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authorUneven Prankster <unevenprankster@protonmail.com>2023-11-16 21:12:27 -0300
committerUneven Prankster <unevenprankster@protonmail.com>2023-11-16 21:12:27 -0300
commit2bbf92ad5ae7708bf18ac7ef333e9a979d8d1bde (patch)
treec9d22bb0d73d9cc0c8586e4d31c93a561ea8e910 /raylib/src/platforms/rcore_desktop.c
parent1c0cc775732201f4c4d3ee0d6772be786b3b4aa1 (diff)
Working so hard like a soldiermain
Can't afford a thing on TV
Diffstat (limited to 'raylib/src/platforms/rcore_desktop.c')
-rw-r--r--raylib/src/platforms/rcore_desktop.c1828
1 files changed, 1828 insertions, 0 deletions
diff --git a/raylib/src/platforms/rcore_desktop.c b/raylib/src/platforms/rcore_desktop.c
new file mode 100644
index 0000000..05c390f
--- /dev/null
+++ b/raylib/src/platforms/rcore_desktop.c
@@ -0,0 +1,1828 @@
+/**********************************************************************************************
+*
+* rcore_desktop - Functions to manage window, graphics device and inputs
+*
+* PLATFORM: DESKTOP: GLFW
+* - Windows (Win32, Win64)
+* - Linux (X11/Wayland desktop mode)
+* - FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop)
+* - OSX/macOS (x64, arm64)
+*
+* LIMITATIONS:
+* - Limitation 01
+* - Limitation 02
+*
+* POSSIBLE IMPROVEMENTS:
+* - Improvement 01
+* - Improvement 02
+*
+* ADDITIONAL NOTES:
+* - TRACELOG() function is located in raylib [utils] module
+*
+* CONFIGURATION:
+* #define RCORE_PLATFORM_CUSTOM_FLAG
+* Custom flag for rcore on target platform -not used-
+*
+* DEPENDENCIES:
+* - rglfw: Manage graphic device, OpenGL context and inputs (Windows, Linux, OSX, FreeBSD...)
+* - gestures: Gestures system for touch-ready devices (or simulated from mouse inputs)
+*
+*
+* LICENSE: zlib/libpng
+*
+* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) and contributors
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3
+ // NOTE: Already provided by rlgl implementation (on glad.h)
+#include "GLFW/glfw3.h" // GLFW3 library: Windows, OpenGL context and Input management
+ // NOTE: GLFW3 already includes gl.h (OpenGL) headers
+
+// Support retrieving native window handlers
+#if defined(_WIN32)
+ typedef void *PVOID;
+ typedef PVOID HANDLE;
+ typedef HANDLE HWND;
+ #define GLFW_EXPOSE_NATIVE_WIN32
+ #define GLFW_NATIVE_INCLUDE_NONE // To avoid some symbols re-definition in windows.h
+ #include "GLFW/glfw3native.h"
+
+ #if defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
+ // NOTE: Those functions require linking with winmm library
+ unsigned int __stdcall timeBeginPeriod(unsigned int uPeriod);
+ unsigned int __stdcall timeEndPeriod(unsigned int uPeriod);
+ #endif
+#endif
+#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__)
+ #include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
+
+ //#define GLFW_EXPOSE_NATIVE_X11 // WARNING: Exposing Xlib.h > X.h results in dup symbols for Font type
+ //#define GLFW_EXPOSE_NATIVE_WAYLAND
+ //#define GLFW_EXPOSE_NATIVE_MIR
+ #include "GLFW/glfw3native.h" // Required for: glfwGetX11Window()
+#endif
+#if defined(__APPLE__)
+ #include <unistd.h> // Required for: usleep()
+
+ //#define GLFW_EXPOSE_NATIVE_COCOA // WARNING: Fails due to type redefinition
+ void *glfwGetCocoaWindow(GLFWwindow* handle);
+ #include "GLFW/glfw3native.h" // Required for: glfwGetCocoaWindow()
+#endif
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+// TODO: HACK: Added flag if not provided by GLFW when using external library
+// Latest GLFW release (GLFW 3.3.8) does not implement this flag, it was added for 3.4.0-dev
+#if !defined(GLFW_MOUSE_PASSTHROUGH)
+ #define GLFW_MOUSE_PASSTHROUGH 0x0002000D
+#endif
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef struct {
+ GLFWwindow *handle; // GLFW window handle (graphic device)
+} PlatformData;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+extern CoreData CORE; // Global CORE state context
+
+static PlatformData platform = { 0 }; // Platform specific data
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Declaration
+//----------------------------------------------------------------------------------
+int InitPlatform(void); // Initialize platform (graphics, inputs and more)
+void ClosePlatform(void); // Close platform
+
+// Error callback event
+static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
+
+// Window callbacks events
+static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
+static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
+static void WindowMaximizeCallback(GLFWwindow* window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized
+static void WindowFocusCallback(GLFWwindow *window, int focused); // GLFW3 WindowFocus Callback, runs when window get/lose focus
+static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window
+
+// Input callbacks events
+static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
+static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value)
+static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed
+static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move
+static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel
+static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
+static void JoystickCallback(int jid, int event); // GLFW3 Joystick Connected/Disconnected Callback
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+// NOTE: Functions declaration is provided by raylib.h
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Window and Graphics Device
+//----------------------------------------------------------------------------------
+
+// Check if application should close
+// NOTE: By default, if KEY_ESCAPE pressed or window close icon clicked
+bool WindowShouldClose(void)
+{
+ if (CORE.Window.ready) return CORE.Window.shouldClose;
+ else return true;
+}
+
+// Toggle fullscreen mode
+void ToggleFullscreen(void)
+{
+ if (!CORE.Window.fullscreen)
+ {
+ // Store previous window position (in case we exit fullscreen)
+ glfwGetWindowPos(platform.handle, &CORE.Window.position.x, &CORE.Window.position.y);
+
+ int monitorCount = 0;
+ int monitorIndex = GetCurrentMonitor();
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ // Use current monitor, so we correctly get the display the window is on
+ GLFWmonitor *monitor = (monitorIndex < monitorCount)? monitors[monitorIndex] : NULL;
+
+ if (monitor == NULL)
+ {
+ TRACELOG(LOG_WARNING, "GLFW: Failed to get monitor");
+
+ CORE.Window.fullscreen = false;
+ CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
+
+ glfwSetWindowMonitor(platform.handle, NULL, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
+ }
+ else
+ {
+ CORE.Window.fullscreen = true;
+ CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
+
+ glfwSetWindowMonitor(platform.handle, monitor, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
+ }
+
+ }
+ else
+ {
+ CORE.Window.fullscreen = false;
+ CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
+
+ glfwSetWindowMonitor(platform.handle, NULL, CORE.Window.position.x, CORE.Window.position.y, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
+ }
+
+ // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
+ // NOTE: V-Sync can be enabled by graphic driver configuration
+ if (CORE.Window.flags & FLAG_VSYNC_HINT) glfwSwapInterval(1);
+}
+
+// Toggle borderless windowed mode
+void ToggleBorderlessWindowed(void)
+{
+ // Leave fullscreen before attempting to set borderless windowed mode and get screen position from it
+ bool wasOnFullscreen = false;
+ if (CORE.Window.fullscreen)
+ {
+ CORE.Window.previousPosition = CORE.Window.position;
+ ToggleFullscreen();
+ wasOnFullscreen = true;
+ }
+
+ const int monitor = GetCurrentMonitor();
+ int monitorCount;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
+
+ if (mode)
+ {
+ if (!IsWindowState(FLAG_BORDERLESS_WINDOWED_MODE))
+ {
+ // Store screen position and size
+ // NOTE: If it was on fullscreen, screen position was already stored, so skip setting it here
+ if (!wasOnFullscreen) glfwGetWindowPos(platform.handle, &CORE.Window.previousPosition.x, &CORE.Window.previousPosition.y);
+ CORE.Window.previousScreen = CORE.Window.screen;
+
+ // Set undecorated and topmost modes and flags
+ glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_FALSE);
+ CORE.Window.flags |= FLAG_WINDOW_UNDECORATED;
+ glfwSetWindowAttrib(platform.handle, GLFW_FLOATING, GLFW_TRUE);
+ CORE.Window.flags |= FLAG_WINDOW_TOPMOST;
+
+ // Get monitor position and size
+ int monitorPosX = 0;
+ int monitorPosY = 0;
+ glfwGetMonitorPos(monitors[monitor], &monitorPosX, &monitorPosY);
+ const int monitorWidth = mode->width;
+ const int monitorHeight = mode->height;
+
+ // Set screen position and size
+ glfwSetWindowPos(platform.handle, monitorPosX, monitorPosY);
+ glfwSetWindowSize(platform.handle, monitorWidth, monitorHeight);
+
+ // Refocus window
+ glfwFocusWindow(platform.handle);
+
+ CORE.Window.flags |= FLAG_BORDERLESS_WINDOWED_MODE;
+ }
+ else
+ {
+ // Remove topmost and undecorated modes and flags
+ glfwSetWindowAttrib(platform.handle, GLFW_FLOATING, GLFW_FALSE);
+ CORE.Window.flags &= ~FLAG_WINDOW_TOPMOST;
+ glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_TRUE);
+ CORE.Window.flags &= ~FLAG_WINDOW_UNDECORATED;
+
+ // Return previous screen size and position
+ // NOTE: The order matters here, it must set size first, then set position, otherwise the screen will be positioned incorrectly
+ glfwSetWindowSize(platform.handle, CORE.Window.previousScreen.width, CORE.Window.previousScreen.height);
+ glfwSetWindowPos(platform.handle, CORE.Window.previousPosition.x, CORE.Window.previousPosition.y);
+
+ // Refocus window
+ glfwFocusWindow(platform.handle);
+
+ CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE;
+ }
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+}
+
+// Set window state: maximized, if resizable
+void MaximizeWindow(void)
+{
+ if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE)
+ {
+ glfwMaximizeWindow(platform.handle);
+ CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED;
+ }
+}
+
+// Set window state: minimized
+void MinimizeWindow(void)
+{
+ // NOTE: Following function launches callback that sets appropriate flag!
+ glfwIconifyWindow(platform.handle);
+}
+
+// Set window state: not minimized/maximized
+void RestoreWindow(void)
+{
+ if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE)
+ {
+ // Restores the specified window if it was previously iconified (minimized) or maximized
+ glfwRestoreWindow(platform.handle);
+ CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;
+ CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
+ }
+}
+
+// Set window configuration state using flags
+void SetWindowState(unsigned int flags)
+{
+ // Check previous state and requested state to apply required changes
+ // NOTE: In most cases the functions already change the flags internally
+
+ // State change: FLAG_VSYNC_HINT
+ if (((CORE.Window.flags & FLAG_VSYNC_HINT) != (flags & FLAG_VSYNC_HINT)) && ((flags & FLAG_VSYNC_HINT) > 0))
+ {
+ glfwSwapInterval(1);
+ CORE.Window.flags |= FLAG_VSYNC_HINT;
+ }
+
+ // State change: FLAG_BORDERLESS_WINDOWED_MODE
+ // NOTE: This must be handled before FLAG_FULLSCREEN_MODE because ToggleBorderlessWindowed() needs to get some fullscreen values if fullscreen is running
+ if (((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) != (flags & FLAG_BORDERLESS_WINDOWED_MODE)) && ((flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0))
+ {
+ ToggleBorderlessWindowed(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_FULLSCREEN_MODE
+ if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) != (flags & FLAG_FULLSCREEN_MODE))
+ {
+ ToggleFullscreen(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_WINDOW_RESIZABLE
+ if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != (flags & FLAG_WINDOW_RESIZABLE)) && ((flags & FLAG_WINDOW_RESIZABLE) > 0))
+ {
+ glfwSetWindowAttrib(platform.handle, GLFW_RESIZABLE, GLFW_TRUE);
+ CORE.Window.flags |= FLAG_WINDOW_RESIZABLE;
+ }
+
+ // State change: FLAG_WINDOW_UNDECORATED
+ if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) != (flags & FLAG_WINDOW_UNDECORATED)) && (flags & FLAG_WINDOW_UNDECORATED))
+ {
+ glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_FALSE);
+ CORE.Window.flags |= FLAG_WINDOW_UNDECORATED;
+ }
+
+ // State change: FLAG_WINDOW_HIDDEN
+ if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) != (flags & FLAG_WINDOW_HIDDEN)) && ((flags & FLAG_WINDOW_HIDDEN) > 0))
+ {
+ glfwHideWindow(platform.handle);
+ CORE.Window.flags |= FLAG_WINDOW_HIDDEN;
+ }
+
+ // State change: FLAG_WINDOW_MINIMIZED
+ if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) != (flags & FLAG_WINDOW_MINIMIZED)) && ((flags & FLAG_WINDOW_MINIMIZED) > 0))
+ {
+ //GLFW_ICONIFIED
+ MinimizeWindow(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_WINDOW_MAXIMIZED
+ if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) != (flags & FLAG_WINDOW_MAXIMIZED)) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0))
+ {
+ //GLFW_MAXIMIZED
+ MaximizeWindow(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_WINDOW_UNFOCUSED
+ if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) != (flags & FLAG_WINDOW_UNFOCUSED)) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0))
+ {
+ glfwSetWindowAttrib(platform.handle, GLFW_FOCUS_ON_SHOW, GLFW_FALSE);
+ CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED;
+ }
+
+ // State change: FLAG_WINDOW_TOPMOST
+ if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) != (flags & FLAG_WINDOW_TOPMOST)) && ((flags & FLAG_WINDOW_TOPMOST) > 0))
+ {
+ glfwSetWindowAttrib(platform.handle, GLFW_FLOATING, GLFW_TRUE);
+ CORE.Window.flags |= FLAG_WINDOW_TOPMOST;
+ }
+
+ // State change: FLAG_WINDOW_ALWAYS_RUN
+ if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) != (flags & FLAG_WINDOW_ALWAYS_RUN)) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0))
+ {
+ CORE.Window.flags |= FLAG_WINDOW_ALWAYS_RUN;
+ }
+
+ // The following states can not be changed after window creation
+
+ // State change: FLAG_WINDOW_TRANSPARENT
+ if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) != (flags & FLAG_WINDOW_TRANSPARENT)) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0))
+ {
+ TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization");
+ }
+
+ // State change: FLAG_WINDOW_HIGHDPI
+ if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) != (flags & FLAG_WINDOW_HIGHDPI)) && ((flags & FLAG_WINDOW_HIGHDPI) > 0))
+ {
+ TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization");
+ }
+
+ // State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
+ if (((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) != (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH)) && ((flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0))
+ {
+ glfwSetWindowAttrib(platform.handle, GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE);
+ CORE.Window.flags |= FLAG_WINDOW_MOUSE_PASSTHROUGH;
+ }
+
+ // State change: FLAG_MSAA_4X_HINT
+ if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) != (flags & FLAG_MSAA_4X_HINT)) && ((flags & FLAG_MSAA_4X_HINT) > 0))
+ {
+ TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization");
+ }
+
+ // State change: FLAG_INTERLACED_HINT
+ if (((CORE.Window.flags & FLAG_INTERLACED_HINT) != (flags & FLAG_INTERLACED_HINT)) && ((flags & FLAG_INTERLACED_HINT) > 0))
+ {
+ TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization");
+ }
+}
+
+// Clear window configuration state flags
+void ClearWindowState(unsigned int flags)
+{
+ // Check previous state and requested state to apply required changes
+ // NOTE: In most cases the functions already change the flags internally
+
+ // State change: FLAG_VSYNC_HINT
+ if (((CORE.Window.flags & FLAG_VSYNC_HINT) > 0) && ((flags & FLAG_VSYNC_HINT) > 0))
+ {
+ glfwSwapInterval(0);
+ CORE.Window.flags &= ~FLAG_VSYNC_HINT;
+ }
+
+ // State change: FLAG_BORDERLESS_WINDOWED_MODE
+ // NOTE: This must be handled before FLAG_FULLSCREEN_MODE because ToggleBorderlessWindowed() needs to get some fullscreen values if fullscreen is running
+ if (((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0) && ((flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0))
+ {
+ ToggleBorderlessWindowed(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_FULLSCREEN_MODE
+ if (((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) && ((flags & FLAG_FULLSCREEN_MODE) > 0))
+ {
+ ToggleFullscreen(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_WINDOW_RESIZABLE
+ if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) && ((flags & FLAG_WINDOW_RESIZABLE) > 0))
+ {
+ glfwSetWindowAttrib(platform.handle, GLFW_RESIZABLE, GLFW_FALSE);
+ CORE.Window.flags &= ~FLAG_WINDOW_RESIZABLE;
+ }
+
+ // State change: FLAG_WINDOW_HIDDEN
+ if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) && ((flags & FLAG_WINDOW_HIDDEN) > 0))
+ {
+ glfwShowWindow(platform.handle);
+ CORE.Window.flags &= ~FLAG_WINDOW_HIDDEN;
+ }
+
+ // State change: FLAG_WINDOW_MINIMIZED
+ if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) && ((flags & FLAG_WINDOW_MINIMIZED) > 0))
+ {
+ RestoreWindow(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_WINDOW_MAXIMIZED
+ if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0))
+ {
+ RestoreWindow(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_WINDOW_UNDECORATED
+ if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) && ((flags & FLAG_WINDOW_UNDECORATED) > 0))
+ {
+ glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_TRUE);
+ CORE.Window.flags &= ~FLAG_WINDOW_UNDECORATED;
+ }
+
+ // State change: FLAG_WINDOW_UNFOCUSED
+ if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0))
+ {
+ glfwSetWindowAttrib(platform.handle, GLFW_FOCUS_ON_SHOW, GLFW_TRUE);
+ CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED;
+ }
+
+ // State change: FLAG_WINDOW_TOPMOST
+ if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) && ((flags & FLAG_WINDOW_TOPMOST) > 0))
+ {
+ glfwSetWindowAttrib(platform.handle, GLFW_FLOATING, GLFW_FALSE);
+ CORE.Window.flags &= ~FLAG_WINDOW_TOPMOST;
+ }
+
+ // State change: FLAG_WINDOW_ALWAYS_RUN
+ if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) > 0) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0))
+ {
+ CORE.Window.flags &= ~FLAG_WINDOW_ALWAYS_RUN;
+ }
+
+ // The following states can not be changed after window creation
+
+ // State change: FLAG_WINDOW_TRANSPARENT
+ if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0))
+ {
+ TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization");
+ }
+
+ // State change: FLAG_WINDOW_HIGHDPI
+ if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) && ((flags & FLAG_WINDOW_HIGHDPI) > 0))
+ {
+ TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization");
+ }
+
+ // State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
+ if (((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0) && ((flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0))
+ {
+ glfwSetWindowAttrib(platform.handle, GLFW_MOUSE_PASSTHROUGH, GLFW_FALSE);
+ CORE.Window.flags &= ~FLAG_WINDOW_MOUSE_PASSTHROUGH;
+ }
+
+ // State change: FLAG_MSAA_4X_HINT
+ if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) > 0) && ((flags & FLAG_MSAA_4X_HINT) > 0))
+ {
+ TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization");
+ }
+
+ // State change: FLAG_INTERLACED_HINT
+ if (((CORE.Window.flags & FLAG_INTERLACED_HINT) > 0) && ((flags & FLAG_INTERLACED_HINT) > 0))
+ {
+ TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization");
+ }
+}
+
+// Set icon for window
+// NOTE 1: Image must be in RGBA format, 8bit per channel
+// NOTE 2: Image is scaled by the OS for all required sizes
+void SetWindowIcon(Image image)
+{
+ if (image.data == NULL)
+ {
+ // Revert to the default window icon, pass in an empty image array
+ glfwSetWindowIcon(platform.handle, 0, NULL);
+ }
+ else
+ {
+ if (image.format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
+ {
+ GLFWimage icon[1] = { 0 };
+
+ icon[0].width = image.width;
+ icon[0].height = image.height;
+ icon[0].pixels = (unsigned char *)image.data;
+
+ // NOTE 1: We only support one image icon
+ // NOTE 2: The specified image data is copied before this function returns
+ glfwSetWindowIcon(platform.handle, 1, icon);
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Window icon image must be in R8G8B8A8 pixel format");
+ }
+}
+
+// Set icon for window, multiple images
+// NOTE 1: Images must be in RGBA format, 8bit per channel
+// NOTE 2: The multiple images are used depending on provided sizes
+// Standard Windows icon sizes: 256, 128, 96, 64, 48, 32, 24, 16
+void SetWindowIcons(Image *images, int count)
+{
+ if ((images == NULL) || (count <= 0))
+ {
+ // Revert to the default window icon, pass in an empty image array
+ glfwSetWindowIcon(platform.handle, 0, NULL);
+ }
+ else
+ {
+ int valid = 0;
+ GLFWimage *icons = RL_CALLOC(count, sizeof(GLFWimage));
+
+ for (int i = 0; i < count; i++)
+ {
+ if (images[i].format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
+ {
+ icons[valid].width = images[i].width;
+ icons[valid].height = images[i].height;
+ icons[valid].pixels = (unsigned char *)images[i].data;
+
+ valid++;
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Window icon image must be in R8G8B8A8 pixel format");
+ }
+ // NOTE: Images data is copied internally before this function returns
+ glfwSetWindowIcon(platform.handle, valid, icons);
+
+ RL_FREE(icons);
+ }
+}
+
+// Set title for window
+void SetWindowTitle(const char *title)
+{
+ CORE.Window.title = title;
+ glfwSetWindowTitle(platform.handle, title);
+}
+
+// Set window position on screen (windowed mode)
+void SetWindowPosition(int x, int y)
+{
+ glfwSetWindowPos(platform.handle, x, y);
+}
+
+// Set monitor for the current window
+void SetWindowMonitor(int monitor)
+{
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ if (CORE.Window.fullscreen)
+ {
+ TRACELOG(LOG_INFO, "GLFW: Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
+
+ const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
+ glfwSetWindowMonitor(platform.handle, monitors[monitor], 0, 0, mode->width, mode->height, mode->refreshRate);
+ }
+ else
+ {
+ TRACELOG(LOG_INFO, "GLFW: Selected monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
+
+ const int screenWidth = CORE.Window.screen.width;
+ const int screenHeight = CORE.Window.screen.height;
+ int monitorWorkareaX = 0;
+ int monitorWorkareaY = 0;
+ int monitorWorkareaWidth = 0;
+ int monitorWorkareaHeight = 0;
+ glfwGetMonitorWorkarea(monitors[monitor], &monitorWorkareaX, &monitorWorkareaY, &monitorWorkareaWidth, &monitorWorkareaHeight);
+
+ // If the screen size is larger than the monitor workarea, anchor it on the top left corner, otherwise, center it
+ if ((screenWidth >= monitorWorkareaWidth) || (screenHeight >= monitorWorkareaHeight)) glfwSetWindowPos(platform.handle, monitorWorkareaX, monitorWorkareaY);
+ else
+ {
+ const int x = monitorWorkareaX + (monitorWorkareaWidth/2) - (screenWidth/2);
+ const int y = monitorWorkareaY + (monitorWorkareaHeight/2) - (screenHeight/2);
+ glfwSetWindowPos(platform.handle, x, y);
+ }
+ }
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+}
+
+// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMinSize(int width, int height)
+{
+ CORE.Window.screenMin.width = width;
+ CORE.Window.screenMin.height = height;
+
+ int minWidth = (CORE.Window.screenMin.width == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMin.width;
+ int minHeight = (CORE.Window.screenMin.height == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMin.height;
+ int maxWidth = (CORE.Window.screenMax.width == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMax.width;
+ int maxHeight = (CORE.Window.screenMax.height == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMax.height;
+
+ glfwSetWindowSizeLimits(platform.handle, minWidth, minHeight, maxWidth, maxHeight);
+}
+
+// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMaxSize(int width, int height)
+{
+ CORE.Window.screenMax.width = width;
+ CORE.Window.screenMax.height = height;
+
+ int minWidth = (CORE.Window.screenMin.width == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMin.width;
+ int minHeight = (CORE.Window.screenMin.height == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMin.height;
+ int maxWidth = (CORE.Window.screenMax.width == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMax.width;
+ int maxHeight = (CORE.Window.screenMax.height == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMax.height;
+
+ glfwSetWindowSizeLimits(platform.handle, minWidth, minHeight, maxWidth, maxHeight);
+}
+
+// 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;
+ glfwSetWindowOpacity(platform.handle, opacity);
+}
+
+// Set window focused
+void SetWindowFocused(void)
+{
+ glfwFocusWindow(platform.handle);
+}
+
+// Get native window handle
+void *GetWindowHandle(void)
+{
+#if defined(_WIN32)
+ // NOTE: Returned handle is: void *HWND (windows.h)
+ return glfwGetWin32Window(platform.handle);
+#endif
+#if defined(__linux__)
+ // NOTE: Returned handle is: unsigned long Window (X.h)
+ // typedef unsigned long XID;
+ // typedef XID Window;
+ //unsigned long id = (unsigned long)glfwGetX11Window(platform.handle);
+ //return NULL; // TODO: Find a way to return value... cast to void *?
+ return (void *)platform.handle;
+#endif
+#if defined(__APPLE__)
+ // NOTE: Returned handle is: (objc_object *)
+ return (void *)glfwGetCocoaWindow(platform.handle);
+#endif
+
+ return NULL;
+}
+
+// Get number of monitors
+int GetMonitorCount(void)
+{
+ int monitorCount = 0;
+
+ glfwGetMonitors(&monitorCount);
+
+ return monitorCount;
+}
+
+// Get number of monitors
+int GetCurrentMonitor(void)
+{
+ int index = 0;
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+ GLFWmonitor *monitor = NULL;
+
+ if (monitorCount >= 1)
+ {
+ if (IsWindowFullscreen())
+ {
+ // Get the handle of the monitor that the specified window is in full screen on
+ monitor = glfwGetWindowMonitor(platform.handle);
+
+ for (int i = 0; i < monitorCount; i++)
+ {
+ if (monitors[i] == monitor)
+ {
+ index = i;
+ break;
+ }
+ }
+ }
+ else
+ {
+ // In case the window is between two monitors, we use below logic
+ // to try to detect the "current monitor" for that window, note that
+ // this is probably an overengineered solution for a very side case
+ // trying to match SDL behaviour
+
+ int closestDist = 0x7FFFFFFF;
+
+ // Window center position
+ int wcx = 0;
+ int wcy = 0;
+
+ glfwGetWindowPos(platform.handle, &wcx, &wcy);
+ wcx += (int)CORE.Window.screen.width/2;
+ wcy += (int)CORE.Window.screen.height/2;
+
+ for (int i = 0; i < monitorCount; i++)
+ {
+ // Monitor top-left position
+ int mx = 0;
+ int my = 0;
+
+ monitor = monitors[i];
+ glfwGetMonitorPos(monitor, &mx, &my);
+ const GLFWvidmode *mode = glfwGetVideoMode(monitor);
+
+ if (mode)
+ {
+ const int right = mx + mode->width - 1;
+ const int bottom = my + mode->height - 1;
+
+ if ((wcx >= mx) &&
+ (wcx <= right) &&
+ (wcy >= my) &&
+ (wcy <= bottom))
+ {
+ index = i;
+ break;
+ }
+
+ int xclosest = wcx;
+ if (wcx < mx) xclosest = mx;
+ else if (wcx > right) xclosest = right;
+
+ int yclosest = wcy;
+ if (wcy < my) yclosest = my;
+ else if (wcy > bottom) yclosest = bottom;
+
+ int dx = wcx - xclosest;
+ int dy = wcy - yclosest;
+ int dist = (dx*dx) + (dy*dy);
+ if (dist < closestDist)
+ {
+ index = i;
+ closestDist = dist;
+ }
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
+ }
+ }
+ }
+
+ return index;
+}
+
+// Get selected monitor position
+Vector2 GetMonitorPosition(int monitor)
+{
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ int x, y;
+ glfwGetMonitorPos(monitors[monitor], &x, &y);
+
+ return (Vector2){ (float)x, (float)y };
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+ return (Vector2){ 0, 0 };
+}
+
+// Get selected monitor width (currently used by monitor)
+int GetMonitorWidth(int monitor)
+{
+ int width = 0;
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
+
+ if (mode) width = mode->width;
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+
+ return width;
+}
+
+// Get selected monitor height (currently used by monitor)
+int GetMonitorHeight(int monitor)
+{
+ int height = 0;
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
+
+ if (mode) height = mode->height;
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+
+ return height;
+}
+
+// Get selected monitor physical width in millimetres
+int GetMonitorPhysicalWidth(int monitor)
+{
+ int width = 0;
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount)) glfwGetMonitorPhysicalSize(monitors[monitor], &width, NULL);
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+
+ return width;
+}
+
+// Get selected monitor physical height in millimetres
+int GetMonitorPhysicalHeight(int monitor)
+{
+ int height = 0;
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount)) glfwGetMonitorPhysicalSize(monitors[monitor], NULL, &height);
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+
+ return height;
+}
+
+// Get selected monitor refresh rate
+int GetMonitorRefreshRate(int monitor)
+{
+ int refresh = 0;
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ const GLFWvidmode *vidmode = glfwGetVideoMode(monitors[monitor]);
+ refresh = vidmode->refreshRate;
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+
+ return refresh;
+}
+
+// Get the human-readable, UTF-8 encoded name of the selected monitor
+const char *GetMonitorName(int monitor)
+{
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ return glfwGetMonitorName(monitors[monitor]);
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+ return "";
+}
+
+// Get window position XY on monitor
+Vector2 GetWindowPosition(void)
+{
+ int x = 0;
+ int y = 0;
+
+ glfwGetWindowPos(platform.handle, &x, &y);
+
+ return (Vector2){ (float)x, (float)y };
+}
+
+// Get window scale DPI factor for current monitor
+Vector2 GetWindowScaleDPI(void)
+{
+ float xdpi = 1.0;
+ float ydpi = 1.0;
+ Vector2 scale = { 1.0f, 1.0f };
+ Vector2 windowPos = GetWindowPosition();
+
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ // Check window monitor
+ for (int i = 0; i < monitorCount; i++)
+ {
+ glfwGetMonitorContentScale(monitors[i], &xdpi, &ydpi);
+
+ int xpos, ypos, width, height;
+ glfwGetMonitorWorkarea(monitors[i], &xpos, &ypos, &width, &height);
+
+ if ((windowPos.x >= xpos) && (windowPos.x < xpos + width) &&
+ (windowPos.y >= ypos) && (windowPos.y < ypos + height))
+ {
+ scale.x = xdpi;
+ scale.y = ydpi;
+ break;
+ }
+ }
+
+ return scale;
+}
+
+// Set clipboard text content
+void SetClipboardText(const char *text)
+{
+ glfwSetClipboardString(platform.handle, text);
+}
+
+// Get clipboard text content
+// NOTE: returned string is allocated and freed by GLFW
+const char *GetClipboardText(void)
+{
+ return glfwGetClipboardString(platform.handle);
+}
+
+// Show mouse cursor
+void ShowCursor(void)
+{
+ glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+ CORE.Input.Mouse.cursorHidden = false;
+}
+
+// Hides mouse cursor
+void HideCursor(void)
+{
+ glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
+ CORE.Input.Mouse.cursorHidden = true;
+}
+
+// Enables cursor (unlock cursor)
+void EnableCursor(void)
+{
+ glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+
+ // Set cursor position in the middle
+ SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
+
+ CORE.Input.Mouse.cursorHidden = false;
+}
+
+// Disables cursor (lock cursor)
+void DisableCursor(void)
+{
+ glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
+
+ // Set cursor position in the middle
+ SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
+
+ CORE.Input.Mouse.cursorHidden = true;
+}
+
+// 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
+ if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
+ else
+ {
+ char *cmd = (char *)RL_CALLOC(strlen(url) + 32, sizeof(char));
+#if defined(_WIN32)
+ sprintf(cmd, "explorer \"%s\"", url);
+#endif
+#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__)
+ sprintf(cmd, "xdg-open '%s'", url); // Alternatives: firefox, x-www-browser
+#endif
+#if defined(__APPLE__)
+ sprintf(cmd, "open '%s'", url);
+#endif
+ int result = system(cmd);
+ if (result == -1) TRACELOG(LOG_WARNING, "OpenURL() child process could not be created");
+ RL_FREE(cmd);
+ }
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Inputs
+//----------------------------------------------------------------------------------
+
+// Set internal gamepad mappings
+int SetGamepadMappings(const char *mappings)
+{
+ return glfwUpdateGamepadMappings(mappings);
+}
+
+// Set mouse position XY
+void SetMousePosition(int x, int y)
+{
+ CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
+ CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
+
+ // NOTE: emscripten not implemented
+ glfwSetCursorPos(platform.handle, CORE.Input.Mouse.currentPosition.x, CORE.Input.Mouse.currentPosition.y);
+}
+
+// Set mouse cursor
+void SetMouseCursor(int cursor)
+{
+ CORE.Input.Mouse.cursor = cursor;
+ if (cursor == MOUSE_CURSOR_DEFAULT) glfwSetCursor(platform.handle, NULL);
+ else
+ {
+ // NOTE: We are relating internal GLFW enum values to our MouseCursor enum values
+ glfwSetCursor(platform.handle, glfwCreateStandardCursor(0x00036000 + cursor));
+ }
+}
+
+// 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
+ //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
+
+ // Map touch position to mouse position for convenience
+ // WARNING: If the target desktop device supports touch screen, this behavious should be reviewed!
+ // TODO: GLFW does not support multi-touch input just yet
+ // https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
+ // https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
+ CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
+
+ // Check if gamepads are ready
+ // NOTE: We do it here in case of disconnection
+ for (int i = 0; i < MAX_GAMEPADS; i++)
+ {
+ if (glfwJoystickPresent(i)) CORE.Input.Gamepad.ready[i] = true;
+ else CORE.Input.Gamepad.ready[i] = false;
+ }
+
+ // Register gamepads buttons events
+ for (int i = 0; i < MAX_GAMEPADS; i++)
+ {
+ if (CORE.Input.Gamepad.ready[i]) // Check if gamepad is available
+ {
+ // Register previous gamepad states
+ for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
+
+ // Get current gamepad state
+ // NOTE: There is no callback available, so we get it manually
+ GLFWgamepadstate state = { 0 };
+ glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller
+
+ const unsigned char *buttons = state.buttons;
+
+ for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++)
+ {
+ int button = -1; // GamepadButton enum values assigned
+
+ switch (k)
+ {
+ case GLFW_GAMEPAD_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
+ case GLFW_GAMEPAD_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
+ case GLFW_GAMEPAD_BUTTON_A: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
+ case GLFW_GAMEPAD_BUTTON_X: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
+
+ case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
+ case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
+
+ case GLFW_GAMEPAD_BUTTON_BACK: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
+ case GLFW_GAMEPAD_BUTTON_GUIDE: button = GAMEPAD_BUTTON_MIDDLE; break;
+ case GLFW_GAMEPAD_BUTTON_START: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
+
+ case GLFW_GAMEPAD_BUTTON_DPAD_UP: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
+ case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
+ case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
+ case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
+
+ case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: button = GAMEPAD_BUTTON_LEFT_THUMB; break;
+ case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
+ default: break;
+ }
+
+ if (button != -1) // Check for valid button
+ {
+ if (buttons[k] == GLFW_PRESS)
+ {
+ CORE.Input.Gamepad.currentButtonState[i][button] = 1;
+ CORE.Input.Gamepad.lastButtonPressed = button;
+ }
+ else CORE.Input.Gamepad.currentButtonState[i][button] = 0;
+ }
+ }
+
+ // Get current axis state
+ const float *axes = state.axes;
+
+ for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
+ {
+ CORE.Input.Gamepad.axisState[i][k] = axes[k];
+ }
+
+ // Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis)
+ CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1f);
+ CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1f);
+
+ CORE.Input.Gamepad.axisCount[i] = GLFW_GAMEPAD_AXIS_LAST + 1;
+ }
+ }
+
+ CORE.Window.resizedLastFrame = false;
+
+ if (CORE.Window.eventWaiting) glfwWaitEvents(); // Wait for in input events before continue (drawing is paused)
+ else glfwPollEvents(); // Poll input events: keyboard/mouse/window events (callbacks) -> Update keys state
+
+ // While window minimized, stop loop execution
+ while (IsWindowState(FLAG_WINDOW_MINIMIZED) && !IsWindowState(FLAG_WINDOW_ALWAYS_RUN)) glfwWaitEvents();
+
+ CORE.Window.shouldClose = glfwWindowShouldClose(platform.handle);
+
+ // Reset close status for next frame
+ glfwSetWindowShouldClose(platform.handle, GLFW_FALSE);
+}
+
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Definition
+//----------------------------------------------------------------------------------
+
+// Initialize platform: graphics, inputs and more
+int InitPlatform(void)
+{
+ glfwSetErrorCallback(ErrorCallback);
+/*
+ // TODO: Setup GLFW custom allocators to match raylib ones
+ const GLFWallocator allocator = {
+ .allocate = MemAlloc,
+ .deallocate = MemFree,
+ .reallocate = MemRealloc,
+ .user = NULL
+ };
+
+ glfwInitAllocator(&allocator);
+*/
+
+#if defined(__APPLE__)
+ glfwInitHint(GLFW_COCOA_CHDIR_RESOURCES, GLFW_FALSE);
+#endif
+ // 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
+ if ((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); // Transparent framebuffer
+ else glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_FALSE); // Opaque framebuffer
+
+ if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
+ {
+ // Resize window content area based on the monitor content scale.
+ // NOTE: This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11.
+ // On platforms like macOS the resolution of the framebuffer is changed independently of the window size.
+ glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); // Scale content area based on the monitor content scale where window is placed on
+#if defined(__APPLE__)
+ glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE);
+#endif
+ }
+ else glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
+
+ // Mouse passthrough
+ if ((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0) glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE);
+ else glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_FALSE);
+
+ if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
+ {
+ // NOTE: MSAA is only enabled for main framebuffer, not user-created FBOs
+ TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
+ glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0
+ }
+
+ // NOTE: When asking for an OpenGL context version, most drivers provide the highest supported version
+ // with backward compatibility to older OpenGL versions.
+ // For example, if using OpenGL 1.1, driver can provide a 4.3 backwards compatible context.
+
+ // Check selection OpenGL version
+ if (rlGetVersion() == RL_OPENGL_21)
+ {
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint)
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint)
+ }
+ else if (rlGetVersion() == RL_OPENGL_33)
+ {
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint)
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
+ // Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
+#if defined(__APPLE__)
+ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); // OSX Requires forward compatibility
+#else
+ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Forward Compatibility Hint: Only 3.3 and above!
+#endif
+ //glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context
+ }
+ else if (rlGetVersion() == RL_OPENGL_43)
+ {
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); // Choose OpenGL major version (just hint)
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE);
+#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT)
+ glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Enable OpenGL Debug Context
+#endif
+ }
+ else if (rlGetVersion() == RL_OPENGL_ES_20) // Request OpenGL ES 2.0 context
+ {
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
+ glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
+ glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
+ }
+ else if (rlGetVersion() == RL_OPENGL_ES_30) // Request OpenGL ES 3.0 context
+ {
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
+ glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
+ glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
+ }
+
+ // NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions.
+ // Forcing this initialization here avoids doing it on PollInputEvents() called by EndDrawing() after first frame has been just drawn.
+ // The initialization will still happen and possible delays still occur, but before the window is shown, which is a nicer experience.
+ // REF: https://github.com/raysan5/raylib/issues/1554
+ glfwSetJoystickCallback(NULL);
+
+ // Find monitor resolution
+ GLFWmonitor *monitor = glfwGetPrimaryMonitor();
+ if (!monitor)
+ {
+ TRACELOG(LOG_WARNING, "GLFW: Failed to get primary monitor");
+ return -1;
+ }
+
+ const GLFWvidmode *mode = glfwGetVideoMode(monitor);
+
+ CORE.Window.display.width = mode->width;
+ CORE.Window.display.height = mode->height;
+
+ // Set screen width/height to the display width/height if they are 0
+ if (CORE.Window.screen.width == 0) CORE.Window.screen.width = CORE.Window.display.width;
+ if (CORE.Window.screen.height == 0) CORE.Window.screen.height = CORE.Window.display.height;
+
+ if (CORE.Window.fullscreen)
+ {
+ // remember center for switchinging from fullscreen to window
+ if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
+ {
+ // If screen width/height equal to the display, we can't calculate the window pos for toggling full-screened/windowed.
+ // Toggling full-screened/windowed with pos(0, 0) can cause problems in some platforms, such as X11.
+ CORE.Window.position.x = CORE.Window.display.width/4;
+ CORE.Window.position.y = CORE.Window.display.height/4;
+ }
+ else
+ {
+ CORE.Window.position.x = CORE.Window.display.width/2 - CORE.Window.screen.width/2;
+ CORE.Window.position.y = CORE.Window.display.height/2 - CORE.Window.screen.height/2;
+ }
+
+ if (CORE.Window.position.x < 0) CORE.Window.position.x = 0;
+ if (CORE.Window.position.y < 0) CORE.Window.position.y = 0;
+
+ // Obtain recommended CORE.Window.display.width/CORE.Window.display.height from a valid videomode for the monitor
+ int count = 0;
+ const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count);
+
+ // Get closest video mode to desired CORE.Window.screen.width/CORE.Window.screen.height
+ for (int i = 0; i < count; i++)
+ {
+ if ((unsigned int)modes[i].width >= CORE.Window.screen.width)
+ {
+ if ((unsigned int)modes[i].height >= CORE.Window.screen.height)
+ {
+ CORE.Window.display.width = modes[i].width;
+ CORE.Window.display.height = modes[i].height;
+ break;
+ }
+ }
+ }
+
+ TRACELOG(LOG_WARNING, "SYSTEM: Closest fullscreen videomode: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
+
+ // NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example,
+ // for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3),
+ // framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched
+ // by the sides to fit all monitor space...
+
+ // Try to setup the most appropriate fullscreen framebuffer for the requested screenWidth/screenHeight
+ // It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset)
+ // Modified global variables: CORE.Window.screen.width/CORE.Window.screen.height - CORE.Window.render.width/CORE.Window.render.height - CORE.Window.renderOffset.x/CORE.Window.renderOffset.y - CORE.Window.screenScale
+ // TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed...
+ // HighDPI monitors are properly considered in a following similar function: SetupViewport()
+ SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
+
+ 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
+ {
+ // If we are windowed fullscreen, ensures that window does not minimize when focus is lost
+ if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
+ {
+ glfwWindowHint(GLFW_AUTO_ICONIFY, 0);
+ }
+
+ // No-fullscreen window creation
+ 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;
+ }
+
+ glfwMakeContextCurrent(platform.handle);
+ result = glfwGetError(NULL);
+
+ // Check context activation
+ if ((result != GLFW_NO_WINDOW_CONTEXT) && (result != GLFW_PLATFORM_ERROR))
+ {
+ CORE.Window.ready = true;
+
+ glfwSwapInterval(0); // No V-Sync by default
+
+ // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
+ // NOTE: V-Sync can be enabled by graphic driver configuration, it doesn't need
+ // to be activated on web platforms since VSync is enforced there.
+ if (CORE.Window.flags & FLAG_VSYNC_HINT)
+ {
+ // WARNING: It seems to hit a critical render path in Intel HD Graphics
+ glfwSwapInterval(1);
+ TRACELOG(LOG_INFO, "DISPLAY: Trying to enable VSYNC");
+ }
+
+ int fbWidth = CORE.Window.screen.width;
+ int fbHeight = CORE.Window.screen.height;
+
+ if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
+ {
+ // NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling.
+ // Framebuffer scaling should be activated with: glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE);
+ #if !defined(__APPLE__)
+ glfwGetFramebufferSize(platform.handle, &fbWidth, &fbHeight);
+
+ // Screen scaling matrix is required in case desired screen area is different from display area
+ CORE.Window.screenScale = MatrixScale((float)fbWidth/CORE.Window.screen.width, (float)fbHeight/CORE.Window.screen.height, 1.0f);
+
+ // Mouse input scaling for the new screen size
+ SetMouseScale((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight);
+ #endif
+ }
+
+ CORE.Window.render.width = fbWidth;
+ CORE.Window.render.height = fbHeight;
+ CORE.Window.currentFbo.width = fbWidth;
+ CORE.Window.currentFbo.height = fbHeight;
+
+ TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
+ TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
+ TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
+ TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
+ TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
+ }
+ 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; }
+ else SetWindowPosition(GetMonitorWidth(GetCurrentMonitor())/2 - CORE.Window.screen.width/2, GetMonitorHeight(GetCurrentMonitor())/2 - CORE.Window.screen.height/2);
+
+ // Load OpenGL extensions
+ // NOTE: GL procedures address loader is required to load extensions
+ rlLoadExtensions(glfwGetProcAddress);
+ //----------------------------------------------------------------------------
+
+ // Initialize input events callbacks
+ //----------------------------------------------------------------------------
+ // Set window callback events
+ glfwSetWindowSizeCallback(platform.handle, WindowSizeCallback); // NOTE: Resizing not allowed by default!
+ glfwSetWindowMaximizeCallback(platform.handle, WindowMaximizeCallback);
+ glfwSetWindowIconifyCallback(platform.handle, WindowIconifyCallback);
+ glfwSetWindowFocusCallback(platform.handle, WindowFocusCallback);
+ glfwSetDropCallback(platform.handle, WindowDropCallback);
+
+ // 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);
+ glfwSetJoystickCallback(JoystickCallback);
+
+ glfwSetInputMode(platform.handle, GLFW_LOCK_KEY_MODS, GLFW_TRUE); // Enable lock keys modifiers (CAPS, NUM)
+
+ // Retrieve gamepad names
+ for (int i = 0; i < MAX_GAMEPADS; i++)
+ {
+ if (glfwJoystickPresent(i)) strcpy(CORE.Input.Gamepad.name[i], glfwGetJoystickName(i));
+ }
+ //----------------------------------------------------------------------------
+
+ // Initialize timming system
+ //----------------------------------------------------------------------------
+ InitTimer();
+ //----------------------------------------------------------------------------
+
+ // Initialize storage system
+ //----------------------------------------------------------------------------
+ CORE.Storage.basePath = GetWorkingDirectory();
+ //----------------------------------------------------------------------------
+
+ TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (GLFW): Initialized successfully");
+
+ return 0;
+}
+
+// Close platform
+void ClosePlatform(void)
+{
+ glfwDestroyWindow(platform.handle);
+ glfwTerminate();
+
+#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
+ timeEndPeriod(1); // Restore time period
+#endif
+}
+
+// GLFW3 Error Callback, runs on GLFW3 error
+static void ErrorCallback(int error, const char *description)
+{
+ TRACELOG(LOG_WARNING, "GLFW: Error: %i Description: %s", error, description);
+}
+
+// GLFW3 WindowSize Callback, runs when window is resizedLastFrame
+// NOTE: Window resizing not allowed by default
+static void WindowSizeCallback(GLFWwindow *window, int width, int height)
+{
+ // Reset viewport and projection matrix for new size
+ SetupViewport(width, height);
+
+ CORE.Window.currentFbo.width = width;
+ CORE.Window.currentFbo.height = height;
+ CORE.Window.resizedLastFrame = true;
+
+ if (IsWindowFullscreen()) return;
+
+ // Set current screen size
+#if defined(__APPLE__)
+ CORE.Window.screen.width = width;
+ CORE.Window.screen.height = height;
+#else
+ if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
+ {
+ Vector2 windowScaleDPI = GetWindowScaleDPI();
+
+ CORE.Window.screen.width = (unsigned int)(width/windowScaleDPI.x);
+ CORE.Window.screen.height = (unsigned int)(height/windowScaleDPI.y);
+ }
+ else
+ {
+ CORE.Window.screen.width = width;
+ CORE.Window.screen.height = height;
+ }
+#endif
+
+ // NOTE: Postprocessing texture is not scaled to new size
+}
+
+// GLFW3 WindowIconify Callback, runs when window is minimized/restored
+static void WindowIconifyCallback(GLFWwindow *window, int iconified)
+{
+ if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; // The window was iconified
+ else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // The window was restored
+}
+
+// GLFW3 WindowMaximize Callback, runs when window is maximized/restored
+static void WindowMaximizeCallback(GLFWwindow *window, int maximized)
+{
+ if (maximized) CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; // The window was maximized
+ else CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; // The window was restored
+}
+
+// GLFW3 WindowFocus Callback, runs when window get/lose focus
+static void WindowFocusCallback(GLFWwindow *window, int focused)
+{
+ if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // The window was focused
+ else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; // The window lost focus
+}
+
+// GLFW3 Window Drop Callback, runs when drop files into window
+static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
+{
+ if (count > 0)
+ {
+ // In case previous dropped filepaths have not been freed, we free them
+ if (CORE.Window.dropFileCount > 0)
+ {
+ for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]);
+
+ RL_FREE(CORE.Window.dropFilepaths);
+
+ CORE.Window.dropFileCount = 0;
+ CORE.Window.dropFilepaths = NULL;
+ }
+
+ // WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy
+ CORE.Window.dropFileCount = count;
+ CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *));
+
+ for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++)
+ {
+ CORE.Window.dropFilepaths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
+ strcpy(CORE.Window.dropFilepaths[i], paths[i]);
+ }
+ }
+}
+
+// GLFW3 Keyboard Callback, runs on key pressed
+static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
+{
+ if (key < 0) return; // Security check, macOS fn key generates -1
+
+ // WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
+ // to work properly with our implementation (IsKeyDown/IsKeyUp checks)
+ if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
+ else if(action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1;
+ else if(action == GLFW_REPEAT) CORE.Input.Keyboard.keyRepeatInFrame[key] = 1;
+
+ // WARNING: Check if CAPS/NUM key modifiers are enabled and force down state for those keys
+ if (((key == KEY_CAPS_LOCK) && ((mods & GLFW_MOD_CAPS_LOCK) > 0)) ||
+ ((key == KEY_NUM_LOCK) && ((mods & GLFW_MOD_NUM_LOCK) > 0))) CORE.Input.Keyboard.currentKeyState[key] = 1;
+
+ // Check if there is space available in the key queue
+ if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS))
+ {
+ // Add character to the queue
+ CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
+ CORE.Input.Keyboard.keyPressedQueueCount++;
+ }
+
+ // Check the exit key to set close window
+ if ((key == CORE.Input.Keyboard.exitKey) && (action == GLFW_PRESS)) glfwSetWindowShouldClose(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;
+
+#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
+ // Process mouse events as touches to be able to use mouse-gestures
+ GestureEvent gestureEvent = { 0 };
+
+ // Register touch actions
+ if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
+ else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_ACTION_UP;
+
+ // NOTE: TOUCH_ACTION_MOVE event is registered in MouseCursorPosCallback()
+
+ // Assign a pointer ID
+ gestureEvent.pointId[0] = 0;
+
+ // Register touch points count
+ gestureEvent.pointCount = 1;
+
+ // Register touch points position, only one point registered
+ gestureEvent.position[0] = GetMousePosition();
+
+ // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
+ gestureEvent.position[0].x /= (float)GetScreenWidth();
+ gestureEvent.position[0].y /= (float)GetScreenHeight();
+
+ // Gesture data is sent to gestures-system for processing
+ ProcessGestureEvent(gestureEvent);
+#endif
+}
+
+// GLFW3 Cursor Position Callback, runs on mouse move
+static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
+{
+ CORE.Input.Mouse.currentPosition.x = (float)x;
+ CORE.Input.Mouse.currentPosition.y = (float)y;
+ CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
+
+#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
+ // Process mouse events as touches to be able to use mouse-gestures
+ GestureEvent gestureEvent = { 0 };
+
+ gestureEvent.touchAction = TOUCH_ACTION_MOVE;
+
+ // Assign a pointer ID
+ gestureEvent.pointId[0] = 0;
+
+ // Register touch points count
+ gestureEvent.pointCount = 1;
+
+ // Register touch points position, only one point registered
+ gestureEvent.position[0] = CORE.Input.Touch.position[0];
+
+ // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
+ gestureEvent.position[0].x /= (float)GetScreenWidth();
+ gestureEvent.position[0].y /= (float)GetScreenHeight();
+
+ // Gesture data is sent to gestures-system for processing
+ ProcessGestureEvent(gestureEvent);
+#endif
+}
+
+// GLFW3 Scrolling Callback, runs on mouse wheel
+static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
+{
+ CORE.Input.Mouse.currentWheelMove = (Vector2){ (float)xoffset, (float)yoffset };
+}
+
+// GLFW3 CursorEnter Callback, when cursor enters the window
+static void CursorEnterCallback(GLFWwindow *window, int enter)
+{
+ if (enter) CORE.Input.Mouse.cursorOnScreen = true;
+ else CORE.Input.Mouse.cursorOnScreen = false;
+}
+
+// GLFW3 Joystick Connected/Disconnected Callback
+static void JoystickCallback(int jid, int event)
+{
+ if (event == GLFW_CONNECTED)
+ {
+ strcpy(CORE.Input.Gamepad.name[jid], glfwGetJoystickName(jid));
+ }
+ else if (event == GLFW_DISCONNECTED)
+ {
+ memset(CORE.Input.Gamepad.name[jid], 0, 64);
+ }
+}
+
+// EOF