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#include <stdlib.h>
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#include "rcore.h"
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#define GLFW_INCLUDE_ES2 // GLFW3: Enable OpenGL ES 2.0 (translated to WebGL)
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// #define GLFW_INCLUDE_ES3 // GLFW3: Enable OpenGL ES 3.0 (transalted to WebGL2?)
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#include "GLFW/glfw3.h" // GLFW3: Windows, OpenGL context and Input management
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#include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
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#include <emscripten/emscripten.h> // Emscripten functionality for C
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#include <emscripten/html5.h> // Emscripten HTML5 library
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static bool InitGraphicsDevice(int width, int height); // Initialize graphics device
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static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData);
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static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
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static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
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static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData);
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static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData);
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static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData);
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static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
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// Window callbacks events
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static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
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static void WindowMaximizeCallback(GLFWwindow *window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized
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static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
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static void WindowFocusCallback(GLFWwindow *window, int focused); // GLFW3 WindowFocus Callback, runs when window get/lose focus
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static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window
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// Input callbacks events
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static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
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static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value)
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static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed
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static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move
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static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel
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static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
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static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
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// Window callbacks events
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static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
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static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
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static void WindowFocusCallback(GLFWwindow *window, int focused); // GLFW3 WindowFocus Callback, runs when window get/lose focus
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static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window
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// Input callbacks events
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static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
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static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value)
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static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed
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static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move
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static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel
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static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
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// Initialize window and OpenGL context
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// NOTE: data parameter could be used to pass any kind of required data to the initialization
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void InitWindow(int width, int height, const char *title)
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{
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TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION);
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TRACELOG(LOG_INFO, "Supported raylib modules:");
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TRACELOG(LOG_INFO, " > rcore:..... loaded (mandatory)");
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TRACELOG(LOG_INFO, " > rlgl:...... loaded (mandatory)");
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#if defined(SUPPORT_MODULE_RSHAPES)
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TRACELOG(LOG_INFO, " > rshapes:... loaded (optional)");
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#else
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TRACELOG(LOG_INFO, " > rshapes:... not loaded (optional)");
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#endif
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#if defined(SUPPORT_MODULE_RTEXTURES)
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TRACELOG(LOG_INFO, " > rtextures:. loaded (optional)");
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#else
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TRACELOG(LOG_INFO, " > rtextures:. not loaded (optional)");
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#endif
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#if defined(SUPPORT_MODULE_RTEXT)
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TRACELOG(LOG_INFO, " > rtext:..... loaded (optional)");
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#else
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TRACELOG(LOG_INFO, " > rtext:..... not loaded (optional)");
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#endif
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#if defined(SUPPORT_MODULE_RMODELS)
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TRACELOG(LOG_INFO, " > rmodels:... loaded (optional)");
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#else
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TRACELOG(LOG_INFO, " > rmodels:... not loaded (optional)");
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#endif
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#if defined(SUPPORT_MODULE_RAUDIO)
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TRACELOG(LOG_INFO, " > raudio:.... loaded (optional)");
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#else
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TRACELOG(LOG_INFO, " > raudio:.... not loaded (optional)");
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#endif
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if ((title != NULL) && (title[0] != 0))
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CORE.Window.title = title;
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// Initialize global input state
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memset(&CORE.Input, 0, sizeof(CORE.Input));
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CORE.Input.Keyboard.exitKey = KEY_ESCAPE;
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CORE.Input.Mouse.scale = (Vector2){1.0f, 1.0f};
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CORE.Input.Mouse.cursor = MOUSE_CURSOR_ARROW;
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CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
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#if defined(SUPPORT_EVENTS_WAITING)
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CORE.Window.eventWaiting = true;
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#endif
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// Initialize graphics device (display device and OpenGL context)
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// NOTE: returns true if window and graphic device has been initialized successfully
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CORE.Window.ready = InitGraphicsDevice(width, height);
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// If graphic device is no properly initialized, we end program
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if (!CORE.Window.ready)
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{
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TRACELOG(LOG_FATAL, "Failed to initialize Graphic Device");
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return;
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}
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else
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SetWindowPosition(GetMonitorWidth(GetCurrentMonitor()) / 2 - CORE.Window.screen.width / 2, GetMonitorHeight(GetCurrentMonitor()) / 2 - CORE.Window.screen.height / 2);
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// Initialize hi-res timer
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InitTimer();
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// Initialize random seed
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srand((unsigned int)time(NULL));
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// Initialize base path for storage
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CORE.Storage.basePath = GetWorkingDirectory();
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#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
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// Load default font
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// WARNING: External function: Module required: rtext
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LoadFontDefault();
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#if defined(SUPPORT_MODULE_RSHAPES)
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// Set font white rectangle for shapes drawing, so shapes and text can be batched together
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// WARNING: rshapes module is required, if not available, default internal white rectangle is used
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Rectangle rec = GetFontDefault().recs[95];
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if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
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{
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// NOTE: We try to maxime rec padding to avoid pixel bleeding on MSAA filtering
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SetShapesTexture(GetFontDefault().texture, (Rectangle){rec.x + 2, rec.y + 2, 1, 1});
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}
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else
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{
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// NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding
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SetShapesTexture(GetFontDefault().texture, (Rectangle){rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2});
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}
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#endif
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#else
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#if defined(SUPPORT_MODULE_RSHAPES)
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// Set default texture and rectangle to be used for shapes drawing
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// NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
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Texture2D texture = {rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8};
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SetShapesTexture(texture, (Rectangle){0.0f, 0.0f, 1.0f, 1.0f}); // WARNING: Module required: rshapes
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#endif
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#endif
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#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
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if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
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{
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// Set default font texture filter for HighDPI (blurry)
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// RL_TEXTURE_FILTER_LINEAR - tex filter: BILINEAR, no mipmaps
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rlTextureParameters(GetFontDefault().texture.id, RL_TEXTURE_MIN_FILTER, RL_TEXTURE_FILTER_LINEAR);
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rlTextureParameters(GetFontDefault().texture.id, RL_TEXTURE_MAG_FILTER, RL_TEXTURE_FILTER_LINEAR);
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}
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#endif
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// Setup callback functions for the DOM events
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emscripten_set_fullscreenchange_callback("#canvas", NULL, 1, EmscriptenFullscreenChangeCallback);
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// WARNING: Below resize code was breaking fullscreen mode for sample games and examples, it needs review
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// Check fullscreen change events(note this is done on the window since most browsers don't support this on #canvas)
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// emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenResizeCallback);
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// Check Resize event (note this is done on the window since most browsers don't support this on #canvas)
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// emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenResizeCallback);
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// Trigger this once to get initial window sizing
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// EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL);
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// Support keyboard events -> Not used, GLFW.JS takes care of that
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// emscripten_set_keypress_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
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// emscripten_set_keydown_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
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// Support mouse events
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emscripten_set_click_callback("#canvas", NULL, 1, EmscriptenMouseCallback);
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// Support touch events
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emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
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emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
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emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
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emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
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// Support gamepad events (not provided by GLFW3 on emscripten)
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emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback);
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emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback);
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#if defined(SUPPORT_EVENTS_AUTOMATION)
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events = (AutomationEvent *)RL_CALLOC(MAX_CODE_AUTOMATION_EVENTS, sizeof(AutomationEvent));
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CORE.Time.frameCounter = 0;
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#endif
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}
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// Register fullscreen change events
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static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData)
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{
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// TODO: Implement EmscriptenFullscreenChangeCallback()?
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return 1; // The event was consumed by the callback handler
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}
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// Register window resize event
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static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData)
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{
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// TODO: Implement EmscriptenWindowResizedCallback()?
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return 1; // The event was consumed by the callback handler
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}
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EM_JS(int, GetCanvasWidth, (), { return canvas.clientWidth; });
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EM_JS(int, GetCanvasHeight, (), { return canvas.clientHeight; });
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// Register DOM element resize event
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static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData)
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{
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// Don't resize non-resizeable windows
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if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) == 0)
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return 1;
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// This event is called whenever the window changes sizes,
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// so the size of the canvas object is explicitly retrieved below
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int width = GetCanvasWidth();
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int height = GetCanvasHeight();
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emscripten_set_canvas_element_size("#canvas", width, height);
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SetupViewport(width, height); // Reset viewport and projection matrix for new size
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CORE.Window.currentFbo.width = width;
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CORE.Window.currentFbo.height = height;
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CORE.Window.resizedLastFrame = true;
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if (IsWindowFullscreen())
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return 1;
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// Set current screen size
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CORE.Window.screen.width = width;
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CORE.Window.screen.height = height;
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// NOTE: Postprocessing texture is not scaled to new size
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return 0;
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}
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// Register mouse input events
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static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData)
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{
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// This is only for registering mouse click events with emscripten and doesn't need to do anything
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return 1; // The event was consumed by the callback handler
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}
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// Register connected/disconnected gamepads events
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static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData)
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{
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/*
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TRACELOGD("%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"",
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eventType != 0? emscripten_event_type_to_string(eventType) : "Gamepad state",
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gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping);
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for (int i = 0; i < gamepadEvent->numAxes; ++i) TRACELOGD("Axis %d: %g", i, gamepadEvent->axis[i]);
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for (int i = 0; i < gamepadEvent->numButtons; ++i) TRACELOGD("Button %d: Digital: %d, Analog: %g", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]);
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*/
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if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS))
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{
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CORE.Input.Gamepad.ready[gamepadEvent->index] = true;
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sprintf(CORE.Input.Gamepad.name[gamepadEvent->index], "%s", gamepadEvent->id);
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}
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else
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CORE.Input.Gamepad.ready[gamepadEvent->index] = false;
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return 1; // The event was consumed by the callback handler
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}
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// Register touch input events
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static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
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{
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// Register touch points count
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CORE.Input.Touch.pointCount = touchEvent->numTouches;
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double canvasWidth = 0.0;
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double canvasHeight = 0.0;
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// NOTE: emscripten_get_canvas_element_size() returns canvas.width and canvas.height but
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// we are looking for actual CSS size: canvas.style.width and canvas.style.height
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// EMSCRIPTEN_RESULT res = emscripten_get_canvas_element_size("#canvas", &canvasWidth, &canvasHeight);
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emscripten_get_element_css_size("#canvas", &canvasWidth, &canvasHeight);
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for (int i = 0; (i < CORE.Input.Touch.pointCount) && (i < MAX_TOUCH_POINTS); i++)
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{
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// Register touch points id
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CORE.Input.Touch.pointId[i] = touchEvent->touches[i].identifier;
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// Register touch points position
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CORE.Input.Touch.position[i] = (Vector2){touchEvent->touches[i].targetX, touchEvent->touches[i].targetY};
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// Normalize gestureEvent.position[x] for CORE.Window.screen.width and CORE.Window.screen.height
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CORE.Input.Touch.position[i].x *= ((float)GetScreenWidth() / (float)canvasWidth);
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CORE.Input.Touch.position[i].y *= ((float)GetScreenHeight() / (float)canvasHeight);
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if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART)
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CORE.Input.Touch.currentTouchState[i] = 1;
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else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND)
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CORE.Input.Touch.currentTouchState[i] = 0;
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}
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#if defined(SUPPORT_GESTURES_SYSTEM) // PLATFORM_WEB
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GestureEvent gestureEvent = {0};
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gestureEvent.pointCount = CORE.Input.Touch.pointCount;
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// Register touch actions
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if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART)
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gestureEvent.touchAction = TOUCH_ACTION_DOWN;
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else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND)
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gestureEvent.touchAction = TOUCH_ACTION_UP;
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else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE)
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gestureEvent.touchAction = TOUCH_ACTION_MOVE;
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else if (eventType == EMSCRIPTEN_EVENT_TOUCHCANCEL)
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gestureEvent.touchAction = TOUCH_ACTION_CANCEL;
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for (int i = 0; (i < gestureEvent.pointCount) && (i < MAX_TOUCH_POINTS); i++)
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{
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gestureEvent.pointId[i] = CORE.Input.Touch.pointId[i];
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gestureEvent.position[i] = CORE.Input.Touch.position[i];
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// Normalize gestureEvent.position[i]
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gestureEvent.position[i].x /= (float)GetScreenWidth();
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gestureEvent.position[i].y /= (float)GetScreenHeight();
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}
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// Gesture data is sent to gestures system for processing
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ProcessGestureEvent(gestureEvent);
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// Reset the pointCount for web, if it was the last Touch End event
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if (eventType == EMSCRIPTEN_EVENT_TOUCHEND && CORE.Input.Touch.pointCount == 1)
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CORE.Input.Touch.pointCount = 0;
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#endif
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return 1; // The event was consumed by the callback handler
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}
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// Initialize display device and framebuffer
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// NOTE: width and height represent the screen (framebuffer) desired size, not actual display size
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// If width or height are 0, default display size will be used for framebuffer size
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// NOTE: returns false in case graphic device could not be created
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static bool InitGraphicsDevice(int width, int height)
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{
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CORE.Window.screen.width = width; // User desired width
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CORE.Window.screen.height = height; // User desired height
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CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default
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// Set the window minimum and maximum default values to 0
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CORE.Window.windowMin.width = 0;
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CORE.Window.windowMin.height = 0;
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CORE.Window.windowMax.width = 0;
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CORE.Window.windowMax.height = 0;
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// NOTE: Framebuffer (render area - CORE.Window.render.width, CORE.Window.render.height) could include black bars...
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// ...in top-down or left-right to match display aspect ratio (no weird scaling)
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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glfwSetErrorCallback(ErrorCallback);
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/*
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// TODO: Setup GLFW custom allocators to match raylib ones
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const GLFWallocator allocator = {
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.allocate = MemAlloc,
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.deallocate = MemFree,
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.reallocate = MemRealloc,
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.user = NULL
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};
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glfwInitAllocator(&allocator);
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*/
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#if defined(__APPLE__)
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glfwInitHint(GLFW_COCOA_CHDIR_RESOURCES, GLFW_FALSE);
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#endif
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if (!glfwInit())
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{
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TRACELOG(LOG_WARNING, "GLFW: Failed to initialize GLFW");
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return false;
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}
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glfwDefaultWindowHints(); // Set default windows hints
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// glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits
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// glfwWindowHint(GLFW_GREEN_BITS, 8); // Framebuffer green color component bits
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// glfwWindowHint(GLFW_BLUE_BITS, 8); // Framebuffer blue color component bits
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// glfwWindowHint(GLFW_ALPHA_BITS, 8); // Framebuffer alpha color component bits
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// glfwWindowHint(GLFW_DEPTH_BITS, 24); // Depthbuffer bits
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// glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window
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// glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // OpenGL API to use. Alternative: GLFW_OPENGL_ES_API
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// glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers
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// 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;
|
|
}
|
|
|
|
// 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 KEY_ESCAPE pressed or Close icon pressed
|
|
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 (only PLATFORM_DESKTOP)
|
|
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 (only PLATFORM_DESKTOP)
|
|
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 (only PLATFORM_DESKTOP)
|
|
void MaximizeWindow(void)
|
|
{
|
|
TRACELOG(LOG_INFO, "MaximizeWindow not implemented in rcore_web.c");
|
|
}
|
|
|
|
// Set window state: minimized (only PLATFORM_DESKTOP)
|
|
void MinimizeWindow(void)
|
|
{
|
|
TRACELOG(LOG_INFO, "MinimizeWindow not implemented in rcore_web.c");
|
|
}
|
|
|
|
// Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
|
|
void RestoreWindow(void)
|
|
{
|
|
TRACELOG(LOG_INFO, "RestoreWindow not implemented in rcore_web.c");
|
|
}
|
|
|
|
// Toggle borderless windowed mode (only PLATFORM_DESKTOP)
|
|
void ToggleBorderlessWindowed(void)
|
|
{
|
|
TRACELOG(LOG_INFO, "ToggleBorderlessWindows not implemented in rcore_web.c");
|
|
}
|
|
|
|
// Set window configuration state using flags
|
|
void SetWindowState(unsigned int flags)
|
|
{
|
|
TRACELOG(LOG_INFO, "SetWindowState not implemented in rcore_web.c");
|
|
}
|
|
|
|
// Clear window configuration state flags
|
|
void ClearWindowState(unsigned int flags)
|
|
{
|
|
TRACELOG(LOG_INFO, "ClearWindowState not implemented in rcore_web.c");
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
TRACELOG(LOG_INFO, "SetWindowIcon not implemented in rcore_web.c");
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
TRACELOG(LOG_INFO, "SetWindowIcons not implemented in rcore_web.c");
|
|
}
|
|
|
|
// Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
|
|
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_INFO, "SetWindowPosition not implemented in rcore_web.c");
|
|
}
|
|
|
|
// Set monitor for the current window
|
|
void SetWindowMonitor(int monitor)
|
|
{
|
|
TRACELOG(LOG_INFO, "SetWindowMonitor not implemented in rcore_web.c");
|
|
}
|
|
|
|
// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
|
|
void SetWindowMinSize(int width, int height)
|
|
{
|
|
CORE.Window.windowMin.width = width;
|
|
CORE.Window.windowMin.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.windowMax.width = width;
|
|
CORE.Window.windowMax.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_INFO, "SetWindowOpacity not implemented in rcore_web.c");
|
|
}
|
|
|
|
// Set window focused
|
|
void SetWindowFocused(void)
|
|
{
|
|
TRACELOG(LOG_INFO, "SetWindowFocused not implemented in rcore_web.c");
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
|
|
// Get native window handle
|
|
void *GetWindowHandle(void)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
// Get number of monitors
|
|
int GetMonitorCount(void)
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
// Get number of monitors
|
|
int GetCurrentMonitor(void)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// Get selected monitor position
|
|
Vector2 GetMonitorPosition(int monitor)
|
|
{
|
|
return (Vector2){ 0, 0 };
|
|
}
|
|
|
|
// Get selected monitor width (currently used by monitor)
|
|
int GetMonitorWidth(int monitor)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// Get selected monitor height (currently used by monitor)
|
|
int GetMonitorHeight(int monitor)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// Get selected monitor physical height in millimetres
|
|
int GetMonitorPhysicalHeight(int monitor)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// Get selected monitor refresh rate
|
|
int GetMonitorRefreshRate(int monitor)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// 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 };
|
|
}
|
|
|
|
// Get the human-readable, UTF-8 encoded name of the selected monitor
|
|
const char *GetMonitorName(int monitor)
|
|
{
|
|
return "";
|
|
}
|
|
|
|
// 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()
|
|
// NOTE: On PLATFORM_DESKTOP InitTimer() is called on InitWindow()
|
|
// NOTE: On PLATFORM_DESKTOP, timer is initialized on glfwInit()
|
|
double GetTime(void)
|
|
{
|
|
double time = glfwGetTime(); // Elapsed time since glfwInit()
|
|
return time;
|
|
}
|
|
|
|
// 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);
|
|
|
|
// 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));
|
|
}
|
|
}
|
|
|
|
// Get gamepad internal name id
|
|
const char *GetGamepadName(int gamepad)
|
|
{
|
|
const char *name = NULL;
|
|
|
|
name = CORE.Input.Gamepad.name[gamepad];
|
|
|
|
return name;
|
|
}
|
|
|
|
// Get selected monitor physical width in millimetres
|
|
int GetMonitorPhysicalWidth(int monitor)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// Get gamepad axis count
|
|
int GetGamepadAxisCount(int gamepad)
|
|
{
|
|
return CORE.Input.Gamepad.axisCount;
|
|
}
|
|
|
|
// Set internal gamepad mappings
|
|
int SetGamepadMappings(const char *mappings)
|
|
{
|
|
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 on PLATFORM_WEB
|
|
|
|
// 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;
|
|
}
|
|
|
|
|
|
// 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;
|
|
}
|
|
}
|
|
}
|