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/**********************************************************************************************
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*
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* rcore_web - Functions to manage window, graphics device and inputs
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*
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* PLATFORM: WEB
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* - HTML5 (WebAssembly)
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*
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* LIMITATIONS:
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* - Limitation 01
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* - Limitation 02
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*
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* POSSIBLE IMPROVEMENTS:
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* - Replace glfw3 dependency by direct browser API calls (same as library_glfw3.js)
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*
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* ADDITIONAL NOTES:
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* - TRACELOG() function is located in raylib [utils] module
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*
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* CONFIGURATION:
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* #define RCORE_PLATFORM_CUSTOM_FLAG
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* Custom flag for rcore on target platform -not used-
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*
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* DEPENDENCIES:
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* - emscripten: Allow interaction between browser API and C
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* - gestures: Gestures system for touch-ready devices (or simulated from mouse inputs)
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*
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) and contributors
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3
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// NOTE: Already provided by rlgl implementation (on glad.h)
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#include "GLFW/glfw3.h" // GLFW3: Windows, OpenGL context and Input management
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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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#include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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// TODO: HACK: Added flag if not provided by GLFW when using external library
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// Latest GLFW release (GLFW 3.3.8) does not implement this flag, it was added for 3.4.0-dev
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#if !defined(GLFW_MOUSE_PASSTHROUGH)
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#define GLFW_MOUSE_PASSTHROUGH 0x0002000D
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#endif
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#if (_POSIX_C_SOURCE < 199309L)
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#undef _POSIX_C_SOURCE
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#define _POSIX_C_SOURCE 199309L // Required for: CLOCK_MONOTONIC if compiled with c99 without gnu ext.
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#endif
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef struct {
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GLFWwindow *handle; // GLFW window handle (graphic device)
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bool ourFullscreen; // Internal var to filter our handling of fullscreen vs the user handling of fullscreen
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int unmaximizedWidth; // Internal var to store the unmaximized window (canvas) width
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int unmaximizedHeight; // Internal var to store the unmaximized window (canvas) height
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} PlatformData;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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extern CoreData CORE; // Global CORE state context
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static PlatformData platform = { 0 }; // Platform specific data
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//----------------------------------------------------------------------------------
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// Local Variables Definition
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//----------------------------------------------------------------------------------
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static const char cursorLUT[11][12] = {
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"default", // 0 MOUSE_CURSOR_DEFAULT
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"default", // 1 MOUSE_CURSOR_ARROW
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"text", // 2 MOUSE_CURSOR_IBEAM
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"crosshair", // 3 MOUSE_CURSOR_CROSSHAIR
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"pointer", // 4 MOUSE_CURSOR_POINTING_HAND
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"ew-resize", // 5 MOUSE_CURSOR_RESIZE_EW
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"ns-resize", // 6 MOUSE_CURSOR_RESIZE_NS
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"nwse-resize", // 7 MOUSE_CURSOR_RESIZE_NWSE
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"nesw-resize", // 8 MOUSE_CURSOR_RESIZE_NESW
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"move", // 9 MOUSE_CURSOR_RESIZE_ALL
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"not-allowed" // 10 MOUSE_CURSOR_NOT_ALLOWED
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};
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Vector2 lockedMousePos = { 0 };
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//----------------------------------------------------------------------------------
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// Module Internal Functions Declaration
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//----------------------------------------------------------------------------------
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int InitPlatform(void); // Initialize platform (graphics, inputs and more)
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void ClosePlatform(void); // Close platform
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// Error callback event
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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 WindowMaximizeCallback(GLFWwindow *window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized
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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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static void WindowContentScaleCallback(GLFWwindow *window, float scalex, float scaley); // GLFW3 Window Content Scale Callback, runs when window changes scale
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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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// Emscripten window callback events
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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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// Emscripten input callback events
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static EM_BOOL EmscriptenMouseMoveCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData);
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static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData);
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static EM_BOOL EmscriptenPointerlockCallback(int eventType, const EmscriptenPointerlockChangeEvent *pointerlockChangeEvent, 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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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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// NOTE: Functions declaration is provided by raylib.h
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//----------------------------------------------------------------------------------
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// Module Functions Definition: Window and Graphics Device
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//----------------------------------------------------------------------------------
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// Check if application should close
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bool WindowShouldClose(void)
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{
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// Emterpreter-Async required to run sync code
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// https://github.com/emscripten-core/emscripten/wiki/Emterpreter#emterpreter-async-run-synchronous-code
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// By default, this function is never called on a web-ready raylib example because we encapsulate
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// frame code in a UpdateDrawFrame() function, to allow browser manage execution asynchronously
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// but now emscripten allows sync code to be executed in an interpreted way, using emterpreter!
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emscripten_sleep(16);
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return false;
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}
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// Toggle fullscreen mode
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void ToggleFullscreen(void)
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{
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platform.ourFullscreen = true;
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bool enterFullscreen = false;
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const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0);
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if (wasFullscreen)
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{
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if (CORE.Window.flags & FLAG_FULLSCREEN_MODE) enterFullscreen = false;
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else if (CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) enterFullscreen = true;
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else
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{
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const int canvasWidth = EM_ASM_INT( { return document.getElementById('canvas').width; }, 0);
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const int canvasStyleWidth = EM_ASM_INT( { return parseInt(document.getElementById('canvas').style.width); }, 0);
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if (canvasStyleWidth > canvasWidth) enterFullscreen = false;
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else enterFullscreen = true;
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}
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EM_ASM(document.exitFullscreen(););
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CORE.Window.fullscreen = false;
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CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
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CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE;
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}
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else enterFullscreen = true;
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if (enterFullscreen)
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{
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// NOTE: The setTimeouts handle the browser mode change delay
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EM_ASM
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(
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setTimeout(function()
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{
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Module.requestFullscreen(false, false);
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}, 100);
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);
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CORE.Window.fullscreen = true;
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CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
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}
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// NOTE: Old notes below:
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/*
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EM_ASM
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(
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// This strategy works well while using raylib minimal web shell for emscripten,
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// it re-scales the canvas to fullscreen using monitor resolution, for tools this
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// is a good strategy but maybe games prefer to keep current canvas resolution and
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// display it in fullscreen, adjusting monitor resolution if possible
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if (document.fullscreenElement) document.exitFullscreen();
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else Module.requestFullscreen(true, true); //false, true);
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);
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*/
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// EM_ASM(Module.requestFullscreen(false, false););
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/*
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if (!CORE.Window.fullscreen)
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{
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// Option 1: Request fullscreen for the canvas element
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// This option does not seem to work at all:
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// emscripten_request_pointerlock() and emscripten_request_fullscreen() are affected by web security,
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// the user must click once on the canvas to hide the pointer or transition to full screen
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//emscripten_request_fullscreen("#canvas", false);
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// Option 2: Request fullscreen for the canvas element with strategy
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// This option does not seem to work at all
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// Ref: https://github.com/emscripten-core/emscripten/issues/5124
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// EmscriptenFullscreenStrategy strategy = {
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// .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_STRETCH, //EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
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// .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
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// .filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT,
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// .canvasResizedCallback = EmscriptenWindowResizedCallback,
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// .canvasResizedCallbackUserData = NULL
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// };
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//emscripten_request_fullscreen_strategy("#canvas", EM_FALSE, &strategy);
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// Option 3: Request fullscreen for the canvas element with strategy
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// It works as expected but only inside the browser (client area)
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EmscriptenFullscreenStrategy strategy = {
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.scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
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.canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
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.filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT,
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.canvasResizedCallback = EmscriptenWindowResizedCallback,
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.canvasResizedCallbackUserData = NULL
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};
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emscripten_enter_soft_fullscreen("#canvas", &strategy);
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int width, height;
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emscripten_get_canvas_element_size("#canvas", &width, &height);
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TRACELOG(LOG_WARNING, "Emscripten: Enter fullscreen: Canvas size: %i x %i", width, height);
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CORE.Window.fullscreen = true; // Toggle fullscreen flag
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CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
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}
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else
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{
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//emscripten_exit_fullscreen();
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//emscripten_exit_soft_fullscreen();
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int width, height;
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emscripten_get_canvas_element_size("#canvas", &width, &height);
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TRACELOG(LOG_WARNING, "Emscripten: Exit fullscreen: Canvas size: %i x %i", width, height);
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CORE.Window.fullscreen = false; // Toggle fullscreen flag
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CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
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}
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*/
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}
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|
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// Toggle borderless windowed mode
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void ToggleBorderlessWindowed(void)
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{
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platform.ourFullscreen = true;
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bool enterBorderless = false;
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const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0);
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if (wasFullscreen)
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{
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if (CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) enterBorderless = false;
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else if (CORE.Window.flags & FLAG_FULLSCREEN_MODE) enterBorderless = true;
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else
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{
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const int canvasWidth = EM_ASM_INT( { return document.getElementById('canvas').width; }, 0);
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const int screenWidth = EM_ASM_INT( { return screen.width; }, 0);
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if (screenWidth == canvasWidth) enterBorderless = false;
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else enterBorderless = true;
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}
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EM_ASM(document.exitFullscreen(););
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CORE.Window.fullscreen = false;
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CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
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CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE;
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}
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else enterBorderless = true;
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if (enterBorderless)
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{
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// NOTE: 1. The setTimeouts handle the browser mode change delay
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// 2. The style unset handles the possibility of a width="value%" like on the default shell.html file
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EM_ASM
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(
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setTimeout(function()
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{
|
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Module.requestFullscreen(false, true);
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setTimeout(function()
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{
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canvas.style.width="unset";
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}, 100);
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}, 100);
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);
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CORE.Window.flags |= FLAG_BORDERLESS_WINDOWED_MODE;
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}
|
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}
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|
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// Set window state: maximized, if resizable
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void MaximizeWindow(void)
|
|
{
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if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE && !(CORE.Window.flags & FLAG_WINDOW_MAXIMIZED))
|
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{
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platform.unmaximizedWidth = CORE.Window.screen.width;
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platform.unmaximizedHeight = CORE.Window.screen.height;
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const int tabWidth = EM_ASM_INT( return window.innerWidth; );
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const int tabHeight = EM_ASM_INT( return window.innerHeight; );
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if (tabWidth && tabHeight) glfwSetWindowSize(platform.handle, tabWidth, tabHeight);
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CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED;
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}
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}
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|
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// Set window state: minimized
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void MinimizeWindow(void)
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{
|
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TRACELOG(LOG_WARNING, "MinimizeWindow() not available on target platform");
|
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}
|
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|
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// Set window state: not minimized/maximized
|
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void RestoreWindow(void)
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{
|
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if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE && (CORE.Window.flags & FLAG_WINDOW_MAXIMIZED))
|
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{
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if (platform.unmaximizedWidth && platform.unmaximizedHeight) glfwSetWindowSize(platform.handle, platform.unmaximizedWidth, platform.unmaximizedHeight);
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CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
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}
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}
|
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|
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// Set window configuration state using flags
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void SetWindowState(unsigned int flags)
|
|
{
|
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// Check previous state and requested state to apply required changes
|
|
// NOTE: In most cases the functions already change the flags internally
|
|
|
|
// State change: FLAG_VSYNC_HINT
|
|
if ((flags & FLAG_VSYNC_HINT) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_VSYNC_HINT) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_BORDERLESS_WINDOWED_MODE
|
|
if ((flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0)
|
|
{
|
|
// NOTE: Window state flag updated inside ToggleBorderlessWindowed() function
|
|
const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0);
|
|
if (wasFullscreen)
|
|
{
|
|
const int canvasWidth = EM_ASM_INT( { return document.getElementById('canvas').width; }, 0);
|
|
const int canvasStyleWidth = EM_ASM_INT( { return parseInt(document.getElementById('canvas').style.width); }, 0);
|
|
if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) || canvasStyleWidth > canvasWidth) ToggleBorderlessWindowed();
|
|
}
|
|
else ToggleBorderlessWindowed();
|
|
}
|
|
|
|
// State change: FLAG_FULLSCREEN_MODE
|
|
if ((flags & FLAG_FULLSCREEN_MODE) > 0)
|
|
{
|
|
// NOTE: Window state flag updated inside ToggleFullscreen() function
|
|
const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0);
|
|
if (wasFullscreen)
|
|
{
|
|
const int canvasWidth = EM_ASM_INT( { return document.getElementById('canvas').width; }, 0);
|
|
const int screenWidth = EM_ASM_INT( { return screen.width; }, 0);
|
|
if ((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) || screenWidth == canvasWidth ) ToggleFullscreen();
|
|
}
|
|
else ToggleFullscreen();
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_RESIZABLE
|
|
if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != (flags & FLAG_WINDOW_RESIZABLE)) && ((flags & FLAG_WINDOW_RESIZABLE) > 0))
|
|
{
|
|
glfwSetWindowAttrib(platform.handle, GLFW_RESIZABLE, GLFW_TRUE);
|
|
CORE.Window.flags |= FLAG_WINDOW_RESIZABLE;
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_UNDECORATED
|
|
if ((flags & FLAG_WINDOW_UNDECORATED) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_UNDECORATED) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_HIDDEN
|
|
if ((flags & FLAG_WINDOW_HIDDEN) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_HIDDEN) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_MINIMIZED
|
|
if ((flags & FLAG_WINDOW_MINIMIZED) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_MINIMIZED) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_MAXIMIZED
|
|
if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) != (flags & FLAG_WINDOW_MAXIMIZED)) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0))
|
|
{
|
|
if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE)
|
|
{
|
|
platform.unmaximizedWidth = CORE.Window.screen.width;
|
|
platform.unmaximizedHeight = CORE.Window.screen.height;
|
|
|
|
const int tabWidth = EM_ASM_INT( return window.innerWidth; );
|
|
const int tabHeight = EM_ASM_INT( return window.innerHeight; );
|
|
|
|
if (tabWidth && tabHeight) glfwSetWindowSize(platform.handle, tabWidth, tabHeight);
|
|
|
|
CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED;
|
|
}
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_UNFOCUSED
|
|
if ((flags & FLAG_WINDOW_UNFOCUSED) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_UNFOCUSED) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_TOPMOST
|
|
if ((flags & FLAG_WINDOW_TOPMOST) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_TOPMOST) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_ALWAYS_RUN
|
|
if ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_ALWAYS_RUN) not available on target platform");
|
|
}
|
|
|
|
// The following states can not be changed after window creation
|
|
// NOTE: Review for PLATFORM_WEB
|
|
|
|
// State change: FLAG_WINDOW_TRANSPARENT
|
|
if ((flags & FLAG_WINDOW_TRANSPARENT) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_TRANSPARENT) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_HIGHDPI
|
|
if ((flags & FLAG_WINDOW_HIGHDPI) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_HIGHDPI) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
|
|
if ((flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_MOUSE_PASSTHROUGH) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_MSAA_4X_HINT
|
|
if ((flags & FLAG_MSAA_4X_HINT) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_MSAA_4X_HINT) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_INTERLACED_HINT
|
|
if ((flags & FLAG_INTERLACED_HINT) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_INTERLACED_HINT) not available on target platform");
|
|
}
|
|
}
|
|
|
|
// Clear window configuration state flags
|
|
void ClearWindowState(unsigned int flags)
|
|
{
|
|
// Check previous state and requested state to apply required changes
|
|
// NOTE: In most cases the functions already change the flags internally
|
|
|
|
// State change: FLAG_VSYNC_HINT
|
|
if ((flags & FLAG_VSYNC_HINT) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_VSYNC_HINT) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_BORDERLESS_WINDOWED_MODE
|
|
if ((flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0)
|
|
{
|
|
const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0);
|
|
if (wasFullscreen)
|
|
{
|
|
const int canvasWidth = EM_ASM_INT( { return document.getElementById('canvas').width; }, 0);
|
|
const int screenWidth = EM_ASM_INT( { return screen.width; }, 0);
|
|
if ((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) || (screenWidth == canvasWidth)) EM_ASM(document.exitFullscreen(););
|
|
}
|
|
|
|
CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE;
|
|
}
|
|
|
|
// State change: FLAG_FULLSCREEN_MODE
|
|
if ((flags & FLAG_FULLSCREEN_MODE) > 0)
|
|
{
|
|
const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0);
|
|
if (wasFullscreen)
|
|
{
|
|
const int canvasWidth = EM_ASM_INT( { return document.getElementById('canvas').width; }, 0);
|
|
const int canvasStyleWidth = EM_ASM_INT( { return parseInt(document.getElementById('canvas').style.width); }, 0);
|
|
if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) || (canvasStyleWidth > canvasWidth)) EM_ASM(document.exitFullscreen(););
|
|
}
|
|
|
|
CORE.Window.fullscreen = false;
|
|
CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_RESIZABLE
|
|
if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) && ((flags & FLAG_WINDOW_RESIZABLE) > 0))
|
|
{
|
|
glfwSetWindowAttrib(platform.handle, GLFW_RESIZABLE, GLFW_FALSE);
|
|
CORE.Window.flags &= ~FLAG_WINDOW_RESIZABLE;
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_HIDDEN
|
|
if ((flags & FLAG_WINDOW_HIDDEN) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_HIDDEN) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_MINIMIZED
|
|
if ((flags & FLAG_WINDOW_MINIMIZED) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_MINIMIZED) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_MAXIMIZED
|
|
if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0))
|
|
{
|
|
if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE)
|
|
{
|
|
if (platform.unmaximizedWidth && platform.unmaximizedHeight) glfwSetWindowSize(platform.handle, platform.unmaximizedWidth, platform.unmaximizedHeight);
|
|
|
|
CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
|
|
}
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_UNDECORATED
|
|
if ((flags & FLAG_WINDOW_UNDECORATED) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_UNDECORATED) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_UNFOCUSED
|
|
if ((flags & FLAG_WINDOW_UNFOCUSED) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_UNFOCUSED) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_TOPMOST
|
|
if ((flags & FLAG_WINDOW_TOPMOST) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_TOPMOST) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_ALWAYS_RUN
|
|
if ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_ALWAYS_RUN) not available on target platform");
|
|
}
|
|
|
|
// The following states can not be changed after window creation
|
|
// NOTE: Review for PLATFORM_WEB
|
|
|
|
// State change: FLAG_WINDOW_TRANSPARENT
|
|
if ((flags & FLAG_WINDOW_TRANSPARENT) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_TRANSPARENT) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_HIGHDPI
|
|
if ((flags & FLAG_WINDOW_HIGHDPI) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_HIGHDPI) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
|
|
if ((flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_MOUSE_PASSTHROUGH) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_MSAA_4X_HINT
|
|
if ((flags & FLAG_MSAA_4X_HINT) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_MSAA_4X_HINT) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_INTERLACED_HINT
|
|
if ((flags & FLAG_INTERLACED_HINT) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_INTERLACED_HINT) not available on target platform");
|
|
}
|
|
}
|
|
|
|
// Set icon for window
|
|
void SetWindowIcon(Image image)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowIcon() not available on target platform");
|
|
}
|
|
|
|
// Set icon for window, multiple images
|
|
void SetWindowIcons(Image *images, int count)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowIcons() not available on target platform");
|
|
}
|
|
|
|
// Set title for window
|
|
void SetWindowTitle(const char *title)
|
|
{
|
|
CORE.Window.title = title;
|
|
emscripten_set_window_title(title);
|
|
}
|
|
|
|
// Set window position on screen (windowed mode)
|
|
void SetWindowPosition(int x, int y)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowPosition() not available on target platform");
|
|
}
|
|
|
|
// Set monitor for the current window
|
|
void SetWindowMonitor(int monitor)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowMonitor() not available on target platform");
|
|
}
|
|
|
|
// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
|
|
void SetWindowMinSize(int width, int height)
|
|
{
|
|
CORE.Window.screenMin.width = width;
|
|
CORE.Window.screenMin.height = height;
|
|
|
|
// Trigger the resize event once to update the window minimum width and height
|
|
if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != 0) EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL);
|
|
}
|
|
|
|
// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
|
|
void SetWindowMaxSize(int width, int height)
|
|
{
|
|
CORE.Window.screenMax.width = width;
|
|
CORE.Window.screenMax.height = height;
|
|
|
|
// Trigger the resize event once to update the window maximum width and height
|
|
if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != 0) EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL);
|
|
}
|
|
|
|
// Set window dimensions
|
|
void SetWindowSize(int width, int height)
|
|
{
|
|
glfwSetWindowSize(platform.handle, width, height);
|
|
}
|
|
|
|
// Set window opacity, value opacity is between 0.0 and 1.0
|
|
void SetWindowOpacity(float opacity)
|
|
{
|
|
if (opacity >= 1.0f) opacity = 1.0f;
|
|
else if (opacity <= 0.0f) opacity = 0.0f;
|
|
EM_ASM({ document.getElementById('canvas').style.opacity = $0; }, opacity);
|
|
}
|
|
|
|
// Set window focused
|
|
void SetWindowFocused(void)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowFocused() not available on target platform");
|
|
}
|
|
|
|
// Get native window handle
|
|
void *GetWindowHandle(void)
|
|
{
|
|
TRACELOG(LOG_WARNING, "GetWindowHandle() not implemented on target platform");
|
|
return NULL;
|
|
}
|
|
|
|
// Get number of monitors
|
|
int GetMonitorCount(void)
|
|
{
|
|
TRACELOG(LOG_WARNING, "GetMonitorCount() not implemented on target platform");
|
|
return 1;
|
|
}
|
|
|
|
// Get number of monitors
|
|
int GetCurrentMonitor(void)
|
|
{
|
|
TRACELOG(LOG_WARNING, "GetCurrentMonitor() not implemented on target platform");
|
|
return 0;
|
|
}
|
|
|
|
// Get selected monitor position
|
|
Vector2 GetMonitorPosition(int monitor)
|
|
{
|
|
TRACELOG(LOG_WARNING, "GetMonitorPosition() not implemented on target platform");
|
|
return (Vector2){ 0, 0 };
|
|
}
|
|
|
|
// Get selected monitor width (currently used by monitor)
|
|
int GetMonitorWidth(int monitor)
|
|
{
|
|
// NOTE: Returned value is limited to the current monitor where the browser window is located
|
|
int width = 0;
|
|
width = EM_ASM_INT( { return screen.width; }, 0);
|
|
return width;
|
|
}
|
|
|
|
// Get selected monitor height (currently used by monitor)
|
|
int GetMonitorHeight(int monitor)
|
|
{
|
|
// NOTE: Returned value is limited to the current monitor where the browser window is located
|
|
int height = 0;
|
|
height = EM_ASM_INT( { return screen.height; }, 0);
|
|
return height;
|
|
}
|
|
|
|
// Get selected monitor physical width in millimetres
|
|
int GetMonitorPhysicalWidth(int monitor)
|
|
{
|
|
TRACELOG(LOG_WARNING, "GetMonitorPhysicalWidth() not implemented on target platform");
|
|
return 0;
|
|
}
|
|
|
|
// Get selected monitor physical height in millimetres
|
|
int GetMonitorPhysicalHeight(int monitor)
|
|
{
|
|
TRACELOG(LOG_WARNING, "GetMonitorPhysicalHeight() not implemented on target platform");
|
|
return 0;
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
TRACELOG(LOG_WARNING, "GetMonitorName() not implemented on target platform");
|
|
return "";
|
|
}
|
|
|
|
// Get window position XY on monitor
|
|
Vector2 GetWindowPosition(void)
|
|
{
|
|
// NOTE: Returned position is relative to the current monitor where the browser window is located
|
|
Vector2 position = { 0, 0 };
|
|
position.x = (float)EM_ASM_INT( { return window.screenX; }, 0);
|
|
position.y = (float)EM_ASM_INT( { return window.screenY; }, 0);
|
|
return position;
|
|
}
|
|
|
|
// Get window scale DPI factor for current monitor
|
|
Vector2 GetWindowScaleDPI(void)
|
|
{
|
|
// NOTE: Returned scale is relative to the current monitor where the browser window is located
|
|
Vector2 scale = { 1.0f, 1.0f };
|
|
scale.x = (float)EM_ASM_DOUBLE( { return window.devicePixelRatio; } );
|
|
scale.y = scale.x;
|
|
return scale;
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
// Get clipboard image
|
|
Image GetClipboardImage(void)
|
|
{
|
|
Image image = { 0 };
|
|
|
|
TRACELOG(LOG_WARNING, "GetClipboardImage() not implemented on target platform");
|
|
|
|
return image;
|
|
}
|
|
|
|
// Show mouse cursor
|
|
void ShowCursor(void)
|
|
{
|
|
if (CORE.Input.Mouse.cursorHidden)
|
|
{
|
|
EM_ASM( { document.getElementById("canvas").style.cursor = UTF8ToString($0); }, cursorLUT[CORE.Input.Mouse.cursor]);
|
|
|
|
CORE.Input.Mouse.cursorHidden = false;
|
|
}
|
|
}
|
|
|
|
// Hides mouse cursor
|
|
void HideCursor(void)
|
|
{
|
|
if (!CORE.Input.Mouse.cursorHidden)
|
|
{
|
|
EM_ASM(document.getElementById('canvas').style.cursor = 'none';);
|
|
|
|
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);
|
|
|
|
// NOTE: CORE.Input.Mouse.cursorHidden handled by EmscriptenPointerlockCallback()
|
|
}
|
|
|
|
// 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);
|
|
|
|
// NOTE: CORE.Input.Mouse.cursorHidden handled by EmscriptenPointerlockCallback()
|
|
}
|
|
|
|
// Swap back buffer with front buffer (screen drawing)
|
|
void SwapScreenBuffer(void)
|
|
{
|
|
glfwSwapBuffers(platform.handle);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Definition: Misc
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Get elapsed time measure in seconds since InitTimer()
|
|
double GetTime(void)
|
|
{
|
|
double time = glfwGetTime(); // Elapsed time since glfwInit()
|
|
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 emscripten_run_script(TextFormat("window.open('%s', '_blank')", url));
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Definition: Inputs
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Set internal gamepad mappings
|
|
int SetGamepadMappings(const char *mappings)
|
|
{
|
|
TRACELOG(LOG_INFO, "SetGamepadMappings not implemented in rcore_web.c");
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Set gamepad vibration
|
|
void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration)
|
|
{
|
|
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (duration > 0.0f))
|
|
{
|
|
if (leftMotor < 0.0f) leftMotor = 0.0f;
|
|
if (leftMotor > 1.0f) leftMotor = 1.0f;
|
|
if (rightMotor < 0.0f) rightMotor = 0.0f;
|
|
if (rightMotor > 1.0f) rightMotor = 1.0f;
|
|
if (duration > MAX_GAMEPAD_VIBRATION_TIME) duration = MAX_GAMEPAD_VIBRATION_TIME;
|
|
duration *= 1000.0f; // Convert duration to ms
|
|
|
|
// Note: At the moment (2024.10.21) Chrome, Edge, Opera, Safari, Android Chrome, Android Webview only support the vibrationActuator API,
|
|
// and Firefox only supports the hapticActuators API
|
|
EM_ASM({
|
|
try
|
|
{
|
|
navigator.getGamepads()[$0].vibrationActuator.playEffect('dual-rumble', { startDelay: 0, duration: $3, weakMagnitude: $1, strongMagnitude: $2 });
|
|
}
|
|
catch (e)
|
|
{
|
|
try
|
|
{
|
|
navigator.getGamepads()[$0].hapticActuators[0].pulse($2, $3);
|
|
}
|
|
catch (e) { }
|
|
}
|
|
}, gamepad, leftMotor, rightMotor, duration);
|
|
}
|
|
}
|
|
|
|
// Set mouse position XY
|
|
void SetMousePosition(int x, int y)
|
|
{
|
|
CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
|
|
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
|
|
|
|
if (CORE.Input.Mouse.cursorHidden) lockedMousePos = CORE.Input.Mouse.currentPosition;
|
|
|
|
// NOTE: emscripten not implemented
|
|
glfwSetCursorPos(platform.handle, CORE.Input.Mouse.currentPosition.x, CORE.Input.Mouse.currentPosition.y);
|
|
}
|
|
|
|
// Set mouse cursor
|
|
void SetMouseCursor(int cursor)
|
|
{
|
|
if (CORE.Input.Mouse.cursor != cursor)
|
|
{
|
|
if (!CORE.Input.Mouse.cursorHidden) EM_ASM( { document.getElementById('canvas').style.cursor = UTF8ToString($0); }, cursorLUT[cursor]);
|
|
|
|
CORE.Input.Mouse.cursor = cursor;
|
|
}
|
|
}
|
|
|
|
// Get physical key name.
|
|
const char *GetKeyName(int key)
|
|
{
|
|
TRACELOG(LOG_WARNING, "GetKeyName() not implemented on target platform");
|
|
return "";
|
|
}
|
|
|
|
// 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 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 target platform 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 };
|
|
|
|
// 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 != 0) // 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[i] = gamepadState.numAxes;
|
|
}
|
|
}
|
|
|
|
CORE.Window.resizedLastFrame = false;
|
|
|
|
// TODO: This code does not seem to do anything??
|
|
//if (CORE.Window.eventWaiting) glfwWaitEvents(); // Wait for in input events before continue (drawing is paused)
|
|
//else glfwPollEvents(); // Poll input events: keyboard/mouse/window events (callbacks) --> WARNING: Where is key input reset?
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Internal Functions Definition
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Initialize platform: graphics, inputs and more
|
|
int InitPlatform(void)
|
|
{
|
|
glfwSetErrorCallback(ErrorCallback);
|
|
|
|
// Initialize GLFW internal global state
|
|
int result = glfwInit();
|
|
if (result == GLFW_FALSE) { TRACELOG(LOG_WARNING, "GLFW: Failed to initialize GLFW"); return -1; }
|
|
|
|
// Initialize graphic device: display/window and graphic context
|
|
//----------------------------------------------------------------------------
|
|
glfwDefaultWindowHints(); // Set default windows hints
|
|
// glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits
|
|
// glfwWindowHint(GLFW_GREEN_BITS, 8); // Framebuffer green color component bits
|
|
// glfwWindowHint(GLFW_BLUE_BITS, 8); // Framebuffer blue color component bits
|
|
// glfwWindowHint(GLFW_ALPHA_BITS, 8); // Framebuffer alpha color component bits
|
|
// glfwWindowHint(GLFW_DEPTH_BITS, 24); // Depthbuffer bits
|
|
// glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window
|
|
// glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // OpenGL API to use. Alternative: GLFW_OPENGL_ES_API
|
|
// glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers
|
|
|
|
// Check window creation flags
|
|
if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) CORE.Window.fullscreen = true;
|
|
|
|
if ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // Visible window
|
|
else glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE); // Window initially hidden
|
|
|
|
if ((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window
|
|
else glfwWindowHint(GLFW_DECORATED, GLFW_TRUE); // Decorated window
|
|
|
|
if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // Resizable window
|
|
else glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); // Avoid window being resizable
|
|
|
|
// Disable FLAG_WINDOW_MINIMIZED, not supported on initialization
|
|
if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;
|
|
|
|
// Disable FLAG_WINDOW_MAXIMIZED, not supported on initialization
|
|
if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
|
|
|
|
if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE);
|
|
else glfwWindowHint(GLFW_FOCUSED, GLFW_TRUE);
|
|
|
|
if ((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) glfwWindowHint(GLFW_FLOATING, GLFW_TRUE);
|
|
else glfwWindowHint(GLFW_FLOATING, GLFW_FALSE);
|
|
|
|
// NOTE: Some GLFW flags are not supported on HTML5
|
|
// e.g.: GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_MOUSE_PASSTHROUGH
|
|
|
|
// Scale content area based on the monitor content scale where window is placed on
|
|
// NOTE: This feature requires emscripten 3.1.51
|
|
//if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE);
|
|
//else glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
|
|
|
|
if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
|
|
{
|
|
// NOTE: MSAA is only enabled for main framebuffer, not user-created FBOs
|
|
TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
|
|
glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0
|
|
}
|
|
|
|
// NOTE: When asking for an OpenGL context version, most drivers provide the highest supported version
|
|
// with backward compatibility to older OpenGL versions.
|
|
// For example, if using OpenGL 1.1, driver can provide a 4.3 backwards compatible context.
|
|
|
|
// Check selection OpenGL version
|
|
if (rlGetVersion() == RL_OPENGL_21)
|
|
{
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint)
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint)
|
|
}
|
|
else if (rlGetVersion() == RL_OPENGL_33)
|
|
{
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint)
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
|
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
|
|
// Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
|
|
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Forward Compatibility Hint: Only 3.3 and above!
|
|
// glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context
|
|
}
|
|
else if (rlGetVersion() == RL_OPENGL_43)
|
|
{
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); // Choose OpenGL major version (just hint)
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
|
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
|
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE);
|
|
#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT)
|
|
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Enable OpenGL Debug Context
|
|
#endif
|
|
}
|
|
else if (rlGetVersion() == RL_OPENGL_ES_20) // Request OpenGL ES 2.0 context
|
|
{
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
|
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
|
|
glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
|
|
}
|
|
else if (rlGetVersion() == RL_OPENGL_ES_30) // Request OpenGL ES 3.0 context
|
|
{
|
|
// TODO: It seems WebGL 2.0 context is not set despite being requested
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
|
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
|
|
glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
|
|
}
|
|
|
|
// NOTE: Getting video modes is not implemented in emscripten GLFW3 version
|
|
CORE.Window.display.width = CORE.Window.screen.width;
|
|
CORE.Window.display.height = CORE.Window.screen.height;
|
|
|
|
// Init fullscreen toggle required var:
|
|
platform.ourFullscreen = false;
|
|
|
|
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);
|
|
|
|
platform.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(platform.handle, glfwGetPrimaryMonitor(), 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
|
|
}
|
|
else
|
|
{
|
|
// No-fullscreen window creation
|
|
platform.handle = glfwCreateWindow(CORE.Window.screen.width, CORE.Window.screen.height, (CORE.Window.title != 0)? CORE.Window.title : " ", NULL, NULL);
|
|
|
|
if (platform.handle)
|
|
{
|
|
CORE.Window.render.width = CORE.Window.screen.width;
|
|
CORE.Window.render.height = CORE.Window.screen.height;
|
|
}
|
|
}
|
|
|
|
if (!platform.handle)
|
|
{
|
|
glfwTerminate();
|
|
TRACELOG(LOG_WARNING, "GLFW: Failed to initialize Window");
|
|
return -1;
|
|
}
|
|
|
|
// WARNING: glfwCreateWindow() title doesn't work with emscripten
|
|
emscripten_set_window_title((CORE.Window.title != 0)? CORE.Window.title : " ");
|
|
|
|
// Set window callback events
|
|
glfwSetWindowSizeCallback(platform.handle, WindowSizeCallback); // NOTE: Resizing not allowed by default!
|
|
glfwSetWindowIconifyCallback(platform.handle, WindowIconifyCallback);
|
|
glfwSetWindowFocusCallback(platform.handle, WindowFocusCallback);
|
|
glfwSetDropCallback(platform.handle, WindowDropCallback);
|
|
|
|
if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
|
|
{
|
|
glfwSetWindowContentScaleCallback(platform.handle, WindowContentScaleCallback);
|
|
}
|
|
|
|
// Set input callback events
|
|
glfwSetKeyCallback(platform.handle, KeyCallback);
|
|
glfwSetCharCallback(platform.handle, CharCallback);
|
|
glfwSetMouseButtonCallback(platform.handle, MouseButtonCallback);
|
|
glfwSetCursorPosCallback(platform.handle, MouseCursorPosCallback); // Track mouse position changes
|
|
glfwSetScrollCallback(platform.handle, MouseScrollCallback);
|
|
glfwSetCursorEnterCallback(platform.handle, CursorEnterCallback);
|
|
|
|
glfwMakeContextCurrent(platform.handle);
|
|
result = true; // TODO: WARNING: glfwGetError(NULL); symbol can not be found in Web
|
|
|
|
// Check context activation
|
|
if (result == true) //(result != GLFW_NO_WINDOW_CONTEXT) && (result != GLFW_PLATFORM_ERROR))
|
|
{
|
|
CORE.Window.ready = true;
|
|
|
|
int fbWidth = CORE.Window.screen.width;
|
|
int fbHeight = CORE.Window.screen.height;
|
|
|
|
CORE.Window.render.width = fbWidth;
|
|
CORE.Window.render.height = fbHeight;
|
|
CORE.Window.currentFbo.width = fbWidth;
|
|
CORE.Window.currentFbo.height = fbHeight;
|
|
|
|
TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
|
|
TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
|
|
TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
|
|
TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
|
|
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
|
|
}
|
|
else
|
|
{
|
|
TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphics device");
|
|
return -1;
|
|
}
|
|
|
|
if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
|
|
|
|
// If graphic device is no properly initialized, we end program
|
|
if (!CORE.Window.ready) { TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphic device"); return -1; }
|
|
|
|
// Load OpenGL extensions
|
|
// NOTE: GL procedures address loader is required to load extensions
|
|
rlLoadExtensions(glfwGetProcAddress);
|
|
//----------------------------------------------------------------------------
|
|
|
|
// Initialize input events callbacks
|
|
//----------------------------------------------------------------------------
|
|
// Setup callback functions for the DOM events
|
|
emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenFullscreenChangeCallback);
|
|
|
|
// WARNING: Below resize code was breaking fullscreen mode for sample games and examples, it needs review
|
|
// Check fullscreen change events(note this is done on the window since most browsers don't support this on #canvas)
|
|
// emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenResizeCallback);
|
|
// Check Resize event (note this is done on the window since most browsers don't support this on #canvas)
|
|
emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenResizeCallback);
|
|
|
|
// Trigger this once to get initial window sizing
|
|
EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL);
|
|
|
|
// Support keyboard events -> Not used, GLFW.JS takes care of that
|
|
// emscripten_set_keypress_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
|
|
// emscripten_set_keydown_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
|
|
|
|
// Support mouse events
|
|
emscripten_set_click_callback("#canvas", NULL, 1, EmscriptenMouseCallback);
|
|
emscripten_set_pointerlockchange_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenPointerlockCallback);
|
|
|
|
// Following the mouse delta when the mouse is locked
|
|
emscripten_set_mousemove_callback("#canvas", NULL, 1, EmscriptenMouseMoveCallback);
|
|
|
|
// Support touch events
|
|
emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
|
|
emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
|
|
emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
|
|
emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
|
|
|
|
// Support gamepad events (not provided by GLFW3 on emscripten)
|
|
emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback);
|
|
emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback);
|
|
//----------------------------------------------------------------------------
|
|
|
|
// Initialize timing system
|
|
//----------------------------------------------------------------------------
|
|
InitTimer();
|
|
//----------------------------------------------------------------------------
|
|
|
|
// Initialize storage system
|
|
//----------------------------------------------------------------------------
|
|
CORE.Storage.basePath = GetWorkingDirectory();
|
|
//----------------------------------------------------------------------------
|
|
|
|
TRACELOG(LOG_INFO, "PLATFORM: WEB: Initialized successfully");
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Close platform
|
|
void ClosePlatform(void)
|
|
{
|
|
glfwDestroyWindow(platform.handle);
|
|
glfwTerminate();
|
|
}
|
|
|
|
// GLFW3 Error Callback, runs on GLFW3 error
|
|
static void ErrorCallback(int error, const char *description)
|
|
{
|
|
TRACELOG(LOG_WARNING, "GLFW: Error: %i Description: %s", error, description);
|
|
}
|
|
|
|
// GLFW3 WindowSize Callback, runs when window is resizedLastFrame
|
|
// NOTE: Window resizing not allowed by default
|
|
static void WindowSizeCallback(GLFWwindow *window, int width, int height)
|
|
{
|
|
// Reset viewport and projection matrix for new size
|
|
SetupViewport(width, height);
|
|
|
|
CORE.Window.currentFbo.width = width;
|
|
CORE.Window.currentFbo.height = height;
|
|
CORE.Window.resizedLastFrame = true;
|
|
|
|
if (IsWindowFullscreen()) return;
|
|
|
|
// Set current screen size
|
|
if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
|
|
{
|
|
Vector2 windowScaleDPI = GetWindowScaleDPI();
|
|
|
|
CORE.Window.screen.width = (unsigned int)(width/windowScaleDPI.x);
|
|
CORE.Window.screen.height = (unsigned int)(height/windowScaleDPI.y);
|
|
}
|
|
else
|
|
{
|
|
CORE.Window.screen.width = width;
|
|
CORE.Window.screen.height = height;
|
|
}
|
|
|
|
// NOTE: Postprocessing texture is not scaled to new size
|
|
}
|
|
|
|
static void WindowContentScaleCallback(GLFWwindow *window, float scalex, float scaley)
|
|
{
|
|
CORE.Window.screenScale = MatrixScale(scalex, scaley, 1.0f);
|
|
}
|
|
|
|
// GLFW3 WindowIconify Callback, runs when window is minimized/restored
|
|
static void WindowIconifyCallback(GLFWwindow *window, int iconified)
|
|
{
|
|
if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; // The window was iconified
|
|
else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // The window was restored
|
|
}
|
|
|
|
/*
|
|
// GLFW3 Window Maximize Callback, runs when window is maximized
|
|
static void WindowMaximizeCallback(GLFWwindow *window, int maximized)
|
|
{
|
|
// TODO.
|
|
}
|
|
*/
|
|
|
|
// GLFW3 WindowFocus Callback, runs when window get/lose focus
|
|
static void WindowFocusCallback(GLFWwindow *window, int focused)
|
|
{
|
|
if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // The window was focused
|
|
else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; // The window lost focus
|
|
}
|
|
|
|
// GLFW3 Window Drop Callback, runs when drop files into window
|
|
static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
|
|
{
|
|
if (count > 0)
|
|
{
|
|
// In case previous dropped filepaths have not been freed, we free them
|
|
if (CORE.Window.dropFileCount > 0)
|
|
{
|
|
for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]);
|
|
|
|
RL_FREE(CORE.Window.dropFilepaths);
|
|
|
|
CORE.Window.dropFileCount = 0;
|
|
CORE.Window.dropFilepaths = NULL;
|
|
}
|
|
|
|
// WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy
|
|
CORE.Window.dropFileCount = count;
|
|
CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *));
|
|
|
|
for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++)
|
|
{
|
|
CORE.Window.dropFilepaths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
|
|
strcpy(CORE.Window.dropFilepaths[i], paths[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// GLFW3 Keyboard Callback, runs on key pressed
|
|
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
|
|
{
|
|
if (key < 0) return; // Security check, macOS fn key generates -1
|
|
|
|
// WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
|
|
// to work properly with our implementation (IsKeyDown/IsKeyUp checks)
|
|
if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
|
|
else if(action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1;
|
|
else if(action == GLFW_REPEAT) CORE.Input.Keyboard.keyRepeatInFrame[key] = 1;
|
|
|
|
// Check if there is space available in the key queue
|
|
if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS))
|
|
{
|
|
// Add character to the queue
|
|
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
|
|
CORE.Input.Keyboard.keyPressedQueueCount++;
|
|
}
|
|
|
|
// Check the exit key to set close window
|
|
if ((key == CORE.Input.Keyboard.exitKey) && (action == GLFW_PRESS)) glfwSetWindowShouldClose(platform.handle, GLFW_TRUE);
|
|
}
|
|
|
|
// GLFW3 Char Key Callback, runs on key down (gets equivalent unicode char value)
|
|
static void CharCallback(GLFWwindow *window, unsigned int key)
|
|
{
|
|
//TRACELOG(LOG_DEBUG, "Char Callback: KEY:%i(%c)", key, key);
|
|
|
|
// NOTE: Registers any key down considering OS keyboard layout but
|
|
// does not detect action events, those should be managed by user...
|
|
// Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
|
|
// Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
|
|
|
|
// Check if there is space available in the queue
|
|
if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
|
|
{
|
|
// Add character to the queue
|
|
CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = key;
|
|
CORE.Input.Keyboard.charPressedQueueCount++;
|
|
}
|
|
}
|
|
|
|
// GLFW3 Mouse Button Callback, runs on mouse button pressed
|
|
static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
|
|
{
|
|
// WARNING: GLFW could only return GLFW_PRESS (1) or GLFW_RELEASE (0) for now,
|
|
// but future releases may add more actions (i.e. GLFW_REPEAT)
|
|
CORE.Input.Mouse.currentButtonState[button] = action;
|
|
CORE.Input.Touch.currentTouchState[button] = action;
|
|
|
|
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
|
|
// Process mouse events as touches to be able to use mouse-gestures
|
|
GestureEvent gestureEvent = { 0 };
|
|
|
|
// Register touch actions
|
|
if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
|
|
else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_ACTION_UP;
|
|
|
|
// NOTE: TOUCH_ACTION_MOVE event is registered in MouseCursorPosCallback()
|
|
|
|
// Assign a pointer ID
|
|
gestureEvent.pointId[0] = 0;
|
|
|
|
// Register touch points count
|
|
gestureEvent.pointCount = 1;
|
|
|
|
// Register touch points position, only one point registered
|
|
gestureEvent.position[0] = GetMousePosition();
|
|
|
|
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
|
|
gestureEvent.position[0].x /= (float)GetScreenWidth();
|
|
gestureEvent.position[0].y /= (float)GetScreenHeight();
|
|
|
|
// Gesture data is sent to gestures-system for processing
|
|
// Prevent calling ProcessGestureEvent() when Emscripten is present and there's a touch gesture, so EmscriptenTouchCallback() can handle it itself
|
|
if (GetMouseX() != 0 || GetMouseY() != 0) ProcessGestureEvent(gestureEvent);
|
|
|
|
#endif
|
|
}
|
|
|
|
// GLFW3 Cursor Position Callback, runs on mouse move
|
|
static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
|
|
{
|
|
// If the pointer is not locked, follow the position
|
|
if (!CORE.Input.Mouse.cursorHidden)
|
|
{
|
|
CORE.Input.Mouse.currentPosition.x = (float)x;
|
|
CORE.Input.Mouse.currentPosition.y = (float)y;
|
|
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
|
|
}
|
|
|
|
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
|
|
// Process mouse events as touches to be able to use mouse-gestures
|
|
GestureEvent gestureEvent = { 0 };
|
|
|
|
gestureEvent.touchAction = TOUCH_ACTION_MOVE;
|
|
|
|
// Assign a pointer ID
|
|
gestureEvent.pointId[0] = 0;
|
|
|
|
// Register touch points count
|
|
gestureEvent.pointCount = 1;
|
|
|
|
// Register touch points position, only one point registered
|
|
gestureEvent.position[0] = CORE.Input.Touch.position[0];
|
|
|
|
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
|
|
gestureEvent.position[0].x /= (float)GetScreenWidth();
|
|
gestureEvent.position[0].y /= (float)GetScreenHeight();
|
|
|
|
// Gesture data is sent to gestures-system for processing
|
|
ProcessGestureEvent(gestureEvent);
|
|
#endif
|
|
}
|
|
|
|
static EM_BOOL EmscriptenMouseMoveCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData)
|
|
{
|
|
// To emulate the GLFW_RAW_MOUSE_MOTION property.
|
|
if (CORE.Input.Mouse.cursorHidden)
|
|
{
|
|
CORE.Input.Mouse.previousPosition.x = lockedMousePos.x - mouseEvent->movementX;
|
|
CORE.Input.Mouse.previousPosition.y = lockedMousePos.y - mouseEvent->movementY;
|
|
}
|
|
|
|
return 1; // The event was consumed by the callback handler
|
|
}
|
|
|
|
// GLFW3 Scrolling Callback, runs on mouse wheel
|
|
static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
|
|
{
|
|
CORE.Input.Mouse.currentWheelMove = (Vector2){ (float)xoffset, (float)yoffset };
|
|
}
|
|
|
|
// GLFW3 CursorEnter Callback, when cursor enters the window
|
|
static void CursorEnterCallback(GLFWwindow *window, int enter)
|
|
{
|
|
if (enter) CORE.Input.Mouse.cursorOnScreen = true;
|
|
else CORE.Input.Mouse.cursorOnScreen = false;
|
|
}
|
|
|
|
// Register fullscreen change events
|
|
static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData)
|
|
{
|
|
// NOTE: 1. Reset the fullscreen flags if the user left fullscreen manually by pressing the Escape key
|
|
// 2. Which is a necessary safeguard because that case will bypass the toggles CORE.Window.flags resets
|
|
if (platform.ourFullscreen) platform.ourFullscreen = false;
|
|
else
|
|
{
|
|
const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0);
|
|
if (!wasFullscreen)
|
|
{
|
|
CORE.Window.fullscreen = false;
|
|
CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
|
|
CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE;
|
|
}
|
|
}
|
|
|
|
return 1; // The event was consumed by the callback handler
|
|
}
|
|
|
|
// Register window resize event
|
|
// static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData)
|
|
// {
|
|
// // TODO: Implement EmscriptenWindowResizedCallback()?
|
|
|
|
// return 1; // The event was consumed by the callback handler
|
|
// }
|
|
|
|
// Register DOM element resize event
|
|
static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData)
|
|
{
|
|
// Don't resize non-resizeable windows
|
|
if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) == 0) return 1;
|
|
|
|
// This event is called whenever the window changes sizes,
|
|
// so the size of the canvas object is explicitly retrieved below
|
|
int width = EM_ASM_INT( return window.innerWidth; );
|
|
int height = EM_ASM_INT( return window.innerHeight; );
|
|
|
|
if (width < (int)CORE.Window.screenMin.width) width = CORE.Window.screenMin.width;
|
|
else if (width > (int)CORE.Window.screenMax.width && CORE.Window.screenMax.width > 0) width = CORE.Window.screenMax.width;
|
|
|
|
if (height < (int)CORE.Window.screenMin.height) height = CORE.Window.screenMin.height;
|
|
else if (height > (int)CORE.Window.screenMax.height && CORE.Window.screenMax.height > 0) height = CORE.Window.screenMax.height;
|
|
|
|
emscripten_set_canvas_element_size("#canvas", width, height);
|
|
|
|
SetupViewport(width, height); // Reset viewport and projection matrix for new size
|
|
|
|
CORE.Window.currentFbo.width = width;
|
|
CORE.Window.currentFbo.height = height;
|
|
CORE.Window.resizedLastFrame = true;
|
|
|
|
if (IsWindowFullscreen()) return 1;
|
|
|
|
// Set current screen size
|
|
CORE.Window.screen.width = width;
|
|
CORE.Window.screen.height = height;
|
|
|
|
// NOTE: Postprocessing texture is not scaled to new size
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Register mouse input events
|
|
static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData)
|
|
{
|
|
// This is only for registering mouse click events with emscripten and doesn't need to do anything
|
|
|
|
return 1; // The event was consumed by the callback handler
|
|
}
|
|
|
|
// Register pointer lock events
|
|
static EM_BOOL EmscriptenPointerlockCallback(int eventType, const EmscriptenPointerlockChangeEvent *pointerlockChangeEvent, void *userData)
|
|
{
|
|
CORE.Input.Mouse.cursorHidden = EM_ASM_INT( { if (document.pointerLockElement) return 1; }, 0);
|
|
|
|
if (CORE.Input.Mouse.cursorHidden)
|
|
{
|
|
lockedMousePos = CORE.Input.Mouse.currentPosition;
|
|
CORE.Input.Mouse.previousPosition = lockedMousePos;
|
|
}
|
|
|
|
return 1; // The event was consumed by the callback handler
|
|
}
|
|
|
|
// Register connected/disconnected gamepads events
|
|
static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData)
|
|
{
|
|
/*
|
|
TRACELOGD("%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"",
|
|
eventType != 0? emscripten_event_type_to_string(eventType) : "Gamepad state",
|
|
gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping);
|
|
|
|
for (int i = 0; i < gamepadEvent->numAxes; ++i) TRACELOGD("Axis %d: %g", i, gamepadEvent->axis[i]);
|
|
for (int i = 0; i < gamepadEvent->numButtons; ++i) TRACELOGD("Button %d: Digital: %d, Analog: %g", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]);
|
|
*/
|
|
|
|
if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS))
|
|
{
|
|
CORE.Input.Gamepad.ready[gamepadEvent->index] = true;
|
|
sprintf(CORE.Input.Gamepad.name[gamepadEvent->index], "%s", gamepadEvent->id);
|
|
}
|
|
else CORE.Input.Gamepad.ready[gamepadEvent->index] = false;
|
|
|
|
return 1; // The event was consumed by the callback handler
|
|
}
|
|
|
|
// Register touch input events
|
|
static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
|
|
{
|
|
// Register touch points count
|
|
CORE.Input.Touch.pointCount = touchEvent->numTouches;
|
|
|
|
double canvasWidth = 0.0;
|
|
double canvasHeight = 0.0;
|
|
// NOTE: emscripten_get_canvas_element_size() returns canvas.width and canvas.height but
|
|
// we are looking for actual CSS size: canvas.style.width and canvas.style.height
|
|
// EMSCRIPTEN_RESULT res = emscripten_get_canvas_element_size("#canvas", &canvasWidth, &canvasHeight);
|
|
emscripten_get_element_css_size("#canvas", &canvasWidth, &canvasHeight);
|
|
|
|
for (int i = 0; (i < CORE.Input.Touch.pointCount) && (i < MAX_TOUCH_POINTS); i++)
|
|
{
|
|
// Register touch points id
|
|
CORE.Input.Touch.pointId[i] = touchEvent->touches[i].identifier;
|
|
|
|
// Register touch points position
|
|
CORE.Input.Touch.position[i] = (Vector2){touchEvent->touches[i].targetX, touchEvent->touches[i].targetY};
|
|
|
|
// Normalize gestureEvent.position[x] for CORE.Window.screen.width and CORE.Window.screen.height
|
|
CORE.Input.Touch.position[i].x *= ((float)GetScreenWidth()/(float)canvasWidth);
|
|
CORE.Input.Touch.position[i].y *= ((float)GetScreenHeight()/(float)canvasHeight);
|
|
|
|
if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) CORE.Input.Touch.currentTouchState[i] = 1;
|
|
else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) CORE.Input.Touch.currentTouchState[i] = 0;
|
|
}
|
|
|
|
// Update mouse position if we detect a single touch.
|
|
if (CORE.Input.Touch.pointCount == 1)
|
|
{
|
|
CORE.Input.Mouse.currentPosition.x = CORE.Input.Touch.position[0].x;
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CORE.Input.Mouse.currentPosition.y = CORE.Input.Touch.position[0].y;
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}
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#if defined(SUPPORT_GESTURES_SYSTEM)
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GestureEvent gestureEvent = {0};
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|
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gestureEvent.pointCount = CORE.Input.Touch.pointCount;
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|
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// Register touch actions
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if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
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else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_ACTION_UP;
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else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_ACTION_MOVE;
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else if (eventType == EMSCRIPTEN_EVENT_TOUCHCANCEL) gestureEvent.touchAction = TOUCH_ACTION_CANCEL;
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|
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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
|
|
ProcessGestureEvent(gestureEvent);
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|
#endif
|
|
|
|
if (eventType == EMSCRIPTEN_EVENT_TOUCHEND)
|
|
{
|
|
CORE.Input.Touch.pointCount--;
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|
if (CORE.Input.Touch.pointCount < 0) CORE.Input.Touch.pointCount = 0;
|
|
}
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|
|
|
return 1; // The event was consumed by the callback handler
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|
}
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|
|
|
// EOF
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