diff options
| author | Uneven Prankster <unevenprankster@protonmail.com> | 2023-11-16 21:12:27 -0300 |
|---|---|---|
| committer | Uneven Prankster <unevenprankster@protonmail.com> | 2023-11-16 21:12:27 -0300 |
| commit | 2bbf92ad5ae7708bf18ac7ef333e9a979d8d1bde (patch) | |
| tree | c9d22bb0d73d9cc0c8586e4d31c93a561ea8e910 /raylib/src/platforms/rcore_web.c | |
| parent | 1c0cc775732201f4c4d3ee0d6772be786b3b4aa1 (diff) | |
Working so hard like a soldiermain
Can't afford a thing on TV
Diffstat (limited to 'raylib/src/platforms/rcore_web.c')
| -rw-r--r-- | raylib/src/platforms/rcore_web.c | 1316 |
1 files changed, 1316 insertions, 0 deletions
diff --git a/raylib/src/platforms/rcore_web.c b/raylib/src/platforms/rcore_web.c new file mode 100644 index 0000000..d8fa543 --- /dev/null +++ b/raylib/src/platforms/rcore_web.c @@ -0,0 +1,1316 @@ +/********************************************************************************************** +* +* rcore_web - Functions to manage window, graphics device and inputs +* +* PLATFORM: WEB +* - HTML5 (WebAssembly) +* +* LIMITATIONS: +* - Limitation 01 +* - Limitation 02 +* +* POSSIBLE IMPROVEMENTS: +* - Replace glfw3 dependency by direct browser API calls (same as library_glfw3.js) +* +* ADDITIONAL NOTES: +* - TRACELOG() function is located in raylib [utils] module +* +* CONFIGURATION: +* #define RCORE_PLATFORM_CUSTOM_FLAG +* Custom flag for rcore on target platform -not used- +* +* DEPENDENCIES: +* - emscripten: Allow interaction between browser API and C +* - gestures: Gestures system for touch-ready devices (or simulated from mouse inputs) +* +* +* LICENSE: zlib/libpng +* +* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) and contributors +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#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: Windows, OpenGL context and Input management + +#include <emscripten/emscripten.h> // Emscripten functionality for C +#include <emscripten/html5.h> // Emscripten HTML5 library + +#include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX + +//---------------------------------------------------------------------------------- +// 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 + +#if (_POSIX_C_SOURCE < 199309L) + #undef _POSIX_C_SOURCE + #define _POSIX_C_SOURCE 199309L // Required for: CLOCK_MONOTONIC if compiled with c99 without gnu ext. +#endif + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +typedef struct { + 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 + +// Emscripten window callback events +static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData); +static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData); +static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData); + +// Emscripten input callback events +static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData); +static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData); +static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData); + +//---------------------------------------------------------------------------------- +// Module Functions Declaration +//---------------------------------------------------------------------------------- +// NOTE: Functions declaration is provided by raylib.h + +//---------------------------------------------------------------------------------- +// Module Functions Definition: Window and Graphics Device +//---------------------------------------------------------------------------------- + +// Check if application should close +bool WindowShouldClose(void) +{ + // Emterpreter-Async required to run sync code + // https://github.com/emscripten-core/emscripten/wiki/Emterpreter#emterpreter-async-run-synchronous-code + // By default, this function is never called on a web-ready raylib example because we encapsulate + // frame code in a UpdateDrawFrame() function, to allow browser manage execution asynchronously + // but now emscripten allows sync code to be executed in an interpreted way, using emterpreter! + emscripten_sleep(16); + return false; +} + +// Toggle fullscreen mode +void ToggleFullscreen(void) +{ + /* + EM_ASM + ( + // This strategy works well while using raylib minimal web shell for emscripten, + // it re-scales the canvas to fullscreen using monitor resolution, for tools this + // is a good strategy but maybe games prefer to keep current canvas resolution and + // display it in fullscreen, adjusting monitor resolution if possible + if (document.fullscreenElement) document.exitFullscreen(); + else Module.requestFullscreen(true, true); //false, true); + ); + */ + // EM_ASM(Module.requestFullscreen(false, false);); + /* + if (!CORE.Window.fullscreen) + { + // Option 1: Request fullscreen for the canvas element + // This option does not seem to work at all: + // emscripten_request_pointerlock() and emscripten_request_fullscreen() are affected by web security, + // the user must click once on the canvas to hide the pointer or transition to full screen + //emscripten_request_fullscreen("#canvas", false); + + // Option 2: Request fullscreen for the canvas element with strategy + // This option does not seem to work at all + // Ref: https://github.com/emscripten-core/emscripten/issues/5124 + // EmscriptenFullscreenStrategy strategy = { + // .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_STRETCH, //EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT, + // .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF, + // .filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT, + // .canvasResizedCallback = EmscriptenWindowResizedCallback, + // .canvasResizedCallbackUserData = NULL + // }; + //emscripten_request_fullscreen_strategy("#canvas", EM_FALSE, &strategy); + + // Option 3: Request fullscreen for the canvas element with strategy + // It works as expected but only inside the browser (client area) + EmscriptenFullscreenStrategy strategy = { + .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT, + .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF, + .filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT, + .canvasResizedCallback = EmscriptenWindowResizedCallback, + .canvasResizedCallbackUserData = NULL + }; + emscripten_enter_soft_fullscreen("#canvas", &strategy); + + int width, height; + emscripten_get_canvas_element_size("#canvas", &width, &height); + TRACELOG(LOG_WARNING, "Emscripten: Enter fullscreen: Canvas size: %i x %i", width, height); + + CORE.Window.fullscreen = true; // Toggle fullscreen flag + CORE.Window.flags |= FLAG_FULLSCREEN_MODE; + } + else + { + //emscripten_exit_fullscreen(); + //emscripten_exit_soft_fullscreen(); + + int width, height; + emscripten_get_canvas_element_size("#canvas", &width, &height); + TRACELOG(LOG_WARNING, "Emscripten: Exit fullscreen: Canvas size: %i x %i", width, height); + + CORE.Window.fullscreen = false; // Toggle fullscreen flag + CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE; + } + */ + + CORE.Window.fullscreen = !CORE.Window.fullscreen; // Toggle fullscreen flag +} + +// Toggle borderless windowed mode +void ToggleBorderlessWindowed(void) +{ + TRACELOG(LOG_WARNING, "ToggleBorderlessWindowed() not available on target platform"); +} + +// Set window state: maximized, if resizable +void MaximizeWindow(void) +{ + TRACELOG(LOG_WARNING, "MaximizeWindow() not available on target platform"); +} + +// Set window state: minimized +void MinimizeWindow(void) +{ + TRACELOG(LOG_WARNING, "MinimizeWindow() not available on target platform"); +} + +// Set window state: not minimized/maximized +void RestoreWindow(void) +{ + TRACELOG(LOG_WARNING, "RestoreWindow() not available on target platform"); +} + +// Set window configuration state using flags +void SetWindowState(unsigned int flags) +{ + TRACELOG(LOG_WARNING, "SetWindowState() not available on target platform"); +} + +// Clear window configuration state flags +void ClearWindowState(unsigned int flags) +{ + TRACELOG(LOG_WARNING, "ClearWindowState() 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) +{ + TRACELOG(LOG_WARNING, "SetWindowOpacity() not available on target platform"); +} + +// 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) +{ + TRACELOG(LOG_WARNING, "GetMonitorWidth() not implemented on target platform"); + return 0; +} + +// Get selected monitor height (currently used by monitor) +int GetMonitorHeight(int monitor) +{ + TRACELOG(LOG_WARNING, "GetMonitorHeight() not implemented on target platform"); + return 0; +} + +// 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) +{ + TRACELOG(LOG_WARNING, "GetWindowPosition() not implemented on target platform"); + return (Vector2){ 0, 0 }; +} + +// Get window scale DPI factor for current monitor +Vector2 GetWindowScaleDPI(void) +{ + TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on target platform"); + return (Vector2){ 1.0f, 1.0f }; +} + +// Set clipboard text content +void SetClipboardText(const char *text) +{ + // Security check to (partially) avoid malicious code + if (strchr(text, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided Clipboard could be potentially malicious, avoid [\'] character"); + else EM_ASM({ navigator.clipboard.writeText(UTF8ToString($0)); }, text); +} + +// Get clipboard text content +// NOTE: returned string is allocated and freed by GLFW +const char *GetClipboardText(void) +{ +/* + // Accessing clipboard data from browser is tricky due to security reasons + // The method to use is navigator.clipboard.readText() but this is an asynchronous method + // that will return at some moment after the function is called with the required data + emscripten_run_script_string("navigator.clipboard.readText() \ + .then(text => { document.getElementById('clipboard').innerText = text; console.log('Pasted content: ', text); }) \ + .catch(err => { console.error('Failed to read clipboard contents: ', err); });" + ); + + // The main issue is getting that data, one approach could be using ASYNCIFY and wait + // for the data but it requires adding Asyncify emscripten library on compilation + + // Another approach could be just copy the data in a HTML text field and try to retrieve it + // later on if available... and clean it for future accesses +*/ + return NULL; +} + +// Show mouse cursor +void ShowCursor(void) +{ + CORE.Input.Mouse.cursorHidden = false; +} + +// Hides mouse cursor +void HideCursor(void) +{ + CORE.Input.Mouse.cursorHidden = true; +} + +// Enables cursor (unlock cursor) +void EnableCursor(void) +{ + emscripten_exit_pointerlock(); + + // Set cursor position in the middle + SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2); + + CORE.Input.Mouse.cursorHidden = false; +} + +// Disables cursor (lock cursor) +void DisableCursor(void) +{ + // TODO: figure out how not to hard code the canvas ID here. + emscripten_request_pointerlock("#canvas", 1); + + // Set cursor position in the middle + SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2); + + CORE.Input.Mouse.cursorHidden = true; +} + +// 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 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) +{ + if (CORE.Input.Mouse.cursor != cursor) + { + const char *cursorName = NULL; + CORE.Input.Mouse.cursor = cursor; + + switch (cursor) + { + case MOUSE_CURSOR_IBEAM: cursorName = "text"; break; + case MOUSE_CURSOR_CROSSHAIR: cursorName = "crosshair"; break; + case MOUSE_CURSOR_POINTING_HAND: cursorName = "pointer"; break; + case MOUSE_CURSOR_RESIZE_EW: cursorName = "ew-resize"; break; + case MOUSE_CURSOR_RESIZE_NS: cursorName = "ns-resize"; break; + case MOUSE_CURSOR_RESIZE_NWSE: cursorName = "nwse-resize"; break; + case MOUSE_CURSOR_RESIZE_NESW: cursorName = "nesw-resize"; break; + case MOUSE_CURSOR_RESIZE_ALL: cursorName = "move"; break; + case MOUSE_CURSOR_NOT_ALLOWED: cursorName = "not-allowed"; break; + case MOUSE_CURSOR_ARROW: // WARNING: It does not seem t be a specific cursor for arrow + case MOUSE_CURSOR_DEFAULT: cursorName = "default"; break; + default: + { + cursorName = "default"; + CORE.Input.Mouse.cursor = MOUSE_CURSOR_DEFAULT; + } break; + } + + // Set the cursor element on the canvas CSS + // The canvas is coded to the Id "canvas" on init + EM_ASM({document.getElementById("canvas").style.cursor = UTF8ToString($0);}, cursorName); + } +} + +// 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) // 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 reseted? +} + +//---------------------------------------------------------------------------------- +// 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_SCALE_TO_MONITOR, GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_MOUSE_PASSTHROUGH + + if (CORE.Window.flags & FLAG_MSAA_4X_HINT) + { + // NOTE: MSAA is only enabled for main framebuffer, not user-created FBOs + TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4"); + glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0 + } + + // NOTE: When asking for an OpenGL context version, most drivers provide the highest supported version + // with backward compatibility to older OpenGL versions. + // For example, if using OpenGL 1.1, driver can provide a 4.3 backwards compatible context. + + // Check selection OpenGL version + if (rlGetVersion() == RL_OPENGL_21) + { + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint) + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint) + } + else if (rlGetVersion() == RL_OPENGL_33) + { + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint) + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint) + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above! + // Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Forward Compatibility Hint: Only 3.3 and above! + // glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context + } + else if (rlGetVersion() == RL_OPENGL_43) + { + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); // Choose OpenGL major version (just hint) + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint) + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); +#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) + glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Enable OpenGL Debug Context +#endif + } + else if (rlGetVersion() == RL_OPENGL_ES_20) // Request OpenGL ES 2.0 context + { + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); + glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); + glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API); + } + else if (rlGetVersion() == RL_OPENGL_ES_30) // Request OpenGL ES 3.0 context + { + // 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; + + 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); + + // 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("#canvas", NULL, 1, EmscriptenFullscreenChangeCallback); + + // WARNING: Below resize code was breaking fullscreen mode for sample games and examples, it needs review + // Check fullscreen change events(note this is done on the window since most browsers don't support this on #canvas) + // emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenResizeCallback); + // Check Resize event (note this is done on the window since most browsers don't support this on #canvas) + emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenResizeCallback); + + // Trigger this once to get initial window sizing + EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL); + + // Support keyboard events -> Not used, GLFW.JS takes care of that + // emscripten_set_keypress_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback); + // emscripten_set_keydown_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback); + + // Support mouse events + emscripten_set_click_callback("#canvas", NULL, 1, EmscriptenMouseCallback); + + // Support touch events + emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenTouchCallback); + emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenTouchCallback); + emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenTouchCallback); + emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenTouchCallback); + + // Support gamepad events (not provided by GLFW3 on emscripten) + emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback); + emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback); + //---------------------------------------------------------------------------- + + // Initialize timming 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 +} + +// 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; + +#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) + // Process mouse events as touches to be able to use mouse-gestures + GestureEvent gestureEvent = { 0 }; + + // Register touch actions + if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_ACTION_DOWN; + else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_ACTION_UP; + + // NOTE: TOUCH_ACTION_MOVE event is registered in MouseCursorPosCallback() + + // Assign a pointer ID + gestureEvent.pointId[0] = 0; + + // Register touch points count + gestureEvent.pointCount = 1; + + // Register touch points position, only one point registered + gestureEvent.position[0] = GetMousePosition(); + + // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + // Gesture data is sent to gestures-system for processing + // Prevent calling ProcessGestureEvent() when Emscripten is present and there's a touch gesture, so EmscriptenTouchCallback() can handle it itself + if (GetMouseX() != 0 || GetMouseY() != 0) ProcessGestureEvent(gestureEvent); + +#endif +} + +// GLFW3 Cursor Position Callback, runs on mouse move +static void MouseCursorPosCallback(GLFWwindow *window, double x, double y) +{ + CORE.Input.Mouse.currentPosition.x = (float)x; + CORE.Input.Mouse.currentPosition.y = (float)y; + CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition; + +#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) + // Process mouse events as touches to be able to use mouse-gestures + GestureEvent gestureEvent = { 0 }; + + gestureEvent.touchAction = TOUCH_ACTION_MOVE; + + // Assign a pointer ID + gestureEvent.pointId[0] = 0; + + // Register touch points count + gestureEvent.pointCount = 1; + + // Register touch points position, only one point registered + gestureEvent.position[0] = CORE.Input.Touch.position[0]; + + // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + // Gesture data is sent to gestures-system for processing + ProcessGestureEvent(gestureEvent); +#endif +} + +// GLFW3 Scrolling Callback, runs on mouse wheel +static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset) +{ + CORE.Input.Mouse.currentWheelMove = (Vector2){ (float)xoffset, (float)yoffset }; +} + +// GLFW3 CursorEnter Callback, when cursor enters the window +static void CursorEnterCallback(GLFWwindow *window, int enter) +{ + if (enter) CORE.Input.Mouse.cursorOnScreen = true; + else CORE.Input.Mouse.cursorOnScreen = false; +} + +// Register fullscreen change events +static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData) +{ + // TODO: Implement EmscriptenFullscreenChangeCallback()? + + return 1; // The event was consumed by the callback handler +} + +// Register window resize event +static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData) +{ + // TODO: Implement EmscriptenWindowResizedCallback()? + + return 1; // The event was consumed by the callback handler +} + +EM_JS(int, GetWindowInnerWidth, (), { return window.innerWidth; }); +EM_JS(int, GetWindowInnerHeight, (), { return window.innerHeight; }); + +// Register DOM element resize event +static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData) +{ + // Don't resize non-resizeable windows + if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) == 0) return 1; + + // This event is called whenever the window changes sizes, + // so the size of the canvas object is explicitly retrieved below + int width = GetWindowInnerWidth(); + int height = GetWindowInnerHeight(); + + if (width < CORE.Window.screenMin.width) width = CORE.Window.screenMin.width; + else if (width > CORE.Window.screenMax.width && CORE.Window.screenMax.width > 0) width = CORE.Window.screenMax.width; + + if (height < CORE.Window.screenMin.height) height = CORE.Window.screenMin.height; + else if (height > CORE.Window.screenMax.height && CORE.Window.screenMax.height > 0) height = CORE.Window.screenMax.height; + + emscripten_set_canvas_element_size("#canvas", width, height); + + SetupViewport(width, height); // Reset viewport and projection matrix for new size + + CORE.Window.currentFbo.width = width; + CORE.Window.currentFbo.height = height; + CORE.Window.resizedLastFrame = true; + + if (IsWindowFullscreen()) return 1; + + // Set current screen size + CORE.Window.screen.width = width; + CORE.Window.screen.height = height; + + // NOTE: Postprocessing texture is not scaled to new size + + return 0; +} + +// Register mouse input events +static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData) +{ + // This is only for registering mouse click events with emscripten and doesn't need to do anything + + return 1; // The event was consumed by the callback handler +} + +// Register connected/disconnected gamepads events +static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData) +{ + /* + TRACELOGD("%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"", + eventType != 0? emscripten_event_type_to_string(eventType) : "Gamepad state", + gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping); + + for (int i = 0; i < gamepadEvent->numAxes; ++i) TRACELOGD("Axis %d: %g", i, gamepadEvent->axis[i]); + for (int i = 0; i < gamepadEvent->numButtons; ++i) TRACELOGD("Button %d: Digital: %d, Analog: %g", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]); + */ + + if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS)) + { + CORE.Input.Gamepad.ready[gamepadEvent->index] = true; + sprintf(CORE.Input.Gamepad.name[gamepadEvent->index], "%s", gamepadEvent->id); + } + else CORE.Input.Gamepad.ready[gamepadEvent->index] = false; + + return 1; // The event was consumed by the callback handler +} + +// Register touch input events +static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData) +{ + // Register touch points count + CORE.Input.Touch.pointCount = touchEvent->numTouches; + + double canvasWidth = 0.0; + double canvasHeight = 0.0; + // NOTE: emscripten_get_canvas_element_size() returns canvas.width and canvas.height but + // we are looking for actual CSS size: canvas.style.width and canvas.style.height + // EMSCRIPTEN_RESULT res = emscripten_get_canvas_element_size("#canvas", &canvasWidth, &canvasHeight); + emscripten_get_element_css_size("#canvas", &canvasWidth, &canvasHeight); + + for (int i = 0; (i < CORE.Input.Touch.pointCount) && (i < MAX_TOUCH_POINTS); i++) + { + // Register touch points id + CORE.Input.Touch.pointId[i] = touchEvent->touches[i].identifier; + + // Register touch points position + CORE.Input.Touch.position[i] = (Vector2){touchEvent->touches[i].targetX, touchEvent->touches[i].targetY}; + + // Normalize gestureEvent.position[x] for CORE.Window.screen.width and CORE.Window.screen.height + CORE.Input.Touch.position[i].x *= ((float)GetScreenWidth()/(float)canvasWidth); + CORE.Input.Touch.position[i].y *= ((float)GetScreenHeight()/(float)canvasHeight); + + if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) CORE.Input.Touch.currentTouchState[i] = 1; + else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) CORE.Input.Touch.currentTouchState[i] = 0; + } + +#if defined(SUPPORT_GESTURES_SYSTEM) + GestureEvent gestureEvent = {0}; + + gestureEvent.pointCount = CORE.Input.Touch.pointCount; + + // Register touch actions + if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_ACTION_DOWN; + else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_ACTION_UP; + else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_ACTION_MOVE; + else if (eventType == EMSCRIPTEN_EVENT_TOUCHCANCEL) gestureEvent.touchAction = TOUCH_ACTION_CANCEL; + + for (int i = 0; (i < gestureEvent.pointCount) && (i < MAX_TOUCH_POINTS); i++) + { + gestureEvent.pointId[i] = CORE.Input.Touch.pointId[i]; + gestureEvent.position[i] = CORE.Input.Touch.position[i]; + + // Normalize gestureEvent.position[i] + gestureEvent.position[i].x /= (float)GetScreenWidth(); + gestureEvent.position[i].y /= (float)GetScreenHeight(); + } + + // Gesture data is sent to gestures system for processing + ProcessGestureEvent(gestureEvent); + + // Reset the pointCount for web, if it was the last Touch End event + if (eventType == EMSCRIPTEN_EVENT_TOUCHEND && CORE.Input.Touch.pointCount == 1) CORE.Input.Touch.pointCount = 0; +#endif + + return 1; // The event was consumed by the callback handler +} + +// EOF |
