Files
raylib/src/platforms/rcore_web_emscripten.c
Ray 18756bb79d REVIEWED: Software renderer flag, renamed to GRAPHICS_API_OPENGL_SOFTWARE
Dropped the `11` relative to OpenGL 1.1 because latest `rlsw 1.5` also includes support for FBOs and could potentially implemented other higher level features in the feature, discerning from OpenGL 1.1 limitations
2026-03-17 18:33:15 +01:00

1753 lines
69 KiB
C

/**********************************************************************************************
*
* rcore_web_emscripten - Functions to manage window, graphics device and inputs
*
* PLATFORM: WEB - EMSCRIPTEN
* - HTML5 (WebAssembly)
*
* LIMITATIONS:
* - TBD
*
* POSSIBLE IMPROVEMENTS:
* - TBD
*
* 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) 2025-2026 Ramon Santamaria (@raysan5) and contributors
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include <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
//----------------------------------------------------------------------------------
#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 {
char canvasId[64]; // Current canvas id
EMSCRIPTEN_WEBGL_CONTEXT_HANDLE glContext; // OpenGL context
unsigned int *pixels; // Pointer to pixel data buffer (RGBA 32bit format)
} PlatformData;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
extern CoreData CORE; // Global CORE state context
static PlatformData platform = { 0 }; // Platform specific data
//----------------------------------------------------------------------------------
// Global 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
};
//----------------------------------------------------------------------------------
// Module Internal Functions Declaration
//----------------------------------------------------------------------------------
int InitPlatform(void); // Initialize platform (graphics, inputs and more)
void ClosePlatform(void); // Close platform
// Emscripten window callback events
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);
static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData);
// TODO: Implement GLFW3 alternative for drop callback, runs when drop files into browser/canvas
//static void WindowDropCallback(GLFWwindow *window, int count, const char **paths);
// Emscripten input callback events
static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyboardEvent, void *userData);
static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData);
static EM_BOOL EmscriptenMouseMoveCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData);
static EM_BOOL EmscriptenMouseWheelCallback(int eventType, const EmscriptenWheelEvent *wheelEvent, 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);
// JS: Set the canvas id provided by the module configuration
EM_JS(void, SetCanvasIdJs, (char *out, int outSize), {
var canvasId = "#" + Module.canvas.id;
stringToUTF8(canvasId, out, outSize);
});
//----------------------------------------------------------------------------------
// 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
// NOTE: Optionally, time can be managed, giving control back-to-browser as required,
// but it seems below line could generate stuttering on some browsers
emscripten_sleep(12);
return false;
}
// Toggle fullscreen mode
void ToggleFullscreen(void)
{
bool enterFullscreen = false;
const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0);
if (wasFullscreen)
{
if (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE)) enterFullscreen = false;
else if (FLAG_IS_SET(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(););
FLAG_CLEAR(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
FLAG_CLEAR(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);
);
FLAG_SET(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 (!FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE))
{
// 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 = 0;
int height = 0;
emscripten_get_canvas_element_size("#canvas", &width, &height);
TRACELOG(LOG_WARNING, "Emscripten: Enter fullscreen: Canvas size: %i x %i", width, height);
FLAG_SET(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);
FLAG_CLEAR(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
}
*/
}
// Toggle borderless windowed mode
void ToggleBorderlessWindowed(void)
{
bool enterBorderless = false;
const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0);
if (wasFullscreen)
{
if (FLAG_IS_SET(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE)) enterBorderless = false;
else if (FLAG_IS_SET(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(););
FLAG_CLEAR(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
FLAG_CLEAR(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE);
}
else enterBorderless = true;
if (enterBorderless)
{
// 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
(
const canvasId = UTF8ToString($0);
setTimeout(function()
{
Module.requestFullscreen(false, true);
setTimeout(function()
{
document.querySelector(canvasId).style.width="unset";
}, 100);
}, 100);
, platform.canvasId);
FLAG_SET(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE);
}
}
// Set window state: maximized, if resizable
void MaximizeWindow(void)
{
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_RESIZABLE) && !FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MAXIMIZED))
{
const int tabWidth = EM_ASM_INT( return window.innerWidth; );
const int tabHeight = EM_ASM_INT( return window.innerHeight; );
FLAG_SET(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 (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_RESIZABLE) && FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MAXIMIZED))
{
FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_MAXIMIZED);
}
}
// Set window configuration state using flags
void SetWindowState(unsigned int flags)
{
if (!CORE.Window.ready) TRACELOG(LOG_WARNING, "WINDOW: SetWindowState does nothing before window initialization, Use \"SetConfigFlags\" instead");
// 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 (FLAG_IS_SET(flags, FLAG_VSYNC_HINT))
{
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_VSYNC_HINT) not available on target platform");
}
// State change: FLAG_BORDERLESS_WINDOWED_MODE
if (FLAG_IS_SET(flags, FLAG_BORDERLESS_WINDOWED_MODE))
{
// 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 ((FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE)) || canvasStyleWidth > canvasWidth) ToggleBorderlessWindowed();
}
else ToggleBorderlessWindowed();
}
// State change: FLAG_FULLSCREEN_MODE
if (FLAG_IS_SET(flags, FLAG_FULLSCREEN_MODE))
{
// 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 (FLAG_IS_SET(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE) || (screenWidth == canvasWidth)) ToggleFullscreen();
}
else ToggleFullscreen();
}
// State change: FLAG_WINDOW_RESIZABLE
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_RESIZABLE) != FLAG_IS_SET(flags, FLAG_WINDOW_RESIZABLE)) && FLAG_IS_SET(flags, FLAG_WINDOW_RESIZABLE))
{
FLAG_SET(CORE.Window.flags, FLAG_WINDOW_RESIZABLE);
}
// State change: FLAG_WINDOW_UNDECORATED
if (FLAG_IS_SET(flags, FLAG_WINDOW_UNDECORATED))
{
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_UNDECORATED) not available on target platform");
}
// State change: FLAG_WINDOW_HIDDEN
if (FLAG_IS_SET(flags, FLAG_WINDOW_HIDDEN))
{
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_HIDDEN) not available on target platform");
}
// State change: FLAG_WINDOW_MINIMIZED
if (FLAG_IS_SET(flags, FLAG_WINDOW_MINIMIZED))
{
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_MINIMIZED) not available on target platform");
}
// State change: FLAG_WINDOW_MAXIMIZED
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MAXIMIZED) != FLAG_IS_SET(flags, FLAG_WINDOW_MAXIMIZED)) && FLAG_IS_SET(flags, FLAG_WINDOW_MAXIMIZED))
{
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_RESIZABLE))
{
const int tabWidth = EM_ASM_INT( return window.innerWidth; );
const int tabHeight = EM_ASM_INT( return window.innerHeight; );
FLAG_SET(CORE.Window.flags, FLAG_WINDOW_MAXIMIZED);
}
}
// State change: FLAG_WINDOW_UNFOCUSED
if (FLAG_IS_SET(flags, FLAG_WINDOW_UNFOCUSED))
{
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_UNFOCUSED) not available on target platform");
}
// State change: FLAG_WINDOW_TOPMOST
if (FLAG_IS_SET(flags, FLAG_WINDOW_TOPMOST))
{
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_TOPMOST) not available on target platform");
}
// State change: FLAG_WINDOW_ALWAYS_RUN
if (FLAG_IS_SET(flags, FLAG_WINDOW_ALWAYS_RUN))
{
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 (FLAG_IS_SET(flags, FLAG_WINDOW_TRANSPARENT))
{
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_TRANSPARENT) not available on target platform");
}
// State change: FLAG_WINDOW_HIGHDPI
if (FLAG_IS_SET(flags, FLAG_WINDOW_HIGHDPI))
{
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_HIGHDPI) not available on target platform");
}
// State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
if (FLAG_IS_SET(flags, FLAG_WINDOW_MOUSE_PASSTHROUGH))
{
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_MOUSE_PASSTHROUGH) not available on target platform");
}
// State change: FLAG_MSAA_4X_HINT
if (FLAG_IS_SET(flags, FLAG_MSAA_4X_HINT))
{
TRACELOG(LOG_WARNING, "SetWindowState(FLAG_MSAA_4X_HINT) not available on target platform");
}
// State change: FLAG_INTERLACED_HINT
if (FLAG_IS_SET(flags, FLAG_INTERLACED_HINT))
{
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 (FLAG_IS_SET(flags, FLAG_VSYNC_HINT))
{
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_VSYNC_HINT) not available on target platform");
}
// State change: FLAG_BORDERLESS_WINDOWED_MODE
if (FLAG_IS_SET(flags, FLAG_BORDERLESS_WINDOWED_MODE))
{
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 (FLAG_IS_SET(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE) || (screenWidth == canvasWidth)) EM_ASM(document.exitFullscreen(););
}
FLAG_CLEAR(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE);
}
// State change: FLAG_FULLSCREEN_MODE
if (FLAG_IS_SET(flags, FLAG_FULLSCREEN_MODE))
{
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 (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE) || (canvasStyleWidth > canvasWidth)) EM_ASM(document.exitFullscreen(););
}
FLAG_CLEAR(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
}
// State change: FLAG_WINDOW_RESIZABLE
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_RESIZABLE) && FLAG_IS_SET(flags, FLAG_WINDOW_RESIZABLE))
{
FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_RESIZABLE);
}
// State change: FLAG_WINDOW_HIDDEN
if (FLAG_IS_SET(flags, FLAG_WINDOW_HIDDEN))
{
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_HIDDEN) not available on target platform");
}
// State change: FLAG_WINDOW_MINIMIZED
if (FLAG_IS_SET(flags, FLAG_WINDOW_MINIMIZED))
{
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_MINIMIZED) not available on target platform");
}
// State change: FLAG_WINDOW_MAXIMIZED
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MAXIMIZED) && FLAG_IS_SET(flags, FLAG_WINDOW_MAXIMIZED))
{
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_RESIZABLE))
{
FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_MAXIMIZED);
}
}
// State change: FLAG_WINDOW_UNDECORATED
if (FLAG_IS_SET(flags, FLAG_WINDOW_UNDECORATED))
{
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_UNDECORATED) not available on target platform");
}
// State change: FLAG_WINDOW_UNFOCUSED
if (FLAG_IS_SET(flags, FLAG_WINDOW_UNFOCUSED))
{
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_UNFOCUSED) not available on target platform");
}
// State change: FLAG_WINDOW_TOPMOST
if (FLAG_IS_SET(flags, FLAG_WINDOW_TOPMOST))
{
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_TOPMOST) not available on target platform");
}
// State change: FLAG_WINDOW_ALWAYS_RUN
if (FLAG_IS_SET(flags, FLAG_WINDOW_ALWAYS_RUN))
{
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 (FLAG_IS_SET(flags, FLAG_WINDOW_TRANSPARENT))
{
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_TRANSPARENT) not available on target platform");
}
// State change: FLAG_WINDOW_HIGHDPI
if (FLAG_IS_SET(flags, FLAG_WINDOW_HIGHDPI))
{
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_HIGHDPI) not available on target platform");
}
// State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
if (FLAG_IS_SET(flags, FLAG_WINDOW_MOUSE_PASSTHROUGH))
{
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_MOUSE_PASSTHROUGH) not available on target platform");
}
// State change: FLAG_MSAA_4X_HINT
if (FLAG_IS_SET(flags, FLAG_MSAA_4X_HINT))
{
TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_MSAA_4X_HINT) not available on target platform");
}
// State change: FLAG_INTERLACED_HINT
if (FLAG_IS_SET(flags, FLAG_INTERLACED_HINT))
{
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 (FLAG_IS_SET(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 (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_RESIZABLE) != 0) EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL);
}
// Set window dimensions
void SetWindowSize(int width, int height)
{
// When resizing the canvas, several elements must be considered:
// - CSS canvas size: Web layout size, logical pixels
// - Canvas contained framebuffer resolution
// * Browser monitor, device pixel ratio (HighDPI)
double canvasCssWidth = 0.0;
double canvasCssHeight = 0.0;
emscripten_get_element_css_size(platform.canvasId, &canvasCssWidth, &canvasCssHeight);
// NOTE: emscripten_get_canvas_element_size() returns canvas framebuffer size, not CSS canvas size
// Get device pixel ratio
// TODO: Should DPI be considered at this point?
double dpr = emscripten_get_device_pixel_ratio();
// Set canvas framebuffer size
emscripten_set_canvas_element_size(platform.canvasId, width*dpr, height*dpr);
// Set canvas CSS size
// TODO: Consider canvas CSS style if already scaled 100%
EM_ASM({ Module.canvas.style.width = $0; }, width*dpr);
EM_ASM({ Module.canvas.style.height = $0; }, height*dpr);
SetupViewport(width*dpr, height*dpr); // Reset viewport and projection matrix for new size
}
// 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)
{
// Get the width of the user's entire screen in CSS logical pixels,
// no physical pixels, it would require multiplying by device pixel ratio
// NOTE: Returned value is limited to the current monitor where the browser window is located
int width = 0;
width = EM_ASM_INT( { return window.screen.width; }, 0);
return width;
}
// Get selected monitor height (currently used by monitor)
int GetMonitorHeight(int monitor)
{
// Get the height of the user's entire screen in CSS logical pixels,
// no physical pixels, it would require multiplying by device pixel ratio
// NOTE: Returned value is limited to the current monitor where the browser window is located
int height = 0;
height = EM_ASM_INT( { return window.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)
{
// Browser window position, top-left corner relative to the physical screen origin, expressed in CSS logical pixels
// 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 current monitor device pixel ratio
Vector2 GetWindowScaleDPI(void)
{
// Get device pixel ratio
// 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);
}
// Async EM_JS to be able to await clickboard read asynchronous function
EM_ASYNC_JS(void, RequestClipboardData, (void), {
if (navigator.clipboard && window.isSecureContext)
{
let items = await navigator.clipboard.read();
for (const item of items)
{
// Check if this item contains plain text or image
if (item.types.includes("text/plain"))
{
const blob = await item.getType("text/plain");
const text = await blob.text();
window._lastClipboardString = text;
}
else if (item.types.find(t => t.startsWith("image/")))
{
const blob = await item.getType(item.types.find(t => t.startsWith("image/")));
const bitmap = await createImageBitmap(blob);
const canvas = document.createElement('canvas');
canvas.width = bitmap.width;
canvas.height = bitmap.height;
const ctx = canvas.getContext('2d');
ctx.drawImage(bitmap, 0, 0);
const imgData = ctx.getImageData(0, 0, canvas.width, canvas.height).data;
// Store image and data for the Fetch function
window._lastImgWidth = canvas.width;
window._lastImgHeight = canvas.height;
window._lastImgData = imgData;
}
}
}
else console.warn("Clipboard read() requires HTTPS/Localhost");
});
// Returns the string created by RequestClipboardData from JS memory to Emscripten C memory
EM_JS(char *, GetLastPastedText, (void), {
var str = window._lastClipboardString || "";
var length = lengthBytesUTF8(str) + 1;
if (length > 1)
{
var ptr = _malloc(length);
stringToUTF8(str, ptr, length);
return ptr;
}
return 0;
});
// Returns the image created by RequestClipboardData from JS memory to Emscripten C memory
EM_JS(unsigned char *, GetLastPastedImage, (int *width, int *height), {
if (window._lastImgData)
{
const data = window._lastImgData;
if (data.length > 0)
{
const ptr = _malloc(data.length);
HEAPU8.set(data, ptr);
// Set the width and height via the pointers passed from C
// HEAP32 handles the 4-byte integers
if (width) setValue(width, window._lastImgWidth, 'i32');
if (height) setValue(height, window._lastImgHeight, 'i32');
// Clear the JS buffer so there is no need to fetch the same image twice
window._lastImgData = null;
return ptr;
}
}
return 0;
});
// Get clipboard text content
// NOTE: returned string is allocated and freed by GLFW
const char *GetClipboardText(void)
{
RequestClipboardData();
return GetLastPastedText();
}
// Get clipboard image
Image GetClipboardImage(void)
{
Image image = { 0 };
int w = 0, h = 0;
RequestClipboardData();
unsigned char* data = GetLastPastedImage(&w, &h);
if (data != NULL) {
image.data = data;
image.width = w;
image.height = h;
image.mipmaps = 1;
image.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
}
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.cursorLocked handled by EmscriptenPointerlockCallback()
}
// Disables cursor (lock cursor)
void DisableCursor(void)
{
emscripten_request_pointerlock(platform.canvasId, 1);
// Set cursor position in the middle
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
// NOTE: CORE.Input.Mouse.cursorLocked handled by EmscriptenPointerlockCallback()
}
// Swap back buffer with front buffer (screen drawing)
void SwapScreenBuffer(void)
{
#if defined(GRAPHICS_API_OPENGL_SOFTWARE)
// Update framebuffer
rlCopyFramebuffer(0, 0, CORE.Window.render.width, CORE.Window.render.height, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, platform.pixels);
// Copy framebuffer data into canvas
EM_ASM({
const width = $0;
const height = $1;
const ptr = $2;
// Get canvas and 2d context created
const canvas = Module.canvas;
//const canvas = Module['canvas'];
const ctx = canvas.getContext('2d');
if (!Module.__img || (Module.__img.width !== width) || (Module.__img.height !== height))
{
Module.__img = ctx.createImageData(width, height);
}
const src = HEAPU8.subarray(ptr, ptr + width*height*4); // RGBA (4 bytes)
Module.__img.data.set(src);
ctx.putImageData(Module.__img, 0, 0);
}, CORE.Window.screen.width, CORE.Window.screen.height, platform.pixels);
#endif
}
//----------------------------------------------------------------------------------
// Module Functions Definition: Misc
//----------------------------------------------------------------------------------
// Get elapsed time measure in seconds since InitTimer()
double GetTime(void)
{
double time = emscripten_get_now()*1000.0;
return time;
}
// Open URL with default system browser (if available)
// NOTE: This function is only safe to use if the provided URL is safe
// A user could craft a malicious string performing another action
// Avoid calling this function with user input non-validated strings
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: [2024.10.21] Current browser support:
// - vibrationActuator API: Chrome, Edge, Opera, Safari, Android Chrome, Android Webview
// - hapticActuators API: Firefox
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)
{
// WARNING: Not supported by browser for security reasons
}
// Set mouse cursor
void SetMouseCursor(int cursor)
{
if (CORE.Input.Mouse.cursor != cursor)
{
if (!CORE.Input.Mouse.cursorLocked) EM_ASM( { Module.canvas.style.cursor = UTF8ToString($0); }, cursorLUT[cursor]);
CORE.Input.Mouse.cursor = cursor;
}
}
// Get physical key name
const char *GetKeyName(int key)
{
// TODO: Browser can definitely provide a key name e->key
TRACELOG(LOG_WARNING, "GetKeyName() not implemented on target platform");
return "";
}
// Register all input events
void PollInputEvents(void)
{
#if SUPPORT_GESTURES_SYSTEM
// NOTE: Gestures update must be called every frame to reset gestures correctly
// because ProcessGestureEvent() is 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 };
// 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 = { 0 };
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;
}
//TRACELOG(LOG_DEBUG, "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_AXES); j++)
{
CORE.Input.Gamepad.axisState[i][j] = gamepadState.axis[j];
}
CORE.Input.Gamepad.axisCount[i] = gamepadState.numAxes;
}
}
CORE.Window.resizedLastFrame = false;
}
//----------------------------------------------------------------------------------
// Module Internal Functions Definition
//----------------------------------------------------------------------------------
// Initialize platform: graphics, inputs and more
int InitPlatform(void)
{
SetCanvasIdJs(platform.canvasId, 64); // Get the current canvas id
// Initialize graphic device: display/window and graphic context
//----------------------------------------------------------------------------
emscripten_set_canvas_element_size(platform.canvasId, CORE.Window.screen.width, CORE.Window.screen.height);
EmscriptenWebGLContextAttributes attribs = { 0 };
emscripten_webgl_init_context_attributes(&attribs);
attribs.alpha = EM_TRUE;
attribs.depth = EM_TRUE;
attribs.stencil = EM_FALSE;
attribs.antialias = EM_FALSE;
// Check window creation flags
// Disable FLAG_WINDOW_MINIMIZED, not supported
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MINIMIZED)) FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_MINIMIZED);
// Disable FLAG_WINDOW_MAXIMIZED, not supported
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MAXIMIZED)) FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_MAXIMIZED);
// Disable FLAG_WINDOW_TOPMOST, not supported
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_TOPMOST)) FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_TOPMOST);
// NOTE: Some other flags are not supported on HTML5
// TODO: Scale content area based on the monitor content scale where window is placed on
// Request MSAA (usually x4 on WebGL 1.0)
if (FLAG_IS_SET(CORE.Window.flags, FLAG_MSAA_4X_HINT)) attribs.antialias = EM_TRUE;
// Check selection OpenGL version
if (rlGetVersion() == RL_OPENGL_SOFTWARE)
{
// Avoid creating a WebGL canvas, create 2d canvas for software rendering
emscripten_set_canvas_element_size(platform.canvasId, CORE.Window.screen.width, CORE.Window.screen.height);
EM_ASM({
const canvas = document.getElementById(platform.canvasId);
Module.canvas = canvas;
});
// Load memory framebuffer with desired screen size
platform.pixels = (unsigned int *)RL_CALLOC(CORE.Window.screen.width*CORE.Window.screen.height, sizeof(unsigned int));
}
else if (rlGetVersion() == RL_OPENGL_ES_20) // Request OpenGL ES 2.0 context --> WebGL 1.0
{
attribs.majorVersion = 1; // WebGL 1.0 requested
attribs.minorVersion = 0;
// Create WebGL context
platform.glContext = emscripten_webgl_create_context(platform.canvasId, &attribs);
if (platform.glContext == 0) return 0;
emscripten_webgl_make_context_current(platform.glContext);
}
else if (rlGetVersion() == RL_OPENGL_ES_30) // Request OpenGL ES 3.0 context --> WebGL 2.0
{
attribs.majorVersion = 2; // WebGL 2.0 requested
attribs.minorVersion = 0;
// Create WebGL context
platform.glContext = emscripten_webgl_create_context(platform.canvasId, &attribs);
if (platform.glContext == 0) return 0;
emscripten_webgl_make_context_current(platform.glContext);
}
// 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;
CORE.Window.render.width = CORE.Window.screen.width;
CORE.Window.render.height = CORE.Window.screen.height;
// Set default window title
emscripten_set_window_title((CORE.Window.title != 0)? CORE.Window.title : " ");
// Check context activation
if ((platform.glContext != 0) || (platform.pixels != NULL))
{
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;
}
// Load OpenGL extensions
// NOTE: GL procedures address loader is required to load extensions
if (platform.glContext != 0) rlLoadExtensions(emscripten_webgl_get_proc_address);
//----------------------------------------------------------------------------
// Initialize events callbacks
//----------------------------------------------------------------------------
// Setup window/canvas events callbacks
emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenFullscreenChangeCallback);
emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenResizeCallback);
emscripten_set_blur_callback(platform.canvasId, NULL, 1, EmscriptenFocusCallback);
emscripten_set_focus_callback(platform.canvasId, NULL, 1, EmscriptenFocusCallback);
emscripten_set_visibilitychange_callback(NULL, 1, EmscriptenVisibilityChangeCallback);
// Setup input events
emscripten_set_keypress_callback(platform.canvasId, NULL, 1, EmscriptenKeyboardCallback);
emscripten_set_keydown_callback(platform.canvasId, NULL, 1, EmscriptenKeyboardCallback);
emscripten_set_keyup_callback(platform.canvasId, NULL, 1, EmscriptenKeyboardCallback);
emscripten_set_click_callback(platform.canvasId, NULL, 1, EmscriptenMouseCallback);
//emscripten_set_dblclick_callback(platform.canvasId, NULL, 1, EmscriptenMouseCallback);
emscripten_set_mousedown_callback(platform.canvasId, NULL, 1, EmscriptenMouseCallback);
emscripten_set_mouseup_callback(platform.canvasId, NULL, 1, EmscriptenMouseCallback);
emscripten_set_mousemove_callback(platform.canvasId, NULL, 1, EmscriptenMouseCallback);
emscripten_set_mousemove_callback(platform.canvasId, NULL, 1, EmscriptenMouseMoveCallback);
emscripten_set_wheel_callback(platform.canvasId, NULL, 1, EmscriptenMouseWheelCallback);
emscripten_set_pointerlockchange_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenPointerlockCallback);
emscripten_set_touchstart_callback(platform.canvasId, NULL, 1, EmscriptenTouchCallback);
emscripten_set_touchend_callback(platform.canvasId, NULL, 1, EmscriptenTouchCallback);
emscripten_set_touchmove_callback(platform.canvasId, NULL, 1, EmscriptenTouchCallback);
emscripten_set_touchcancel_callback(platform.canvasId, NULL, 1, EmscriptenTouchCallback);
emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback);
emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback);
// Trigger resize callback to force initial size
EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL);
//----------------------------------------------------------------------------
// Initialize timing system
//----------------------------------------------------------------------------
InitTimer();
//----------------------------------------------------------------------------
// Initialize storage system
//----------------------------------------------------------------------------
CORE.Storage.basePath = GetWorkingDirectory();
//----------------------------------------------------------------------------
TRACELOG(LOG_INFO, "PLATFORM: WEB: Initialized successfully");
return 0;
}
// Close platform
// NOTE: Platform closing is managed by browser, so,
// this function is actually not required, but still
// implementing some logic behaviour
void ClosePlatform(void)
{
if (platform.pixels != NULL) RL_FREE(platform.pixels);
if (platform.glContext != 0) emscripten_webgl_destroy_context(platform.glContext);
}
// Emscripten callback functions, called on specific browser events
//-------------------------------------------------------------------------------------------------------
// Emscripten: Called on resize event
static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData)
{
// Don't resize non-resizeable windows
if (!FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_RESIZABLE)) return 1;
/*
// Set current screen size
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
{
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;
}
*/
// 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(platform.canvasId, 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;
}
// Emscripten: Called on windows focus change events
static EM_BOOL EmscriptenFocusCallback(int eventType, const EmscriptenFocusEvent *focusEvent, void *userData)
{
EM_BOOL consumed = 1;
switch (eventType)
{
case EMSCRIPTEN_EVENT_BLUR: FLAG_SET(CORE.Window.flags, FLAG_WINDOW_UNFOCUSED); break;
case EMSCRIPTEN_EVENT_FOCUS: FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_UNFOCUSED); break;
default: consumed = 0; break;
}
return consumed;
}
// Emscripten: Called on visibility change events
static EM_BOOL EmscriptenVisibilityChangeCallback(int eventType, const EmscriptenVisibilityChangeEvent *visibilityChangeEvent, void *userData)
{
if (visibilityChangeEvent->hidden) FLAG_SET(CORE.Window.flags, FLAG_WINDOW_HIDDEN); // The window was hidden
else FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_HIDDEN); // The window was restored
return 1; // The event was consumed by the callback handler
}
// Emscripten: Called on fullscreen change events
// TODO: Review fullscreen strategy
static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData)
{
// NOTE: Reset the fullscreen flags if the user left fullscreen manually by pressing the Escape key
const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0);
if (!wasFullscreen)
{
FLAG_CLEAR(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
FLAG_CLEAR(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE);
}
return 1; // The event was consumed by the callback handler
}
/*
// GLFW3: Called on file-drop over the window
// TODO: Implement Emscripten (or HTML5/JS) alternative
static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
{
if (count > 0)
{
// In case previous dropped filepaths have not been freed, 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, an internal copy should be kept
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));
strncpy(CORE.Window.dropFilepaths[i], paths[i], MAX_FILEPATH_LENGTH - 1);
}
}
}
*/
// Emscripten: Called on key events
// TODO: keyCodes should be mapped to raylib/GLFW3 Key values
static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyboardEvent, void *userData)
{
switch (eventType)
{
case EMSCRIPTEN_EVENT_KEYPRESS:
{
if (keyboardEvent->repeat) CORE.Input.Keyboard.keyRepeatInFrame[keyboardEvent->keyCode] = 1;
} break;
case EMSCRIPTEN_EVENT_KEYDOWN:
{
CORE.Input.Keyboard.currentKeyState[keyboardEvent->keyCode] = 1;
} break;
case EMSCRIPTEN_EVENT_KEYUP:
{
CORE.Input.Keyboard.currentKeyState[keyboardEvent->keyCode] = 0;
} break;
default: break;
}
// TODO: Add char codes
//unsigned int charCode
// Check if there is space available in the queue for characters to be added
/*
if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
{
// Add character to the queue
CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = keyboardEvent->charCode;
CORE.Input.Keyboard.charPressedQueueCount++;
}
*/
/*
// Check if there is space available in the key queue
if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (eventType == EMSCRIPTEN_EVENT_KEYPRESS))
{
// Add character to the queue
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keyboardEvent->keyCode;
CORE.Input.Keyboard.keyPressedQueueCount++;
}
// Check the exit key to set close window
//if ((keyboardEvent->keyCode == CORE.Input.Keyboard.exitKey) && (eventType == EMSCRIPTEN_EVENT_KEYPRESS)) CORE.Window.shouldClose = true;
*/
return 1; // The event was consumed by the callback handler
}
// Emscripten: Called on mouse input events
static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData)
{
switch (eventType)
{
case EMSCRIPTEN_EVENT_MOUSEENTER: CORE.Input.Mouse.cursorOnScreen = true; break;
case EMSCRIPTEN_EVENT_MOUSELEAVE: CORE.Input.Mouse.cursorOnScreen = false; break;
case EMSCRIPTEN_EVENT_MOUSEDOWN:
{
// NOTE: Emscripten and raylib buttons indices are not aligned
if (mouseEvent->button == 0) CORE.Input.Mouse.currentButtonState[MOUSE_BUTTON_LEFT] = 1;
else if (mouseEvent->button == 1) CORE.Input.Mouse.currentButtonState[MOUSE_BUTTON_MIDDLE] = 1;
else if (mouseEvent->button == 2) CORE.Input.Mouse.currentButtonState[MOUSE_BUTTON_RIGHT] = 1;
//CORE.Input.Touch.currentTouchState[button] = action;
} break;
case EMSCRIPTEN_EVENT_MOUSEUP:
{
if (mouseEvent->button == 0) CORE.Input.Mouse.currentButtonState[MOUSE_BUTTON_LEFT] = 0;
else if (mouseEvent->button == 1) CORE.Input.Mouse.currentButtonState[MOUSE_BUTTON_MIDDLE] = 0;
else if (mouseEvent->button == 2) CORE.Input.Mouse.currentButtonState[MOUSE_BUTTON_RIGHT] = 0;
} break;
default: break;
}
#if SUPPORT_GESTURES_SYSTEM && 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[MOUSE_BUTTON_LEFT] == 1) && (CORE.Input.Mouse.previousButtonState[MOUSE_BUTTON_LEFT] == 0)) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
else if ((CORE.Input.Mouse.currentButtonState[MOUSE_BUTTON_LEFT] == 0) && (CORE.Input.Mouse.previousButtonState[MOUSE_BUTTON_LEFT] == 1)) gestureEvent.touchAction = TOUCH_ACTION_UP;
// NOTE: TOUCH_ACTION_MOVE event is registered in MouseMoveCallback()
// 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
return 1; // The event was consumed by the callback handler
}
// Emscripten: Called on mouse move events
static EM_BOOL EmscriptenMouseMoveCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData)
{
if (CORE.Input.Mouse.cursorLocked)
{
CORE.Input.Mouse.previousPosition.x = CORE.Input.Mouse.lockedPosition.x - mouseEvent->movementX;
CORE.Input.Mouse.previousPosition.y = CORE.Input.Mouse.lockedPosition.y - mouseEvent->movementY;
}
else
{
// Get mouse position in canvas CSS pixels
float mouseCssX = (float)mouseEvent->canvasX;
float mouseCssY = (float)mouseEvent->canvasY;
// Get canvas sizes
double cssWidth = 0.0;
double cssHeight = 0.0;
emscripten_get_element_css_size(platform.canvasId, &cssWidth, &cssHeight);
int fbWidth = 0;
int fbHeight = 0;
emscripten_get_canvas_element_size(platform.canvasId, &fbWidth, &fbHeight);
// Convert CSS to framebuffer coordinates
float scaleX = (float)fbWidth/(float)cssWidth;
float scaleY = (float)fbHeight/(float)cssHeight;
int mouseX = (int)(mouseCssX*scaleX);
int mouseY = (int)(mouseCssY*scaleY);
CORE.Input.Mouse.currentPosition.x = mouseX;//(float)mouseEvent->canvasX;
CORE.Input.Mouse.currentPosition.y = mouseY;//(float)mouseEvent->canvasY;
// Shorter alternative:
//double dpr = emscripten_get_device_pixel_ratio();
//int mouseX = (int)(e->canvasX*dpr);
//int mouseY = (int)(e->canvasY*dpr);
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
}
#if SUPPORT_GESTURES_SYSTEM && 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
return 1; // The event was consumed by the callback handler
}
// Emscripten: Called on mouse wheel events
static EM_BOOL EmscriptenMouseWheelCallback(int eventType, const EmscriptenWheelEvent *wheelEvent, void *userData)
{
if (eventType == EMSCRIPTEN_EVENT_WHEEL)
{
CORE.Input.Mouse.currentWheelMove.x = (float)wheelEvent->deltaX;
CORE.Input.Mouse.currentWheelMove.y = (float)wheelEvent->deltaY;
}
return 1; // The event was consumed by the callback handler
}
// Emscripten: Called on pointer lock events
static EM_BOOL EmscriptenPointerlockCallback(int eventType, const EmscriptenPointerlockChangeEvent *pointerlockChangeEvent, void *userData)
{
CORE.Input.Mouse.cursorLocked = EM_ASM_INT( { if (document.pointerLockElement) return 1; }, 0);
if (CORE.Input.Mouse.cursorLocked)
{
CORE.Input.Mouse.lockedPosition = CORE.Input.Mouse.currentPosition;
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.lockedPosition;
}
return 1; // The event was consumed by the callback handler
}
// Emscripten: Called on connect/disconnect gamepads events
static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData)
{
/*
TRACELOG(LOG_DEBUG, "%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++) TRACELOG(LOG_DEBUG, "Axis %d: %g", i, gamepadEvent->axis[i]);
for (int i = 0; i < gamepadEvent->numButtons; i++) TRACELOG(LOG_DEBUG, "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;
snprintf(CORE.Input.Gamepad.name[gamepadEvent->index], MAX_GAMEPAD_NAME_LENGTH, "%s", gamepadEvent->id);
}
else CORE.Input.Gamepad.ready[gamepadEvent->index] = false;
return 1; // The event was consumed by the callback handler
}
// Emscripten: Called on 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
// 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(platform.canvasId, &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 a single touch is detected
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 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
}
//-------------------------------------------------------------------------------------------------------
// EOF