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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/rcore_desktop.c
parent1c0cc775732201f4c4d3ee0d6772be786b3b4aa1 (diff)
Working so hard like a soldiermain
Can't afford a thing on TV
Diffstat (limited to 'raylib/src/rcore_desktop.c')
-rw-r--r--raylib/src/rcore_desktop.c1972
1 files changed, 0 insertions, 1972 deletions
diff --git a/raylib/src/rcore_desktop.c b/raylib/src/rcore_desktop.c
deleted file mode 100644
index 4039bbd..0000000
--- a/raylib/src/rcore_desktop.c
+++ /dev/null
@@ -1,1972 +0,0 @@
-/**********************************************************************************************
-*
-* 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
-*
-* 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
-//----------------------------------------------------------------------------------
-static int InitPlatform(void); // Initialize platform (graphics, inputs and more)
-static 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
-//----------------------------------------------------------------------------------
-
-// Initialize window and OpenGL context
-// NOTE: data parameter could be used to pass any kind of required data to the initialization
-void InitWindow(int width, int height, const char *title)
-{
- TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION);
-
- TRACELOG(LOG_INFO, "Supported raylib modules:");
- TRACELOG(LOG_INFO, " > rcore:..... loaded (mandatory)");
- TRACELOG(LOG_INFO, " > rlgl:...... loaded (mandatory)");
-#if defined(SUPPORT_MODULE_RSHAPES)
- TRACELOG(LOG_INFO, " > rshapes:... loaded (optional)");
-#else
- TRACELOG(LOG_INFO, " > rshapes:... not loaded (optional)");
-#endif
-#if defined(SUPPORT_MODULE_RTEXTURES)
- TRACELOG(LOG_INFO, " > rtextures:. loaded (optional)");
-#else
- TRACELOG(LOG_INFO, " > rtextures:. not loaded (optional)");
-#endif
-#if defined(SUPPORT_MODULE_RTEXT)
- TRACELOG(LOG_INFO, " > rtext:..... loaded (optional)");
-#else
- TRACELOG(LOG_INFO, " > rtext:..... not loaded (optional)");
-#endif
-#if defined(SUPPORT_MODULE_RMODELS)
- TRACELOG(LOG_INFO, " > rmodels:... loaded (optional)");
-#else
- TRACELOG(LOG_INFO, " > rmodels:... not loaded (optional)");
-#endif
-#if defined(SUPPORT_MODULE_RAUDIO)
- TRACELOG(LOG_INFO, " > raudio:.... loaded (optional)");
-#else
- TRACELOG(LOG_INFO, " > raudio:.... not loaded (optional)");
-#endif
-
- // Initialize window data
- CORE.Window.screen.width = width;
- CORE.Window.screen.height = height;
- CORE.Window.eventWaiting = false;
- CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default
- if ((title != NULL) && (title[0] != 0)) CORE.Window.title = title;
-
- // Initialize global input state
- memset(&CORE.Input, 0, sizeof(CORE.Input)); // Reset CORE.Input structure to 0
- CORE.Input.Keyboard.exitKey = KEY_ESCAPE;
- CORE.Input.Mouse.scale = (Vector2){ 1.0f, 1.0f };
- CORE.Input.Mouse.cursor = MOUSE_CURSOR_ARROW;
- CORE.Input.Gamepad.lastButtonPressed = GAMEPAD_BUTTON_UNKNOWN;
-
- // Initialize platform
- //--------------------------------------------------------------
- InitPlatform();
- //--------------------------------------------------------------
-
- // Initialize rlgl default data (buffers and shaders)
- // NOTE: CORE.Window.currentFbo.width and CORE.Window.currentFbo.height not used, just stored as globals in rlgl
- rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
-
- // Setup default viewport
- SetupViewport(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
-
-#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
- // Load default font
- // WARNING: External function: Module required: rtext
- LoadFontDefault();
- #if defined(SUPPORT_MODULE_RSHAPES)
- // Set font white rectangle for shapes drawing, so shapes and text can be batched together
- // WARNING: rshapes module is required, if not available, default internal white rectangle is used
- Rectangle rec = GetFontDefault().recs[95];
- if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
- {
- // NOTE: We try to maxime rec padding to avoid pixel bleeding on MSAA filtering
- SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 2, rec.y + 2, 1, 1 });
- }
- else
- {
- // NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding
- SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
- }
- #endif
-#else
- #if defined(SUPPORT_MODULE_RSHAPES)
- // Set default texture and rectangle to be used for shapes drawing
- // NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
- Texture2D texture = { rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
- SetShapesTexture(texture, (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f }); // WARNING: Module required: rshapes
- #endif
-#endif
-#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
- if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
- {
- // Set default font texture filter for HighDPI (blurry)
- // RL_TEXTURE_FILTER_LINEAR - tex filter: BILINEAR, no mipmaps
- rlTextureParameters(GetFontDefault().texture.id, RL_TEXTURE_MIN_FILTER, RL_TEXTURE_FILTER_LINEAR);
- rlTextureParameters(GetFontDefault().texture.id, RL_TEXTURE_MAG_FILTER, RL_TEXTURE_FILTER_LINEAR);
- }
-#endif
-
-#if defined(SUPPORT_EVENTS_AUTOMATION)
- events = (AutomationEvent *)RL_CALLOC(MAX_CODE_AUTOMATION_EVENTS, sizeof(AutomationEvent));
- CORE.Time.frameCounter = 0;
-#endif
-
- // Initialize random seed
- SetRandomSeed((unsigned int)time(NULL));
-
- TRACELOG(LOG_INFO, "PLATFORM: DESKTOP: Application initialized successfully");
-}
-
-// Close window and unload OpenGL context
-void CloseWindow(void)
-{
-#if defined(SUPPORT_GIF_RECORDING)
- if (gifRecording)
- {
- MsfGifResult result = msf_gif_end(&gifState);
- msf_gif_free(result);
- gifRecording = false;
- }
-#endif
-
-#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
- UnloadFontDefault(); // WARNING: Module required: rtext
-#endif
-
- rlglClose(); // De-init rlgl
-
- // De-initialize platform
- //--------------------------------------------------------------
- ClosePlatform();
- //--------------------------------------------------------------
-
-#if defined(SUPPORT_EVENTS_AUTOMATION)
- RL_FREE(events);
-#endif
-
- CORE.Window.ready = false;
- TRACELOG(LOG_INFO, "Window closed successfully");
-}
-
-// Check if application should close
-// NOTE: By default, if KEY_ESCAPE pressed or window close icon clicked
-bool WindowShouldClose(void)
-{
- if (CORE.Window.ready)
- {
- // 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);
-
- 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
- {
- int x = 0;
- int y = 0;
-
- glfwGetWindowPos(platform.handle, &x, &y);
-
- for (int i = 0; i < monitorCount; i++)
- {
- int mx = 0;
- int my = 0;
-
- monitor = monitors[i];
- glfwGetMonitorPos(monitor, &mx, &my);
- const GLFWvidmode *mode = glfwGetVideoMode(monitor);
-
- if (mode)
- {
- const int width = mode->width;
- const int height = mode->height;
-
- if ((x >= mx) &&
- (x < (mx + width)) &&
- (y >= my) &&
- (y < (my + height)))
- {
- index = i;
- break;
- }
- }
- 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 key repeats
- for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
-
- // Reset last gamepad button/axis registered state
- CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
- //CORE.Input.Gamepad.axisCount = 0;
- // Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
-
- // Register previous keys states
- for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
- {
- CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
- CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
- }
-
- // Register previous mouse states
- for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
-
- // Register previous mouse wheel state
- CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
- CORE.Input.Mouse.currentWheelMove = (Vector2){ 0.0f, 0.0f };
-
- // Register previous mouse position
- CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
-
- // Register previous touch states
- for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
-
- // Reset touch positions
- //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)
-}
-
-
-//----------------------------------------------------------------------------------
-// Module Internal Functions Definition
-//----------------------------------------------------------------------------------
-
-// Initialize platform: graphics, inputs and more
-static 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; }
-
- 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
- if (MAX_GAMEPADS > 0) 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;
- }
-
- // 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);
-
- glfwMakeContextCurrent(platform.handle);
-
- glfwSetInputMode(platform.handle, GLFW_LOCK_KEY_MODS, GLFW_TRUE); // Enable lock keys modifiers (CAPS, NUM)
-
- 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);
-
- // Load OpenGL extensions
- // NOTE: GL procedures address loader is required to load extensions
- rlLoadExtensions(glfwGetProcAddress);
-
- if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
-
- CORE.Window.ready = true; // TODO: Proper validation on windows/context creation
-
- // 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);
-
- // Initialize hi-res timer
- InitTimer();
-
- // Initialize base path for storage
- CORE.Storage.basePath = GetWorkingDirectory();
-
- return 0;
-}
-
-// Close platform
-static 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);
-
-#if defined(SUPPORT_SCREEN_CAPTURE)
- if ((key == GLFW_KEY_F12) && (action == GLFW_PRESS))
- {
-#if defined(SUPPORT_GIF_RECORDING)
- if (mods & GLFW_MOD_CONTROL)
- {
- if (gifRecording)
- {
- gifRecording = false;
-
- MsfGifResult result = msf_gif_end(&gifState);
-
- SaveFileData(TextFormat("%s/screenrec%03i.gif", CORE.Storage.basePath, screenshotCounter), result.data, (unsigned int)result.dataSize);
- msf_gif_free(result);
-
- TRACELOG(LOG_INFO, "SYSTEM: Finish animated GIF recording");
- }
- else
- {
- gifRecording = true;
- gifFrameCounter = 0;
-
- Vector2 scale = GetWindowScaleDPI();
- msf_gif_begin(&gifState, (int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y));
- screenshotCounter++;
-
- TRACELOG(LOG_INFO, "SYSTEM: Start animated GIF recording: %s", TextFormat("screenrec%03i.gif", screenshotCounter));
- }
- }
- else
-#endif // SUPPORT_GIF_RECORDING
- {
- TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
- screenshotCounter++;
- }
- }
-#endif // SUPPORT_SCREEN_CAPTURE
-
-#if defined(SUPPORT_EVENTS_AUTOMATION)
- if ((key == GLFW_KEY_F11) && (action == GLFW_PRESS))
- {
- eventsRecording = !eventsRecording;
-
- // On finish recording, we export events into a file
- if (!eventsRecording) ExportAutomationEvents("eventsrec.rep");
- }
- else if ((key == GLFW_KEY_F9) && (action == GLFW_PRESS))
- {
- LoadAutomationEvents("eventsrec.rep");
- eventsPlaying = true;
-
- TRACELOG(LOG_WARNING, "eventsPlaying enabled!");
- }
-#endif
-}
-
-// 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