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+/**********************************************************************************************
+*
+* rcore_web - Functions to manage window, graphics device and inputs
+*
+* PLATFORM: WEB
+* - HTML5 (WebAssembly)
+*
+* LIMITATIONS:
+* - Limitation 01
+* - Limitation 02
+*
+* POSSIBLE IMPROVEMENTS:
+* - Replace glfw3 dependency by direct browser API calls (same as library_glfw3.js)
+*
+* ADDITIONAL NOTES:
+* - TRACELOG() function is located in raylib [utils] module
+*
+* CONFIGURATION:
+* #define RCORE_PLATFORM_CUSTOM_FLAG
+* Custom flag for rcore on target platform -not used-
+*
+* DEPENDENCIES:
+* emscripten - Allow interaction between browser API and C
+* gestures - Gestures system for touch-ready devices (or simulated from mouse inputs)
+*
+*
+* LICENSE: zlib/libpng
+*
+* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) and contributors
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#define GLFW_INCLUDE_ES2 // GLFW3: Enable OpenGL ES 2.0 (translated to WebGL)
+// #define GLFW_INCLUDE_ES3 // GLFW3: Enable OpenGL ES 3.0 (transalted to WebGL2?)
+#include "GLFW/glfw3.h" // GLFW3: Windows, OpenGL context and Input management
+
+#include <emscripten/emscripten.h> // Emscripten functionality for C
+#include <emscripten/html5.h> // Emscripten HTML5 library
+
+#include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+// TODO: HACK: Added flag if not provided by GLFW when using external library
+// Latest GLFW release (GLFW 3.3.8) does not implement this flag, it was added for 3.4.0-dev
+#if !defined(GLFW_MOUSE_PASSTHROUGH)
+ #define GLFW_MOUSE_PASSTHROUGH 0x0002000D
+#endif
+
+#if (_POSIX_C_SOURCE < 199309L)
+ #undef _POSIX_C_SOURCE
+ #define _POSIX_C_SOURCE 199309L // Required for: CLOCK_MONOTONIC if compiled with c99 without gnu ext.
+#endif
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef struct {
+ GLFWwindow *handle; // GLFW window handle (graphic device)
+} PlatformData;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+extern CoreData CORE; // Global CORE state context
+
+static PlatformData platform = { 0 }; // Platform specific data
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Declaration
+//----------------------------------------------------------------------------------
+static int InitPlatform(void); // Initialize platform (graphics, inputs and more)
+static void ClosePlatform(void); // Close platform
+
+// Error callback event
+static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
+
+// Window callbacks events
+static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
+static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
+static void WindowMaximizeCallback(GLFWwindow *window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized
+static void WindowFocusCallback(GLFWwindow *window, int focused); // GLFW3 WindowFocus Callback, runs when window get/lose focus
+static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window
+
+// Input callbacks events
+static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
+static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value)
+static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed
+static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move
+static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel
+static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
+
+// Emscripten window callback events
+static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData);
+static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
+static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
+
+// Emscripten input callback events
+static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData);
+static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData);
+static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData);
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+// NOTE: Functions declaration is provided by raylib.h
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Window and Graphics Device
+//----------------------------------------------------------------------------------
+
+// Initialize window and OpenGL context
+// NOTE: data parameter could be used to pass any kind of required data to the initialization
+void InitWindow(int width, int height, const char *title)
+{
+ TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION);
+
+ TRACELOG(LOG_INFO, "Supported raylib modules:");
+ TRACELOG(LOG_INFO, " > rcore:..... loaded (mandatory)");
+ TRACELOG(LOG_INFO, " > rlgl:...... loaded (mandatory)");
+#if defined(SUPPORT_MODULE_RSHAPES)
+ TRACELOG(LOG_INFO, " > rshapes:... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rshapes:... not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RTEXTURES)
+ TRACELOG(LOG_INFO, " > rtextures:. loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rtextures:. not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RTEXT)
+ TRACELOG(LOG_INFO, " > rtext:..... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rtext:..... not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RMODELS)
+ TRACELOG(LOG_INFO, " > rmodels:... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rmodels:... not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RAUDIO)
+ TRACELOG(LOG_INFO, " > raudio:.... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > raudio:.... not loaded (optional)");
+#endif
+
+ // Initialize window data
+ CORE.Window.screen.width = width;
+ CORE.Window.screen.height = height;
+ CORE.Window.eventWaiting = false;
+ CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default
+ if ((title != NULL) && (title[0] != 0)) CORE.Window.title = title;
+
+ // Initialize global input state
+ memset(&CORE.Input, 0, sizeof(CORE.Input)); // Reset CORE.Input structure to 0
+ CORE.Input.Keyboard.exitKey = KEY_ESCAPE;
+ CORE.Input.Mouse.scale = (Vector2){ 1.0f, 1.0f };
+ CORE.Input.Mouse.cursor = MOUSE_CURSOR_ARROW;
+ CORE.Input.Gamepad.lastButtonPressed = GAMEPAD_BUTTON_UNKNOWN;
+
+ // Initialize platform
+ //--------------------------------------------------------------
+ InitPlatform();
+ //--------------------------------------------------------------
+
+ // Initialize OpenGL context (states and resources)
+ // NOTE: CORE.Window.currentFbo.width and CORE.Window.currentFbo.height not used, just stored as globals in rlgl
+ rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
+
+ // Setup default viewport
+ // NOTE: It updated CORE.Window.render.width and CORE.Window.render.height
+ SetupViewport(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
+
+#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
+ // Load default font
+ // WARNING: External function: Module required: rtext
+ LoadFontDefault();
+#if defined(SUPPORT_MODULE_RSHAPES)
+ // Set font white rectangle for shapes drawing, so shapes and text can be batched together
+ // WARNING: rshapes module is required, if not available, default internal white rectangle is used
+ Rectangle rec = GetFontDefault().recs[95];
+ if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
+ {
+ // NOTE: We try to maxime rec padding to avoid pixel bleeding on MSAA filtering
+ SetShapesTexture(GetFontDefault().texture, (Rectangle){rec.x + 2, rec.y + 2, 1, 1});
+ }
+ else
+ {
+ // NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding
+ SetShapesTexture(GetFontDefault().texture, (Rectangle){rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2});
+ }
+#endif
+#else
+#if defined(SUPPORT_MODULE_RSHAPES)
+ // Set default texture and rectangle to be used for shapes drawing
+ // NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
+ Texture2D texture = {rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8};
+ SetShapesTexture(texture, (Rectangle){0.0f, 0.0f, 1.0f, 1.0f}); // WARNING: Module required: rshapes
+#endif
+#endif
+#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
+ if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
+ {
+ // Set default font texture filter for HighDPI (blurry)
+ // RL_TEXTURE_FILTER_LINEAR - tex filter: BILINEAR, no mipmaps
+ rlTextureParameters(GetFontDefault().texture.id, RL_TEXTURE_MIN_FILTER, RL_TEXTURE_FILTER_LINEAR);
+ rlTextureParameters(GetFontDefault().texture.id, RL_TEXTURE_MAG_FILTER, RL_TEXTURE_FILTER_LINEAR);
+ }
+#endif
+
+#if defined(SUPPORT_EVENTS_AUTOMATION)
+ events = (AutomationEvent *)RL_CALLOC(MAX_CODE_AUTOMATION_EVENTS, sizeof(AutomationEvent));
+ CORE.Time.frameCounter = 0;
+#endif
+
+ // Initialize random seed
+ SetRandomSeed((unsigned int)time(NULL));
+
+ TRACELOG(LOG_INFO, "PLATFORM: WEB: Application initialized successfully");
+}
+
+// Close window and unload OpenGL context
+void CloseWindow(void)
+{
+#if defined(SUPPORT_GIF_RECORDING)
+ if (gifRecording)
+ {
+ MsfGifResult result = msf_gif_end(&gifState);
+ msf_gif_free(result);
+ gifRecording = false;
+ }
+#endif
+
+#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
+ UnloadFontDefault(); // WARNING: Module required: rtext
+#endif
+
+ rlglClose(); // De-init rlgl
+
+ // De-initialize platform
+ //--------------------------------------------------------------
+ ClosePlatform();
+ //--------------------------------------------------------------
+
+#if defined(SUPPORT_EVENTS_AUTOMATION)
+ RL_FREE(events);
+#endif
+
+ CORE.Window.ready = false;
+ TRACELOG(LOG_INFO, "Window closed successfully");
+}
+
+// Check if application should close
+bool WindowShouldClose(void)
+{
+ // Emterpreter-Async required to run sync code
+ // https://github.com/emscripten-core/emscripten/wiki/Emterpreter#emterpreter-async-run-synchronous-code
+ // By default, this function is never called on a web-ready raylib example because we encapsulate
+ // frame code in a UpdateDrawFrame() function, to allow browser manage execution asynchronously
+ // but now emscripten allows sync code to be executed in an interpreted way, using emterpreter!
+ emscripten_sleep(16);
+ return false;
+}
+
+// Toggle fullscreen mode
+void ToggleFullscreen(void)
+{
+ /*
+ EM_ASM
+ (
+ // This strategy works well while using raylib minimal web shell for emscripten,
+ // it re-scales the canvas to fullscreen using monitor resolution, for tools this
+ // is a good strategy but maybe games prefer to keep current canvas resolution and
+ // display it in fullscreen, adjusting monitor resolution if possible
+ if (document.fullscreenElement) document.exitFullscreen();
+ else Module.requestFullscreen(true, true); //false, true);
+ );
+ */
+ // EM_ASM(Module.requestFullscreen(false, false););
+ /*
+ if (!CORE.Window.fullscreen)
+ {
+ // Option 1: Request fullscreen for the canvas element
+ // This option does not seem to work at all:
+ // emscripten_request_pointerlock() and emscripten_request_fullscreen() are affected by web security,
+ // the user must click once on the canvas to hide the pointer or transition to full screen
+ //emscripten_request_fullscreen("#canvas", false);
+
+ // Option 2: Request fullscreen for the canvas element with strategy
+ // This option does not seem to work at all
+ // Ref: https://github.com/emscripten-core/emscripten/issues/5124
+ // EmscriptenFullscreenStrategy strategy = {
+ // .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_STRETCH, //EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
+ // .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
+ // .filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT,
+ // .canvasResizedCallback = EmscriptenWindowResizedCallback,
+ // .canvasResizedCallbackUserData = NULL
+ // };
+ //emscripten_request_fullscreen_strategy("#canvas", EM_FALSE, &strategy);
+
+ // Option 3: Request fullscreen for the canvas element with strategy
+ // It works as expected but only inside the browser (client area)
+ EmscriptenFullscreenStrategy strategy = {
+ .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
+ .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
+ .filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT,
+ .canvasResizedCallback = EmscriptenWindowResizedCallback,
+ .canvasResizedCallbackUserData = NULL
+ };
+ emscripten_enter_soft_fullscreen("#canvas", &strategy);
+
+ int width, height;
+ emscripten_get_canvas_element_size("#canvas", &width, &height);
+ TRACELOG(LOG_WARNING, "Emscripten: Enter fullscreen: Canvas size: %i x %i", width, height);
+
+ CORE.Window.fullscreen = true; // Toggle fullscreen flag
+ CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
+ }
+ else
+ {
+ //emscripten_exit_fullscreen();
+ //emscripten_exit_soft_fullscreen();
+
+ int width, height;
+ emscripten_get_canvas_element_size("#canvas", &width, &height);
+ TRACELOG(LOG_WARNING, "Emscripten: Exit fullscreen: Canvas size: %i x %i", width, height);
+
+ CORE.Window.fullscreen = false; // Toggle fullscreen flag
+ CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
+ }
+ */
+
+ CORE.Window.fullscreen = !CORE.Window.fullscreen; // Toggle fullscreen flag
+}
+
+// Toggle borderless windowed mode
+void ToggleBorderlessWindowed(void)
+{
+ TRACELOG(LOG_WARNING, "ToggleBorderlessWindowed() not available on target platform");
+}
+
+// Set window state: maximized, if resizable
+void MaximizeWindow(void)
+{
+ TRACELOG(LOG_WARNING, "MaximizeWindow() not available on target platform");
+}
+
+// Set window state: minimized
+void MinimizeWindow(void)
+{
+ TRACELOG(LOG_WARNING, "MinimizeWindow() not available on target platform");
+}
+
+// Set window state: not minimized/maximized
+void RestoreWindow(void)
+{
+ TRACELOG(LOG_WARNING, "RestoreWindow() not available on target platform");
+}
+
+// Set window configuration state using flags
+void SetWindowState(unsigned int flags)
+{
+ TRACELOG(LOG_WARNING, "SetWindowState() not available on target platform");
+}
+
+// Clear window configuration state flags
+void ClearWindowState(unsigned int flags)
+{
+ TRACELOG(LOG_WARNING, "ClearWindowState() not available on target platform");
+}
+
+// Set icon for window
+void SetWindowIcon(Image image)
+{
+ TRACELOG(LOG_WARNING, "SetWindowIcon() not available on target platform");
+}
+
+// Set icon for window, multiple images
+void SetWindowIcons(Image *images, int count)
+{
+ TRACELOG(LOG_WARNING, "SetWindowIcons() not available on target platform");
+}
+
+// Set title for window
+void SetWindowTitle(const char *title)
+{
+ CORE.Window.title = title;
+ emscripten_set_window_title(title);
+}
+
+// Set window position on screen (windowed mode)
+void SetWindowPosition(int x, int y)
+{
+ TRACELOG(LOG_WARNING, "SetWindowPosition() not available on target platform");
+}
+
+// Set monitor for the current window
+void SetWindowMonitor(int monitor)
+{
+ TRACELOG(LOG_WARNING, "SetWindowMonitor() not available on target platform");
+}
+
+// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMinSize(int width, int height)
+{
+ CORE.Window.screenMin.width = width;
+ CORE.Window.screenMin.height = height;
+
+ // Trigger the resize event once to update the window minimum width and height
+ if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != 0) EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL);
+}
+
+// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMaxSize(int width, int height)
+{
+ CORE.Window.screenMax.width = width;
+ CORE.Window.screenMax.height = height;
+
+ // Trigger the resize event once to update the window maximum width and height
+ if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != 0) EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL);
+}
+
+// Set window dimensions
+void SetWindowSize(int width, int height)
+{
+ glfwSetWindowSize(platform.handle, width, height);
+}
+
+// Set window opacity, value opacity is between 0.0 and 1.0
+void SetWindowOpacity(float opacity)
+{
+ TRACELOG(LOG_WARNING, "SetWindowOpacity() not available on target platform");
+}
+
+// Set window focused
+void SetWindowFocused(void)
+{
+ TRACELOG(LOG_WARNING, "SetWindowFocused() not available on target platform");
+}
+
+// Get native window handle
+void *GetWindowHandle(void)
+{
+ TRACELOG(LOG_WARNING, "GetWindowHandle() not implemented on target platform");
+ return NULL;
+}
+
+// Get number of monitors
+int GetMonitorCount(void)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorCount() not implemented on target platform");
+ return 1;
+}
+
+// Get number of monitors
+int GetCurrentMonitor(void)
+{
+ TRACELOG(LOG_WARNING, "GetCurrentMonitor() not implemented on target platform");
+ return 0;
+}
+
+// Get selected monitor position
+Vector2 GetMonitorPosition(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorPosition() not implemented on target platform");
+ return (Vector2){ 0, 0 };
+}
+
+// Get selected monitor width (currently used by monitor)
+int GetMonitorWidth(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorWidth() not implemented on target platform");
+ return 0;
+}
+
+// Get selected monitor height (currently used by monitor)
+int GetMonitorHeight(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorHeight() not implemented on target platform");
+ return 0;
+}
+
+// Get selected monitor physical width in millimetres
+int GetMonitorPhysicalWidth(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorPhysicalWidth() not implemented on target platform");
+ return 0;
+}
+
+// Get selected monitor physical height in millimetres
+int GetMonitorPhysicalHeight(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorPhysicalHeight() not implemented on target platform");
+ return 0;
+}
+
+// Get selected monitor refresh rate
+int GetMonitorRefreshRate(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorRefreshRate() not implemented on target platform");
+ return 0;
+}
+
+// Get the human-readable, UTF-8 encoded name of the selected monitor
+const char *GetMonitorName(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorName() not implemented on target platform");
+ return "";
+}
+
+// Get window position XY on monitor
+Vector2 GetWindowPosition(void)
+{
+ TRACELOG(LOG_WARNING, "GetWindowPosition() not implemented on target platform");
+ return (Vector2){ 0, 0 };
+}
+
+// Get window scale DPI factor for current monitor
+Vector2 GetWindowScaleDPI(void)
+{
+ TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on target platform");
+ return (Vector2){ 1.0f, 1.0f };
+}
+
+// Set clipboard text content
+void SetClipboardText(const char *text)
+{
+ // Security check to (partially) avoid malicious code
+ if (strchr(text, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided Clipboard could be potentially malicious, avoid [\'] character");
+ else EM_ASM({ navigator.clipboard.writeText(UTF8ToString($0)); }, text);
+}
+
+// Get clipboard text content
+// NOTE: returned string is allocated and freed by GLFW
+const char *GetClipboardText(void)
+{
+/*
+ // Accessing clipboard data from browser is tricky due to security reasons
+ // The method to use is navigator.clipboard.readText() but this is an asynchronous method
+ // that will return at some moment after the function is called with the required data
+ emscripten_run_script_string("navigator.clipboard.readText() \
+ .then(text => { document.getElementById('clipboard').innerText = text; console.log('Pasted content: ', text); }) \
+ .catch(err => { console.error('Failed to read clipboard contents: ', err); });"
+ );
+
+ // The main issue is getting that data, one approach could be using ASYNCIFY and wait
+ // for the data but it requires adding Asyncify emscripten library on compilation
+
+ // Another approach could be just copy the data in a HTML text field and try to retrieve it
+ // later on if available... and clean it for future accesses
+*/
+ return NULL;
+}
+
+// Show mouse cursor
+void ShowCursor(void)
+{
+ CORE.Input.Mouse.cursorHidden = false;
+}
+
+// Hides mouse cursor
+void HideCursor(void)
+{
+ CORE.Input.Mouse.cursorHidden = true;
+}
+
+// Enables cursor (unlock cursor)
+void EnableCursor(void)
+{
+ emscripten_exit_pointerlock();
+
+ // Set cursor position in the middle
+ SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
+
+ CORE.Input.Mouse.cursorHidden = false;
+}
+
+// Disables cursor (lock cursor)
+void DisableCursor(void)
+{
+ // TODO: figure out how not to hard code the canvas ID here.
+ emscripten_request_pointerlock("#canvas", 1);
+
+ // Set cursor position in the middle
+ SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
+
+ CORE.Input.Mouse.cursorHidden = true;
+}
+
+// Swap back buffer with front buffer (screen drawing)
+void SwapScreenBuffer(void)
+{
+ glfwSwapBuffers(platform.handle);
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Misc
+//----------------------------------------------------------------------------------
+
+// Get elapsed time measure in seconds since InitTimer()
+double GetTime(void)
+{
+ double time = glfwGetTime(); // Elapsed time since glfwInit()
+ return time;
+}
+
+// Open URL with default system browser (if available)
+// NOTE: This function is only safe to use if you control the URL given.
+// A user could craft a malicious string performing another action.
+// Only call this function yourself not with user input or make sure to check the string yourself.
+// Ref: https://github.com/raysan5/raylib/issues/686
+void OpenURL(const char *url)
+{
+ // Security check to (partially) avoid malicious code on target platform
+ if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
+ else emscripten_run_script(TextFormat("window.open('%s', '_blank')", url));
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Inputs
+//----------------------------------------------------------------------------------
+
+// Set internal gamepad mappings
+int SetGamepadMappings(const char *mappings)
+{
+ TRACELOG(LOG_INFO, "SetGamepadMappings not implemented in rcore_web.c");
+
+ return 0;
+}
+
+// Set mouse position XY
+void SetMousePosition(int x, int y)
+{
+ CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
+ CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
+
+ // NOTE: emscripten not implemented
+ glfwSetCursorPos(platform.handle, CORE.Input.Mouse.currentPosition.x, CORE.Input.Mouse.currentPosition.y);
+}
+
+// Set mouse cursor
+void SetMouseCursor(int cursor)
+{
+ if (CORE.Input.Mouse.cursor != cursor)
+ {
+ const char *cursorName = NULL;
+ CORE.Input.Mouse.cursor = cursor;
+
+ switch (cursor)
+ {
+ case MOUSE_CURSOR_IBEAM: cursorName = "text"; break;
+ case MOUSE_CURSOR_CROSSHAIR: cursorName = "crosshair"; break;
+ case MOUSE_CURSOR_POINTING_HAND: cursorName = "pointer"; break;
+ case MOUSE_CURSOR_RESIZE_EW: cursorName = "ew-resize"; break;
+ case MOUSE_CURSOR_RESIZE_NS: cursorName = "ns-resize"; break;
+ case MOUSE_CURSOR_RESIZE_NWSE: cursorName = "nwse-resize"; break;
+ case MOUSE_CURSOR_RESIZE_NESW: cursorName = "nesw-resize"; break;
+ case MOUSE_CURSOR_RESIZE_ALL: cursorName = "move"; break;
+ case MOUSE_CURSOR_NOT_ALLOWED: cursorName = "not-allowed"; break;
+ case MOUSE_CURSOR_ARROW: // WARNING: It does not seem t be a specific cursor for arrow
+ case MOUSE_CURSOR_DEFAULT: cursorName = "default"; break;
+ default:
+ {
+ cursorName = "default";
+ CORE.Input.Mouse.cursor = MOUSE_CURSOR_DEFAULT;
+ } break;
+ }
+
+ // Set the cursor element on the canvas CSS
+ // The canvas is coded to the Id "canvas" on init
+ EM_ASM({document.getElementById("canvas").style.cursor = UTF8ToString($0);}, cursorName);
+ }
+}
+
+// Register all input events
+void PollInputEvents(void)
+{
+#if defined(SUPPORT_GESTURES_SYSTEM)
+ // NOTE: Gestures update must be called every frame to reset gestures correctly
+ // because ProcessGestureEvent() is just called on an event, not every frame
+ UpdateGestures();
+#endif
+
+ // Reset keys/chars pressed registered
+ CORE.Input.Keyboard.keyPressedQueueCount = 0;
+ CORE.Input.Keyboard.charPressedQueueCount = 0;
+ // Reset key repeats
+ for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
+
+ // Reset last gamepad button/axis registered state
+ CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
+ //CORE.Input.Gamepad.axisCount = 0;
+ // Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
+
+ // Register previous keys states
+ for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
+ {
+ CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
+ CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
+ }
+
+ // Register previous mouse states
+ for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
+
+ // Register previous mouse wheel state
+ CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
+ CORE.Input.Mouse.currentWheelMove = (Vector2){ 0.0f, 0.0f };
+
+ // Register previous mouse position
+ CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
+
+ // Register previous touch states
+ for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
+
+ // Reset touch positions
+ // TODO: It resets on target platform the mouse position and not filled again until a move-event,
+ // so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed!
+ //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
+
+ CORE.Window.resizedLastFrame = false;
+
+ // Gamepad support using emscripten API
+ // NOTE: GLFW3 joystick functionality not available in web
+
+ // Get number of gamepads connected
+ int numGamepads = 0;
+ if (emscripten_sample_gamepad_data() == EMSCRIPTEN_RESULT_SUCCESS) numGamepads = emscripten_get_num_gamepads();
+
+ for (int i = 0; (i < numGamepads) && (i < MAX_GAMEPADS); i++)
+ {
+ // Register previous gamepad button states
+ for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
+
+ EmscriptenGamepadEvent gamepadState;
+
+ int result = emscripten_get_gamepad_status(i, &gamepadState);
+
+ if (result == EMSCRIPTEN_RESULT_SUCCESS)
+ {
+ // Register buttons data for every connected gamepad
+ for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++)
+ {
+ GamepadButton button = -1;
+
+ // Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface
+ switch (j)
+ {
+ case 0: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
+ case 1: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
+ case 2: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
+ case 3: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
+ case 4: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
+ case 5: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
+ case 6: button = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
+ case 7: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
+ case 8: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
+ case 9: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
+ case 10: button = GAMEPAD_BUTTON_LEFT_THUMB; break;
+ case 11: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
+ case 12: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
+ case 13: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
+ case 14: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
+ case 15: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
+ default: break;
+ }
+
+ if (button != -1) // Check for valid button
+ {
+ if (gamepadState.digitalButton[j] == 1)
+ {
+ CORE.Input.Gamepad.currentButtonState[i][button] = 1;
+ CORE.Input.Gamepad.lastButtonPressed = button;
+ }
+ else CORE.Input.Gamepad.currentButtonState[i][button] = 0;
+ }
+
+ //TRACELOGD("INPUT: Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
+ }
+
+ // Register axis data for every connected gamepad
+ for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
+ {
+ CORE.Input.Gamepad.axisState[i][j] = gamepadState.axis[j];
+ }
+
+ CORE.Input.Gamepad.axisCount[i] = gamepadState.numAxes;
+ }
+ }
+}
+
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Definition
+//----------------------------------------------------------------------------------
+
+// Initialize platform: graphics, inputs and more
+static int InitPlatform(void)
+{
+ glfwSetErrorCallback(ErrorCallback);
+
+ // Initialize GLFW internal global state
+ int result = glfwInit();
+ if (result == GLFW_FALSE) { TRACELOG(LOG_WARNING, "GLFW: Failed to initialize GLFW"); return -1; }
+
+ glfwDefaultWindowHints(); // Set default windows hints
+ // glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits
+ // glfwWindowHint(GLFW_GREEN_BITS, 8); // Framebuffer green color component bits
+ // glfwWindowHint(GLFW_BLUE_BITS, 8); // Framebuffer blue color component bits
+ // glfwWindowHint(GLFW_ALPHA_BITS, 8); // Framebuffer alpha color component bits
+ // glfwWindowHint(GLFW_DEPTH_BITS, 24); // Depthbuffer bits
+ // glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window
+ // glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // OpenGL API to use. Alternative: GLFW_OPENGL_ES_API
+ // glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers
+
+ // Check window creation flags
+ if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) CORE.Window.fullscreen = true;
+
+ if ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // Visible window
+ else glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE); // Window initially hidden
+
+ if ((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window
+ else glfwWindowHint(GLFW_DECORATED, GLFW_TRUE); // Decorated window
+
+ if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // Resizable window
+ else glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); // Avoid window being resizable
+
+ // Disable FLAG_WINDOW_MINIMIZED, not supported on initialization
+ if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;
+
+ // Disable FLAG_WINDOW_MAXIMIZED, not supported on initialization
+ if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
+
+ if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE);
+ else glfwWindowHint(GLFW_FOCUSED, GLFW_TRUE);
+
+ if ((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) glfwWindowHint(GLFW_FLOATING, GLFW_TRUE);
+ else glfwWindowHint(GLFW_FLOATING, GLFW_FALSE);
+
+ // NOTE: Some GLFW flags are not supported on HTML5
+ // e.g.: GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_SCALE_TO_MONITOR, GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_MOUSE_PASSTHROUGH
+
+ if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
+ {
+ // NOTE: MSAA is only enabled for main framebuffer, not user-created FBOs
+ TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
+ glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0
+ }
+
+ // NOTE: When asking for an OpenGL context version, most drivers provide the highest supported version
+ // with backward compatibility to older OpenGL versions.
+ // For example, if using OpenGL 1.1, driver can provide a 4.3 backwards compatible context.
+
+ // Check selection OpenGL version
+ if (rlGetVersion() == RL_OPENGL_21)
+ {
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint)
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint)
+ }
+ else if (rlGetVersion() == RL_OPENGL_33)
+ {
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint)
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
+ // Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
+ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Forward Compatibility Hint: Only 3.3 and above!
+ // glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context
+ }
+ else if (rlGetVersion() == RL_OPENGL_43)
+ {
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); // Choose OpenGL major version (just hint)
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE);
+#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT)
+ glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Enable OpenGL Debug Context
+#endif
+ }
+ else if (rlGetVersion() == RL_OPENGL_ES_20) // Request OpenGL ES 2.0 context
+ {
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
+ glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
+ glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
+ }
+ else if (rlGetVersion() == RL_OPENGL_ES_30) // Request OpenGL ES 3.0 context
+ {
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
+ glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
+ glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
+ }
+
+ // NOTE: Getting video modes is not implemented in emscripten GLFW3 version
+ CORE.Window.display.width = CORE.Window.screen.width;
+ CORE.Window.display.height = CORE.Window.screen.height;
+
+ if (CORE.Window.fullscreen)
+ {
+ // remember center for switchinging from fullscreen to window
+ if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
+ {
+ // If screen width/height equal to the display, we can't calculate the window pos for toggling full-screened/windowed.
+ // Toggling full-screened/windowed with pos(0, 0) can cause problems in some platforms, such as X11.
+ CORE.Window.position.x = CORE.Window.display.width/4;
+ CORE.Window.position.y = CORE.Window.display.height/4;
+ }
+ else
+ {
+ CORE.Window.position.x = CORE.Window.display.width/2 - CORE.Window.screen.width/2;
+ CORE.Window.position.y = CORE.Window.display.height/2 - CORE.Window.screen.height/2;
+ }
+
+ if (CORE.Window.position.x < 0) CORE.Window.position.x = 0;
+ if (CORE.Window.position.y < 0) CORE.Window.position.y = 0;
+
+ // Obtain recommended CORE.Window.display.width/CORE.Window.display.height from a valid videomode for the monitor
+ int count = 0;
+ const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count);
+
+ // Get closest video mode to desired CORE.Window.screen.width/CORE.Window.screen.height
+ for (int i = 0; i < count; i++)
+ {
+ if ((unsigned int)modes[i].width >= CORE.Window.screen.width)
+ {
+ if ((unsigned int)modes[i].height >= CORE.Window.screen.height)
+ {
+ CORE.Window.display.width = modes[i].width;
+ CORE.Window.display.height = modes[i].height;
+ break;
+ }
+ }
+ }
+
+ TRACELOG(LOG_WARNING, "SYSTEM: Closest fullscreen videomode: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
+
+ // NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example,
+ // for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3),
+ // framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched
+ // by the sides to fit all monitor space...
+
+ // Try to setup the most appropriate fullscreen framebuffer for the requested screenWidth/screenHeight
+ // It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset)
+ // Modified global variables: CORE.Window.screen.width/CORE.Window.screen.height - CORE.Window.render.width/CORE.Window.render.height - CORE.Window.renderOffset.x/CORE.Window.renderOffset.y - CORE.Window.screenScale
+ // TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed...
+ // HighDPI monitors are properly considered in a following similar function: SetupViewport()
+ SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
+
+ platform.handle = glfwCreateWindow(CORE.Window.display.width, CORE.Window.display.height, (CORE.Window.title != 0)? CORE.Window.title : " ", glfwGetPrimaryMonitor(), NULL);
+
+ // NOTE: Full-screen change, not working properly...
+ // glfwSetWindowMonitor(platform.handle, glfwGetPrimaryMonitor(), 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
+ }
+ else
+ {
+ // No-fullscreen window creation
+ platform.handle = glfwCreateWindow(CORE.Window.screen.width, CORE.Window.screen.height, (CORE.Window.title != 0)? CORE.Window.title : " ", NULL, NULL);
+
+ if (platform.handle)
+ {
+ CORE.Window.render.width = CORE.Window.screen.width;
+ CORE.Window.render.height = CORE.Window.screen.height;
+ }
+ }
+
+ if (!platform.handle)
+ {
+ glfwTerminate();
+ TRACELOG(LOG_WARNING, "GLFW: Failed to initialize Window");
+ return -1;
+ }
+
+ // WARNING: glfwCreateWindow() title doesn't work with emscripten
+ emscripten_set_window_title((CORE.Window.title != 0)? CORE.Window.title : " ");
+
+ // Set window callback events
+ glfwSetWindowSizeCallback(platform.handle, WindowSizeCallback); // NOTE: Resizing not allowed by default!
+ glfwSetWindowIconifyCallback(platform.handle, WindowIconifyCallback);
+ glfwSetWindowFocusCallback(platform.handle, WindowFocusCallback);
+ glfwSetDropCallback(platform.handle, WindowDropCallback);
+
+ // Set input callback events
+ glfwSetKeyCallback(platform.handle, KeyCallback);
+ glfwSetCharCallback(platform.handle, CharCallback);
+ glfwSetMouseButtonCallback(platform.handle, MouseButtonCallback);
+ glfwSetCursorPosCallback(platform.handle, MouseCursorPosCallback); // Track mouse position changes
+ glfwSetScrollCallback(platform.handle, MouseScrollCallback);
+ glfwSetCursorEnterCallback(platform.handle, CursorEnterCallback);
+
+ glfwMakeContextCurrent(platform.handle);
+
+ // Load OpenGL extensions
+ // NOTE: GL procedures address loader is required to load extensions
+ rlLoadExtensions(glfwGetProcAddress);
+
+ if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
+
+ // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
+ // NOTE: V-Sync can be enabled by graphic driver configuration, it doesn't need
+ // to be activated on web platforms since VSync is enforced there.
+
+ int fbWidth = CORE.Window.screen.width;
+ int fbHeight = CORE.Window.screen.height;
+
+ CORE.Window.render.width = fbWidth;
+ CORE.Window.render.height = fbHeight;
+ CORE.Window.currentFbo.width = fbWidth;
+ CORE.Window.currentFbo.height = fbHeight;
+
+ TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
+ TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
+ TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
+ TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
+ TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
+
+ CORE.Window.ready = true; // TODO: Proper validation on windows/context creation
+
+ // If graphic device is no properly initialized, we end program
+ if (!CORE.Window.ready) { TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphic device"); return -1; }
+ else SetWindowPosition(GetMonitorWidth(GetCurrentMonitor())/2 - CORE.Window.screen.width/2, GetMonitorHeight(GetCurrentMonitor())/2 - CORE.Window.screen.height/2);
+
+ // Initialize hi-res timer
+ InitTimer();
+
+ // Initialize base path for storage
+ CORE.Storage.basePath = GetWorkingDirectory();
+
+ // Setup callback functions for the DOM events
+ emscripten_set_fullscreenchange_callback("#canvas", NULL, 1, EmscriptenFullscreenChangeCallback);
+
+ // WARNING: Below resize code was breaking fullscreen mode for sample games and examples, it needs review
+ // Check fullscreen change events(note this is done on the window since most browsers don't support this on #canvas)
+ // emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenResizeCallback);
+ // Check Resize event (note this is done on the window since most browsers don't support this on #canvas)
+ emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenResizeCallback);
+
+ // Trigger this once to get initial window sizing
+ EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL);
+
+ // Support keyboard events -> Not used, GLFW.JS takes care of that
+ // emscripten_set_keypress_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
+ // emscripten_set_keydown_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
+
+ // Support mouse events
+ emscripten_set_click_callback("#canvas", NULL, 1, EmscriptenMouseCallback);
+
+ // Support touch events
+ emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
+ emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
+ emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
+ emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
+
+ // Support gamepad events (not provided by GLFW3 on emscripten)
+ emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback);
+ emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback);
+
+ return 0;
+}
+
+// Close platform
+static void ClosePlatform(void)
+{
+ glfwDestroyWindow(platform.handle);
+ glfwTerminate();
+}
+
+// GLFW3 Error Callback, runs on GLFW3 error
+static void ErrorCallback(int error, const char *description)
+{
+ TRACELOG(LOG_WARNING, "GLFW: Error: %i Description: %s", error, description);
+}
+
+// GLFW3 WindowSize Callback, runs when window is resizedLastFrame
+// NOTE: Window resizing not allowed by default
+static void WindowSizeCallback(GLFWwindow *window, int width, int height)
+{
+ // Reset viewport and projection matrix for new size
+ SetupViewport(width, height);
+
+ CORE.Window.currentFbo.width = width;
+ CORE.Window.currentFbo.height = height;
+ CORE.Window.resizedLastFrame = true;
+
+ if (IsWindowFullscreen()) return;
+
+ // Set current screen size
+ if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
+ {
+ Vector2 windowScaleDPI = GetWindowScaleDPI();
+
+ CORE.Window.screen.width = (unsigned int)(width/windowScaleDPI.x);
+ CORE.Window.screen.height = (unsigned int)(height/windowScaleDPI.y);
+ }
+ else
+ {
+ CORE.Window.screen.width = width;
+ CORE.Window.screen.height = height;
+ }
+
+ // NOTE: Postprocessing texture is not scaled to new size
+}
+
+// GLFW3 WindowIconify Callback, runs when window is minimized/restored
+static void WindowIconifyCallback(GLFWwindow *window, int iconified)
+{
+ if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; // The window was iconified
+ else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // The window was restored
+}
+
+// GLFW3 Window Maximize Callback, runs when window is maximized
+static void WindowMaximizeCallback(GLFWwindow *window, int maximized)
+{
+ // TODO.
+}
+
+// GLFW3 WindowFocus Callback, runs when window get/lose focus
+static void WindowFocusCallback(GLFWwindow *window, int focused)
+{
+ if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // The window was focused
+ else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; // The window lost focus
+}
+
+// GLFW3 Window Drop Callback, runs when drop files into window
+static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
+{
+ if (count > 0)
+ {
+ // In case previous dropped filepaths have not been freed, we free them
+ if (CORE.Window.dropFileCount > 0)
+ {
+ for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]);
+
+ RL_FREE(CORE.Window.dropFilepaths);
+
+ CORE.Window.dropFileCount = 0;
+ CORE.Window.dropFilepaths = NULL;
+ }
+
+ // WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy
+ CORE.Window.dropFileCount = count;
+ CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *));
+
+ for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++)
+ {
+ CORE.Window.dropFilepaths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
+ strcpy(CORE.Window.dropFilepaths[i], paths[i]);
+ }
+ }
+}
+
+// GLFW3 Keyboard Callback, runs on key pressed
+static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
+{
+ if (key < 0) return; // Security check, macOS fn key generates -1
+
+ // WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
+ // to work properly with our implementation (IsKeyDown/IsKeyUp checks)
+ if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
+ else if(action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1;
+ else if(action == GLFW_REPEAT) CORE.Input.Keyboard.keyRepeatInFrame[key] = 1;
+
+ // Check if there is space available in the key queue
+ if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS))
+ {
+ // Add character to the queue
+ CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
+ CORE.Input.Keyboard.keyPressedQueueCount++;
+ }
+
+ // Check the exit key to set close window
+ if ((key == CORE.Input.Keyboard.exitKey) && (action == GLFW_PRESS)) glfwSetWindowShouldClose(platform.handle, GLFW_TRUE);
+
+#if defined(SUPPORT_SCREEN_CAPTURE)
+ if ((key == GLFW_KEY_F12) && (action == GLFW_PRESS))
+ {
+#if defined(SUPPORT_GIF_RECORDING)
+ if (mods & GLFW_MOD_CONTROL)
+ {
+ if (gifRecording)
+ {
+ gifRecording = false;
+
+ MsfGifResult result = msf_gif_end(&gifState);
+
+ SaveFileData(TextFormat("%s/screenrec%03i.gif", CORE.Storage.basePath, screenshotCounter), result.data, (unsigned int)result.dataSize);
+ msf_gif_free(result);
+
+ // Download file from MEMFS (emscripten memory filesystem)
+ // saveFileFromMEMFSToDisk() function is defined in raylib/templates/web_shel/shell.html
+ emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", TextFormat("screenrec%03i.gif", screenshotCounter - 1), TextFormat("screenrec%03i.gif", screenshotCounter - 1)));
+
+ TRACELOG(LOG_INFO, "SYSTEM: Finish animated GIF recording");
+ }
+ else
+ {
+ gifRecording = true;
+ gifFrameCounter = 0;
+
+ Vector2 scale = GetWindowScaleDPI();
+ msf_gif_begin(&gifState, (int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y));
+ screenshotCounter++;
+
+ TRACELOG(LOG_INFO, "SYSTEM: Start animated GIF recording: %s", TextFormat("screenrec%03i.gif", screenshotCounter));
+ }
+ }
+ else
+#endif // SUPPORT_GIF_RECORDING
+ {
+ TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
+ screenshotCounter++;
+ }
+ }
+#endif // SUPPORT_SCREEN_CAPTURE
+
+#if defined(SUPPORT_EVENTS_AUTOMATION)
+ if ((key == GLFW_KEY_F11) && (action == GLFW_PRESS))
+ {
+ eventsRecording = !eventsRecording;
+
+ // On finish recording, we export events into a file
+ if (!eventsRecording) ExportAutomationEvents("eventsrec.rep");
+ }
+ else if ((key == GLFW_KEY_F9) && (action == GLFW_PRESS))
+ {
+ LoadAutomationEvents("eventsrec.rep");
+ eventsPlaying = true;
+
+ TRACELOG(LOG_WARNING, "eventsPlaying enabled!");
+ }
+#endif
+}
+
+// GLFW3 Char Key Callback, runs on key down (gets equivalent unicode char value)
+static void CharCallback(GLFWwindow *window, unsigned int key)
+{
+ //TRACELOG(LOG_DEBUG, "Char Callback: KEY:%i(%c)", key, key);
+
+ // NOTE: Registers any key down considering OS keyboard layout but
+ // does not detect action events, those should be managed by user...
+ // Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
+ // Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
+
+ // Check if there is space available in the queue
+ if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
+ {
+ // Add character to the queue
+ CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = key;
+ CORE.Input.Keyboard.charPressedQueueCount++;
+ }
+}
+
+// GLFW3 Mouse Button Callback, runs on mouse button pressed
+static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
+{
+ // WARNING: GLFW could only return GLFW_PRESS (1) or GLFW_RELEASE (0) for now,
+ // but future releases may add more actions (i.e. GLFW_REPEAT)
+ CORE.Input.Mouse.currentButtonState[button] = action;
+
+#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
+ // Process mouse events as touches to be able to use mouse-gestures
+ GestureEvent gestureEvent = { 0 };
+
+ // Register touch actions
+ if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
+ else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_ACTION_UP;
+
+ // NOTE: TOUCH_ACTION_MOVE event is registered in MouseCursorPosCallback()
+
+ // Assign a pointer ID
+ gestureEvent.pointId[0] = 0;
+
+ // Register touch points count
+ gestureEvent.pointCount = 1;
+
+ // Register touch points position, only one point registered
+ gestureEvent.position[0] = GetMousePosition();
+
+ // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
+ gestureEvent.position[0].x /= (float)GetScreenWidth();
+ gestureEvent.position[0].y /= (float)GetScreenHeight();
+
+ // Gesture data is sent to gestures-system for processing
+ // Prevent calling ProcessGestureEvent() when Emscripten is present and there's a touch gesture, so EmscriptenTouchCallback() can handle it itself
+ if (GetMouseX() != 0 || GetMouseY() != 0) ProcessGestureEvent(gestureEvent);
+
+#endif
+}
+
+// GLFW3 Cursor Position Callback, runs on mouse move
+static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
+{
+ CORE.Input.Mouse.currentPosition.x = (float)x;
+ CORE.Input.Mouse.currentPosition.y = (float)y;
+ CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
+
+#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
+ // Process mouse events as touches to be able to use mouse-gestures
+ GestureEvent gestureEvent = { 0 };
+
+ gestureEvent.touchAction = TOUCH_ACTION_MOVE;
+
+ // Assign a pointer ID
+ gestureEvent.pointId[0] = 0;
+
+ // Register touch points count
+ gestureEvent.pointCount = 1;
+
+ // Register touch points position, only one point registered
+ gestureEvent.position[0] = CORE.Input.Touch.position[0];
+
+ // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
+ gestureEvent.position[0].x /= (float)GetScreenWidth();
+ gestureEvent.position[0].y /= (float)GetScreenHeight();
+
+ // Gesture data is sent to gestures-system for processing
+ ProcessGestureEvent(gestureEvent);
+#endif
+}
+
+// GLFW3 Scrolling Callback, runs on mouse wheel
+static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
+{
+ CORE.Input.Mouse.currentWheelMove = (Vector2){ (float)xoffset, (float)yoffset };
+}
+
+// GLFW3 CursorEnter Callback, when cursor enters the window
+static void CursorEnterCallback(GLFWwindow *window, int enter)
+{
+ if (enter) CORE.Input.Mouse.cursorOnScreen = true;
+ else CORE.Input.Mouse.cursorOnScreen = false;
+}
+
+// Register fullscreen change events
+static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData)
+{
+ // TODO: Implement EmscriptenFullscreenChangeCallback()?
+
+ return 1; // The event was consumed by the callback handler
+}
+
+// Register window resize event
+static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData)
+{
+ // TODO: Implement EmscriptenWindowResizedCallback()?
+
+ return 1; // The event was consumed by the callback handler
+}
+
+EM_JS(int, GetWindowInnerWidth, (), { return window.innerWidth; });
+EM_JS(int, GetWindowInnerHeight, (), { return window.innerHeight; });
+
+// Register DOM element resize event
+static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData)
+{
+ // Don't resize non-resizeable windows
+ if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) == 0) return 1;
+
+ // This event is called whenever the window changes sizes,
+ // so the size of the canvas object is explicitly retrieved below
+ int width = GetWindowInnerWidth();
+ int height = GetWindowInnerHeight();
+
+ if (width < CORE.Window.screenMin.width) width = CORE.Window.screenMin.width;
+ else if (width > CORE.Window.screenMax.width && CORE.Window.screenMax.width > 0) width = CORE.Window.screenMax.width;
+
+ if (height < CORE.Window.screenMin.height) height = CORE.Window.screenMin.height;
+ else if (height > CORE.Window.screenMax.height && CORE.Window.screenMax.height > 0) height = CORE.Window.screenMax.height;
+
+ emscripten_set_canvas_element_size("#canvas", width, height);
+
+ SetupViewport(width, height); // Reset viewport and projection matrix for new size
+
+ CORE.Window.currentFbo.width = width;
+ CORE.Window.currentFbo.height = height;
+ CORE.Window.resizedLastFrame = true;
+
+ if (IsWindowFullscreen()) return 1;
+
+ // Set current screen size
+ CORE.Window.screen.width = width;
+ CORE.Window.screen.height = height;
+
+ // NOTE: Postprocessing texture is not scaled to new size
+
+ return 0;
+}
+
+// Register mouse input events
+static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData)
+{
+ // This is only for registering mouse click events with emscripten and doesn't need to do anything
+
+ return 1; // The event was consumed by the callback handler
+}
+
+// Register connected/disconnected gamepads events
+static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData)
+{
+ /*
+ TRACELOGD("%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"",
+ eventType != 0? emscripten_event_type_to_string(eventType) : "Gamepad state",
+ gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping);
+
+ for (int i = 0; i < gamepadEvent->numAxes; ++i) TRACELOGD("Axis %d: %g", i, gamepadEvent->axis[i]);
+ for (int i = 0; i < gamepadEvent->numButtons; ++i) TRACELOGD("Button %d: Digital: %d, Analog: %g", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]);
+ */
+
+ if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS))
+ {
+ CORE.Input.Gamepad.ready[gamepadEvent->index] = true;
+ sprintf(CORE.Input.Gamepad.name[gamepadEvent->index], "%s", gamepadEvent->id);
+ }
+ else CORE.Input.Gamepad.ready[gamepadEvent->index] = false;
+
+ return 1; // The event was consumed by the callback handler
+}
+
+// Register touch input events
+static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
+{
+ // Register touch points count
+ CORE.Input.Touch.pointCount = touchEvent->numTouches;
+
+ double canvasWidth = 0.0;
+ double canvasHeight = 0.0;
+ // NOTE: emscripten_get_canvas_element_size() returns canvas.width and canvas.height but
+ // we are looking for actual CSS size: canvas.style.width and canvas.style.height
+ // EMSCRIPTEN_RESULT res = emscripten_get_canvas_element_size("#canvas", &canvasWidth, &canvasHeight);
+ emscripten_get_element_css_size("#canvas", &canvasWidth, &canvasHeight);
+
+ for (int i = 0; (i < CORE.Input.Touch.pointCount) && (i < MAX_TOUCH_POINTS); i++)
+ {
+ // Register touch points id
+ CORE.Input.Touch.pointId[i] = touchEvent->touches[i].identifier;
+
+ // Register touch points position
+ CORE.Input.Touch.position[i] = (Vector2){touchEvent->touches[i].targetX, touchEvent->touches[i].targetY};
+
+ // Normalize gestureEvent.position[x] for CORE.Window.screen.width and CORE.Window.screen.height
+ CORE.Input.Touch.position[i].x *= ((float)GetScreenWidth()/(float)canvasWidth);
+ CORE.Input.Touch.position[i].y *= ((float)GetScreenHeight()/(float)canvasHeight);
+
+ if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) CORE.Input.Touch.currentTouchState[i] = 1;
+ else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) CORE.Input.Touch.currentTouchState[i] = 0;
+ }
+
+#if defined(SUPPORT_GESTURES_SYSTEM)
+ GestureEvent gestureEvent = {0};
+
+ gestureEvent.pointCount = CORE.Input.Touch.pointCount;
+
+ // Register touch actions
+ if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
+ else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_ACTION_UP;
+ else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_ACTION_MOVE;
+ else if (eventType == EMSCRIPTEN_EVENT_TOUCHCANCEL) gestureEvent.touchAction = TOUCH_ACTION_CANCEL;
+
+ for (int i = 0; (i < gestureEvent.pointCount) && (i < MAX_TOUCH_POINTS); i++)
+ {
+ gestureEvent.pointId[i] = CORE.Input.Touch.pointId[i];
+ gestureEvent.position[i] = CORE.Input.Touch.position[i];
+
+ // Normalize gestureEvent.position[i]
+ gestureEvent.position[i].x /= (float)GetScreenWidth();
+ gestureEvent.position[i].y /= (float)GetScreenHeight();
+ }
+
+ // Gesture data is sent to gestures system for processing
+ ProcessGestureEvent(gestureEvent);
+
+ // Reset the pointCount for web, if it was the last Touch End event
+ if (eventType == EMSCRIPTEN_EVENT_TOUCHEND && CORE.Input.Touch.pointCount == 1) CORE.Input.Touch.pointCount = 0;
+#endif
+
+ return 1; // The event was consumed by the callback handler
+}
+
+// EOF