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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_web.c
parent1c0cc775732201f4c4d3ee0d6772be786b3b4aa1 (diff)
Working so hard like a soldiermain
Can't afford a thing on TV
Diffstat (limited to 'raylib/src/rcore_web.c')
-rw-r--r--raylib/src/rcore_web.c1493
1 files changed, 0 insertions, 1493 deletions
diff --git a/raylib/src/rcore_web.c b/raylib/src/rcore_web.c
deleted file mode 100644
index f8e1e5b..0000000
--- a/raylib/src/rcore_web.c
+++ /dev/null
@@ -1,1493 +0,0 @@
-/**********************************************************************************************
-*
-* 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_ES2 // GLFW3: Enable OpenGL ES 2.0 (translated to WebGL)
-// #define GLFW_INCLUDE_ES3 // GLFW3: Enable OpenGL ES 3.0 (transalted to WebGL2?)
-#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
-//----------------------------------------------------------------------------------
-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
-
-// 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
-//----------------------------------------------------------------------------------
-
-// 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 OpenGL context (states and resources)
- // NOTE: CORE.Window.currentFbo.width and CORE.Window.currentFbo.height not used, just stored as globals in rlgl
- rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
-
- // Setup default viewport
- // NOTE: It updated CORE.Window.render.width and CORE.Window.render.height
- SetupViewport(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
-
-#if defined(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: WEB: 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
-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 key repeats
- for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
-
- // Reset last gamepad button/axis registered state
- CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
- //CORE.Input.Gamepad.axisCount = 0;
- // Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
-
- // Register previous keys states
- for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
- {
- CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
- CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
- }
-
- // Register previous mouse states
- for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
-
- // Register previous mouse wheel state
- CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
- CORE.Input.Mouse.currentWheelMove = (Vector2){ 0.0f, 0.0f };
-
- // Register previous mouse position
- CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
-
- // Register previous touch states
- for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
-
- // Reset touch positions
- // TODO: It resets on 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 };
-
- CORE.Window.resizedLastFrame = false;
-
- // Gamepad support using emscripten API
- // NOTE: GLFW3 joystick functionality not available in web
-
- // Get number of gamepads connected
- int numGamepads = 0;
- if (emscripten_sample_gamepad_data() == EMSCRIPTEN_RESULT_SUCCESS) numGamepads = emscripten_get_num_gamepads();
-
- for (int i = 0; (i < numGamepads) && (i < MAX_GAMEPADS); i++)
- {
- // Register previous gamepad button states
- for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
-
- EmscriptenGamepadEvent gamepadState;
-
- int result = emscripten_get_gamepad_status(i, &gamepadState);
-
- if (result == EMSCRIPTEN_RESULT_SUCCESS)
- {
- // Register buttons data for every connected gamepad
- for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++)
- {
- GamepadButton button = -1;
-
- // Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface
- switch (j)
- {
- case 0: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
- case 1: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
- case 2: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
- case 3: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
- case 4: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
- case 5: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
- case 6: button = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
- case 7: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
- case 8: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
- case 9: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
- case 10: button = GAMEPAD_BUTTON_LEFT_THUMB; break;
- case 11: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
- case 12: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
- case 13: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
- case 14: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
- case 15: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
- default: break;
- }
-
- if (button != -1) // Check for valid button
- {
- if (gamepadState.digitalButton[j] == 1)
- {
- CORE.Input.Gamepad.currentButtonState[i][button] = 1;
- CORE.Input.Gamepad.lastButtonPressed = button;
- }
- else CORE.Input.Gamepad.currentButtonState[i][button] = 0;
- }
-
- //TRACELOGD("INPUT: Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
- }
-
- // Register axis data for every connected gamepad
- for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
- {
- CORE.Input.Gamepad.axisState[i][j] = gamepadState.axis[j];
- }
-
- CORE.Input.Gamepad.axisCount[i] = gamepadState.numAxes;
- }
- }
-}
-
-
-//----------------------------------------------------------------------------------
-// Module Internal Functions Definition
-//----------------------------------------------------------------------------------
-
-// Initialize platform: graphics, inputs and more
-static 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; }
-
- 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
- {
- 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);
-
- // Load OpenGL extensions
- // NOTE: GL procedures address loader is required to load extensions
- rlLoadExtensions(glfwGetProcAddress);
-
- if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
-
- // 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.
-
- 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);
-
- 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();
-
- // 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);
-
- return 0;
-}
-
-// Close platform
-static 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);
-
-#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);
-
- // Download file from MEMFS (emscripten memory filesystem)
- // saveFileFromMEMFSToDisk() function is defined in raylib/templates/web_shel/shell.html
- emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", TextFormat("screenrec%03i.gif", screenshotCounter - 1), TextFormat("screenrec%03i.gif", screenshotCounter - 1)));
-
- 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
- // 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