE.Window.ready = InitGraphicsDevice(width, height);
+
+ // If graphic device is no properly initialized, we end program
+ if (!CORE.Window.ready)
+ {
+ TRACELOG(LOG_FATAL, "Failed to initialize Graphic Device");
+ return;
+ }
+ else SetWindowPosition(GetMonitorWidth(GetCurrentMonitor())/2 - CORE.Window.screen.width/2, GetMonitorHeight(GetCurrentMonitor())/2 - CORE.Window.screen.height/2);
+
+ // Initialize hi-res timer
+ InitTimer();
+
+ // Initialize random seed
+ srand((unsigned int)time(NULL));
+
+ // Initialize base path for storage
+ CORE.Storage.basePath = GetWorkingDirectory();
+
+#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
+ // Load default font
+ // WARNING: External function: Module required: rtext
+ LoadFontDefault();
+ #if defined(SUPPORT_MODULE_RSHAPES)
+ // Set font white rectangle for shapes drawing, so shapes and text can be batched together
+ // WARNING: rshapes module is required, if not available, default internal white rectangle is used
+ Rectangle rec = GetFontDefault().recs[95];
+ if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
+ {
+ // NOTE: We try to maxime rec padding to avoid pixel bleeding on MSAA filtering
+ SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 2, rec.y + 2, 1, 1 });
+ }
+ else
+ {
+ // NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding
+ SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
+ }
+ #endif
+#else
+ #if defined(SUPPORT_MODULE_RSHAPES)
+ // Set default texture and rectangle to be used for shapes drawing
+ // NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
+ Texture2D texture = { rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
+ SetShapesTexture(texture, (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f }); // WARNING: Module required: rshapes
+ #endif
+#endif
+#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
+ if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
+ {
+ // Set default font texture filter for HighDPI (blurry)
+ // RL_TEXTURE_FILTER_LINEAR - tex filter: BILINEAR, no mipmaps
+ rlTextureParameters(GetFontDefault().texture.id, RL_TEXTURE_MIN_FILTER, RL_TEXTURE_FILTER_LINEAR);
+ rlTextureParameters(GetFontDefault().texture.id, RL_TEXTURE_MAG_FILTER, RL_TEXTURE_FILTER_LINEAR);
+ }
+#endif
+
+#if defined(SUPPORT_EVENTS_AUTOMATION)
+ events = (AutomationEvent *)RL_CALLOC(MAX_CODE_AUTOMATION_EVENTS, sizeof(AutomationEvent));
+ CORE.Time.frameCounter = 0;
+#endif
+}
+
+// Close window and unload OpenGL context
+void CloseWindow(void)
+{
+#if defined(SUPPORT_GIF_RECORDING)
+ if (gifRecording)
+ {
+ MsfGifResult result = msf_gif_end(&gifState);
+ msf_gif_free(result);
+ gifRecording = false;
+ }
+#endif
+
+#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
+ UnloadFontDefault(); // WARNING: Module required: rtext
+#endif
+
+ rlglClose(); // De-init rlgl
+
+ glfwDestroyWindow(CORE.Window.handle);
+ glfwTerminate();
+
+#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
+ timeEndPeriod(1); // Restore time period
+#endif
+
+#if defined(SUPPORT_EVENTS_AUTOMATION)
+ RL_FREE(events);
+#endif
+
+ CORE.Window.ready = false;
+ TRACELOG(LOG_INFO, "Window closed successfully");
+}
+
+// Check if application should close
+// NOTE: By default, if KEY_ESCAPE pressed or window close icon clicked
+bool WindowShouldClose(void)
+{
+ if (CORE.Window.ready)
+ {
+ // While window minimized, stop loop execution
+ while (IsWindowState(FLAG_WINDOW_MINIMIZED) && !IsWindowState(FLAG_WINDOW_ALWAYS_RUN)) glfwWaitEvents();
+
+ CORE.Window.shouldClose = glfwWindowShouldClose(CORE.Window.handle);
+
+ // Reset close status for next frame
+ glfwSetWindowShouldClose(CORE.Window.handle, GLFW_FALSE);
+
+ return CORE.Window.shouldClose;
+ }
+ else return true;
+}
+
+// Check if window is currently hidden
+bool IsWindowHidden(void)
+{
+ return ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0);
+}
+
+// Check if window has been minimized
+bool IsWindowMinimized(void)
+{
+ return ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0);
+}
+
+// Check if window has been maximized
+bool IsWindowMaximized(void)
+{
+ return ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0);
+}
+
+// Check if window has the focus
+bool IsWindowFocused(void)
+{
+ return ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) == 0);
+}
+
+// Check if window has been resizedLastFrame
+bool IsWindowResized(void)
+{
+ return CORE.Window.resizedLastFrame;
+}
+
+// Toggle fullscreen mode
+void ToggleFullscreen(void)
+{
+ if (!CORE.Window.fullscreen)
+ {
+ // Store previous window position (in case we exit fullscreen)
+ glfwGetWindowPos(CORE.Window.handle, &CORE.Window.position.x, &CORE.Window.position.y);
+
+ int monitorCount = 0;
+ int monitorIndex = GetCurrentMonitor();
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ // Use current monitor, so we correctly get the display the window is on
+ GLFWmonitor *monitor = (monitorIndex < monitorCount)? monitors[monitorIndex] : NULL;
+
+ if (monitor == NULL)
+ {
+ TRACELOG(LOG_WARNING, "GLFW: Failed to get monitor");
+
+ CORE.Window.fullscreen = false;
+ CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
+
+ glfwSetWindowMonitor(CORE.Window.handle, NULL, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
+ }
+ else
+ {
+ CORE.Window.fullscreen = true;
+ CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
+
+ glfwSetWindowMonitor(CORE.Window.handle, monitor, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
+ }
+
+ }
+ else
+ {
+ CORE.Window.fullscreen = false;
+ CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
+
+ glfwSetWindowMonitor(CORE.Window.handle, NULL, CORE.Window.position.x, CORE.Window.position.y, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
+ }
+
+ // 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
+ if (CORE.Window.flags & FLAG_VSYNC_HINT) glfwSwapInterval(1);
+}
+
+// Set window state: maximized, if resizable
+void MaximizeWindow(void)
+{
+ if (glfwGetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE) == GLFW_TRUE)
+ {
+ glfwMaximizeWindow(CORE.Window.handle);
+ CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED;
+ }
+}
+
+// Set window state: minimized
+void MinimizeWindow(void)
+{
+ // NOTE: Following function launches callback that sets appropriate flag!
+ glfwIconifyWindow(CORE.Window.handle);
+}
+
+// Set window state: not minimized/maximized
+void RestoreWindow(void)
+{
+ if (glfwGetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE) == GLFW_TRUE)
+ {
+ // Restores the specified window if it was previously iconified (minimized) or maximized
+ glfwRestoreWindow(CORE.Window.handle);
+ CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;
+ CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
+ }
+}
+
+// Toggle borderless windowed mode
+void ToggleBorderlessWindowed(void)
+{
+ // Leave fullscreen before attempting to set borderless windowed mode and get screen position from it
+ bool wasOnFullscreen = false;
+ if (CORE.Window.fullscreen)
+ {
+ CORE.Window.previousPosition = CORE.Window.position;
+ ToggleFullscreen();
+ wasOnFullscreen = true;
+ }
+
+ const int monitor = GetCurrentMonitor();
+ int monitorCount;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
+
+ if (mode)
+ {
+ if (!IsWindowState(FLAG_BORDERLESS_WINDOWED_MODE))
+ {
+ // Store screen position and size
+ // NOTE: If it was on fullscreen, screen position was already stored, so skip setting it here
+ if (!wasOnFullscreen) glfwGetWindowPos(CORE.Window.handle, &CORE.Window.previousPosition.x, &CORE.Window.previousPosition.y);
+ CORE.Window.previousScreen = CORE.Window.screen;
+
+ // Set undecorated and topmost modes and flags
+ glfwSetWindowAttrib(CORE.Window.handle, GLFW_DECORATED, GLFW_FALSE);
+ CORE.Window.flags |= FLAG_WINDOW_UNDECORATED;
+ glfwSetWindowAttrib(CORE.Window.handle, GLFW_FLOATING, GLFW_TRUE);
+ CORE.Window.flags |= FLAG_WINDOW_TOPMOST;
+
+ // Get monitor position and size
+ int monitorPosX = 0;
+ int monitorPosY = 0;
+ glfwGetMonitorPos(monitors[monitor], &monitorPosX, &monitorPosY);
+ const int monitorWidth = mode->width;
+ const int monitorHeight = mode->height;
+
+ // Set screen position and size
+ glfwSetWindowPos(CORE.Window.handle, monitorPosX, monitorPosY);
+ glfwSetWindowSize(CORE.Window.handle, monitorWidth, monitorHeight);
+
+ // Refocus window
+ glfwFocusWindow(CORE.Window.handle);
+
+ CORE.Window.flags |= FLAG_BORDERLESS_WINDOWED_MODE;
+ }
+ else
+ {
+ // Remove topmost and undecorated modes and flags
+ glfwSetWindowAttrib(CORE.Window.handle, GLFW_FLOATING, GLFW_FALSE);
+ CORE.Window.flags &= ~FLAG_WINDOW_TOPMOST;
+ glfwSetWindowAttrib(CORE.Window.handle, GLFW_DECORATED, GLFW_TRUE);
+ CORE.Window.flags &= ~FLAG_WINDOW_UNDECORATED;
+
+ // Return previous screen size and position
+ // NOTE: The order matters here, it must set size first, then set position, otherwise the screen will be positioned incorrectly
+ glfwSetWindowSize(CORE.Window.handle, CORE.Window.previousScreen.width, CORE.Window.previousScreen.height);
+ glfwSetWindowPos(CORE.Window.handle, CORE.Window.previousPosition.x, CORE.Window.previousPosition.y);
+
+ // Refocus window
+ glfwFocusWindow(CORE.Window.handle);
+
+ CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE;
+ }
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+}
+
+// Set window configuration state using flags
+void SetWindowState(unsigned int flags)
+{
+ // Check previous state and requested state to apply required changes
+ // NOTE: In most cases the functions already change the flags internally
+
+ // State change: FLAG_VSYNC_HINT
+ if (((CORE.Window.flags & FLAG_VSYNC_HINT) != (flags & FLAG_VSYNC_HINT)) && ((flags & FLAG_VSYNC_HINT) > 0))
+ {
+ glfwSwapInterval(1);
+ CORE.Window.flags |= FLAG_VSYNC_HINT;
+ }
+
+ // State change: FLAG_BORDERLESS_WINDOWED_MODE
+ // NOTE: This must be handled before FLAG_FULLSCREEN_MODE because ToggleBorderlessWindowed() needs to get some fullscreen values if fullscreen is running
+ if (((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) != (flags & FLAG_BORDERLESS_WINDOWED_MODE)) && ((flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0))
+ {
+ ToggleBorderlessWindowed(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_FULLSCREEN_MODE
+ if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) != (flags & FLAG_FULLSCREEN_MODE))
+ {
+ ToggleFullscreen(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_WINDOW_RESIZABLE
+ if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != (flags & FLAG_WINDOW_RESIZABLE)) && ((flags & FLAG_WINDOW_RESIZABLE) > 0))
+ {
+ glfwSetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE, GLFW_TRUE);
+ CORE.Window.flags |= FLAG_WINDOW_RESIZABLE;
+ }
+
+ // State change: FLAG_WINDOW_UNDECORATED
+ if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) != (flags & FLAG_WINDOW_UNDECORATED)) && (flags & FLAG_WINDOW_UNDECORATED))
+ {
+ glfwSetWindowAttrib(CORE.Window.handle, GLFW_DECORATED, GLFW_FALSE);
+ CORE.Window.flags |= FLAG_WINDOW_UNDECORATED;
+ }
+
+ // State change: FLAG_WINDOW_HIDDEN
+ if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) != (flags & FLAG_WINDOW_HIDDEN)) && ((flags & FLAG_WINDOW_HIDDEN) > 0))
+ {
+ glfwHideWindow(CORE.Window.handle);
+ CORE.Window.flags |= FLAG_WINDOW_HIDDEN;
+ }
+
+ // State change: FLAG_WINDOW_MINIMIZED
+ if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) != (flags & FLAG_WINDOW_MINIMIZED)) && ((flags & FLAG_WINDOW_MINIMIZED) > 0))
+ {
+ //GLFW_ICONIFIED
+ MinimizeWindow(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_WINDOW_MAXIMIZED
+ if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) != (flags & FLAG_WINDOW_MAXIMIZED)) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0))
+ {
+ //GLFW_MAXIMIZED
+ MaximizeWindow(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_WINDOW_UNFOCUSED
+ if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) != (flags & FLAG_WINDOW_UNFOCUSED)) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0))
+ {
+ glfwSetWindowAttrib(CORE.Window.handle, GLFW_FOCUS_ON_SHOW, GLFW_FALSE);
+ CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED;
+ }
+
+ // State change: FLAG_WINDOW_TOPMOST
+ if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) != (flags & FLAG_WINDOW_TOPMOST)) && ((flags & FLAG_WINDOW_TOPMOST) > 0))
+ {
+ glfwSetWindowAttrib(CORE.Window.handle, GLFW_FLOATING, GLFW_TRUE);
+ CORE.Window.flags |= FLAG_WINDOW_TOPMOST;
+ }
+
+ // State change: FLAG_WINDOW_ALWAYS_RUN
+ if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) != (flags & FLAG_WINDOW_ALWAYS_RUN)) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0))
+ {
+ CORE.Window.flags |= FLAG_WINDOW_ALWAYS_RUN;
+ }
+
+ // The following states can not be changed after window creation
+
+ // State change: FLAG_WINDOW_TRANSPARENT
+ if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) != (flags & FLAG_WINDOW_TRANSPARENT)) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0))
+ {
+ TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization");
+ }
+
+ // State change: FLAG_WINDOW_HIGHDPI
+ if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) != (flags & FLAG_WINDOW_HIGHDPI)) && ((flags & FLAG_WINDOW_HIGHDPI) > 0))
+ {
+ TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization");
+ }
+
+ // State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
+ if (((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) != (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH)) && ((flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0))
+ {
+ glfwSetWindowAttrib(CORE.Window.handle, GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE);
+ CORE.Window.flags |= FLAG_WINDOW_MOUSE_PASSTHROUGH;
+ }
+
+ // State change: FLAG_MSAA_4X_HINT
+ if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) != (flags & FLAG_MSAA_4X_HINT)) && ((flags & FLAG_MSAA_4X_HINT) > 0))
+ {
+ TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization");
+ }
+
+ // State change: FLAG_INTERLACED_HINT
+ if (((CORE.Window.flags & FLAG_INTERLACED_HINT) != (flags & FLAG_INTERLACED_HINT)) && ((flags & FLAG_INTERLACED_HINT) > 0))
+ {
+ TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization");
+ }
+}
+
+// Clear window configuration state flags
+void ClearWindowState(unsigned int flags)
+{
+ // Check previous state and requested state to apply required changes
+ // NOTE: In most cases the functions already change the flags internally
+
+ // State change: FLAG_VSYNC_HINT
+ if (((CORE.Window.flags & FLAG_VSYNC_HINT) > 0) && ((flags & FLAG_VSYNC_HINT) > 0))
+ {
+ glfwSwapInterval(0);
+ CORE.Window.flags &= ~FLAG_VSYNC_HINT;
+ }
+
+ // State change: FLAG_BORDERLESS_WINDOWED_MODE
+ // NOTE: This must be handled before FLAG_FULLSCREEN_MODE because ToggleBorderlessWindowed() needs to get some fullscreen values if fullscreen is running
+ if (((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0) && ((flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0))
+ {
+ ToggleBorderlessWindowed(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_FULLSCREEN_MODE
+ if (((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) && ((flags & FLAG_FULLSCREEN_MODE) > 0))
+ {
+ ToggleFullscreen(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_WINDOW_RESIZABLE
+ if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) && ((flags & FLAG_WINDOW_RESIZABLE) > 0))
+ {
+ glfwSetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE, GLFW_FALSE);
+ CORE.Window.flags &= ~FLAG_WINDOW_RESIZABLE;
+ }
+
+ // State change: FLAG_WINDOW_HIDDEN
+ if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) && ((flags & FLAG_WINDOW_HIDDEN) > 0))
+ {
+ glfwShowWindow(CORE.Window.handle);
+ CORE.Window.flags &= ~FLAG_WINDOW_HIDDEN;
+ }
+
+ // State change: FLAG_WINDOW_MINIMIZED
+ if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) && ((flags & FLAG_WINDOW_MINIMIZED) > 0))
+ {
+ RestoreWindow(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_WINDOW_MAXIMIZED
+ if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0))
+ {
+ RestoreWindow(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_WINDOW_UNDECORATED
+ if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) && ((flags & FLAG_WINDOW_UNDECORATED) > 0))
+ {
+ glfwSetWindowAttrib(CORE.Window.handle, GLFW_DECORATED, GLFW_TRUE);
+ CORE.Window.flags &= ~FLAG_WINDOW_UNDECORATED;
+ }
+
+ // State change: FLAG_WINDOW_UNFOCUSED
+ if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0))
+ {
+ glfwSetWindowAttrib(CORE.Window.handle, GLFW_FOCUS_ON_SHOW, GLFW_TRUE);
+ CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED;
+ }
+
+ // State change: FLAG_WINDOW_TOPMOST
+ if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) && ((flags & FLAG_WINDOW_TOPMOST) > 0))
+ {
+ glfwSetWindowAttrib(CORE.Window.handle, GLFW_FLOATING, GLFW_FALSE);
+ CORE.Window.flags &= ~FLAG_WINDOW_TOPMOST;
+ }
+
+ // State change: FLAG_WINDOW_ALWAYS_RUN
+ if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) > 0) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0))
+ {
+ CORE.Window.flags &= ~FLAG_WINDOW_ALWAYS_RUN;
+ }
+
+ // The following states can not be changed after window creation
+
+ // State change: FLAG_WINDOW_TRANSPARENT
+ if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0))
+ {
+ TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization");
+ }
+
+ // State change: FLAG_WINDOW_HIGHDPI
+ if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) && ((flags & FLAG_WINDOW_HIGHDPI) > 0))
+ {
+ TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization");
+ }
+
+ // State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
+ if (((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0) && ((flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0))
+ {
+ glfwSetWindowAttrib(CORE.Window.handle, GLFW_MOUSE_PASSTHROUGH, GLFW_FALSE);
+ CORE.Window.flags &= ~FLAG_WINDOW_MOUSE_PASSTHROUGH;
+ }
+
+ // State change: FLAG_MSAA_4X_HINT
+ if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) > 0) && ((flags & FLAG_MSAA_4X_HINT) > 0))
+ {
+ TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization");
+ }
+
+ // State change: FLAG_INTERLACED_HINT
+ if (((CORE.Window.flags & FLAG_INTERLACED_HINT) > 0) && ((flags & FLAG_INTERLACED_HINT) > 0))
+ {
+ TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization");
+ }
+}
+
+// Set icon for window
+// NOTE 1: Image must be in RGBA format, 8bit per channel
+// NOTE 2: Image is scaled by the OS for all required sizes
+void SetWindowIcon(Image image)
+{
+ if (image.data == NULL)
+ {
+ // Revert to the default window icon, pass in an empty image array
+ glfwSetWindowIcon(CORE.Window.handle, 0, NULL);
+ }
+ else
+ {
+ if (image.format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
+ {
+ GLFWimage icon[1] = { 0 };
+
+ icon[0].width = image.width;
+ icon[0].height = image.height;
+ icon[0].pixels = (unsigned char *)image.data;
+
+ // NOTE 1: We only support one image icon
+ // NOTE 2: The specified image data is copied before this function returns
+ glfwSetWindowIcon(CORE.Window.handle, 1, icon);
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Window icon image must be in R8G8B8A8 pixel format");
+ }
+}
+
+// Set icon for window, multiple images
+// NOTE 1: Images must be in RGBA format, 8bit per channel
+// NOTE 2: The multiple images are used depending on provided sizes
+// Standard Windows icon sizes: 256, 128, 96, 64, 48, 32, 24, 16
+void SetWindowIcons(Image *images, int count)
+{
+ if ((images == NULL) || (count <= 0))
+ {
+ // Revert to the default window icon, pass in an empty image array
+ glfwSetWindowIcon(CORE.Window.handle, 0, NULL);
+ }
+ else
+ {
+ int valid = 0;
+ GLFWimage *icons = RL_CALLOC(count, sizeof(GLFWimage));
+
+ for (int i = 0; i < count; i++)
+ {
+ if (images[i].format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
+ {
+ icons[valid].width = images[i].width;
+ icons[valid].height = images[i].height;
+ icons[valid].pixels = (unsigned char *)images[i].data;
+
+ valid++;
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Window icon image must be in R8G8B8A8 pixel format");
+ }
+ // NOTE: Images data is copied internally before this function returns
+ glfwSetWindowIcon(CORE.Window.handle, valid, icons);
+
+ RL_FREE(icons);
+ }
+}
+
+// Set title for window
+void SetWindowTitle(const char *title)
+{
+ CORE.Window.title = title;
+ glfwSetWindowTitle(CORE.Window.handle, title);
+}
+
+// Set window position on screen (windowed mode)
+void SetWindowPosition(int x, int y)
+{
+ glfwSetWindowPos(CORE.Window.handle, x, y);
+}
+
+// Set monitor for the current window
+void SetWindowMonitor(int monitor)
+{
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ if (CORE.Window.fullscreen)
+ {
+ TRACELOG(LOG_INFO, "GLFW: Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
+
+ const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
+ glfwSetWindowMonitor(CORE.Window.handle, monitors[monitor], 0, 0, mode->width, mode->height, mode->refreshRate);
+ }
+ else
+ {
+ TRACELOG(LOG_INFO, "GLFW: Selected monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
+
+ const int screenWidth = CORE.Window.screen.width;
+ const int screenHeight = CORE.Window.screen.height;
+ int monitorWorkareaX = 0;
+ int monitorWorkareaY = 0;
+ int monitorWorkareaWidth = 0;
+ int monitorWorkareaHeight = 0;
+ glfwGetMonitorWorkarea(monitors[monitor], &monitorWorkareaX, &monitorWorkareaY, &monitorWorkareaWidth, &monitorWorkareaHeight);
+
+ // If the screen size is larger than the monitor workarea, anchor it on the top left corner, otherwise, center it
+ if ((screenWidth >= monitorWorkareaWidth) || (screenHeight >= monitorWorkareaHeight)) glfwSetWindowPos(CORE.Window.handle, monitorWorkareaX, monitorWorkareaY);
+ else
+ {
+ const int x = monitorWorkareaX + (monitorWorkareaWidth/2) - (screenWidth/2);
+ const int y = monitorWorkareaY + (monitorWorkareaHeight/2) - (screenHeight/2);
+ glfwSetWindowPos(CORE.Window.handle, x, y);
+ }
+ }
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+}
+
+// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMinSize(int width, int height)
+{
+ CORE.Window.screenMin.width = width;
+ CORE.Window.screenMin.height = height;
+ int minWidth = (CORE.Window.screenMin.width == 0)? GLFW_DONT_CARE : CORE.Window.screenMin.width;
+ int minHeight = (CORE.Window.screenMin.height == 0)? GLFW_DONT_CARE : CORE.Window.screenMin.height;
+ int maxWidth = (CORE.Window.screenMax.width == 0)? GLFW_DONT_CARE : CORE.Window.screenMax.width;
+ int maxHeight = (CORE.Window.screenMax.height == 0)? GLFW_DONT_CARE : CORE.Window.screenMax.height;
+ glfwSetWindowSizeLimits(CORE.Window.handle, minWidth, minHeight, maxWidth, maxHeight);
+}
+
+// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMaxSize(int width, int height)
+{
+ CORE.Window.screenMax.width = width;
+ CORE.Window.screenMax.height = height;
+ int minWidth = (CORE.Window.screenMin.width == 0)? GLFW_DONT_CARE : CORE.Window.screenMin.width;
+ int minHeight = (CORE.Window.screenMin.height == 0)? GLFW_DONT_CARE : CORE.Window.screenMin.height;
+ int maxWidth = (CORE.Window.screenMax.width == 0)? GLFW_DONT_CARE : CORE.Window.screenMax.width;
+ int maxHeight = (CORE.Window.screenMax.height == 0)? GLFW_DONT_CARE : CORE.Window.screenMax.height;
+ glfwSetWindowSizeLimits(CORE.Window.handle, minWidth, minHeight, maxWidth, maxHeight);
+}
+
+// Set window dimensions
+void SetWindowSize(int width, int height)
+{
+ glfwSetWindowSize(CORE.Window.handle, width, height);
+}
+
+// Set window opacity, value opacity is between 0.0 and 1.0
+void SetWindowOpacity(float opacity)
+{
+ if (opacity >= 1.0f) opacity = 1.0f;
+ else if (opacity <= 0.0f) opacity = 0.0f;
+ glfwSetWindowOpacity(CORE.Window.handle, opacity);
+}
+
+// Set window focused
+void SetWindowFocused(void)
+{
+ glfwFocusWindow(CORE.Window.handle);
+}
+
+// Get native window handle
+void *GetWindowHandle(void)
+{
+#if defined(_WIN32)
+ // NOTE: Returned handle is: void *HWND (windows.h)
+ return glfwGetWin32Window(CORE.Window.handle);
+#endif
+#if defined(__linux__)
+ // NOTE: Returned handle is: unsigned long Window (X.h)
+ // typedef unsigned long XID;
+ // typedef XID Window;
+ //unsigned long id = (unsigned long)glfwGetX11Window(CORE.Window.handle);
+ //return NULL; // TODO: Find a way to return value... cast to void *?
+ return (void *)CORE.Window.handle;
+#endif
+#if defined(__APPLE__)
+ // NOTE: Returned handle is: (objc_object *)
+ return (void *)glfwGetCocoaWindow(CORE.Window.handle);
+#endif
+
+ return NULL;
+}
+
+// Get number of monitors
+int GetMonitorCount(void)
+{
+ int monitorCount = 0;
+
+ glfwGetMonitors(&monitorCount);
+
+ return monitorCount;
+}
+
+// Get number of monitors
+int GetCurrentMonitor(void)
+{
+ int index = 0;
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+ GLFWmonitor *monitor = NULL;
+
+ if (monitorCount >= 1)
+ {
+ if (IsWindowFullscreen())
+ {
+ // Get the handle of the monitor that the specified window is in full screen on
+ monitor = glfwGetWindowMonitor(CORE.Window.handle);
+
+ for (int i = 0; i < monitorCount; i++)
+ {
+ if (monitors[i] == monitor)
+ {
+ index = i;
+ break;
+ }
+ }
+ }
+ else
+ {
+ int x = 0;
+ int y = 0;
+
+ glfwGetWindowPos(CORE.Window.handle, &x, &y);
+
+ for (int i = 0; i < monitorCount; i++)
+ {
+ int mx = 0;
+ int my = 0;
+
+ monitor = monitors[i];
+ glfwGetMonitorPos(monitor, &mx, &my);
+ const GLFWvidmode *mode = glfwGetVideoMode(monitor);
+
+ if (mode)
+ {
+ const int width = mode->width;
+ const int height = mode->height;
+
+ if ((x >= mx) &&
+ (x < (mx + width)) &&
+ (y >= my) &&
+ (y < (my + height)))
+ {
+ index = i;
+ break;
+ }
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
+ }
+ }
+ }
+
+ return index;
+}
+
+// Get selected monitor position
+Vector2 GetMonitorPosition(int monitor)
+{
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ int x, y;
+ glfwGetMonitorPos(monitors[monitor], &x, &y);
+
+ return (Vector2){ (float)x, (float)y };
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+ return (Vector2){ 0, 0 };
+}
+
+// Get selected monitor width (currently used by monitor)
+int GetMonitorWidth(int monitor)
+{
+ int width = 0;
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
+
+ if (mode) width = mode->width;
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+
+ return width;
+}
+
+// Get selected monitor height (currently used by monitor)
+int GetMonitorHeight(int monitor)
+{
+ int height = 0;
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
+
+ if (mode) height = mode->height;
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+
+ return height;
+}
+
+// Get selected monitor physical width in millimetres
+int GetMonitorPhysicalWidth(int monitor)
+{
+ int width = 0;
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount)) glfwGetMonitorPhysicalSize(monitors[monitor], &width, NULL);
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+
+ return width;
+}
+
+// Get selected monitor physical height in millimetres
+int GetMonitorPhysicalHeight(int monitor)
+{
+ int height = 0;
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount)) glfwGetMonitorPhysicalSize(monitors[monitor], NULL, &height);
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+
+ return height;
+}
+
+// Get selected monitor refresh rate
+int GetMonitorRefreshRate(int monitor)
+{
+ int refresh = 0;
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ const GLFWvidmode *vidmode = glfwGetVideoMode(monitors[monitor]);
+ refresh = vidmode->refreshRate;
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+
+ return refresh;
+}
+
+// Get the human-readable, UTF-8 encoded name of the selected monitor
+const char *GetMonitorName(int monitor)
+{
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ return glfwGetMonitorName(monitors[monitor]);
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+ return "";
+}
+
+// Get window position XY on monitor
+Vector2 GetWindowPosition(void)
+{
+ int x = 0;
+ int y = 0;
+
+ glfwGetWindowPos(CORE.Window.handle, &x, &y);
+
+ return (Vector2){ (float)x, (float)y };
+}
+
+// Get window scale DPI factor for current monitor
+Vector2 GetWindowScaleDPI(void)
+{
+ float xdpi = 1.0;
+ float ydpi = 1.0;
+ Vector2 scale = { 1.0f, 1.0f };
+ Vector2 windowPos = GetWindowPosition();
+
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ // Check window monitor
+ for (int i = 0; i < monitorCount; i++)
+ {
+ glfwGetMonitorContentScale(monitors[i], &xdpi, &ydpi);
+
+ int xpos, ypos, width, height;
+ glfwGetMonitorWorkarea(monitors[i], &xpos, &ypos, &width, &height);
+
+ if ((windowPos.x >= xpos) && (windowPos.x < xpos + width) &&
+ (windowPos.y >= ypos) && (windowPos.y < ypos + height))
+ {
+ scale.x = xdpi;
+ scale.y = ydpi;
+ break;
+ }
+ }
+
+ return scale;
+}
+
+// Set clipboard text content
+void SetClipboardText(const char *text)
+{
+ glfwSetClipboardString(CORE.Window.handle, text);
+}
+
+// Get clipboard text content
+// NOTE: returned string is allocated and freed by GLFW
+const char *GetClipboardText(void)
+{
+ return glfwGetClipboardString(CORE.Window.handle);
+}
+
+// Show mouse cursor
+void ShowCursor(void)
+{
+ glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+ CORE.Input.Mouse.cursorHidden = false;
+}
+
+// Hides mouse cursor
+void HideCursor(void)
+{
+ glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
+ CORE.Input.Mouse.cursorHidden = true;
+}
+
+// Enables cursor (unlock cursor)
+void EnableCursor(void)
+{
+ glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+
+ // Set cursor position in the middle
+ SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
+
+ CORE.Input.Mouse.cursorHidden = false;
+}
+
+// Disables cursor (lock cursor)
+void DisableCursor(void)
+{
+ glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
+
+ // Set cursor position in the middle
+ SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
+
+ CORE.Input.Mouse.cursorHidden = true;
+}
+
+// Get elapsed time measure in seconds since InitTimer()
+double GetTime(void)
+{
+ double time = glfwGetTime(); // Elapsed time since glfwInit()
+ return time;
+}
+
+// Takes a screenshot of current screen (saved a .png)
+// WARNING: This function requires [rtextures] module functionality
+void TakeScreenshot(const char *fileName)
+{
+#if defined(SUPPORT_MODULE_RTEXTURES)
+ // Security check to (partially) avoid malicious code
+ if (strchr(fileName, '\'') != NULL) { TRACELOG(LOG_WARNING, "SYSTEM: Provided fileName could be potentially malicious, avoid [\'] character"); return; }
+
+ Vector2 scale = GetWindowScaleDPI();
+ unsigned char *imgData = rlReadScreenPixels((int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y));
+ Image image = { imgData, (int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y), 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
+
+ char path[2048] = { 0 };
+ strcpy(path, TextFormat("%s/%s", CORE.Storage.basePath, fileName));
+
+ ExportImage(image, path); // WARNING: Module required: rtextures
+ RL_FREE(imgData);
+
+ TRACELOG(LOG_INFO, "SYSTEM: [%s] Screenshot taken successfully", path);
+#else
+ TRACELOG(LOG_WARNING,"IMAGE: ExportImage() requires module: rtextures");
+#endif
+}
+
+// Open URL with default system browser (if available)
+// NOTE: This function is only safe to use if you control the URL given.
+// A user could craft a malicious string performing another action.
+// Only call this function yourself not with user input or make sure to check the string yourself.
+// Ref: https://github.com/raysan5/raylib/issues/686
+void OpenURL(const char *url)
+{
+ // Security check to (partially) avoid malicious code
+ if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
+ else
+ {
+ char *cmd = (char *)RL_CALLOC(strlen(url) + 32, sizeof(char));
+#if defined(_WIN32)
+ sprintf(cmd, "explorer \"%s\"", url);
+#endif
+#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__)
+ sprintf(cmd, "xdg-open '%s'", url); // Alternatives: firefox, x-www-browser
+#endif
+#if defined(__APPLE__)
+ sprintf(cmd, "open '%s'", url);
+#endif
+ int result = system(cmd);
+ if (result == -1) TRACELOG(LOG_WARNING, "OpenURL() child process could not be created");
+ RL_FREE(cmd);
+ }
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Inputs
+//----------------------------------------------------------------------------------
+
+// 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)
+{
+ return CORE.Input.Gamepad.axisCount;
+}
+
+// Set internal gamepad mappings
+int SetGamepadMappings(const char *mappings)
+{
+ return glfwUpdateGamepadMappings(mappings);
+}
+
+// Get mouse position X
+int GetMouseX(void)
+{
+ return (int)((CORE.Input.Mouse.currentPosition.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x);
+}
+
+// Get mouse position Y
+int GetMouseY(void)
+{
+ return (int)((CORE.Input.Mouse.currentPosition.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y);
+}
+
+// Get mouse position XY
+Vector2 GetMousePosition(void)
+{
+ Vector2 position = { 0 };
+
+ position.x = (CORE.Input.Mouse.currentPosition.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x;
+ position.y = (CORE.Input.Mouse.currentPosition.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y;
+
+ return position;
+}
+
+// Set mouse position XY
+void SetMousePosition(int x, int y)
+{
+ CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
+ CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
+
+ // NOTE: emscripten not implemented
+ glfwSetCursorPos(CORE.Window.handle, CORE.Input.Mouse.currentPosition.x, CORE.Input.Mouse.currentPosition.y);
+}
+
+// Get mouse wheel movement Y
+float GetMouseWheelMove(void)
+{
+ float result = 0.0f;
+
+ if (fabsf(CORE.Input.Mouse.currentWheelMove.x) > fabsf(CORE.Input.Mouse.currentWheelMove.y)) result = (float)CORE.Input.Mouse.currentWheelMove.x;
+ else result = (float)CORE.Input.Mouse.currentWheelMove.y;
+
+ return result;
+}
+
+// Set mouse cursor
+void SetMouseCursor(int cursor)
+{
+ CORE.Input.Mouse.cursor = cursor;
+ if (cursor == MOUSE_CURSOR_DEFAULT) glfwSetCursor(CORE.Window.handle, NULL);
+ else
+ {
+ // NOTE: We are relating internal GLFW enum values to our MouseCursor enum values
+ glfwSetCursor(CORE.Window.handle, glfwCreateStandardCursor(0x00036000 + cursor));
+ }
+}
+
+// Get touch position X for touch point 0 (relative to screen size)
+int GetTouchX(void)
+{
+ return GetMouseX();
+}
+
+// Get touch position Y for touch point 0 (relative to screen size)
+int GetTouchY(void)
+{
+ return GetMouseY();
+}
+
+// Get touch position XY for a touch point index (relative to screen size)
+// TODO: Touch position should be scaled depending on display size and render size
+Vector2 GetTouchPosition(int index)
+{
+ Vector2 position = { -1.0f, -1.0f };
+
+ // TODO: GLFW does not support multi-touch input just yet
+ // https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
+ // https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
+ if (index == 0) position = GetMousePosition();
+
+ return position;
+}
+
+// Swap back buffer with front buffer (screen drawing)
+void SwapScreenBuffer(void)
+{
+ glfwSwapBuffers(CORE.Window.handle);
+}
+
+// Register all input events
+void PollInputEvents(void)
+{
+#if defined(SUPPORT_GESTURES_SYSTEM)
+ // NOTE: Gestures update must be called every frame to reset gestures correctly
+ // because ProcessGestureEvent() is just called on an event, not every frame
+ UpdateGestures();
+#endif
+
+ // Reset keys/chars pressed registered
+ CORE.Input.Keyboard.keyPressedQueueCount = 0;
+ CORE.Input.Keyboard.charPressedQueueCount = 0;
+ // Reset key repeats
+ for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
+
+ // Reset last gamepad button/axis registered state
+ CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
+ CORE.Input.Gamepad.axisCount = 0;
+ // Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
+
+ // Register previous keys states
+ for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
+ {
+ CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
+ CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
+ }
+
+ // Register previous mouse states
+ for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
+
+ // Register previous mouse wheel state
+ CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
+ CORE.Input.Mouse.currentWheelMove = (Vector2){ 0.0f, 0.0f };
+
+ // Register previous mouse position
+ CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
+
+ // Register previous touch states
+ for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
+
+ // Reset touch positions
+ // TODO: It resets on PLATFORM_WEB the mouse position and not filled again until a move-event,
+ // so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed!
+ //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
+
+ // Check if gamepads are ready
+ // NOTE: We do it here in case of disconnection
+ for (int i = 0; i < MAX_GAMEPADS; i++)
+ {
+ if (glfwJoystickPresent(i)) CORE.Input.Gamepad.ready[i] = true;
+ else CORE.Input.Gamepad.ready[i] = false;
+ }
+
+ // Register gamepads buttons events
+ for (int i = 0; i < MAX_GAMEPADS; i++)
+ {
+ if (CORE.Input.Gamepad.ready[i]) // Check if gamepad is available
+ {
+ // Register previous gamepad states
+ for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
+
+ // Get current gamepad state
+ // NOTE: There is no callback available, so we get it manually
+ GLFWgamepadstate state = { 0 };
+ glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller
+
+ const unsigned char *buttons = state.buttons;
+
+ for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++)
+ {
+ int button = -1; // GamepadButton enum values assigned
+
+ switch (k)
+ {
+ case GLFW_GAMEPAD_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
+ case GLFW_GAMEPAD_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
+ case GLFW_GAMEPAD_BUTTON_A: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
+ case GLFW_GAMEPAD_BUTTON_X: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
+
+ case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
+ case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
+
+ case GLFW_GAMEPAD_BUTTON_BACK: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
+ case GLFW_GAMEPAD_BUTTON_GUIDE: button = GAMEPAD_BUTTON_MIDDLE; break;
+ case GLFW_GAMEPAD_BUTTON_START: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
+
+ case GLFW_GAMEPAD_BUTTON_DPAD_UP: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
+ case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
+ case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
+ case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
+
+ case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: button = GAMEPAD_BUTTON_LEFT_THUMB; break;
+ case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
+ default: break;
+ }
+
+ if (button != -1) // Check for valid button
+ {
+ if (buttons[k] == GLFW_PRESS)
+ {
+ CORE.Input.Gamepad.currentButtonState[i][button] = 1;
+ CORE.Input.Gamepad.lastButtonPressed = button;
+ }
+ else CORE.Input.Gamepad.currentButtonState[i][button] = 0;
+ }
+ }
+
+ // Get current axis state
+ const float *axes = state.axes;
+
+ for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
+ {
+ CORE.Input.Gamepad.axisState[i][k] = axes[k];
+ }
+
+ // Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis)
+ CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1f);
+ CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1f);
+
+ CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST + 1;
+ }
+ }
+
+ CORE.Window.resizedLastFrame = false;
+
+ 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)
+}
+
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Definition
+//----------------------------------------------------------------------------------
+
+// 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
+// NOTE: returns false in case graphic device could not be created
+static bool InitGraphicsDevice(int width, int height)
+{
+ CORE.Window.screen.width = width; // User desired width
+ CORE.Window.screen.height = height; // User desired height
+ CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default
+
+ // 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)
+
+ 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 ((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);
+
+ 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);
+ glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
+ }
+ 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);
+ glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
+ }
+
+ // 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);
+
+ // 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;
+
+ 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 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);
+ }
+
+ // 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;
+ }
+
+ // Set window callback events
+ glfwSetWindowSizeCallback(CORE.Window.handle, WindowSizeCallback); // NOTE: Resizing not allowed by default!
+ glfwSetWindowMaximizeCallback(CORE.Window.handle, WindowMaximizeCallback);
+ 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);
+
+ glfwSetInputMode(CORE.Window.handle, GLFW_LOCK_KEY_MODS, GLFW_TRUE); // Enable lock keys modifiers (CAPS, NUM)
+
+ glfwSwapInterval(0); // No V-Sync by default
+
+ // 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 (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");
+ }
+
+ int fbWidth = CORE.Window.screen.width;
+ int fbHeight = CORE.Window.screen.height;
+
+ 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
+ }
+
+ 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);
+
+ // Load OpenGL extensions
+ // NOTE: GL procedures address loader is required to load extensions
+
+ rlLoadExtensions(glfwGetProcAddress);
+
+ // Initialize OpenGL context (states and resources)
+ // NOTE: CORE.Window.currentFbo.width and CORE.Window.currentFbo.height not used, just stored as globals in rlgl
+ rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
+
+ // Setup default viewport
+ // NOTE: It updated CORE.Window.render.width and CORE.Window.render.height
+ SetupViewport(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
+
+ if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
+
+ return true;
+}
+
+// GLFW3 Error Callback, runs on GLFW3 error
+static void ErrorCallback(int error, const char *description)
+{
+ TRACELOG(LOG_WARNING, "GLFW: Error: %i Description: %s", error, description);
+}
+
+// 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 WindowMaximize Callback, runs when window is maximized/restored
+static void WindowMaximizeCallback(GLFWwindow *window, int maximized)
+{
+ if (maximized) CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; // The window was maximized
+ else CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; // 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 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]);
+ }
+ }
+}
+
+// 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)
+ // 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)
+ // 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;
+}
+
+// EOF
+
diff --git a/src/rcore_drm.c b/src/rcore_drm.c
new file mode 100644
index 00000000..2c05ab46
--- /dev/null
+++ b/src/rcore_drm.c
@@ -0,0 +1,2059 @@
+/**********************************************************************************************
+*
+* rcore_drm - Functions to manage window, graphics device and inputs
+*
+* PLATFORM: DRM
+* - Raspberry Pi 0-5
+* - Linux native mode (KMS driver)
+*
+* LIMITATIONS:
+* - Most of the window/monitor functions are not implemented (not required)
+*
+* POSSIBLE IMPROVEMENTS:
+* - Improvement 01
+* - Improvement 02
+*
+* ADDITIONAL NOTES:
+* - TRACELOG() function is located in raylib [utils] module
+*
+* CONFIGURATION:
+* #define RCORE_DRM_CUSTOM_FLAG
+* Custom flag for rcore on PLATFORM_DRM -not used-
+*
+* DEPENDENCIES:
+* gestures - Gestures system for touch-ready devices (or simulated from mouse inputs)
+*
+*
+* LICENSE: zlib/libpng
+*
+* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) and contributors
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#include "rcore.h"
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+//...
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+extern CoreData CORE; // Global CORE state context
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Declaration
+//----------------------------------------------------------------------------------
+static bool InitGraphicsDevice(int width, int height); // Initialize graphics device
+
+static void InitKeyboard(void); // Initialize raw keyboard system
+static void RestoreKeyboard(void); // Restore keyboard system
+#if defined(SUPPORT_SSH_KEYBOARD_RPI)
+static void ProcessKeyboard(void); // Process keyboard events
+#endif
+
+static void InitEvdevInput(void); // Initialize evdev inputs
+static void ConfigureEvdevDevice(char *device); // Identifies a input device and configures it for use if appropriate
+static void PollKeyboardEvents(void); // Process evdev keyboard events
+static void *EventThread(void *arg); // Input device events reading thread
+
+static void InitGamepad(void); // Initialize raw gamepad input
+static void *GamepadThread(void *arg); // Mouse reading thread
+
+static int FindMatchingConnectorMode(const drmModeConnector *connector, const drmModeModeInfo *mode); // Search matching DRM mode in connector's mode list
+static int FindExactConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced); // Search exactly matching DRM connector mode in connector's list
+static int FindNearestConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced); // Search the nearest matching DRM connector mode in connector's list
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+// NOTE: Functions declaration is provided by raylib.h
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+
+// Initialize window and OpenGL context
+// NOTE: data parameter could be used to pass any kind of required data to the initialization
+void InitWindow(int width, int height, const char *title)
+{
+ TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION);
+
+ TRACELOG(LOG_INFO, "Supported raylib modules:");
+ TRACELOG(LOG_INFO, " > rcore:..... loaded (mandatory)");
+ TRACELOG(LOG_INFO, " > rlgl:...... loaded (mandatory)");
+#if defined(SUPPORT_MODULE_RSHAPES)
+ TRACELOG(LOG_INFO, " > rshapes:... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rshapes:... not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RTEXTURES)
+ TRACELOG(LOG_INFO, " > rtextures:. loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rtextures:. not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RTEXT)
+ TRACELOG(LOG_INFO, " > rtext:..... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rtext:..... not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RMODELS)
+ TRACELOG(LOG_INFO, " > rmodels:... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rmodels:... not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RAUDIO)
+ TRACELOG(LOG_INFO, " > raudio:.... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > raudio:.... not loaded (optional)");
+#endif
+
+ // NOTE: Keep internal pointer to input title string (no copy)
+ if ((title != NULL) && (title[0] != 0)) CORE.Window.title = title;
+
+ // Initialize global input state
+ memset(&CORE.Input, 0, sizeof(CORE.Input));
+ CORE.Input.Keyboard.exitKey = KEY_ESCAPE;
+ CORE.Input.Mouse.scale = (Vector2){1.0f, 1.0f};
+ CORE.Input.Mouse.cursor = MOUSE_CURSOR_ARROW;
+ CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
+ CORE.Window.eventWaiting = false;
+
+ // Initialize graphics device (display device and OpenGL context)
+ // NOTE: returns true if window and graphic device has been initialized successfully
+ CORE.Window.ready = InitGraphicsDevice(width, height);
+
+ // If graphic device is no properly initialized, we end program
+ if (!CORE.Window.ready)
+ {
+ TRACELOG(LOG_FATAL, "Failed to initialize Graphic Device");
+ return;
+ }
+ else
+ SetWindowPosition(GetMonitorWidth(GetCurrentMonitor()) / 2 - CORE.Window.screen.width / 2, GetMonitorHeight(GetCurrentMonitor()) / 2 - CORE.Window.screen.height / 2);
+
+ // Initialize hi-res timer
+ InitTimer();
+
+ // Initialize random seed
+ srand((unsigned int)time(NULL));
+
+ // Initialize base path for storage
+ CORE.Storage.basePath = GetWorkingDirectory();
+
+#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
+ // Load default font
+ // WARNING: External function: Module required: rtext
+ LoadFontDefault();
+#if defined(SUPPORT_MODULE_RSHAPES)
+ // Set font white rectangle for shapes drawing, so shapes and text can be batched together
+ // WARNING: rshapes module is required, if not available, default internal white rectangle is used
+ Rectangle rec = GetFontDefault().recs[95];
+ if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
+ {
+ // NOTE: We try to maxime rec padding to avoid pixel bleeding on MSAA filtering
+ SetShapesTexture(GetFontDefault().texture, (Rectangle){rec.x + 2, rec.y + 2, 1, 1});
+ }
+ else
+ {
+ // NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding
+ SetShapesTexture(GetFontDefault().texture, (Rectangle){rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2});
+ }
+#endif
+#else
+#if defined(SUPPORT_MODULE_RSHAPES)
+ // Set default texture and rectangle to be used for shapes drawing
+ // NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
+ Texture2D texture = {rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8};
+ SetShapesTexture(texture, (Rectangle){0.0f, 0.0f, 1.0f, 1.0f}); // WARNING: Module required: rshapes
+#endif
+#endif
+#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
+ if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
+ {
+ // Set default font texture filter for HighDPI (blurry)
+ // RL_TEXTURE_FILTER_LINEAR - tex filter: BILINEAR, no mipmaps
+ rlTextureParameters(GetFontDefault().texture.id, RL_TEXTURE_MIN_FILTER, RL_TEXTURE_FILTER_LINEAR);
+ rlTextureParameters(GetFontDefault().texture.id, RL_TEXTURE_MAG_FILTER, RL_TEXTURE_FILTER_LINEAR);
+ }
+#endif
+
+ // Initialize raw input system
+ InitEvdevInput(); // Evdev inputs initialization
+ InitGamepad(); // Gamepad init
+ InitKeyboard(); // Keyboard init (stdin)
+
+#if defined(SUPPORT_EVENTS_AUTOMATION)
+ events = (AutomationEvent *)RL_CALLOC(MAX_CODE_AUTOMATION_EVENTS, sizeof(AutomationEvent));
+ CORE.Time.frameCounter = 0;
+#endif
+}
+
+// Close window and unload OpenGL context
+void CloseWindow(void)
+{
+#if defined(SUPPORT_GIF_RECORDING)
+ if (gifRecording)
+ {
+ MsfGifResult result = msf_gif_end(&gifState);
+ msf_gif_free(result);
+ gifRecording = false;
+ }
+#endif
+
+#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
+ UnloadFontDefault(); // WARNING: Module required: rtext
+#endif
+
+ rlglClose(); // De-init rlgl
+
+#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
+ timeEndPeriod(1); // Restore time period
+#endif
+
+ if (CORE.Window.prevFB)
+ {
+ drmModeRmFB(CORE.Window.fd, CORE.Window.prevFB);
+ CORE.Window.prevFB = 0;
+ }
+
+ if (CORE.Window.prevBO)
+ {
+ gbm_surface_release_buffer(CORE.Window.gbmSurface, CORE.Window.prevBO);
+ CORE.Window.prevBO = NULL;
+ }
+
+ if (CORE.Window.gbmSurface)
+ {
+ gbm_surface_destroy(CORE.Window.gbmSurface);
+ CORE.Window.gbmSurface = NULL;
+ }
+
+ if (CORE.Window.gbmDevice)
+ {
+ gbm_device_destroy(CORE.Window.gbmDevice);
+ CORE.Window.gbmDevice = NULL;
+ }
+
+ if (CORE.Window.crtc)
+ {
+ if (CORE.Window.connector)
+ {
+ drmModeSetCrtc(CORE.Window.fd, CORE.Window.crtc->crtc_id, CORE.Window.crtc->buffer_id,
+ CORE.Window.crtc->x, CORE.Window.crtc->y, &CORE.Window.connector->connector_id, 1, &CORE.Window.crtc->mode);
+ drmModeFreeConnector(CORE.Window.connector);
+ CORE.Window.connector = NULL;
+ }
+
+ drmModeFreeCrtc(CORE.Window.crtc);
+ CORE.Window.crtc = NULL;
+ }
+
+ if (CORE.Window.fd != -1)
+ {
+ close(CORE.Window.fd);
+ CORE.Window.fd = -1;
+ }
+
+ // Close surface, context and display
+ if (CORE.Window.device != EGL_NO_DISPLAY)
+ {
+ if (CORE.Window.surface != EGL_NO_SURFACE)
+ {
+ eglDestroySurface(CORE.Window.device, CORE.Window.surface);
+ CORE.Window.surface = EGL_NO_SURFACE;
+ }
+
+ if (CORE.Window.context != EGL_NO_CONTEXT)
+ {
+ eglDestroyContext(CORE.Window.device, CORE.Window.context);
+ CORE.Window.context = EGL_NO_CONTEXT;
+ }
+
+ eglTerminate(CORE.Window.device);
+ CORE.Window.device = EGL_NO_DISPLAY;
+ }
+
+ // Wait for mouse and gamepad threads to finish before closing
+ // NOTE: Those threads should already have finished at this point
+ // because they are controlled by CORE.Window.shouldClose variable
+
+ CORE.Window.shouldClose = true; // Added to force threads to exit when the close window is called
+
+ // Close the evdev keyboard
+ if (CORE.Input.Keyboard.fd != -1)
+ {
+ close(CORE.Input.Keyboard.fd);
+ CORE.Input.Keyboard.fd = -1;
+ }
+
+ for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
+ {
+ if (CORE.Input.eventWorker[i].threadId)
+ {
+ pthread_join(CORE.Input.eventWorker[i].threadId, NULL);
+ }
+ }
+
+ if (CORE.Input.Gamepad.threadId) pthread_join(CORE.Input.Gamepad.threadId, NULL);
+
+#if defined(SUPPORT_EVENTS_AUTOMATION)
+ RL_FREE(events);
+#endif
+
+ CORE.Window.ready = false;
+ TRACELOG(LOG_INFO, "Window closed successfully");
+}
+
+// Check if application should close
+// NOTE: By default, if KEY_ESCAPE pressed
+bool WindowShouldClose(void)
+{
+ if (CORE.Window.ready) return CORE.Window.shouldClose;
+ else return true;
+}
+
+// Check if window is currently hidden
+bool IsWindowHidden(void)
+{
+ return false;
+}
+
+// Check if window has been minimized
+bool IsWindowMinimized(void)
+{
+ return false;
+}
+
+// Check if window has been maximized
+bool IsWindowMaximized(void)
+{
+ return false;
+}
+
+// Check if window has the focus
+bool IsWindowFocused(void)
+{
+ return true;
+}
+
+// Check if window has been resizedLastFrame
+bool IsWindowResized(void)
+{
+ return false;
+}
+
+// Toggle fullscreen mode
+void ToggleFullscreen(void)
+{
+ TRACELOG(LOG_WARNING, "ToggleFullscreen() not available on PLATFORM_DRM");
+}
+
+// Set window state: maximized, if resizable
+void MaximizeWindow(void)
+{
+ TRACELOG(LOG_WARNING, "MaximizeWindow() not available on PLATFORM_DRM");
+}
+
+// Set window state: minimized
+void MinimizeWindow(void)
+{
+ TRACELOG(LOG_WARNING, "MinimizeWindow() not available on PLATFORM_DRM");
+}
+
+// Set window state: not minimized/maximized
+void RestoreWindow(void)
+{
+ TRACELOG(LOG_WARNING, "RestoreWindow() not available on PLATFORM_DRM");
+}
+
+// Toggle borderless windowed mode
+void ToggleBorderlessWindowed(void)
+{
+ TRACELOG(LOG_WARNING, "ToggleBorderlessWindowed() not available on PLATFORM_DRM");
+}
+
+// Set window configuration state using flags
+void SetWindowState(unsigned int flags)
+{
+ TRACELOG(LOG_WARNING, "SetWindowState() not available on PLATFORM_DRM");
+}
+
+// Clear window configuration state flags
+void ClearWindowState(unsigned int flags)
+{
+ TRACELOG(LOG_WARNING, "ClearWindowState() not available on PLATFORM_DRM");
+}
+
+// Set icon for window
+void SetWindowIcon(Image image)
+{
+ TRACELOG(LOG_WARNING, "SetWindowIcon() not available on PLATFORM_DRM");
+}
+
+// Set icon for window
+void SetWindowIcons(Image *images, int count)
+{
+ TRACELOG(LOG_WARNING, "SetWindowIcons() not available on PLATFORM_DRM");
+}
+
+// Set title for window
+void SetWindowTitle(const char *title)
+{
+ CORE.Window.title = title;
+}
+
+// Set window position on screen (windowed mode)
+void SetWindowPosition(int x, int y)
+{
+ TRACELOG(LOG_WARNING, "SetWindowPosition() not available on PLATFORM_DRM");
+}
+
+// Set monitor for the current window
+void SetWindowMonitor(int monitor)
+{
+ TRACELOG(LOG_WARNING, "SetWindowMonitor() not available on PLATFORM_DRM");
+}
+
+// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMinSize(int width, int height)
+{
+ CORE.Window.windowMin.width = width;
+ CORE.Window.windowMin.height = height;
+}
+
+// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMaxSize(int width, int height)
+{
+ CORE.Window.windowMax.width = width;
+ CORE.Window.windowMax.height = height;
+}
+
+// Set window dimensions
+void SetWindowSize(int width, int height)
+{
+ TRACELOG(LOG_WARNING, "SetWindowSize() not available on PLATFORM_DRM");
+}
+
+// Set window opacity, value opacity is between 0.0 and 1.0
+void SetWindowOpacity(float opacity)
+{
+ TRACELOG(LOG_WARNING, "SetWindowOpacity() not available on PLATFORM_DRM");
+}
+
+// Set window focused
+void SetWindowFocused(void)
+{
+ TRACELOG(LOG_WARNING, "SetWindowFocused() not available on PLATFORM_DRM");
+}
+
+// Get native window handle
+void *GetWindowHandle(void)
+{
+ TRACELOG(LOG_WARNING, "GetWindowHandle() not implemented on PLATFORM_DRM");
+ return NULL;
+}
+
+// Get number of monitors
+int GetMonitorCount(void)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorCount() not implemented on PLATFORM_DRM");
+ return 1;
+}
+
+// Get number of monitors
+int GetCurrentMonitor(void)
+{
+ TRACELOG(LOG_WARNING, "GetCurrentMonitor() not implemented on PLATFORM_DRM");
+ return 0;
+}
+
+// Get selected monitor position
+Vector2 GetMonitorPosition(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorPosition() not implemented on PLATFORM_DRM");
+ return (Vector2){ 0, 0 };
+}
+
+// Get selected monitor width (currently used by monitor)
+int GetMonitorWidth(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorWidth() not implemented on PLATFORM_DRM");
+ return 0;
+}
+
+// Get selected monitor height (currently used by monitor)
+int GetMonitorHeight(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorHeight() not implemented on PLATFORM_DRM");
+ return 0;
+}
+
+// Get selected monitor physical width in millimetres
+int GetMonitorPhysicalWidth(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorPhysicalWidth() not implemented on PLATFORM_DRM");
+ return 0;
+}
+
+// Get selected monitor physical height in millimetres
+int GetMonitorPhysicalHeight(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorPhysicalHeight() not implemented on PLATFORM_DRM");
+ return 0;
+}
+
+// Get selected monitor refresh rate
+int GetMonitorRefreshRate(int monitor)
+{
+ int refresh = 0;
+
+ if ((CORE.Window.connector) && (CORE.Window.modeIndex >= 0))
+ {
+ refresh = CORE.Window.connector->modes[CORE.Window.modeIndex].vrefresh;
+ }
+
+ return refresh;
+}
+
+// Get the human-readable, UTF-8 encoded name of the selected monitor
+const char *GetMonitorName(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorName() not implemented on PLATFORM_DRM");
+ return "";
+}
+
+// Get window position XY on monitor
+Vector2 GetWindowPosition(void)
+{
+ return (Vector2){ 0, 0 };
+}
+
+// Get window scale DPI factor for current monitor
+Vector2 GetWindowScaleDPI(void)
+{
+ return (Vector2){ 1.0f, 1.0f };
+}
+
+// Set clipboard text content
+void SetClipboardText(const char *text)
+{
+ TRACELOG(LOG_WARNING, "SetClipboardText() not implemented on PLATFORM_DRM");
+}
+
+// Get clipboard text content
+// NOTE: returned string is allocated and freed by GLFW
+const char *GetClipboardText(void)
+{
+ TRACELOG(LOG_WARNING, "GetClipboardText() not implemented on PLATFORM_DRM");
+ return NULL;
+}
+
+// Show mouse cursor
+void ShowCursor(void)
+{
+ CORE.Input.Mouse.cursorHidden = false;
+}
+
+// Hides mouse cursor
+void HideCursor(void)
+{
+ CORE.Input.Mouse.cursorHidden = true;
+}
+
+// Enables cursor (unlock cursor)
+void EnableCursor(void)
+{
+ // Set cursor position in the middle
+ SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
+
+ CORE.Input.Mouse.cursorHidden = false;
+}
+
+// Disables cursor (lock cursor)
+void DisableCursor(void)
+{
+ // Set cursor position in the middle
+ SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
+
+ CORE.Input.Mouse.cursorHidden = true;
+}
+
+// Get elapsed time measure in seconds since InitTimer()
+double GetTime(void)
+{
+ double time = 0.0;
+ struct timespec ts = { 0 };
+ clock_gettime(CLOCK_MONOTONIC, &ts);
+ unsigned long long int nanoSeconds = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec;
+
+ time = (double)(nanoSeconds - CORE.Time.base)*1e-9; // Elapsed time since InitTimer()
+
+ return time;
+}
+
+// Takes a screenshot of current screen (saved a .png)
+void TakeScreenshot(const char *fileName)
+{
+#if defined(SUPPORT_MODULE_RTEXTURES)
+ // Security check to (partially) avoid malicious code on PLATFORM_WEB
+ if (strchr(fileName, '\'') != NULL) { TRACELOG(LOG_WARNING, "SYSTEM: Provided fileName could be potentially malicious, avoid [\'] character"); return; }
+
+ Vector2 scale = GetWindowScaleDPI();
+ unsigned char *imgData = rlReadScreenPixels((int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y));
+ Image image = { imgData, (int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y), 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
+
+ char path[2048] = { 0 };
+ strcpy(path, TextFormat("%s/%s", CORE.Storage.basePath, fileName));
+
+ ExportImage(image, path); // WARNING: Module required: rtextures
+ RL_FREE(imgData);
+
+ TRACELOG(LOG_INFO, "SYSTEM: [%s] Screenshot taken successfully", path);
+#else
+ TRACELOG(LOG_WARNING,"IMAGE: ExportImage() requires module: rtextures");
+#endif
+}
+
+// Open URL with default system browser (if available)
+// NOTE: This function is only safe to use if you control the URL given.
+// A user could craft a malicious string performing another action.
+// Only call this function yourself not with user input or make sure to check the string yourself.
+// Ref: https://github.com/raysan5/raylib/issues/686
+void OpenURL(const char *url)
+{
+ TRACELOG(LOG_WARNING, "OpenURL() not implemented on PLATFORM_DRM");
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Inputs
+//----------------------------------------------------------------------------------
+
+// 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])
+ {
+ ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGNAME(64), &CORE.Input.Gamepad.name[gamepad]);
+ name = CORE.Input.Gamepad.name[gamepad];
+ }
+
+ return name;
+}
+
+// Get gamepad axis count
+int GetGamepadAxisCount(int gamepad)
+{
+ int axisCount = 0;
+ if (CORE.Input.Gamepad.ready[gamepad]) ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGAXES, &axisCount);
+ CORE.Input.Gamepad.axisCount = axisCount;
+
+ return CORE.Input.Gamepad.axisCount;
+}
+
+// Set internal gamepad mappings
+int SetGamepadMappings(const char *mappings)
+{
+ TRACELOG(LOG_WARNING, "SetGamepadMappings() not implemented on PLATFORM_DRM");
+ return 0;
+}
+
+// Get mouse position X
+int GetMouseX(void)
+{
+ return (int)((CORE.Input.Mouse.currentPosition.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x);
+}
+
+// Get mouse position Y
+int GetMouseY(void)
+{
+ return (int)((CORE.Input.Mouse.currentPosition.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y);
+}
+
+// Get mouse position XY
+Vector2 GetMousePosition(void)
+{
+ Vector2 position = { 0 };
+
+ position.x = (CORE.Input.Mouse.currentPosition.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x;
+ position.y = (CORE.Input.Mouse.currentPosition.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y;
+
+ return position;
+}
+
+// Set mouse position XY
+void SetMousePosition(int x, int y)
+{
+ CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
+ CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
+}
+
+// Get mouse wheel movement Y
+float GetMouseWheelMove(void)
+{
+ float result = 0.0f;
+
+ if (fabsf(CORE.Input.Mouse.currentWheelMove.x) > fabsf(CORE.Input.Mouse.currentWheelMove.y)) result = (float)CORE.Input.Mouse.currentWheelMove.x;
+ else result = (float)CORE.Input.Mouse.currentWheelMove.y;
+
+ return result;
+}
+
+// Set mouse cursor
+void SetMouseCursor(int cursor)
+{
+ TRACELOG(LOG_WARNING, "SetMouseCursor() not implemented on PLATFORM_DRM");
+}
+
+// Get touch position X for touch point 0 (relative to screen size)
+int GetTouchX(void)
+{
+ return GetMouseX();
+}
+
+// Get touch position Y for touch point 0 (relative to screen size)
+int GetTouchY(void)
+{
+ return GetMouseY();
+}
+
+// Get touch position XY for a touch point index (relative to screen size)
+Vector2 GetTouchPosition(int index)
+{
+ Vector2 position = { -1.0f, -1.0f };
+
+ if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index];
+ else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
+
+ return position;
+}
+
+// Swap back buffer with front buffer (screen drawing)
+void SwapScreenBuffer(void)
+{
+ eglSwapBuffers(CORE.Window.device, CORE.Window.surface);
+
+ if (!CORE.Window.gbmSurface || (-1 == CORE.Window.fd) || !CORE.Window.connector || !CORE.Window.crtc) TRACELOG(LOG_ERROR, "DISPLAY: DRM initialization failed to swap");
+
+ struct gbm_bo *bo = gbm_surface_lock_front_buffer(CORE.Window.gbmSurface);
+ if (!bo) TRACELOG(LOG_ERROR, "DISPLAY: Failed GBM to lock front buffer");
+
+ uint32_t fb = 0;
+ int result = drmModeAddFB(CORE.Window.fd, CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay, CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay, 24, 32, gbm_bo_get_stride(bo), gbm_bo_get_handle(bo).u32, &fb);
+ if (result != 0) TRACELOG(LOG_ERROR, "DISPLAY: drmModeAddFB() failed with result: %d", result);
+
+ result = drmModeSetCrtc(CORE.Window.fd, CORE.Window.crtc->crtc_id, fb, 0, 0, &CORE.Window.connector->connector_id, 1, &CORE.Window.connector->modes[CORE.Window.modeIndex]);
+ if (result != 0) TRACELOG(LOG_ERROR, "DISPLAY: drmModeSetCrtc() failed with result: %d", result);
+
+ if (CORE.Window.prevFB)
+ {
+ result = drmModeRmFB(CORE.Window.fd, CORE.Window.prevFB);
+ if (result != 0) TRACELOG(LOG_ERROR, "DISPLAY: drmModeRmFB() failed with result: %d", result);
+ }
+
+ CORE.Window.prevFB = fb;
+
+ if (CORE.Window.prevBO) gbm_surface_release_buffer(CORE.Window.gbmSurface, CORE.Window.prevBO);
+
+ CORE.Window.prevBO = bo;
+}
+
+// Register all input events
+void PollInputEvents(void)
+{
+#if defined(SUPPORT_GESTURES_SYSTEM)
+ // NOTE: Gestures update must be called every frame to reset gestures correctly
+ // because ProcessGestureEvent() is just called on an event, not every frame
+ UpdateGestures();
+#endif
+
+ // Reset keys/chars pressed registered
+ CORE.Input.Keyboard.keyPressedQueueCount = 0;
+ CORE.Input.Keyboard.charPressedQueueCount = 0;
+
+ // Reset key repeats
+ for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
+
+ // Reset last gamepad button/axis registered state
+ CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
+ CORE.Input.Gamepad.axisCount = 0;
+
+ // Register previous keys states
+ for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
+ {
+ CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
+ CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
+ }
+
+ PollKeyboardEvents();
+
+ // Register previous mouse states
+ CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
+ CORE.Input.Mouse.currentWheelMove = CORE.Input.Mouse.eventWheelMove;
+ CORE.Input.Mouse.eventWheelMove = (Vector2){ 0.0f, 0.0f };
+ for (int i = 0; i < MAX_MOUSE_BUTTONS; i++)
+ {
+ CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
+ CORE.Input.Mouse.currentButtonState[i] = CORE.Input.Mouse.currentButtonStateEvdev[i];
+ }
+
+ // Register gamepads buttons events
+ for (int i = 0; i < MAX_GAMEPADS; i++)
+ {
+ if (CORE.Input.Gamepad.ready[i])
+ {
+ // Register previous gamepad states
+ for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
+ }
+ }
+
+ // Register previous touch states
+ for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
+
+ // Reset touch positions
+ // TODO: It resets on PLATFORM_WEB the mouse position and not filled again until a move-event,
+ // so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed!
+ //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
+
+#if defined(SUPPORT_SSH_KEYBOARD_RPI)
+ // NOTE: Keyboard reading could be done using input_event(s) or just read from stdin, both methods are used here.
+ // stdin reading is still used for legacy purposes, it allows keyboard input trough SSH console
+
+ if (!CORE.Input.Keyboard.evtMode) ProcessKeyboard();
+
+ // NOTE: Mouse input events polling is done asynchronously in another pthread - EventThread()
+ // NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread()
+#endif
+}
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Definition
+//----------------------------------------------------------------------------------
+
+// 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
+// NOTE: returns false in case graphic device could not be created
+static bool InitGraphicsDevice(int width, int height)
+{
+ CORE.Window.screen.width = width; // User desired width
+ 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;
+
+ // 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)
+
+ CORE.Window.fullscreen = true;
+ CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
+
+ 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 ((CORE.Window.fd == -1) || (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 ((CORE.Window.fd == -1) || (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 (CORE.Window.fd == -1)
+ {
+ 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;
+ }
+
+ EGLint samples = 0;
+ EGLint sampleBuffer = 0;
+ if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
+ {
+ samples = 4;
+ sampleBuffer = 1;
+ TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
+ }
+
+ const EGLint framebufferAttribs[] =
+ {
+ EGL_RENDERABLE_TYPE, (rlGetVersion() == RL_OPENGL_ES_30)? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT, // Type of context support
+ EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android!
+ 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)
+ EGL_ALPHA_SIZE, 8, // ALPHA bit depth (required for transparent framebuffer)
+ //EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI)
+ EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!)
+ //EGL_STENCIL_SIZE, 8, // Stencil buffer size
+ EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA
+ EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs)
+ EGL_NONE
+ };
+
+ const EGLint contextAttribs[] = {
+ EGL_CONTEXT_CLIENT_VERSION, 2,
+ EGL_NONE
+ };
+
+ EGLint numConfigs = 0;
+
+ // Get an EGL device connection
+ CORE.Window.device = eglGetDisplay((EGLNativeDisplayType)CORE.Window.gbmDevice);
+ if (CORE.Window.device == EGL_NO_DISPLAY)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
+ return false;
+ }
+
+ // Initialize the EGL device connection
+ if (eglInitialize(CORE.Window.device, NULL, NULL) == EGL_FALSE)
+ {
+ // If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
+ return false;
+ }
+
+ if (!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;
+ }
+
+ // Set rendering API
+ eglBindAPI(EGL_OPENGL_ES_API);
+
+ // Create an EGL rendering context
+ CORE.Window.context = eglCreateContext(CORE.Window.device, CORE.Window.config, EGL_NO_CONTEXT, contextAttribs);
+ if (CORE.Window.context == EGL_NO_CONTEXT)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL context");
+ return false;
+ }
+
+ // Create an EGL window surface
+ //---------------------------------------------------------------------------------
+ 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);
+
+ // There must be at least one frame displayed before the buffers are swapped
+ //eglSwapInterval(CORE.Window.device, 1);
+
+ if (eglMakeCurrent(CORE.Window.device, CORE.Window.surface, CORE.Window.surface, CORE.Window.context) == EGL_FALSE)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to attach EGL rendering context to EGL surface");
+ return false;
+ }
+ else
+ {
+ CORE.Window.render.width = CORE.Window.screen.width;
+ CORE.Window.render.height = CORE.Window.screen.height;
+ CORE.Window.currentFbo.width = CORE.Window.render.width;
+ CORE.Window.currentFbo.height = CORE.Window.render.height;
+
+ TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
+ TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
+ TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
+ TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
+ TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
+ }
+
+ // Load OpenGL extensions
+ // NOTE: GL procedures address loader is required to load extensions
+ rlLoadExtensions(eglGetProcAddress);
+
+ // Initialize OpenGL context (states and resources)
+ // NOTE: CORE.Window.currentFbo.width and CORE.Window.currentFbo.height not used, just stored as globals in rlgl
+ rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
+
+ // Setup default viewport
+ // NOTE: It updated CORE.Window.render.width and CORE.Window.render.height
+ SetupViewport(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
+
+ if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
+
+ return true;
+}
+
+// Initialize Keyboard system (using standard input)
+static void InitKeyboard(void)
+{
+ // NOTE: We read directly from Standard Input (stdin) - STDIN_FILENO file descriptor,
+ // Reading directly from stdin will give chars already key-mapped by kernel to ASCII or UNICODE
+
+ // Save terminal keyboard settings
+ tcgetattr(STDIN_FILENO, &CORE.Input.Keyboard.defaultSettings);
+
+ // Reconfigure terminal with new settings
+ struct termios keyboardNewSettings = { 0 };
+ keyboardNewSettings = CORE.Input.Keyboard.defaultSettings;
+
+ // New terminal settings for keyboard: turn off buffering (non-canonical mode), echo and key processing
+ // NOTE: ISIG controls if ^C and ^Z generate break signals or not
+ keyboardNewSettings.c_lflag &= ~(ICANON | ECHO | ISIG);
+ //keyboardNewSettings.c_iflag &= ~(ISTRIP | INLCR | ICRNL | IGNCR | IXON | IXOFF);
+ keyboardNewSettings.c_cc[VMIN] = 1;
+ keyboardNewSettings.c_cc[VTIME] = 0;
+
+ // Set new keyboard settings (change occurs immediately)
+ tcsetattr(STDIN_FILENO, TCSANOW, &keyboardNewSettings);
+
+ // Save old keyboard mode to restore it at the end
+ CORE.Input.Keyboard.defaultFileFlags = fcntl(STDIN_FILENO, F_GETFL, 0); // F_GETFL: Get the file access mode and the file status flags
+ fcntl(STDIN_FILENO, F_SETFL, CORE.Input.Keyboard.defaultFileFlags | O_NONBLOCK); // F_SETFL: Set the file status flags to the value specified
+
+ // NOTE: If ioctl() returns -1, it means the call failed for some reason (error code set in errno)
+ int result = ioctl(STDIN_FILENO, KDGKBMODE, &CORE.Input.Keyboard.defaultMode);
+
+ // In case of failure, it could mean a remote keyboard is used (SSH)
+ if (result < 0) TRACELOG(LOG_WARNING, "RPI: Failed to change keyboard mode, an SSH keyboard is probably used");
+ else
+ {
+ // Reconfigure keyboard mode to get:
+ // - scancodes (K_RAW)
+ // - keycodes (K_MEDIUMRAW)
+ // - ASCII chars (K_XLATE)
+ // - UNICODE chars (K_UNICODE)
+ ioctl(STDIN_FILENO, KDSKBMODE, K_XLATE); // ASCII chars
+ }
+
+ // Register keyboard restore when program finishes
+ atexit(RestoreKeyboard);
+}
+
+// Restore default keyboard input
+static void RestoreKeyboard(void)
+{
+ // Reset to default keyboard settings
+ tcsetattr(STDIN_FILENO, TCSANOW, &CORE.Input.Keyboard.defaultSettings);
+
+ // Reconfigure keyboard to default mode
+ fcntl(STDIN_FILENO, F_SETFL, CORE.Input.Keyboard.defaultFileFlags);
+ ioctl(STDIN_FILENO, KDSKBMODE, CORE.Input.Keyboard.defaultMode);
+}
+
+#if defined(SUPPORT_SSH_KEYBOARD_RPI)
+// Process keyboard inputs
+static void ProcessKeyboard(void)
+{
+ #define MAX_KEYBUFFER_SIZE 32 // Max size in bytes to read
+
+ // Keyboard input polling (fill keys[256] array with status)
+ int bufferByteCount = 0; // Bytes available on the buffer
+ char keysBuffer[MAX_KEYBUFFER_SIZE] = { 0 }; // Max keys to be read at a time
+
+ // Read availables keycodes from stdin
+ bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call
+
+ // Reset pressed keys array (it will be filled below)
+ for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
+ {
+ CORE.Input.Keyboard.currentKeyState[i] = 0;
+ CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
+ }
+
+ // Fill all read bytes (looking for keys)
+ for (int i = 0; i < bufferByteCount; i++)
+ {
+ // NOTE: If (key == 0x1b), depending on next key, it could be a special keymap code!
+ // Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42
+ if (keysBuffer[i] == 0x1b)
+ {
+ // Check if ESCAPE key has been pressed to stop program
+ if (bufferByteCount == 1) CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] = 1;
+ else
+ {
+ if (keysBuffer[i + 1] == 0x5b) // Special function key
+ {
+ if ((keysBuffer[i + 2] == 0x5b) || (keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32))
+ {
+ // Process special function keys (F1 - F12)
+ switch (keysBuffer[i + 3])
+ {
+ case 0x41: CORE.Input.Keyboard.currentKeyState[290] = 1; break; // raylib KEY_F1
+ case 0x42: CORE.Input.Keyboard.currentKeyState[291] = 1; break; // raylib KEY_F2
+ case 0x43: CORE.Input.Keyboard.currentKeyState[292] = 1; break; // raylib KEY_F3
+ case 0x44: CORE.Input.Keyboard.currentKeyState[293] = 1; break; // raylib KEY_F4
+ case 0x45: CORE.Input.Keyboard.currentKeyState[294] = 1; break; // raylib KEY_F5
+ case 0x37: CORE.Input.Keyboard.currentKeyState[295] = 1; break; // raylib KEY_F6
+ case 0x38: CORE.Input.Keyboard.currentKeyState[296] = 1; break; // raylib KEY_F7
+ case 0x39: CORE.Input.Keyboard.currentKeyState[297] = 1; break; // raylib KEY_F8
+ case 0x30: CORE.Input.Keyboard.currentKeyState[298] = 1; break; // raylib KEY_F9
+ case 0x31: CORE.Input.Keyboard.currentKeyState[299] = 1; break; // raylib KEY_F10
+ case 0x33: CORE.Input.Keyboard.currentKeyState[300] = 1; break; // raylib KEY_F11
+ case 0x34: CORE.Input.Keyboard.currentKeyState[301] = 1; break; // raylib KEY_F12
+ default: break;
+ }
+
+ if (keysBuffer[i + 2] == 0x5b) i += 4;
+ else if ((keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) i += 5;
+ }
+ else
+ {
+ switch (keysBuffer[i + 2])
+ {
+ case 0x41: CORE.Input.Keyboard.currentKeyState[265] = 1; break; // raylib KEY_UP
+ case 0x42: CORE.Input.Keyboard.currentKeyState[264] = 1; break; // raylib KEY_DOWN
+ case 0x43: CORE.Input.Keyboard.currentKeyState[262] = 1; break; // raylib KEY_RIGHT
+ case 0x44: CORE.Input.Keyboard.currentKeyState[263] = 1; break; // raylib KEY_LEFT
+ default: break;
+ }
+
+ i += 3; // Jump to next key
+ }
+
+ // NOTE: Some keys are not directly keymapped (CTRL, ALT, SHIFT)
+ }
+ }
+ }
+ else if (keysBuffer[i] == 0x0a) // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*)
+ {
+ CORE.Input.Keyboard.currentKeyState[257] = 1;
+
+ CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 257; // Add keys pressed into queue
+ CORE.Input.Keyboard.keyPressedQueueCount++;
+ }
+ else if (keysBuffer[i] == 0x7f) // raylib KEY_BACKSPACE
+ {
+ CORE.Input.Keyboard.currentKeyState[259] = 1;
+
+ CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 257; // Add keys pressed into queue
+ CORE.Input.Keyboard.keyPressedQueueCount++;
+ }
+ else
+ {
+ // Translate lowercase a-z letters to A-Z
+ if ((keysBuffer[i] >= 97) && (keysBuffer[i] <= 122))
+ {
+ CORE.Input.Keyboard.currentKeyState[(int)keysBuffer[i] - 32] = 1;
+ }
+ else CORE.Input.Keyboard.currentKeyState[(int)keysBuffer[i]] = 1;
+
+ CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keysBuffer[i]; // Add keys pressed into queue
+ CORE.Input.Keyboard.keyPressedQueueCount++;
+ }
+ }
+
+ // Check exit key (same functionality as GLFW3 KeyCallback())
+ if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] == 1) CORE.Window.shouldClose = true;
+
+#if defined(SUPPORT_SCREEN_CAPTURE)
+ // Check screen capture key (raylib key: KEY_F12)
+ if (CORE.Input.Keyboard.currentKeyState[301] == 1)
+ {
+ TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
+ screenshotCounter++;
+ }
+#endif
+}
+#endif // SUPPORT_SSH_KEYBOARD_RPI
+
+// Initialise user input from evdev(/dev/input/event<N>)
+// this means mouse, keyboard or gamepad devices
+static void InitEvdevInput(void)
+{
+ char path[MAX_FILEPATH_LENGTH] = { 0 };
+ DIR *directory = NULL;
+ struct dirent *entity = NULL;
+
+ // Initialise keyboard file descriptor
+ CORE.Input.Keyboard.fd = -1;
+
+ // Reset variables
+ for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
+ {
+ CORE.Input.Touch.position[i].x = -1;
+ CORE.Input.Touch.position[i].y = -1;
+ }
+
+ // Reset keyboard key state
+ for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
+ {
+ CORE.Input.Keyboard.currentKeyState[i] = 0;
+ CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
+ }
+
+ // Open the linux directory of "/dev/input"
+ directory = opendir(DEFAULT_EVDEV_PATH);
+
+ if (directory)
+ {
+ while ((entity = readdir(directory)) != NULL)
+ {
+ if ((strncmp("event", entity->d_name, strlen("event")) == 0) || // Search for devices named "event*"
+ (strncmp("mouse", entity->d_name, strlen("mouse")) == 0)) // Search for devices named "mouse*"
+ {
+ sprintf(path, "%s%s", DEFAULT_EVDEV_PATH, entity->d_name);
+ ConfigureEvdevDevice(path); // Configure the device if appropriate
+ }
+ }
+
+ closedir(directory);
+ }
+ else TRACELOG(LOG_WARNING, "RPI: Failed to open linux event directory: %s", DEFAULT_EVDEV_PATH);
+}
+
+// Identifies a input device and configures it for use if appropriate
+static void ConfigureEvdevDevice(char *device)
+{
+ #define BITS_PER_LONG (8*sizeof(long))
+ #define NBITS(x) ((((x) - 1)/BITS_PER_LONG) + 1)
+ #define OFF(x) ((x)%BITS_PER_LONG)
+ #define BIT(x) (1UL<<OFF(x))
+ #define LONG(x) ((x)/BITS_PER_LONG)
+ #define TEST_BIT(array, bit) ((array[LONG(bit)] >> OFF(bit)) & 1)
+
+ struct input_absinfo absinfo = { 0 };
+ unsigned long evBits[NBITS(EV_MAX)] = { 0 };
+ unsigned long absBits[NBITS(ABS_MAX)] = { 0 };
+ unsigned long relBits[NBITS(REL_MAX)] = { 0 };
+ unsigned long keyBits[NBITS(KEY_MAX)] = { 0 };
+ bool hasAbs = false;
+ bool hasRel = false;
+ bool hasAbsMulti = false;
+ int freeWorkerId = -1;
+ int fd = -1;
+
+ InputEventWorker *worker = NULL;
+
+ // Open the device and allocate worker
+ //-------------------------------------------------------------------------------------------------------
+ // Find a free spot in the workers array
+ for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
+ {
+ if (CORE.Input.eventWorker[i].threadId == 0)
+ {
+ freeWorkerId = i;
+ break;
+ }
+ }
+
+ // Select the free worker from array
+ if (freeWorkerId >= 0)
+ {
+ worker = &(CORE.Input.eventWorker[freeWorkerId]); // Grab a pointer to the worker
+ memset(worker, 0, sizeof(InputEventWorker)); // Clear the worker
+ }
+ else
+ {
+ TRACELOG(LOG_WARNING, "RPI: Failed to create input device thread for %s, out of worker slots", device);
+ return;
+ }
+
+ // Open the device
+ fd = open(device, O_RDONLY | O_NONBLOCK);
+ if (fd < 0)
+ {
+ TRACELOG(LOG_WARNING, "RPI: Failed to open input device: %s", device);
+ return;
+ }
+ worker->fd = fd;
+
+ // Grab number on the end of the devices name "event<N>"
+ int devNum = 0;
+ char *ptrDevName = strrchr(device, 't');
+ worker->eventNum = -1;
+
+ if (ptrDevName != NULL)
+ {
+ if (sscanf(ptrDevName, "t%d", &devNum) == 1) worker->eventNum = devNum;
+ }
+ else worker->eventNum = 0; // TODO: HACK: Grab number for mouse0 device!
+
+ // At this point we have a connection to the device, but we don't yet know what the device is.
+ // It could be many things, even as simple as a power button...
+ //-------------------------------------------------------------------------------------------------------
+
+ // Identify the device
+ //-------------------------------------------------------------------------------------------------------
+ ioctl(fd, EVIOCGBIT(0, sizeof(evBits)), evBits); // Read a bitfield of the available device properties
+
+ // Check for absolute input devices
+ if (TEST_BIT(evBits, EV_ABS))
+ {
+ ioctl(fd, EVIOCGBIT(EV_ABS, sizeof(absBits)), absBits);
+
+ // Check for absolute movement support (usually touchscreens, but also joysticks)
+ if (TEST_BIT(absBits, ABS_X) && TEST_BIT(absBits, ABS_Y))
+ {
+ hasAbs = true;
+
+ // Get the scaling values
+ ioctl(fd, EVIOCGABS(ABS_X), &absinfo);
+ worker->absRange.x = absinfo.minimum;
+ worker->absRange.width = absinfo.maximum - absinfo.minimum;
+ ioctl(fd, EVIOCGABS(ABS_Y), &absinfo);
+ worker->absRange.y = absinfo.minimum;
+ worker->absRange.height = absinfo.maximum - absinfo.minimum;
+ }
+
+ // Check for multiple absolute movement support (usually multitouch touchscreens)
+ if (TEST_BIT(absBits, ABS_MT_POSITION_X) && TEST_BIT(absBits, ABS_MT_POSITION_Y))
+ {
+ hasAbsMulti = true;
+
+ // Get the scaling values
+ ioctl(fd, EVIOCGABS(ABS_X), &absinfo);
+ worker->absRange.x = absinfo.minimum;
+ worker->absRange.width = absinfo.maximum - absinfo.minimum;
+ ioctl(fd, EVIOCGABS(ABS_Y), &absinfo);
+ worker->absRange.y = absinfo.minimum;
+ worker->absRange.height = absinfo.maximum - absinfo.minimum;
+ }
+ }
+
+ // Check for relative movement support (usually mouse)
+ if (TEST_BIT(evBits, EV_REL))
+ {
+ ioctl(fd, EVIOCGBIT(EV_REL, sizeof(relBits)), relBits);
+
+ if (TEST_BIT(relBits, REL_X) && TEST_BIT(relBits, REL_Y)) hasRel = true;
+ }
+
+ // Check for button support to determine the device type(usually on all input devices)
+ if (TEST_BIT(evBits, EV_KEY))
+ {
+ ioctl(fd, EVIOCGBIT(EV_KEY, sizeof(keyBits)), keyBits);
+
+ if (hasAbs || hasAbsMulti)
+ {
+ if (TEST_BIT(keyBits, BTN_TOUCH)) worker->isTouch = true; // This is a touchscreen
+ if (TEST_BIT(keyBits, BTN_TOOL_FINGER)) worker->isTouch = true; // This is a drawing tablet
+ if (TEST_BIT(keyBits, BTN_TOOL_PEN)) worker->isTouch = true; // This is a drawing tablet
+ if (TEST_BIT(keyBits, BTN_STYLUS)) worker->isTouch = true; // This is a drawing tablet
+ if (worker->isTouch || hasAbsMulti) worker->isMultitouch = true; // This is a multitouch capable device
+ }
+
+ if (hasRel)
+ {
+ if (TEST_BIT(keyBits, BTN_LEFT)) worker->isMouse = true; // This is a mouse
+ if (TEST_BIT(keyBits, BTN_RIGHT)) worker->isMouse = true; // This is a mouse
+ }
+
+ if (TEST_BIT(keyBits, BTN_A)) worker->isGamepad = true; // This is a gamepad
+ if (TEST_BIT(keyBits, BTN_TRIGGER)) worker->isGamepad = true; // This is a gamepad
+ if (TEST_BIT(keyBits, BTN_START)) worker->isGamepad = true; // This is a gamepad
+ if (TEST_BIT(keyBits, BTN_TL)) worker->isGamepad = true; // This is a gamepad
+ if (TEST_BIT(keyBits, BTN_TL)) worker->isGamepad = true; // This is a gamepad
+
+ if (TEST_BIT(keyBits, KEY_SPACE)) worker->isKeyboard = true; // This is a keyboard
+ }
+ //-------------------------------------------------------------------------------------------------------
+
+ // Decide what to do with the device
+ //-------------------------------------------------------------------------------------------------------
+ if (worker->isKeyboard && (CORE.Input.Keyboard.fd == -1))
+ {
+ // Use the first keyboard encountered. This assumes that a device that says it's a keyboard is just a
+ // keyboard. The keyboard is polled synchronously, whereas other input devices are polled in separate
+ // threads so that they don't drop events when the frame rate is slow.
+ TRACELOG(LOG_INFO, "RPI: Opening keyboard device: %s", device);
+ CORE.Input.Keyboard.fd = worker->fd;
+ }
+ else if (worker->isTouch || worker->isMouse)
+ {
+ // Looks like an interesting device
+ TRACELOG(LOG_INFO, "RPI: Opening input device: %s (%s%s%s%s)", device,
+ worker->isMouse? "mouse " : "",
+ worker->isMultitouch? "multitouch " : "",
+ worker->isTouch? "touchscreen " : "",
+ worker->isGamepad? "gamepad " : "");
+
+ // Create a thread for this device
+ int error = pthread_create(&worker->threadId, NULL, &EventThread, (void *)worker);
+ if (error != 0)
+ {
+ TRACELOG(LOG_WARNING, "RPI: Failed to create input device thread: %s (error: %d)", device, error);
+ worker->threadId = 0;
+ close(fd);
+ }
+
+#if defined(USE_LAST_TOUCH_DEVICE)
+ // Find touchscreen with the highest index
+ int maxTouchNumber = -1;
+
+ for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
+ {
+ if (CORE.Input.eventWorker[i].isTouch && (CORE.Input.eventWorker[i].eventNum > maxTouchNumber)) maxTouchNumber = CORE.Input.eventWorker[i].eventNum;
+ }
+
+ // Find touchscreens with lower indexes
+ for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
+ {
+ if (CORE.Input.eventWorker[i].isTouch && (CORE.Input.eventWorker[i].eventNum < maxTouchNumber))
+ {
+ if (CORE.Input.eventWorker[i].threadId != 0)
+ {
+ TRACELOG(LOG_WARNING, "RPI: Found duplicate touchscreen, killing touchscreen on event: %d", i);
+ pthread_cancel(CORE.Input.eventWorker[i].threadId);
+ close(CORE.Input.eventWorker[i].fd);
+ }
+ }
+ }
+#endif
+ }
+ else close(fd); // We are not interested in this device
+ //-------------------------------------------------------------------------------------------------------
+}
+
+// Poll and process evdev keyboard events
+static void PollKeyboardEvents(void)
+{
+ // Scancode to keycode mapping for US keyboards
+ // TODO: Replace this with a keymap from the X11 to get the correct regional map for the keyboard:
+ // Currently non US keyboards will have the wrong mapping for some keys
+ static const int keymapUS[] = {
+ 0, 256, 49, 50, 51, 52, 53, 54, 55, 56, 57, 48, 45, 61, 259, 258, 81, 87, 69, 82, 84,
+ 89, 85, 73, 79, 80, 91, 93, 257, 341, 65, 83, 68, 70, 71, 72, 74, 75, 76, 59, 39, 96,
+ 340, 92, 90, 88, 67, 86, 66, 78, 77, 44, 46, 47, 344, 332, 342, 32, 280, 290, 291,
+ 292, 293, 294, 295, 296, 297, 298, 299, 282, 281, 327, 328, 329, 333, 324, 325,
+ 326, 334, 321, 322, 323, 320, 330, 0, 85, 86, 300, 301, 89, 90, 91, 92, 93, 94, 95,
+ 335, 345, 331, 283, 346, 101, 268, 265, 266, 263, 262, 269, 264, 267, 260, 261,
+ 112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 122, 123, 124, 125, 347, 127,
+ 128, 129, 130, 131, 132, 133, 134, 135, 136, 137, 138, 139, 140, 141, 142, 143,
+ 144, 145, 146, 147, 148, 149, 150, 151, 152, 153, 154, 155, 156, 157, 158, 159,
+ 160, 161, 162, 163, 164, 165, 166, 167, 168, 169, 170, 171, 172, 173, 174, 175,
+ 176, 177, 178, 179, 180, 181, 182, 183, 184, 185, 186, 187, 188, 189, 190, 191,
+ 192, 193, 194, 0, 0, 0, 0, 0, 200, 201, 202, 203, 204, 205, 206, 207, 208, 209, 210,
+ 211, 212, 213, 214, 215, 216, 217, 218, 219, 220, 221, 222, 223, 224, 225, 226,
+ 227, 228, 229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239, 240, 241, 242,
+ 243, 244, 245, 246, 247, 248, 0, 0, 0, 0, 0, 0, 0
+ };
+
+ int fd = CORE.Input.Keyboard.fd;
+ if (fd == -1) return;
+
+ struct input_event event = { 0 };
+ int keycode = -1;
+
+ // Try to read data from the keyboard and only continue if successful
+ while (read(fd, &event, sizeof(event)) == (int)sizeof(event))
+ {
+ // Button parsing
+ if (event.type == EV_KEY)
+ {
+#if defined(SUPPORT_SSH_KEYBOARD_RPI)
+ // Change keyboard mode to events
+ CORE.Input.Keyboard.evtMode = true;
+#endif
+ // Keyboard button parsing
+ if ((event.code >= 1) && (event.code <= 255)) //Keyboard keys appear for codes 1 to 255
+ {
+ keycode = keymapUS[event.code & 0xFF]; // The code we get is a scancode so we look up the appropriate keycode
+
+ // Make sure we got a valid keycode
+ if ((keycode > 0) && (keycode < sizeof(CORE.Input.Keyboard.currentKeyState)))
+ {
+ // WARNING: https://www.kernel.org/doc/Documentation/input/input.txt
+ // Event interface: 'value' is the value the event carries. Either a relative change for EV_REL,
+ // absolute new value for EV_ABS (joysticks ...), or 0 for EV_KEY for release, 1 for keypress and 2 for autorepeat
+ CORE.Input.Keyboard.currentKeyState[keycode] = (event.value >= 1)? 1 : 0;
+ if (event.value >= 1)
+ {
+ CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode; // Register last key pressed
+ CORE.Input.Keyboard.keyPressedQueueCount++;
+ }
+
+ #if defined(SUPPORT_SCREEN_CAPTURE)
+ // Check screen capture key (raylib key: KEY_F12)
+ if (CORE.Input.Keyboard.currentKeyState[301] == 1)
+ {
+ TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
+ screenshotCounter++;
+ }
+ #endif
+
+ if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] == 1) CORE.Window.shouldClose = true;
+
+ TRACELOGD("RPI: KEY_%s ScanCode: %4i KeyCode: %4i", (event.value == 0)? "UP" : "DOWN", event.code, keycode);
+ }
+ }
+ }
+ }
+}
+
+// Input device events reading thread
+static void *EventThread(void *arg)
+{
+ struct input_event event = { 0 };
+ InputEventWorker *worker = (InputEventWorker *)arg;
+
+ int touchAction = -1; // 0-TOUCH_ACTION_UP, 1-TOUCH_ACTION_DOWN, 2-TOUCH_ACTION_MOVE
+ bool gestureUpdate = false; // Flag to note gestures require to update
+
+ while (!CORE.Window.shouldClose)
+ {
+ // Try to read data from the device and only continue if successful
+ while (read(worker->fd, &event, sizeof(event)) == (int)sizeof(event))
+ {
+ // Relative movement parsing
+ if (event.type == EV_REL)
+ {
+ if (event.code == REL_X)
+ {
+ CORE.Input.Mouse.currentPosition.x += event.value;
+ CORE.Input.Touch.position[0].x = CORE.Input.Mouse.currentPosition.x;
+
+ touchAction = 2; // TOUCH_ACTION_MOVE
+ gestureUpdate = true;
+ }
+
+ if (event.code == REL_Y)
+ {
+ CORE.Input.Mouse.currentPosition.y += event.value;
+ CORE.Input.Touch.position[0].y = CORE.Input.Mouse.currentPosition.y;
+
+ touchAction = 2; // TOUCH_ACTION_MOVE
+ gestureUpdate = true;
+ }
+
+ if (event.code == REL_WHEEL) CORE.Input.Mouse.eventWheelMove.y += event.value;
+ }
+
+ // Absolute movement parsing
+ if (event.type == EV_ABS)
+ {
+ // Basic movement
+ if (event.code == ABS_X)
+ {
+ CORE.Input.Mouse.currentPosition.x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale according to absRange
+ CORE.Input.Touch.position[0].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale according to absRange
+
+ touchAction = 2; // TOUCH_ACTION_MOVE
+ gestureUpdate = true;
+ }
+
+ if (event.code == ABS_Y)
+ {
+ CORE.Input.Mouse.currentPosition.y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale according to absRange
+ CORE.Input.Touch.position[0].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale according to absRange
+
+ touchAction = 2; // TOUCH_ACTION_MOVE
+ gestureUpdate = true;
+ }
+
+ // Multitouch movement
+ if (event.code == ABS_MT_SLOT) worker->touchSlot = event.value; // Remember the slot number for the folowing events
+
+ if (event.code == ABS_MT_POSITION_X)
+ {
+ if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale according to absRange
+ }
+
+ if (event.code == ABS_MT_POSITION_Y)
+ {
+ if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale according to absRange
+ }
+
+ if (event.code == ABS_MT_TRACKING_ID)
+ {
+ if ((event.value < 0) && (worker->touchSlot < MAX_TOUCH_POINTS))
+ {
+ // Touch has ended for this point
+ CORE.Input.Touch.position[worker->touchSlot].x = -1;
+ CORE.Input.Touch.position[worker->touchSlot].y = -1;
+ }
+ }
+
+ // Touchscreen tap
+ if (event.code == ABS_PRESSURE)
+ {
+ int previousMouseLeftButtonState = CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_LEFT];
+
+ if (!event.value && previousMouseLeftButtonState)
+ {
+ CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = 0;
+
+ touchAction = 0; // TOUCH_ACTION_UP
+ gestureUpdate = true;
+ }
+
+ if (event.value && !previousMouseLeftButtonState)
+ {
+ CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = 1;
+
+ touchAction = 1; // TOUCH_ACTION_DOWN
+ gestureUpdate = true;
+ }
+ }
+
+ }
+
+ // Button parsing
+ if (event.type == EV_KEY)
+ {
+ // Mouse button parsing
+ if ((event.code == BTN_TOUCH) || (event.code == BTN_LEFT))
+ {
+ CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = event.value;
+
+ if (event.value > 0) touchAction = 1; // TOUCH_ACTION_DOWN
+ else touchAction = 0; // TOUCH_ACTION_UP
+ gestureUpdate = true;
+ }
+
+ if (event.code == BTN_RIGHT) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_RIGHT] = event.value;
+ if (event.code == BTN_MIDDLE) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_MIDDLE] = event.value;
+ if (event.code == BTN_SIDE) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_SIDE] = event.value;
+ if (event.code == BTN_EXTRA) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_EXTRA] = event.value;
+ if (event.code == BTN_FORWARD) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_FORWARD] = event.value;
+ if (event.code == BTN_BACK) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_BACK] = event.value;
+ }
+
+ // Screen confinement
+ if (!CORE.Input.Mouse.cursorHidden)
+ {
+ if (CORE.Input.Mouse.currentPosition.x < 0) CORE.Input.Mouse.currentPosition.x = 0;
+ if (CORE.Input.Mouse.currentPosition.x > CORE.Window.screen.width/CORE.Input.Mouse.scale.x) CORE.Input.Mouse.currentPosition.x = CORE.Window.screen.width/CORE.Input.Mouse.scale.x;
+
+ if (CORE.Input.Mouse.currentPosition.y < 0) CORE.Input.Mouse.currentPosition.y = 0;
+ if (CORE.Input.Mouse.currentPosition.y > CORE.Window.screen.height/CORE.Input.Mouse.scale.y) CORE.Input.Mouse.currentPosition.y = CORE.Window.screen.height/CORE.Input.Mouse.scale.y;
+ }
+
+ // Update touch point count
+ CORE.Input.Touch.pointCount = 0;
+ for (int i = 0; i < MAX_TOUCH_POINTS; i++)
+ {
+ if (CORE.Input.Touch.position[i].x >= 0) CORE.Input.Touch.pointCount++;
+ }
+
+#if defined(SUPPORT_GESTURES_SYSTEM) // PLATFORM_DRM
+ if (gestureUpdate)
+ {
+ GestureEvent gestureEvent = { 0 };
+
+ gestureEvent.touchAction = touchAction;
+ gestureEvent.pointCount = CORE.Input.Touch.pointCount;
+
+ for (int i = 0; i < MAX_TOUCH_POINTS; i++)
+ {
+ gestureEvent.pointId[i] = i;
+ gestureEvent.position[i] = CORE.Input.Touch.position[i];
+ }
+
+ ProcessGestureEvent(gestureEvent);
+ }
+#endif
+ }
+
+ WaitTime(0.005); // Sleep for 5ms to avoid hogging CPU time
+ }
+
+ close(worker->fd);
+
+ return NULL;
+}
+
+// Initialize gamepad system
+static void InitGamepad(void)
+{
+ char gamepadDev[128] = { 0 };
+
+ for (int i = 0; i < MAX_GAMEPADS; i++)
+ {
+ sprintf(gamepadDev, "%s%i", DEFAULT_GAMEPAD_DEV, i);
+
+ if ((CORE.Input.Gamepad.streamId[i] = open(gamepadDev, O_RDONLY | O_NONBLOCK)) < 0)
+ {
+ // NOTE: Only show message for first gamepad
+ if (i == 0) TRACELOG(LOG_WARNING, "RPI: Failed to open Gamepad device, no gamepad available");
+ }
+ else
+ {
+ CORE.Input.Gamepad.ready[i] = true;
+
+ // NOTE: Only create one thread
+ if (i == 0)
+ {
+ int error = pthread_create(&CORE.Input.Gamepad.threadId, NULL, &GamepadThread, NULL);
+
+ if (error != 0) TRACELOG(LOG_WARNING, "RPI: Failed to create gamepad input event thread");
+ else TRACELOG(LOG_INFO, "RPI: Gamepad device initialized successfully");
+ }
+ }
+ }
+}
+
+// Process Gamepad (/dev/input/js0)
+static void *GamepadThread(void *arg)
+{
+ #define JS_EVENT_BUTTON 0x01 // Button pressed/released
+ #define JS_EVENT_AXIS 0x02 // Joystick axis moved
+ #define JS_EVENT_INIT 0x80 // Initial state of device
+
+ struct js_event {
+ unsigned int time; // event timestamp in milliseconds
+ short value; // event value
+ unsigned char type; // event type
+ unsigned char number; // event axis/button number
+ };
+
+ // Read gamepad event
+ struct js_event gamepadEvent = { 0 };
+
+ while (!CORE.Window.shouldClose)
+ {
+ for (int i = 0; i < MAX_GAMEPADS; i++)
+ {
+ if (read(CORE.Input.Gamepad.streamId[i], &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
+ {
+ gamepadEvent.type &= ~JS_EVENT_INIT; // Ignore synthetic events
+
+ // Process gamepad events by type
+ if (gamepadEvent.type == JS_EVENT_BUTTON)
+ {
+ //TRACELOG(LOG_WARNING, "RPI: Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
+
+ if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS)
+ {
+ // 1 - button pressed, 0 - button released
+ CORE.Input.Gamepad.currentButtonState[i][gamepadEvent.number] = (int)gamepadEvent.value;
+
+ if ((int)gamepadEvent.value == 1) CORE.Input.Gamepad.lastButtonPressed = gamepadEvent.number;
+ else CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
+ }
+ }
+ else if (gamepadEvent.type == JS_EVENT_AXIS)
+ {
+ //TRACELOG(LOG_WARNING, "RPI: Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
+
+ if (gamepadEvent.number < MAX_GAMEPAD_AXIS)
+ {
+ // NOTE: Scaling of gamepadEvent.value to get values between -1..1
+ CORE.Input.Gamepad.axisState[i][gamepadEvent.number] = (float)gamepadEvent.value/32768;
+ }
+ }
+ }
+ else WaitTime(0.001); // Sleep for 1 ms to avoid hogging CPU time
+ }
+ }
+
+ return NULL;
+}
+
+// Search matching DRM mode in connector's mode list
+static int FindMatchingConnectorMode(const drmModeConnector *connector, const drmModeModeInfo *mode)
+{
+ if (NULL == connector) return -1;
+ if (NULL == mode) return -1;
+
+ // safe bitwise comparison of two modes
+ #define BINCMP(a, b) memcmp((a), (b), (sizeof(a) < sizeof(b))? sizeof(a) : sizeof(b))
+
+ for (size_t i = 0; i < connector->count_modes; i++)
+ {
+ TRACELOG(LOG_TRACE, "DISPLAY: DRM mode: %d %ux%u@%u %s", i, connector->modes[i].hdisplay, connector->modes[i].vdisplay,
+ connector->modes[i].vrefresh, (connector->modes[i].flags & DRM_MODE_FLAG_INTERLACE)? "interlaced" : "progressive");
+
+ if (0 == BINCMP(&CORE.Window.crtc->mode, &CORE.Window.connector->modes[i])) return i;
+ }
+
+ return -1;
+
+ #undef BINCMP
+}
+
+// Search exactly matching DRM connector mode in connector's list
+static int FindExactConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced)
+{
+ TRACELOG(LOG_TRACE, "DISPLAY: Searching exact connector mode for %ux%u@%u, selecting an interlaced mode is allowed: %s", width, height, fps, allowInterlaced? "yes" : "no");
+
+ if (NULL == connector) return -1;
+
+ for (int i = 0; i < CORE.Window.connector->count_modes; i++)
+ {
+ const drmModeModeInfo *const mode = &CORE.Window.connector->modes[i];
+
+ TRACELOG(LOG_TRACE, "DISPLAY: DRM Mode %d %ux%u@%u %s", i, mode->hdisplay, mode->vdisplay, mode->vrefresh, (mode->flags & DRM_MODE_FLAG_INTERLACE)? "interlaced" : "progressive");
+
+ if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && (!allowInterlaced)) continue;
+
+ if ((mode->hdisplay == width) && (mode->vdisplay == height) && (mode->vrefresh == fps)) return i;
+ }
+
+ TRACELOG(LOG_TRACE, "DISPLAY: No DRM exact matching mode found");
+ return -1;
+}
+
+// Search the nearest matching DRM connector mode in connector's list
+static int FindNearestConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced)
+{
+ TRACELOG(LOG_TRACE, "DISPLAY: Searching nearest connector mode for %ux%u@%u, selecting an interlaced mode is allowed: %s", width, height, fps, allowInterlaced? "yes" : "no");
+
+ if (NULL == connector) return -1;
+
+ int nearestIndex = -1;
+ for (int i = 0; i < CORE.Window.connector->count_modes; i++)
+ {
+ const drmModeModeInfo *const mode = &CORE.Window.connector->modes[i];
+
+ TRACELOG(LOG_TRACE, "DISPLAY: DRM mode: %d %ux%u@%u %s", i, mode->hdisplay, mode->vdisplay, mode->vrefresh,
+ (mode->flags & DRM_MODE_FLAG_INTERLACE)? "interlaced" : "progressive");
+
+ if ((mode->hdisplay < width) || (mode->vdisplay < height))
+ {
+ TRACELOG(LOG_TRACE, "DISPLAY: DRM mode is too small");
+ continue;
+ }
+
+ if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && (!allowInterlaced))
+ {
+ TRACELOG(LOG_TRACE, "DISPLAY: DRM shouldn't choose an interlaced mode");
+ continue;
+ }
+
+ if (nearestIndex < 0)
+ {
+ nearestIndex = i;
+ continue;
+ }
+
+ const int widthDiff = abs(mode->hdisplay - width);
+ const int heightDiff = abs(mode->vdisplay - height);
+ const int fpsDiff = abs(mode->vrefresh - fps);
+
+ const int nearestWidthDiff = abs(CORE.Window.connector->modes[nearestIndex].hdisplay - width);
+ const int nearestHeightDiff = abs(CORE.Window.connector->modes[nearestIndex].vdisplay - height);
+ const int nearestFpsDiff = abs(CORE.Window.connector->modes[nearestIndex].vrefresh - fps);
+
+ if ((widthDiff < nearestWidthDiff) || (heightDiff < nearestHeightDiff) || (fpsDiff < nearestFpsDiff)) {
+ nearestIndex = i;
+ }
+ }
+
+ return nearestIndex;
+}
+
+// EOF
diff --git a/src/rcore_web.c b/src/rcore_web.c
new file mode 100644
index 00000000..baafd60d
--- /dev/null
+++ b/src/rcore_web.c
@@ -0,0 +1,1604 @@
+/**********************************************************************************************
+*
+* rcore_web - Functions to manage window, graphics device and inputs
+*
+* PLATFORM: WEB
+* - HTML5 (WebAssembly)
+*
+* LIMITATIONS:
+* - Limitation 01
+* - Limitation 02
+*
+* POSSIBLE IMPROVEMENTS:
+* - Replace glfw3 dependency by direct browser API calls (same as library_glfw3.js)
+*
+* ADDITIONAL NOTES:
+* - TRACELOG() function is located in raylib [utils] module
+*
+* CONFIGURATION:
+* #define RCORE_WEB_CUSTOM_FLAG
+* Custom flag for rcore on PLATFORM_WEB -not used-
+*
+* DEPENDENCIES:
+* emscripten - Allow interaction between browser API and C
+* gestures - Gestures system for touch-ready devices (or simulated from mouse inputs)
+*
+*
+* LICENSE: zlib/libpng
+*
+* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) and contributors
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#include "rcore.h"
+
+#define GLFW_INCLUDE_ES2 // GLFW3: Enable OpenGL ES 2.0 (translated to WebGL)
+// #define GLFW_INCLUDE_ES3 // GLFW3: Enable OpenGL ES 3.0 (transalted to WebGL2?)
+#include "GLFW/glfw3.h" // GLFW3: Windows, OpenGL context and Input management
+#include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
+
+#include <emscripten/emscripten.h> // Emscripten functionality for C
+#include <emscripten/html5.h> // Emscripten HTML5 library
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+//...
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+extern CoreData CORE; // Global CORE state context
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Declaration
+//----------------------------------------------------------------------------------
+static bool InitGraphicsDevice(int width, int height); // Initialize graphics device
+
+// Error callback event
+static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
+
+// Window callbacks events
+static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
+static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
+static void WindowMaximizeCallback(GLFWwindow *window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized
+static void WindowFocusCallback(GLFWwindow *window, int focused); // GLFW3 WindowFocus Callback, runs when window get/lose focus
+static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window
+
+// Input callbacks events
+static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
+static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value)
+static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed
+static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move
+static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel
+static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
+
+// Emscripten callback events
+static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData);
+static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
+static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
+
+static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData);
+static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData);
+static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData);
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+// NOTE: Functions declaration is provided by raylib.h
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+
+// Initialize window and OpenGL context
+// NOTE: data parameter could be used to pass any kind of required data to the initialization
+void InitWindow(int width, int height, const char *title)
+{
+ TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION);
+
+ TRACELOG(LOG_INFO, "Supported raylib modules:");
+ TRACELOG(LOG_INFO, " > rcore:..... loaded (mandatory)");
+ TRACELOG(LOG_INFO, " > rlgl:...... loaded (mandatory)");
+#if defined(SUPPORT_MODULE_RSHAPES)
+ TRACELOG(LOG_INFO, " > rshapes:... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rshapes:... not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RTEXTURES)
+ TRACELOG(LOG_INFO, " > rtextures:. loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rtextures:. not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RTEXT)
+ TRACELOG(LOG_INFO, " > rtext:..... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rtext:..... not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RMODELS)
+ TRACELOG(LOG_INFO, " > rmodels:... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rmodels:... not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RAUDIO)
+ TRACELOG(LOG_INFO, " > raudio:.... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > raudio:.... not loaded (optional)");
+#endif
+
+ // NOTE: Keep internal pointer to input title string (no copy)
+ if ((title != NULL) && (title[0] != 0)) CORE.Window.title = title;
+
+ // Initialize global input state
+ memset(&CORE.Input, 0, sizeof(CORE.Input));
+ CORE.Input.Keyboard.exitKey = KEY_ESCAPE;
+ CORE.Input.Mouse.scale = (Vector2){1.0f, 1.0f};
+ CORE.Input.Mouse.cursor = MOUSE_CURSOR_ARROW;
+ CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
+ CORE.Window.eventWaiting = false;
+
+ // Initialize graphics device (display device and OpenGL context)
+ // NOTE: returns true if window and graphic device has been initialized successfully
+ CORE.Window.ready = InitGraphicsDevice(width, height);
+
+ // If graphic device is no properly initialized, we end program
+ if (!CORE.Window.ready)
+ {
+ TRACELOG(LOG_FATAL, "Failed to initialize Graphic Device");
+ return;
+ }
+ else SetWindowPosition(GetMonitorWidth(GetCurrentMonitor())/2 - CORE.Window.screen.width/2, GetMonitorHeight(GetCurrentMonitor())/2 - CORE.Window.screen.height/2);
+
+ // Initialize hi-res timer
+ InitTimer();
+
+ // Initialize random seed
+ srand((unsigned int)time(NULL));
+
+ // Initialize base path for storage
+ CORE.Storage.basePath = GetWorkingDirectory();
+
+#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
+ // Load default font
+ // WARNING: External function: Module required: rtext
+ LoadFontDefault();
+#if defined(SUPPORT_MODULE_RSHAPES)
+ // Set font white rectangle for shapes drawing, so shapes and text can be batched together
+ // WARNING: rshapes module is required, if not available, default internal white rectangle is used
+ Rectangle rec = GetFontDefault().recs[95];
+ if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
+ {
+ // NOTE: We try to maxime rec padding to avoid pixel bleeding on MSAA filtering
+ SetShapesTexture(GetFontDefault().texture, (Rectangle){rec.x + 2, rec.y + 2, 1, 1});
+ }
+ else
+ {
+ // NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding
+ SetShapesTexture(GetFontDefault().texture, (Rectangle){rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2});
+ }
+#endif
+#else
+#if defined(SUPPORT_MODULE_RSHAPES)
+ // Set default texture and rectangle to be used for shapes drawing
+ // NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
+ Texture2D texture = {rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8};
+ SetShapesTexture(texture, (Rectangle){0.0f, 0.0f, 1.0f, 1.0f}); // WARNING: Module required: rshapes
+#endif
+#endif
+#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
+ if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
+ {
+ // Set default font texture filter for HighDPI (blurry)
+ // RL_TEXTURE_FILTER_LINEAR - tex filter: BILINEAR, no mipmaps
+ rlTextureParameters(GetFontDefault().texture.id, RL_TEXTURE_MIN_FILTER, RL_TEXTURE_FILTER_LINEAR);
+ rlTextureParameters(GetFontDefault().texture.id, RL_TEXTURE_MAG_FILTER, RL_TEXTURE_FILTER_LINEAR);
+ }
+#endif
+
+ // Setup callback functions for the DOM events
+ emscripten_set_fullscreenchange_callback("#canvas", NULL, 1, EmscriptenFullscreenChangeCallback);
+
+ // WARNING: Below resize code was breaking fullscreen mode for sample games and examples, it needs review
+ // Check fullscreen change events(note this is done on the window since most browsers don't support this on #canvas)
+ // emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenResizeCallback);
+ // Check Resize event (note this is done on the window since most browsers don't support this on #canvas)
+ emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenResizeCallback);
+
+ // Trigger this once to get initial window sizing
+ EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL);
+
+ // Support keyboard events -> Not used, GLFW.JS takes care of that
+ // emscripten_set_keypress_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
+ // emscripten_set_keydown_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
+
+ // Support mouse events
+ emscripten_set_click_callback("#canvas", NULL, 1, EmscriptenMouseCallback);
+
+ // Support touch events
+ emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
+ emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
+ emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
+ emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
+
+ // Support gamepad events (not provided by GLFW3 on emscripten)
+ emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback);
+ emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback);
+
+#if defined(SUPPORT_EVENTS_AUTOMATION)
+ events = (AutomationEvent *)RL_CALLOC(MAX_CODE_AUTOMATION_EVENTS, sizeof(AutomationEvent));
+ CORE.Time.frameCounter = 0;
+#endif
+}
+
+// Close window and unload OpenGL context
+void CloseWindow(void)
+{
+#if defined(SUPPORT_GIF_RECORDING)
+ if (gifRecording)
+ {
+ MsfGifResult result = msf_gif_end(&gifState);
+ msf_gif_free(result);
+ gifRecording = false;
+ }
+#endif
+
+#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
+ UnloadFontDefault(); // WARNING: Module required: rtext
+#endif
+
+ rlglClose(); // De-init rlgl
+
+ glfwDestroyWindow(CORE.Window.handle);
+ glfwTerminate();
+
+#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
+ timeEndPeriod(1); // Restore time period
+#endif
+
+#if defined(SUPPORT_EVENTS_AUTOMATION)
+ RL_FREE(events);
+#endif
+
+ CORE.Window.ready = false;
+ TRACELOG(LOG_INFO, "Window closed successfully");
+}
+
+// Check if application should close
+bool WindowShouldClose(void)
+{
+ // Emterpreter-Async required to run sync code
+ // https://github.com/emscripten-core/emscripten/wiki/Emterpreter#emterpreter-async-run-synchronous-code
+ // By default, this function is never called on a web-ready raylib example because we encapsulate
+ // frame code in a UpdateDrawFrame() function, to allow browser manage execution asynchronously
+ // but now emscripten allows sync code to be executed in an interpreted way, using emterpreter!
+ emscripten_sleep(16);
+ return false;
+}
+
+// Check if window is currently hidden
+bool IsWindowHidden(void)
+{
+ return false;
+}
+
+// Check if window has been minimized
+bool IsWindowMinimized(void)
+{
+ return false;
+}
+
+// Check if window has been maximized
+bool IsWindowMaximized(void)
+{
+ return false;
+}
+
+// Check if window has the focus
+bool IsWindowFocused(void)
+{
+ return ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) == 0);
+}
+
+// Check if window has been resizedLastFrame
+bool IsWindowResized(void)
+{
+ return CORE.Window.resizedLastFrame;
+}
+
+// Toggle fullscreen mode
+void ToggleFullscreen(void)
+{
+ /*
+ EM_ASM
+ (
+ // This strategy works well while using raylib minimal web shell for emscripten,
+ // it re-scales the canvas to fullscreen using monitor resolution, for tools this
+ // is a good strategy but maybe games prefer to keep current canvas resolution and
+ // display it in fullscreen, adjusting monitor resolution if possible
+ if (document.fullscreenElement) document.exitFullscreen();
+ else Module.requestFullscreen(true, true); //false, true);
+ );
+ */
+ // EM_ASM(Module.requestFullscreen(false, false););
+ /*
+ if (!CORE.Window.fullscreen)
+ {
+ // Option 1: Request fullscreen for the canvas element
+ // This option does not seem to work at all:
+ // emscripten_request_pointerlock() and emscripten_request_fullscreen() are affected by web security,
+ // the user must click once on the canvas to hide the pointer or transition to full screen
+ //emscripten_request_fullscreen("#canvas", false);
+
+ // Option 2: Request fullscreen for the canvas element with strategy
+ // This option does not seem to work at all
+ // Ref: https://github.com/emscripten-core/emscripten/issues/5124
+ // EmscriptenFullscreenStrategy strategy = {
+ // .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_STRETCH, //EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
+ // .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
+ // .filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT,
+ // .canvasResizedCallback = EmscriptenWindowResizedCallback,
+ // .canvasResizedCallbackUserData = NULL
+ // };
+ //emscripten_request_fullscreen_strategy("#canvas", EM_FALSE, &strategy);
+
+ // Option 3: Request fullscreen for the canvas element with strategy
+ // It works as expected but only inside the browser (client area)
+ EmscriptenFullscreenStrategy strategy = {
+ .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
+ .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
+ .filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT,
+ .canvasResizedCallback = EmscriptenWindowResizedCallback,
+ .canvasResizedCallbackUserData = NULL
+ };
+ emscripten_enter_soft_fullscreen("#canvas", &strategy);
+
+ int width, height;
+ emscripten_get_canvas_element_size("#canvas", &width, &height);
+ TRACELOG(LOG_WARNING, "Emscripten: Enter fullscreen: Canvas size: %i x %i", width, height);
+
+ CORE.Window.fullscreen = true; // Toggle fullscreen flag
+ CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
+ }
+ else
+ {
+ //emscripten_exit_fullscreen();
+ //emscripten_exit_soft_fullscreen();
+
+ int width, height;
+ emscripten_get_canvas_element_size("#canvas", &width, &height);
+ TRACELOG(LOG_WARNING, "Emscripten: Exit fullscreen: Canvas size: %i x %i", width, height);
+
+ CORE.Window.fullscreen = false; // Toggle fullscreen flag
+ CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
+ }
+ */
+
+ CORE.Window.fullscreen = !CORE.Window.fullscreen; // Toggle fullscreen flag
+}
+
+// Set window state: maximized, if resizable
+void MaximizeWindow(void)
+{
+ TRACELOG(LOG_WARNING, "MaximizeWindow() not available on PLATFORM_WEB");
+}
+
+// Set window state: minimized
+void MinimizeWindow(void)
+{
+ TRACELOG(LOG_WARNING, "MinimizeWindow() not available on PLATFORM_WEB");
+}
+
+// Set window state: not minimized/maximized
+void RestoreWindow(void)
+{
+ TRACELOG(LOG_WARNING, "RestoreWindow() not available on PLATFORM_WEB");
+}
+
+// Toggle borderless windowed mode
+void ToggleBorderlessWindowed(void)
+{
+ TRACELOG(LOG_WARNING, "ToggleBorderlessWindowed() not available on PLATFORM_WEB");
+}
+
+// Set window configuration state using flags
+void SetWindowState(unsigned int flags)
+{
+ TRACELOG(LOG_WARNING, "SetWindowState() not available on PLATFORM_WEB");
+}
+
+// Clear window configuration state flags
+void ClearWindowState(unsigned int flags)
+{
+ TRACELOG(LOG_WARNING, "ClearWindowState() not available on PLATFORM_WEB");
+}
+
+// Set icon for window
+void SetWindowIcon(Image image)
+{
+ TRACELOG(LOG_WARNING, "SetWindowIcon() not available on PLATFORM_WEB");
+}
+
+// Set icon for window, multiple images
+void SetWindowIcons(Image *images, int count)
+{
+ TRACELOG(LOG_WARNING, "SetWindowIcons() not available on PLATFORM_WEB");
+}
+
+// Set title for window
+void SetWindowTitle(const char *title)
+{
+ CORE.Window.title = title;
+ emscripten_set_window_title(title);
+}
+
+// Set window position on screen (windowed mode)
+void SetWindowPosition(int x, int y)
+{
+ TRACELOG(LOG_WARNING, "SetWindowPosition() not available on PLATFORM_WEB");
+}
+
+// Set monitor for the current window
+void SetWindowMonitor(int monitor)
+{
+ TRACELOG(LOG_WARNING, "SetWindowMonitor() not available on PLATFORM_WEB");
+}
+
+// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMinSize(int width, int height)
+{
+ CORE.Window.screenMin.width = width;
+ CORE.Window.screenMin.height = height;
+
+ // Trigger the resize event once to update the window minimum width and height
+ if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != 0) EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL);
+}
+
+// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMaxSize(int width, int height)
+{
+ CORE.Window.screenMax.width = width;
+ CORE.Window.screenMax.height = height;
+
+ // Trigger the resize event once to update the window maximum width and height
+ if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != 0) EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL);
+}
+
+// Set window dimensions
+void SetWindowSize(int width, int height)
+{
+ glfwSetWindowSize(CORE.Window.handle, width, height);
+}
+
+// Set window opacity, value opacity is between 0.0 and 1.0
+void SetWindowOpacity(float opacity)
+{
+ TRACELOG(LOG_WARNING, "SetWindowOpacity() not available on PLATFORM_WEB");
+}
+
+// Set window focused
+void SetWindowFocused(void)
+{
+ TRACELOG(LOG_WARNING, "SetWindowFocused() not available on PLATFORM_WEB");
+}
+
+// Get native window handle
+void *GetWindowHandle(void)
+{
+ TRACELOG(LOG_WARNING, "GetWindowHandle() not implemented on PLATFORM_WEB");
+ return NULL;
+}
+
+// Get number of monitors
+int GetMonitorCount(void)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorCount() not implemented on PLATFORM_WEB");
+ return 1;
+}
+
+// Get number of monitors
+int GetCurrentMonitor(void)
+{
+ TRACELOG(LOG_WARNING, "GetCurrentMonitor() not implemented on PLATFORM_WEB");
+ return 0;
+}
+
+// Get selected monitor position
+Vector2 GetMonitorPosition(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorPosition() not implemented on PLATFORM_WEB");
+ return (Vector2){ 0, 0 };
+}
+
+// Get selected monitor width (currently used by monitor)
+int GetMonitorWidth(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorWidth() not implemented on PLATFORM_WEB");
+ return 0;
+}
+
+// Get selected monitor height (currently used by monitor)
+int GetMonitorHeight(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorHeight() not implemented on PLATFORM_WEB");
+ return 0;
+}
+
+// Get selected monitor physical width in millimetres
+int GetMonitorPhysicalWidth(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorPhysicalWidth() not implemented on PLATFORM_WEB");
+ return 0;
+}
+
+// Get selected monitor physical height in millimetres
+int GetMonitorPhysicalHeight(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorPhysicalHeight() not implemented on PLATFORM_WEB");
+ return 0;
+}
+
+// Get selected monitor refresh rate
+int GetMonitorRefreshRate(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorRefreshRate() not implemented on PLATFORM_WEB");
+ return 0;
+}
+
+// Get the human-readable, UTF-8 encoded name of the selected monitor
+const char *GetMonitorName(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorName() not implemented on PLATFORM_WEB");
+ return "";
+}
+
+// Get window position XY on monitor
+Vector2 GetWindowPosition(void)
+{
+ TRACELOG(LOG_WARNING, "GetWindowPosition() not implemented on PLATFORM_WEB");
+ return (Vector2){ 0, 0 };
+}
+
+// Get window scale DPI factor for current monitor
+Vector2 GetWindowScaleDPI(void)
+{
+ TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on PLATFORM_WEB");
+ return (Vector2){ 1.0f, 1.0f };
+}
+
+// Set clipboard text content
+void SetClipboardText(const char *text)
+{
+ // Security check to (partially) avoid malicious code
+ if (strchr(text, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided Clipboard could be potentially malicious, avoid [\'] character");
+ else EM_ASM({ navigator.clipboard.writeText(UTF8ToString($0)); }, text);
+}
+
+// Get clipboard text content
+// NOTE: returned string is allocated and freed by GLFW
+const char *GetClipboardText(void)
+{
+/*
+ // Accessing clipboard data from browser is tricky due to security reasons
+ // The method to use is navigator.clipboard.readText() but this is an asynchronous method
+ // that will return at some moment after the function is called with the required data
+ emscripten_run_script_string("navigator.clipboard.readText() \
+ .then(text => { document.getElementById('clipboard').innerText = text; console.log('Pasted content: ', text); }) \
+ .catch(err => { console.error('Failed to read clipboard contents: ', err); });"
+ );
+
+ // The main issue is getting that data, one approach could be using ASYNCIFY and wait
+ // for the data but it requires adding Asyncify emscripten library on compilation
+
+ // Another approach could be just copy the data in a HTML text field and try to retrieve it
+ // later on if available... and clean it for future accesses
+*/
+ return NULL;
+}
+
+// Show mouse cursor
+void ShowCursor(void)
+{
+ CORE.Input.Mouse.cursorHidden = false;
+}
+
+// Hides mouse cursor
+void HideCursor(void)
+{
+ CORE.Input.Mouse.cursorHidden = true;
+}
+
+// Enables cursor (unlock cursor)
+void EnableCursor(void)
+{
+ emscripten_exit_pointerlock();
+
+ // Set cursor position in the middle
+ SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
+
+ CORE.Input.Mouse.cursorHidden = false;
+}
+
+// Disables cursor (lock cursor)
+void DisableCursor(void)
+{
+ // TODO: figure out how not to hard code the canvas ID here.
+ emscripten_request_pointerlock("#canvas", 1);
+
+ // Set cursor position in the middle
+ SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
+
+ CORE.Input.Mouse.cursorHidden = true;
+}
+
+// Get elapsed time measure in seconds since InitTimer()
+double GetTime(void)
+{
+ double time = glfwGetTime(); // Elapsed time since glfwInit()
+ return time;
+}
+
+// Takes a screenshot of current screen (saved a .png)
+void TakeScreenshot(const char *fileName)
+{
+#if defined(SUPPORT_MODULE_RTEXTURES)
+ // Security check to (partially) avoid malicious code on PLATFORM_WEB
+ if (strchr(fileName, '\'') != NULL) { TRACELOG(LOG_WARNING, "SYSTEM: Provided fileName could be potentially malicious, avoid [\'] character"); return; }
+
+ Vector2 scale = GetWindowScaleDPI();
+ unsigned char *imgData = rlReadScreenPixels((int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y));
+ Image image = { imgData, (int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y), 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
+
+ char path[2048] = { 0 };
+ strcpy(path, TextFormat("%s/%s", CORE.Storage.basePath, fileName));
+
+ ExportImage(image, path); // WARNING: Module required: rtextures
+ RL_FREE(imgData);
+
+ // Download file from MEMFS (emscripten memory filesystem)
+ // saveFileFromMEMFSToDisk() function is defined in raylib/src/shell.html
+ emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", GetFileName(path), GetFileName(path)));
+
+ TRACELOG(LOG_INFO, "SYSTEM: [%s] Screenshot taken successfully", path);
+#else
+ TRACELOG(LOG_WARNING,"IMAGE: ExportImage() requires module: rtextures");
+#endif
+}
+
+// Open URL with default system browser (if available)
+// NOTE: This function is only safe to use if you control the URL given.
+// A user could craft a malicious string performing another action.
+// Only call this function yourself not with user input or make sure to check the string yourself.
+// Ref: https://github.com/raysan5/raylib/issues/686
+void OpenURL(const char *url)
+{
+ // Security check to (partially) avoid malicious code on PLATFORM_WEB
+ if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
+ else emscripten_run_script(TextFormat("window.open('%s', '_blank')", url));
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Inputs
+//----------------------------------------------------------------------------------
+
+// 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;
+
+ name = CORE.Input.Gamepad.name[gamepad];
+
+ return name;
+}
+
+// Get gamepad axis count
+int GetGamepadAxisCount(int gamepad)
+{
+ return CORE.Input.Gamepad.axisCount;
+}
+
+// Set internal gamepad mappings
+int SetGamepadMappings(const char *mappings)
+{
+ TRACELOG(LOG_INFO, "SetGamepadMappings not implemented in rcore_web.c");
+
+ return 0;
+}
+
+// Get mouse position X
+int GetMouseX(void)
+{
+ return (int)((CORE.Input.Mouse.currentPosition.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x);
+}
+
+// Get mouse position Y
+int GetMouseY(void)
+{
+ return (int)((CORE.Input.Mouse.currentPosition.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y);
+}
+
+// Get mouse position XY
+Vector2 GetMousePosition(void)
+{
+ Vector2 position = { 0 };
+
+ // TODO: Review touch position
+
+ // NOTE: On PLATFORM_WEB, even on canvas scaling, mouse position is proportionally returned
+ position.x = (CORE.Input.Mouse.currentPosition.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x;
+ position.y = (CORE.Input.Mouse.currentPosition.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y;
+
+ return position;
+}
+
+// Set mouse position XY
+void SetMousePosition(int x, int y)
+{
+ CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
+ CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
+
+ // NOTE: emscripten not implemented
+ glfwSetCursorPos(CORE.Window.handle, CORE.Input.Mouse.currentPosition.x, CORE.Input.Mouse.currentPosition.y);
+}
+
+// Get mouse wheel movement Y
+float GetMouseWheelMove(void)
+{
+ float result = 0.0f;
+
+ if (fabsf(CORE.Input.Mouse.currentWheelMove.x) > fabsf(CORE.Input.Mouse.currentWheelMove.y)) result = (float)CORE.Input.Mouse.currentWheelMove.x;
+ else result = (float)CORE.Input.Mouse.currentWheelMove.y;
+
+ return result;
+}
+
+// Set mouse cursor
+void SetMouseCursor(int cursor)
+{
+ TRACELOG(LOG_INFO, "SetMouseCursor not implemented in rcore_web.c");
+}
+
+// Get touch position X for touch point 0 (relative to screen size)
+int GetTouchX(void)
+{
+ return (int)CORE.Input.Touch.position[0].x;
+}
+
+// Get touch position Y for touch point 0 (relative to screen size)
+int GetTouchY(void)
+{
+ return (int)CORE.Input.Touch.position[0].y;
+}
+
+// Get touch position XY for a touch point index (relative to screen size)
+// TODO: Touch position should be scaled depending on display size and render size
+Vector2 GetTouchPosition(int index)
+{
+ Vector2 position = { -1.0f, -1.0f };
+
+ if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index];
+ else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
+
+ return position;
+}
+
+// Swap back buffer with front buffer (screen drawing)
+void SwapScreenBuffer(void)
+{
+ glfwSwapBuffers(CORE.Window.handle);
+}
+
+// Register all input events
+void PollInputEvents(void)
+{
+#if defined(SUPPORT_GESTURES_SYSTEM)
+ // NOTE: Gestures update must be called every frame to reset gestures correctly
+ // because ProcessGestureEvent() is just called on an event, not every frame
+ UpdateGestures();
+#endif
+
+ // Reset keys/chars pressed registered
+ CORE.Input.Keyboard.keyPressedQueueCount = 0;
+ CORE.Input.Keyboard.charPressedQueueCount = 0;
+ // Reset key repeats
+ for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
+
+ // Reset last gamepad button/axis registered state
+ CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
+ CORE.Input.Gamepad.axisCount = 0;
+ // Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
+
+ // Register previous keys states
+ for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
+ {
+ CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
+ CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
+ }
+
+ // Register previous mouse states
+ for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
+
+ // Register previous mouse wheel state
+ CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
+ CORE.Input.Mouse.currentWheelMove = (Vector2){ 0.0f, 0.0f };
+
+ // Register previous mouse position
+ CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
+
+ // Register previous touch states
+ for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
+
+ // Reset touch positions
+ // TODO: It resets on PLATFORM_WEB the mouse position and not filled again until a move-event,
+ // so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed!
+ //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
+
+ CORE.Window.resizedLastFrame = false;
+
+ // Gamepad support using emscripten API
+ // NOTE: GLFW3 joystick functionality not available in web
+
+ // Get number of gamepads connected
+ int numGamepads = 0;
+ if (emscripten_sample_gamepad_data() == EMSCRIPTEN_RESULT_SUCCESS) numGamepads = emscripten_get_num_gamepads();
+
+ for (int i = 0; (i < numGamepads) && (i < MAX_GAMEPADS); i++)
+ {
+ // Register previous gamepad button states
+ for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
+
+ EmscriptenGamepadEvent gamepadState;
+
+ int result = emscripten_get_gamepad_status(i, &gamepadState);
+
+ if (result == EMSCRIPTEN_RESULT_SUCCESS)
+ {
+ // Register buttons data for every connected gamepad
+ for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++)
+ {
+ GamepadButton button = -1;
+
+ // Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface
+ switch (j)
+ {
+ case 0: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
+ case 1: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
+ case 2: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
+ case 3: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
+ case 4: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
+ case 5: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
+ case 6: button = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
+ case 7: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
+ case 8: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
+ case 9: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
+ case 10: button = GAMEPAD_BUTTON_LEFT_THUMB; break;
+ case 11: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
+ case 12: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
+ case 13: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
+ case 14: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
+ case 15: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
+ default: break;
+ }
+
+ if (button != -1) // Check for valid button
+ {
+ if (gamepadState.digitalButton[j] == 1)
+ {
+ CORE.Input.Gamepad.currentButtonState[i][button] = 1;
+ CORE.Input.Gamepad.lastButtonPressed = button;
+ }
+ else CORE.Input.Gamepad.currentButtonState[i][button] = 0;
+ }
+
+ //TRACELOGD("INPUT: Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
+ }
+
+ // Register axis data for every connected gamepad
+ for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
+ {
+ CORE.Input.Gamepad.axisState[i][j] = gamepadState.axis[j];
+ }
+
+ CORE.Input.Gamepad.axisCount = gamepadState.numAxes;
+ }
+ }
+}
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Definition
+//----------------------------------------------------------------------------------
+
+// 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
+// NOTE: returns false in case graphic device could not be created
+static bool InitGraphicsDevice(int width, int height)
+{
+ CORE.Window.screen.width = width; // User desired width
+ CORE.Window.screen.height = height; // User desired height
+ CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default
+
+ // 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)
+
+ 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 (!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
+ // e.g.: GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_SCALE_TO_MONITOR, GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_MOUSE_PASSTHROUGH
+
+ 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
+ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Forward Compatibility Hint: Only 3.3 and above!
+ // 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);
+ glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
+ }
+ 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);
+ glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
+ }
+
+ // 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;
+
+ 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
+ {
+ // 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;
+ }
+
+ // WARNING: glfwCreateWindow() title doesn't work with emscripten
+ emscripten_set_window_title((CORE.Window.title != 0)? CORE.Window.title : " ");
+
+ // Set window callback events
+ glfwSetWindowSizeCallback(CORE.Window.handle, WindowSizeCallback); // NOTE: Resizing not allowed by default!
+ 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);
+
+ // 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.
+
+ int fbWidth = CORE.Window.screen.width;
+ int fbHeight = CORE.Window.screen.height;
+
+ 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);
+
+ // Load OpenGL extensions
+ // NOTE: GL procedures address loader is required to load extensions
+ rlLoadExtensions(glfwGetProcAddress);
+
+ // Initialize OpenGL context (states and resources)
+ // NOTE: CORE.Window.currentFbo.width and CORE.Window.currentFbo.height not used, just stored as globals in rlgl
+ rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
+
+ // Setup default viewport
+ // NOTE: It updated CORE.Window.render.width and CORE.Window.render.height
+ SetupViewport(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
+
+ if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
+
+ return true;
+}
+
+// GLFW3 Error Callback, runs on GLFW3 error
+static void ErrorCallback(int error, const char *description)
+{
+ TRACELOG(LOG_WARNING, "GLFW: Error: %i Description: %s", error, description);
+}
+
+// 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 Window Maximize Callback, runs when window is maximized
+static void WindowMaximizeCallback(GLFWwindow *window, int maximized)
+{
+
+}
+
+// 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 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]);
+ }
+ }
+}
+
+
+// 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)
+ // 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)
+ // 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;
+}
+
+
+// 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
+}
+
+// EOF