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1387 regels
48 KiB

/**********************************************************************************************
*
* rcore_desktop_rgfw - Functions to manage window, graphics device and inputs
*
* PLATFORM: RGFW
* - Windows (Win32, Win64)
* - Linux (X11/Wayland desktop mode)
* - MacOS (Cocoa)
*
* LIMITATIONS:
* - TODO
*
* POSSIBLE IMPROVEMENTS:
* - TODO
*
* ADDITIONAL NOTES:
* - TRACELOG() function is located in raylib [utils] module
*
* CONFIGURATION:
* #define RCORE_PLATFORM_RGFW
* Custom flag for rcore on target platform RGFW
*
* DEPENDENCIES:
* - RGFW.h (main library): Windowing and inputs management
* - gestures: Gestures system for touch-ready devices (or simulated from mouse inputs)
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5), Colleague Riley 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.
*
**********************************************************************************************/
#if defined(GRAPHICS_API_OPENGL_ES2)
#define RGFW_OPENGL_ES2
#endif
void ShowCursor(void);
void CloseWindow(void);
#if defined(__linux__)
#define _INPUT_EVENT_CODES_H
#endif
#if defined(__unix__) || defined(__linux__)
#define _XTYPEDEF_FONT
#endif
#define RGFW_IMPLEMENTATION
#if defined(_WIN32) || defined(_WIN64)
#define WIN32_LEAN_AND_MEAN
#define Rectangle rectangle_win32
#define CloseWindow CloseWindow_win32
#define ShowCursor __imp_ShowCursor
#define _APISETSTRING_
#undef MAX_PATH
__declspec(dllimport) int __stdcall MultiByteToWideChar(unsigned int CodePage, unsigned long dwFlags, const char *lpMultiByteStr, int cbMultiByte, wchar_t *lpWideCharStr, int cchWideChar);
#endif
#if defined(__APPLE__)
#define Point NSPOINT
#define Size NSSIZE
#endif
#include "../external/RGFW.h"
#if defined(_WIN32) || defined(_WIN64)
#undef DrawText
#undef ShowCursor
#undef CloseWindow
#undef Rectangle
#undef MAX_PATH
#define MAX_PATH 1025
#endif
#if defined(__APPLE__)
#undef Point
#undef Size
#endif
#include <stdbool.h>
#include <string.h> // Required for: strcmp()
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct {
RGFW_window *window; // Native display device (physical screen connection)
} PlatformData;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
extern CoreData CORE; // Global CORE state context
static PlatformData platform = { NULL }; // Platform specific
static bool RGFW_disableCursor = false;
static const unsigned short keyMappingRGFW[] = {
[RGFW_KEY_NULL] = KEY_NULL,
[RGFW_Quote] = KEY_APOSTROPHE,
[RGFW_Comma] = KEY_COMMA,
[RGFW_Minus] = KEY_MINUS,
[RGFW_Period] = KEY_PERIOD,
[RGFW_Slash] = KEY_SLASH,
[RGFW_Escape] = KEY_ESCAPE,
[RGFW_F1] = KEY_F1,
[RGFW_F2] = KEY_F2,
[RGFW_F3] = KEY_F3,
[RGFW_F4] = KEY_F4,
[RGFW_F5] = KEY_F5,
[RGFW_F6] = KEY_F6,
[RGFW_F7] = KEY_F7,
[RGFW_F8] = KEY_F8,
[RGFW_F9] = KEY_F9,
[RGFW_F10] = KEY_F10,
[RGFW_F11] = KEY_F11,
[RGFW_F12] = KEY_F12,
[RGFW_Backtick] = KEY_GRAVE,
[RGFW_0] = KEY_ZERO,
[RGFW_1] = KEY_ONE,
[RGFW_2] = KEY_TWO,
[RGFW_3] = KEY_THREE,
[RGFW_4] = KEY_FOUR,
[RGFW_5] = KEY_FIVE,
[RGFW_6] = KEY_SIX,
[RGFW_7] = KEY_SEVEN,
[RGFW_8] = KEY_EIGHT,
[RGFW_9] = KEY_NINE,
[RGFW_Equals] = KEY_EQUAL,
[RGFW_BackSpace] = KEY_BACKSPACE,
[RGFW_Tab] = KEY_TAB,
[RGFW_CapsLock] = KEY_CAPS_LOCK,
[RGFW_ShiftL] = KEY_LEFT_SHIFT,
[RGFW_ControlL] = KEY_LEFT_CONTROL,
[RGFW_AltL] = KEY_LEFT_ALT,
[RGFW_SuperL] = KEY_LEFT_SUPER,
#ifndef RGFW_MACOS
[RGFW_ShiftR] = KEY_RIGHT_SHIFT,
[RGFW_AltR] = KEY_RIGHT_ALT,
#endif
[RGFW_Space] = KEY_SPACE,
[RGFW_a] = KEY_A,
[RGFW_b] = KEY_B,
[RGFW_c] = KEY_C,
[RGFW_d] = KEY_D,
[RGFW_e] = KEY_E,
[RGFW_f] = KEY_F,
[RGFW_g] = KEY_G,
[RGFW_h] = KEY_H,
[RGFW_i] = KEY_I,
[RGFW_j] = KEY_J,
[RGFW_k] = KEY_K,
[RGFW_l] = KEY_L,
[RGFW_m] = KEY_M,
[RGFW_n] = KEY_N,
[RGFW_o] = KEY_O,
[RGFW_p] = KEY_P,
[RGFW_q] = KEY_Q,
[RGFW_r] = KEY_R,
[RGFW_s] = KEY_S,
[RGFW_t] = KEY_T,
[RGFW_u] = KEY_U,
[RGFW_v] = KEY_V,
[RGFW_w] = KEY_W,
[RGFW_x] = KEY_X,
[RGFW_y] = KEY_Y,
[RGFW_z] = KEY_Z,
[RGFW_Bracket] = KEY_LEFT_BRACKET,
[RGFW_BackSlash] = KEY_BACKSLASH,
[RGFW_CloseBracket] = KEY_RIGHT_BRACKET,
[RGFW_Semicolon] = KEY_SEMICOLON,
[RGFW_Insert] = KEY_INSERT,
[RGFW_Home] = KEY_HOME,
[RGFW_PageUp] = KEY_PAGE_UP,
[RGFW_Delete] = KEY_DELETE,
[RGFW_End] = KEY_END,
[RGFW_PageDown] = KEY_PAGE_DOWN,
[RGFW_Right] = KEY_RIGHT,
[RGFW_Left] = KEY_LEFT,
[RGFW_Down] = KEY_DOWN,
[RGFW_Up] = KEY_UP,
[RGFW_Numlock] = KEY_NUM_LOCK,
[RGFW_KP_Slash] = KEY_KP_DIVIDE,
[RGFW_Multiply] = KEY_KP_MULTIPLY,
[RGFW_KP_Minus] = KEY_KP_SUBTRACT,
[RGFW_KP_Return] = KEY_KP_ENTER,
[RGFW_KP_1] = KEY_KP_1,
[RGFW_KP_2] = KEY_KP_2,
[RGFW_KP_3] = KEY_KP_3,
[RGFW_KP_4] = KEY_KP_4,
[RGFW_KP_5] = KEY_KP_5,
[RGFW_KP_6] = KEY_KP_6,
[RGFW_KP_7] = KEY_KP_7,
[RGFW_KP_8] = KEY_KP_8,
[RGFW_KP_9] = KEY_KP_9,
[RGFW_KP_0] = KEY_KP_0,
[RGFW_KP_Period] = KEY_KP_DECIMAL
};
//----------------------------------------------------------------------------------
// Module Internal Functions Declaration
//----------------------------------------------------------------------------------
int InitPlatform(void); // Initialize platform (graphics, inputs and more)
bool InitGraphicsDevice(void); // Initialize graphics device
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
// NOTE: Functions declaration is provided by raylib.h
//----------------------------------------------------------------------------------
// Module Functions Definition: Window and Graphics Device
//----------------------------------------------------------------------------------
// Check if application should close
bool WindowShouldClose(void)
{
if (CORE.Window.shouldClose == false)
CORE.Window.shouldClose = RGFW_window_shouldClose(platform.window);
if (CORE.Window.ready) return CORE.Window.shouldClose;
else return true;
}
// Toggle fullscreen mode
void ToggleFullscreen(void)
{
RGFW_window_maximize(platform.window);
ToggleBorderlessWindowed();
}
// Toggle borderless windowed mode
void ToggleBorderlessWindowed(void)
{
if (platform.window != NULL)
{
RGFW_window_setBorder(platform.window, CORE.Window.flags & FLAG_WINDOW_UNDECORATED);
}
}
// Set window state: maximized, if resizable
void MaximizeWindow(void)
{
RGFW_window_maximize(platform.window);
}
// Set window state: minimized
void MinimizeWindow(void)
{
RGFW_window_minimize(platform.window);
}
// Set window state: not minimized/maximized
void RestoreWindow(void)
{
RGFW_window_restore(platform.window);
}
// Set window configuration state using flags
void SetWindowState(unsigned int flags)
{
CORE.Window.flags |= flags;
if (flags & FLAG_VSYNC_HINT)
{
RGFW_window_swapInterval(platform.window, 1);
}
if (flags & FLAG_FULLSCREEN_MODE)
{
RGFW_window_maximize(platform.window);
ToggleBorderlessWindowed();
}
if (flags & FLAG_WINDOW_RESIZABLE)
{
RGFW_window_setMaxSize(platform.window, RGFW_AREA(platform.window->r.w, platform.window->r.h));
RGFW_window_setMinSize(platform.window, RGFW_AREA(platform.window->r.w, platform.window->r.h));
}
if (flags & FLAG_WINDOW_UNDECORATED)
{
ToggleBorderlessWindowed();
}
if (flags & FLAG_WINDOW_HIDDEN)
{
RGFW_window_hide(platform.window);
}
if (flags & FLAG_WINDOW_MINIMIZED)
{
RGFW_window_minimize(platform.window);
}
if (flags & FLAG_WINDOW_MAXIMIZED)
{
RGFW_window_maximize(platform.window);
}
if (flags & FLAG_WINDOW_UNFOCUSED)
{
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_UNFOCUSED is not supported on PLATFORM_DESKTOP_RGFW");
}
if (flags & FLAG_WINDOW_TOPMOST)
{
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_TOPMOST is not supported on PLATFORM_DESKTOP_RGFW");
}
if (flags & FLAG_WINDOW_ALWAYS_RUN)
{
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_ALWAYS_RUN is not supported on PLATFORM_DESKTOP_RGFW");
}
if (flags & FLAG_WINDOW_TRANSPARENT)
{
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_TRANSPARENT post window creation post window creation is not supported on PLATFORM_DESKTOP_RGFW");
}
if (flags & FLAG_WINDOW_HIGHDPI)
{
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_HIGHDPI is not supported on PLATFORM_DESKTOP_RGFW");
}
if (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH)
{
RGFW_window_setMousePassthrough(platform.window, flags & FLAG_WINDOW_MOUSE_PASSTHROUGH);
}
if (flags & FLAG_BORDERLESS_WINDOWED_MODE)
{
ToggleBorderlessWindowed();
}
if (flags & FLAG_MSAA_4X_HINT)
{
RGFW_setGLSamples(4);
}
if (flags & FLAG_INTERLACED_HINT)
{
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_INTERLACED_HINT is not supported on PLATFORM_DESKTOP_RGFW");
}
}
// Clear window configuration state flags
void ClearWindowState(unsigned int flags)
{
CORE.Window.flags &= ~flags;
if (flags & FLAG_VSYNC_HINT)
{
RGFW_window_swapInterval(platform.window, 0);
}
if (flags & FLAG_FULLSCREEN_MODE)
{
ToggleBorderlessWindowed();
RGFW_window_restore(platform.window);
CORE.Window.fullscreen = false;
}
if (flags & FLAG_WINDOW_RESIZABLE)
{
RGFW_window_setMaxSize(platform.window, RGFW_AREA(0, 0));
RGFW_window_setMinSize(platform.window, RGFW_AREA(0, 0));
}
if (flags & FLAG_WINDOW_UNDECORATED)
{
ToggleBorderlessWindowed();
}
if (flags & FLAG_WINDOW_HIDDEN)
{
RGFW_window_show(platform.window);
}
if (flags & FLAG_WINDOW_MINIMIZED)
{
RGFW_window_restore(platform.window);
}
if (flags & FLAG_WINDOW_MAXIMIZED)
{
RGFW_window_restore(platform.window);
}
if (flags & FLAG_WINDOW_UNFOCUSED)
{
TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_UNFOCUSED is not supported on PLATFORM_DESKTOP_RGFW");
}
if (flags & FLAG_WINDOW_TOPMOST)
{
TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_TOPMOST is not supported on PLATFORM_DESKTOP_RGFW");
}
if (flags & FLAG_WINDOW_ALWAYS_RUN)
{
TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_ALWAYS_RUN is not supported on PLATFORM_DESKTOP_RGFW");
}
if (flags & FLAG_WINDOW_TRANSPARENT)
{
TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_TRANSPARENT is not supported on PLATFORM_DESKTOP_RGFW");
}
if (flags & FLAG_WINDOW_HIGHDPI)
{
// NOTE: There also doesn't seem to be a feature to disable high DPI once enabled
TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_HIGHDPI is not supported on PLATFORM_DESKTOP_RGFW");
}
if (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH)
{
RGFW_window_setMousePassthrough(platform.window, flags & FLAG_WINDOW_MOUSE_PASSTHROUGH);
TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_MOUSE_PASSTHROUGH is not supported on PLATFORM_DESKTOP_RGFW");
}
if (flags & FLAG_BORDERLESS_WINDOWED_MODE)
{
ToggleFullscreen();
}
if (flags & FLAG_MSAA_4X_HINT)
{
RGFW_setGLSamples(0);
}
if (flags & FLAG_INTERLACED_HINT)
{
TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_INTERLACED_HINT is not supported on PLATFORM_DESKTOP_RGFW");
}
}
// Set icon for window
void SetWindowIcon(Image image)
{
i32 channels = 4;
switch (image.format)
{
case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE:
case PIXELFORMAT_UNCOMPRESSED_R16: // 16 bpp (1 channel - half float)
case PIXELFORMAT_UNCOMPRESSED_R32: // 32 bpp (1 channel - float)
{
channels = 1;
} break;
case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: // 8*2 bpp (2 channels)
case PIXELFORMAT_UNCOMPRESSED_R5G6B5: // 16 bpp
case PIXELFORMAT_UNCOMPRESSED_R8G8B8: // 24 bpp
case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: // 16 bpp (1 bit alpha)
case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: // 16 bpp (4 bit alpha)
case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: // 32 bpp
{
channels = 2;
} break;
case PIXELFORMAT_UNCOMPRESSED_R32G32B32: // 32*3 bpp (3 channels - float)
case PIXELFORMAT_UNCOMPRESSED_R16G16B16: // 16*3 bpp (3 channels - half float)
case PIXELFORMAT_COMPRESSED_DXT1_RGB: // 4 bpp (no alpha)
case PIXELFORMAT_COMPRESSED_ETC1_RGB: // 4 bpp
case PIXELFORMAT_COMPRESSED_ETC2_RGB: // 4 bpp
case PIXELFORMAT_COMPRESSED_PVRT_RGB: // 4 bpp
{
channels = 3;
} break;
case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: // 32*4 bpp (4 channels - float)
case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: // 16*4 bpp (4 channels - half float)
case PIXELFORMAT_COMPRESSED_DXT1_RGBA: // 4 bpp (1 bit alpha)
case PIXELFORMAT_COMPRESSED_DXT3_RGBA: // 8 bpp
case PIXELFORMAT_COMPRESSED_DXT5_RGBA: // 8 bpp
case PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: // 8 bpp
case PIXELFORMAT_COMPRESSED_PVRT_RGBA: // 4 bpp
case PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: // 8 bpp
case PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: // 2 bpp
{
channels = 4;
} break;
default: break;
}
RGFW_window_setIcon(platform.window, image.data, RGFW_AREA(image.width, image.height), channels);
}
// Set icon for window
void SetWindowIcons(Image *images, int count)
{
TRACELOG(LOG_WARNING, "SetWindowIcons() not available on target platform");
}
// Set title for window
void SetWindowTitle(const char *title)
{
RGFW_window_setName(platform.window, (char*)title);
CORE.Window.title = title;
}
// Set window position on screen (windowed mode)
void SetWindowPosition(int x, int y)
{
RGFW_window_move(platform.window, RGFW_POINT(x, y));
}
// Set monitor for the current window
void SetWindowMonitor(int monitor)
{
RGFW_window_moveToMonitor(platform.window, RGFW_getMonitors()[monitor]);
}
// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
void SetWindowMinSize(int width, int height)
{
RGFW_window_setMinSize(platform.window, RGFW_AREA(width, height));
CORE.Window.screenMin.width = width;
CORE.Window.screenMin.height = height;
}
// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
void SetWindowMaxSize(int width, int height)
{
RGFW_window_setMaxSize(platform.window, RGFW_AREA(width, height));
CORE.Window.screenMax.width = width;
CORE.Window.screenMax.height = height;
}
// Set window dimensions
void SetWindowSize(int width, int height)
{
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
RGFW_window_resize(platform.window, RGFW_AREA(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 target platform");
}
// Set window focused
void SetWindowFocused(void)
{
RGFW_window_show(platform.window);
}
// Get native window handle
void *GetWindowHandle(void)
{
#ifdef RGFW_WEBASM
return (void*)platform.window->src.ctx;
#else
return (void*)platform.window->src.window;
#endif
}
// Get number of monitors
int GetMonitorCount(void)
{
#define MAX_MONITORS_SUPPORTED 6
int count = MAX_MONITORS_SUPPORTED;
RGFW_monitor *mons = RGFW_getMonitors();
for (int i = 0; i < 6; i++)
{
if (!mons[i].rect.x && !mons[i].rect.y && !mons[i].rect.w && mons[i].rect.h)
{
count = i;
break;
}
}
return count;
}
// Get number of monitors
int GetCurrentMonitor(void)
{
RGFW_monitor *mons = RGFW_getMonitors();
RGFW_monitor mon = RGFW_window_getMonitor(platform.window);
for (int i = 0; i < 6; i++)
{
if ((mons[i].rect.x == mon.rect.x) && (mons[i].rect.y == mon.rect.y)) return i;
}
return 0;
}
// Get selected monitor position
Vector2 GetMonitorPosition(int monitor)
{
RGFW_monitor *mons = RGFW_getMonitors();
return (Vector2){mons[monitor].rect.x, mons[monitor].rect.y};
}
// Get selected monitor width (currently used by monitor)
int GetMonitorWidth(int monitor)
{
RGFW_monitor *mons = RGFW_getMonitors();
return mons[monitor].rect.w;
}
// Get selected monitor height (currently used by monitor)
int GetMonitorHeight(int monitor)
{
RGFW_monitor *mons = RGFW_getMonitors();
return mons[monitor].rect.h;
}
// Get selected monitor physical width in millimetres
int GetMonitorPhysicalWidth(int monitor)
{
RGFW_monitor* mons = RGFW_getMonitors();
return mons[monitor].physW;
}
// Get selected monitor physical height in millimetres
int GetMonitorPhysicalHeight(int monitor)
{
RGFW_monitor *mons = RGFW_getMonitors();
return mons[monitor].physH;
}
// Get selected monitor refresh rate
int GetMonitorRefreshRate(int monitor)
{
TRACELOG(LOG_WARNING, "GetMonitorRefreshRate() not implemented on target platform");
return 0;
}
// Get the human-readable, UTF-8 encoded name of the selected monitor
const char *GetMonitorName(int monitor)
{
RGFW_monitor *mons = RGFW_getMonitors();
return mons[monitor].name;
}
// Get window position XY on monitor
Vector2 GetWindowPosition(void)
{
return (Vector2){ platform.window->r.x, platform.window->r.y };
}
// Get window scale DPI factor for current monitor
Vector2 GetWindowScaleDPI(void)
{
RGFW_monitor monitor = RGFW_window_getMonitor(platform.window);
return (Vector2){monitor.scaleX, monitor.scaleX};
}
// Set clipboard text content
void SetClipboardText(const char *text)
{
RGFW_writeClipboard(text, strlen(text));
}
// Get clipboard text content
// NOTE: returned string is allocated and freed by GLFW
const char *GetClipboardText(void)
{
return RGFW_readClipboard(NULL);
}
#if defined(SUPPORT_CLIPBOARD_IMAGE)
#ifdef _WIN32
# define WIN32_CLIPBOARD_IMPLEMENTATION
# define WINUSER_ALREADY_INCLUDED
# define WINBASE_ALREADY_INCLUDED
# define WINGDI_ALREADY_INCLUDED
# include "../external/win32_clipboard.h"
#endif
// Get clipboard image
Image GetClipboardImage(void)
{
Image image = {0};
unsigned long long int dataSize = 0;
void* fileData = NULL;
#ifdef _WIN32
int width, height;
fileData = (void*)Win32GetClipboardImageData(&width, &height, &dataSize);
#else
TRACELOG(LOG_WARNING, "Clipboard image: PLATFORM_DESKTOP_RGFW doesn't implement `GetClipboardImage` for this OS");
#endif
if (fileData == NULL)
{
TRACELOG(LOG_WARNING, "Clipboard image: Couldn't get clipboard data.");
}
else
{
image = LoadImageFromMemory(".bmp", fileData, dataSize);
}
return image;
}
#endif // SUPPORT_CLIPBOARD_IMAGE
// Show mouse cursor
void ShowCursor(void)
{
RGFW_window_showMouse(platform.window, true);
CORE.Input.Mouse.cursorHidden = false;
}
// Hides mouse cursor
void HideCursor(void)
{
RGFW_window_showMouse(platform.window, false);
CORE.Input.Mouse.cursorHidden = true;
}
// Enables cursor (unlock cursor)
void EnableCursor(void)
{
RGFW_disableCursor = false;
RGFW_window_mouseUnhold(platform.window);
// Set cursor position in the middle
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
RGFW_window_showMouse(platform.window, true);
CORE.Input.Mouse.cursorHidden = false;
}
// Disables cursor (lock cursor)
void DisableCursor(void)
{
RGFW_disableCursor = true;
RGFW_window_mouseHold(platform.window, RGFW_AREA(0, 0));
HideCursor();
}
// Swap back buffer with front buffer (screen drawing)
void SwapScreenBuffer(void)
{
RGFW_window_swapBuffers(platform.window);
}
//----------------------------------------------------------------------------------
// Module Functions Definition: Misc
//----------------------------------------------------------------------------------
// Get elapsed time measure in seconds since InitTimer()
double GetTime(void)
{
double time = 0.0;
unsigned long long int nanoSeconds = RGFW_getTimeNS();
time = (double)(nanoSeconds - CORE.Time.base)*1e-9; // Elapsed time since InitTimer()
return time;
}
// 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 target platform
if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
else
{
// TODO: Open URL implementation
}
}
//----------------------------------------------------------------------------------
// Module Functions Definition: Inputs
//----------------------------------------------------------------------------------
// Set internal gamepad mappings
int SetGamepadMappings(const char *mappings)
{
TRACELOG(LOG_WARNING, "SetGamepadMappings() not implemented on target platform");
return 0;
}
// Set mouse position XY
void SetMousePosition(int x, int y)
{
RGFW_window_moveMouse(platform.window, RGFW_POINT(x, y));
CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
}
// Set mouse cursor
void SetMouseCursor(int cursor)
{
RGFW_window_setMouseStandard(platform.window, cursor);
}
// Get physical key name.
const char *GetKeyName(int key)
{
TRACELOG(LOG_WARNING, "GetKeyName() not implemented on target platform");
return "";
}
static KeyboardKey ConvertScancodeToKey(u32 keycode);
// TODO: Review function to avoid duplicate with RSGL
char RSGL_keystrToChar(const char *str)
{
if (str[1] == 0) return str[0];
static const char *map[] = {
"asciitilde", "`",
"grave", "~",
"exclam", "!",
"at", "@",
"numbersign", "#",
"dollar", "$",
"percent", "%%",
"asciicircum", "^",
"ampersand", "&",
"asterisk", "*",
"parenleft", "(",
"parenright", ")",
"underscore", "_",
"minus", "-",
"plus", "+",
"equal", "=",
"braceleft", "{",
"bracketleft", "[",
"bracketright", "]",
"braceright", "}",
"colon", ":",
"semicolon", ";",
"quotedbl", "\"",
"apostrophe", "'",
"bar", "|",
"backslash", "\'",
"less", "<",
"comma", ",",
"greater", ">",
"period", ".",
"question", "?",
"slash", "/",
"space", " ",
"Return", "\n",
"Enter", "\n",
"enter", "\n",
};
for (unsigned char i = 0; i < (sizeof(map)/sizeof(char *)); i += 2)
{
if (strcmp(map[i], str) == 0) return *map[i + 1];
}
return '\0';
}
// 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 mouse wheel
CORE.Input.Mouse.currentWheelMove.x = 0;
CORE.Input.Mouse.currentWheelMove.y = 0;
// Register previous mouse position
// Reset last gamepad button/axis registered state
for (int i = 0; (i < 4) && (i < MAX_GAMEPADS); i++)
{
// Check if gamepad is available
if (CORE.Input.Gamepad.ready[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];
}
}
}
// Register previous touch states
for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
// Map touch position to mouse position for convenience
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
int touchAction = -1; // 0-TOUCH_ACTION_UP, 1-TOUCH_ACTION_DOWN, 2-TOUCH_ACTION_MOVE
bool realTouch = false; // Flag to differentiate real touch gestures from mouse ones
// Register previous keys states
// NOTE: Android supports up to 260 keys
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];
// Poll input events for current platform
//-----------------------------------------------------------------------------
CORE.Window.resizedLastFrame = false;
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
#define RGFW_HOLD_MOUSE (1L<<2)
if (platform.window->_winArgs & RGFW_HOLD_MOUSE)
{
CORE.Input.Mouse.previousPosition = (Vector2){ 0.0f, 0.0f };
CORE.Input.Mouse.currentPosition = (Vector2){ 0.0f, 0.0f };
}
else
{
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
}
while (RGFW_window_checkEvent(platform.window))
{
if ((platform.window->event.type >= RGFW_jsButtonPressed) && (platform.window->event.type <= RGFW_jsAxisMove))
{
if (!CORE.Input.Gamepad.ready[platform.window->event.joystick])
{
CORE.Input.Gamepad.ready[platform.window->event.joystick] = true;
CORE.Input.Gamepad.axisCount[platform.window->event.joystick] = platform.window->event.axisesCount;
CORE.Input.Gamepad.name[platform.window->event.joystick][0] = '\0';
CORE.Input.Gamepad.axisState[platform.window->event.joystick][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
CORE.Input.Gamepad.axisState[platform.window->event.joystick][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
}
}
RGFW_Event *event = &platform.window->event;
// All input events can be processed after polling
switch (event->type)
{
case RGFW_quit: CORE.Window.shouldClose = true; break;
case RGFW_dnd: // Dropped file
{
for (int i = 0; i < event->droppedFilesCount; i++)
{
if (CORE.Window.dropFileCount == 0)
{
// When a new file is dropped, we reserve a fixed number of slots for all possible dropped files
// at the moment we limit the number of drops at once to 1024 files but this behaviour should probably be reviewed
// TODO: Pointers should probably be reallocated for any new file added...
CORE.Window.dropFilepaths = (char **)RL_CALLOC(1024, sizeof(char *));
CORE.Window.dropFilepaths[CORE.Window.dropFileCount] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event->droppedFiles[i]);
CORE.Window.dropFileCount++;
}
else if (CORE.Window.dropFileCount < 1024)
{
CORE.Window.dropFilepaths[CORE.Window.dropFileCount] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event->droppedFiles[i]);
CORE.Window.dropFileCount++;
}
else TRACELOG(LOG_WARNING, "FILE: Maximum drag and drop files at once is limited to 1024 files!");
}
} break;
// Window events are also polled (Minimized, maximized, close...)
case RGFW_windowResized:
{
SetupViewport(platform.window->r.w, platform.window->r.h);
CORE.Window.screen.width = platform.window->r.w;
CORE.Window.screen.height = platform.window->r.h;
CORE.Window.currentFbo.width = platform.window->r.w;
CORE.Window.currentFbo.height = platform.window->r.h;
CORE.Window.resizedLastFrame = true;
} break;
case RGFW_windowMoved:
{
CORE.Window.position.x = platform.window->r.x;
CORE.Window.position.y = platform.window->r.x;
} break;
// Keyboard events
case RGFW_keyPressed:
{
KeyboardKey key = ConvertScancodeToKey(event->keyCode);
if (key != KEY_NULL)
{
// If key was up, add it to the key pressed queue
if ((CORE.Input.Keyboard.currentKeyState[key] == 0) && (CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE))
{
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
CORE.Input.Keyboard.keyPressedQueueCount++;
}
CORE.Input.Keyboard.currentKeyState[key] = 1;
}
// TODO: Put exitKey verification outside the switch?
if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey])
{
CORE.Window.shouldClose = true;
}
// NOTE: event.text.text data comes an UTF-8 text sequence but we register codepoints (int)
// Check if there is space available in the queue
if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
{
// Add character (codepoint) to the queue
CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = RSGL_keystrToChar(event->keyName);
CORE.Input.Keyboard.charPressedQueueCount++;
}
} break;
case RGFW_keyReleased:
{
KeyboardKey key = ConvertScancodeToKey(event->keyCode);
if (key != KEY_NULL) CORE.Input.Keyboard.currentKeyState[key] = 0;
} break;
// Check mouse events
case RGFW_mouseButtonPressed:
{
if ((event->button == RGFW_mouseScrollUp) || (event->button == RGFW_mouseScrollDown))
{
CORE.Input.Mouse.currentWheelMove.y = event->scroll;
break;
}
int btn = event->button;
if (btn == RGFW_mouseLeft) btn = 1;
else if (btn == RGFW_mouseRight) btn = 2;
else if (btn == RGFW_mouseMiddle) btn = 3;
CORE.Input.Mouse.currentButtonState[btn - 1] = 1;
CORE.Input.Touch.currentTouchState[btn - 1] = 1;
touchAction = 1;
} break;
case RGFW_mouseButtonReleased:
{
if ((event->button == RGFW_mouseScrollUp) || (event->button == RGFW_mouseScrollDown))
{
CORE.Input.Mouse.currentWheelMove.y = event->scroll;
break;
}
int btn = event->button;
if (btn == RGFW_mouseLeft) btn = 1;
else if (btn == RGFW_mouseRight) btn = 2;
else if (btn == RGFW_mouseMiddle) btn = 3;
CORE.Input.Mouse.currentButtonState[btn - 1] = 0;
CORE.Input.Touch.currentTouchState[btn - 1] = 0;
touchAction = 0;
} break;
case RGFW_mousePosChanged:
{
if (platform.window->_winArgs & RGFW_HOLD_MOUSE)
{
CORE.Input.Mouse.currentPosition.x += (float)event->point.x;
CORE.Input.Mouse.currentPosition.y += (float)event->point.y;
}
else
{
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
CORE.Input.Mouse.currentPosition.x = (float)event->point.x;
CORE.Input.Mouse.currentPosition.y = (float)event->point.y;
}
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
touchAction = 2;
} break;
case RGFW_jsButtonPressed:
{
int button = -1;
switch (event->button)
{
case RGFW_JS_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
case RGFW_JS_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
case RGFW_JS_A: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
case RGFW_JS_X: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
case RGFW_JS_L1: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
case RGFW_JS_R1: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
case RGFW_JS_L2: button = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
case RGFW_JS_R2: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
case RGFW_JS_SELECT: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
case RGFW_JS_HOME: button = GAMEPAD_BUTTON_MIDDLE; break;
case RGFW_JS_START: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
case RGFW_JS_UP: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
case RGFW_JS_RIGHT: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
case RGFW_JS_DOWN: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
case RGFW_JS_LEFT: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
default: break;
}
if (button >= 0)
{
CORE.Input.Gamepad.currentButtonState[event->joystick][button] = 1;
CORE.Input.Gamepad.lastButtonPressed = button;
}
} break;
case RGFW_jsButtonReleased:
{
int button = -1;
switch (event->button)
{
case RGFW_JS_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
case RGFW_JS_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
case RGFW_JS_A: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
case RGFW_JS_X: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
case RGFW_JS_L1: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
case RGFW_JS_R1: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
case RGFW_JS_L2: button = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
case RGFW_JS_R2: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
case RGFW_JS_SELECT: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
case RGFW_JS_HOME: button = GAMEPAD_BUTTON_MIDDLE; break;
case RGFW_JS_START: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
case RGFW_JS_UP: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
case RGFW_JS_RIGHT: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
case RGFW_JS_DOWN: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
case RGFW_JS_LEFT: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
default: break;
}
if (button >= 0)
{
CORE.Input.Gamepad.currentButtonState[event->joystick][button] = 0;
if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
}
} break;
case RGFW_jsAxisMove:
{
int axis = -1;
for (int i = 0; i < event->axisesCount; i++)
{
switch(i)
{
case 0:
{
if (abs(event->axis[i].x) > abs(event->axis[i].y))
{
axis = GAMEPAD_AXIS_LEFT_X;
break;
}
axis = GAMEPAD_AXIS_LEFT_Y;
} break;
case 1:
{
if (abs(event->axis[i].x) > abs(event->axis[i].y))
{
axis = GAMEPAD_AXIS_RIGHT_X;
break;
}
axis = GAMEPAD_AXIS_RIGHT_Y;
} break;
case 2: axis = GAMEPAD_AXIS_LEFT_TRIGGER; break;
case 3: axis = GAMEPAD_AXIS_RIGHT_TRIGGER; break;
default: break;
}
#ifdef __linux__
float value = (event->axis[i].x + event->axis[i].y)/(float)32767;
#else
float value = (event->axis[i].x + -event->axis[i].y)/(float)32767;
#endif
CORE.Input.Gamepad.axisState[event->joystick][axis] = value;
// Register button state for triggers in addition to their axes
if ((axis == GAMEPAD_AXIS_LEFT_TRIGGER) || (axis == GAMEPAD_AXIS_RIGHT_TRIGGER))
{
int button = (axis == GAMEPAD_AXIS_LEFT_TRIGGER)? GAMEPAD_BUTTON_LEFT_TRIGGER_2 : GAMEPAD_BUTTON_RIGHT_TRIGGER_2;
int pressed = (value > 0.1f);
CORE.Input.Gamepad.currentButtonState[event->joystick][button] = pressed;
if (pressed) CORE.Input.Gamepad.lastButtonPressed = button;
else if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
}
}
} break;
default: break;
}
#if defined(SUPPORT_GESTURES_SYSTEM)
if (touchAction > -1)
{
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent = { 0 };
// Register touch actions
gestureEvent.touchAction = touchAction;
// Assign a pointer ID
gestureEvent.pointId[0] = 0;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
if (touchAction == 2 || realTouch) gestureEvent.position[0] = CORE.Input.Touch.position[0];
else 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);
touchAction = -1;
}
#endif
}
//-----------------------------------------------------------------------------
}
//----------------------------------------------------------------------------------
// Module Internal Functions Definition
//----------------------------------------------------------------------------------
// Initialize platform: graphics, inputs and more
int InitPlatform(void)
{
// Initialize RGFW internal global state, only required systems
unsigned int flags = RGFW_CENTER | RGFW_ALLOW_DND;
// Check window creation flags
if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0)
{
CORE.Window.fullscreen = true;
flags |= RGFW_FULLSCREEN;
}
if ((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) flags |= RGFW_NO_BORDER;
if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) == 0) flags |= RGFW_NO_RESIZE;
if ((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) flags |= RGFW_TRANSPARENT_WINDOW;
if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) flags |= RGFW_FULLSCREEN;
// NOTE: Some OpenGL context attributes must be set before window creation
// Check selection OpenGL version
if (rlGetVersion() == RL_OPENGL_21)
{
RGFW_setGLVersion(RGFW_GL_CORE, 2, 1);
}
else if (rlGetVersion() == RL_OPENGL_33)
{
RGFW_setGLVersion(RGFW_GL_CORE, 3, 3);
}
else if (rlGetVersion() == RL_OPENGL_43)
{
RGFW_setGLVersion(RGFW_GL_CORE, 4, 1);
}
if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
{
RGFW_setGLSamples(4);
}
platform.window = RGFW_createWindow(CORE.Window.title, RGFW_RECT(0, 0, CORE.Window.screen.width, CORE.Window.screen.height), flags);
RGFW_area screenSize = RGFW_getScreenSize();
CORE.Window.display.width = screenSize.w;
CORE.Window.display.height = screenSize.h;
/*
I think this is needed by Raylib now ?
If so, rcore_destkop_sdl should be updated too
*/
SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
if (CORE.Window.flags & FLAG_VSYNC_HINT) RGFW_window_swapInterval(platform.window, 1);
RGFW_window_makeCurrent(platform.window);
// Check surface and context activation
if (platform.window != NULL)
{
CORE.Window.ready = true;
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);
}
else
{
TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphics device");
return -1;
}
//----------------------------------------------------------------------------
// If everything work as expected, we can continue
CORE.Window.position.x = platform.window->r.x;
CORE.Window.position.y = platform.window->r.y;
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((void*)RGFW_getProcAddress);
//----------------------------------------------------------------------------
// TODO: Initialize input events system
// It could imply keyboard, mouse, gamepad, touch...
// Depending on the platform libraries/SDK it could use a callback mechanism
// For system events and inputs evens polling on a per-frame basis, use PollInputEvents()
//----------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------
// Initialize timing system
//----------------------------------------------------------------------------
InitTimer();
//----------------------------------------------------------------------------
// Initialize storage system
//----------------------------------------------------------------------------
CORE.Storage.basePath = GetWorkingDirectory();
//----------------------------------------------------------------------------
#ifdef RGFW_X11
for (int i = 0; (i < 4) && (i < MAX_GAMEPADS); i++)
{
RGFW_registerJoystick(platform.window, i);
}
#endif
TRACELOG(LOG_INFO, "PLATFORM: CUSTOM: Initialized successfully");
return 0;
}
// Close platform
void ClosePlatform(void)
{
RGFW_window_close(platform.window);
}
// Keycode mapping
static KeyboardKey ConvertScancodeToKey(u32 keycode)
{
if (keycode > sizeof(keyMappingRGFW)/sizeof(unsigned short)) return 0;
return keyMappingRGFW[keycode];
}