mirror of
https://github.com/raysan5/raylib.git
synced 2025-12-25 10:22:33 -05:00
Restore window currently says it sets the window state to: "not minimized/maximized" However, if a window is maximized and then minimized, it's typical that it would restore back to being maximized, which is what seems to happen from my testing. I've reworded the description to better reflect this behavior.
1876 lines
78 KiB
C
1876 lines
78 KiB
C
/**********************************************************************************************
|
|
*
|
|
* 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) 2013-2025 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)
|
|
bool ourFullscreen; // Internal var to filter our handling of fullscreen vs the user handling of fullscreen
|
|
int unmaximizedWidth; // Internal var to store the unmaximized window (canvas) width
|
|
int unmaximizedHeight; // Internal var to store the unmaximized window (canvas) height
|
|
} PlatformData;
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Global Variables Definition
|
|
//----------------------------------------------------------------------------------
|
|
extern CoreData CORE; // Global CORE state context
|
|
|
|
static PlatformData platform = { 0 }; // Platform specific data
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Local Variables Definition
|
|
//----------------------------------------------------------------------------------
|
|
static const char cursorLUT[11][12] = {
|
|
"default", // 0 MOUSE_CURSOR_DEFAULT
|
|
"default", // 1 MOUSE_CURSOR_ARROW
|
|
"text", // 2 MOUSE_CURSOR_IBEAM
|
|
"crosshair", // 3 MOUSE_CURSOR_CROSSHAIR
|
|
"pointer", // 4 MOUSE_CURSOR_POINTING_HAND
|
|
"ew-resize", // 5 MOUSE_CURSOR_RESIZE_EW
|
|
"ns-resize", // 6 MOUSE_CURSOR_RESIZE_NS
|
|
"nwse-resize", // 7 MOUSE_CURSOR_RESIZE_NWSE
|
|
"nesw-resize", // 8 MOUSE_CURSOR_RESIZE_NESW
|
|
"move", // 9 MOUSE_CURSOR_RESIZE_ALL
|
|
"not-allowed" // 10 MOUSE_CURSOR_NOT_ALLOWED
|
|
};
|
|
|
|
Vector2 lockedMousePos = { 0 };
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// 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
|
|
static void WindowContentScaleCallback(GLFWwindow *window, float scalex, float scaley); // GLFW3 Window Content Scale Callback, runs when window changes scale
|
|
|
|
// 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);
|
|
static EM_BOOL EmscriptenFocusCallback(int eventType, const EmscriptenFocusEvent *focusEvent, void *userData);
|
|
static EM_BOOL EmscriptenVisibilityChangeCallback(int eventType, const EmscriptenVisibilityChangeEvent *visibilityChangeEvent, void *userData);
|
|
|
|
// Emscripten input callback events
|
|
static EM_BOOL EmscriptenMouseMoveCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData);
|
|
static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData);
|
|
static EM_BOOL EmscriptenPointerlockCallback(int eventType, const EmscriptenPointerlockChangeEvent *pointerlockChangeEvent, void *userData);
|
|
static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData);
|
|
static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData);
|
|
|
|
static const char *GetCanvasId(void);
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Declaration
|
|
//----------------------------------------------------------------------------------
|
|
// NOTE: Functions declaration is provided by raylib.h
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Definition: Window and Graphics Device
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Check if application should close
|
|
// This will always return false on a web-build as web builds have no control over this functionality
|
|
// Sleep is handled in EndDrawing() for synchronous code
|
|
bool WindowShouldClose(void)
|
|
{
|
|
// Emscripten Asyncify is required to run synchronous code in asynchronous JS
|
|
// REF: https://emscripten.org/docs/porting/asyncify.html
|
|
|
|
// WindowShouldClose() is not called on a web-ready raylib application if using emscripten_set_main_loop()
|
|
// and encapsulating one frame execution on a UpdateDrawFrame() function,
|
|
// allowing the browser to manage execution asynchronously
|
|
|
|
// Optionally we can manage the time we give-control-back-to-browser if required,
|
|
// but it seems below line could generate stuttering on some browsers
|
|
emscripten_sleep(12);
|
|
|
|
return false;
|
|
}
|
|
|
|
// Toggle fullscreen mode
|
|
void ToggleFullscreen(void)
|
|
{
|
|
platform.ourFullscreen = true;
|
|
bool enterFullscreen = false;
|
|
|
|
const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0);
|
|
if (wasFullscreen)
|
|
{
|
|
if (CORE.Window.flags & FLAG_FULLSCREEN_MODE) enterFullscreen = false;
|
|
else if (CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) enterFullscreen = true;
|
|
else
|
|
{
|
|
const int canvasWidth = EM_ASM_INT( { return Module.canvas.width; }, 0);
|
|
const int canvasStyleWidth = EM_ASM_INT( { return parseInt(Module.canvas.style.width); }, 0);
|
|
if (canvasStyleWidth > canvasWidth) enterFullscreen = false;
|
|
else enterFullscreen = true;
|
|
}
|
|
|
|
EM_ASM(document.exitFullscreen(););
|
|
|
|
CORE.Window.fullscreen = false;
|
|
CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
|
|
CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE;
|
|
}
|
|
else enterFullscreen = true;
|
|
|
|
if (enterFullscreen)
|
|
{
|
|
// NOTE: The setTimeouts handle the browser mode change delay
|
|
EM_ASM
|
|
(
|
|
setTimeout(function()
|
|
{
|
|
Module.requestFullscreen(false, false);
|
|
}, 100);
|
|
);
|
|
CORE.Window.fullscreen = true;
|
|
CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
|
|
}
|
|
|
|
// NOTE: Old notes below:
|
|
/*
|
|
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;
|
|
}
|
|
*/
|
|
}
|
|
|
|
// Toggle borderless windowed mode
|
|
void ToggleBorderlessWindowed(void)
|
|
{
|
|
platform.ourFullscreen = true;
|
|
bool enterBorderless = false;
|
|
|
|
const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0);
|
|
if (wasFullscreen)
|
|
{
|
|
if (CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) enterBorderless = false;
|
|
else if (CORE.Window.flags & FLAG_FULLSCREEN_MODE) enterBorderless = true;
|
|
else
|
|
{
|
|
const int canvasWidth = EM_ASM_INT( { return Module.canvas.width; }, 0);
|
|
const int screenWidth = EM_ASM_INT( { return screen.width; }, 0);
|
|
if (screenWidth == canvasWidth) enterBorderless = false;
|
|
else enterBorderless = true;
|
|
}
|
|
|
|
EM_ASM(document.exitFullscreen(););
|
|
|
|
CORE.Window.fullscreen = false;
|
|
CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
|
|
CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE;
|
|
}
|
|
else enterBorderless = true;
|
|
|
|
if (enterBorderless)
|
|
{
|
|
// NOTE: 1. The setTimeouts handle the browser mode change delay
|
|
// 2. The style unset handles the possibility of a width="value%" like on the default shell.html file
|
|
EM_ASM
|
|
(
|
|
setTimeout(function()
|
|
{
|
|
Module.requestFullscreen(false, true);
|
|
setTimeout(function()
|
|
{
|
|
canvas.style.width="unset";
|
|
}, 100);
|
|
}, 100);
|
|
);
|
|
CORE.Window.flags |= FLAG_BORDERLESS_WINDOWED_MODE;
|
|
}
|
|
}
|
|
|
|
// Set window state: maximized, if resizable
|
|
void MaximizeWindow(void)
|
|
{
|
|
if ((glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE) && !(CORE.Window.flags & FLAG_WINDOW_MAXIMIZED))
|
|
{
|
|
platform.unmaximizedWidth = CORE.Window.screen.width;
|
|
platform.unmaximizedHeight = CORE.Window.screen.height;
|
|
|
|
const int tabWidth = EM_ASM_INT( return window.innerWidth; );
|
|
const int tabHeight = EM_ASM_INT( return window.innerHeight; );
|
|
|
|
if (tabWidth && tabHeight) glfwSetWindowSize(platform.handle, tabWidth, tabHeight);
|
|
|
|
CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED;
|
|
}
|
|
}
|
|
|
|
// Set window state: minimized
|
|
void MinimizeWindow(void)
|
|
{
|
|
TRACELOG(LOG_WARNING, "MinimizeWindow() not available on target platform");
|
|
}
|
|
|
|
// Restore window from being minimized/maximized
|
|
void RestoreWindow(void)
|
|
{
|
|
if ((glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE) && (CORE.Window.flags & FLAG_WINDOW_MAXIMIZED))
|
|
{
|
|
if (platform.unmaximizedWidth && platform.unmaximizedHeight) glfwSetWindowSize(platform.handle, platform.unmaximizedWidth, platform.unmaximizedHeight);
|
|
|
|
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 ((flags & FLAG_VSYNC_HINT) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_VSYNC_HINT) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_BORDERLESS_WINDOWED_MODE
|
|
if ((flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0)
|
|
{
|
|
// NOTE: Window state flag updated inside ToggleBorderlessWindowed() function
|
|
const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0);
|
|
if (wasFullscreen)
|
|
{
|
|
const int canvasWidth = EM_ASM_INT( { return Module.canvas.width; }, 0);
|
|
const int canvasStyleWidth = EM_ASM_INT( { return parseInt(Module.canvas.style.width); }, 0);
|
|
if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) || canvasStyleWidth > canvasWidth) ToggleBorderlessWindowed();
|
|
}
|
|
else ToggleBorderlessWindowed();
|
|
}
|
|
|
|
// State change: FLAG_FULLSCREEN_MODE
|
|
if ((flags & FLAG_FULLSCREEN_MODE) > 0)
|
|
{
|
|
// NOTE: Window state flag updated inside ToggleFullscreen() function
|
|
const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0);
|
|
if (wasFullscreen)
|
|
{
|
|
const int canvasWidth = EM_ASM_INT( { return Module.canvas.width; }, 0);
|
|
const int screenWidth = EM_ASM_INT( { return screen.width; }, 0);
|
|
if ((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) || screenWidth == canvasWidth ) ToggleFullscreen();
|
|
}
|
|
else ToggleFullscreen();
|
|
}
|
|
|
|
// 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 ((flags & FLAG_WINDOW_UNDECORATED) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_UNDECORATED) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_HIDDEN
|
|
if ((flags & FLAG_WINDOW_HIDDEN) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_HIDDEN) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_MINIMIZED
|
|
if ((flags & FLAG_WINDOW_MINIMIZED) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_MINIMIZED) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_MAXIMIZED
|
|
if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) != (flags & FLAG_WINDOW_MAXIMIZED)) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0))
|
|
{
|
|
if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE)
|
|
{
|
|
platform.unmaximizedWidth = CORE.Window.screen.width;
|
|
platform.unmaximizedHeight = CORE.Window.screen.height;
|
|
|
|
const int tabWidth = EM_ASM_INT( return window.innerWidth; );
|
|
const int tabHeight = EM_ASM_INT( return window.innerHeight; );
|
|
|
|
if (tabWidth && tabHeight) glfwSetWindowSize(platform.handle, tabWidth, tabHeight);
|
|
|
|
CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED;
|
|
}
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_UNFOCUSED
|
|
if ((flags & FLAG_WINDOW_UNFOCUSED) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_UNFOCUSED) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_TOPMOST
|
|
if ((flags & FLAG_WINDOW_TOPMOST) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_TOPMOST) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_ALWAYS_RUN
|
|
if ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_ALWAYS_RUN) not available on target platform");
|
|
}
|
|
|
|
// The following states can not be changed after window creation
|
|
// NOTE: Review for PLATFORM_WEB
|
|
|
|
// State change: FLAG_WINDOW_TRANSPARENT
|
|
if ((flags & FLAG_WINDOW_TRANSPARENT) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_TRANSPARENT) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_HIGHDPI
|
|
if ((flags & FLAG_WINDOW_HIGHDPI) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_HIGHDPI) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
|
|
if ((flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_MOUSE_PASSTHROUGH) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_MSAA_4X_HINT
|
|
if ((flags & FLAG_MSAA_4X_HINT) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_MSAA_4X_HINT) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_INTERLACED_HINT
|
|
if ((flags & FLAG_INTERLACED_HINT) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_INTERLACED_HINT) not available on target platform");
|
|
}
|
|
}
|
|
|
|
// 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 ((flags & FLAG_VSYNC_HINT) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_VSYNC_HINT) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_BORDERLESS_WINDOWED_MODE
|
|
if ((flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0)
|
|
{
|
|
const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0);
|
|
if (wasFullscreen)
|
|
{
|
|
const int canvasWidth = EM_ASM_INT( { return Module.canvas.width; }, 0);
|
|
const int screenWidth = EM_ASM_INT( { return screen.width; }, 0);
|
|
if ((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) || (screenWidth == canvasWidth)) EM_ASM(document.exitFullscreen(););
|
|
}
|
|
|
|
CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE;
|
|
}
|
|
|
|
// State change: FLAG_FULLSCREEN_MODE
|
|
if ((flags & FLAG_FULLSCREEN_MODE) > 0)
|
|
{
|
|
const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0);
|
|
if (wasFullscreen)
|
|
{
|
|
const int canvasWidth = EM_ASM_INT( { return Module.canvas.width; }, 0);
|
|
const int canvasStyleWidth = EM_ASM_INT( { return parseInt(Module.canvas.style.width); }, 0);
|
|
if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) || (canvasStyleWidth > canvasWidth)) EM_ASM(document.exitFullscreen(););
|
|
}
|
|
|
|
CORE.Window.fullscreen = false;
|
|
CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
|
|
}
|
|
|
|
// 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 ((flags & FLAG_WINDOW_HIDDEN) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_HIDDEN) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_MINIMIZED
|
|
if ((flags & FLAG_WINDOW_MINIMIZED) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_MINIMIZED) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_MAXIMIZED
|
|
if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0))
|
|
{
|
|
if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE)
|
|
{
|
|
if (platform.unmaximizedWidth && platform.unmaximizedHeight) glfwSetWindowSize(platform.handle, platform.unmaximizedWidth, platform.unmaximizedHeight);
|
|
|
|
CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
|
|
}
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_UNDECORATED
|
|
if ((flags & FLAG_WINDOW_UNDECORATED) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_UNDECORATED) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_UNFOCUSED
|
|
if ((flags & FLAG_WINDOW_UNFOCUSED) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_UNFOCUSED) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_TOPMOST
|
|
if ((flags & FLAG_WINDOW_TOPMOST) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_TOPMOST) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_ALWAYS_RUN
|
|
if ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_ALWAYS_RUN) not available on target platform");
|
|
}
|
|
|
|
// The following states can not be changed after window creation
|
|
// NOTE: Review for PLATFORM_WEB
|
|
|
|
// State change: FLAG_WINDOW_TRANSPARENT
|
|
if ((flags & FLAG_WINDOW_TRANSPARENT) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_TRANSPARENT) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_HIGHDPI
|
|
if ((flags & FLAG_WINDOW_HIGHDPI) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_HIGHDPI) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
|
|
if ((flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_MOUSE_PASSTHROUGH) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_MSAA_4X_HINT
|
|
if ((flags & FLAG_MSAA_4X_HINT) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_MSAA_4X_HINT) not available on target platform");
|
|
}
|
|
|
|
// State change: FLAG_INTERLACED_HINT
|
|
if ((flags & FLAG_INTERLACED_HINT) > 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_INTERLACED_HINT) 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)
|
|
{
|
|
if (opacity >= 1.0f) opacity = 1.0f;
|
|
else if (opacity <= 0.0f) opacity = 0.0f;
|
|
EM_ASM({ Module.canvas.style.opacity = $0; }, opacity);
|
|
}
|
|
|
|
// 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 current monitor where window is placed
|
|
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)
|
|
{
|
|
// NOTE: Returned value is limited to the current monitor where the browser window is located
|
|
int width = 0;
|
|
width = EM_ASM_INT( { return screen.width; }, 0);
|
|
return width;
|
|
}
|
|
|
|
// Get selected monitor height (currently used by monitor)
|
|
int GetMonitorHeight(int monitor)
|
|
{
|
|
// NOTE: Returned value is limited to the current monitor where the browser window is located
|
|
int height = 0;
|
|
height = EM_ASM_INT( { return screen.height; }, 0);
|
|
return height;
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
// NOTE: Returned position is relative to the current monitor where the browser window is located
|
|
Vector2 position = { 0, 0 };
|
|
position.x = (float)EM_ASM_INT( { return window.screenX; }, 0);
|
|
position.y = (float)EM_ASM_INT( { return window.screenY; }, 0);
|
|
return position;
|
|
}
|
|
|
|
// Get window scale DPI factor for current monitor
|
|
Vector2 GetWindowScaleDPI(void)
|
|
{
|
|
// NOTE: Returned scale is relative to the current monitor where the browser window is located
|
|
Vector2 scale = { 1.0f, 1.0f };
|
|
scale.x = (float)EM_ASM_DOUBLE( { return window.devicePixelRatio; } );
|
|
scale.y = scale.x;
|
|
return scale;
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
// Get clipboard image
|
|
Image GetClipboardImage(void)
|
|
{
|
|
Image image = { 0 };
|
|
|
|
TRACELOG(LOG_WARNING, "GetClipboardImage() not implemented on target platform");
|
|
|
|
return image;
|
|
}
|
|
|
|
// Show mouse cursor
|
|
void ShowCursor(void)
|
|
{
|
|
if (CORE.Input.Mouse.cursorHidden)
|
|
{
|
|
EM_ASM( { Module.canvas.style.cursor = UTF8ToString($0); }, cursorLUT[CORE.Input.Mouse.cursor]);
|
|
|
|
CORE.Input.Mouse.cursorHidden = false;
|
|
}
|
|
}
|
|
|
|
// Hides mouse cursor
|
|
void HideCursor(void)
|
|
{
|
|
if (!CORE.Input.Mouse.cursorHidden)
|
|
{
|
|
EM_ASM(Module.canvas.style.cursor = 'none';);
|
|
|
|
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);
|
|
|
|
// NOTE: CORE.Input.Mouse.cursorHidden handled by EmscriptenPointerlockCallback()
|
|
}
|
|
|
|
// Disables cursor (lock cursor)
|
|
void DisableCursor(void)
|
|
{
|
|
// TODO: figure out how not to hard code the canvas ID here.
|
|
emscripten_request_pointerlock(GetCanvasId(), 1);
|
|
|
|
// Set cursor position in the middle
|
|
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
|
|
|
|
// NOTE: CORE.Input.Mouse.cursorHidden handled by EmscriptenPointerlockCallback()
|
|
}
|
|
|
|
// 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 gamepad vibration
|
|
void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration)
|
|
{
|
|
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (duration > 0.0f))
|
|
{
|
|
if (leftMotor < 0.0f) leftMotor = 0.0f;
|
|
if (leftMotor > 1.0f) leftMotor = 1.0f;
|
|
if (rightMotor < 0.0f) rightMotor = 0.0f;
|
|
if (rightMotor > 1.0f) rightMotor = 1.0f;
|
|
if (duration > MAX_GAMEPAD_VIBRATION_TIME) duration = MAX_GAMEPAD_VIBRATION_TIME;
|
|
duration *= 1000.0f; // Convert duration to ms
|
|
|
|
// Note: At the moment (2024.10.21) Chrome, Edge, Opera, Safari, Android Chrome, Android Webview only support the vibrationActuator API,
|
|
// and Firefox only supports the hapticActuators API
|
|
EM_ASM({
|
|
try
|
|
{
|
|
navigator.getGamepads()[$0].vibrationActuator.playEffect('dual-rumble', { startDelay: 0, duration: $3, weakMagnitude: $1, strongMagnitude: $2 });
|
|
}
|
|
catch (e)
|
|
{
|
|
try
|
|
{
|
|
navigator.getGamepads()[$0].hapticActuators[0].pulse($2, $3);
|
|
}
|
|
catch (e) { }
|
|
}
|
|
}, gamepad, leftMotor, rightMotor, duration);
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
|
|
if (CORE.Input.Mouse.cursorHidden) lockedMousePos = 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)
|
|
{
|
|
if (!CORE.Input.Mouse.cursorHidden) EM_ASM( { Module.canvas.style.cursor = UTF8ToString($0); }, cursorLUT[cursor]);
|
|
|
|
CORE.Input.Mouse.cursor = cursor;
|
|
}
|
|
}
|
|
|
|
// Get physical key name.
|
|
const char *GetKeyName(int key)
|
|
{
|
|
TRACELOG(LOG_WARNING, "GetKeyName() not implemented on target platform");
|
|
return "";
|
|
}
|
|
|
|
// 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 != 0) // 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 reset?
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// 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_COCOA_RETINA_FRAMEBUFFER, GLFW_MOUSE_PASSTHROUGH
|
|
|
|
// Scale content area based on the monitor content scale where window is placed on
|
|
// NOTE: This feature requires emscripten 3.1.51
|
|
//if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE);
|
|
//else glfwWindowHint(GLFW_SCALE_TO_MONITOR, 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
|
|
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;
|
|
|
|
// Init fullscreen toggle required var:
|
|
platform.ourFullscreen = false;
|
|
|
|
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);
|
|
|
|
if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
|
|
{
|
|
glfwSetWindowContentScaleCallback(platform.handle, WindowContentScaleCallback);
|
|
}
|
|
|
|
// 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(EMSCRIPTEN_EVENT_TARGET_WINDOW, 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(GetCanvasId(), NULL, 1, EmscriptenMouseCallback);
|
|
emscripten_set_pointerlockchange_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenPointerlockCallback);
|
|
|
|
// Following the mouse delta when the mouse is locked
|
|
emscripten_set_mousemove_callback(GetCanvasId(), NULL, 1, EmscriptenMouseMoveCallback);
|
|
|
|
// Support touch events
|
|
emscripten_set_touchstart_callback(GetCanvasId(), NULL, 1, EmscriptenTouchCallback);
|
|
emscripten_set_touchend_callback(GetCanvasId(), NULL, 1, EmscriptenTouchCallback);
|
|
emscripten_set_touchmove_callback(GetCanvasId(), NULL, 1, EmscriptenTouchCallback);
|
|
emscripten_set_touchcancel_callback(GetCanvasId(), 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);
|
|
|
|
// Support focus events
|
|
emscripten_set_blur_callback(GetCanvasId(), platform.handle, 1, EmscriptenFocusCallback);
|
|
emscripten_set_focus_callback(GetCanvasId(), platform.handle, 1, EmscriptenFocusCallback);
|
|
|
|
// Support visibility events
|
|
emscripten_set_visibilitychange_callback(NULL, 1, EmscriptenVisibilityChangeCallback);
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
// Initialize timing 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
|
|
}
|
|
|
|
static void WindowContentScaleCallback(GLFWwindow *window, float scalex, float scaley)
|
|
{
|
|
CORE.Window.screenScale = MatrixScale(scalex, scaley, 1.0f);
|
|
}
|
|
|
|
// 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;
|
|
CORE.Input.Touch.currentTouchState[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)
|
|
{
|
|
// If the pointer is not locked, follow the position
|
|
if (!CORE.Input.Mouse.cursorHidden)
|
|
{
|
|
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
|
|
}
|
|
|
|
static EM_BOOL EmscriptenMouseMoveCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData)
|
|
{
|
|
// To emulate the GLFW_RAW_MOUSE_MOTION property.
|
|
if (CORE.Input.Mouse.cursorHidden)
|
|
{
|
|
CORE.Input.Mouse.previousPosition.x = lockedMousePos.x - mouseEvent->movementX;
|
|
CORE.Input.Mouse.previousPosition.y = lockedMousePos.y - mouseEvent->movementY;
|
|
}
|
|
|
|
return 1; // The event was consumed by the callback handler
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
// NOTE: 1. Reset the fullscreen flags if the user left fullscreen manually by pressing the Escape key
|
|
// 2. Which is a necessary safeguard because that case will bypass the toggles CORE.Window.flags resets
|
|
if (platform.ourFullscreen) platform.ourFullscreen = false;
|
|
else
|
|
{
|
|
const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0);
|
|
if (!wasFullscreen)
|
|
{
|
|
CORE.Window.fullscreen = false;
|
|
CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
|
|
CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE;
|
|
}
|
|
}
|
|
|
|
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
|
|
// }
|
|
|
|
// 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 = EM_ASM_INT( return window.innerWidth; );
|
|
int height = EM_ASM_INT( return window.innerHeight; );
|
|
|
|
if (width < (int)CORE.Window.screenMin.width) width = CORE.Window.screenMin.width;
|
|
else if ((width > (int)CORE.Window.screenMax.width) && (CORE.Window.screenMax.width > 0)) width = CORE.Window.screenMax.width;
|
|
|
|
if (height < (int)CORE.Window.screenMin.height) height = CORE.Window.screenMin.height;
|
|
else if ((height > (int)CORE.Window.screenMax.height) && (CORE.Window.screenMax.height > 0)) height = CORE.Window.screenMax.height;
|
|
|
|
emscripten_set_canvas_element_size(GetCanvasId(), 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 pointer lock events
|
|
static EM_BOOL EmscriptenPointerlockCallback(int eventType, const EmscriptenPointerlockChangeEvent *pointerlockChangeEvent, void *userData)
|
|
{
|
|
CORE.Input.Mouse.cursorHidden = EM_ASM_INT( { if (document.pointerLockElement) return 1; }, 0);
|
|
|
|
if (CORE.Input.Mouse.cursorHidden)
|
|
{
|
|
lockedMousePos = CORE.Input.Mouse.currentPosition;
|
|
CORE.Input.Mouse.previousPosition = lockedMousePos;
|
|
}
|
|
|
|
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
|
|
}
|
|
|
|
static EM_BOOL EmscriptenFocusCallback(int eventType, const EmscriptenFocusEvent *focusEvent, void *userData)
|
|
{
|
|
EM_BOOL consumed = 1;
|
|
switch (eventType)
|
|
{
|
|
case EMSCRIPTEN_EVENT_BLUR: WindowFocusCallback(userData, 0); break;
|
|
case EMSCRIPTEN_EVENT_FOCUS: WindowFocusCallback(userData, 1); break;
|
|
default: consumed = 0; break;
|
|
}
|
|
return consumed;
|
|
}
|
|
|
|
static EM_BOOL EmscriptenVisibilityChangeCallback(int eventType, const EmscriptenVisibilityChangeEvent *visibilityChangeEvent, void *userData)
|
|
{
|
|
if (visibilityChangeEvent->hidden) CORE.Window.flags |= FLAG_WINDOW_HIDDEN; // The window was hidden
|
|
else CORE.Window.flags &= ~FLAG_WINDOW_HIDDEN; // The window was restored
|
|
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(GetCanvasId(), &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;
|
|
}
|
|
|
|
// Update mouse position if we detect a single touch.
|
|
if (CORE.Input.Touch.pointCount == 1)
|
|
{
|
|
CORE.Input.Mouse.currentPosition.x = CORE.Input.Touch.position[0].x;
|
|
CORE.Input.Mouse.currentPosition.y = CORE.Input.Touch.position[0].y;
|
|
}
|
|
|
|
#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);
|
|
#endif
|
|
|
|
if (eventType == EMSCRIPTEN_EVENT_TOUCHEND)
|
|
{
|
|
// Identify the EMSCRIPTEN_EVENT_TOUCHEND and remove it from the list
|
|
for (int i = 0; i < CORE.Input.Touch.pointCount; i++)
|
|
{
|
|
if (touchEvent->touches[i].isChanged)
|
|
{
|
|
// Move all touch points one position up
|
|
for (int j = i; j < CORE.Input.Touch.pointCount - 1; j++)
|
|
{
|
|
CORE.Input.Touch.pointId[j] = CORE.Input.Touch.pointId[j + 1];
|
|
CORE.Input.Touch.position[j] = CORE.Input.Touch.position[j + 1];
|
|
}
|
|
// Decrease touch points count to remove the last one
|
|
CORE.Input.Touch.pointCount--;
|
|
break;
|
|
}
|
|
}
|
|
// Clamp pointCount to avoid negative values
|
|
if (CORE.Input.Touch.pointCount < 0) CORE.Input.Touch.pointCount = 0;
|
|
}
|
|
|
|
return 1; // The event was consumed by the callback handler
|
|
}
|
|
|
|
// obtaining the canvas id provided by the module configuration
|
|
EM_JS(char*, GetCanvasIdJs, (), {
|
|
var canvasId = "#" + Module.canvas.id;
|
|
var lengthBytes = lengthBytesUTF8(canvasId) + 1;
|
|
var stringOnWasmHeap = _malloc(lengthBytes);
|
|
stringToUTF8(canvasId, stringOnWasmHeap, lengthBytes);
|
|
return stringOnWasmHeap;
|
|
});
|
|
|
|
static const char *GetCanvasId(void)
|
|
{
|
|
static char *canvasId = NULL;
|
|
if (canvasId == NULL) canvasId = GetCanvasIdJs();
|
|
return canvasId;
|
|
}
|
|
|
|
// EOF
|