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-rw-r--r--raylib/src/platforms/rcore_android.c1135
-rw-r--r--raylib/src/platforms/rcore_desktop.c1828
-rw-r--r--raylib/src/platforms/rcore_desktop_sdl.c1391
-rw-r--r--raylib/src/platforms/rcore_drm.c2120
-rw-r--r--raylib/src/platforms/rcore_template.c591
-rw-r--r--raylib/src/platforms/rcore_web.c1316
6 files changed, 8381 insertions, 0 deletions
diff --git a/raylib/src/platforms/rcore_android.c b/raylib/src/platforms/rcore_android.c
new file mode 100644
index 0000000..5d6f7d5
--- /dev/null
+++ b/raylib/src/platforms/rcore_android.c
@@ -0,0 +1,1135 @@
+/**********************************************************************************************
+*
+* rcore_android - Functions to manage window, graphics device and inputs
+*
+* PLATFORM: ANDROID
+* - Android (ARM, ARM64)
+*
+* LIMITATIONS:
+* - Limitation 01
+* - Limitation 02
+*
+* POSSIBLE IMPROVEMENTS:
+* - Improvement 01
+* - Improvement 02
+*
+* ADDITIONAL NOTES:
+* - TRACELOG() function is located in raylib [utils] module
+*
+* CONFIGURATION:
+* #define RCORE_PLATFORM_CUSTOM_FLAG
+* Custom flag for rcore on target platform -not used-
+*
+* DEPENDENCIES:
+* - Android NDK: Provides C API to access Android functionality
+* - 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.
+*
+**********************************************************************************************/
+
+#include <android_native_app_glue.h> // Required for: android_app struct and activity management
+#include <android/window.h> // Required for: AWINDOW_FLAG_FULLSCREEN definition and others
+//#include <android/sensor.h> // Required for: Android sensors functions (accelerometer, gyroscope, light...)
+#include <jni.h> // Required for: JNIEnv and JavaVM [Used in OpenURL()]
+
+#include <EGL/egl.h> // Native platform windowing system interface
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef struct {
+ // Application data
+ struct android_app *app; // Android activity
+ struct android_poll_source *source; // Android events polling source
+ bool appEnabled; // Flag to detect if app is active ** = true
+ bool contextRebindRequired; // Used to know context rebind required
+
+ // Display data
+ EGLDisplay device; // Native display device (physical screen connection)
+ EGLSurface surface; // Surface to draw on, framebuffers (connected to context)
+ EGLContext context; // Graphic context, mode in which drawing can be done
+ EGLConfig config; // Graphic config
+} PlatformData;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+extern CoreData CORE; // Global CORE state context
+
+static PlatformData platform = { 0 }; // Platform specific data
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Declaration
+//----------------------------------------------------------------------------------
+int InitPlatform(void); // Initialize platform (graphics, inputs and more)
+void ClosePlatform(void); // Close platform
+
+static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands
+static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); // Process Android inputs
+static GamepadButton AndroidTranslateGamepadButton(int button); // Map Android gamepad button to raylib gamepad button
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+// NOTE: Functions declaration is provided by raylib.h
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Application
+//----------------------------------------------------------------------------------
+
+// To allow easier porting to android, we allow the user to define a
+// main function which we call from android_main, defined by ourselves
+extern int main(int argc, char *argv[]);
+
+// Android main function
+void android_main(struct android_app *app)
+{
+ char arg0[] = "raylib"; // NOTE: argv[] are mutable
+ platform.app = app;
+
+ // NOTE: Return from main is ignored
+ (void)main(1, (char *[]) { arg0, NULL });
+
+ // Request to end the native activity
+ ANativeActivity_finish(app->activity);
+
+ // Android ALooper_pollAll() variables
+ int pollResult = 0;
+ int pollEvents = 0;
+
+ // Waiting for application events before complete finishing
+ while (!app->destroyRequested)
+ {
+ while ((pollResult = ALooper_pollAll(0, NULL, &pollEvents, (void **)&platform.source)) >= 0)
+ {
+ if (platform.source != NULL) platform.source->process(app, platform.source);
+ }
+ }
+}
+
+// NOTE: Add this to header (if apps really need it)
+struct android_app *GetAndroidApp(void)
+{
+ return platform.app;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Window and Graphics Device
+//----------------------------------------------------------------------------------
+
+// Check if application should close
+bool WindowShouldClose(void)
+{
+ if (CORE.Window.ready) return CORE.Window.shouldClose;
+ else return true;
+}
+
+// Toggle fullscreen mode
+void ToggleFullscreen(void)
+{
+ TRACELOG(LOG_WARNING, "ToggleFullscreen() not available on target platform");
+}
+
+// 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
+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;
+}
+
+// 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;
+}
+
+// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMaxSize(int width, int height)
+{
+ CORE.Window.screenMax.width = width;
+ CORE.Window.screenMax.height = height;
+}
+
+// Set window dimensions
+void SetWindowSize(int width, int height)
+{
+ TRACELOG(LOG_WARNING, "SetWindowSize() not available on target platform");
+}
+
+// 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)
+{
+ TRACELOG(LOG_WARNING, "SetClipboardText() not implemented on target platform");
+}
+
+// Get clipboard text content
+// NOTE: returned string is allocated and freed by GLFW
+const char *GetClipboardText(void)
+{
+ TRACELOG(LOG_WARNING, "GetClipboardText() not implemented on target platform");
+ 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)
+{
+ // 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)
+{
+ // 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)
+{
+ eglSwapBuffers(platform.device, platform.surface);
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Misc
+//----------------------------------------------------------------------------------
+
+// Get elapsed time measure in seconds since InitTimer()
+double GetTime(void)
+{
+ double time = 0.0;
+ struct timespec ts = { 0 };
+ clock_gettime(CLOCK_MONOTONIC, &ts);
+ unsigned long long int nanoSeconds = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec;
+
+ time = (double)(nanoSeconds - CORE.Time.base)*1e-9; // Elapsed time since InitTimer()
+
+ 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
+ {
+ JNIEnv *env = NULL;
+ JavaVM *vm = platform.app->activity->vm;
+ (*vm)->AttachCurrentThread(vm, &env, NULL);
+
+ jstring urlString = (*env)->NewStringUTF(env, url);
+ jclass uriClass = (*env)->FindClass(env, "android/net/Uri");
+ jmethodID uriParse = (*env)->GetStaticMethodID(env, uriClass, "parse", "(Ljava/lang/String;)Landroid/net/Uri;");
+ jobject uri = (*env)->CallStaticObjectMethod(env, uriClass, uriParse, urlString);
+
+ jclass intentClass = (*env)->FindClass(env, "android/content/Intent");
+ jfieldID actionViewId = (*env)->GetStaticFieldID(env, intentClass, "ACTION_VIEW", "Ljava/lang/String;");
+ jobject actionView = (*env)->GetStaticObjectField(env, intentClass, actionViewId);
+ jmethodID newIntent = (*env)->GetMethodID(env, intentClass, "<init>", "(Ljava/lang/String;Landroid/net/Uri;)V");
+ jobject intent = (*env)->AllocObject(env, intentClass);
+
+ (*env)->CallVoidMethod(env, intent, newIntent, actionView, uri);
+ jclass activityClass = (*env)->FindClass(env, "android/app/Activity");
+ jmethodID startActivity = (*env)->GetMethodID(env, activityClass, "startActivity", "(Landroid/content/Intent;)V");
+ (*env)->CallVoidMethod(env, platform.app->activity->clazz, startActivity, intent);
+
+ (*vm)->DetachCurrentThread(vm);
+ }
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Inputs
+//----------------------------------------------------------------------------------
+
+// Set internal gamepad mappings
+int SetGamepadMappings(const char *mappings)
+{
+ TRACELOG(LOG_WARNING, "SetGamepadMappings() not implemented on target platform");
+ 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;
+}
+
+// Set mouse cursor
+void SetMouseCursor(int cursor)
+{
+ TRACELOG(LOG_WARNING, "SetMouseCursor() not implemented on target platform");
+}
+
+// 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;
+
+ // 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 };
+
+ // Register previous keys states
+ // NOTE: Android supports up to 260 keys
+ for (int i = 0; i < 260; i++)
+ {
+ CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
+ CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
+ }
+
+ // Android ALooper_pollAll() variables
+ int pollResult = 0;
+ int pollEvents = 0;
+
+ // Poll Events (registered events)
+ // NOTE: Activity is paused if not enabled (platform.appEnabled)
+ while ((pollResult = ALooper_pollAll(platform.appEnabled? 0 : -1, NULL, &pollEvents, (void**)&platform.source)) >= 0)
+ {
+ // Process this event
+ if (platform.source != NULL) platform.source->process(platform.app, platform.source);
+
+ // NOTE: Never close window, native activity is controlled by the system!
+ if (platform.app->destroyRequested != 0)
+ {
+ //CORE.Window.shouldClose = true;
+ //ANativeActivity_finish(platform.app->activity);
+ }
+ }
+}
+
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Definition
+//----------------------------------------------------------------------------------
+
+// Initialize platform: graphics, inputs and more
+int InitPlatform(void)
+{
+ // Initialize display basic configuration
+ //----------------------------------------------------------------------------
+ CORE.Window.currentFbo.width = CORE.Window.screen.width;
+ CORE.Window.currentFbo.height = CORE.Window.screen.height;
+
+ // Set desired windows flags before initializing anything
+ ANativeActivity_setWindowFlags(platform.app->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER
+
+ int orientation = AConfiguration_getOrientation(platform.app->config);
+
+ if (orientation == ACONFIGURATION_ORIENTATION_PORT) TRACELOG(LOG_INFO, "ANDROID: Window orientation set as portrait");
+ else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TRACELOG(LOG_INFO, "ANDROID: Window orientation set as landscape");
+
+ // TODO: Automatic orientation doesn't seem to work
+ if (CORE.Window.screen.width <= CORE.Window.screen.height)
+ {
+ AConfiguration_setOrientation(platform.app->config, ACONFIGURATION_ORIENTATION_PORT);
+ TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to portrait");
+ }
+ else
+ {
+ AConfiguration_setOrientation(platform.app->config, ACONFIGURATION_ORIENTATION_LAND);
+ TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to landscape");
+ }
+
+ //AConfiguration_getDensity(platform.app->config);
+ //AConfiguration_getKeyboard(platform.app->config);
+ //AConfiguration_getScreenSize(platform.app->config);
+ //AConfiguration_getScreenLong(platform.app->config);
+
+ // Set some default window flags
+ CORE.Window.flags &= ~FLAG_WINDOW_HIDDEN; // false
+ CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // false
+ CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; // true
+ CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // false
+ //----------------------------------------------------------------------------
+
+ // Initialize App command system
+ // NOTE: On APP_CMD_INIT_WINDOW -> InitGraphicsDevice(), InitTimer(), LoadFontDefault()...
+ //----------------------------------------------------------------------------
+ platform.app->onAppCmd = AndroidCommandCallback;
+ //----------------------------------------------------------------------------
+
+ // Initialize input events system
+ //----------------------------------------------------------------------------
+ platform.app->onInputEvent = AndroidInputCallback;
+ //----------------------------------------------------------------------------
+
+ // Initialize storage system
+ //----------------------------------------------------------------------------
+ InitAssetManager(platform.app->activity->assetManager, platform.app->activity->internalDataPath); // Initialize assets manager
+
+ CORE.Storage.basePath = platform.app->activity->internalDataPath; // Define base path for storage
+ //----------------------------------------------------------------------------
+
+ TRACELOG(LOG_INFO, "PLATFORM: ANDROID: Initialized successfully");
+
+ // Android ALooper_pollAll() variables
+ int pollResult = 0;
+ int pollEvents = 0;
+
+ // Wait for window to be initialized (display and context)
+ while (!CORE.Window.ready)
+ {
+ // Process events loop
+ while ((pollResult = ALooper_pollAll(0, NULL, &pollEvents, (void**)&platform.source)) >= 0)
+ {
+ // Process this event
+ if (platform.source != NULL) platform.source->process(platform.app, platform.source);
+
+ // NOTE: Never close window, native activity is controlled by the system!
+ //if (platform.app->destroyRequested != 0) CORE.Window.shouldClose = true;
+ }
+ }
+
+ return 0;
+}
+
+// Close platform
+void ClosePlatform(void)
+{
+ // Close surface, context and display
+ if (platform.device != EGL_NO_DISPLAY)
+ {
+ eglMakeCurrent(platform.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
+
+ if (platform.surface != EGL_NO_SURFACE)
+ {
+ eglDestroySurface(platform.device, platform.surface);
+ platform.surface = EGL_NO_SURFACE;
+ }
+
+ if (platform.context != EGL_NO_CONTEXT)
+ {
+ eglDestroyContext(platform.device, platform.context);
+ platform.context = EGL_NO_CONTEXT;
+ }
+
+ eglTerminate(platform.device);
+ platform.device = EGL_NO_DISPLAY;
+ }
+}
+
+// Initialize display device and framebuffer
+// NOTE: width and height represent the screen (framebuffer) desired size, not actual display size
+// If width or height are 0, default display size will be used for framebuffer size
+// NOTE: returns false in case graphic device could not be created
+static int InitGraphicsDevice(void)
+{
+ CORE.Window.fullscreen = true;
+ CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
+
+ EGLint samples = 0;
+ EGLint sampleBuffer = 0;
+ if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
+ {
+ samples = 4;
+ sampleBuffer = 1;
+ TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
+ }
+
+ const EGLint framebufferAttribs[] =
+ {
+ EGL_RENDERABLE_TYPE, (rlGetVersion() == RL_OPENGL_ES_30)? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT, // Type of context support
+ EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5)
+ EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6)
+ EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5)
+ //EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI)
+ EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!)
+ //EGL_STENCIL_SIZE, 8, // Stencil buffer size
+ EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA
+ EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs)
+ EGL_NONE
+ };
+
+ const EGLint contextAttribs[] =
+ {
+ EGL_CONTEXT_CLIENT_VERSION, 2,
+ EGL_NONE
+ };
+
+ EGLint numConfigs = 0;
+
+ // Get an EGL device connection
+ platform.device = eglGetDisplay(EGL_DEFAULT_DISPLAY);
+ if (platform.device == EGL_NO_DISPLAY)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
+ return -1;
+ }
+
+ // Initialize the EGL device connection
+ if (eglInitialize(platform.device, NULL, NULL) == EGL_FALSE)
+ {
+ // If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
+ return -1;
+ }
+
+ // Get an appropriate EGL framebuffer configuration
+ eglChooseConfig(platform.device, framebufferAttribs, &platform.config, 1, &numConfigs);
+
+ // Set rendering API
+ eglBindAPI(EGL_OPENGL_ES_API);
+
+ // Create an EGL rendering context
+ platform.context = eglCreateContext(platform.device, platform.config, EGL_NO_CONTEXT, contextAttribs);
+ if (platform.context == EGL_NO_CONTEXT)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL context");
+ return -1;
+ }
+
+ // Create an EGL window surface
+ //---------------------------------------------------------------------------------
+ EGLint displayFormat = 0;
+
+ // EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry()
+ // As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID
+ eglGetConfigAttrib(platform.device, platform.config, EGL_NATIVE_VISUAL_ID, &displayFormat);
+
+ // At this point we need to manage render size vs screen size
+ // NOTE: This function use and modify global module variables:
+ // -> CORE.Window.screen.width/CORE.Window.screen.height
+ // -> CORE.Window.render.width/CORE.Window.render.height
+ // -> CORE.Window.screenScale
+ SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
+
+ ANativeWindow_setBuffersGeometry(platform.app->window, CORE.Window.render.width, CORE.Window.render.height, displayFormat);
+ //ANativeWindow_setBuffersGeometry(platform.app->window, 0, 0, displayFormat); // Force use of native display size
+
+ platform.surface = eglCreateWindowSurface(platform.device, platform.config, platform.app->window, NULL);
+
+ // There must be at least one frame displayed before the buffers are swapped
+ //eglSwapInterval(platform.device, 1);
+
+ if (eglMakeCurrent(platform.device, platform.surface, platform.surface, platform.context) == EGL_FALSE)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to attach EGL rendering context to EGL surface");
+ return -1;
+ }
+ else
+ {
+ CORE.Window.render.width = CORE.Window.screen.width;
+ CORE.Window.render.height = CORE.Window.screen.height;
+ CORE.Window.currentFbo.width = CORE.Window.render.width;
+ CORE.Window.currentFbo.height = CORE.Window.render.height;
+
+ 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(eglGetProcAddress);
+
+ CORE.Window.ready = true;
+
+ if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
+
+ return 0;
+}
+
+// ANDROID: Process activity lifecycle commands
+static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
+{
+ switch (cmd)
+ {
+ case APP_CMD_START:
+ {
+ //rendering = true;
+ } break;
+ case APP_CMD_RESUME: break;
+ case APP_CMD_INIT_WINDOW:
+ {
+ if (app->window != NULL)
+ {
+ if (platform.contextRebindRequired)
+ {
+ // Reset screen scaling to full display size
+ EGLint displayFormat = 0;
+ eglGetConfigAttrib(platform.device, platform.config, EGL_NATIVE_VISUAL_ID, &displayFormat);
+
+ // Adding renderOffset here feels rather hackish, but the viewport scaling is wrong after the
+ // context rebinding if the screen is scaled unless offsets are added. There's probably a more
+ // appropriate way to fix this
+ ANativeWindow_setBuffersGeometry(app->window,
+ CORE.Window.render.width + CORE.Window.renderOffset.x,
+ CORE.Window.render.height + CORE.Window.renderOffset.y,
+ displayFormat);
+
+ // Recreate display surface and re-attach OpenGL context
+ platform.surface = eglCreateWindowSurface(platform.device, platform.config, app->window, NULL);
+ eglMakeCurrent(platform.device, platform.surface, platform.surface, platform.context);
+
+ platform.contextRebindRequired = false;
+ }
+ else
+ {
+ CORE.Window.display.width = ANativeWindow_getWidth(platform.app->window);
+ CORE.Window.display.height = ANativeWindow_getHeight(platform.app->window);
+
+ // Initialize graphics device (display device and OpenGL context)
+ InitGraphicsDevice();
+
+ // 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);
+
+ // Initialize hi-res timer
+ InitTimer();
+
+ #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
+
+ // Initialize random seed
+ SetRandomSeed((unsigned int)time(NULL));
+
+ // TODO: GPU assets reload in case of lost focus (lost context)
+ // NOTE: This problem has been solved just unbinding and rebinding context from display
+ /*
+ if (assetsReloadRequired)
+ {
+ for (int i = 0; i < assetCount; i++)
+ {
+ // TODO: Unload old asset if required
+
+ // Load texture again to pointed texture
+ (*textureAsset + i) = LoadTexture(assetPath[i]);
+ }
+ }
+ */
+ }
+ }
+ } break;
+ case APP_CMD_GAINED_FOCUS:
+ {
+ platform.appEnabled = true;
+ CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED;
+ //ResumeMusicStream();
+ } break;
+ case APP_CMD_PAUSE: break;
+ case APP_CMD_LOST_FOCUS:
+ {
+ platform.appEnabled = false;
+ CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED;
+ //PauseMusicStream();
+ } break;
+ case APP_CMD_TERM_WINDOW:
+ {
+ // Detach OpenGL context and destroy display surface
+ // NOTE 1: This case is used when the user exits the app without closing it. We detach the context to ensure everything is recoverable upon resuming.
+ // NOTE 2: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...)
+ // NOTE 3: In some cases (too many context loaded), OS could unload context automatically... :(
+ if (platform.device != EGL_NO_DISPLAY)
+ {
+ eglMakeCurrent(platform.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
+
+ if (platform.surface != EGL_NO_SURFACE)
+ {
+ eglDestroySurface(platform.device, platform.surface);
+ platform.surface = EGL_NO_SURFACE;
+ }
+
+ platform.contextRebindRequired = true;
+ }
+ // If 'platform.device' is already set to 'EGL_NO_DISPLAY'
+ // this means that the user has already called 'CloseWindow()'
+
+ } break;
+ case APP_CMD_SAVE_STATE: break;
+ case APP_CMD_STOP: break;
+ case APP_CMD_DESTROY: break;
+ case APP_CMD_CONFIG_CHANGED:
+ {
+ //AConfiguration_fromAssetManager(platform.app->config, platform.app->activity->assetManager);
+ //print_cur_config(platform.app);
+
+ // Check screen orientation here!
+ } break;
+ default: break;
+ }
+}
+
+// ANDROID: Map Android gamepad button to raylib gamepad button
+static GamepadButton AndroidTranslateGamepadButton(int button)
+{
+ switch (button)
+ {
+ case AKEYCODE_BUTTON_A: return GAMEPAD_BUTTON_RIGHT_FACE_DOWN;
+ case AKEYCODE_BUTTON_B: return GAMEPAD_BUTTON_RIGHT_FACE_RIGHT;
+ case AKEYCODE_BUTTON_X: return GAMEPAD_BUTTON_RIGHT_FACE_LEFT;
+ case AKEYCODE_BUTTON_Y: return GAMEPAD_BUTTON_RIGHT_FACE_UP;
+ case AKEYCODE_BUTTON_L1: return GAMEPAD_BUTTON_LEFT_TRIGGER_1;
+ case AKEYCODE_BUTTON_R1: return GAMEPAD_BUTTON_RIGHT_TRIGGER_1;
+ case AKEYCODE_BUTTON_L2: return GAMEPAD_BUTTON_LEFT_TRIGGER_2;
+ case AKEYCODE_BUTTON_R2: return GAMEPAD_BUTTON_RIGHT_TRIGGER_2;
+ case AKEYCODE_BUTTON_THUMBL: return GAMEPAD_BUTTON_LEFT_THUMB;
+ case AKEYCODE_BUTTON_THUMBR: return GAMEPAD_BUTTON_RIGHT_THUMB;
+ case AKEYCODE_BUTTON_START: return GAMEPAD_BUTTON_MIDDLE_RIGHT;
+ case AKEYCODE_BUTTON_SELECT: return GAMEPAD_BUTTON_MIDDLE_LEFT;
+ case AKEYCODE_BUTTON_MODE: return GAMEPAD_BUTTON_MIDDLE;
+ // On some (most?) gamepads dpad events are reported as axis motion instead
+ case AKEYCODE_DPAD_DOWN: return GAMEPAD_BUTTON_LEFT_FACE_DOWN;
+ case AKEYCODE_DPAD_RIGHT: return GAMEPAD_BUTTON_LEFT_FACE_RIGHT;
+ case AKEYCODE_DPAD_LEFT: return GAMEPAD_BUTTON_LEFT_FACE_LEFT;
+ case AKEYCODE_DPAD_UP: return GAMEPAD_BUTTON_LEFT_FACE_UP;
+ default: return GAMEPAD_BUTTON_UNKNOWN;
+ }
+}
+
+// ANDROID: Get input events
+static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
+{
+ // If additional inputs are required check:
+ // https://developer.android.com/ndk/reference/group/input
+ // https://developer.android.com/training/game-controllers/controller-input
+
+ int type = AInputEvent_getType(event);
+ int source = AInputEvent_getSource(event);
+
+ if (type == AINPUT_EVENT_TYPE_MOTION)
+ {
+ if (((source & AINPUT_SOURCE_JOYSTICK) == AINPUT_SOURCE_JOYSTICK) ||
+ ((source & AINPUT_SOURCE_GAMEPAD) == AINPUT_SOURCE_GAMEPAD))
+ {
+ // For now we'll assume a single gamepad which we "detect" on its input event
+ CORE.Input.Gamepad.ready[0] = true;
+
+ CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_X] = AMotionEvent_getAxisValue(
+ event, AMOTION_EVENT_AXIS_X, 0);
+ CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_Y] = AMotionEvent_getAxisValue(
+ event, AMOTION_EVENT_AXIS_Y, 0);
+ CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_X] = AMotionEvent_getAxisValue(
+ event, AMOTION_EVENT_AXIS_Z, 0);
+ CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_Y] = AMotionEvent_getAxisValue(
+ event, AMOTION_EVENT_AXIS_RZ, 0);
+ CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_TRIGGER] = AMotionEvent_getAxisValue(
+ event, AMOTION_EVENT_AXIS_BRAKE, 0) * 2.0f - 1.0f;
+ CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_TRIGGER] = AMotionEvent_getAxisValue(
+ event, AMOTION_EVENT_AXIS_GAS, 0) * 2.0f - 1.0f;
+
+ // dpad is reported as an axis on android
+ float dpadX = AMotionEvent_getAxisValue(event, AMOTION_EVENT_AXIS_HAT_X, 0);
+ float dpadY = AMotionEvent_getAxisValue(event, AMOTION_EVENT_AXIS_HAT_Y, 0);
+
+ if (dpadX == 1.0f)
+ {
+ CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_RIGHT] = 1;
+ CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_LEFT] = 0;
+ }
+ else if (dpadX == -1.0f)
+ {
+ CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_RIGHT] = 0;
+ CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_LEFT] = 1;
+ }
+ else
+ {
+ CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_RIGHT] = 0;
+ CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_LEFT] = 0;
+ }
+
+ if (dpadY == 1.0f)
+ {
+ CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_DOWN] = 1;
+ CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_UP] = 0;
+ }
+ else if (dpadY == -1.0f)
+ {
+ CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_DOWN] = 0;
+ CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_UP] = 1;
+ }
+ else
+ {
+ CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_DOWN] = 0;
+ CORE.Input.Gamepad.currentButtonState[0][GAMEPAD_BUTTON_LEFT_FACE_UP] = 0;
+ }
+
+ return 1; // Handled gamepad axis motion
+ }
+ }
+ else if (type == AINPUT_EVENT_TYPE_KEY)
+ {
+ int32_t keycode = AKeyEvent_getKeyCode(event);
+ //int32_t AKeyEvent_getMetaState(event);
+
+ // Handle gamepad button presses and releases
+ if (((source & AINPUT_SOURCE_JOYSTICK) == AINPUT_SOURCE_JOYSTICK) ||
+ ((source & AINPUT_SOURCE_GAMEPAD) == AINPUT_SOURCE_GAMEPAD))
+ {
+ // For now we'll assume a single gamepad which we "detect" on its input event
+ CORE.Input.Gamepad.ready[0] = true;
+
+ GamepadButton button = AndroidTranslateGamepadButton(keycode);
+
+ if (button == GAMEPAD_BUTTON_UNKNOWN) return 1;
+
+ if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
+ {
+ CORE.Input.Gamepad.currentButtonState[0][button] = 1;
+ }
+ else CORE.Input.Gamepad.currentButtonState[0][button] = 0; // Key up
+
+ return 1; // Handled gamepad button
+ }
+
+ // Save current button and its state
+ // NOTE: Android key action is 0 for down and 1 for up
+ if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
+ {
+ CORE.Input.Keyboard.currentKeyState[keycode] = 1; // Key down
+
+ CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode;
+ CORE.Input.Keyboard.keyPressedQueueCount++;
+ }
+ else if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_MULTIPLE) CORE.Input.Keyboard.keyRepeatInFrame[keycode] = 1;
+ else CORE.Input.Keyboard.currentKeyState[keycode] = 0; // Key up
+
+ if (keycode == AKEYCODE_POWER)
+ {
+ // Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS
+ // Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS
+ // It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected.
+ // NOTE: AndroidManifest.xml must have <activity android:configChanges="orientation|keyboardHidden|screenSize" >
+ // Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour
+ return 0;
+ }
+ else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU))
+ {
+ // Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS!
+ return 1;
+ }
+ else if ((keycode == AKEYCODE_VOLUME_UP) || (keycode == AKEYCODE_VOLUME_DOWN))
+ {
+ // Set default OS behaviour
+ return 0;
+ }
+
+ return 0;
+ }
+
+ // Register touch points count
+ CORE.Input.Touch.pointCount = AMotionEvent_getPointerCount(event);
+
+ for (int i = 0; (i < CORE.Input.Touch.pointCount) && (i < MAX_TOUCH_POINTS); i++)
+ {
+ // Register touch points id
+ CORE.Input.Touch.pointId[i] = AMotionEvent_getPointerId(event, i);
+
+ // Register touch points position
+ CORE.Input.Touch.position[i] = (Vector2){ AMotionEvent_getX(event, i), AMotionEvent_getY(event, i) };
+
+ // Normalize CORE.Input.Touch.position[i] for CORE.Window.screen.width and CORE.Window.screen.height
+ float widthRatio = (float)(CORE.Window.screen.width + CORE.Window.renderOffset.x) / (float)CORE.Window.display.width;
+ float heightRatio = (float)(CORE.Window.screen.height + CORE.Window.renderOffset.y) / (float)CORE.Window.display.height;
+ CORE.Input.Touch.position[i].x = CORE.Input.Touch.position[i].x * widthRatio - (float)CORE.Window.renderOffset.x / 2;
+ CORE.Input.Touch.position[i].y = CORE.Input.Touch.position[i].y * heightRatio - (float)CORE.Window.renderOffset.y / 2;
+ }
+
+ int32_t action = AMotionEvent_getAction(event);
+ unsigned int flags = action & AMOTION_EVENT_ACTION_MASK;
+
+#if defined(SUPPORT_GESTURES_SYSTEM)
+ GestureEvent gestureEvent = { 0 };
+
+ gestureEvent.pointCount = CORE.Input.Touch.pointCount;
+
+ // Register touch actions
+ if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
+ else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_ACTION_UP;
+ else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_ACTION_MOVE;
+ else if (flags == AMOTION_EVENT_ACTION_CANCEL) 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];
+ gestureEvent.position[i].x /= (float)GetScreenWidth();
+ gestureEvent.position[i].y /= (float)GetScreenHeight();
+ }
+
+ // Gesture data is sent to gestures system for processing
+ ProcessGestureEvent(gestureEvent);
+#endif
+
+ int32_t pointerIndex = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
+
+ if (flags == AMOTION_EVENT_ACTION_POINTER_UP || flags == AMOTION_EVENT_ACTION_UP)
+ {
+ // One of the touchpoints is released, remove it from touch point arrays
+ for (int i = pointerIndex; (i < CORE.Input.Touch.pointCount - 1) && (i < MAX_TOUCH_POINTS); i++)
+ {
+ CORE.Input.Touch.pointId[i] = CORE.Input.Touch.pointId[i+1];
+ CORE.Input.Touch.position[i] = CORE.Input.Touch.position[i+1];
+ }
+
+ CORE.Input.Touch.pointCount--;
+ }
+
+ // When all touchpoints are tapped and released really quickly, this event is generated
+ if (flags == AMOTION_EVENT_ACTION_CANCEL) CORE.Input.Touch.pointCount = 0;
+
+ if (CORE.Input.Touch.pointCount > 0) CORE.Input.Touch.currentTouchState[MOUSE_BUTTON_LEFT] = 1;
+ else CORE.Input.Touch.currentTouchState[MOUSE_BUTTON_LEFT] = 0;
+
+ // Stores the previous position of touch[0] only while it's active to calculate the delta.
+ if (flags == AMOTION_EVENT_ACTION_MOVE)
+ {
+ CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
+ }
+ else
+ {
+ CORE.Input.Mouse.previousPosition = CORE.Input.Touch.position[0];
+ }
+
+ // Map touch[0] as mouse input for convenience
+ CORE.Input.Mouse.currentPosition = CORE.Input.Touch.position[0];
+ CORE.Input.Mouse.currentWheelMove = (Vector2){ 0.0f, 0.0f };
+
+ return 0;
+}
+
+// EOF
diff --git a/raylib/src/platforms/rcore_desktop.c b/raylib/src/platforms/rcore_desktop.c
new file mode 100644
index 0000000..05c390f
--- /dev/null
+++ b/raylib/src/platforms/rcore_desktop.c
@@ -0,0 +1,1828 @@
+/**********************************************************************************************
+*
+* rcore_desktop - Functions to manage window, graphics device and inputs
+*
+* PLATFORM: DESKTOP: GLFW
+* - Windows (Win32, Win64)
+* - Linux (X11/Wayland desktop mode)
+* - FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop)
+* - OSX/macOS (x64, arm64)
+*
+* LIMITATIONS:
+* - Limitation 01
+* - Limitation 02
+*
+* POSSIBLE IMPROVEMENTS:
+* - Improvement 01
+* - Improvement 02
+*
+* ADDITIONAL NOTES:
+* - TRACELOG() function is located in raylib [utils] module
+*
+* CONFIGURATION:
+* #define RCORE_PLATFORM_CUSTOM_FLAG
+* Custom flag for rcore on target platform -not used-
+*
+* DEPENDENCIES:
+* - rglfw: Manage graphic device, OpenGL context and inputs (Windows, Linux, OSX, FreeBSD...)
+* - gestures: Gestures system for touch-ready devices (or simulated from mouse inputs)
+*
+*
+* LICENSE: zlib/libpng
+*
+* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) and contributors
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3
+ // NOTE: Already provided by rlgl implementation (on glad.h)
+#include "GLFW/glfw3.h" // GLFW3 library: Windows, OpenGL context and Input management
+ // NOTE: GLFW3 already includes gl.h (OpenGL) headers
+
+// Support retrieving native window handlers
+#if defined(_WIN32)
+ typedef void *PVOID;
+ typedef PVOID HANDLE;
+ typedef HANDLE HWND;
+ #define GLFW_EXPOSE_NATIVE_WIN32
+ #define GLFW_NATIVE_INCLUDE_NONE // To avoid some symbols re-definition in windows.h
+ #include "GLFW/glfw3native.h"
+
+ #if defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
+ // NOTE: Those functions require linking with winmm library
+ unsigned int __stdcall timeBeginPeriod(unsigned int uPeriod);
+ unsigned int __stdcall timeEndPeriod(unsigned int uPeriod);
+ #endif
+#endif
+#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__)
+ #include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
+
+ //#define GLFW_EXPOSE_NATIVE_X11 // WARNING: Exposing Xlib.h > X.h results in dup symbols for Font type
+ //#define GLFW_EXPOSE_NATIVE_WAYLAND
+ //#define GLFW_EXPOSE_NATIVE_MIR
+ #include "GLFW/glfw3native.h" // Required for: glfwGetX11Window()
+#endif
+#if defined(__APPLE__)
+ #include <unistd.h> // Required for: usleep()
+
+ //#define GLFW_EXPOSE_NATIVE_COCOA // WARNING: Fails due to type redefinition
+ void *glfwGetCocoaWindow(GLFWwindow* handle);
+ #include "GLFW/glfw3native.h" // Required for: glfwGetCocoaWindow()
+#endif
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+// TODO: HACK: Added flag if not provided by GLFW when using external library
+// Latest GLFW release (GLFW 3.3.8) does not implement this flag, it was added for 3.4.0-dev
+#if !defined(GLFW_MOUSE_PASSTHROUGH)
+ #define GLFW_MOUSE_PASSTHROUGH 0x0002000D
+#endif
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef struct {
+ GLFWwindow *handle; // GLFW window handle (graphic device)
+} PlatformData;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+extern CoreData CORE; // Global CORE state context
+
+static PlatformData platform = { 0 }; // Platform specific data
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Declaration
+//----------------------------------------------------------------------------------
+int InitPlatform(void); // Initialize platform (graphics, inputs and more)
+void ClosePlatform(void); // Close platform
+
+// Error callback event
+static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
+
+// Window callbacks events
+static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
+static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
+static void WindowMaximizeCallback(GLFWwindow* window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized
+static void WindowFocusCallback(GLFWwindow *window, int focused); // GLFW3 WindowFocus Callback, runs when window get/lose focus
+static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window
+
+// Input callbacks events
+static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
+static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value)
+static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed
+static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move
+static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel
+static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
+static void JoystickCallback(int jid, int event); // GLFW3 Joystick Connected/Disconnected Callback
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+// NOTE: Functions declaration is provided by raylib.h
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Window and Graphics Device
+//----------------------------------------------------------------------------------
+
+// Check if application should close
+// NOTE: By default, if KEY_ESCAPE pressed or window close icon clicked
+bool WindowShouldClose(void)
+{
+ if (CORE.Window.ready) return CORE.Window.shouldClose;
+ else return true;
+}
+
+// Toggle fullscreen mode
+void ToggleFullscreen(void)
+{
+ if (!CORE.Window.fullscreen)
+ {
+ // Store previous window position (in case we exit fullscreen)
+ glfwGetWindowPos(platform.handle, &CORE.Window.position.x, &CORE.Window.position.y);
+
+ int monitorCount = 0;
+ int monitorIndex = GetCurrentMonitor();
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ // Use current monitor, so we correctly get the display the window is on
+ GLFWmonitor *monitor = (monitorIndex < monitorCount)? monitors[monitorIndex] : NULL;
+
+ if (monitor == NULL)
+ {
+ TRACELOG(LOG_WARNING, "GLFW: Failed to get monitor");
+
+ CORE.Window.fullscreen = false;
+ CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
+
+ glfwSetWindowMonitor(platform.handle, NULL, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
+ }
+ else
+ {
+ CORE.Window.fullscreen = true;
+ CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
+
+ glfwSetWindowMonitor(platform.handle, monitor, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
+ }
+
+ }
+ else
+ {
+ CORE.Window.fullscreen = false;
+ CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
+
+ glfwSetWindowMonitor(platform.handle, NULL, CORE.Window.position.x, CORE.Window.position.y, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
+ }
+
+ // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
+ // NOTE: V-Sync can be enabled by graphic driver configuration
+ if (CORE.Window.flags & FLAG_VSYNC_HINT) glfwSwapInterval(1);
+}
+
+// Toggle borderless windowed mode
+void ToggleBorderlessWindowed(void)
+{
+ // Leave fullscreen before attempting to set borderless windowed mode and get screen position from it
+ bool wasOnFullscreen = false;
+ if (CORE.Window.fullscreen)
+ {
+ CORE.Window.previousPosition = CORE.Window.position;
+ ToggleFullscreen();
+ wasOnFullscreen = true;
+ }
+
+ const int monitor = GetCurrentMonitor();
+ int monitorCount;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
+
+ if (mode)
+ {
+ if (!IsWindowState(FLAG_BORDERLESS_WINDOWED_MODE))
+ {
+ // Store screen position and size
+ // NOTE: If it was on fullscreen, screen position was already stored, so skip setting it here
+ if (!wasOnFullscreen) glfwGetWindowPos(platform.handle, &CORE.Window.previousPosition.x, &CORE.Window.previousPosition.y);
+ CORE.Window.previousScreen = CORE.Window.screen;
+
+ // Set undecorated and topmost modes and flags
+ glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_FALSE);
+ CORE.Window.flags |= FLAG_WINDOW_UNDECORATED;
+ glfwSetWindowAttrib(platform.handle, GLFW_FLOATING, GLFW_TRUE);
+ CORE.Window.flags |= FLAG_WINDOW_TOPMOST;
+
+ // Get monitor position and size
+ int monitorPosX = 0;
+ int monitorPosY = 0;
+ glfwGetMonitorPos(monitors[monitor], &monitorPosX, &monitorPosY);
+ const int monitorWidth = mode->width;
+ const int monitorHeight = mode->height;
+
+ // Set screen position and size
+ glfwSetWindowPos(platform.handle, monitorPosX, monitorPosY);
+ glfwSetWindowSize(platform.handle, monitorWidth, monitorHeight);
+
+ // Refocus window
+ glfwFocusWindow(platform.handle);
+
+ CORE.Window.flags |= FLAG_BORDERLESS_WINDOWED_MODE;
+ }
+ else
+ {
+ // Remove topmost and undecorated modes and flags
+ glfwSetWindowAttrib(platform.handle, GLFW_FLOATING, GLFW_FALSE);
+ CORE.Window.flags &= ~FLAG_WINDOW_TOPMOST;
+ glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_TRUE);
+ CORE.Window.flags &= ~FLAG_WINDOW_UNDECORATED;
+
+ // Return previous screen size and position
+ // NOTE: The order matters here, it must set size first, then set position, otherwise the screen will be positioned incorrectly
+ glfwSetWindowSize(platform.handle, CORE.Window.previousScreen.width, CORE.Window.previousScreen.height);
+ glfwSetWindowPos(platform.handle, CORE.Window.previousPosition.x, CORE.Window.previousPosition.y);
+
+ // Refocus window
+ glfwFocusWindow(platform.handle);
+
+ CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE;
+ }
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+}
+
+// Set window state: maximized, if resizable
+void MaximizeWindow(void)
+{
+ if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE)
+ {
+ glfwMaximizeWindow(platform.handle);
+ CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED;
+ }
+}
+
+// Set window state: minimized
+void MinimizeWindow(void)
+{
+ // NOTE: Following function launches callback that sets appropriate flag!
+ glfwIconifyWindow(platform.handle);
+}
+
+// Set window state: not minimized/maximized
+void RestoreWindow(void)
+{
+ if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE)
+ {
+ // Restores the specified window if it was previously iconified (minimized) or maximized
+ glfwRestoreWindow(platform.handle);
+ CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;
+ CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
+ }
+}
+
+// Set window configuration state using flags
+void SetWindowState(unsigned int flags)
+{
+ // Check previous state and requested state to apply required changes
+ // NOTE: In most cases the functions already change the flags internally
+
+ // State change: FLAG_VSYNC_HINT
+ if (((CORE.Window.flags & FLAG_VSYNC_HINT) != (flags & FLAG_VSYNC_HINT)) && ((flags & FLAG_VSYNC_HINT) > 0))
+ {
+ glfwSwapInterval(1);
+ CORE.Window.flags |= FLAG_VSYNC_HINT;
+ }
+
+ // State change: FLAG_BORDERLESS_WINDOWED_MODE
+ // NOTE: This must be handled before FLAG_FULLSCREEN_MODE because ToggleBorderlessWindowed() needs to get some fullscreen values if fullscreen is running
+ if (((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) != (flags & FLAG_BORDERLESS_WINDOWED_MODE)) && ((flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0))
+ {
+ ToggleBorderlessWindowed(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_FULLSCREEN_MODE
+ if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) != (flags & FLAG_FULLSCREEN_MODE))
+ {
+ ToggleFullscreen(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_WINDOW_RESIZABLE
+ if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != (flags & FLAG_WINDOW_RESIZABLE)) && ((flags & FLAG_WINDOW_RESIZABLE) > 0))
+ {
+ glfwSetWindowAttrib(platform.handle, GLFW_RESIZABLE, GLFW_TRUE);
+ CORE.Window.flags |= FLAG_WINDOW_RESIZABLE;
+ }
+
+ // State change: FLAG_WINDOW_UNDECORATED
+ if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) != (flags & FLAG_WINDOW_UNDECORATED)) && (flags & FLAG_WINDOW_UNDECORATED))
+ {
+ glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_FALSE);
+ CORE.Window.flags |= FLAG_WINDOW_UNDECORATED;
+ }
+
+ // State change: FLAG_WINDOW_HIDDEN
+ if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) != (flags & FLAG_WINDOW_HIDDEN)) && ((flags & FLAG_WINDOW_HIDDEN) > 0))
+ {
+ glfwHideWindow(platform.handle);
+ CORE.Window.flags |= FLAG_WINDOW_HIDDEN;
+ }
+
+ // State change: FLAG_WINDOW_MINIMIZED
+ if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) != (flags & FLAG_WINDOW_MINIMIZED)) && ((flags & FLAG_WINDOW_MINIMIZED) > 0))
+ {
+ //GLFW_ICONIFIED
+ MinimizeWindow(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_WINDOW_MAXIMIZED
+ if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) != (flags & FLAG_WINDOW_MAXIMIZED)) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0))
+ {
+ //GLFW_MAXIMIZED
+ MaximizeWindow(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_WINDOW_UNFOCUSED
+ if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) != (flags & FLAG_WINDOW_UNFOCUSED)) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0))
+ {
+ glfwSetWindowAttrib(platform.handle, GLFW_FOCUS_ON_SHOW, GLFW_FALSE);
+ CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED;
+ }
+
+ // State change: FLAG_WINDOW_TOPMOST
+ if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) != (flags & FLAG_WINDOW_TOPMOST)) && ((flags & FLAG_WINDOW_TOPMOST) > 0))
+ {
+ glfwSetWindowAttrib(platform.handle, GLFW_FLOATING, GLFW_TRUE);
+ CORE.Window.flags |= FLAG_WINDOW_TOPMOST;
+ }
+
+ // State change: FLAG_WINDOW_ALWAYS_RUN
+ if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) != (flags & FLAG_WINDOW_ALWAYS_RUN)) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0))
+ {
+ CORE.Window.flags |= FLAG_WINDOW_ALWAYS_RUN;
+ }
+
+ // The following states can not be changed after window creation
+
+ // State change: FLAG_WINDOW_TRANSPARENT
+ if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) != (flags & FLAG_WINDOW_TRANSPARENT)) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0))
+ {
+ TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization");
+ }
+
+ // State change: FLAG_WINDOW_HIGHDPI
+ if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) != (flags & FLAG_WINDOW_HIGHDPI)) && ((flags & FLAG_WINDOW_HIGHDPI) > 0))
+ {
+ TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization");
+ }
+
+ // State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
+ if (((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) != (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH)) && ((flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0))
+ {
+ glfwSetWindowAttrib(platform.handle, GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE);
+ CORE.Window.flags |= FLAG_WINDOW_MOUSE_PASSTHROUGH;
+ }
+
+ // State change: FLAG_MSAA_4X_HINT
+ if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) != (flags & FLAG_MSAA_4X_HINT)) && ((flags & FLAG_MSAA_4X_HINT) > 0))
+ {
+ TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization");
+ }
+
+ // State change: FLAG_INTERLACED_HINT
+ if (((CORE.Window.flags & FLAG_INTERLACED_HINT) != (flags & FLAG_INTERLACED_HINT)) && ((flags & FLAG_INTERLACED_HINT) > 0))
+ {
+ TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization");
+ }
+}
+
+// Clear window configuration state flags
+void ClearWindowState(unsigned int flags)
+{
+ // Check previous state and requested state to apply required changes
+ // NOTE: In most cases the functions already change the flags internally
+
+ // State change: FLAG_VSYNC_HINT
+ if (((CORE.Window.flags & FLAG_VSYNC_HINT) > 0) && ((flags & FLAG_VSYNC_HINT) > 0))
+ {
+ glfwSwapInterval(0);
+ CORE.Window.flags &= ~FLAG_VSYNC_HINT;
+ }
+
+ // State change: FLAG_BORDERLESS_WINDOWED_MODE
+ // NOTE: This must be handled before FLAG_FULLSCREEN_MODE because ToggleBorderlessWindowed() needs to get some fullscreen values if fullscreen is running
+ if (((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0) && ((flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0))
+ {
+ ToggleBorderlessWindowed(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_FULLSCREEN_MODE
+ if (((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) && ((flags & FLAG_FULLSCREEN_MODE) > 0))
+ {
+ ToggleFullscreen(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_WINDOW_RESIZABLE
+ if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) && ((flags & FLAG_WINDOW_RESIZABLE) > 0))
+ {
+ glfwSetWindowAttrib(platform.handle, GLFW_RESIZABLE, GLFW_FALSE);
+ CORE.Window.flags &= ~FLAG_WINDOW_RESIZABLE;
+ }
+
+ // State change: FLAG_WINDOW_HIDDEN
+ if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) && ((flags & FLAG_WINDOW_HIDDEN) > 0))
+ {
+ glfwShowWindow(platform.handle);
+ CORE.Window.flags &= ~FLAG_WINDOW_HIDDEN;
+ }
+
+ // State change: FLAG_WINDOW_MINIMIZED
+ if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) && ((flags & FLAG_WINDOW_MINIMIZED) > 0))
+ {
+ RestoreWindow(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_WINDOW_MAXIMIZED
+ if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0))
+ {
+ RestoreWindow(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_WINDOW_UNDECORATED
+ if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) && ((flags & FLAG_WINDOW_UNDECORATED) > 0))
+ {
+ glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_TRUE);
+ CORE.Window.flags &= ~FLAG_WINDOW_UNDECORATED;
+ }
+
+ // State change: FLAG_WINDOW_UNFOCUSED
+ if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0))
+ {
+ glfwSetWindowAttrib(platform.handle, GLFW_FOCUS_ON_SHOW, GLFW_TRUE);
+ CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED;
+ }
+
+ // State change: FLAG_WINDOW_TOPMOST
+ if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) && ((flags & FLAG_WINDOW_TOPMOST) > 0))
+ {
+ glfwSetWindowAttrib(platform.handle, GLFW_FLOATING, GLFW_FALSE);
+ CORE.Window.flags &= ~FLAG_WINDOW_TOPMOST;
+ }
+
+ // State change: FLAG_WINDOW_ALWAYS_RUN
+ if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) > 0) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0))
+ {
+ CORE.Window.flags &= ~FLAG_WINDOW_ALWAYS_RUN;
+ }
+
+ // The following states can not be changed after window creation
+
+ // State change: FLAG_WINDOW_TRANSPARENT
+ if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0))
+ {
+ TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization");
+ }
+
+ // State change: FLAG_WINDOW_HIGHDPI
+ if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) && ((flags & FLAG_WINDOW_HIGHDPI) > 0))
+ {
+ TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization");
+ }
+
+ // State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
+ if (((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0) && ((flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0))
+ {
+ glfwSetWindowAttrib(platform.handle, GLFW_MOUSE_PASSTHROUGH, GLFW_FALSE);
+ CORE.Window.flags &= ~FLAG_WINDOW_MOUSE_PASSTHROUGH;
+ }
+
+ // State change: FLAG_MSAA_4X_HINT
+ if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) > 0) && ((flags & FLAG_MSAA_4X_HINT) > 0))
+ {
+ TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization");
+ }
+
+ // State change: FLAG_INTERLACED_HINT
+ if (((CORE.Window.flags & FLAG_INTERLACED_HINT) > 0) && ((flags & FLAG_INTERLACED_HINT) > 0))
+ {
+ TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization");
+ }
+}
+
+// Set icon for window
+// NOTE 1: Image must be in RGBA format, 8bit per channel
+// NOTE 2: Image is scaled by the OS for all required sizes
+void SetWindowIcon(Image image)
+{
+ if (image.data == NULL)
+ {
+ // Revert to the default window icon, pass in an empty image array
+ glfwSetWindowIcon(platform.handle, 0, NULL);
+ }
+ else
+ {
+ if (image.format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
+ {
+ GLFWimage icon[1] = { 0 };
+
+ icon[0].width = image.width;
+ icon[0].height = image.height;
+ icon[0].pixels = (unsigned char *)image.data;
+
+ // NOTE 1: We only support one image icon
+ // NOTE 2: The specified image data is copied before this function returns
+ glfwSetWindowIcon(platform.handle, 1, icon);
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Window icon image must be in R8G8B8A8 pixel format");
+ }
+}
+
+// Set icon for window, multiple images
+// NOTE 1: Images must be in RGBA format, 8bit per channel
+// NOTE 2: The multiple images are used depending on provided sizes
+// Standard Windows icon sizes: 256, 128, 96, 64, 48, 32, 24, 16
+void SetWindowIcons(Image *images, int count)
+{
+ if ((images == NULL) || (count <= 0))
+ {
+ // Revert to the default window icon, pass in an empty image array
+ glfwSetWindowIcon(platform.handle, 0, NULL);
+ }
+ else
+ {
+ int valid = 0;
+ GLFWimage *icons = RL_CALLOC(count, sizeof(GLFWimage));
+
+ for (int i = 0; i < count; i++)
+ {
+ if (images[i].format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
+ {
+ icons[valid].width = images[i].width;
+ icons[valid].height = images[i].height;
+ icons[valid].pixels = (unsigned char *)images[i].data;
+
+ valid++;
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Window icon image must be in R8G8B8A8 pixel format");
+ }
+ // NOTE: Images data is copied internally before this function returns
+ glfwSetWindowIcon(platform.handle, valid, icons);
+
+ RL_FREE(icons);
+ }
+}
+
+// Set title for window
+void SetWindowTitle(const char *title)
+{
+ CORE.Window.title = title;
+ glfwSetWindowTitle(platform.handle, title);
+}
+
+// Set window position on screen (windowed mode)
+void SetWindowPosition(int x, int y)
+{
+ glfwSetWindowPos(platform.handle, x, y);
+}
+
+// Set monitor for the current window
+void SetWindowMonitor(int monitor)
+{
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ if (CORE.Window.fullscreen)
+ {
+ TRACELOG(LOG_INFO, "GLFW: Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
+
+ const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
+ glfwSetWindowMonitor(platform.handle, monitors[monitor], 0, 0, mode->width, mode->height, mode->refreshRate);
+ }
+ else
+ {
+ TRACELOG(LOG_INFO, "GLFW: Selected monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
+
+ const int screenWidth = CORE.Window.screen.width;
+ const int screenHeight = CORE.Window.screen.height;
+ int monitorWorkareaX = 0;
+ int monitorWorkareaY = 0;
+ int monitorWorkareaWidth = 0;
+ int monitorWorkareaHeight = 0;
+ glfwGetMonitorWorkarea(monitors[monitor], &monitorWorkareaX, &monitorWorkareaY, &monitorWorkareaWidth, &monitorWorkareaHeight);
+
+ // If the screen size is larger than the monitor workarea, anchor it on the top left corner, otherwise, center it
+ if ((screenWidth >= monitorWorkareaWidth) || (screenHeight >= monitorWorkareaHeight)) glfwSetWindowPos(platform.handle, monitorWorkareaX, monitorWorkareaY);
+ else
+ {
+ const int x = monitorWorkareaX + (monitorWorkareaWidth/2) - (screenWidth/2);
+ const int y = monitorWorkareaY + (monitorWorkareaHeight/2) - (screenHeight/2);
+ glfwSetWindowPos(platform.handle, x, y);
+ }
+ }
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+}
+
+// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMinSize(int width, int height)
+{
+ CORE.Window.screenMin.width = width;
+ CORE.Window.screenMin.height = height;
+
+ int minWidth = (CORE.Window.screenMin.width == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMin.width;
+ int minHeight = (CORE.Window.screenMin.height == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMin.height;
+ int maxWidth = (CORE.Window.screenMax.width == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMax.width;
+ int maxHeight = (CORE.Window.screenMax.height == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMax.height;
+
+ glfwSetWindowSizeLimits(platform.handle, minWidth, minHeight, maxWidth, maxHeight);
+}
+
+// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMaxSize(int width, int height)
+{
+ CORE.Window.screenMax.width = width;
+ CORE.Window.screenMax.height = height;
+
+ int minWidth = (CORE.Window.screenMin.width == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMin.width;
+ int minHeight = (CORE.Window.screenMin.height == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMin.height;
+ int maxWidth = (CORE.Window.screenMax.width == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMax.width;
+ int maxHeight = (CORE.Window.screenMax.height == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMax.height;
+
+ glfwSetWindowSizeLimits(platform.handle, minWidth, minHeight, maxWidth, maxHeight);
+}
+
+// Set window dimensions
+void SetWindowSize(int width, int height)
+{
+ glfwSetWindowSize(platform.handle, width, height);
+}
+
+// Set window opacity, value opacity is between 0.0 and 1.0
+void SetWindowOpacity(float opacity)
+{
+ if (opacity >= 1.0f) opacity = 1.0f;
+ else if (opacity <= 0.0f) opacity = 0.0f;
+ glfwSetWindowOpacity(platform.handle, opacity);
+}
+
+// Set window focused
+void SetWindowFocused(void)
+{
+ glfwFocusWindow(platform.handle);
+}
+
+// Get native window handle
+void *GetWindowHandle(void)
+{
+#if defined(_WIN32)
+ // NOTE: Returned handle is: void *HWND (windows.h)
+ return glfwGetWin32Window(platform.handle);
+#endif
+#if defined(__linux__)
+ // NOTE: Returned handle is: unsigned long Window (X.h)
+ // typedef unsigned long XID;
+ // typedef XID Window;
+ //unsigned long id = (unsigned long)glfwGetX11Window(platform.handle);
+ //return NULL; // TODO: Find a way to return value... cast to void *?
+ return (void *)platform.handle;
+#endif
+#if defined(__APPLE__)
+ // NOTE: Returned handle is: (objc_object *)
+ return (void *)glfwGetCocoaWindow(platform.handle);
+#endif
+
+ return NULL;
+}
+
+// Get number of monitors
+int GetMonitorCount(void)
+{
+ int monitorCount = 0;
+
+ glfwGetMonitors(&monitorCount);
+
+ return monitorCount;
+}
+
+// Get number of monitors
+int GetCurrentMonitor(void)
+{
+ int index = 0;
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+ GLFWmonitor *monitor = NULL;
+
+ if (monitorCount >= 1)
+ {
+ if (IsWindowFullscreen())
+ {
+ // Get the handle of the monitor that the specified window is in full screen on
+ monitor = glfwGetWindowMonitor(platform.handle);
+
+ for (int i = 0; i < monitorCount; i++)
+ {
+ if (monitors[i] == monitor)
+ {
+ index = i;
+ break;
+ }
+ }
+ }
+ else
+ {
+ // In case the window is between two monitors, we use below logic
+ // to try to detect the "current monitor" for that window, note that
+ // this is probably an overengineered solution for a very side case
+ // trying to match SDL behaviour
+
+ int closestDist = 0x7FFFFFFF;
+
+ // Window center position
+ int wcx = 0;
+ int wcy = 0;
+
+ glfwGetWindowPos(platform.handle, &wcx, &wcy);
+ wcx += (int)CORE.Window.screen.width/2;
+ wcy += (int)CORE.Window.screen.height/2;
+
+ for (int i = 0; i < monitorCount; i++)
+ {
+ // Monitor top-left position
+ int mx = 0;
+ int my = 0;
+
+ monitor = monitors[i];
+ glfwGetMonitorPos(monitor, &mx, &my);
+ const GLFWvidmode *mode = glfwGetVideoMode(monitor);
+
+ if (mode)
+ {
+ const int right = mx + mode->width - 1;
+ const int bottom = my + mode->height - 1;
+
+ if ((wcx >= mx) &&
+ (wcx <= right) &&
+ (wcy >= my) &&
+ (wcy <= bottom))
+ {
+ index = i;
+ break;
+ }
+
+ int xclosest = wcx;
+ if (wcx < mx) xclosest = mx;
+ else if (wcx > right) xclosest = right;
+
+ int yclosest = wcy;
+ if (wcy < my) yclosest = my;
+ else if (wcy > bottom) yclosest = bottom;
+
+ int dx = wcx - xclosest;
+ int dy = wcy - yclosest;
+ int dist = (dx*dx) + (dy*dy);
+ if (dist < closestDist)
+ {
+ index = i;
+ closestDist = dist;
+ }
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
+ }
+ }
+ }
+
+ return index;
+}
+
+// Get selected monitor position
+Vector2 GetMonitorPosition(int monitor)
+{
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ int x, y;
+ glfwGetMonitorPos(monitors[monitor], &x, &y);
+
+ return (Vector2){ (float)x, (float)y };
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+ return (Vector2){ 0, 0 };
+}
+
+// Get selected monitor width (currently used by monitor)
+int GetMonitorWidth(int monitor)
+{
+ int width = 0;
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
+
+ if (mode) width = mode->width;
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+
+ return width;
+}
+
+// Get selected monitor height (currently used by monitor)
+int GetMonitorHeight(int monitor)
+{
+ int height = 0;
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
+
+ if (mode) height = mode->height;
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+
+ return height;
+}
+
+// Get selected monitor physical width in millimetres
+int GetMonitorPhysicalWidth(int monitor)
+{
+ int width = 0;
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount)) glfwGetMonitorPhysicalSize(monitors[monitor], &width, NULL);
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+
+ return width;
+}
+
+// Get selected monitor physical height in millimetres
+int GetMonitorPhysicalHeight(int monitor)
+{
+ int height = 0;
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount)) glfwGetMonitorPhysicalSize(monitors[monitor], NULL, &height);
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+
+ return height;
+}
+
+// Get selected monitor refresh rate
+int GetMonitorRefreshRate(int monitor)
+{
+ int refresh = 0;
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ const GLFWvidmode *vidmode = glfwGetVideoMode(monitors[monitor]);
+ refresh = vidmode->refreshRate;
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+
+ return refresh;
+}
+
+// Get the human-readable, UTF-8 encoded name of the selected monitor
+const char *GetMonitorName(int monitor)
+{
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ return glfwGetMonitorName(monitors[monitor]);
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+ return "";
+}
+
+// Get window position XY on monitor
+Vector2 GetWindowPosition(void)
+{
+ int x = 0;
+ int y = 0;
+
+ glfwGetWindowPos(platform.handle, &x, &y);
+
+ return (Vector2){ (float)x, (float)y };
+}
+
+// Get window scale DPI factor for current monitor
+Vector2 GetWindowScaleDPI(void)
+{
+ float xdpi = 1.0;
+ float ydpi = 1.0;
+ Vector2 scale = { 1.0f, 1.0f };
+ Vector2 windowPos = GetWindowPosition();
+
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ // Check window monitor
+ for (int i = 0; i < monitorCount; i++)
+ {
+ glfwGetMonitorContentScale(monitors[i], &xdpi, &ydpi);
+
+ int xpos, ypos, width, height;
+ glfwGetMonitorWorkarea(monitors[i], &xpos, &ypos, &width, &height);
+
+ if ((windowPos.x >= xpos) && (windowPos.x < xpos + width) &&
+ (windowPos.y >= ypos) && (windowPos.y < ypos + height))
+ {
+ scale.x = xdpi;
+ scale.y = ydpi;
+ break;
+ }
+ }
+
+ return scale;
+}
+
+// Set clipboard text content
+void SetClipboardText(const char *text)
+{
+ glfwSetClipboardString(platform.handle, text);
+}
+
+// Get clipboard text content
+// NOTE: returned string is allocated and freed by GLFW
+const char *GetClipboardText(void)
+{
+ return glfwGetClipboardString(platform.handle);
+}
+
+// Show mouse cursor
+void ShowCursor(void)
+{
+ glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+ CORE.Input.Mouse.cursorHidden = false;
+}
+
+// Hides mouse cursor
+void HideCursor(void)
+{
+ glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
+ CORE.Input.Mouse.cursorHidden = true;
+}
+
+// Enables cursor (unlock cursor)
+void EnableCursor(void)
+{
+ glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+
+ // Set cursor position in the middle
+ SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
+
+ CORE.Input.Mouse.cursorHidden = false;
+}
+
+// Disables cursor (lock cursor)
+void DisableCursor(void)
+{
+ glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
+
+ // Set cursor position in the middle
+ SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
+
+ CORE.Input.Mouse.cursorHidden = true;
+}
+
+// Swap back buffer with front buffer (screen drawing)
+void SwapScreenBuffer(void)
+{
+ glfwSwapBuffers(platform.handle);
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Misc
+//----------------------------------------------------------------------------------
+
+// Get elapsed time measure in seconds since InitTimer()
+double GetTime(void)
+{
+ double time = glfwGetTime(); // Elapsed time since glfwInit()
+ return time;
+}
+
+// Open URL with default system browser (if available)
+// NOTE: This function is only safe to use if you control the URL given.
+// A user could craft a malicious string performing another action.
+// Only call this function yourself not with user input or make sure to check the string yourself.
+// Ref: https://github.com/raysan5/raylib/issues/686
+void OpenURL(const char *url)
+{
+ // Security check to (partially) avoid malicious code
+ if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
+ else
+ {
+ char *cmd = (char *)RL_CALLOC(strlen(url) + 32, sizeof(char));
+#if defined(_WIN32)
+ sprintf(cmd, "explorer \"%s\"", url);
+#endif
+#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__)
+ sprintf(cmd, "xdg-open '%s'", url); // Alternatives: firefox, x-www-browser
+#endif
+#if defined(__APPLE__)
+ sprintf(cmd, "open '%s'", url);
+#endif
+ int result = system(cmd);
+ if (result == -1) TRACELOG(LOG_WARNING, "OpenURL() child process could not be created");
+ RL_FREE(cmd);
+ }
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Inputs
+//----------------------------------------------------------------------------------
+
+// Set internal gamepad mappings
+int SetGamepadMappings(const char *mappings)
+{
+ return glfwUpdateGamepadMappings(mappings);
+}
+
+// Set mouse position XY
+void SetMousePosition(int x, int y)
+{
+ CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
+ CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
+
+ // NOTE: emscripten not implemented
+ glfwSetCursorPos(platform.handle, CORE.Input.Mouse.currentPosition.x, CORE.Input.Mouse.currentPosition.y);
+}
+
+// Set mouse cursor
+void SetMouseCursor(int cursor)
+{
+ CORE.Input.Mouse.cursor = cursor;
+ if (cursor == MOUSE_CURSOR_DEFAULT) glfwSetCursor(platform.handle, NULL);
+ else
+ {
+ // NOTE: We are relating internal GLFW enum values to our MouseCursor enum values
+ glfwSetCursor(platform.handle, glfwCreateStandardCursor(0x00036000 + cursor));
+ }
+}
+
+// Register all input events
+void PollInputEvents(void)
+{
+#if defined(SUPPORT_GESTURES_SYSTEM)
+ // NOTE: Gestures update must be called every frame to reset gestures correctly
+ // because ProcessGestureEvent() is just called on an event, not every frame
+ UpdateGestures();
+#endif
+
+ // Reset keys/chars pressed registered
+ CORE.Input.Keyboard.keyPressedQueueCount = 0;
+ CORE.Input.Keyboard.charPressedQueueCount = 0;
+
+ // Reset last gamepad button/axis registered state
+ CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
+ //CORE.Input.Gamepad.axisCount = 0;
+
+ // Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
+
+ // Register previous keys states
+ for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
+ {
+ CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
+ CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
+ }
+
+ // Register previous mouse states
+ for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
+
+ // Register previous mouse wheel state
+ CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
+ CORE.Input.Mouse.currentWheelMove = (Vector2){ 0.0f, 0.0f };
+
+ // Register previous mouse position
+ CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
+
+ // Register previous touch states
+ for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
+
+ // Reset touch positions
+ //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
+
+ // Map touch position to mouse position for convenience
+ // WARNING: If the target desktop device supports touch screen, this behavious should be reviewed!
+ // TODO: GLFW does not support multi-touch input just yet
+ // https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
+ // https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
+ CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
+
+ // Check if gamepads are ready
+ // NOTE: We do it here in case of disconnection
+ for (int i = 0; i < MAX_GAMEPADS; i++)
+ {
+ if (glfwJoystickPresent(i)) CORE.Input.Gamepad.ready[i] = true;
+ else CORE.Input.Gamepad.ready[i] = false;
+ }
+
+ // Register gamepads buttons events
+ for (int i = 0; i < MAX_GAMEPADS; i++)
+ {
+ if (CORE.Input.Gamepad.ready[i]) // Check if gamepad is available
+ {
+ // Register previous gamepad states
+ for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
+
+ // Get current gamepad state
+ // NOTE: There is no callback available, so we get it manually
+ GLFWgamepadstate state = { 0 };
+ glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller
+
+ const unsigned char *buttons = state.buttons;
+
+ for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++)
+ {
+ int button = -1; // GamepadButton enum values assigned
+
+ switch (k)
+ {
+ case GLFW_GAMEPAD_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
+ case GLFW_GAMEPAD_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
+ case GLFW_GAMEPAD_BUTTON_A: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
+ case GLFW_GAMEPAD_BUTTON_X: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
+
+ case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
+ case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
+
+ case GLFW_GAMEPAD_BUTTON_BACK: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
+ case GLFW_GAMEPAD_BUTTON_GUIDE: button = GAMEPAD_BUTTON_MIDDLE; break;
+ case GLFW_GAMEPAD_BUTTON_START: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
+
+ case GLFW_GAMEPAD_BUTTON_DPAD_UP: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
+ case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
+ case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
+ case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
+
+ case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: button = GAMEPAD_BUTTON_LEFT_THUMB; break;
+ case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
+ default: break;
+ }
+
+ if (button != -1) // Check for valid button
+ {
+ if (buttons[k] == GLFW_PRESS)
+ {
+ CORE.Input.Gamepad.currentButtonState[i][button] = 1;
+ CORE.Input.Gamepad.lastButtonPressed = button;
+ }
+ else CORE.Input.Gamepad.currentButtonState[i][button] = 0;
+ }
+ }
+
+ // Get current axis state
+ const float *axes = state.axes;
+
+ for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
+ {
+ CORE.Input.Gamepad.axisState[i][k] = axes[k];
+ }
+
+ // Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis)
+ CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1f);
+ CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1f);
+
+ CORE.Input.Gamepad.axisCount[i] = GLFW_GAMEPAD_AXIS_LAST + 1;
+ }
+ }
+
+ CORE.Window.resizedLastFrame = false;
+
+ if (CORE.Window.eventWaiting) glfwWaitEvents(); // Wait for in input events before continue (drawing is paused)
+ else glfwPollEvents(); // Poll input events: keyboard/mouse/window events (callbacks) -> Update keys state
+
+ // While window minimized, stop loop execution
+ while (IsWindowState(FLAG_WINDOW_MINIMIZED) && !IsWindowState(FLAG_WINDOW_ALWAYS_RUN)) glfwWaitEvents();
+
+ CORE.Window.shouldClose = glfwWindowShouldClose(platform.handle);
+
+ // Reset close status for next frame
+ glfwSetWindowShouldClose(platform.handle, GLFW_FALSE);
+}
+
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Definition
+//----------------------------------------------------------------------------------
+
+// Initialize platform: graphics, inputs and more
+int InitPlatform(void)
+{
+ glfwSetErrorCallback(ErrorCallback);
+/*
+ // TODO: Setup GLFW custom allocators to match raylib ones
+ const GLFWallocator allocator = {
+ .allocate = MemAlloc,
+ .deallocate = MemFree,
+ .reallocate = MemRealloc,
+ .user = NULL
+ };
+
+ glfwInitAllocator(&allocator);
+*/
+
+#if defined(__APPLE__)
+ glfwInitHint(GLFW_COCOA_CHDIR_RESOURCES, GLFW_FALSE);
+#endif
+ // Initialize GLFW internal global state
+ int result = glfwInit();
+ if (result == GLFW_FALSE) { TRACELOG(LOG_WARNING, "GLFW: Failed to initialize GLFW"); return -1; }
+
+ // Initialize graphic device: display/window and graphic context
+ //----------------------------------------------------------------------------
+ glfwDefaultWindowHints(); // Set default windows hints
+ //glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits
+ //glfwWindowHint(GLFW_GREEN_BITS, 8); // Framebuffer green color component bits
+ //glfwWindowHint(GLFW_BLUE_BITS, 8); // Framebuffer blue color component bits
+ //glfwWindowHint(GLFW_ALPHA_BITS, 8); // Framebuffer alpha color component bits
+ //glfwWindowHint(GLFW_DEPTH_BITS, 24); // Depthbuffer bits
+ //glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window
+ //glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // OpenGL API to use. Alternative: GLFW_OPENGL_ES_API
+ //glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers
+
+ // Check window creation flags
+ if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) CORE.Window.fullscreen = true;
+
+ if ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // Visible window
+ else glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE); // Window initially hidden
+
+ if ((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window
+ else glfwWindowHint(GLFW_DECORATED, GLFW_TRUE); // Decorated window
+
+ if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // Resizable window
+ else glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); // Avoid window being resizable
+
+ // Disable FLAG_WINDOW_MINIMIZED, not supported on initialization
+ if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;
+
+ // Disable FLAG_WINDOW_MAXIMIZED, not supported on initialization
+ if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
+
+ if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE);
+ else glfwWindowHint(GLFW_FOCUSED, GLFW_TRUE);
+
+ if ((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) glfwWindowHint(GLFW_FLOATING, GLFW_TRUE);
+ else glfwWindowHint(GLFW_FLOATING, GLFW_FALSE);
+
+ // NOTE: Some GLFW flags are not supported on HTML5
+ if ((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); // Transparent framebuffer
+ else glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_FALSE); // Opaque framebuffer
+
+ if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
+ {
+ // Resize window content area based on the monitor content scale.
+ // NOTE: This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11.
+ // On platforms like macOS the resolution of the framebuffer is changed independently of the window size.
+ glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); // Scale content area based on the monitor content scale where window is placed on
+#if defined(__APPLE__)
+ glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE);
+#endif
+ }
+ else glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
+
+ // Mouse passthrough
+ if ((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0) glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE);
+ else glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_FALSE);
+
+ if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
+ {
+ // NOTE: MSAA is only enabled for main framebuffer, not user-created FBOs
+ TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
+ glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0
+ }
+
+ // NOTE: When asking for an OpenGL context version, most drivers provide the highest supported version
+ // with backward compatibility to older OpenGL versions.
+ // For example, if using OpenGL 1.1, driver can provide a 4.3 backwards compatible context.
+
+ // Check selection OpenGL version
+ if (rlGetVersion() == RL_OPENGL_21)
+ {
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint)
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint)
+ }
+ else if (rlGetVersion() == RL_OPENGL_33)
+ {
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint)
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
+ // Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
+#if defined(__APPLE__)
+ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); // OSX Requires forward compatibility
+#else
+ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Forward Compatibility Hint: Only 3.3 and above!
+#endif
+ //glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context
+ }
+ else if (rlGetVersion() == RL_OPENGL_43)
+ {
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); // Choose OpenGL major version (just hint)
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE);
+#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT)
+ glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Enable OpenGL Debug Context
+#endif
+ }
+ else if (rlGetVersion() == RL_OPENGL_ES_20) // Request OpenGL ES 2.0 context
+ {
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
+ glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
+ glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
+ }
+ else if (rlGetVersion() == RL_OPENGL_ES_30) // Request OpenGL ES 3.0 context
+ {
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
+ glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
+ glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
+ }
+
+ // NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions.
+ // Forcing this initialization here avoids doing it on PollInputEvents() called by EndDrawing() after first frame has been just drawn.
+ // The initialization will still happen and possible delays still occur, but before the window is shown, which is a nicer experience.
+ // REF: https://github.com/raysan5/raylib/issues/1554
+ glfwSetJoystickCallback(NULL);
+
+ // Find monitor resolution
+ GLFWmonitor *monitor = glfwGetPrimaryMonitor();
+ if (!monitor)
+ {
+ TRACELOG(LOG_WARNING, "GLFW: Failed to get primary monitor");
+ return -1;
+ }
+
+ const GLFWvidmode *mode = glfwGetVideoMode(monitor);
+
+ CORE.Window.display.width = mode->width;
+ CORE.Window.display.height = mode->height;
+
+ // Set screen width/height to the display width/height if they are 0
+ if (CORE.Window.screen.width == 0) CORE.Window.screen.width = CORE.Window.display.width;
+ if (CORE.Window.screen.height == 0) CORE.Window.screen.height = CORE.Window.display.height;
+
+ if (CORE.Window.fullscreen)
+ {
+ // remember center for switchinging from fullscreen to window
+ if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
+ {
+ // If screen width/height equal to the display, we can't calculate the window pos for toggling full-screened/windowed.
+ // Toggling full-screened/windowed with pos(0, 0) can cause problems in some platforms, such as X11.
+ CORE.Window.position.x = CORE.Window.display.width/4;
+ CORE.Window.position.y = CORE.Window.display.height/4;
+ }
+ else
+ {
+ CORE.Window.position.x = CORE.Window.display.width/2 - CORE.Window.screen.width/2;
+ CORE.Window.position.y = CORE.Window.display.height/2 - CORE.Window.screen.height/2;
+ }
+
+ if (CORE.Window.position.x < 0) CORE.Window.position.x = 0;
+ if (CORE.Window.position.y < 0) CORE.Window.position.y = 0;
+
+ // Obtain recommended CORE.Window.display.width/CORE.Window.display.height from a valid videomode for the monitor
+ int count = 0;
+ const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count);
+
+ // Get closest video mode to desired CORE.Window.screen.width/CORE.Window.screen.height
+ for (int i = 0; i < count; i++)
+ {
+ if ((unsigned int)modes[i].width >= CORE.Window.screen.width)
+ {
+ if ((unsigned int)modes[i].height >= CORE.Window.screen.height)
+ {
+ CORE.Window.display.width = modes[i].width;
+ CORE.Window.display.height = modes[i].height;
+ break;
+ }
+ }
+ }
+
+ TRACELOG(LOG_WARNING, "SYSTEM: Closest fullscreen videomode: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
+
+ // NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example,
+ // for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3),
+ // framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched
+ // by the sides to fit all monitor space...
+
+ // Try to setup the most appropriate fullscreen framebuffer for the requested screenWidth/screenHeight
+ // It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset)
+ // Modified global variables: CORE.Window.screen.width/CORE.Window.screen.height - CORE.Window.render.width/CORE.Window.render.height - CORE.Window.renderOffset.x/CORE.Window.renderOffset.y - CORE.Window.screenScale
+ // TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed...
+ // HighDPI monitors are properly considered in a following similar function: SetupViewport()
+ SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
+
+ platform.handle = glfwCreateWindow(CORE.Window.display.width, CORE.Window.display.height, (CORE.Window.title != 0)? CORE.Window.title : " ", glfwGetPrimaryMonitor(), NULL);
+
+ // NOTE: Full-screen change, not working properly...
+ //glfwSetWindowMonitor(platform.handle, glfwGetPrimaryMonitor(), 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
+ }
+ else
+ {
+ // If we are windowed fullscreen, ensures that window does not minimize when focus is lost
+ if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
+ {
+ glfwWindowHint(GLFW_AUTO_ICONIFY, 0);
+ }
+
+ // No-fullscreen window creation
+ platform.handle = glfwCreateWindow(CORE.Window.screen.width, CORE.Window.screen.height, (CORE.Window.title != 0)? CORE.Window.title : " ", NULL, NULL);
+
+ if (platform.handle)
+ {
+ CORE.Window.render.width = CORE.Window.screen.width;
+ CORE.Window.render.height = CORE.Window.screen.height;
+ }
+ }
+
+ if (!platform.handle)
+ {
+ glfwTerminate();
+ TRACELOG(LOG_WARNING, "GLFW: Failed to initialize Window");
+ return -1;
+ }
+
+ glfwMakeContextCurrent(platform.handle);
+ result = glfwGetError(NULL);
+
+ // Check context activation
+ if ((result != GLFW_NO_WINDOW_CONTEXT) && (result != GLFW_PLATFORM_ERROR))
+ {
+ CORE.Window.ready = true;
+
+ glfwSwapInterval(0); // No V-Sync by default
+
+ // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
+ // NOTE: V-Sync can be enabled by graphic driver configuration, it doesn't need
+ // to be activated on web platforms since VSync is enforced there.
+ if (CORE.Window.flags & FLAG_VSYNC_HINT)
+ {
+ // WARNING: It seems to hit a critical render path in Intel HD Graphics
+ glfwSwapInterval(1);
+ TRACELOG(LOG_INFO, "DISPLAY: Trying to enable VSYNC");
+ }
+
+ int fbWidth = CORE.Window.screen.width;
+ int fbHeight = CORE.Window.screen.height;
+
+ if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
+ {
+ // NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling.
+ // Framebuffer scaling should be activated with: glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE);
+ #if !defined(__APPLE__)
+ glfwGetFramebufferSize(platform.handle, &fbWidth, &fbHeight);
+
+ // Screen scaling matrix is required in case desired screen area is different from display area
+ CORE.Window.screenScale = MatrixScale((float)fbWidth/CORE.Window.screen.width, (float)fbHeight/CORE.Window.screen.height, 1.0f);
+
+ // Mouse input scaling for the new screen size
+ SetMouseScale((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight);
+ #endif
+ }
+
+ CORE.Window.render.width = fbWidth;
+ CORE.Window.render.height = fbHeight;
+ CORE.Window.currentFbo.width = fbWidth;
+ CORE.Window.currentFbo.height = fbHeight;
+
+ TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
+ TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
+ TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
+ TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
+ TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
+ }
+ else
+ {
+ TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphics device");
+ return -1;
+ }
+
+ if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
+
+ // If graphic device is no properly initialized, we end program
+ if (!CORE.Window.ready) { TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphic device"); return -1; }
+ else SetWindowPosition(GetMonitorWidth(GetCurrentMonitor())/2 - CORE.Window.screen.width/2, GetMonitorHeight(GetCurrentMonitor())/2 - CORE.Window.screen.height/2);
+
+ // Load OpenGL extensions
+ // NOTE: GL procedures address loader is required to load extensions
+ rlLoadExtensions(glfwGetProcAddress);
+ //----------------------------------------------------------------------------
+
+ // Initialize input events callbacks
+ //----------------------------------------------------------------------------
+ // Set window callback events
+ glfwSetWindowSizeCallback(platform.handle, WindowSizeCallback); // NOTE: Resizing not allowed by default!
+ glfwSetWindowMaximizeCallback(platform.handle, WindowMaximizeCallback);
+ glfwSetWindowIconifyCallback(platform.handle, WindowIconifyCallback);
+ glfwSetWindowFocusCallback(platform.handle, WindowFocusCallback);
+ glfwSetDropCallback(platform.handle, WindowDropCallback);
+
+ // Set input callback events
+ glfwSetKeyCallback(platform.handle, KeyCallback);
+ glfwSetCharCallback(platform.handle, CharCallback);
+ glfwSetMouseButtonCallback(platform.handle, MouseButtonCallback);
+ glfwSetCursorPosCallback(platform.handle, MouseCursorPosCallback); // Track mouse position changes
+ glfwSetScrollCallback(platform.handle, MouseScrollCallback);
+ glfwSetCursorEnterCallback(platform.handle, CursorEnterCallback);
+ glfwSetJoystickCallback(JoystickCallback);
+
+ glfwSetInputMode(platform.handle, GLFW_LOCK_KEY_MODS, GLFW_TRUE); // Enable lock keys modifiers (CAPS, NUM)
+
+ // Retrieve gamepad names
+ for (int i = 0; i < MAX_GAMEPADS; i++)
+ {
+ if (glfwJoystickPresent(i)) strcpy(CORE.Input.Gamepad.name[i], glfwGetJoystickName(i));
+ }
+ //----------------------------------------------------------------------------
+
+ // Initialize timming system
+ //----------------------------------------------------------------------------
+ InitTimer();
+ //----------------------------------------------------------------------------
+
+ // Initialize storage system
+ //----------------------------------------------------------------------------
+ CORE.Storage.basePath = GetWorkingDirectory();
+ //----------------------------------------------------------------------------
+
+ TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (GLFW): Initialized successfully");
+
+ return 0;
+}
+
+// Close platform
+void ClosePlatform(void)
+{
+ glfwDestroyWindow(platform.handle);
+ glfwTerminate();
+
+#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
+ timeEndPeriod(1); // Restore time period
+#endif
+}
+
+// GLFW3 Error Callback, runs on GLFW3 error
+static void ErrorCallback(int error, const char *description)
+{
+ TRACELOG(LOG_WARNING, "GLFW: Error: %i Description: %s", error, description);
+}
+
+// GLFW3 WindowSize Callback, runs when window is resizedLastFrame
+// NOTE: Window resizing not allowed by default
+static void WindowSizeCallback(GLFWwindow *window, int width, int height)
+{
+ // Reset viewport and projection matrix for new size
+ SetupViewport(width, height);
+
+ CORE.Window.currentFbo.width = width;
+ CORE.Window.currentFbo.height = height;
+ CORE.Window.resizedLastFrame = true;
+
+ if (IsWindowFullscreen()) return;
+
+ // Set current screen size
+#if defined(__APPLE__)
+ CORE.Window.screen.width = width;
+ CORE.Window.screen.height = height;
+#else
+ if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
+ {
+ Vector2 windowScaleDPI = GetWindowScaleDPI();
+
+ CORE.Window.screen.width = (unsigned int)(width/windowScaleDPI.x);
+ CORE.Window.screen.height = (unsigned int)(height/windowScaleDPI.y);
+ }
+ else
+ {
+ CORE.Window.screen.width = width;
+ CORE.Window.screen.height = height;
+ }
+#endif
+
+ // NOTE: Postprocessing texture is not scaled to new size
+}
+
+// GLFW3 WindowIconify Callback, runs when window is minimized/restored
+static void WindowIconifyCallback(GLFWwindow *window, int iconified)
+{
+ if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; // The window was iconified
+ else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // The window was restored
+}
+
+// GLFW3 WindowMaximize Callback, runs when window is maximized/restored
+static void WindowMaximizeCallback(GLFWwindow *window, int maximized)
+{
+ if (maximized) CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; // The window was maximized
+ else CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; // The window was restored
+}
+
+// GLFW3 WindowFocus Callback, runs when window get/lose focus
+static void WindowFocusCallback(GLFWwindow *window, int focused)
+{
+ if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // The window was focused
+ else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; // The window lost focus
+}
+
+// GLFW3 Window Drop Callback, runs when drop files into window
+static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
+{
+ if (count > 0)
+ {
+ // In case previous dropped filepaths have not been freed, we free them
+ if (CORE.Window.dropFileCount > 0)
+ {
+ for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]);
+
+ RL_FREE(CORE.Window.dropFilepaths);
+
+ CORE.Window.dropFileCount = 0;
+ CORE.Window.dropFilepaths = NULL;
+ }
+
+ // WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy
+ CORE.Window.dropFileCount = count;
+ CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *));
+
+ for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++)
+ {
+ CORE.Window.dropFilepaths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
+ strcpy(CORE.Window.dropFilepaths[i], paths[i]);
+ }
+ }
+}
+
+// GLFW3 Keyboard Callback, runs on key pressed
+static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
+{
+ if (key < 0) return; // Security check, macOS fn key generates -1
+
+ // WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
+ // to work properly with our implementation (IsKeyDown/IsKeyUp checks)
+ if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
+ else if(action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1;
+ else if(action == GLFW_REPEAT) CORE.Input.Keyboard.keyRepeatInFrame[key] = 1;
+
+ // WARNING: Check if CAPS/NUM key modifiers are enabled and force down state for those keys
+ if (((key == KEY_CAPS_LOCK) && ((mods & GLFW_MOD_CAPS_LOCK) > 0)) ||
+ ((key == KEY_NUM_LOCK) && ((mods & GLFW_MOD_NUM_LOCK) > 0))) CORE.Input.Keyboard.currentKeyState[key] = 1;
+
+ // Check if there is space available in the key queue
+ if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS))
+ {
+ // Add character to the queue
+ CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
+ CORE.Input.Keyboard.keyPressedQueueCount++;
+ }
+
+ // Check the exit key to set close window
+ if ((key == CORE.Input.Keyboard.exitKey) && (action == GLFW_PRESS)) glfwSetWindowShouldClose(platform.handle, GLFW_TRUE);
+}
+
+// GLFW3 Char Key Callback, runs on key down (gets equivalent unicode char value)
+static void CharCallback(GLFWwindow *window, unsigned int key)
+{
+ //TRACELOG(LOG_DEBUG, "Char Callback: KEY:%i(%c)", key, key);
+
+ // NOTE: Registers any key down considering OS keyboard layout but
+ // does not detect action events, those should be managed by user...
+ // Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
+ // Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
+
+ // Check if there is space available in the queue
+ if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
+ {
+ // Add character to the queue
+ CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = key;
+ CORE.Input.Keyboard.charPressedQueueCount++;
+ }
+}
+
+// GLFW3 Mouse Button Callback, runs on mouse button pressed
+static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
+{
+ // WARNING: GLFW could only return GLFW_PRESS (1) or GLFW_RELEASE (0) for now,
+ // but future releases may add more actions (i.e. GLFW_REPEAT)
+ CORE.Input.Mouse.currentButtonState[button] = action;
+
+#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
+ // Process mouse events as touches to be able to use mouse-gestures
+ GestureEvent gestureEvent = { 0 };
+
+ // Register touch actions
+ if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
+ else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_ACTION_UP;
+
+ // NOTE: TOUCH_ACTION_MOVE event is registered in MouseCursorPosCallback()
+
+ // Assign a pointer ID
+ gestureEvent.pointId[0] = 0;
+
+ // Register touch points count
+ gestureEvent.pointCount = 1;
+
+ // Register touch points position, only one point registered
+ gestureEvent.position[0] = GetMousePosition();
+
+ // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
+ gestureEvent.position[0].x /= (float)GetScreenWidth();
+ gestureEvent.position[0].y /= (float)GetScreenHeight();
+
+ // Gesture data is sent to gestures-system for processing
+ ProcessGestureEvent(gestureEvent);
+#endif
+}
+
+// GLFW3 Cursor Position Callback, runs on mouse move
+static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
+{
+ CORE.Input.Mouse.currentPosition.x = (float)x;
+ CORE.Input.Mouse.currentPosition.y = (float)y;
+ CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
+
+#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
+ // Process mouse events as touches to be able to use mouse-gestures
+ GestureEvent gestureEvent = { 0 };
+
+ gestureEvent.touchAction = TOUCH_ACTION_MOVE;
+
+ // Assign a pointer ID
+ gestureEvent.pointId[0] = 0;
+
+ // Register touch points count
+ gestureEvent.pointCount = 1;
+
+ // Register touch points position, only one point registered
+ gestureEvent.position[0] = CORE.Input.Touch.position[0];
+
+ // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
+ gestureEvent.position[0].x /= (float)GetScreenWidth();
+ gestureEvent.position[0].y /= (float)GetScreenHeight();
+
+ // Gesture data is sent to gestures-system for processing
+ ProcessGestureEvent(gestureEvent);
+#endif
+}
+
+// GLFW3 Scrolling Callback, runs on mouse wheel
+static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
+{
+ CORE.Input.Mouse.currentWheelMove = (Vector2){ (float)xoffset, (float)yoffset };
+}
+
+// GLFW3 CursorEnter Callback, when cursor enters the window
+static void CursorEnterCallback(GLFWwindow *window, int enter)
+{
+ if (enter) CORE.Input.Mouse.cursorOnScreen = true;
+ else CORE.Input.Mouse.cursorOnScreen = false;
+}
+
+// GLFW3 Joystick Connected/Disconnected Callback
+static void JoystickCallback(int jid, int event)
+{
+ if (event == GLFW_CONNECTED)
+ {
+ strcpy(CORE.Input.Gamepad.name[jid], glfwGetJoystickName(jid));
+ }
+ else if (event == GLFW_DISCONNECTED)
+ {
+ memset(CORE.Input.Gamepad.name[jid], 0, 64);
+ }
+}
+
+// EOF
diff --git a/raylib/src/platforms/rcore_desktop_sdl.c b/raylib/src/platforms/rcore_desktop_sdl.c
new file mode 100644
index 0000000..96e5570
--- /dev/null
+++ b/raylib/src/platforms/rcore_desktop_sdl.c
@@ -0,0 +1,1391 @@
+/**********************************************************************************************
+*
+* rcore_desktop_sdl - Functions to manage window, graphics device and inputs
+*
+* PLATFORM: DESKTOP: SDL
+* - Windows (Win32, Win64)
+* - Linux (X11/Wayland desktop mode)
+* - Others (not tested)
+*
+* 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:
+* - SDL 2 (main library): Windowing and inputs management
+* - 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.
+*
+**********************************************************************************************/
+
+#include "SDL.h" // SDL base library (window/rendered, input, timming... functionality)
+#include "SDL_opengl.h" // SDL OpenGL functionality (if required, instead of internal renderer)
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef struct {
+ SDL_Window *window;
+ SDL_GLContext glContext;
+
+ SDL_Joystick *gamepad;
+ SDL_Cursor *cursor;
+ bool cursorRelative;
+} PlatformData;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+extern CoreData CORE; // Global CORE state context
+
+static PlatformData platform = { 0 }; // Platform specific data
+
+//----------------------------------------------------------------------------------
+// Local Variables Definition
+//----------------------------------------------------------------------------------
+#define SCANCODE_MAPPED_NUM 232
+static const KeyboardKey ScancodeToKey[SCANCODE_MAPPED_NUM] = {
+ KEY_NULL, // SDL_SCANCODE_UNKNOWN
+ 0,
+ 0,
+ 0,
+ KEY_A, // SDL_SCANCODE_A
+ KEY_B, // SDL_SCANCODE_B
+ KEY_C, // SDL_SCANCODE_C
+ KEY_D, // SDL_SCANCODE_D
+ KEY_E, // SDL_SCANCODE_E
+ KEY_F, // SDL_SCANCODE_F
+ KEY_G, // SDL_SCANCODE_G
+ KEY_H, // SDL_SCANCODE_H
+ KEY_I, // SDL_SCANCODE_I
+ KEY_J, // SDL_SCANCODE_J
+ KEY_K, // SDL_SCANCODE_K
+ KEY_L, // SDL_SCANCODE_L
+ KEY_M, // SDL_SCANCODE_M
+ KEY_N, // SDL_SCANCODE_N
+ KEY_O, // SDL_SCANCODE_O
+ KEY_P, // SDL_SCANCODE_P
+ KEY_Q, // SDL_SCANCODE_Q
+ KEY_R, // SDL_SCANCODE_R
+ KEY_S, // SDL_SCANCODE_S
+ KEY_T, // SDL_SCANCODE_T
+ KEY_U, // SDL_SCANCODE_U
+ KEY_V, // SDL_SCANCODE_V
+ KEY_W, // SDL_SCANCODE_W
+ KEY_X, // SDL_SCANCODE_X
+ KEY_Y, // SDL_SCANCODE_Y
+ KEY_Z, // SDL_SCANCODE_Z
+ KEY_ONE, // SDL_SCANCODE_1
+ KEY_TWO, // SDL_SCANCODE_2
+ KEY_THREE, // SDL_SCANCODE_3
+ KEY_FOUR, // SDL_SCANCODE_4
+ KEY_FIVE, // SDL_SCANCODE_5
+ KEY_SIX, // SDL_SCANCODE_6
+ KEY_SEVEN, // SDL_SCANCODE_7
+ KEY_EIGHT, // SDL_SCANCODE_8
+ KEY_NINE, // SDL_SCANCODE_9
+ KEY_ZERO, // SDL_SCANCODE_0
+ KEY_ENTER, // SDL_SCANCODE_RETURN
+ KEY_ESCAPE, // SDL_SCANCODE_ESCAPE
+ KEY_BACKSPACE, // SDL_SCANCODE_BACKSPACE
+ KEY_TAB, // SDL_SCANCODE_TAB
+ KEY_SPACE, // SDL_SCANCODE_SPACE
+ KEY_MINUS, // SDL_SCANCODE_MINUS
+ KEY_EQUAL, // SDL_SCANCODE_EQUALS
+ KEY_LEFT_BRACKET, // SDL_SCANCODE_LEFTBRACKET
+ KEY_RIGHT_BRACKET, // SDL_SCANCODE_RIGHTBRACKET
+ KEY_BACKSLASH, // SDL_SCANCODE_BACKSLASH
+ 0, // SDL_SCANCODE_NONUSHASH
+ KEY_SEMICOLON, // SDL_SCANCODE_SEMICOLON
+ KEY_APOSTROPHE, // SDL_SCANCODE_APOSTROPHE
+ KEY_GRAVE, // SDL_SCANCODE_GRAVE
+ KEY_COMMA, // SDL_SCANCODE_COMMA
+ KEY_PERIOD, // SDL_SCANCODE_PERIOD
+ KEY_SLASH, // SDL_SCANCODE_SLASH
+ KEY_CAPS_LOCK, // SDL_SCANCODE_CAPSLOCK
+ KEY_F1, // SDL_SCANCODE_F1
+ KEY_F2, // SDL_SCANCODE_F2
+ KEY_F3, // SDL_SCANCODE_F3
+ KEY_F4, // SDL_SCANCODE_F4
+ KEY_F5, // SDL_SCANCODE_F5
+ KEY_F6, // SDL_SCANCODE_F6
+ KEY_F7, // SDL_SCANCODE_F7
+ KEY_F8, // SDL_SCANCODE_F8
+ KEY_F9, // SDL_SCANCODE_F9
+ KEY_F10, // SDL_SCANCODE_F10
+ KEY_F11, // SDL_SCANCODE_F11
+ KEY_F12, // SDL_SCANCODE_F12
+ KEY_PRINT_SCREEN, // SDL_SCANCODE_PRINTSCREEN
+ KEY_SCROLL_LOCK, // SDL_SCANCODE_SCROLLLOCK
+ KEY_PAUSE, // SDL_SCANCODE_PAUSE
+ KEY_INSERT, // SDL_SCANCODE_INSERT
+ KEY_HOME, // SDL_SCANCODE_HOME
+ KEY_PAGE_UP, // SDL_SCANCODE_PAGEUP
+ KEY_DELETE, // SDL_SCANCODE_DELETE
+ KEY_END, // SDL_SCANCODE_END
+ KEY_PAGE_DOWN, // SDL_SCANCODE_PAGEDOWN
+ KEY_RIGHT, // SDL_SCANCODE_RIGHT
+ KEY_LEFT, // SDL_SCANCODE_LEFT
+ KEY_DOWN, // SDL_SCANCODE_DOWN
+ KEY_UP, // SDL_SCANCODE_UP
+ KEY_NUM_LOCK, // SDL_SCANCODE_NUMLOCKCLEAR
+ KEY_KP_DIVIDE, // SDL_SCANCODE_KP_DIVIDE
+ KEY_KP_MULTIPLY, // SDL_SCANCODE_KP_MULTIPLY
+ KEY_KP_SUBTRACT, // SDL_SCANCODE_KP_MINUS
+ KEY_KP_ADD, // SDL_SCANCODE_KP_PLUS
+ KEY_KP_ENTER, // SDL_SCANCODE_KP_ENTER
+ KEY_KP_1, // SDL_SCANCODE_KP_1
+ KEY_KP_2, // SDL_SCANCODE_KP_2
+ KEY_KP_3, // SDL_SCANCODE_KP_3
+ KEY_KP_4, // SDL_SCANCODE_KP_4
+ KEY_KP_5, // SDL_SCANCODE_KP_5
+ KEY_KP_6, // SDL_SCANCODE_KP_6
+ KEY_KP_7, // SDL_SCANCODE_KP_7
+ KEY_KP_8, // SDL_SCANCODE_KP_8
+ KEY_KP_9, // SDL_SCANCODE_KP_9
+ KEY_KP_0, // SDL_SCANCODE_KP_0
+ KEY_KP_DECIMAL, // SDL_SCANCODE_KP_PERIOD
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0,
+ KEY_LEFT_CONTROL, //SDL_SCANCODE_LCTRL
+ KEY_LEFT_SHIFT, //SDL_SCANCODE_LSHIFT
+ KEY_LEFT_ALT, //SDL_SCANCODE_LALT
+ KEY_LEFT_SUPER, //SDL_SCANCODE_LGUI
+ KEY_RIGHT_CONTROL, //SDL_SCANCODE_RCTRL
+ KEY_RIGHT_SHIFT, //SDL_SCANCODE_RSHIFT
+ KEY_RIGHT_ALT, //SDL_SCANCODE_RALT
+ KEY_RIGHT_SUPER //SDL_SCANCODE_RGUI
+};
+
+static const int CursorsLUT[] = {
+ SDL_SYSTEM_CURSOR_ARROW, // 0 MOUSE_CURSOR_DEFAULT
+ SDL_SYSTEM_CURSOR_ARROW, // 1 MOUSE_CURSOR_ARROW
+ SDL_SYSTEM_CURSOR_IBEAM, // 2 MOUSE_CURSOR_IBEAM
+ SDL_SYSTEM_CURSOR_CROSSHAIR, // 3 MOUSE_CURSOR_CROSSHAIR
+ SDL_SYSTEM_CURSOR_HAND, // 4 MOUSE_CURSOR_POINTING_HAND
+ SDL_SYSTEM_CURSOR_SIZEWE, // 5 MOUSE_CURSOR_RESIZE_EW
+ SDL_SYSTEM_CURSOR_SIZENS, // 6 MOUSE_CURSOR_RESIZE_NS
+ SDL_SYSTEM_CURSOR_SIZENWSE, // 7 MOUSE_CURSOR_RESIZE_NWSE
+ SDL_SYSTEM_CURSOR_SIZENESW, // 8 MOUSE_CURSOR_RESIZE_NESW
+ SDL_SYSTEM_CURSOR_SIZEALL, // 9 MOUSE_CURSOR_RESIZE_ALL
+ SDL_SYSTEM_CURSOR_NO // 10 MOUSE_CURSOR_NOT_ALLOWED
+ //SDL_SYSTEM_CURSOR_WAIT, // No equivalent implemented on MouseCursor enum on raylib.h
+ //SDL_SYSTEM_CURSOR_WAITARROW, // No equivalent implemented on MouseCursor enum on raylib.h
+};
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Declaration
+//----------------------------------------------------------------------------------
+int InitPlatform(void); // Initialize platform (graphics, inputs and more)
+void ClosePlatform(void); // Close platform
+
+static KeyboardKey ConvertScancodeToKey(SDL_Scancode sdlScancode); // Help convert SDL scancodes to raylib key
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+// NOTE: Functions declaration is provided by raylib.h
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Window and Graphics Device
+//----------------------------------------------------------------------------------
+
+// Check if application should close
+bool WindowShouldClose(void)
+{
+ if (CORE.Window.ready) return CORE.Window.shouldClose;
+ else return true;
+}
+
+// Toggle fullscreen mode
+void ToggleFullscreen(void)
+{
+ const int monitor = SDL_GetWindowDisplayIndex(platform.window);
+ const int monitorCount = SDL_GetNumVideoDisplays();
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0)
+ {
+ SDL_SetWindowFullscreen(platform.window, 0);
+ CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
+ CORE.Window.fullscreen = false;
+ }
+ else
+ {
+ SDL_SetWindowFullscreen(platform.window, SDL_WINDOW_FULLSCREEN);
+ CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
+ CORE.Window.fullscreen = true;
+ }
+ }
+ else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
+}
+
+// Toggle borderless windowed mode
+void ToggleBorderlessWindowed(void)
+{
+ const int monitor = SDL_GetWindowDisplayIndex(platform.window);
+ const int monitorCount = SDL_GetNumVideoDisplays();
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ if ((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0)
+ {
+ SDL_SetWindowFullscreen(platform.window, 0);
+ CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE;
+ }
+ else
+ {
+ SDL_SetWindowFullscreen(platform.window, SDL_WINDOW_FULLSCREEN_DESKTOP);
+ CORE.Window.flags |= FLAG_BORDERLESS_WINDOWED_MODE;
+ }
+ }
+ else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
+}
+
+// Set window state: maximized, if resizable
+void MaximizeWindow(void)
+{
+ SDL_MaximizeWindow(platform.window);
+ CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED;
+}
+
+// Set window state: minimized
+void MinimizeWindow(void)
+{
+ SDL_MinimizeWindow(platform.window);
+ CORE.Window.flags |= FLAG_WINDOW_MINIMIZED;
+}
+
+// Set window state: not minimized/maximized
+void RestoreWindow(void)
+{
+ SDL_ShowWindow(platform.window);
+}
+
+// Set window configuration state using flags
+void SetWindowState(unsigned int flags)
+{
+ CORE.Window.flags |= flags;
+
+ if (flags & FLAG_VSYNC_HINT)
+ {
+ SDL_GL_SetSwapInterval(1);
+ }
+ if (flags & FLAG_FULLSCREEN_MODE)
+ {
+ const int monitor = SDL_GetWindowDisplayIndex(platform.window);
+ const int monitorCount = SDL_GetNumVideoDisplays();
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ SDL_SetWindowFullscreen(platform.window, SDL_WINDOW_FULLSCREEN);
+ CORE.Window.fullscreen = true;
+ }
+ else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
+ }
+ if (flags & FLAG_WINDOW_RESIZABLE)
+ {
+ SDL_SetWindowResizable(platform.window, SDL_TRUE);
+ }
+ if (flags & FLAG_WINDOW_UNDECORATED)
+ {
+ SDL_SetWindowBordered(platform.window, SDL_FALSE);
+ }
+ if (flags & FLAG_WINDOW_HIDDEN)
+ {
+ SDL_HideWindow(platform.window);
+ }
+ if (flags & FLAG_WINDOW_MINIMIZED)
+ {
+ SDL_MinimizeWindow(platform.window);
+ }
+ if (flags & FLAG_WINDOW_MAXIMIZED)
+ {
+ SDL_MaximizeWindow(platform.window);
+ }
+ if (flags & FLAG_WINDOW_UNFOCUSED)
+ {
+ // NOTE: To be able to implement this part it seems that we should
+ // do it ourselves, via `Windows.h`, `X11/Xlib.h` or even `Cocoa.h`
+ TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_UNFOCUSED is not supported on PLATFORM_DESKTOP_SDL");
+ }
+ if (flags & FLAG_WINDOW_TOPMOST)
+ {
+ SDL_SetWindowAlwaysOnTop(platform.window, SDL_FALSE);
+ }
+ if (flags & FLAG_WINDOW_ALWAYS_RUN)
+ {
+ TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_ALWAYS_RUN is not supported on PLATFORM_DESKTOP_SDL");
+ }
+ if (flags & FLAG_WINDOW_TRANSPARENT)
+ {
+ TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_TRANSPARENT is not supported on PLATFORM_DESKTOP_SDL");
+ }
+ if (flags & FLAG_WINDOW_HIGHDPI)
+ {
+ // NOTE: Such a function does not seem to exist
+ TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_HIGHDPI is not supported on PLATFORM_DESKTOP_SDL");
+ }
+ if (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH)
+ {
+ //SDL_SetWindowGrab(platform.window, SDL_FALSE);
+ TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_MOUSE_PASSTHROUGH is not supported on PLATFORM_DESKTOP_SDL");
+ }
+ if (flags & FLAG_BORDERLESS_WINDOWED_MODE)
+ {
+ const int monitor = SDL_GetWindowDisplayIndex(platform.window);
+ const int monitorCount = SDL_GetNumVideoDisplays();
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ SDL_SetWindowFullscreen(platform.window, SDL_WINDOW_FULLSCREEN_DESKTOP);
+ }
+ else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
+ }
+ if (flags & FLAG_MSAA_4X_HINT)
+ {
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); // Enable multisampling buffers
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4); // Enable multisampling
+ }
+ if (flags & FLAG_INTERLACED_HINT)
+ {
+ TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_INTERLACED_HINT is not supported on PLATFORM_DESKTOP_SDL");
+ }
+}
+
+// Clear window configuration state flags
+void ClearWindowState(unsigned int flags)
+{
+ CORE.Window.flags &= ~flags;
+
+ if (flags & FLAG_VSYNC_HINT)
+ {
+ SDL_GL_SetSwapInterval(0);
+ }
+ if (flags & FLAG_FULLSCREEN_MODE)
+ {
+ SDL_SetWindowFullscreen(platform.window, 0);
+ CORE.Window.fullscreen = false;
+ }
+ if (flags & FLAG_WINDOW_RESIZABLE)
+ {
+ SDL_SetWindowResizable(platform.window, SDL_FALSE);
+ }
+ if (flags & FLAG_WINDOW_UNDECORATED)
+ {
+ SDL_SetWindowBordered(platform.window, SDL_TRUE);
+ }
+ if (flags & FLAG_WINDOW_HIDDEN)
+ {
+ SDL_ShowWindow(platform.window);
+ }
+ if (flags & FLAG_WINDOW_MINIMIZED)
+ {
+ SDL_RestoreWindow(platform.window);
+ }
+ if (flags & FLAG_WINDOW_MAXIMIZED)
+ {
+ SDL_RestoreWindow(platform.window);
+ }
+ if (flags & FLAG_WINDOW_UNFOCUSED)
+ {
+ //SDL_RaiseWindow(platform.window);
+ TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_UNFOCUSED is not supported on PLATFORM_DESKTOP_SDL");
+ }
+ if (flags & FLAG_WINDOW_TOPMOST)
+ {
+ SDL_SetWindowAlwaysOnTop(platform.window, SDL_FALSE);
+ }
+ if (flags & FLAG_WINDOW_ALWAYS_RUN)
+ {
+ TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_ALWAYS_RUN is not supported on PLATFORM_DESKTOP_SDL");
+ }
+ if (flags & FLAG_WINDOW_TRANSPARENT)
+ {
+ TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_TRANSPARENT is not supported on PLATFORM_DESKTOP_SDL");
+ }
+ if (flags & FLAG_WINDOW_HIGHDPI)
+ {
+ // NOTE: There also doesn't seem to be a feature to disable high DPI once enabled
+ TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_HIGHDPI is not supported on PLATFORM_DESKTOP_SDL");
+ }
+ if (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH)
+ {
+ //SDL_SetWindowGrab(platform.window, SDL_TRUE);
+ TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_MOUSE_PASSTHROUGH is not supported on PLATFORM_DESKTOP_SDL");
+ }
+ if (flags & FLAG_BORDERLESS_WINDOWED_MODE)
+ {
+ SDL_SetWindowFullscreen(platform.window, 0);
+ }
+ if (flags & FLAG_MSAA_4X_HINT)
+ {
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0); // Disable multisampling buffers
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0); // Disable multisampling
+ }
+ if (flags & FLAG_INTERLACED_HINT)
+ {
+ TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_INTERLACED_HINT is not supported on PLATFORM_DESKTOP_SDL");
+ }
+}
+
+// Set icon for window
+void SetWindowIcon(Image image)
+{
+ SDL_Surface* iconSurface = NULL;
+
+ Uint32 rmask, gmask, bmask, amask;
+ int depth = 0; // Depth in bits
+ int pitch = 0; // Pixel spacing (pitch) in bytes
+
+ switch (image.format)
+ {
+ case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE:
+ rmask = 0xFF, gmask = 0;
+ bmask = 0, amask = 0;
+ depth = 8, pitch = image.width;
+ break;
+ case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA:
+ rmask = 0xFF, gmask = 0xFF00;
+ bmask = 0, amask = 0;
+ depth = 16, pitch = image.width * 2;
+ break;
+ case PIXELFORMAT_UNCOMPRESSED_R5G6B5:
+ rmask = 0xF800, gmask = 0x07E0;
+ bmask = 0x001F, amask = 0;
+ depth = 16, pitch = image.width * 2;
+ break;
+ case PIXELFORMAT_UNCOMPRESSED_R8G8B8:
+ rmask = 0xFF0000, gmask = 0x00FF00;
+ bmask = 0x0000FF, amask = 0;
+ depth = 24, pitch = image.width * 3;
+ break;
+ case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1:
+ rmask = 0xF800, gmask = 0x07C0;
+ bmask = 0x003E, amask = 0x0001;
+ depth = 16, pitch = image.width * 2;
+ break;
+ case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4:
+ rmask = 0xF000, gmask = 0x0F00;
+ bmask = 0x00F0, amask = 0x000F;
+ depth = 16, pitch = image.width * 2;
+ break;
+ case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8:
+ rmask = 0xFF000000, gmask = 0x00FF0000;
+ bmask = 0x0000FF00, amask = 0x000000FF;
+ depth = 32, pitch = image.width * 4;
+ break;
+ case PIXELFORMAT_UNCOMPRESSED_R32:
+ rmask = 0xFFFFFFFF, gmask = 0;
+ bmask = 0, amask = 0;
+ depth = 32, pitch = image.width * 4;
+ break;
+ case PIXELFORMAT_UNCOMPRESSED_R32G32B32:
+ rmask = 0xFFFFFFFF, gmask = 0xFFFFFFFF;
+ bmask = 0xFFFFFFFF, amask = 0;
+ depth = 96, pitch = image.width * 12;
+ break;
+ case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32:
+ rmask = 0xFFFFFFFF, gmask = 0xFFFFFFFF;
+ bmask = 0xFFFFFFFF, amask = 0xFFFFFFFF;
+ depth = 128, pitch = image.width * 16;
+ break;
+ case PIXELFORMAT_UNCOMPRESSED_R16:
+ rmask = 0xFFFF, gmask = 0;
+ bmask = 0, amask = 0;
+ depth = 16, pitch = image.width * 2;
+ break;
+ case PIXELFORMAT_UNCOMPRESSED_R16G16B16:
+ rmask = 0xFFFF, gmask = 0xFFFF;
+ bmask = 0xFFFF, amask = 0;
+ depth = 48, pitch = image.width * 6;
+ break;
+ case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16:
+ rmask = 0xFFFF, gmask = 0xFFFF;
+ bmask = 0xFFFF, amask = 0xFFFF;
+ depth = 64, pitch = image.width * 8;
+ break;
+ default:
+ // Compressed formats are not supported
+ return;
+ }
+
+ iconSurface = SDL_CreateRGBSurfaceFrom(
+ image.data, image.width, image.height, depth, pitch,
+ rmask, gmask, bmask, amask
+ );
+
+ if (iconSurface)
+ {
+ SDL_SetWindowIcon(platform.window, iconSurface);
+ SDL_FreeSurface(iconSurface);
+ }
+}
+
+// Set icon for window
+void SetWindowIcons(Image *images, int count)
+{
+ TRACELOG(LOG_WARNING, "SetWindowIcons() not available on target platform");
+}
+
+// Set title for window
+void SetWindowTitle(const char *title)
+{
+ SDL_SetWindowTitle(platform.window, title);
+
+ CORE.Window.title = title;
+}
+
+// Set window position on screen (windowed mode)
+void SetWindowPosition(int x, int y)
+{
+ SDL_SetWindowPosition(platform.window, x, y);
+
+ CORE.Window.position.x = x;
+ CORE.Window.position.y = y;
+}
+
+// Set monitor for the current window
+void SetWindowMonitor(int monitor)
+{
+ const int monitorCount = SDL_GetNumVideoDisplays();
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ // NOTE:
+ // 1. SDL started supporting moving exclusive fullscreen windows between displays on SDL3,
+ // see commit https://github.com/libsdl-org/SDL/commit/3f5ef7dd422057edbcf3e736107e34be4b75d9ba
+ // 2. A workround for SDL2 is leaving fullscreen, moving the window, then entering full screen again.
+ const bool wasFullscreen = ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) ? true : false;
+
+ const int screenWidth = CORE.Window.screen.width;
+ const int screenHeight = CORE.Window.screen.height;
+ SDL_Rect usableBounds;
+ if (SDL_GetDisplayUsableBounds(monitor, &usableBounds) == 0)
+ {
+ if (wasFullscreen == 1) ToggleFullscreen(); // Leave fullscreen.
+
+ // If the screen size is larger than the monitor usable area, anchor it on the top left corner, otherwise, center it
+ if ((screenWidth >= usableBounds.w) || (screenHeight >= usableBounds.h))
+ {
+ // NOTE:
+ // 1. There's a known issue where if the window larger than the target display bounds,
+ // when moving the windows to that display, the window could be clipped back
+ // ending up positioned partly outside the target display.
+ // 2. The workaround for that is, previously to moving the window,
+ // setting the window size to the target display size, so they match.
+ // 3. It was't done here because we can't assume changing the window size automatically
+ // is acceptable behavior by the user.
+ SDL_SetWindowPosition(platform.window, usableBounds.x, usableBounds.y);
+ CORE.Window.position.x = usableBounds.x;
+ CORE.Window.position.y = usableBounds.y;
+ }
+ else
+ {
+ const int x = usableBounds.x + (usableBounds.w/2) - (screenWidth/2);
+ const int y = usableBounds.y + (usableBounds.h/2) - (screenHeight/2);
+ SDL_SetWindowPosition(platform.window, x, y);
+ CORE.Window.position.x = x;
+ CORE.Window.position.y = y;
+ }
+
+ if (wasFullscreen == 1) ToggleFullscreen(); // Re-enter fullscreen
+ }
+ else TRACELOG(LOG_WARNING, "SDL: Failed to get selected display usable bounds");
+ }
+ else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
+}
+
+// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMinSize(int width, int height)
+{
+ SDL_SetWindowMinimumSize(platform.window, width, height);
+
+ CORE.Window.screenMin.width = width;
+ CORE.Window.screenMin.height = height;
+}
+
+// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMaxSize(int width, int height)
+{
+ SDL_SetWindowMaximumSize(platform.window, width, height);
+
+ CORE.Window.screenMax.width = width;
+ CORE.Window.screenMax.height = height;
+}
+
+// Set window dimensions
+void SetWindowSize(int width, int height)
+{
+ SDL_SetWindowSize(platform.window, width, height);
+
+ CORE.Window.screen.width = width;
+ CORE.Window.screen.height = 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;
+
+ SDL_SetWindowOpacity(platform.window, opacity);
+}
+
+// Set window focused
+void SetWindowFocused(void)
+{
+ SDL_RaiseWindow(platform.window);
+}
+
+// Get native window handle
+void *GetWindowHandle(void)
+{
+ return (void *)platform.window;
+}
+
+// Get number of monitors
+int GetMonitorCount(void)
+{
+ int monitorCount = 0;
+
+ monitorCount = SDL_GetNumVideoDisplays();
+
+ return monitorCount;
+}
+
+// Get number of monitors
+int GetCurrentMonitor(void)
+{
+ int currentMonitor = 0;
+
+ currentMonitor = SDL_GetWindowDisplayIndex(platform.window);
+
+ return currentMonitor;
+}
+
+// Get selected monitor position
+Vector2 GetMonitorPosition(int monitor)
+{
+ const int monitorCount = SDL_GetNumVideoDisplays();
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ SDL_Rect displayBounds;
+ if (SDL_GetDisplayUsableBounds(monitor, &displayBounds) == 0)
+ {
+ return (Vector2){ (float)displayBounds.x, (float)displayBounds.y };
+ }
+ else TRACELOG(LOG_WARNING, "SDL: Failed to get selected display usable bounds");
+ }
+ else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
+ return (Vector2){ 0.0f, 0.0f };
+}
+
+// Get selected monitor width (currently used by monitor)
+int GetMonitorWidth(int monitor)
+{
+ int width = 0;
+
+ const int monitorCount = SDL_GetNumVideoDisplays();
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ SDL_DisplayMode mode;
+ SDL_GetCurrentDisplayMode(monitor, &mode);
+ width = mode.w;
+ }
+ else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
+
+ return width;
+}
+
+// Get selected monitor height (currently used by monitor)
+int GetMonitorHeight(int monitor)
+{
+ int height = 0;
+
+ const int monitorCount = SDL_GetNumVideoDisplays();
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ SDL_DisplayMode mode;
+ SDL_GetCurrentDisplayMode(monitor, &mode);
+ height = mode.h;
+ }
+ else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
+
+ return height;
+}
+
+// Get selected monitor physical width in millimetres
+int GetMonitorPhysicalWidth(int monitor)
+{
+ int width = 0;
+
+ const int monitorCount = SDL_GetNumVideoDisplays();
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ float ddpi = 0.0f;
+ SDL_GetDisplayDPI(monitor, &ddpi, NULL, NULL);
+ SDL_DisplayMode mode;
+ SDL_GetCurrentDisplayMode(monitor, &mode);
+ // Calculate size on inches, then convert to millimeter
+ if (ddpi > 0.0f) width = (mode.w/ddpi)*25.4f;
+ }
+ else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
+
+ return width;
+}
+
+// Get selected monitor physical height in millimetres
+int GetMonitorPhysicalHeight(int monitor)
+{
+ int height = 0;
+
+ const int monitorCount = SDL_GetNumVideoDisplays();
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ float ddpi = 0.0f;
+ SDL_GetDisplayDPI(monitor, &ddpi, NULL, NULL);
+ SDL_DisplayMode mode;
+ SDL_GetCurrentDisplayMode(monitor, &mode);
+ // Calculate size on inches, then convert to millimeter
+ if (ddpi > 0.0f) height = (mode.h/ddpi)*25.4f;
+ }
+ else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
+
+ return height;
+}
+
+// Get selected monitor refresh rate
+int GetMonitorRefreshRate(int monitor)
+{
+ int refresh = 0;
+
+ const int monitorCount = SDL_GetNumVideoDisplays();
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ SDL_DisplayMode mode;
+ SDL_GetCurrentDisplayMode(monitor, &mode);
+ refresh = mode.refresh_rate;
+ }
+ else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
+
+ return refresh;
+}
+
+// Get the human-readable, UTF-8 encoded name of the selected monitor
+const char *GetMonitorName(int monitor)
+{
+ const int monitorCount = SDL_GetNumVideoDisplays();
+
+ if ((monitor >= 0) && (monitor < monitorCount)) return SDL_GetDisplayName(monitor);
+ else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
+
+ return "";
+}
+
+// Get window position XY on monitor
+Vector2 GetWindowPosition(void)
+{
+ int x = 0;
+ int y = 0;
+
+ SDL_GetWindowPosition(platform.window, &x, &y);
+
+ return (Vector2){ (float)x, (float)y };
+}
+
+// Get window scale DPI factor for current monitor
+Vector2 GetWindowScaleDPI(void)
+{
+ Vector2 scale = { 1.0f, 1.0f };
+
+ // NOTE: SDL_GetWindowDisplayScale was only added on SDL3
+ // see https://wiki.libsdl.org/SDL3/SDL_GetWindowDisplayScale
+ // TODO: Implement the window scale factor calculation manually.
+ TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on target platform");
+
+ return scale;
+}
+
+// Set clipboard text content
+void SetClipboardText(const char *text)
+{
+ SDL_SetClipboardText(text);
+}
+
+// Get clipboard text content
+// NOTE: returned string must be freed with SDL_free()
+const char *GetClipboardText(void)
+{
+ return SDL_GetClipboardText();
+}
+
+// Show mouse cursor
+void ShowCursor(void)
+{
+ SDL_ShowCursor(SDL_ENABLE);
+
+ CORE.Input.Mouse.cursorHidden = false;
+}
+
+// Hides mouse cursor
+void HideCursor(void)
+{
+ SDL_ShowCursor(SDL_DISABLE);
+
+ CORE.Input.Mouse.cursorHidden = true;
+}
+
+// Enables cursor (unlock cursor)
+void EnableCursor(void)
+{
+ SDL_SetRelativeMouseMode(SDL_FALSE);
+ SDL_ShowCursor(SDL_ENABLE);
+
+ platform.cursorRelative = false;
+ CORE.Input.Mouse.cursorHidden = false;
+}
+
+// Disables cursor (lock cursor)
+void DisableCursor(void)
+{
+ SDL_SetRelativeMouseMode(SDL_TRUE);
+
+ platform.cursorRelative = true;
+ CORE.Input.Mouse.cursorHidden = true;
+}
+
+// Swap back buffer with front buffer (screen drawing)
+void SwapScreenBuffer(void)
+{
+ SDL_GL_SwapWindow(platform.window);
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Misc
+//----------------------------------------------------------------------------------
+
+// Get elapsed time measure in seconds
+double GetTime(void)
+{
+ unsigned int ms = SDL_GetTicks(); // Elapsed time in milliseconds since SDL_Init()
+ double time = (double)ms/1000;
+ 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 SDL_OpenURL(url);
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Inputs
+//----------------------------------------------------------------------------------
+
+// Set internal gamepad mappings
+int SetGamepadMappings(const char *mappings)
+{
+ return SDL_GameControllerAddMapping(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;
+}
+
+// Set mouse cursor
+void SetMouseCursor(int cursor)
+{
+ platform.cursor = SDL_CreateSystemCursor(CursorsLUT[cursor]);
+ SDL_SetCursor(platform.cursor);
+
+ CORE.Input.Mouse.cursor = 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 mouse wheel
+ CORE.Input.Mouse.currentWheelMove.x = 0;
+ CORE.Input.Mouse.currentWheelMove.y = 0;
+
+ // Register previous mouse position
+ if (platform.cursorRelative) CORE.Input.Mouse.currentPosition = (Vector2){ 0.0f, 0.0f };
+ else CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
+
+ // Reset last gamepad button/axis registered state
+ CORE.Input.Gamepad.lastButtonPressed = GAMEPAD_BUTTON_UNKNOWN;
+ for (int i = 0; i < MAX_GAMEPADS; i++) CORE.Input.Gamepad.axisCount[i] = 0;
+
+ // 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 };
+
+ // Map touch position to mouse position for convenience
+ // WARNING: If the target desktop device supports touch screen, this behavious should be reviewed!
+ // 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;
+
+ int touchAction = -1; // 0-TOUCH_ACTION_UP, 1-TOUCH_ACTION_DOWN, 2-TOUCH_ACTION_MOVE
+ bool gestureUpdate = false; // Flag to note gestures require to update
+
+ // Register previous keys states
+ // NOTE: Android supports up to 260 keys
+ 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];
+
+ // Poll input events for current plaform
+ //-----------------------------------------------------------------------------
+ /*
+ // WARNING: Indexes into this array are obtained by using SDL_Scancode values, not SDL_Keycode values
+ const Uint8 *keys = SDL_GetKeyboardState(NULL);
+ for (int i = 0; i < 256; ++i)
+ {
+ CORE.Input.Keyboard.currentKeyState[i] = keys[i];
+ //if (keys[i]) TRACELOG(LOG_WARNING, "Pressed key: %i", i);
+ }
+ */
+
+ CORE.Window.resizedLastFrame = false;
+
+ SDL_Event event = { 0 };
+ while (SDL_PollEvent(&event) != 0)
+ {
+ // All input events can be processed after polling
+ switch (event.type)
+ {
+ case SDL_QUIT: CORE.Window.shouldClose = true; break;
+
+ case SDL_DROPFILE: // Dropped file
+ {
+ if (CORE.Window.dropFileCount == 0)
+ {
+ // When a new file is dropped, we reserve a fixed number of slots for all possible dropped files
+ // at the moment we limit the number of drops at once to 1024 files but this behaviour should probably be reviewed
+ // TODO: Pointers should probably be reallocated for any new file added...
+ CORE.Window.dropFilepaths = (char **)RL_CALLOC(1024, sizeof(char *));
+
+ CORE.Window.dropFilepaths[CORE.Window.dropFileCount] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
+ strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.file);
+ SDL_free(event.drop.file);
+
+ CORE.Window.dropFileCount++;
+ }
+ else if (CORE.Window.dropFileCount < 1024)
+ {
+ CORE.Window.dropFilepaths[CORE.Window.dropFileCount] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
+ strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.file);
+ SDL_free(event.drop.file);
+
+ CORE.Window.dropFileCount++;
+ }
+ else TRACELOG(LOG_WARNING, "FILE: Maximum drag and drop files at once is limited to 1024 files!");
+
+ } break;
+
+ // Window events are also polled (Minimized, maximized, close...)
+ case SDL_WINDOWEVENT:
+ {
+ switch (event.window.event)
+ {
+ case SDL_WINDOWEVENT_RESIZED:
+ case SDL_WINDOWEVENT_SIZE_CHANGED:
+ {
+ const int width = event.window.data1;
+ const int height = event.window.data2;
+ SetupViewport(width, height);
+ CORE.Window.screen.width = width;
+ CORE.Window.screen.height = height;
+ CORE.Window.currentFbo.width = width;
+ CORE.Window.currentFbo.height = height;
+ CORE.Window.resizedLastFrame = true;
+ } break;
+ case SDL_WINDOWEVENT_LEAVE:
+ case SDL_WINDOWEVENT_HIDDEN:
+ case SDL_WINDOWEVENT_MINIMIZED:
+ case SDL_WINDOWEVENT_FOCUS_LOST:
+ case SDL_WINDOWEVENT_ENTER:
+ case SDL_WINDOWEVENT_SHOWN:
+ case SDL_WINDOWEVENT_FOCUS_GAINED:
+ case SDL_WINDOWEVENT_MAXIMIZED:
+ case SDL_WINDOWEVENT_RESTORED:
+ default: break;
+ }
+ } break;
+
+ // Keyboard events
+ case SDL_KEYDOWN:
+ {
+ KeyboardKey key = ConvertScancodeToKey(event.key.keysym.scancode);
+ if (key != KEY_NULL) CORE.Input.Keyboard.currentKeyState[key] = 1;
+
+ // TODO: Put exitKey verification outside the switch?
+ if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey])
+ {
+ CORE.Window.shouldClose = true;
+ }
+ } break;
+
+ case SDL_KEYUP:
+ {
+ KeyboardKey key = ConvertScancodeToKey(event.key.keysym.scancode);
+ if (key != KEY_NULL) CORE.Input.Keyboard.currentKeyState[key] = 0;
+ } break;
+
+ // Check mouse events
+ case SDL_MOUSEBUTTONDOWN:
+ {
+ // NOTE: SDL2 mouse button order is LEFT, MIDDLE, RIGHT, but raylib uses LEFT, RIGHT, MIDDLE like GLFW
+ // The following conditions align SDL with raylib.h MouseButton enum order
+ int btn = event.button.button - 1;
+ if (btn == 2) btn = 1;
+ else if (btn == 1) btn = 2;
+
+ CORE.Input.Mouse.currentButtonState[btn] = 1;
+
+ touchAction = 1;
+ gestureUpdate = true;
+ } break;
+ case SDL_MOUSEBUTTONUP:
+ {
+ // NOTE: SDL2 mouse button order is LEFT, MIDDLE, RIGHT, but raylib uses LEFT, RIGHT, MIDDLE like GLFW
+ // The following conditions align SDL with raylib.h MouseButton enum order
+ int btn = event.button.button - 1;
+ if (btn == 2) btn = 1;
+ else if (btn == 1) btn = 2;
+
+ CORE.Input.Mouse.currentButtonState[btn] = 0;
+
+ touchAction = 0;
+ gestureUpdate = true;
+ } break;
+ case SDL_MOUSEWHEEL:
+ {
+ CORE.Input.Mouse.currentWheelMove.x = (float)event.wheel.x;
+ CORE.Input.Mouse.currentWheelMove.y = (float)event.wheel.y;
+ } break;
+ case SDL_MOUSEMOTION:
+ {
+ if (platform.cursorRelative)
+ {
+ CORE.Input.Mouse.currentPosition.x = (float)event.motion.xrel;
+ CORE.Input.Mouse.currentPosition.y = (float)event.motion.yrel;
+ CORE.Input.Mouse.previousPosition = (Vector2){ 0.0f, 0.0f };
+ }
+ else
+ {
+ CORE.Input.Mouse.currentPosition.x = (float)event.motion.x;
+ CORE.Input.Mouse.currentPosition.y = (float)event.motion.y;
+ }
+
+ CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
+ touchAction = 2;
+ gestureUpdate = true;
+ } break;
+
+ // Check gamepad events
+ case SDL_JOYAXISMOTION:
+ {
+ // Motion on gamepad 0
+ if (event.jaxis.which == 0)
+ {
+ // X axis motion
+ if (event.jaxis.axis == 0)
+ {
+ //...
+ }
+ // Y axis motion
+ else if (event.jaxis.axis == 1)
+ {
+ //...
+ }
+ }
+ } break;
+ default: break;
+ }
+
+#if defined(SUPPORT_GESTURES_SYSTEM)
+ if (gestureUpdate)
+ {
+ // Process mouse events as touches to be able to use mouse-gestures
+ GestureEvent gestureEvent = { 0 };
+
+ // Register touch actions
+ gestureEvent.touchAction = touchAction;
+
+ // Assign a pointer ID
+ gestureEvent.pointId[0] = 0;
+
+ // Register touch points count
+ gestureEvent.pointCount = 1;
+
+ // Register touch points position, only one point registered
+ if (touchAction == 2) gestureEvent.position[0] = CORE.Input.Touch.position[0];
+ else 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
+ }
+ //-----------------------------------------------------------------------------
+}
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Definition
+//----------------------------------------------------------------------------------
+
+// Initialize platform: graphics, inputs and more
+int InitPlatform(void)
+{
+ // Initialize SDL internal global state
+ int result = SDL_Init(SDL_INIT_EVERYTHING);
+ if (result < 0) { TRACELOG(LOG_WARNING, "SDL: Failed to initialize SDL"); return -1; }
+
+ // Initialize graphic device: display/window and graphic context
+ //----------------------------------------------------------------------------
+ unsigned int flags = 0;
+ flags |= SDL_WINDOW_SHOWN;
+ flags |= SDL_WINDOW_OPENGL;
+ flags |= SDL_WINDOW_INPUT_FOCUS;
+ flags |= SDL_WINDOW_MOUSE_FOCUS;
+ flags |= SDL_WINDOW_MOUSE_CAPTURE; // Window has mouse captured
+
+ // Check window creation flags
+ if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0)
+ {
+ CORE.Window.fullscreen = true;
+ flags |= SDL_WINDOW_FULLSCREEN;
+ }
+
+ //if ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) == 0) flags |= SDL_WINDOW_HIDDEN;
+ if ((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) flags |= SDL_WINDOW_BORDERLESS;
+ if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) flags |= SDL_WINDOW_RESIZABLE;
+ if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) flags |= SDL_WINDOW_MINIMIZED;
+ if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) flags |= SDL_WINDOW_MAXIMIZED;
+
+ if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0)
+ {
+ flags &= ~SDL_WINDOW_INPUT_FOCUS;
+ flags &= ~SDL_WINDOW_MOUSE_FOCUS;
+ }
+
+ if ((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) flags |= SDL_WINDOW_ALWAYS_ON_TOP;
+ if ((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0) flags &= ~SDL_WINDOW_MOUSE_CAPTURE;
+
+ if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) flags |= SDL_WINDOW_ALLOW_HIGHDPI;
+
+ //if ((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) flags |= SDL_WINDOW_TRANSPARENT; // Alternative: SDL_GL_ALPHA_SIZE = 8
+
+ //if ((CORE.Window.flags & FLAG_FULLSCREEN_DESKTOP) > 0) flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
+
+ // NOTE: Some OpenGL context attributes must be set before window creation
+
+ // Check selection OpenGL version
+ if (rlGetVersion() == RL_OPENGL_21)
+ {
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
+ }
+ else if (rlGetVersion() == RL_OPENGL_33)
+ {
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
+#if defined(__APPLE__)
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // OSX Requires forward compatibility
+#else
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+#endif
+ }
+ else if (rlGetVersion() == RL_OPENGL_43)
+ {
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT)
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG); // Enable OpenGL Debug Context
+#endif
+ }
+ else if (rlGetVersion() == RL_OPENGL_ES_20) // Request OpenGL ES 2.0 context
+ {
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
+ }
+ else if (rlGetVersion() == RL_OPENGL_ES_30) // Request OpenGL ES 3.0 context
+ {
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
+ }
+
+ if (CORE.Window.flags & FLAG_VSYNC_HINT)
+ {
+ SDL_GL_SetSwapInterval(1);
+ }
+
+ if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
+ {
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
+ }
+
+ // Init window
+ platform.window = SDL_CreateWindow(CORE.Window.title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, CORE.Window.screen.width, CORE.Window.screen.height, flags);
+
+ // Init OpenGL context
+ platform.glContext = SDL_GL_CreateContext(platform.window);
+
+ // Check window and glContext have been initialized succesfully
+ if ((platform.window != NULL) && (platform.glContext != NULL))
+ {
+ CORE.Window.ready = true;
+
+ SDL_DisplayMode displayMode = { 0 };
+ SDL_GetCurrentDisplayMode(GetCurrentMonitor(), &displayMode);
+
+ CORE.Window.display.width = displayMode.w;
+ CORE.Window.display.height = displayMode.h;
+
+ CORE.Window.render.width = CORE.Window.screen.width;
+ CORE.Window.render.height = CORE.Window.screen.height;
+ CORE.Window.currentFbo.width = CORE.Window.render.width;
+ CORE.Window.currentFbo.height = CORE.Window.render.height;
+
+ TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
+ TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
+ TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
+ TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
+ TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
+ }
+ else
+ {
+ TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphics device");
+ return -1;
+ }
+
+ // Load OpenGL extensions
+ // NOTE: GL procedures address loader is required to load extensions
+ rlLoadExtensions(SDL_GL_GetProcAddress);
+ //----------------------------------------------------------------------------
+
+ // Initialize input events system
+ //----------------------------------------------------------------------------
+ if (SDL_NumJoysticks() >= 1)
+ {
+ platform.gamepad = SDL_JoystickOpen(0);
+ //if (platform.gamepadgamepad == NULL) TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError());
+ }
+
+ SDL_EventState(SDL_DROPFILE, SDL_ENABLE);
+ //----------------------------------------------------------------------------
+
+ // Initialize timming system
+ //----------------------------------------------------------------------------
+ // NOTE: No need to call InitTimer(), let SDL manage it internally
+ CORE.Time.previous = GetTime(); // Get time as double
+ //----------------------------------------------------------------------------
+
+ // Initialize storage system
+ //----------------------------------------------------------------------------
+ CORE.Storage.basePath = GetWorkingDirectory(); // Define base path for storage
+ //----------------------------------------------------------------------------
+
+ TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (SDL): Initialized successfully");
+
+ return 0;
+}
+
+// Close platform
+void ClosePlatform(void)
+{
+ SDL_FreeCursor(platform.cursor); // Free cursor
+ SDL_GL_DeleteContext(platform.glContext); // Deinitialize OpenGL context
+ SDL_DestroyWindow(platform.window);
+ SDL_Quit(); // Deinitialize SDL internal global state
+}
+
+// Scancode to keycode mapping
+static KeyboardKey ConvertScancodeToKey(SDL_Scancode sdlScancode)
+{
+ if (sdlScancode >= 0 && sdlScancode < SCANCODE_MAPPED_NUM)
+ {
+ return ScancodeToKey[sdlScancode];
+ }
+ return KEY_NULL; // No equivalent key in Raylib
+}
+// EOF
diff --git a/raylib/src/platforms/rcore_drm.c b/raylib/src/platforms/rcore_drm.c
new file mode 100644
index 0000000..bdfc9e0
--- /dev/null
+++ b/raylib/src/platforms/rcore_drm.c
@@ -0,0 +1,2120 @@
+/**********************************************************************************************
+*
+* rcore_drm - Functions to manage window, graphics device and inputs
+*
+* PLATFORM: DRM
+* - Raspberry Pi 0-5 (DRM/KMS)
+* - Linux DRM subsystem (KMS mode)
+*
+* LIMITATIONS:
+* - Most of the window/monitor functions are not implemented (not required)
+*
+* POSSIBLE IMPROVEMENTS:
+* - Improvement 01
+* - Improvement 02
+*
+* ADDITIONAL NOTES:
+* - TRACELOG() function is located in raylib [utils] module
+*
+* CONFIGURATION:
+* #define SUPPORT_SSH_KEYBOARD_RPI (Raspberry Pi only)
+* Reconfigure standard input to receive key inputs, works with SSH connection.
+* WARNING: Reconfiguring standard input could lead to undesired effects, like breaking other
+* running processes orblocking the device if not restored properly. Use with care.
+*
+* DEPENDENCIES:
+* - DRM and GLM: System libraries for display initialization and configuration
+* - 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.
+*
+**********************************************************************************************/
+
+#include <fcntl.h> // POSIX file control definitions - open(), creat(), fcntl()
+#include <unistd.h> // POSIX standard function definitions - read(), close(), STDIN_FILENO
+#include <termios.h> // POSIX terminal control definitions - tcgetattr(), tcsetattr()
+#include <pthread.h> // POSIX threads management (inputs reading)
+#include <dirent.h> // POSIX directory browsing
+
+#include <sys/ioctl.h> // Required for: ioctl() - UNIX System call for device-specific input/output operations
+#include <linux/kd.h> // Linux: KDSKBMODE, K_MEDIUMRAM constants definition
+#include <linux/input.h> // Linux: Keycodes constants definition (KEY_A, ...)
+#include <linux/joystick.h> // Linux: Joystick support library
+
+#include <gbm.h> // Generic Buffer Management (native platform for EGL on DRM)
+#include <xf86drm.h> // Direct Rendering Manager user-level library interface
+#include <xf86drmMode.h> // Direct Rendering Manager mode setting (KMS) interface
+
+#include "EGL/egl.h" // Native platform windowing system interface
+#include "EGL/eglext.h" // EGL extensions
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#define USE_LAST_TOUCH_DEVICE // When multiple touchscreens are connected, only use the one with the highest event<N> number
+
+#define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...)
+#define DEFAULT_EVDEV_PATH "/dev/input/" // Path to the linux input events
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+
+typedef struct {
+ pthread_t threadId; // Event reading thread id
+
+ int fd; // File descriptor to the device it is assigned to
+ int eventNum; // Number of 'event<N>' device
+ Rectangle absRange; // Range of values for absolute pointing devices (touchscreens)
+ int touchSlot; // Hold the touch slot number of the currently being sent multitouch block
+ bool isMouse; // True if device supports relative X Y movements
+ bool isTouch; // True if device supports absolute X Y movements and has BTN_TOUCH
+ bool isMultitouch; // True if device supports multiple absolute movevents and has BTN_TOUCH
+ bool isKeyboard; // True if device has letter keycodes
+ bool isGamepad; // True if device has gamepad buttons
+} InputEventWorker;
+
+typedef struct {
+ // Display data
+ int fd; // File descriptor for /dev/dri/...
+ drmModeConnector *connector; // Direct Rendering Manager (DRM) mode connector
+ drmModeCrtc *crtc; // CRT Controller
+ int modeIndex; // Index of the used mode of connector->modes
+ struct gbm_device *gbmDevice; // GBM device
+ struct gbm_surface *gbmSurface; // GBM surface
+ struct gbm_bo *prevBO; // Previous GBM buffer object (during frame swapping)
+ uint32_t prevFB; // Previous GBM framebufer (during frame swapping)
+
+ EGLDisplay device; // Native display device (physical screen connection)
+ EGLSurface surface; // Surface to draw on, framebuffers (connected to context)
+ EGLContext context; // Graphic context, mode in which drawing can be done
+ EGLConfig config; // Graphic config
+
+ // Input data
+ InputEventWorker eventWorker[10]; // List of worker threads for every monitored "/dev/input/event<N>"
+
+ // Keyboard data
+ int defaultKeyboardMode; // Default keyboard mode
+ bool eventKeyboardMode; // Keyboard in event mode
+ int defaultFileFlags; // Default IO file flags
+ struct termios defaultSettings; // Default keyboard settings
+ int keyboardFd; // File descriptor for the evdev keyboard
+
+ // Mouse data
+ Vector2 eventWheelMove; // Registers the event mouse wheel variation
+ // NOTE: currentButtonState[] can't be written directly due to multithreading, app could miss the update
+ char currentButtonStateEvdev[MAX_MOUSE_BUTTONS]; // Holds the new mouse state for the next polling event to grab
+ bool cursorRelative; // Relative cursor mode
+ int mouseFd; // File descriptor for the evdev mouse/touch/gestures
+ Rectangle absRange; // Range of values for absolute pointing devices (touchscreens)
+ int touchSlot; // Hold the touch slot number of the currently being sent multitouch block
+
+ // Gamepad data
+ pthread_t gamepadThreadId; // Gamepad reading thread id
+ int gamepadStreamFd[MAX_GAMEPADS]; // Gamepad device file descriptor
+
+} PlatformData;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+extern CoreData CORE; // Global CORE state context
+
+static PlatformData platform = { 0 }; // Platform specific data
+
+//----------------------------------------------------------------------------------
+// Local Variables Definition
+//----------------------------------------------------------------------------------
+// Scancode to keycode mapping for US keyboards
+// TODO: Replace this with a keymap from the X11 to get the correct regional map for the keyboard:
+// Currently non US keyboards will have the wrong mapping for some keys
+static const int keymapUS[] = {
+ 0, 256, 49, 50, 51, 52, 53, 54, 55, 56, 57, 48, 45, 61, 259, 258, 81, 87, 69, 82, 84,
+ 89, 85, 73, 79, 80, 91, 93, 257, 341, 65, 83, 68, 70, 71, 72, 74, 75, 76, 59, 39, 96,
+ 340, 92, 90, 88, 67, 86, 66, 78, 77, 44, 46, 47, 344, 332, 342, 32, 280, 290, 291,
+ 292, 293, 294, 295, 296, 297, 298, 299, 282, 281, 327, 328, 329, 333, 324, 325,
+ 326, 334, 321, 322, 323, 320, 330, 0, 85, 86, 300, 301, 89, 90, 91, 92, 93, 94, 95,
+ 335, 345, 331, 283, 346, 101, 268, 265, 266, 263, 262, 269, 264, 267, 260, 261,
+ 112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 122, 123, 124, 125, 347, 127,
+ 128, 129, 130, 131, 132, 133, 134, 135, 136, 137, 138, 139, 140, 141, 142, 143,
+ 144, 145, 146, 147, 148, 149, 150, 151, 152, 153, 154, 155, 156, 157, 158, 159,
+ 160, 161, 162, 163, 164, 165, 166, 167, 168, 169, 170, 171, 172, 173, 174, 175,
+ 176, 177, 178, 179, 180, 181, 182, 183, 184, 185, 186, 187, 188, 189, 190, 191,
+ 192, 193, 194, 0, 0, 0, 0, 0, 200, 201, 202, 203, 204, 205, 206, 207, 208, 209, 210,
+ 211, 212, 213, 214, 215, 216, 217, 218, 219, 220, 221, 222, 223, 224, 225, 226,
+ 227, 228, 229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239, 240, 241, 242,
+ 243, 244, 245, 246, 247, 248, 0, 0, 0, 0, 0, 0, 0
+};
+
+// NOTE: The complete evdev EV_KEY list can be found at /usr/include/linux/input-event-codes.h
+// TODO: Complete the LUT with all unicode decimal values
+static const int EvkeyToUnicodeLUT[] = {
+ 0, 27, 49, 50, 51, 52, 53, 54, 55, 56, 57, 48, 45, 61, 8, 0, 113, 119, 101, 114,
+ 116, 121, 117, 105, 111, 112, 0, 0, 13, 0, 97, 115, 100, 102, 103, 104, 106, 107, 108, 59,
+ 39, 96, 0, 92, 122, 120, 99, 118, 98, 110, 109, 44, 46, 47, 0, 0, 0, 32
+ // LUT currently incomplete, just mapped the most essential keys
+};
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Declaration
+//----------------------------------------------------------------------------------
+int InitPlatform(void); // Initialize platform (graphics, inputs and more)
+void ClosePlatform(void); // Close platform
+
+static void InitKeyboard(void); // Initialize raw keyboard system
+static void RestoreKeyboard(void); // Restore keyboard system
+#if defined(SUPPORT_SSH_KEYBOARD_RPI)
+static void ProcessKeyboard(void); // Process keyboard events
+#endif
+
+static void InitEvdevInput(void); // Initialize evdev inputs
+static void ConfigureEvdevDevice(char *device); // Identifies a input device and configures it for use if appropriate
+static void PollKeyboardEvents(void); // Process evdev keyboard events
+static void *EventThread(void *arg); // Input device events reading thread
+
+static void InitGamepad(void); // Initialize raw gamepad input
+static void *GamepadThread(void *arg); // Mouse reading thread
+
+static int FindMatchingConnectorMode(const drmModeConnector *connector, const drmModeModeInfo *mode); // Search matching DRM mode in connector's mode list
+static int FindExactConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced); // Search exactly matching DRM connector mode in connector's list
+static int FindNearestConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced); // Search the nearest matching DRM connector mode in connector's list
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+// NOTE: Functions declaration is provided by raylib.h
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Window and Graphics Device
+//----------------------------------------------------------------------------------
+
+// Check if application should close
+// NOTE: By default, if KEY_ESCAPE pressed
+bool WindowShouldClose(void)
+{
+ if (CORE.Window.ready) return CORE.Window.shouldClose;
+ else return true;
+}
+
+// Toggle fullscreen mode
+void ToggleFullscreen(void)
+{
+ TRACELOG(LOG_WARNING, "ToggleFullscreen() not available on target platform");
+}
+
+// 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
+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;
+}
+
+// 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;
+}
+
+// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMaxSize(int width, int height)
+{
+ CORE.Window.screenMax.width = width;
+ CORE.Window.screenMax.height = height;
+}
+
+// Set window dimensions
+void SetWindowSize(int width, int height)
+{
+ TRACELOG(LOG_WARNING, "SetWindowSize() not available on target platform");
+}
+
+// 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)
+{
+ int refresh = 0;
+
+ if ((platform.connector) && (platform.modeIndex >= 0))
+ {
+ refresh = platform.connector->modes[platform.modeIndex].vrefresh;
+ }
+
+ return refresh;
+}
+
+// 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)
+{
+ return (Vector2){ 0, 0 };
+}
+
+// Get window scale DPI factor for current monitor
+Vector2 GetWindowScaleDPI(void)
+{
+ return (Vector2){ 1.0f, 1.0f };
+}
+
+// Set clipboard text content
+void SetClipboardText(const char *text)
+{
+ TRACELOG(LOG_WARNING, "SetClipboardText() not implemented on target platform");
+}
+
+// Get clipboard text content
+// NOTE: returned string is allocated and freed by GLFW
+const char *GetClipboardText(void)
+{
+ TRACELOG(LOG_WARNING, "GetClipboardText() not implemented on target platform");
+ 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)
+{
+ // Set cursor position in the middle
+ SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
+
+ platform.cursorRelative = false;
+ CORE.Input.Mouse.cursorHidden = false;
+}
+
+// Disables cursor (lock cursor)
+void DisableCursor(void)
+{
+ // Set cursor position in the middle
+ SetMousePosition(0, 0);
+
+ platform.cursorRelative = true;
+ CORE.Input.Mouse.cursorHidden = true;
+}
+
+// Swap back buffer with front buffer (screen drawing)
+void SwapScreenBuffer(void)
+{
+ eglSwapBuffers(platform.device, platform.surface);
+
+ if (!platform.gbmSurface || (-1 == platform.fd) || !platform.connector || !platform.crtc) TRACELOG(LOG_ERROR, "DISPLAY: DRM initialization failed to swap");
+
+ struct gbm_bo *bo = gbm_surface_lock_front_buffer(platform.gbmSurface);
+ if (!bo) TRACELOG(LOG_ERROR, "DISPLAY: Failed GBM to lock front buffer");
+
+ uint32_t fb = 0;
+ int result = drmModeAddFB(platform.fd, platform.connector->modes[platform.modeIndex].hdisplay, platform.connector->modes[platform.modeIndex].vdisplay, 24, 32, gbm_bo_get_stride(bo), gbm_bo_get_handle(bo).u32, &fb);
+ if (result != 0) TRACELOG(LOG_ERROR, "DISPLAY: drmModeAddFB() failed with result: %d", result);
+
+ result = drmModeSetCrtc(platform.fd, platform.crtc->crtc_id, fb, 0, 0, &platform.connector->connector_id, 1, &platform.connector->modes[platform.modeIndex]);
+ if (result != 0) TRACELOG(LOG_ERROR, "DISPLAY: drmModeSetCrtc() failed with result: %d", result);
+
+ if (platform.prevFB)
+ {
+ result = drmModeRmFB(platform.fd, platform.prevFB);
+ if (result != 0) TRACELOG(LOG_ERROR, "DISPLAY: drmModeRmFB() failed with result: %d", result);
+ }
+
+ platform.prevFB = fb;
+
+ if (platform.prevBO) gbm_surface_release_buffer(platform.gbmSurface, platform.prevBO);
+
+ platform.prevBO = bo;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Misc
+//----------------------------------------------------------------------------------
+
+// Get elapsed time measure in seconds since InitTimer()
+double GetTime(void)
+{
+ double time = 0.0;
+ struct timespec ts = { 0 };
+ clock_gettime(CLOCK_MONOTONIC, &ts);
+ unsigned long long int nanoSeconds = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec;
+
+ time = (double)(nanoSeconds - CORE.Time.base)*1e-9; // Elapsed time since InitTimer()
+
+ 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)
+{
+ TRACELOG(LOG_WARNING, "OpenURL() not implemented on target platform");
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Inputs
+//----------------------------------------------------------------------------------
+
+// Set internal gamepad mappings
+int SetGamepadMappings(const char *mappings)
+{
+ TRACELOG(LOG_WARNING, "SetGamepadMappings() not implemented on target platform");
+ 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;
+}
+
+// Set mouse cursor
+void SetMouseCursor(int cursor)
+{
+ TRACELOG(LOG_WARNING, "SetMouseCursor() not implemented on target platform");
+}
+
+// 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;
+
+ // 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;
+ }
+
+ PollKeyboardEvents();
+
+ // Register previous mouse position
+ if (platform.cursorRelative) CORE.Input.Mouse.currentPosition = (Vector2){ 0.0f, 0.0f };
+ else CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
+
+ // Register previous mouse states
+ CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
+ CORE.Input.Mouse.currentWheelMove = platform.eventWheelMove;
+ platform.eventWheelMove = (Vector2){ 0.0f, 0.0f };
+ for (int i = 0; i < MAX_MOUSE_BUTTONS; i++)
+ {
+ CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
+ CORE.Input.Mouse.currentButtonState[i] = platform.currentButtonStateEvdev[i];
+ }
+
+ // Register gamepads buttons events
+ for (int i = 0; i < MAX_GAMEPADS; i++)
+ {
+ if (CORE.Input.Gamepad.ready[i])
+ {
+ // 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];
+ }
+ }
+
+ // 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
+ CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
+
+#if defined(SUPPORT_SSH_KEYBOARD_RPI)
+ // NOTE: Keyboard reading could be done using input_event(s) or just read from stdin, both methods are used here.
+ // stdin reading is still used for legacy purposes, it allows keyboard input trough SSH console
+
+ if (!platform.eventKeyboardMode) ProcessKeyboard();
+
+ // NOTE: Mouse input events polling is done asynchronously in another pthread - EventThread()
+ // NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread()
+#endif
+
+ // Handle the mouse/touch/gestures events:
+ // NOTE: Replaces the EventThread handling that is now commented.
+ {
+ int fd = platform.mouseFd;
+ if (fd == -1) return;
+
+ struct input_event event = { 0 };
+
+ int touchAction = -1; // 0-TOUCH_ACTION_UP, 1-TOUCH_ACTION_DOWN, 2-TOUCH_ACTION_MOVE
+ bool gestureUpdate = false; // Flag to note gestures require to update
+
+ // Try to read data from the mouse/touch/gesture and only continue if successful
+ while (read(fd, &event, sizeof(event)) == (int)sizeof(event))
+ {
+ // Relative movement parsing
+ if (event.type == EV_REL)
+ {
+ if (event.code == REL_X)
+ {
+ if (platform.cursorRelative)
+ {
+ CORE.Input.Mouse.currentPosition.x = event.value;
+ CORE.Input.Mouse.previousPosition.x = 0.0f;
+ }
+ else CORE.Input.Mouse.currentPosition.x += event.value;
+ CORE.Input.Touch.position[0].x = CORE.Input.Mouse.currentPosition.x;
+
+ touchAction = 2; // TOUCH_ACTION_MOVE
+ gestureUpdate = true;
+ }
+
+ if (event.code == REL_Y)
+ {
+ if (platform.cursorRelative)
+ {
+ CORE.Input.Mouse.currentPosition.y = event.value;
+ CORE.Input.Mouse.previousPosition.y = 0.0f;
+ }
+ else CORE.Input.Mouse.currentPosition.y += event.value;
+ CORE.Input.Touch.position[0].y = CORE.Input.Mouse.currentPosition.y;
+
+ touchAction = 2; // TOUCH_ACTION_MOVE
+ gestureUpdate = true;
+ }
+
+ if (event.code == REL_WHEEL) platform.eventWheelMove.y += event.value;
+ }
+
+ // Absolute movement parsing
+ if (event.type == EV_ABS)
+ {
+ // Basic movement
+ if (event.code == ABS_X)
+ {
+ CORE.Input.Mouse.currentPosition.x = (event.value - platform.absRange.x)*CORE.Window.screen.width/platform.absRange.width; // Scale according to absRange
+ CORE.Input.Touch.position[0].x = (event.value - platform.absRange.x)*CORE.Window.screen.width/platform.absRange.width; // Scale according to absRange
+
+ touchAction = 2; // TOUCH_ACTION_MOVE
+ gestureUpdate = true;
+ }
+
+ if (event.code == ABS_Y)
+ {
+ CORE.Input.Mouse.currentPosition.y = (event.value - platform.absRange.y)*CORE.Window.screen.height/platform.absRange.height; // Scale according to absRange
+ CORE.Input.Touch.position[0].y = (event.value - platform.absRange.y)*CORE.Window.screen.height/platform.absRange.height; // Scale according to absRange
+
+ touchAction = 2; // TOUCH_ACTION_MOVE
+ gestureUpdate = true;
+ }
+
+ // Multitouch movement
+ if (event.code == ABS_MT_SLOT) platform.touchSlot = event.value; // Remember the slot number for the folowing events
+
+ if (event.code == ABS_MT_POSITION_X)
+ {
+ if (platform.touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[platform.touchSlot].x = (event.value - platform.absRange.x)*CORE.Window.screen.width/platform.absRange.width; // Scale according to absRange
+ }
+
+ if (event.code == ABS_MT_POSITION_Y)
+ {
+ if (platform.touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[platform.touchSlot].y = (event.value - platform.absRange.y)*CORE.Window.screen.height/platform.absRange.height; // Scale according to absRange
+ }
+
+ if (event.code == ABS_MT_TRACKING_ID)
+ {
+ if ((event.value < 0) && (platform.touchSlot < MAX_TOUCH_POINTS))
+ {
+ // Touch has ended for this point
+ CORE.Input.Touch.position[platform.touchSlot].x = -1;
+ CORE.Input.Touch.position[platform.touchSlot].y = -1;
+ }
+ }
+
+ // Touchscreen tap
+ if (event.code == ABS_PRESSURE)
+ {
+ int previousMouseLeftButtonState = platform.currentButtonStateEvdev[MOUSE_BUTTON_LEFT];
+
+ if (!event.value && previousMouseLeftButtonState)
+ {
+ platform.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = 0;
+
+ touchAction = 0; // TOUCH_ACTION_UP
+ gestureUpdate = true;
+ }
+
+ if (event.value && !previousMouseLeftButtonState)
+ {
+ platform.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = 1;
+
+ touchAction = 1; // TOUCH_ACTION_DOWN
+ gestureUpdate = true;
+ }
+ }
+
+ }
+
+ // Button parsing
+ if (event.type == EV_KEY)
+ {
+ // Mouse button parsing
+ if ((event.code == BTN_TOUCH) || (event.code == BTN_LEFT))
+ {
+ platform.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = event.value;
+
+ if (event.value > 0) touchAction = 1; // TOUCH_ACTION_DOWN
+ else touchAction = 0; // TOUCH_ACTION_UP
+ gestureUpdate = true;
+ }
+
+ if (event.code == BTN_RIGHT) platform.currentButtonStateEvdev[MOUSE_BUTTON_RIGHT] = event.value;
+ if (event.code == BTN_MIDDLE) platform.currentButtonStateEvdev[MOUSE_BUTTON_MIDDLE] = event.value;
+ if (event.code == BTN_SIDE) platform.currentButtonStateEvdev[MOUSE_BUTTON_SIDE] = event.value;
+ if (event.code == BTN_EXTRA) platform.currentButtonStateEvdev[MOUSE_BUTTON_EXTRA] = event.value;
+ if (event.code == BTN_FORWARD) platform.currentButtonStateEvdev[MOUSE_BUTTON_FORWARD] = event.value;
+ if (event.code == BTN_BACK) platform.currentButtonStateEvdev[MOUSE_BUTTON_BACK] = event.value;
+ }
+
+ // Screen confinement
+ if (!CORE.Input.Mouse.cursorHidden)
+ {
+ if (CORE.Input.Mouse.currentPosition.x < 0) CORE.Input.Mouse.currentPosition.x = 0;
+ if (CORE.Input.Mouse.currentPosition.x > CORE.Window.screen.width/CORE.Input.Mouse.scale.x) CORE.Input.Mouse.currentPosition.x = CORE.Window.screen.width/CORE.Input.Mouse.scale.x;
+
+ if (CORE.Input.Mouse.currentPosition.y < 0) CORE.Input.Mouse.currentPosition.y = 0;
+ if (CORE.Input.Mouse.currentPosition.y > CORE.Window.screen.height/CORE.Input.Mouse.scale.y) CORE.Input.Mouse.currentPosition.y = CORE.Window.screen.height/CORE.Input.Mouse.scale.y;
+ }
+
+ // Update touch point count
+ CORE.Input.Touch.pointCount = 0;
+ for (int i = 0; i < MAX_TOUCH_POINTS; i++)
+ {
+ if (CORE.Input.Touch.position[i].x >= 0) CORE.Input.Touch.pointCount++;
+ }
+
+#if defined(SUPPORT_GESTURES_SYSTEM)
+ if (gestureUpdate)
+ {
+ GestureEvent gestureEvent = { 0 };
+
+ gestureEvent.touchAction = touchAction;
+ gestureEvent.pointCount = CORE.Input.Touch.pointCount;
+
+ for (int i = 0; i < MAX_TOUCH_POINTS; i++)
+ {
+ gestureEvent.pointId[i] = i;
+ gestureEvent.position[i] = CORE.Input.Touch.position[i];
+ }
+
+ ProcessGestureEvent(gestureEvent);
+
+ gestureUpdate = false;
+ }
+#endif
+ }
+ }
+}
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Definition
+//----------------------------------------------------------------------------------
+
+// Initialize platform: graphics, inputs and more
+int InitPlatform(void)
+{
+ platform.fd = -1;
+ platform.connector = NULL;
+ platform.modeIndex = -1;
+ platform.crtc = NULL;
+ platform.gbmDevice = NULL;
+ platform.gbmSurface = NULL;
+ platform.prevBO = NULL;
+ platform.prevFB = 0;
+
+ // Initialize graphic device: display/window and graphic context
+ //----------------------------------------------------------------------------
+ CORE.Window.fullscreen = true;
+ CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
+
+#if defined(DEFAULT_GRAPHIC_DEVICE_DRM)
+ platform.fd = open(DEFAULT_GRAPHIC_DEVICE_DRM, O_RDWR);
+#else
+ TRACELOG(LOG_INFO, "DISPLAY: No graphic card set, trying platform-gpu-card");
+ platform.fd = open("/dev/dri/by-path/platform-gpu-card", O_RDWR); // VideoCore VI (Raspberry Pi 4)
+
+ if ((platform.fd == -1) || (drmModeGetResources(platform.fd) == NULL))
+ {
+ TRACELOG(LOG_INFO, "DISPLAY: Failed to open platform-gpu-card, trying card1");
+ platform.fd = open("/dev/dri/card1", O_RDWR); // Other Embedded
+ }
+
+ if ((platform.fd == -1) || (drmModeGetResources(platform.fd) == NULL))
+ {
+ TRACELOG(LOG_INFO, "DISPLAY: Failed to open graphic card1, trying card0");
+ platform.fd = open("/dev/dri/card0", O_RDWR); // VideoCore IV (Raspberry Pi 1-3)
+ }
+#endif
+
+ if (platform.fd == -1)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to open graphic card");
+ return -1;
+ }
+
+ drmModeRes *res = drmModeGetResources(platform.fd);
+ if (!res)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed get DRM resources");
+ return -1;
+ }
+
+ TRACELOG(LOG_TRACE, "DISPLAY: Connectors found: %i", res->count_connectors);
+
+ for (size_t i = 0; i < res->count_connectors; i++)
+ {
+ TRACELOG(LOG_TRACE, "DISPLAY: Connector index %i", i);
+
+ drmModeConnector *con = drmModeGetConnector(platform.fd, res->connectors[i]);
+ TRACELOG(LOG_TRACE, "DISPLAY: Connector modes detected: %i", con->count_modes);
+
+ if ((con->connection == DRM_MODE_CONNECTED) && (con->encoder_id))
+ {
+ TRACELOG(LOG_TRACE, "DISPLAY: DRM mode connected");
+ platform.connector = con;
+ break;
+ }
+ else
+ {
+ TRACELOG(LOG_TRACE, "DISPLAY: DRM mode NOT connected (deleting)");
+ drmModeFreeConnector(con);
+ }
+ }
+
+ if (!platform.connector)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: No suitable DRM connector found");
+ drmModeFreeResources(res);
+ return -1;
+ }
+
+ drmModeEncoder *enc = drmModeGetEncoder(platform.fd, platform.connector->encoder_id);
+ if (!enc)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to get DRM mode encoder");
+ drmModeFreeResources(res);
+ return -1;
+ }
+
+ platform.crtc = drmModeGetCrtc(platform.fd, enc->crtc_id);
+ if (!platform.crtc)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to get DRM mode crtc");
+ drmModeFreeEncoder(enc);
+ drmModeFreeResources(res);
+ return -1;
+ }
+
+ // If InitWindow should use the current mode find it in the connector's mode list
+ if ((CORE.Window.screen.width <= 0) || (CORE.Window.screen.height <= 0))
+ {
+ TRACELOG(LOG_TRACE, "DISPLAY: Selecting DRM connector mode for current used mode...");
+
+ platform.modeIndex = FindMatchingConnectorMode(platform.connector, &platform.crtc->mode);
+
+ if (platform.modeIndex < 0)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: No matching DRM connector mode found");
+ drmModeFreeEncoder(enc);
+ drmModeFreeResources(res);
+ return -1;
+ }
+
+ CORE.Window.screen.width = CORE.Window.display.width;
+ CORE.Window.screen.height = CORE.Window.display.height;
+ }
+
+ const bool allowInterlaced = CORE.Window.flags & FLAG_INTERLACED_HINT;
+ const int fps = (CORE.Time.target > 0)? (1.0/CORE.Time.target) : 60;
+
+ // Try to find an exact matching mode
+ platform.modeIndex = FindExactConnectorMode(platform.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, allowInterlaced);
+
+ // If nothing found, try to find a nearly matching mode
+ if (platform.modeIndex < 0) platform.modeIndex = FindNearestConnectorMode(platform.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, allowInterlaced);
+
+ // If nothing found, try to find an exactly matching mode including interlaced
+ if (platform.modeIndex < 0) platform.modeIndex = FindExactConnectorMode(platform.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, true);
+
+ // If nothing found, try to find a nearly matching mode including interlaced
+ if (platform.modeIndex < 0) platform.modeIndex = FindNearestConnectorMode(platform.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, true);
+
+ // If nothing found, there is no suitable mode
+ if (platform.modeIndex < 0)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to find a suitable DRM connector mode");
+ drmModeFreeEncoder(enc);
+ drmModeFreeResources(res);
+ return -1;
+ }
+
+ CORE.Window.display.width = platform.connector->modes[platform.modeIndex].hdisplay;
+ CORE.Window.display.height = platform.connector->modes[platform.modeIndex].vdisplay;
+
+ TRACELOG(LOG_INFO, "DISPLAY: Selected DRM connector mode %s (%ux%u%c@%u)", platform.connector->modes[platform.modeIndex].name,
+ platform.connector->modes[platform.modeIndex].hdisplay, platform.connector->modes[platform.modeIndex].vdisplay,
+ (platform.connector->modes[platform.modeIndex].flags & DRM_MODE_FLAG_INTERLACE)? 'i' : 'p',
+ platform.connector->modes[platform.modeIndex].vrefresh);
+
+ // Use the width and height of the surface for render
+ CORE.Window.render.width = CORE.Window.screen.width;
+ CORE.Window.render.height = CORE.Window.screen.height;
+
+ drmModeFreeEncoder(enc);
+ enc = NULL;
+
+ drmModeFreeResources(res);
+ res = NULL;
+
+ platform.gbmDevice = gbm_create_device(platform.fd);
+ if (!platform.gbmDevice)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to create GBM device");
+ return -1;
+ }
+
+ platform.gbmSurface = gbm_surface_create(platform.gbmDevice, platform.connector->modes[platform.modeIndex].hdisplay,
+ platform.connector->modes[platform.modeIndex].vdisplay, GBM_FORMAT_ARGB8888, GBM_BO_USE_SCANOUT | GBM_BO_USE_RENDERING);
+ if (!platform.gbmSurface)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to create GBM surface");
+ return -1;
+ }
+
+ EGLint samples = 0;
+ EGLint sampleBuffer = 0;
+ if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
+ {
+ samples = 4;
+ sampleBuffer = 1;
+ TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
+ }
+
+ const EGLint framebufferAttribs[] =
+ {
+ EGL_RENDERABLE_TYPE, (rlGetVersion() == RL_OPENGL_ES_30)? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT, // Type of context support
+ EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android!
+ EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5)
+ EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6)
+ EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5)
+ EGL_ALPHA_SIZE, 8, // ALPHA bit depth (required for transparent framebuffer)
+ //EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI)
+ EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!)
+ //EGL_STENCIL_SIZE, 8, // Stencil buffer size
+ EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA
+ EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs)
+ EGL_NONE
+ };
+
+ const EGLint contextAttribs[] = {
+ EGL_CONTEXT_CLIENT_VERSION, 2,
+ EGL_NONE
+ };
+
+ EGLint numConfigs = 0;
+
+ // Get an EGL device connection
+ platform.device = eglGetDisplay((EGLNativeDisplayType)platform.gbmDevice);
+ if (platform.device == EGL_NO_DISPLAY)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
+ return -1;
+ }
+
+ // Initialize the EGL device connection
+ if (eglInitialize(platform.device, NULL, NULL) == EGL_FALSE)
+ {
+ // If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
+ return -1;
+ }
+
+ if (!eglChooseConfig(platform.device, NULL, NULL, 0, &numConfigs))
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to get EGL config count: 0x%x", eglGetError());
+ return -1;
+ }
+
+ TRACELOG(LOG_TRACE, "DISPLAY: EGL configs available: %d", numConfigs);
+
+ EGLConfig *configs = RL_CALLOC(numConfigs, sizeof(*configs));
+ if (!configs)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to get memory for EGL configs");
+ return -1;
+ }
+
+ EGLint matchingNumConfigs = 0;
+ if (!eglChooseConfig(platform.device, framebufferAttribs, configs, numConfigs, &matchingNumConfigs))
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to choose EGL config: 0x%x", eglGetError());
+ free(configs);
+ return -1;
+ }
+
+ TRACELOG(LOG_TRACE, "DISPLAY: EGL matching configs available: %d", matchingNumConfigs);
+
+ // find the EGL config that matches the previously setup GBM format
+ int found = 0;
+ for (EGLint i = 0; i < matchingNumConfigs; ++i)
+ {
+ EGLint id = 0;
+ if (!eglGetConfigAttrib(platform.device, configs[i], EGL_NATIVE_VISUAL_ID, &id))
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to get EGL config attribute: 0x%x", eglGetError());
+ continue;
+ }
+
+ if (GBM_FORMAT_ARGB8888 == id)
+ {
+ TRACELOG(LOG_TRACE, "DISPLAY: Using EGL config: %d", i);
+ platform.config = configs[i];
+ found = 1;
+ break;
+ }
+ }
+
+ RL_FREE(configs);
+
+ if (!found)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to find a suitable EGL config");
+ return -1;
+ }
+
+ // Set rendering API
+ eglBindAPI(EGL_OPENGL_ES_API);
+
+ // Create an EGL rendering context
+ platform.context = eglCreateContext(platform.device, platform.config, EGL_NO_CONTEXT, contextAttribs);
+ if (platform.context == EGL_NO_CONTEXT)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL context");
+ return -1;
+ }
+
+ // Create an EGL window surface
+ platform.surface = eglCreateWindowSurface(platform.device, platform.config, (EGLNativeWindowType)platform.gbmSurface, NULL);
+ if (EGL_NO_SURFACE == platform.surface)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL window surface: 0x%04x", eglGetError());
+ return -1;
+ }
+
+ // At this point we need to manage render size vs screen size
+ // NOTE: This function use and modify global module variables:
+ // -> CORE.Window.screen.width/CORE.Window.screen.height
+ // -> CORE.Window.render.width/CORE.Window.render.height
+ // -> CORE.Window.screenScale
+ SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
+
+ // There must be at least one frame displayed before the buffers are swapped
+ //eglSwapInterval(platform.device, 1);
+
+ EGLBoolean result = eglMakeCurrent(platform.device, platform.surface, platform.surface, platform.context);
+
+ // Check surface and context activation
+ if (result != EGL_FALSE)
+ {
+ CORE.Window.ready = true;
+
+ CORE.Window.render.width = CORE.Window.screen.width;
+ CORE.Window.render.height = CORE.Window.screen.height;
+ CORE.Window.currentFbo.width = CORE.Window.render.width;
+ CORE.Window.currentFbo.height = CORE.Window.render.height;
+
+ TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
+ TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
+ TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
+ TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
+ TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
+ }
+ else
+ {
+ TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphics device");
+ return -1;
+ }
+
+ if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
+
+ // If graphic device is no properly initialized, we end program
+ if (!CORE.Window.ready) { TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphic device"); return -1; }
+ else SetWindowPosition(GetMonitorWidth(GetCurrentMonitor()) / 2 - CORE.Window.screen.width / 2, GetMonitorHeight(GetCurrentMonitor()) / 2 - CORE.Window.screen.height / 2);
+
+ // Set some default window flags
+ CORE.Window.flags &= ~FLAG_WINDOW_HIDDEN; // false
+ CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // false
+ CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; // true
+ CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // false
+
+ // Load OpenGL extensions
+ // NOTE: GL procedures address loader is required to load extensions
+ rlLoadExtensions(eglGetProcAddress);
+ //----------------------------------------------------------------------------
+
+ // Initialize timming system
+ //----------------------------------------------------------------------------
+ // NOTE: timming system must be initialized before the input events system
+ InitTimer();
+ //----------------------------------------------------------------------------
+
+ // Initialize input events system
+ //----------------------------------------------------------------------------
+ InitEvdevInput(); // Evdev inputs initialization
+ InitGamepad(); // Gamepad init
+ InitKeyboard(); // Keyboard init (stdin)
+ //----------------------------------------------------------------------------
+
+ // Initialize storage system
+ //----------------------------------------------------------------------------
+ CORE.Storage.basePath = GetWorkingDirectory();
+ //----------------------------------------------------------------------------
+
+ TRACELOG(LOG_INFO, "PLATFORM: DRM: Initialized successfully");
+
+ return 0;
+}
+
+// Close platform
+void ClosePlatform(void)
+{
+ if (platform.prevFB)
+ {
+ drmModeRmFB(platform.fd, platform.prevFB);
+ platform.prevFB = 0;
+ }
+
+ if (platform.prevBO)
+ {
+ gbm_surface_release_buffer(platform.gbmSurface, platform.prevBO);
+ platform.prevBO = NULL;
+ }
+
+ if (platform.gbmSurface)
+ {
+ gbm_surface_destroy(platform.gbmSurface);
+ platform.gbmSurface = NULL;
+ }
+
+ if (platform.gbmDevice)
+ {
+ gbm_device_destroy(platform.gbmDevice);
+ platform.gbmDevice = NULL;
+ }
+
+ if (platform.crtc)
+ {
+ if (platform.connector)
+ {
+ drmModeSetCrtc(platform.fd, platform.crtc->crtc_id, platform.crtc->buffer_id,
+ platform.crtc->x, platform.crtc->y, &platform.connector->connector_id, 1, &platform.crtc->mode);
+ drmModeFreeConnector(platform.connector);
+ platform.connector = NULL;
+ }
+
+ drmModeFreeCrtc(platform.crtc);
+ platform.crtc = NULL;
+ }
+
+ if (platform.fd != -1)
+ {
+ close(platform.fd);
+ platform.fd = -1;
+ }
+
+ // Close surface, context and display
+ if (platform.device != EGL_NO_DISPLAY)
+ {
+ if (platform.surface != EGL_NO_SURFACE)
+ {
+ eglDestroySurface(platform.device, platform.surface);
+ platform.surface = EGL_NO_SURFACE;
+ }
+
+ if (platform.context != EGL_NO_CONTEXT)
+ {
+ eglDestroyContext(platform.device, platform.context);
+ platform.context = EGL_NO_CONTEXT;
+ }
+
+ eglTerminate(platform.device);
+ platform.device = EGL_NO_DISPLAY;
+ }
+
+ // Wait for mouse and gamepad threads to finish before closing
+ // NOTE: Those threads should already have finished at this point
+ // because they are controlled by CORE.Window.shouldClose variable
+
+ CORE.Window.shouldClose = true; // Added to force threads to exit when the close window is called
+
+ // Close the evdev keyboard
+ if (platform.keyboardFd != -1)
+ {
+ close(platform.keyboardFd);
+ platform.keyboardFd = -1;
+ }
+
+ for (int i = 0; i < sizeof(platform.eventWorker)/sizeof(InputEventWorker); ++i)
+ {
+ if (platform.eventWorker[i].threadId)
+ {
+ pthread_join(platform.eventWorker[i].threadId, NULL);
+ }
+ }
+
+ if (platform.gamepadThreadId) pthread_join(platform.gamepadThreadId, NULL);
+}
+
+// Initialize Keyboard system (using standard input)
+static void InitKeyboard(void)
+{
+ // NOTE: We read directly from Standard Input (stdin) - STDIN_FILENO file descriptor,
+ // Reading directly from stdin will give chars already key-mapped by kernel to ASCII or UNICODE
+
+ // Save terminal keyboard settings
+ tcgetattr(STDIN_FILENO, &platform.defaultSettings);
+
+ // Reconfigure terminal with new settings
+ struct termios keyboardNewSettings = { 0 };
+ keyboardNewSettings = platform.defaultSettings;
+
+ // New terminal settings for keyboard: turn off buffering (non-canonical mode), echo and key processing
+ // NOTE: ISIG controls if ^C and ^Z generate break signals or not
+ keyboardNewSettings.c_lflag &= ~(ICANON | ECHO | ISIG);
+ //keyboardNewSettings.c_iflag &= ~(ISTRIP | INLCR | ICRNL | IGNCR | IXON | IXOFF);
+ keyboardNewSettings.c_cc[VMIN] = 1;
+ keyboardNewSettings.c_cc[VTIME] = 0;
+
+ // Set new keyboard settings (change occurs immediately)
+ tcsetattr(STDIN_FILENO, TCSANOW, &keyboardNewSettings);
+
+ // Save old keyboard mode to restore it at the end
+ platform.defaultFileFlags = fcntl(STDIN_FILENO, F_GETFL, 0); // F_GETFL: Get the file access mode and the file status flags
+ fcntl(STDIN_FILENO, F_SETFL, platform.defaultFileFlags | O_NONBLOCK); // F_SETFL: Set the file status flags to the value specified
+
+ // NOTE: If ioctl() returns -1, it means the call failed for some reason (error code set in errno)
+ int result = ioctl(STDIN_FILENO, KDGKBMODE, &platform.defaultKeyboardMode);
+
+ // In case of failure, it could mean a remote keyboard is used (SSH)
+ if (result < 0) TRACELOG(LOG_WARNING, "RPI: Failed to change keyboard mode, an SSH keyboard is probably used");
+ else
+ {
+ // Reconfigure keyboard mode to get:
+ // - scancodes (K_RAW)
+ // - keycodes (K_MEDIUMRAW)
+ // - ASCII chars (K_XLATE)
+ // - UNICODE chars (K_UNICODE)
+ ioctl(STDIN_FILENO, KDSKBMODE, K_XLATE); // ASCII chars
+ }
+
+ // Register keyboard restore when program finishes
+ atexit(RestoreKeyboard);
+}
+
+// Restore default keyboard input
+static void RestoreKeyboard(void)
+{
+ // Reset to default keyboard settings
+ tcsetattr(STDIN_FILENO, TCSANOW, &platform.defaultSettings);
+
+ // Reconfigure keyboard to default mode
+ fcntl(STDIN_FILENO, F_SETFL, platform.defaultFileFlags);
+ ioctl(STDIN_FILENO, KDSKBMODE, platform.defaultKeyboardMode);
+}
+
+#if defined(SUPPORT_SSH_KEYBOARD_RPI)
+// Process keyboard inputs
+static void ProcessKeyboard(void)
+{
+ #define MAX_KEYBUFFER_SIZE 32 // Max size in bytes to read
+
+ // Keyboard input polling (fill keys[256] array with status)
+ int bufferByteCount = 0; // Bytes available on the buffer
+ char keysBuffer[MAX_KEYBUFFER_SIZE] = { 0 }; // Max keys to be read at a time
+
+ // Read availables keycodes from stdin
+ bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call
+
+ // Reset pressed keys array (it will be filled below)
+ for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
+ {
+ CORE.Input.Keyboard.currentKeyState[i] = 0;
+ CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
+ }
+
+ // Fill all read bytes (looking for keys)
+ for (int i = 0; i < bufferByteCount; i++)
+ {
+ // NOTE: If (key == 0x1b), depending on next key, it could be a special keymap code!
+ // Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42
+ if (keysBuffer[i] == 0x1b)
+ {
+ // Check if ESCAPE key has been pressed to stop program
+ if (bufferByteCount == 1) CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] = 1;
+ else
+ {
+ if (keysBuffer[i + 1] == 0x5b) // Special function key
+ {
+ if ((keysBuffer[i + 2] == 0x5b) || (keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32))
+ {
+ // Process special function keys (F1 - F12)
+ switch (keysBuffer[i + 3])
+ {
+ case 0x41: CORE.Input.Keyboard.currentKeyState[290] = 1; break; // raylib KEY_F1
+ case 0x42: CORE.Input.Keyboard.currentKeyState[291] = 1; break; // raylib KEY_F2
+ case 0x43: CORE.Input.Keyboard.currentKeyState[292] = 1; break; // raylib KEY_F3
+ case 0x44: CORE.Input.Keyboard.currentKeyState[293] = 1; break; // raylib KEY_F4
+ case 0x45: CORE.Input.Keyboard.currentKeyState[294] = 1; break; // raylib KEY_F5
+ case 0x37: CORE.Input.Keyboard.currentKeyState[295] = 1; break; // raylib KEY_F6
+ case 0x38: CORE.Input.Keyboard.currentKeyState[296] = 1; break; // raylib KEY_F7
+ case 0x39: CORE.Input.Keyboard.currentKeyState[297] = 1; break; // raylib KEY_F8
+ case 0x30: CORE.Input.Keyboard.currentKeyState[298] = 1; break; // raylib KEY_F9
+ case 0x31: CORE.Input.Keyboard.currentKeyState[299] = 1; break; // raylib KEY_F10
+ case 0x33: CORE.Input.Keyboard.currentKeyState[300] = 1; break; // raylib KEY_F11
+ case 0x34: CORE.Input.Keyboard.currentKeyState[301] = 1; break; // raylib KEY_F12
+ default: break;
+ }
+
+ if (keysBuffer[i + 2] == 0x5b) i += 4;
+ else if ((keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) i += 5;
+ }
+ else
+ {
+ switch (keysBuffer[i + 2])
+ {
+ case 0x41: CORE.Input.Keyboard.currentKeyState[265] = 1; break; // raylib KEY_UP
+ case 0x42: CORE.Input.Keyboard.currentKeyState[264] = 1; break; // raylib KEY_DOWN
+ case 0x43: CORE.Input.Keyboard.currentKeyState[262] = 1; break; // raylib KEY_RIGHT
+ case 0x44: CORE.Input.Keyboard.currentKeyState[263] = 1; break; // raylib KEY_LEFT
+ default: break;
+ }
+
+ i += 3; // Jump to next key
+ }
+
+ // NOTE: Some keys are not directly keymapped (CTRL, ALT, SHIFT)
+ }
+ }
+ }
+ else if (keysBuffer[i] == 0x0a) // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*)
+ {
+ CORE.Input.Keyboard.currentKeyState[257] = 1;
+
+ CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 257; // Add keys pressed into queue
+ CORE.Input.Keyboard.keyPressedQueueCount++;
+ }
+ else if (keysBuffer[i] == 0x7f) // raylib KEY_BACKSPACE
+ {
+ CORE.Input.Keyboard.currentKeyState[259] = 1;
+
+ CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 257; // Add keys pressed into queue
+ CORE.Input.Keyboard.keyPressedQueueCount++;
+ }
+ else
+ {
+ // Translate lowercase a-z letters to A-Z
+ if ((keysBuffer[i] >= 97) && (keysBuffer[i] <= 122))
+ {
+ CORE.Input.Keyboard.currentKeyState[(int)keysBuffer[i] - 32] = 1;
+ }
+ else CORE.Input.Keyboard.currentKeyState[(int)keysBuffer[i]] = 1;
+
+ CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keysBuffer[i]; // Add keys pressed into queue
+ CORE.Input.Keyboard.keyPressedQueueCount++;
+ }
+ }
+
+ // Check exit key (same functionality as GLFW3 KeyCallback())
+ if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] == 1) CORE.Window.shouldClose = true;
+
+#if defined(SUPPORT_SCREEN_CAPTURE)
+ // Check screen capture key (raylib key: KEY_F12)
+ if (CORE.Input.Keyboard.currentKeyState[301] == 1)
+ {
+ TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
+ screenshotCounter++;
+ }
+#endif
+}
+#endif // SUPPORT_SSH_KEYBOARD_RPI
+
+// Initialise user input from evdev(/dev/input/event<N>)
+// this means mouse, keyboard or gamepad devices
+static void InitEvdevInput(void)
+{
+ char path[MAX_FILEPATH_LENGTH] = { 0 };
+ DIR *directory = NULL;
+ struct dirent *entity = NULL;
+
+ // Initialise keyboard file descriptor
+ platform.keyboardFd = -1;
+
+ // Reset variables
+ for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
+ {
+ CORE.Input.Touch.position[i].x = -1;
+ CORE.Input.Touch.position[i].y = -1;
+ }
+
+ // Reset keyboard key state
+ for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
+ {
+ CORE.Input.Keyboard.currentKeyState[i] = 0;
+ CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
+ }
+
+ // Open the linux directory of "/dev/input"
+ directory = opendir(DEFAULT_EVDEV_PATH);
+
+ if (directory)
+ {
+ while ((entity = readdir(directory)) != NULL)
+ {
+ if ((strncmp("event", entity->d_name, strlen("event")) == 0) || // Search for devices named "event*"
+ (strncmp("mouse", entity->d_name, strlen("mouse")) == 0)) // Search for devices named "mouse*"
+ {
+ sprintf(path, "%s%s", DEFAULT_EVDEV_PATH, entity->d_name);
+ ConfigureEvdevDevice(path); // Configure the device if appropriate
+ }
+ }
+
+ closedir(directory);
+ }
+ else TRACELOG(LOG_WARNING, "RPI: Failed to open linux event directory: %s", DEFAULT_EVDEV_PATH);
+}
+
+// Identifies a input device and configures it for use if appropriate
+static void ConfigureEvdevDevice(char *device)
+{
+ #define BITS_PER_LONG (8*sizeof(long))
+ #define NBITS(x) ((((x) - 1)/BITS_PER_LONG) + 1)
+ #define OFF(x) ((x)%BITS_PER_LONG)
+ #define BIT(x) (1UL<<OFF(x))
+ #define LONG(x) ((x)/BITS_PER_LONG)
+ #define TEST_BIT(array, bit) ((array[LONG(bit)] >> OFF(bit)) & 1)
+
+ struct input_absinfo absinfo = { 0 };
+ unsigned long evBits[NBITS(EV_MAX)] = { 0 };
+ unsigned long absBits[NBITS(ABS_MAX)] = { 0 };
+ unsigned long relBits[NBITS(REL_MAX)] = { 0 };
+ unsigned long keyBits[NBITS(KEY_MAX)] = { 0 };
+ bool hasAbs = false;
+ bool hasRel = false;
+ bool hasAbsMulti = false;
+ int freeWorkerId = -1;
+ int fd = -1;
+
+ InputEventWorker *worker = NULL;
+
+ // Open the device and allocate worker
+ //-------------------------------------------------------------------------------------------------------
+ // Find a free spot in the workers array
+ for (int i = 0; i < sizeof(platform.eventWorker)/sizeof(InputEventWorker); ++i)
+ {
+ if (platform.eventWorker[i].threadId == 0)
+ {
+ freeWorkerId = i;
+ break;
+ }
+ }
+
+ // Select the free worker from array
+ if (freeWorkerId >= 0)
+ {
+ worker = &(platform.eventWorker[freeWorkerId]); // Grab a pointer to the worker
+ memset(worker, 0, sizeof(InputEventWorker)); // Clear the worker
+ }
+ else
+ {
+ TRACELOG(LOG_WARNING, "RPI: Failed to create input device thread for %s, out of worker slots", device);
+ return;
+ }
+
+ // Open the device
+ fd = open(device, O_RDONLY | O_NONBLOCK);
+ if (fd < 0)
+ {
+ TRACELOG(LOG_WARNING, "RPI: Failed to open input device: %s", device);
+ return;
+ }
+ worker->fd = fd;
+
+ // Grab number on the end of the devices name "event<N>"
+ int devNum = 0;
+ char *ptrDevName = strrchr(device, 't');
+ worker->eventNum = -1;
+
+ if (ptrDevName != NULL)
+ {
+ if (sscanf(ptrDevName, "t%d", &devNum) == 1) worker->eventNum = devNum;
+ }
+ else worker->eventNum = 0; // TODO: HACK: Grab number for mouse0 device!
+
+ // At this point we have a connection to the device, but we don't yet know what the device is.
+ // It could be many things, even as simple as a power button...
+ //-------------------------------------------------------------------------------------------------------
+
+ // Identify the device
+ //-------------------------------------------------------------------------------------------------------
+ ioctl(fd, EVIOCGBIT(0, sizeof(evBits)), evBits); // Read a bitfield of the available device properties
+
+ // Check for absolute input devices
+ if (TEST_BIT(evBits, EV_ABS))
+ {
+ ioctl(fd, EVIOCGBIT(EV_ABS, sizeof(absBits)), absBits);
+
+ // Check for absolute movement support (usually touchscreens, but also joysticks)
+ if (TEST_BIT(absBits, ABS_X) && TEST_BIT(absBits, ABS_Y))
+ {
+ hasAbs = true;
+
+ // Get the scaling values
+ ioctl(fd, EVIOCGABS(ABS_X), &absinfo);
+ worker->absRange.x = absinfo.minimum;
+ worker->absRange.width = absinfo.maximum - absinfo.minimum;
+ platform.absRange.x = absinfo.minimum;
+ platform.absRange.width = absinfo.maximum - absinfo.minimum;
+
+ ioctl(fd, EVIOCGABS(ABS_Y), &absinfo);
+ worker->absRange.y = absinfo.minimum;
+ worker->absRange.height = absinfo.maximum - absinfo.minimum;
+ platform.absRange.y = absinfo.minimum;
+ platform.absRange.height = absinfo.maximum - absinfo.minimum;
+ }
+
+ // Check for multiple absolute movement support (usually multitouch touchscreens)
+ if (TEST_BIT(absBits, ABS_MT_POSITION_X) && TEST_BIT(absBits, ABS_MT_POSITION_Y))
+ {
+ hasAbsMulti = true;
+
+ // Get the scaling values
+ ioctl(fd, EVIOCGABS(ABS_X), &absinfo);
+ worker->absRange.x = absinfo.minimum;
+ worker->absRange.width = absinfo.maximum - absinfo.minimum;
+ platform.absRange.x = absinfo.minimum;
+ platform.absRange.width = absinfo.maximum - absinfo.minimum;
+
+ ioctl(fd, EVIOCGABS(ABS_Y), &absinfo);
+ worker->absRange.y = absinfo.minimum;
+ worker->absRange.height = absinfo.maximum - absinfo.minimum;
+ platform.absRange.y = absinfo.minimum;
+ platform.absRange.height = absinfo.maximum - absinfo.minimum;
+ }
+ }
+
+ // Check for relative movement support (usually mouse)
+ if (TEST_BIT(evBits, EV_REL))
+ {
+ ioctl(fd, EVIOCGBIT(EV_REL, sizeof(relBits)), relBits);
+
+ if (TEST_BIT(relBits, REL_X) && TEST_BIT(relBits, REL_Y)) hasRel = true;
+ }
+
+ // Check for button support to determine the device type(usually on all input devices)
+ if (TEST_BIT(evBits, EV_KEY))
+ {
+ ioctl(fd, EVIOCGBIT(EV_KEY, sizeof(keyBits)), keyBits);
+
+ if (hasAbs || hasAbsMulti)
+ {
+ if (TEST_BIT(keyBits, BTN_TOUCH)) worker->isTouch = true; // This is a touchscreen
+ if (TEST_BIT(keyBits, BTN_TOOL_FINGER)) worker->isTouch = true; // This is a drawing tablet
+ if (TEST_BIT(keyBits, BTN_TOOL_PEN)) worker->isTouch = true; // This is a drawing tablet
+ if (TEST_BIT(keyBits, BTN_STYLUS)) worker->isTouch = true; // This is a drawing tablet
+ if (worker->isTouch || hasAbsMulti) worker->isMultitouch = true; // This is a multitouch capable device
+ }
+
+ if (hasRel)
+ {
+ if (TEST_BIT(keyBits, BTN_LEFT)) worker->isMouse = true; // This is a mouse
+ if (TEST_BIT(keyBits, BTN_RIGHT)) worker->isMouse = true; // This is a mouse
+ }
+
+ if (TEST_BIT(keyBits, BTN_A)) worker->isGamepad = true; // This is a gamepad
+ if (TEST_BIT(keyBits, BTN_TRIGGER)) worker->isGamepad = true; // This is a gamepad
+ if (TEST_BIT(keyBits, BTN_START)) worker->isGamepad = true; // This is a gamepad
+ if (TEST_BIT(keyBits, BTN_TL)) worker->isGamepad = true; // This is a gamepad
+ if (TEST_BIT(keyBits, BTN_TL)) worker->isGamepad = true; // This is a gamepad
+
+ if (TEST_BIT(keyBits, KEY_SPACE)) worker->isKeyboard = true; // This is a keyboard
+ }
+ //-------------------------------------------------------------------------------------------------------
+
+ // Decide what to do with the device
+ //-------------------------------------------------------------------------------------------------------
+ if (worker->isKeyboard && (platform.keyboardFd == -1))
+ {
+ // Use the first keyboard encountered. This assumes that a device that says it's a keyboard is just a
+ // keyboard. The keyboard is polled synchronously, whereas other input devices are polled in separate
+ // threads so that they don't drop events when the frame rate is slow.
+ TRACELOG(LOG_INFO, "RPI: Opening keyboard device: %s", device);
+ platform.keyboardFd = worker->fd;
+ }
+ else if (worker->isTouch || worker->isMouse)
+ {
+ // Looks like an interesting device
+ TRACELOG(LOG_INFO, "RPI: Opening input device: %s (%s%s%s%s)", device,
+ worker->isMouse? "mouse " : "",
+ worker->isMultitouch? "multitouch " : "",
+ worker->isTouch? "touchscreen " : "",
+ worker->isGamepad? "gamepad " : "");
+ platform.mouseFd = worker->fd;
+
+ // NOTE: moved the mouse/touch/gesture input to PollInputEvents()/
+ // so added the "platform.mouseFd = worker->fd;" line above
+ // and commented the thread code below:
+
+ // Create a thread for this device
+ //int error = pthread_create(&worker->threadId, NULL, &EventThread, (void *)worker);
+ //if (error != 0)
+ //{
+ // TRACELOG(LOG_WARNING, "RPI: Failed to create input device thread: %s (error: %d)", device, error);
+ // worker->threadId = 0;
+ // close(fd);
+ //}
+
+#if defined(USE_LAST_TOUCH_DEVICE)
+ // Find touchscreen with the highest index
+ int maxTouchNumber = -1;
+
+ for (int i = 0; i < sizeof(platform.eventWorker)/sizeof(InputEventWorker); ++i)
+ {
+ if (platform.eventWorker[i].isTouch && (platform.eventWorker[i].eventNum > maxTouchNumber)) maxTouchNumber = platform.eventWorker[i].eventNum;
+ }
+
+ // Find touchscreens with lower indexes
+ for (int i = 0; i < sizeof(platform.eventWorker)/sizeof(InputEventWorker); ++i)
+ {
+ if (platform.eventWorker[i].isTouch && (platform.eventWorker[i].eventNum < maxTouchNumber))
+ {
+ if (platform.eventWorker[i].threadId != 0)
+ {
+ TRACELOG(LOG_WARNING, "RPI: Found duplicate touchscreen, killing touchscreen on event: %d", i);
+ pthread_cancel(platform.eventWorker[i].threadId);
+ close(platform.eventWorker[i].fd);
+ }
+ }
+ }
+#endif
+ }
+ else close(fd); // We are not interested in this device
+ //-------------------------------------------------------------------------------------------------------
+}
+
+// Poll and process evdev keyboard events
+static void PollKeyboardEvents(void)
+{
+ int fd = platform.keyboardFd;
+ if (fd == -1) return;
+
+ struct input_event event = { 0 };
+ int keycode = -1;
+
+ // Try to read data from the keyboard and only continue if successful
+ while (read(fd, &event, sizeof(event)) == (int)sizeof(event))
+ {
+ // Button parsing
+ if (event.type == EV_KEY)
+ {
+#if defined(SUPPORT_SSH_KEYBOARD_RPI)
+ // Change keyboard mode to events
+ platform.eventKeyboardMode = true;
+#endif
+ // Keyboard button parsing
+ if ((event.code >= 1) && (event.code <= 255)) //Keyboard keys appear for codes 1 to 255
+ {
+ keycode = keymapUS[event.code & 0xFF]; // The code we get is a scancode so we look up the appropriate keycode
+
+ // Make sure we got a valid keycode
+ if ((keycode > 0) && (keycode < sizeof(CORE.Input.Keyboard.currentKeyState)))
+ {
+ // WARNING: https://www.kernel.org/doc/Documentation/input/input.txt
+ // Event interface: 'value' is the value the event carries. Either a relative change for EV_REL,
+ // absolute new value for EV_ABS (joysticks ...), or 0 for EV_KEY for release, 1 for keypress and 2 for autorepeat
+ CORE.Input.Keyboard.currentKeyState[keycode] = (event.value >= 1)? 1 : 0;
+ if (event.value >= 1)
+ {
+ CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode; // Register last key pressed
+ CORE.Input.Keyboard.keyPressedQueueCount++;
+ }
+
+ #if defined(SUPPORT_SCREEN_CAPTURE)
+ // Check screen capture key (raylib key: KEY_F12)
+ if (CORE.Input.Keyboard.currentKeyState[301] == 1)
+ {
+ TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
+ screenshotCounter++;
+ }
+ #endif
+
+ // Detect char presses (unicode)
+ if (event.value == 1)
+ {
+ // 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] = EvkeyToUnicodeLUT[event.code];
+ CORE.Input.Keyboard.charPressedQueueCount++;
+ }
+ }
+
+ if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] == 1) CORE.Window.shouldClose = true;
+
+ TRACELOGD("RPI: KEY_%s ScanCode: %4i KeyCode: %4i", (event.value == 0)? "UP" : "DOWN", event.code, keycode);
+ }
+ }
+ }
+ }
+}
+
+// Input device events reading thread
+static void *EventThread(void *arg)
+{
+/*
+ struct input_event event = { 0 };
+ InputEventWorker *worker = (InputEventWorker *)arg;
+
+ int touchAction = -1; // 0-TOUCH_ACTION_UP, 1-TOUCH_ACTION_DOWN, 2-TOUCH_ACTION_MOVE
+ bool gestureUpdate = false; // Flag to note gestures require to update
+
+ while (!CORE.Window.shouldClose)
+ {
+ // Try to read data from the device and only continue if successful
+ while (read(worker->fd, &event, sizeof(event)) == (int)sizeof(event))
+ {
+ // Relative movement parsing
+ if (event.type == EV_REL)
+ {
+ if (event.code == REL_X)
+ {
+ if (platform.cursorRelative)
+ {
+ CORE.Input.Mouse.currentPosition.x -= event.value;
+ CORE.Input.Touch.position[0].x = CORE.Input.Mouse.currentPosition.x;
+ }
+ else
+ {
+ CORE.Input.Mouse.currentPosition.x += event.value;
+ CORE.Input.Touch.position[0].x = CORE.Input.Mouse.currentPosition.x;
+ }
+
+ touchAction = 2; // TOUCH_ACTION_MOVE
+ gestureUpdate = true;
+ }
+
+ if (event.code == REL_Y)
+ {
+ if (platform.cursorRelative)
+ {
+ CORE.Input.Mouse.currentPosition.y -= event.value;
+ CORE.Input.Touch.position[0].y = CORE.Input.Mouse.currentPosition.y;
+ }
+ else
+ {
+ CORE.Input.Mouse.currentPosition.y += event.value;
+ CORE.Input.Touch.position[0].y = CORE.Input.Mouse.currentPosition.y;
+ }
+
+ touchAction = 2; // TOUCH_ACTION_MOVE
+ gestureUpdate = true;
+ }
+
+ if (event.code == REL_WHEEL) platform.eventWheelMove.y += event.value;
+ }
+
+ // Absolute movement parsing
+ if (event.type == EV_ABS)
+ {
+ // Basic movement
+ if (event.code == ABS_X)
+ {
+ CORE.Input.Mouse.currentPosition.x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale according to absRange
+ CORE.Input.Touch.position[0].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale according to absRange
+
+ touchAction = 2; // TOUCH_ACTION_MOVE
+ gestureUpdate = true;
+ }
+
+ if (event.code == ABS_Y)
+ {
+ CORE.Input.Mouse.currentPosition.y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale according to absRange
+ CORE.Input.Touch.position[0].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale according to absRange
+
+ touchAction = 2; // TOUCH_ACTION_MOVE
+ gestureUpdate = true;
+ }
+
+ // Multitouch movement
+ if (event.code == ABS_MT_SLOT) worker->touchSlot = event.value; // Remember the slot number for the folowing events
+
+ if (event.code == ABS_MT_POSITION_X)
+ {
+ if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale according to absRange
+ }
+
+ if (event.code == ABS_MT_POSITION_Y)
+ {
+ if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale according to absRange
+ }
+
+ if (event.code == ABS_MT_TRACKING_ID)
+ {
+ if ((event.value < 0) && (worker->touchSlot < MAX_TOUCH_POINTS))
+ {
+ // Touch has ended for this point
+ CORE.Input.Touch.position[worker->touchSlot].x = -1;
+ CORE.Input.Touch.position[worker->touchSlot].y = -1;
+ }
+ }
+
+ // Touchscreen tap
+ if (event.code == ABS_PRESSURE)
+ {
+ int previousMouseLeftButtonState = platform.currentButtonStateEvdev[MOUSE_BUTTON_LEFT];
+
+ if (!event.value && previousMouseLeftButtonState)
+ {
+ platform.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = 0;
+
+ touchAction = 0; // TOUCH_ACTION_UP
+ gestureUpdate = true;
+ }
+
+ if (event.value && !previousMouseLeftButtonState)
+ {
+ platform.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = 1;
+
+ touchAction = 1; // TOUCH_ACTION_DOWN
+ gestureUpdate = true;
+ }
+ }
+
+ }
+
+ // Button parsing
+ if (event.type == EV_KEY)
+ {
+ // Mouse button parsing
+ if ((event.code == BTN_TOUCH) || (event.code == BTN_LEFT))
+ {
+ platform.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = event.value;
+
+ if (event.value > 0) touchAction = 1; // TOUCH_ACTION_DOWN
+ else touchAction = 0; // TOUCH_ACTION_UP
+ gestureUpdate = true;
+ }
+
+ if (event.code == BTN_RIGHT) platform.currentButtonStateEvdev[MOUSE_BUTTON_RIGHT] = event.value;
+ if (event.code == BTN_MIDDLE) platform.currentButtonStateEvdev[MOUSE_BUTTON_MIDDLE] = event.value;
+ if (event.code == BTN_SIDE) platform.currentButtonStateEvdev[MOUSE_BUTTON_SIDE] = event.value;
+ if (event.code == BTN_EXTRA) platform.currentButtonStateEvdev[MOUSE_BUTTON_EXTRA] = event.value;
+ if (event.code == BTN_FORWARD) platform.currentButtonStateEvdev[MOUSE_BUTTON_FORWARD] = event.value;
+ if (event.code == BTN_BACK) platform.currentButtonStateEvdev[MOUSE_BUTTON_BACK] = event.value;
+ }
+
+ // Screen confinement
+ if (!CORE.Input.Mouse.cursorHidden)
+ {
+ if (CORE.Input.Mouse.currentPosition.x < 0) CORE.Input.Mouse.currentPosition.x = 0;
+ if (CORE.Input.Mouse.currentPosition.x > CORE.Window.screen.width/CORE.Input.Mouse.scale.x) CORE.Input.Mouse.currentPosition.x = CORE.Window.screen.width/CORE.Input.Mouse.scale.x;
+
+ if (CORE.Input.Mouse.currentPosition.y < 0) CORE.Input.Mouse.currentPosition.y = 0;
+ if (CORE.Input.Mouse.currentPosition.y > CORE.Window.screen.height/CORE.Input.Mouse.scale.y) CORE.Input.Mouse.currentPosition.y = CORE.Window.screen.height/CORE.Input.Mouse.scale.y;
+ }
+
+ // Update touch point count
+ CORE.Input.Touch.pointCount = 0;
+ for (int i = 0; i < MAX_TOUCH_POINTS; i++)
+ {
+ if (CORE.Input.Touch.position[i].x >= 0) CORE.Input.Touch.pointCount++;
+ }
+
+#if defined(SUPPORT_GESTURES_SYSTEM)
+ if (gestureUpdate)
+ {
+ GestureEvent gestureEvent = { 0 };
+
+ gestureEvent.touchAction = touchAction;
+ gestureEvent.pointCount = CORE.Input.Touch.pointCount;
+
+ for (int i = 0; i < MAX_TOUCH_POINTS; i++)
+ {
+ gestureEvent.pointId[i] = i;
+ gestureEvent.position[i] = CORE.Input.Touch.position[i];
+ }
+
+ ProcessGestureEvent(gestureEvent);
+ }
+#endif
+ }
+
+ WaitTime(0.005); // Sleep for 5ms to avoid hogging CPU time
+ }
+
+ close(worker->fd);
+*/
+ return NULL;
+}
+
+// Initialize gamepad system
+static void InitGamepad(void)
+{
+ char gamepadDev[128] = { 0 };
+
+ for (int i = 0; i < MAX_GAMEPADS; i++)
+ {
+ sprintf(gamepadDev, "%s%i", DEFAULT_GAMEPAD_DEV, i);
+
+ if ((platform.gamepadStreamFd[i] = open(gamepadDev, O_RDONLY | O_NONBLOCK)) < 0)
+ {
+ // NOTE: Only show message for first gamepad
+ if (i == 0) TRACELOG(LOG_WARNING, "RPI: Failed to open Gamepad device, no gamepad available");
+ }
+ else
+ {
+ CORE.Input.Gamepad.ready[i] = true;
+
+ // NOTE: Only create one thread
+ if (i == 0)
+ {
+ int error = pthread_create(&platform.gamepadThreadId, NULL, &GamepadThread, NULL);
+
+ if (error != 0) TRACELOG(LOG_WARNING, "RPI: Failed to create gamepad input event thread");
+ else TRACELOG(LOG_INFO, "RPI: Gamepad device initialized successfully");
+ }
+
+ ioctl(platform.gamepadStreamFd[i], JSIOCGNAME(64), &CORE.Input.Gamepad.name[i]);
+ ioctl(platform.gamepadStreamFd[i], JSIOCGAXES, &CORE.Input.Gamepad.axisCount[i]);
+ }
+ }
+}
+
+// Process Gamepad (/dev/input/js0)
+static void *GamepadThread(void *arg)
+{
+ #define JS_EVENT_BUTTON 0x01 // Button pressed/released
+ #define JS_EVENT_AXIS 0x02 // Joystick axis moved
+ #define JS_EVENT_INIT 0x80 // Initial state of device
+
+ struct js_event {
+ unsigned int time; // event timestamp in milliseconds
+ short value; // event value
+ unsigned char type; // event type
+ unsigned char number; // event axis/button number
+ };
+
+ // Read gamepad event
+ struct js_event gamepadEvent = { 0 };
+
+ while (!CORE.Window.shouldClose)
+ {
+ for (int i = 0; i < MAX_GAMEPADS; i++)
+ {
+ if (read(platform.gamepadStreamFd[i], &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
+ {
+ gamepadEvent.type &= ~JS_EVENT_INIT; // Ignore synthetic events
+
+ // Process gamepad events by type
+ if (gamepadEvent.type == JS_EVENT_BUTTON)
+ {
+ //TRACELOG(LOG_WARNING, "RPI: Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
+
+ if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS)
+ {
+ // 1 - button pressed, 0 - button released
+ CORE.Input.Gamepad.currentButtonState[i][gamepadEvent.number] = (int)gamepadEvent.value;
+
+ if ((int)gamepadEvent.value == 1) CORE.Input.Gamepad.lastButtonPressed = gamepadEvent.number;
+ else CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
+ }
+ }
+ else if (gamepadEvent.type == JS_EVENT_AXIS)
+ {
+ //TRACELOG(LOG_WARNING, "RPI: Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
+
+ if (gamepadEvent.number < MAX_GAMEPAD_AXIS)
+ {
+ // NOTE: Scaling of gamepadEvent.value to get values between -1..1
+ CORE.Input.Gamepad.axisState[i][gamepadEvent.number] = (float)gamepadEvent.value/32768;
+ }
+ }
+ }
+ else WaitTime(0.001); // Sleep for 1 ms to avoid hogging CPU time
+ }
+ }
+
+ return NULL;
+}
+
+// Search matching DRM mode in connector's mode list
+static int FindMatchingConnectorMode(const drmModeConnector *connector, const drmModeModeInfo *mode)
+{
+ if (NULL == connector) return -1;
+ if (NULL == mode) return -1;
+
+ // safe bitwise comparison of two modes
+ #define BINCMP(a, b) memcmp((a), (b), (sizeof(a) < sizeof(b))? sizeof(a) : sizeof(b))
+
+ for (size_t i = 0; i < connector->count_modes; i++)
+ {
+ TRACELOG(LOG_TRACE, "DISPLAY: DRM mode: %d %ux%u@%u %s", i, connector->modes[i].hdisplay, connector->modes[i].vdisplay,
+ connector->modes[i].vrefresh, (connector->modes[i].flags & DRM_MODE_FLAG_INTERLACE)? "interlaced" : "progressive");
+
+ if (0 == BINCMP(&platform.crtc->mode, &platform.connector->modes[i])) return i;
+ }
+
+ return -1;
+
+ #undef BINCMP
+}
+
+// Search exactly matching DRM connector mode in connector's list
+static int FindExactConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced)
+{
+ TRACELOG(LOG_TRACE, "DISPLAY: Searching exact connector mode for %ux%u@%u, selecting an interlaced mode is allowed: %s", width, height, fps, allowInterlaced? "yes" : "no");
+
+ if (NULL == connector) return -1;
+
+ for (int i = 0; i < platform.connector->count_modes; i++)
+ {
+ const drmModeModeInfo *const mode = &platform.connector->modes[i];
+
+ TRACELOG(LOG_TRACE, "DISPLAY: DRM Mode %d %ux%u@%u %s", i, mode->hdisplay, mode->vdisplay, mode->vrefresh, (mode->flags & DRM_MODE_FLAG_INTERLACE)? "interlaced" : "progressive");
+
+ if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && (!allowInterlaced)) continue;
+
+ if ((mode->hdisplay == width) && (mode->vdisplay == height) && (mode->vrefresh == fps)) return i;
+ }
+
+ TRACELOG(LOG_TRACE, "DISPLAY: No DRM exact matching mode found");
+ return -1;
+}
+
+// Search the nearest matching DRM connector mode in connector's list
+static int FindNearestConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced)
+{
+ TRACELOG(LOG_TRACE, "DISPLAY: Searching nearest connector mode for %ux%u@%u, selecting an interlaced mode is allowed: %s", width, height, fps, allowInterlaced? "yes" : "no");
+
+ if (NULL == connector) return -1;
+
+ int nearestIndex = -1;
+ for (int i = 0; i < platform.connector->count_modes; i++)
+ {
+ const drmModeModeInfo *const mode = &platform.connector->modes[i];
+
+ TRACELOG(LOG_TRACE, "DISPLAY: DRM mode: %d %ux%u@%u %s", i, mode->hdisplay, mode->vdisplay, mode->vrefresh,
+ (mode->flags & DRM_MODE_FLAG_INTERLACE)? "interlaced" : "progressive");
+
+ if ((mode->hdisplay < width) || (mode->vdisplay < height))
+ {
+ TRACELOG(LOG_TRACE, "DISPLAY: DRM mode is too small");
+ continue;
+ }
+
+ if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && (!allowInterlaced))
+ {
+ TRACELOG(LOG_TRACE, "DISPLAY: DRM shouldn't choose an interlaced mode");
+ continue;
+ }
+
+ if (nearestIndex < 0)
+ {
+ nearestIndex = i;
+ continue;
+ }
+
+ const int widthDiff = abs(mode->hdisplay - width);
+ const int heightDiff = abs(mode->vdisplay - height);
+ const int fpsDiff = abs(mode->vrefresh - fps);
+
+ const int nearestWidthDiff = abs(platform.connector->modes[nearestIndex].hdisplay - width);
+ const int nearestHeightDiff = abs(platform.connector->modes[nearestIndex].vdisplay - height);
+ const int nearestFpsDiff = abs(platform.connector->modes[nearestIndex].vrefresh - fps);
+
+ if ((widthDiff < nearestWidthDiff) || (heightDiff < nearestHeightDiff) || (fpsDiff < nearestFpsDiff)) {
+ nearestIndex = i;
+ }
+ }
+
+ return nearestIndex;
+}
+
+// EOF
diff --git a/raylib/src/platforms/rcore_template.c b/raylib/src/platforms/rcore_template.c
new file mode 100644
index 0000000..5d4721c
--- /dev/null
+++ b/raylib/src/platforms/rcore_template.c
@@ -0,0 +1,591 @@
+/**********************************************************************************************
+*
+* rcore_<platform> template - Functions to manage window, graphics device and inputs
+*
+* PLATFORM: <PLATFORM>
+* - TODO: Define the target platform for the core
+*
+* 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:
+* - <platform-specific SDK dependency>
+* - 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.
+*
+**********************************************************************************************/
+
+// TODO: Include the platform specific libraries
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef struct {
+ // TODO: Define the platform specific variables required
+
+ // Display data
+ EGLDisplay device; // Native display device (physical screen connection)
+ EGLSurface surface; // Surface to draw on, framebuffers (connected to context)
+ EGLContext context; // Graphic context, mode in which drawing can be done
+ EGLConfig config; // Graphic config
+} PlatformData;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+extern CoreData CORE; // Global CORE state context
+
+static PlatformData platform = { 0 }; // Platform specific data
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Declaration
+//----------------------------------------------------------------------------------
+int InitPlatform(void); // Initialize platform (graphics, inputs and more)
+bool InitGraphicsDevice(void); // Initialize graphics device
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+// NOTE: Functions declaration is provided by raylib.h
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Window and Graphics Device
+//----------------------------------------------------------------------------------
+
+// Check if application should close
+bool WindowShouldClose(void)
+{
+ if (CORE.Window.ready) return CORE.Window.shouldClose;
+ else return true;
+}
+
+// Toggle fullscreen mode
+void ToggleFullscreen(void)
+{
+ TRACELOG(LOG_WARNING, "ToggleFullscreen() not available on target platform");
+}
+
+// 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
+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;
+}
+
+// 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;
+}
+
+// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMaxSize(int width, int height)
+{
+ CORE.Window.screenMax.width = width;
+ CORE.Window.screenMax.height = height;
+}
+
+// Set window dimensions
+void SetWindowSize(int width, int height)
+{
+ TRACELOG(LOG_WARNING, "SetWindowSize() not available on target platform");
+}
+
+// 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)
+{
+ TRACELOG(LOG_WARNING, "SetClipboardText() not implemented on target platform");
+}
+
+// Get clipboard text content
+// NOTE: returned string is allocated and freed by GLFW
+const char *GetClipboardText(void)
+{
+ TRACELOG(LOG_WARNING, "GetClipboardText() not implemented on target platform");
+ 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)
+{
+ // 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)
+{
+ // 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)
+{
+ eglSwapBuffers(platform.device, platform.surface);
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Misc
+//----------------------------------------------------------------------------------
+
+// Get elapsed time measure in seconds since InitTimer()
+double GetTime(void)
+{
+ double time = 0.0;
+ struct timespec ts = { 0 };
+ clock_gettime(CLOCK_MONOTONIC, &ts);
+ unsigned long long int nanoSeconds = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec;
+
+ time = (double)(nanoSeconds - CORE.Time.base)*1e-9; // Elapsed time since InitTimer()
+
+ 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
+ {
+ // TODO:
+ }
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Inputs
+//----------------------------------------------------------------------------------
+
+// Set internal gamepad mappings
+int SetGamepadMappings(const char *mappings)
+{
+ TRACELOG(LOG_WARNING, "SetGamepadMappings() not implemented on target platform");
+ 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;
+}
+
+// Set mouse cursor
+void SetMouseCursor(int cursor)
+{
+ TRACELOG(LOG_WARNING, "SetMouseCursor() not implemented on target platform");
+}
+
+// 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;
+
+ // 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 };
+
+ // Register previous keys states
+ // NOTE: Android supports up to 260 keys
+ for (int i = 0; i < 260; i++)
+ {
+ CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
+ CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
+ }
+
+ // TODO: Poll input events for current plaform
+}
+
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Definition
+//----------------------------------------------------------------------------------
+
+// Initialize platform: graphics, inputs and more
+int InitPlatform(void)
+{
+ // TODO: Initialize graphic device: display/window
+ // It usually requires setting up the platform display system configuration
+ // and connexion with the GPU through some system graphic API
+ // raylib uses OpenGL so, platform should create that kind of connection
+ // Below example illustrates that process using EGL library
+ //----------------------------------------------------------------------------
+ CORE.Window.fullscreen = true;
+ CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
+
+ EGLint samples = 0;
+ EGLint sampleBuffer = 0;
+ if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
+ {
+ samples = 4;
+ sampleBuffer = 1;
+ TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
+ }
+
+ const EGLint framebufferAttribs[] =
+ {
+ EGL_RENDERABLE_TYPE, (rlGetVersion() == RL_OPENGL_ES_30)? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT, // Type of context support
+ EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5)
+ EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6)
+ EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5)
+ //EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI)
+ EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!)
+ //EGL_STENCIL_SIZE, 8, // Stencil buffer size
+ EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA
+ EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs)
+ EGL_NONE
+ };
+
+ const EGLint contextAttribs[] =
+ {
+ EGL_CONTEXT_CLIENT_VERSION, 2,
+ EGL_NONE
+ };
+
+ EGLint numConfigs = 0;
+
+ // Get an EGL device connection
+ platform.device = eglGetDisplay(EGL_DEFAULT_DISPLAY);
+ if (platform.device == EGL_NO_DISPLAY)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
+ return false;
+ }
+
+ // Initialize the EGL device connection
+ if (eglInitialize(platform.device, NULL, NULL) == EGL_FALSE)
+ {
+ // If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
+ return false;
+ }
+
+ // Get an appropriate EGL framebuffer configuration
+ eglChooseConfig(platform.device, framebufferAttribs, &platform.config, 1, &numConfigs);
+
+ // Set rendering API
+ eglBindAPI(EGL_OPENGL_ES_API);
+
+ // Create an EGL rendering context
+ platform.context = eglCreateContext(platform.device, platform.config, EGL_NO_CONTEXT, contextAttribs);
+ if (platform.context == EGL_NO_CONTEXT)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL context");
+ return -1;
+ }
+
+ // Create an EGL window surface
+ EGLint displayFormat = 0;
+
+ // EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry()
+ // As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID
+ eglGetConfigAttrib(platform.device, platform.config, EGL_NATIVE_VISUAL_ID, &displayFormat);
+
+ // Android specific call
+ ANativeWindow_setBuffersGeometry(platform.app->window, 0, 0, displayFormat); // Force use of native display size
+
+ platform.surface = eglCreateWindowSurface(platform.device, platform.config, platform.app->window, NULL);
+
+ // There must be at least one frame displayed before the buffers are swapped
+ eglSwapInterval(platform.device, 1);
+
+ EGLBoolean result = eglMakeCurrent(platform.device, platform.surface, platform.surface, platform.context);
+
+ // Check surface and context activation
+ if (result != EGL_FALSE)
+ {
+ CORE.Window.ready = true;
+
+ CORE.Window.render.width = CORE.Window.screen.width;
+ CORE.Window.render.height = CORE.Window.screen.height;
+ CORE.Window.currentFbo.width = CORE.Window.render.width;
+ CORE.Window.currentFbo.height = CORE.Window.render.height;
+
+ TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
+ TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
+ TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
+ TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
+ TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
+ }
+ else
+ {
+ TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphics device");
+ return -1;
+ }
+ //----------------------------------------------------------------------------
+
+ // If everything work as expected, we can continue
+ CORE.Window.render.width = CORE.Window.screen.width;
+ CORE.Window.render.height = CORE.Window.screen.height;
+ CORE.Window.currentFbo.width = CORE.Window.render.width;
+ CORE.Window.currentFbo.height = CORE.Window.render.height;
+
+ 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);
+
+ // TODO: Load OpenGL extensions
+ // NOTE: GL procedures address loader is required to load extensions
+ //----------------------------------------------------------------------------
+ rlLoadExtensions(eglGetProcAddress);
+ //----------------------------------------------------------------------------
+
+ // TODO: Initialize input events system
+ // It could imply keyboard, mouse, gamepad, touch...
+ // Depending on the platform libraries/SDK it could use a callbacks mechanims
+ // For system events and inputs evens polling on a per-frame basis, use PollInputEvents()
+ //----------------------------------------------------------------------------
+ // ...
+ //----------------------------------------------------------------------------
+
+ // TODO: Initialize timming system
+ //----------------------------------------------------------------------------
+ InitTimer();
+ //----------------------------------------------------------------------------
+
+ // TODO: Initialize storage system
+ //----------------------------------------------------------------------------
+ CORE.Storage.basePath = GetWorkingDirectory();
+ //----------------------------------------------------------------------------
+
+ TRACELOG(LOG_INFO, "PLATFORM: CUSTOM: Initialized successfully");
+
+ return 0;
+}
+
+// Close platform
+void ClosePlatform(void)
+{
+ // TODO: De-initialize graphics, inputs and more
+}
+
+// EOF
diff --git a/raylib/src/platforms/rcore_web.c b/raylib/src/platforms/rcore_web.c
new file mode 100644
index 0000000..d8fa543
--- /dev/null
+++ b/raylib/src/platforms/rcore_web.c
@@ -0,0 +1,1316 @@
+/**********************************************************************************************
+*
+* rcore_web - Functions to manage window, graphics device and inputs
+*
+* PLATFORM: WEB
+* - HTML5 (WebAssembly)
+*
+* LIMITATIONS:
+* - Limitation 01
+* - Limitation 02
+*
+* POSSIBLE IMPROVEMENTS:
+* - Replace glfw3 dependency by direct browser API calls (same as library_glfw3.js)
+*
+* ADDITIONAL NOTES:
+* - TRACELOG() function is located in raylib [utils] module
+*
+* CONFIGURATION:
+* #define RCORE_PLATFORM_CUSTOM_FLAG
+* Custom flag for rcore on target platform -not used-
+*
+* DEPENDENCIES:
+* - emscripten: Allow interaction between browser API and C
+* - gestures: Gestures system for touch-ready devices (or simulated from mouse inputs)
+*
+*
+* LICENSE: zlib/libpng
+*
+* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) and contributors
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3
+ // NOTE: Already provided by rlgl implementation (on glad.h)
+#include "GLFW/glfw3.h" // GLFW3: Windows, OpenGL context and Input management
+
+#include <emscripten/emscripten.h> // Emscripten functionality for C
+#include <emscripten/html5.h> // Emscripten HTML5 library
+
+#include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+// TODO: HACK: Added flag if not provided by GLFW when using external library
+// Latest GLFW release (GLFW 3.3.8) does not implement this flag, it was added for 3.4.0-dev
+#if !defined(GLFW_MOUSE_PASSTHROUGH)
+ #define GLFW_MOUSE_PASSTHROUGH 0x0002000D
+#endif
+
+#if (_POSIX_C_SOURCE < 199309L)
+ #undef _POSIX_C_SOURCE
+ #define _POSIX_C_SOURCE 199309L // Required for: CLOCK_MONOTONIC if compiled with c99 without gnu ext.
+#endif
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef struct {
+ GLFWwindow *handle; // GLFW window handle (graphic device)
+} PlatformData;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+extern CoreData CORE; // Global CORE state context
+
+static PlatformData platform = { 0 }; // Platform specific data
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Declaration
+//----------------------------------------------------------------------------------
+int InitPlatform(void); // Initialize platform (graphics, inputs and more)
+void ClosePlatform(void); // Close platform
+
+// Error callback event
+static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
+
+// Window callbacks events
+static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
+static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
+//static void WindowMaximizeCallback(GLFWwindow *window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized
+static void WindowFocusCallback(GLFWwindow *window, int focused); // GLFW3 WindowFocus Callback, runs when window get/lose focus
+static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window
+
+// Input callbacks events
+static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
+static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value)
+static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed
+static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move
+static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel
+static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
+
+// Emscripten window callback events
+static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData);
+static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
+static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
+
+// Emscripten input callback events
+static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData);
+static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData);
+static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData);
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+// NOTE: Functions declaration is provided by raylib.h
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Window and Graphics Device
+//----------------------------------------------------------------------------------
+
+// Check if application should close
+bool WindowShouldClose(void)
+{
+ // Emterpreter-Async required to run sync code
+ // https://github.com/emscripten-core/emscripten/wiki/Emterpreter#emterpreter-async-run-synchronous-code
+ // By default, this function is never called on a web-ready raylib example because we encapsulate
+ // frame code in a UpdateDrawFrame() function, to allow browser manage execution asynchronously
+ // but now emscripten allows sync code to be executed in an interpreted way, using emterpreter!
+ emscripten_sleep(16);
+ return false;
+}
+
+// Toggle fullscreen mode
+void ToggleFullscreen(void)
+{
+ /*
+ EM_ASM
+ (
+ // This strategy works well while using raylib minimal web shell for emscripten,
+ // it re-scales the canvas to fullscreen using monitor resolution, for tools this
+ // is a good strategy but maybe games prefer to keep current canvas resolution and
+ // display it in fullscreen, adjusting monitor resolution if possible
+ if (document.fullscreenElement) document.exitFullscreen();
+ else Module.requestFullscreen(true, true); //false, true);
+ );
+ */
+ // EM_ASM(Module.requestFullscreen(false, false););
+ /*
+ if (!CORE.Window.fullscreen)
+ {
+ // Option 1: Request fullscreen for the canvas element
+ // This option does not seem to work at all:
+ // emscripten_request_pointerlock() and emscripten_request_fullscreen() are affected by web security,
+ // the user must click once on the canvas to hide the pointer or transition to full screen
+ //emscripten_request_fullscreen("#canvas", false);
+
+ // Option 2: Request fullscreen for the canvas element with strategy
+ // This option does not seem to work at all
+ // Ref: https://github.com/emscripten-core/emscripten/issues/5124
+ // EmscriptenFullscreenStrategy strategy = {
+ // .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_STRETCH, //EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
+ // .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
+ // .filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT,
+ // .canvasResizedCallback = EmscriptenWindowResizedCallback,
+ // .canvasResizedCallbackUserData = NULL
+ // };
+ //emscripten_request_fullscreen_strategy("#canvas", EM_FALSE, &strategy);
+
+ // Option 3: Request fullscreen for the canvas element with strategy
+ // It works as expected but only inside the browser (client area)
+ EmscriptenFullscreenStrategy strategy = {
+ .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
+ .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
+ .filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT,
+ .canvasResizedCallback = EmscriptenWindowResizedCallback,
+ .canvasResizedCallbackUserData = NULL
+ };
+ emscripten_enter_soft_fullscreen("#canvas", &strategy);
+
+ int width, height;
+ emscripten_get_canvas_element_size("#canvas", &width, &height);
+ TRACELOG(LOG_WARNING, "Emscripten: Enter fullscreen: Canvas size: %i x %i", width, height);
+
+ CORE.Window.fullscreen = true; // Toggle fullscreen flag
+ CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
+ }
+ else
+ {
+ //emscripten_exit_fullscreen();
+ //emscripten_exit_soft_fullscreen();
+
+ int width, height;
+ emscripten_get_canvas_element_size("#canvas", &width, &height);
+ TRACELOG(LOG_WARNING, "Emscripten: Exit fullscreen: Canvas size: %i x %i", width, height);
+
+ CORE.Window.fullscreen = false; // Toggle fullscreen flag
+ CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
+ }
+ */
+
+ CORE.Window.fullscreen = !CORE.Window.fullscreen; // Toggle fullscreen flag
+}
+
+// Toggle borderless windowed mode
+void ToggleBorderlessWindowed(void)
+{
+ TRACELOG(LOG_WARNING, "ToggleBorderlessWindowed() not available on target platform");
+}
+
+// Set window state: maximized, if resizable
+void MaximizeWindow(void)
+{
+ TRACELOG(LOG_WARNING, "MaximizeWindow() not available on target platform");
+}
+
+// Set window state: minimized
+void MinimizeWindow(void)
+{
+ TRACELOG(LOG_WARNING, "MinimizeWindow() not available on target platform");
+}
+
+// Set window state: not minimized/maximized
+void RestoreWindow(void)
+{
+ TRACELOG(LOG_WARNING, "RestoreWindow() not available on target platform");
+}
+
+// Set window configuration state using flags
+void SetWindowState(unsigned int flags)
+{
+ TRACELOG(LOG_WARNING, "SetWindowState() not available on target platform");
+}
+
+// Clear window configuration state flags
+void ClearWindowState(unsigned int flags)
+{
+ TRACELOG(LOG_WARNING, "ClearWindowState() not available on target platform");
+}
+
+// Set icon for window
+void SetWindowIcon(Image image)
+{
+ TRACELOG(LOG_WARNING, "SetWindowIcon() not available on target platform");
+}
+
+// Set icon for window, multiple images
+void SetWindowIcons(Image *images, int count)
+{
+ TRACELOG(LOG_WARNING, "SetWindowIcons() not available on target platform");
+}
+
+// Set title for window
+void SetWindowTitle(const char *title)
+{
+ CORE.Window.title = title;
+ emscripten_set_window_title(title);
+}
+
+// Set window position on screen (windowed mode)
+void SetWindowPosition(int x, int y)
+{
+ TRACELOG(LOG_WARNING, "SetWindowPosition() not available on target platform");
+}
+
+// Set monitor for the current window
+void SetWindowMonitor(int monitor)
+{
+ TRACELOG(LOG_WARNING, "SetWindowMonitor() not available on target platform");
+}
+
+// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMinSize(int width, int height)
+{
+ CORE.Window.screenMin.width = width;
+ CORE.Window.screenMin.height = height;
+
+ // Trigger the resize event once to update the window minimum width and height
+ if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != 0) EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL);
+}
+
+// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMaxSize(int width, int height)
+{
+ CORE.Window.screenMax.width = width;
+ CORE.Window.screenMax.height = height;
+
+ // Trigger the resize event once to update the window maximum width and height
+ if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != 0) EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL);
+}
+
+// Set window dimensions
+void SetWindowSize(int width, int height)
+{
+ glfwSetWindowSize(platform.handle, width, height);
+}
+
+// Set window opacity, value opacity is between 0.0 and 1.0
+void SetWindowOpacity(float opacity)
+{
+ TRACELOG(LOG_WARNING, "SetWindowOpacity() not available on target platform");
+}
+
+// Set window focused
+void SetWindowFocused(void)
+{
+ TRACELOG(LOG_WARNING, "SetWindowFocused() not available on target platform");
+}
+
+// Get native window handle
+void *GetWindowHandle(void)
+{
+ TRACELOG(LOG_WARNING, "GetWindowHandle() not implemented on target platform");
+ return NULL;
+}
+
+// Get number of monitors
+int GetMonitorCount(void)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorCount() not implemented on target platform");
+ return 1;
+}
+
+// Get number of monitors
+int GetCurrentMonitor(void)
+{
+ TRACELOG(LOG_WARNING, "GetCurrentMonitor() not implemented on target platform");
+ return 0;
+}
+
+// Get selected monitor position
+Vector2 GetMonitorPosition(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorPosition() not implemented on target platform");
+ return (Vector2){ 0, 0 };
+}
+
+// Get selected monitor width (currently used by monitor)
+int GetMonitorWidth(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorWidth() not implemented on target platform");
+ return 0;
+}
+
+// Get selected monitor height (currently used by monitor)
+int GetMonitorHeight(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorHeight() not implemented on target platform");
+ return 0;
+}
+
+// Get selected monitor physical width in millimetres
+int GetMonitorPhysicalWidth(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorPhysicalWidth() not implemented on target platform");
+ return 0;
+}
+
+// Get selected monitor physical height in millimetres
+int GetMonitorPhysicalHeight(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorPhysicalHeight() not implemented on target platform");
+ return 0;
+}
+
+// Get selected monitor refresh rate
+int GetMonitorRefreshRate(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorRefreshRate() not implemented on target platform");
+ return 0;
+}
+
+// Get the human-readable, UTF-8 encoded name of the selected monitor
+const char *GetMonitorName(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorName() not implemented on target platform");
+ return "";
+}
+
+// Get window position XY on monitor
+Vector2 GetWindowPosition(void)
+{
+ TRACELOG(LOG_WARNING, "GetWindowPosition() not implemented on target platform");
+ return (Vector2){ 0, 0 };
+}
+
+// Get window scale DPI factor for current monitor
+Vector2 GetWindowScaleDPI(void)
+{
+ TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on target platform");
+ return (Vector2){ 1.0f, 1.0f };
+}
+
+// Set clipboard text content
+void SetClipboardText(const char *text)
+{
+ // Security check to (partially) avoid malicious code
+ if (strchr(text, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided Clipboard could be potentially malicious, avoid [\'] character");
+ else EM_ASM({ navigator.clipboard.writeText(UTF8ToString($0)); }, text);
+}
+
+// Get clipboard text content
+// NOTE: returned string is allocated and freed by GLFW
+const char *GetClipboardText(void)
+{
+/*
+ // Accessing clipboard data from browser is tricky due to security reasons
+ // The method to use is navigator.clipboard.readText() but this is an asynchronous method
+ // that will return at some moment after the function is called with the required data
+ emscripten_run_script_string("navigator.clipboard.readText() \
+ .then(text => { document.getElementById('clipboard').innerText = text; console.log('Pasted content: ', text); }) \
+ .catch(err => { console.error('Failed to read clipboard contents: ', err); });"
+ );
+
+ // The main issue is getting that data, one approach could be using ASYNCIFY and wait
+ // for the data but it requires adding Asyncify emscripten library on compilation
+
+ // Another approach could be just copy the data in a HTML text field and try to retrieve it
+ // later on if available... and clean it for future accesses
+*/
+ return NULL;
+}
+
+// Show mouse cursor
+void ShowCursor(void)
+{
+ CORE.Input.Mouse.cursorHidden = false;
+}
+
+// Hides mouse cursor
+void HideCursor(void)
+{
+ CORE.Input.Mouse.cursorHidden = true;
+}
+
+// Enables cursor (unlock cursor)
+void EnableCursor(void)
+{
+ emscripten_exit_pointerlock();
+
+ // Set cursor position in the middle
+ SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
+
+ CORE.Input.Mouse.cursorHidden = false;
+}
+
+// Disables cursor (lock cursor)
+void DisableCursor(void)
+{
+ // TODO: figure out how not to hard code the canvas ID here.
+ emscripten_request_pointerlock("#canvas", 1);
+
+ // Set cursor position in the middle
+ SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
+
+ CORE.Input.Mouse.cursorHidden = true;
+}
+
+// Swap back buffer with front buffer (screen drawing)
+void SwapScreenBuffer(void)
+{
+ glfwSwapBuffers(platform.handle);
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Misc
+//----------------------------------------------------------------------------------
+
+// Get elapsed time measure in seconds since InitTimer()
+double GetTime(void)
+{
+ double time = glfwGetTime(); // Elapsed time since glfwInit()
+ return time;
+}
+
+// Open URL with default system browser (if available)
+// NOTE: This function is only safe to use if you control the URL given.
+// A user could craft a malicious string performing another action.
+// Only call this function yourself not with user input or make sure to check the string yourself.
+// Ref: https://github.com/raysan5/raylib/issues/686
+void OpenURL(const char *url)
+{
+ // Security check to (partially) avoid malicious code on target platform
+ if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
+ else emscripten_run_script(TextFormat("window.open('%s', '_blank')", url));
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Inputs
+//----------------------------------------------------------------------------------
+
+// Set internal gamepad mappings
+int SetGamepadMappings(const char *mappings)
+{
+ TRACELOG(LOG_INFO, "SetGamepadMappings not implemented in rcore_web.c");
+
+ return 0;
+}
+
+// Set mouse position XY
+void SetMousePosition(int x, int y)
+{
+ CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
+ CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
+
+ // NOTE: emscripten not implemented
+ glfwSetCursorPos(platform.handle, CORE.Input.Mouse.currentPosition.x, CORE.Input.Mouse.currentPosition.y);
+}
+
+// Set mouse cursor
+void SetMouseCursor(int cursor)
+{
+ if (CORE.Input.Mouse.cursor != cursor)
+ {
+ const char *cursorName = NULL;
+ CORE.Input.Mouse.cursor = cursor;
+
+ switch (cursor)
+ {
+ case MOUSE_CURSOR_IBEAM: cursorName = "text"; break;
+ case MOUSE_CURSOR_CROSSHAIR: cursorName = "crosshair"; break;
+ case MOUSE_CURSOR_POINTING_HAND: cursorName = "pointer"; break;
+ case MOUSE_CURSOR_RESIZE_EW: cursorName = "ew-resize"; break;
+ case MOUSE_CURSOR_RESIZE_NS: cursorName = "ns-resize"; break;
+ case MOUSE_CURSOR_RESIZE_NWSE: cursorName = "nwse-resize"; break;
+ case MOUSE_CURSOR_RESIZE_NESW: cursorName = "nesw-resize"; break;
+ case MOUSE_CURSOR_RESIZE_ALL: cursorName = "move"; break;
+ case MOUSE_CURSOR_NOT_ALLOWED: cursorName = "not-allowed"; break;
+ case MOUSE_CURSOR_ARROW: // WARNING: It does not seem t be a specific cursor for arrow
+ case MOUSE_CURSOR_DEFAULT: cursorName = "default"; break;
+ default:
+ {
+ cursorName = "default";
+ CORE.Input.Mouse.cursor = MOUSE_CURSOR_DEFAULT;
+ } break;
+ }
+
+ // Set the cursor element on the canvas CSS
+ // The canvas is coded to the Id "canvas" on init
+ EM_ASM({document.getElementById("canvas").style.cursor = UTF8ToString($0);}, cursorName);
+ }
+}
+
+// Register all input events
+void PollInputEvents(void)
+{
+#if defined(SUPPORT_GESTURES_SYSTEM)
+ // NOTE: Gestures update must be called every frame to reset gestures correctly
+ // because ProcessGestureEvent() is just called on an event, not every frame
+ UpdateGestures();
+#endif
+
+ // Reset keys/chars pressed registered
+ CORE.Input.Keyboard.keyPressedQueueCount = 0;
+ CORE.Input.Keyboard.charPressedQueueCount = 0;
+
+ // Reset last gamepad button/axis registered state
+ CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
+ //CORE.Input.Gamepad.axisCount = 0;
+
+ // Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
+
+ // Register previous keys states
+ for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
+ {
+ CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
+ CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
+ }
+
+ // Register previous mouse states
+ for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
+
+ // Register previous mouse wheel state
+ CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
+ CORE.Input.Mouse.currentWheelMove = (Vector2){ 0.0f, 0.0f };
+
+ // Register previous mouse position
+ CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
+
+ // Register previous touch states
+ for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
+
+ // Reset touch positions
+ // TODO: It resets on target platform the mouse position and not filled again until a move-event,
+ // so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed!
+ //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
+
+
+ // Gamepad support using emscripten API
+ // NOTE: GLFW3 joystick functionality not available in web
+
+ // Get number of gamepads connected
+ int numGamepads = 0;
+ if (emscripten_sample_gamepad_data() == EMSCRIPTEN_RESULT_SUCCESS) numGamepads = emscripten_get_num_gamepads();
+
+ for (int i = 0; (i < numGamepads) && (i < MAX_GAMEPADS); i++)
+ {
+ // Register previous gamepad button states
+ for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
+
+ EmscriptenGamepadEvent gamepadState;
+
+ int result = emscripten_get_gamepad_status(i, &gamepadState);
+
+ if (result == EMSCRIPTEN_RESULT_SUCCESS)
+ {
+ // Register buttons data for every connected gamepad
+ for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++)
+ {
+ GamepadButton button = -1;
+
+ // Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface
+ switch (j)
+ {
+ case 0: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
+ case 1: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
+ case 2: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
+ case 3: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
+ case 4: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
+ case 5: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
+ case 6: button = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
+ case 7: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
+ case 8: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
+ case 9: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
+ case 10: button = GAMEPAD_BUTTON_LEFT_THUMB; break;
+ case 11: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
+ case 12: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
+ case 13: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
+ case 14: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
+ case 15: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
+ default: break;
+ }
+
+ if (button != -1) // Check for valid button
+ {
+ if (gamepadState.digitalButton[j] == 1)
+ {
+ CORE.Input.Gamepad.currentButtonState[i][button] = 1;
+ CORE.Input.Gamepad.lastButtonPressed = button;
+ }
+ else CORE.Input.Gamepad.currentButtonState[i][button] = 0;
+ }
+
+ //TRACELOGD("INPUT: Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
+ }
+
+ // Register axis data for every connected gamepad
+ for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
+ {
+ CORE.Input.Gamepad.axisState[i][j] = gamepadState.axis[j];
+ }
+
+ CORE.Input.Gamepad.axisCount[i] = gamepadState.numAxes;
+ }
+ }
+
+ CORE.Window.resizedLastFrame = false;
+
+ // TODO: This code does not seem to do anything??
+ //if (CORE.Window.eventWaiting) glfwWaitEvents(); // Wait for in input events before continue (drawing is paused)
+ //else glfwPollEvents(); // Poll input events: keyboard/mouse/window events (callbacks) --> WARNING: Where is key input reseted?
+}
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Definition
+//----------------------------------------------------------------------------------
+
+// Initialize platform: graphics, inputs and more
+int InitPlatform(void)
+{
+ glfwSetErrorCallback(ErrorCallback);
+
+ // Initialize GLFW internal global state
+ int result = glfwInit();
+ if (result == GLFW_FALSE) { TRACELOG(LOG_WARNING, "GLFW: Failed to initialize GLFW"); return -1; }
+
+ // Initialize graphic device: display/window and graphic context
+ //----------------------------------------------------------------------------
+ glfwDefaultWindowHints(); // Set default windows hints
+ // glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits
+ // glfwWindowHint(GLFW_GREEN_BITS, 8); // Framebuffer green color component bits
+ // glfwWindowHint(GLFW_BLUE_BITS, 8); // Framebuffer blue color component bits
+ // glfwWindowHint(GLFW_ALPHA_BITS, 8); // Framebuffer alpha color component bits
+ // glfwWindowHint(GLFW_DEPTH_BITS, 24); // Depthbuffer bits
+ // glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window
+ // glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // OpenGL API to use. Alternative: GLFW_OPENGL_ES_API
+ // glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers
+
+ // Check window creation flags
+ if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) CORE.Window.fullscreen = true;
+
+ if ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // Visible window
+ else glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE); // Window initially hidden
+
+ if ((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window
+ else glfwWindowHint(GLFW_DECORATED, GLFW_TRUE); // Decorated window
+
+ if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // Resizable window
+ else glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); // Avoid window being resizable
+
+ // Disable FLAG_WINDOW_MINIMIZED, not supported on initialization
+ if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;
+
+ // Disable FLAG_WINDOW_MAXIMIZED, not supported on initialization
+ if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
+
+ if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE);
+ else glfwWindowHint(GLFW_FOCUSED, GLFW_TRUE);
+
+ if ((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) glfwWindowHint(GLFW_FLOATING, GLFW_TRUE);
+ else glfwWindowHint(GLFW_FLOATING, GLFW_FALSE);
+
+ // NOTE: Some GLFW flags are not supported on HTML5
+ // e.g.: GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_SCALE_TO_MONITOR, GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_MOUSE_PASSTHROUGH
+
+ if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
+ {
+ // NOTE: MSAA is only enabled for main framebuffer, not user-created FBOs
+ TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
+ glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0
+ }
+
+ // NOTE: When asking for an OpenGL context version, most drivers provide the highest supported version
+ // with backward compatibility to older OpenGL versions.
+ // For example, if using OpenGL 1.1, driver can provide a 4.3 backwards compatible context.
+
+ // Check selection OpenGL version
+ if (rlGetVersion() == RL_OPENGL_21)
+ {
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint)
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint)
+ }
+ else if (rlGetVersion() == RL_OPENGL_33)
+ {
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint)
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
+ // Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
+ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Forward Compatibility Hint: Only 3.3 and above!
+ // glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context
+ }
+ else if (rlGetVersion() == RL_OPENGL_43)
+ {
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); // Choose OpenGL major version (just hint)
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE);
+#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT)
+ glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Enable OpenGL Debug Context
+#endif
+ }
+ else if (rlGetVersion() == RL_OPENGL_ES_20) // Request OpenGL ES 2.0 context
+ {
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
+ glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
+ glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
+ }
+ else if (rlGetVersion() == RL_OPENGL_ES_30) // Request OpenGL ES 3.0 context
+ {
+ // TODO: It seems WebGL 2.0 context is not set despite being requested
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
+ glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
+ glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
+ }
+
+ // NOTE: Getting video modes is not implemented in emscripten GLFW3 version
+ CORE.Window.display.width = CORE.Window.screen.width;
+ CORE.Window.display.height = CORE.Window.screen.height;
+
+ if (CORE.Window.fullscreen)
+ {
+ // remember center for switchinging from fullscreen to window
+ if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
+ {
+ // If screen width/height equal to the display, we can't calculate the window pos for toggling full-screened/windowed.
+ // Toggling full-screened/windowed with pos(0, 0) can cause problems in some platforms, such as X11.
+ CORE.Window.position.x = CORE.Window.display.width/4;
+ CORE.Window.position.y = CORE.Window.display.height/4;
+ }
+ else
+ {
+ CORE.Window.position.x = CORE.Window.display.width/2 - CORE.Window.screen.width/2;
+ CORE.Window.position.y = CORE.Window.display.height/2 - CORE.Window.screen.height/2;
+ }
+
+ if (CORE.Window.position.x < 0) CORE.Window.position.x = 0;
+ if (CORE.Window.position.y < 0) CORE.Window.position.y = 0;
+
+ // Obtain recommended CORE.Window.display.width/CORE.Window.display.height from a valid videomode for the monitor
+ int count = 0;
+ const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count);
+
+ // Get closest video mode to desired CORE.Window.screen.width/CORE.Window.screen.height
+ for (int i = 0; i < count; i++)
+ {
+ if ((unsigned int)modes[i].width >= CORE.Window.screen.width)
+ {
+ if ((unsigned int)modes[i].height >= CORE.Window.screen.height)
+ {
+ CORE.Window.display.width = modes[i].width;
+ CORE.Window.display.height = modes[i].height;
+ break;
+ }
+ }
+ }
+
+ TRACELOG(LOG_WARNING, "SYSTEM: Closest fullscreen videomode: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
+
+ // NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example,
+ // for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3),
+ // framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched
+ // by the sides to fit all monitor space...
+
+ // Try to setup the most appropriate fullscreen framebuffer for the requested screenWidth/screenHeight
+ // It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset)
+ // Modified global variables: CORE.Window.screen.width/CORE.Window.screen.height - CORE.Window.render.width/CORE.Window.render.height - CORE.Window.renderOffset.x/CORE.Window.renderOffset.y - CORE.Window.screenScale
+ // TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed...
+ // HighDPI monitors are properly considered in a following similar function: SetupViewport()
+ SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
+
+ platform.handle = glfwCreateWindow(CORE.Window.display.width, CORE.Window.display.height, (CORE.Window.title != 0)? CORE.Window.title : " ", glfwGetPrimaryMonitor(), NULL);
+
+ // NOTE: Full-screen change, not working properly...
+ // glfwSetWindowMonitor(platform.handle, glfwGetPrimaryMonitor(), 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
+ }
+ else
+ {
+ // No-fullscreen window creation
+ platform.handle = glfwCreateWindow(CORE.Window.screen.width, CORE.Window.screen.height, (CORE.Window.title != 0)? CORE.Window.title : " ", NULL, NULL);
+
+ if (platform.handle)
+ {
+ CORE.Window.render.width = CORE.Window.screen.width;
+ CORE.Window.render.height = CORE.Window.screen.height;
+ }
+ }
+
+ if (!platform.handle)
+ {
+ glfwTerminate();
+ TRACELOG(LOG_WARNING, "GLFW: Failed to initialize Window");
+ return -1;
+ }
+
+ // WARNING: glfwCreateWindow() title doesn't work with emscripten
+ emscripten_set_window_title((CORE.Window.title != 0)? CORE.Window.title : " ");
+
+ // Set window callback events
+ glfwSetWindowSizeCallback(platform.handle, WindowSizeCallback); // NOTE: Resizing not allowed by default!
+ glfwSetWindowIconifyCallback(platform.handle, WindowIconifyCallback);
+ glfwSetWindowFocusCallback(platform.handle, WindowFocusCallback);
+ glfwSetDropCallback(platform.handle, WindowDropCallback);
+
+ // Set input callback events
+ glfwSetKeyCallback(platform.handle, KeyCallback);
+ glfwSetCharCallback(platform.handle, CharCallback);
+ glfwSetMouseButtonCallback(platform.handle, MouseButtonCallback);
+ glfwSetCursorPosCallback(platform.handle, MouseCursorPosCallback); // Track mouse position changes
+ glfwSetScrollCallback(platform.handle, MouseScrollCallback);
+ glfwSetCursorEnterCallback(platform.handle, CursorEnterCallback);
+
+ glfwMakeContextCurrent(platform.handle);
+ result = true; // TODO: WARNING: glfwGetError(NULL); symbol can not be found in Web
+
+ // Check context activation
+ if (result == true) //(result != GLFW_NO_WINDOW_CONTEXT) && (result != GLFW_PLATFORM_ERROR))
+ {
+ CORE.Window.ready = true;
+
+ int fbWidth = CORE.Window.screen.width;
+ int fbHeight = CORE.Window.screen.height;
+
+ CORE.Window.render.width = fbWidth;
+ CORE.Window.render.height = fbHeight;
+ CORE.Window.currentFbo.width = fbWidth;
+ CORE.Window.currentFbo.height = fbHeight;
+
+ TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
+ TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
+ TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
+ TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
+ TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
+ }
+ else
+ {
+ TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphics device");
+ return -1;
+ }
+
+ if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
+
+ // If graphic device is no properly initialized, we end program
+ if (!CORE.Window.ready) { TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphic device"); return -1; }
+
+ // Load OpenGL extensions
+ // NOTE: GL procedures address loader is required to load extensions
+ rlLoadExtensions(glfwGetProcAddress);
+ //----------------------------------------------------------------------------
+
+ // Initialize input events callbacks
+ //----------------------------------------------------------------------------
+ // Setup callback functions for the DOM events
+ emscripten_set_fullscreenchange_callback("#canvas", NULL, 1, EmscriptenFullscreenChangeCallback);
+
+ // WARNING: Below resize code was breaking fullscreen mode for sample games and examples, it needs review
+ // Check fullscreen change events(note this is done on the window since most browsers don't support this on #canvas)
+ // emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenResizeCallback);
+ // Check Resize event (note this is done on the window since most browsers don't support this on #canvas)
+ emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenResizeCallback);
+
+ // Trigger this once to get initial window sizing
+ EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL);
+
+ // Support keyboard events -> Not used, GLFW.JS takes care of that
+ // emscripten_set_keypress_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
+ // emscripten_set_keydown_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
+
+ // Support mouse events
+ emscripten_set_click_callback("#canvas", NULL, 1, EmscriptenMouseCallback);
+
+ // Support touch events
+ emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
+ emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
+ emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
+ emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
+
+ // Support gamepad events (not provided by GLFW3 on emscripten)
+ emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback);
+ emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback);
+ //----------------------------------------------------------------------------
+
+ // Initialize timming system
+ //----------------------------------------------------------------------------
+ InitTimer();
+ //----------------------------------------------------------------------------
+
+ // Initialize storage system
+ //----------------------------------------------------------------------------
+ CORE.Storage.basePath = GetWorkingDirectory();
+ //----------------------------------------------------------------------------
+
+ TRACELOG(LOG_INFO, "PLATFORM: WEB: Initialized successfully");
+
+ return 0;
+}
+
+// Close platform
+void ClosePlatform(void)
+{
+ glfwDestroyWindow(platform.handle);
+ glfwTerminate();
+}
+
+// GLFW3 Error Callback, runs on GLFW3 error
+static void ErrorCallback(int error, const char *description)
+{
+ TRACELOG(LOG_WARNING, "GLFW: Error: %i Description: %s", error, description);
+}
+
+// GLFW3 WindowSize Callback, runs when window is resizedLastFrame
+// NOTE: Window resizing not allowed by default
+static void WindowSizeCallback(GLFWwindow *window, int width, int height)
+{
+ // Reset viewport and projection matrix for new size
+ SetupViewport(width, height);
+
+ CORE.Window.currentFbo.width = width;
+ CORE.Window.currentFbo.height = height;
+ CORE.Window.resizedLastFrame = true;
+
+ if (IsWindowFullscreen()) return;
+
+ // Set current screen size
+ if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
+ {
+ Vector2 windowScaleDPI = GetWindowScaleDPI();
+
+ CORE.Window.screen.width = (unsigned int)(width/windowScaleDPI.x);
+ CORE.Window.screen.height = (unsigned int)(height/windowScaleDPI.y);
+ }
+ else
+ {
+ CORE.Window.screen.width = width;
+ CORE.Window.screen.height = height;
+ }
+
+ // NOTE: Postprocessing texture is not scaled to new size
+}
+
+// GLFW3 WindowIconify Callback, runs when window is minimized/restored
+static void WindowIconifyCallback(GLFWwindow *window, int iconified)
+{
+ if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; // The window was iconified
+ else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // The window was restored
+}
+
+/*
+// GLFW3 Window Maximize Callback, runs when window is maximized
+static void WindowMaximizeCallback(GLFWwindow *window, int maximized)
+{
+ // TODO.
+}
+*/
+
+// GLFW3 WindowFocus Callback, runs when window get/lose focus
+static void WindowFocusCallback(GLFWwindow *window, int focused)
+{
+ if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // The window was focused
+ else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; // The window lost focus
+}
+
+// GLFW3 Window Drop Callback, runs when drop files into window
+static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
+{
+ if (count > 0)
+ {
+ // In case previous dropped filepaths have not been freed, we free them
+ if (CORE.Window.dropFileCount > 0)
+ {
+ for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]);
+
+ RL_FREE(CORE.Window.dropFilepaths);
+
+ CORE.Window.dropFileCount = 0;
+ CORE.Window.dropFilepaths = NULL;
+ }
+
+ // WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy
+ CORE.Window.dropFileCount = count;
+ CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *));
+
+ for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++)
+ {
+ CORE.Window.dropFilepaths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
+ strcpy(CORE.Window.dropFilepaths[i], paths[i]);
+ }
+ }
+}
+
+// GLFW3 Keyboard Callback, runs on key pressed
+static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
+{
+ if (key < 0) return; // Security check, macOS fn key generates -1
+
+ // WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
+ // to work properly with our implementation (IsKeyDown/IsKeyUp checks)
+ if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
+ else if(action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1;
+ else if(action == GLFW_REPEAT) CORE.Input.Keyboard.keyRepeatInFrame[key] = 1;
+
+ // Check if there is space available in the key queue
+ if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS))
+ {
+ // Add character to the queue
+ CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
+ CORE.Input.Keyboard.keyPressedQueueCount++;
+ }
+
+ // Check the exit key to set close window
+ if ((key == CORE.Input.Keyboard.exitKey) && (action == GLFW_PRESS)) glfwSetWindowShouldClose(platform.handle, GLFW_TRUE);
+}
+
+// GLFW3 Char Key Callback, runs on key down (gets equivalent unicode char value)
+static void CharCallback(GLFWwindow *window, unsigned int key)
+{
+ //TRACELOG(LOG_DEBUG, "Char Callback: KEY:%i(%c)", key, key);
+
+ // NOTE: Registers any key down considering OS keyboard layout but
+ // does not detect action events, those should be managed by user...
+ // Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
+ // Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
+
+ // Check if there is space available in the queue
+ if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
+ {
+ // Add character to the queue
+ CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = key;
+ CORE.Input.Keyboard.charPressedQueueCount++;
+ }
+}
+
+// GLFW3 Mouse Button Callback, runs on mouse button pressed
+static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
+{
+ // WARNING: GLFW could only return GLFW_PRESS (1) or GLFW_RELEASE (0) for now,
+ // but future releases may add more actions (i.e. GLFW_REPEAT)
+ CORE.Input.Mouse.currentButtonState[button] = action;
+
+#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
+ // Process mouse events as touches to be able to use mouse-gestures
+ GestureEvent gestureEvent = { 0 };
+
+ // Register touch actions
+ if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
+ else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_ACTION_UP;
+
+ // NOTE: TOUCH_ACTION_MOVE event is registered in MouseCursorPosCallback()
+
+ // Assign a pointer ID
+ gestureEvent.pointId[0] = 0;
+
+ // Register touch points count
+ gestureEvent.pointCount = 1;
+
+ // Register touch points position, only one point registered
+ gestureEvent.position[0] = GetMousePosition();
+
+ // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
+ gestureEvent.position[0].x /= (float)GetScreenWidth();
+ gestureEvent.position[0].y /= (float)GetScreenHeight();
+
+ // Gesture data is sent to gestures-system for processing
+ // Prevent calling ProcessGestureEvent() when Emscripten is present and there's a touch gesture, so EmscriptenTouchCallback() can handle it itself
+ if (GetMouseX() != 0 || GetMouseY() != 0) ProcessGestureEvent(gestureEvent);
+
+#endif
+}
+
+// GLFW3 Cursor Position Callback, runs on mouse move
+static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
+{
+ CORE.Input.Mouse.currentPosition.x = (float)x;
+ CORE.Input.Mouse.currentPosition.y = (float)y;
+ CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
+
+#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
+ // Process mouse events as touches to be able to use mouse-gestures
+ GestureEvent gestureEvent = { 0 };
+
+ gestureEvent.touchAction = TOUCH_ACTION_MOVE;
+
+ // Assign a pointer ID
+ gestureEvent.pointId[0] = 0;
+
+ // Register touch points count
+ gestureEvent.pointCount = 1;
+
+ // Register touch points position, only one point registered
+ gestureEvent.position[0] = CORE.Input.Touch.position[0];
+
+ // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
+ gestureEvent.position[0].x /= (float)GetScreenWidth();
+ gestureEvent.position[0].y /= (float)GetScreenHeight();
+
+ // Gesture data is sent to gestures-system for processing
+ ProcessGestureEvent(gestureEvent);
+#endif
+}
+
+// GLFW3 Scrolling Callback, runs on mouse wheel
+static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
+{
+ CORE.Input.Mouse.currentWheelMove = (Vector2){ (float)xoffset, (float)yoffset };
+}
+
+// GLFW3 CursorEnter Callback, when cursor enters the window
+static void CursorEnterCallback(GLFWwindow *window, int enter)
+{
+ if (enter) CORE.Input.Mouse.cursorOnScreen = true;
+ else CORE.Input.Mouse.cursorOnScreen = false;
+}
+
+// Register fullscreen change events
+static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData)
+{
+ // TODO: Implement EmscriptenFullscreenChangeCallback()?
+
+ return 1; // The event was consumed by the callback handler
+}
+
+// Register window resize event
+static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData)
+{
+ // TODO: Implement EmscriptenWindowResizedCallback()?
+
+ return 1; // The event was consumed by the callback handler
+}
+
+EM_JS(int, GetWindowInnerWidth, (), { return window.innerWidth; });
+EM_JS(int, GetWindowInnerHeight, (), { return window.innerHeight; });
+
+// Register DOM element resize event
+static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData)
+{
+ // Don't resize non-resizeable windows
+ if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) == 0) return 1;
+
+ // This event is called whenever the window changes sizes,
+ // so the size of the canvas object is explicitly retrieved below
+ int width = GetWindowInnerWidth();
+ int height = GetWindowInnerHeight();
+
+ if (width < CORE.Window.screenMin.width) width = CORE.Window.screenMin.width;
+ else if (width > CORE.Window.screenMax.width && CORE.Window.screenMax.width > 0) width = CORE.Window.screenMax.width;
+
+ if (height < CORE.Window.screenMin.height) height = CORE.Window.screenMin.height;
+ else if (height > CORE.Window.screenMax.height && CORE.Window.screenMax.height > 0) height = CORE.Window.screenMax.height;
+
+ emscripten_set_canvas_element_size("#canvas", width, height);
+
+ SetupViewport(width, height); // Reset viewport and projection matrix for new size
+
+ CORE.Window.currentFbo.width = width;
+ CORE.Window.currentFbo.height = height;
+ CORE.Window.resizedLastFrame = true;
+
+ if (IsWindowFullscreen()) return 1;
+
+ // Set current screen size
+ CORE.Window.screen.width = width;
+ CORE.Window.screen.height = height;
+
+ // NOTE: Postprocessing texture is not scaled to new size
+
+ return 0;
+}
+
+// Register mouse input events
+static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData)
+{
+ // This is only for registering mouse click events with emscripten and doesn't need to do anything
+
+ return 1; // The event was consumed by the callback handler
+}
+
+// Register connected/disconnected gamepads events
+static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData)
+{
+ /*
+ TRACELOGD("%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"",
+ eventType != 0? emscripten_event_type_to_string(eventType) : "Gamepad state",
+ gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping);
+
+ for (int i = 0; i < gamepadEvent->numAxes; ++i) TRACELOGD("Axis %d: %g", i, gamepadEvent->axis[i]);
+ for (int i = 0; i < gamepadEvent->numButtons; ++i) TRACELOGD("Button %d: Digital: %d, Analog: %g", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]);
+ */
+
+ if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS))
+ {
+ CORE.Input.Gamepad.ready[gamepadEvent->index] = true;
+ sprintf(CORE.Input.Gamepad.name[gamepadEvent->index], "%s", gamepadEvent->id);
+ }
+ else CORE.Input.Gamepad.ready[gamepadEvent->index] = false;
+
+ return 1; // The event was consumed by the callback handler
+}
+
+// Register touch input events
+static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
+{
+ // Register touch points count
+ CORE.Input.Touch.pointCount = touchEvent->numTouches;
+
+ double canvasWidth = 0.0;
+ double canvasHeight = 0.0;
+ // NOTE: emscripten_get_canvas_element_size() returns canvas.width and canvas.height but
+ // we are looking for actual CSS size: canvas.style.width and canvas.style.height
+ // EMSCRIPTEN_RESULT res = emscripten_get_canvas_element_size("#canvas", &canvasWidth, &canvasHeight);
+ emscripten_get_element_css_size("#canvas", &canvasWidth, &canvasHeight);
+
+ for (int i = 0; (i < CORE.Input.Touch.pointCount) && (i < MAX_TOUCH_POINTS); i++)
+ {
+ // Register touch points id
+ CORE.Input.Touch.pointId[i] = touchEvent->touches[i].identifier;
+
+ // Register touch points position
+ CORE.Input.Touch.position[i] = (Vector2){touchEvent->touches[i].targetX, touchEvent->touches[i].targetY};
+
+ // Normalize gestureEvent.position[x] for CORE.Window.screen.width and CORE.Window.screen.height
+ CORE.Input.Touch.position[i].x *= ((float)GetScreenWidth()/(float)canvasWidth);
+ CORE.Input.Touch.position[i].y *= ((float)GetScreenHeight()/(float)canvasHeight);
+
+ if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) CORE.Input.Touch.currentTouchState[i] = 1;
+ else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) CORE.Input.Touch.currentTouchState[i] = 0;
+ }
+
+#if defined(SUPPORT_GESTURES_SYSTEM)
+ GestureEvent gestureEvent = {0};
+
+ gestureEvent.pointCount = CORE.Input.Touch.pointCount;
+
+ // Register touch actions
+ if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
+ else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_ACTION_UP;
+ else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_ACTION_MOVE;
+ else if (eventType == EMSCRIPTEN_EVENT_TOUCHCANCEL) gestureEvent.touchAction = TOUCH_ACTION_CANCEL;
+
+ for (int i = 0; (i < gestureEvent.pointCount) && (i < MAX_TOUCH_POINTS); i++)
+ {
+ gestureEvent.pointId[i] = CORE.Input.Touch.pointId[i];
+ gestureEvent.position[i] = CORE.Input.Touch.position[i];
+
+ // Normalize gestureEvent.position[i]
+ gestureEvent.position[i].x /= (float)GetScreenWidth();
+ gestureEvent.position[i].y /= (float)GetScreenHeight();
+ }
+
+ // Gesture data is sent to gestures system for processing
+ ProcessGestureEvent(gestureEvent);
+
+ // Reset the pointCount for web, if it was the last Touch End event
+ if (eventType == EMSCRIPTEN_EVENT_TOUCHEND && CORE.Input.Touch.pointCount == 1) CORE.Input.Touch.pointCount = 0;
+#endif
+
+ return 1; // The event was consumed by the callback handler
+}
+
+// EOF