Files
raylib/src/platforms/rcore_desktop_rgfw.c
2026-03-15 23:26:29 +01:00

1801 lines
63 KiB
C
Executable File

/**********************************************************************************************
*
* rcore_desktop_rgfw - Functions to manage window, graphics device and inputs
*
* PLATFORM: RGFW
* - Windows (Win32, Win64)
* - Linux (X11/Wayland desktop mode)
* - MacOS (Cocoa)
* - HTML5 (Emscripten)
* - Others (untested)
*
* LIMITATIONS:
* - TODO
*
* POSSIBLE IMPROVEMENTS:
* - TBD
*
* CONFIGURATION:
* #define RCORE_PLATFORM_RGFW
* Custom flag for rcore on target platform RGFW
*
* DEPENDENCIES:
* - RGFW.h (main library): Windowing and inputs management
* - gestures: Gestures system for touch-ready devices (or simulated from mouse inputs)
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2013-2026 Ramon Santamaria (@raysan5), Colleague Riley 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.
*
**********************************************************************************************/
#if defined(_WIN32) || defined(_WIN64)
#define BI_ALPHABITFIELDS 4
#define LoadImage LoadImageA
// Temporarily rename conflicting symbols
#define CloseWindow CloseWindowWin32
#define Rectangle RectangleWin32
#define ShowCursor ShowCursorWin32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
// Restore for raylib/RGFW
#undef CloseWindow
#undef Rectangle
#undef ShowCursor
#undef LoadImage
#include "../external/fix_win32_compatibility.h"
#endif
#if defined(PLATFORM_WEB_RGFW)
#define RGFW_NO_GL_HEADER
#endif
#if defined(GRAPHICS_API_OPENGL_ES2) && !defined(PLATFORM_WEB_RGFW)
#define RGFW_OPENGL_ES2
#endif
void ShowCursor(void);
void CloseWindow(void);
double get_time_seconds(void);
#if defined(__unix__) || defined(__linux__)
#define _XTYPEDEF_FONT
#endif
#define RGFW_OPENGL
#define RGFW_IMPLEMENTATION
#if defined(_WIN32) || defined(_WIN64)
#define WIN32_LEAN_AND_MEAN
#define Rectangle rectangle_win32
#define CloseWindow CloseWindow_win32
#define ShowCursor __imp_ShowCursor
#define _APISETSTRING_
#if defined(__cplusplus)
extern "C" {
#endif
__declspec(dllimport) int __stdcall MultiByteToWideChar(unsigned int CodePage, unsigned long dwFlags, const char *lpMultiByteStr, int cbMultiByte, wchar_t *lpWideCharStr, int cchWideChar);
#if defined(__cplusplus)
}
#endif
#endif
#if defined(__APPLE__)
#define Point NSPOINT
#define Size NSSIZE
#ifdef GetColor
#undef GetColor
#endif
#define GetColor GetColor_osx
#ifdef EventType
#undef EventType
#endif
#define EventType EventType_osx
#endif
#if defined(__APPLE__)
// older macs (unsupported?) are missing these
#include <IOKit/hid/IOHIDUsageTables.h>
#ifndef kHIDUsage_Button_5
#define kHIDUsage_Button_5 0x05
#endif
#ifndef kHIDUsage_Button_6
#define kHIDUsage_Button_6 0x06
#endif
#ifndef kHIDUsage_Button_7
#define kHIDUsage_Button_7 0x07
#endif
#ifndef kHIDUsage_Button_8
#define kHIDUsage_Button_8 0x08
#endif
#ifndef kHIDUsage_Button_9
#define kHIDUsage_Button_9 0x09
#endif
#ifndef kHIDUsage_Button_10
#define kHIDUsage_Button_10 0x0A
#endif
#endif
// minigamepad used for gamepad support
#define MG_MAX_GAMEPADS MAX_GAMEPADS // copy raylibs define into minigamepad
#define MG_IMPLEMENTATION
#include "../external/RGFW/deps/minigamepad.h"
#define RGFW_ALLOC RL_MALLOC
#define RGFW_FREE RL_FREE
#define RGFW_CALLOC RL_CALLOC
#define RGFW_INT_DEFINED 1 // to avoid issues with minigamepad+RGFW definitions
#include "../external/RGFW/RGFW.h"
#if defined(_WIN32) || defined(_WIN64)
#undef DrawText
#undef ShowCursor
#undef CloseWindow
#undef Rectangle
#ifdef MAX_PATH
#undef MAX_PATH
#endif
#define MAX_PATH 1025
#endif
#if defined(__APPLE__)
#undef Point
#undef Size
#endif
#include <stdbool.h>
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct {
RGFW_window *window; // Native display device (physical screen connection)
RGFW_monitor *monitor;
mg_gamepads minigamepad;
} PlatformData;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
extern CoreData CORE; // Global CORE state context
static PlatformData platform = { 0 }; // Platform specific
#if defined(__linux__) // prevent collision of raylibs KEY_<X> and linux/input.h KEY_<X>
#undef KEY_NULL
// Alphanumeric keys
#undef KEY_APOSTROPHE
#undef KEY_COMMA
#undef KEY_MINUS
#undef KEY_PERIOD
#undef KEY_SLASH
#undef KEY_ZERO
#undef KEY_ONE
#undef KEY_TWO
#undef KEY_THREE
#undef KEY_FOUR
#undef KEY_FIVE
#undef KEY_SIX
#undef KEY_SEVEN
#undef KEY_EIGHT
#undef KEY_NINE
#undef KEY_SEMICOLON
#undef KEY_EQUAL
#undef KEY_A
#undef KEY_B
#undef KEY_C
#undef KEY_D
#undef KEY_E
#undef KEY_F
#undef KEY_G
#undef KEY_H
#undef KEY_I
#undef KEY_J
#undef KEY_K
#undef KEY_L
#undef KEY_M
#undef KEY_N
#undef KEY_O
#undef KEY_P
#undef KEY_Q
#undef KEY_R
#undef KEY_S
#undef KEY_T
#undef KEY_U
#undef KEY_V
#undef KEY_W
#undef KEY_X
#undef KEY_Y
#undef KEY_Z
#undef KEY_LEFT_BRACKET
#undef KEY_BACKSLASH
#undef KEY_RIGHT_BRACKET
#undef KEY_GRAVE
// Function keys
#undef KEY_SPACE
#undef KEY_ESCAPE
#undef KEY_ENTER
#undef KEY_TAB
#undef KEY_BACKSPACE
#undef KEY_INSERT
#undef KEY_DELETE
#undef KEY_RIGHT
#undef KEY_LEFT
#undef KEY_DOWN
#undef KEY_UP
#undef KEY_PAGE_UP
#undef KEY_PAGE_DOWN
#undef KEY_HOME
#undef KEY_END
#undef KEY_CAPS_LOCK
#undef KEY_SCROLL_LOCK
#undef KEY_NUM_LOCK
#undef KEY_PRINT_SCREEN
#undef KEY_PAUSE
#undef KEY_F1
#undef KEY_F2
#undef KEY_F3
#undef KEY_F4
#undef KEY_F5
#undef KEY_F6
#undef KEY_F7
#undef KEY_F8
#undef KEY_F9
#undef KEY_F10
#undef KEY_F11
#undef KEY_F12
#undef KEY_LEFT_SHIFT
#undef KEY_LEFT_CONTROL
#undef KEY_LEFT_ALT
#undef KEY_LEFT_SUPER
#undef KEY_RIGHT_SHIFT
#undef KEY_RIGHT_CONTROL
#undef KEY_RIGHT_ALT
#undef KEY_RIGHT_SUPER
#undef KEY_KB_MENU
// Keypad keys
#undef KEY_KP_0
#undef KEY_KP_1
#undef KEY_KP_2
#undef KEY_KP_3
#undef KEY_KP_4
#undef KEY_KP_5
#undef KEY_KP_6
#undef KEY_KP_7
#undef KEY_KP_8
#undef KEY_KP_9
#undef KEY_KP_DECIMAL
#undef KEY_KP_DIVIDE
#undef KEY_KP_MULTIPLY
#undef KEY_KP_SUBTRACT
#undef KEY_KP_ADD
#undef KEY_KP_ENTER
#undef KEY_KP_EQUAL
#endif
static const unsigned short RGFW_keyConvertTable[] = {
[RGFW_keyNULL] = KEY_NULL,
[RGFW_apostrophe] = KEY_APOSTROPHE,
[RGFW_comma] = KEY_COMMA,
[RGFW_minus] = KEY_MINUS,
[RGFW_period] = KEY_PERIOD,
[RGFW_slash] = KEY_SLASH,
[RGFW_0] = KEY_ZERO,
[RGFW_1] = KEY_ONE,
[RGFW_2] = KEY_TWO,
[RGFW_3] = KEY_THREE,
[RGFW_4] = KEY_FOUR,
[RGFW_5] = KEY_FIVE,
[RGFW_6] = KEY_SIX,
[RGFW_7] = KEY_SEVEN,
[RGFW_8] = KEY_EIGHT,
[RGFW_9] = KEY_NINE,
[RGFW_semicolon] = KEY_SEMICOLON,
[RGFW_equals] = KEY_EQUAL,
[RGFW_a] = KEY_A,
[RGFW_b] = KEY_B,
[RGFW_c] = KEY_C,
[RGFW_d] = KEY_D,
[RGFW_e] = KEY_E,
[RGFW_f] = KEY_F,
[RGFW_g] = KEY_G,
[RGFW_h] = KEY_H,
[RGFW_i] = KEY_I,
[RGFW_j] = KEY_J,
[RGFW_k] = KEY_K,
[RGFW_l] = KEY_L,
[RGFW_m] = KEY_M,
[RGFW_n] = KEY_N,
[RGFW_o] = KEY_O,
[RGFW_p] = KEY_P,
[RGFW_q] = KEY_Q,
[RGFW_r] = KEY_R,
[RGFW_s] = KEY_S,
[RGFW_t] = KEY_T,
[RGFW_u] = KEY_U,
[RGFW_v] = KEY_V,
[RGFW_w] = KEY_W,
[RGFW_x] = KEY_X,
[RGFW_y] = KEY_Y,
[RGFW_z] = KEY_Z,
[RGFW_bracket] = KEY_LEFT_BRACKET,
[RGFW_backSlash] = KEY_BACKSLASH,
[RGFW_closeBracket] = KEY_RIGHT_BRACKET,
[RGFW_backtick] = KEY_GRAVE,
[RGFW_space] = KEY_SPACE,
[RGFW_escape] = KEY_ESCAPE,
[RGFW_return] = KEY_ENTER,
[RGFW_tab] = KEY_TAB,
[RGFW_backSpace] = KEY_BACKSPACE,
[RGFW_insert] = KEY_INSERT,
[RGFW_delete] = KEY_DELETE,
[RGFW_right] = KEY_RIGHT,
[RGFW_left] = KEY_LEFT,
[RGFW_down] = KEY_DOWN,
[RGFW_up] = KEY_UP,
[RGFW_pageUp] = KEY_PAGE_UP,
[RGFW_pageDown] = KEY_PAGE_DOWN,
[RGFW_home] = KEY_HOME,
[RGFW_end] = KEY_END,
[RGFW_capsLock] = KEY_CAPS_LOCK,
[RGFW_scrollLock] = KEY_SCROLL_LOCK,
[RGFW_numLock] = KEY_NUM_LOCK,
[RGFW_printScreen] = KEY_PRINT_SCREEN,
[RGFW_pause] = KEY_PAUSE,
[RGFW_F1] = KEY_F1,
[RGFW_F2] = KEY_F2,
[RGFW_F3] = KEY_F3,
[RGFW_F4] = KEY_F4,
[RGFW_F5] = KEY_F5,
[RGFW_F6] = KEY_F6,
[RGFW_F7] = KEY_F7,
[RGFW_F8] = KEY_F8,
[RGFW_F9] = KEY_F9,
[RGFW_F10] = KEY_F10,
[RGFW_F11] = KEY_F11,
[RGFW_F12] = KEY_F12,
[RGFW_shiftL] = KEY_LEFT_SHIFT,
[RGFW_controlL] = KEY_LEFT_CONTROL,
[RGFW_altL] = KEY_LEFT_ALT,
[RGFW_superL] = KEY_LEFT_SUPER,
// #ifndef RGFW_MACOS
[RGFW_shiftR] = KEY_RIGHT_SHIFT,
[RGFW_controlR] = KEY_RIGHT_CONTROL,
[RGFW_altR] = KEY_RIGHT_ALT,
[RGFW_superR] = KEY_RIGHT_SUPER,
// #endif
[RGFW_menu] = KEY_KB_MENU,
[RGFW_kp0] = KEY_KP_0,
[RGFW_kp1] = KEY_KP_1,
[RGFW_kp2] = KEY_KP_2,
[RGFW_kp3] = KEY_KP_3,
[RGFW_kp4] = KEY_KP_4,
[RGFW_kp5] = KEY_KP_5,
[RGFW_kp6] = KEY_KP_6,
[RGFW_kp7] = KEY_KP_7,
[RGFW_kp8] = KEY_KP_8,
[RGFW_kp9] = KEY_KP_9,
[RGFW_kpPeriod] = KEY_KP_DECIMAL,
[RGFW_kpSlash] = KEY_KP_DIVIDE,
[RGFW_kpMultiply] = KEY_KP_MULTIPLY,
[RGFW_kpMinus] = KEY_KP_SUBTRACT,
[RGFW_kpPlus] = KEY_KP_ADD,
[RGFW_kpReturn] = KEY_KP_ENTER,
[RGFW_kpEqual] = KEY_KP_EQUAL,
};
static int mg_buttonConvertTable[] = {
[MG_BUTTON_NORTH] = GAMEPAD_BUTTON_RIGHT_FACE_UP,
[MG_BUTTON_EAST] = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,
[MG_BUTTON_SOUTH] = GAMEPAD_BUTTON_RIGHT_FACE_DOWN,
[MG_BUTTON_WEST] = GAMEPAD_BUTTON_RIGHT_FACE_LEFT,
[MG_BUTTON_LEFT_SHOULDER] = GAMEPAD_BUTTON_LEFT_TRIGGER_1,
[MG_BUTTON_RIGHT_SHOULDER] = GAMEPAD_BUTTON_RIGHT_TRIGGER_1,
[MG_BUTTON_LEFT_TRIGGER] = GAMEPAD_BUTTON_LEFT_TRIGGER_2,
[MG_BUTTON_RIGHT_TRIGGER] = GAMEPAD_BUTTON_RIGHT_TRIGGER_2,
[MG_BUTTON_BACK] = GAMEPAD_BUTTON_MIDDLE_LEFT,
[MG_BUTTON_GUIDE] = GAMEPAD_BUTTON_MIDDLE,
[MG_BUTTON_START] = GAMEPAD_BUTTON_MIDDLE_RIGHT,
[MG_BUTTON_DPAD_UP] = GAMEPAD_BUTTON_LEFT_FACE_UP,
[MG_BUTTON_DPAD_RIGHT] = GAMEPAD_BUTTON_LEFT_FACE_RIGHT,
[MG_BUTTON_DPAD_DOWN] = GAMEPAD_BUTTON_LEFT_FACE_DOWN,
[MG_BUTTON_DPAD_LEFT] = GAMEPAD_BUTTON_LEFT_FACE_LEFT,
[MG_BUTTON_LEFT_STICK] = GAMEPAD_BUTTON_LEFT_THUMB,
[MG_BUTTON_RIGHT_STICK] = GAMEPAD_BUTTON_RIGHT_THUMB,
};
static int mg_axisConvertTable[] = {
[MG_AXIS_LEFT_X] = GAMEPAD_AXIS_LEFT_X,
[MG_AXIS_LEFT_Y] = GAMEPAD_AXIS_LEFT_Y,
[MG_AXIS_RIGHT_X] = GAMEPAD_AXIS_RIGHT_X,
[MG_AXIS_RIGHT_Y] = GAMEPAD_AXIS_RIGHT_Y,
[MG_AXIS_LEFT_TRIGGER] = GAMEPAD_AXIS_LEFT_TRIGGER,
[MG_AXIS_RIGHT_TRIGGER] = GAMEPAD_AXIS_RIGHT_TRIGGER,
/* unsupported in raylib */
[MG_AXIS_HAT_DPAD_LEFT_RIGHT] = -1,
[MG_AXIS_HAT_DPAD_LEFT] = -1,
[MG_AXIS_HAT_DPAD_RIGHT] = -1,
[MG_AXIS_HAT_DPAD_UP_DOWN] = -1,
[MG_AXIS_HAT_DPAD_UP] = -1,
[MG_AXIS_HAT_DPAD_DOWN] = -1,
};
//----------------------------------------------------------------------------------
// Module Internal Functions Declaration
//----------------------------------------------------------------------------------
int InitPlatform(void); // Initialize platform (graphics, inputs and more)
bool InitGraphicsDevice(void); // Initialize graphics device
static KeyboardKey ConvertScancodeToKey(u32 keycode);
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
// NOTE: Functions declaration is provided by raylib.h
//----------------------------------------------------------------------------------
// Module Functions Definition: Window and Graphics Device
//----------------------------------------------------------------------------------
// Check if application should close
bool WindowShouldClose(void)
{
if (CORE.Window.shouldClose == false)
CORE.Window.shouldClose = RGFW_window_shouldClose(platform.window);
if (CORE.Window.ready) return CORE.Window.shouldClose;
else return true;
}
// Toggle fullscreen mode
void ToggleFullscreen(void)
{
if (!FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE))
{
FLAG_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
// Store previous window position (in case of exiting fullscreen)
Vector2 currentPosition = GetWindowPosition();
CORE.Window.previousPosition.x = currentPosition.x;
CORE.Window.previousPosition.y = currentPosition.y;
CORE.Window.previousScreen = CORE.Window.screen;
RGFW_monitor* currentMonitor = RGFW_window_getMonitor(platform.window);
RGFW_monitor_scaleToWindow(currentMonitor, platform.window);
RGFW_window_setFullscreen(platform.window, 1);
}
else
{
FLAG_CLEAR(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
// Update the window position right away
CORE.Window.position = CORE.Window.previousPosition;
RGFW_window_setFullscreen(platform.window, 0);
RGFW_window_move(platform.window, CORE.Window.position.x, CORE.Window.position.y);
RGFW_window_resize(platform.window, CORE.Window.previousScreen.width, CORE.Window.previousScreen.height);
}
// Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
// NOTE: V-Sync can be enabled by graphic driver configuration
if (FLAG_IS_SET(CORE.Window.flags, FLAG_VSYNC_HINT)) RGFW_window_swapInterval_OpenGL(platform.window, 1);
}
// Toggle borderless windowed mode
void ToggleBorderlessWindowed(void)
{
if (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE))
{
ToggleFullscreen();
// it seems like returning here is a more desireable outcome
return;
}
if (!FLAG_IS_SET(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE))
{
FLAG_SET(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE);
Vector2 currentPosition = GetWindowPosition();
CORE.Window.previousPosition.x = (int)currentPosition.x;
CORE.Window.previousPosition.y = (int)currentPosition.y;
CORE.Window.previousScreen = CORE.Window.screen;
RGFW_monitor *currentMonitor = RGFW_window_getMonitor(platform.window);
RGFW_window_setBorder(platform.window, 0);
RGFW_window_move(platform.window, 0, 0);
RGFW_window_resize(platform.window, currentMonitor->mode.w, currentMonitor->mode.h);
}
else
{
FLAG_CLEAR(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE);
RGFW_window_setBorder(platform.window, 1);
CORE.Window.position = CORE.Window.previousPosition;
RGFW_window_resize(platform.window, CORE.Window.previousScreen.width, CORE.Window.previousScreen.height);
RGFW_window_move(platform.window, CORE.Window.position.x, CORE.Window.position.y);
}
}
// Set window state: maximized, if resizable
void MaximizeWindow(void)
{
RGFW_window_maximize(platform.window);
}
// Set window state: minimized
void MinimizeWindow(void)
{
RGFW_window_minimize(platform.window);
}
// Restore window from being minimized/maximized
void RestoreWindow(void)
{
if (!FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_UNFOCUSED)) RGFW_window_focus(platform.window);
RGFW_window_restore(platform.window);
}
// 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");
FLAG_SET(CORE.Window.flags, flags);
if (FLAG_IS_SET(flags, FLAG_VSYNC_HINT))
{
RGFW_window_swapInterval_OpenGL(platform.window, 1);
}
if (FLAG_IS_SET(flags, FLAG_FULLSCREEN_MODE))
{
ToggleFullscreen();
}
if (FLAG_IS_SET(flags, FLAG_WINDOW_RESIZABLE))
{
RGFW_window_setMaxSize(platform.window, 0, 0);
RGFW_window_setMinSize(platform.window, 0, 0);
}
if (FLAG_IS_SET(flags, FLAG_WINDOW_UNDECORATED))
{
RGFW_window_setBorder(platform.window, 0);
}
if (FLAG_IS_SET(flags, FLAG_WINDOW_HIDDEN))
{
RGFW_window_hide(platform.window);
}
if (FLAG_IS_SET(flags, FLAG_WINDOW_MINIMIZED))
{
RGFW_window_minimize(platform.window);
}
if (FLAG_IS_SET(flags, FLAG_WINDOW_MAXIMIZED))
{
RGFW_window_maximize(platform.window);
}
if (FLAG_IS_SET(flags, FLAG_WINDOW_UNFOCUSED))
{
FLAG_SET(CORE.Window.flags, FLAG_WINDOW_UNFOCUSED);
FLAG_CLEAR(platform.window->internal.flags, RGFW_windowFocusOnShow);
RGFW_window_setFlags(platform.window, platform.window->internal.flags);
}
if (FLAG_IS_SET(flags, FLAG_WINDOW_TOPMOST))
{
RGFW_window_setFloating(platform.window, RGFW_TRUE);
}
if (FLAG_IS_SET(flags, FLAG_WINDOW_ALWAYS_RUN))
{
FLAG_SET(CORE.Window.flags, FLAG_WINDOW_ALWAYS_RUN);
}
if (FLAG_IS_SET(flags, FLAG_WINDOW_TRANSPARENT))
{
TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization");
}
if (FLAG_IS_SET(flags, FLAG_WINDOW_HIGHDPI))
{
TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization");
}
if (FLAG_IS_SET(flags, FLAG_WINDOW_MOUSE_PASSTHROUGH))
{
RGFW_window_setMousePassthrough(platform.window, 1);
}
if (FLAG_IS_SET(flags, FLAG_BORDERLESS_WINDOWED_MODE))
{
ToggleBorderlessWindowed();
}
if (FLAG_IS_SET(flags, FLAG_MSAA_4X_HINT))
{
RGFW_glHints* hints = RGFW_getGlobalHints_OpenGL();
hints->samples = 4;
RGFW_setGlobalHints_OpenGL(hints);
}
if (FLAG_IS_SET(flags, FLAG_INTERLACED_HINT))
{
TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization");
}
}
// Clear window configuration state flags
void ClearWindowState(unsigned int flags)
{
FLAG_CLEAR(CORE.Window.flags, flags);
if (FLAG_IS_SET(flags, FLAG_VSYNC_HINT))
{
RGFW_window_swapInterval_OpenGL(platform.window, 0);
}
if (FLAG_IS_SET(flags, FLAG_FULLSCREEN_MODE))
{
ToggleFullscreen();
}
if (FLAG_IS_SET(flags, FLAG_WINDOW_RESIZABLE))
{
RGFW_window_setMaxSize(platform.window, platform.window->w, platform.window->h);
RGFW_window_setMinSize(platform.window, platform.window->w, platform.window->h);
}
if (FLAG_IS_SET(flags, FLAG_WINDOW_UNDECORATED))
{
RGFW_window_setBorder(platform.window, 1);
}
if (FLAG_IS_SET(flags, FLAG_WINDOW_HIDDEN))
{
if (!FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_UNFOCUSED)) RGFW_window_focus(platform.window);
RGFW_window_show(platform.window);
}
if (FLAG_IS_SET(flags, FLAG_WINDOW_MINIMIZED))
{
if (!FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_UNFOCUSED)) RGFW_window_focus(platform.window);
RGFW_window_restore(platform.window);
}
if (FLAG_IS_SET(flags, FLAG_WINDOW_MAXIMIZED))
{
if (!FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_UNFOCUSED)) RGFW_window_focus(platform.window);
RGFW_window_restore(platform.window);
}
if (FLAG_IS_SET(flags, FLAG_WINDOW_UNFOCUSED))
{
RGFW_window_setFlags(platform.window, platform.window->internal.flags | RGFW_windowFocusOnShow);
}
if (FLAG_IS_SET(flags, FLAG_WINDOW_TOPMOST))
{
RGFW_window_setFloating(platform.window, RGFW_FALSE);
}
if (FLAG_IS_SET(flags, FLAG_WINDOW_TRANSPARENT))
{
TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization");
}
if (FLAG_IS_SET(flags, FLAG_WINDOW_HIGHDPI))
{
TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization");
}
if (FLAG_IS_SET(flags, FLAG_WINDOW_MOUSE_PASSTHROUGH))
{
RGFW_window_setMousePassthrough(platform.window, 0);
}
if (FLAG_IS_SET(flags, FLAG_BORDERLESS_WINDOWED_MODE))
{
ToggleBorderlessWindowed();
}
if (FLAG_IS_SET(flags, FLAG_MSAA_4X_HINT))
{
RGFW_glHints* hints = RGFW_getGlobalHints_OpenGL();
hints->samples = 0;
RGFW_setGlobalHints_OpenGL(hints);
}
if (FLAG_IS_SET(flags, FLAG_INTERLACED_HINT))
{
TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization");
}
}
// Set icon for window
void SetWindowIcon(Image image)
{
if (image.format != PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
{
TRACELOG(LOG_WARNING, "RGFW: Window icon image must be in R8G8B8A8 pixel format");
return;
}
RGFW_window_setIcon(platform.window, (u8 *)image.data, image.width, image.height, 4);
}
// Set icon for window
void SetWindowIcons(Image *images, int count)
{
if ((images == NULL) || (count <= 0))
{
RGFW_window_setIcon(platform.window, NULL, 0, 0, 0);
}
else
{
Image *bigIcon = NULL;
Image *smallIcon = NULL;
for (int i = 0; i < count; i++)
{
if (images[i].format != PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
{
TRACELOG(LOG_WARNING, "RGFW: Window icon image must be in R8G8B8A8 pixel format");
continue;
}
if ((bigIcon == NULL) || ((images[i].width > bigIcon->width) && (images[i].height > bigIcon->height))) bigIcon = &images[i];
if ((smallIcon == NULL) || ((images[i].width < smallIcon->width) && (images[i].height > smallIcon->height))) smallIcon = &images[i];
}
if (smallIcon != NULL) RGFW_window_setIconEx(platform.window, (u8 *)smallIcon->data, smallIcon->width, smallIcon->height, 4, RGFW_iconWindow);
if (bigIcon != NULL) RGFW_window_setIconEx(platform.window, (u8 *)bigIcon->data, bigIcon->width, bigIcon->height, 4, RGFW_iconTaskbar);
}
}
// Set title for window
void SetWindowTitle(const char *title)
{
RGFW_window_setName(platform.window, (char *)title);
CORE.Window.title = title;
}
// Set window position on screen (windowed mode)
void SetWindowPosition(int x, int y)
{
RGFW_window_move(platform.window, x, y);
}
// Set monitor for the current window
void SetWindowMonitor(int monitor)
{
RGFW_window_moveToMonitor(platform.window, RGFW_getMonitors(NULL)[monitor]);
}
// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
void SetWindowMinSize(int width, int height)
{
RGFW_window_setMinSize(platform.window, width, height);
CORE.Window.screenMin.width = width;
CORE.Window.screenMin.height = height;
}
// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
void SetWindowMaxSize(int width, int height)
{
RGFW_window_setMaxSize(platform.window, width, height);
CORE.Window.screenMax.width = width;
CORE.Window.screenMax.height = height;
}
// Set window dimensions
void SetWindowSize(int width, int height)
{
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
{
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
Vector2 scaleDpi = GetWindowScaleDPI();
#if defined(__APPLE__)
RGFW_monitor* currentMonitor = RGFW_window_getMonitor(platform.window);
CORE.Window.screenScale = MatrixScale(currentMonitor->pixelRatio, currentMonitor->pixelRatio, 1.0f);
CORE.Window.render.width = CORE.Window.screen.width * currentMonitor->pixelRatio;
CORE.Window.render.height = CORE.Window.screen.height * currentMonitor->pixelRatio;
CORE.Window.currentFbo.width = CORE.Window.render.width;
CORE.Window.currentFbo.height = CORE.Window.render.height;
#else
SetMouseScale(1.0f/scaleDpi.x, 1.0f/scaleDpi.y);
CORE.Window.screenScale = MatrixScale(scaleDpi.x, scaleDpi.y, 1.0f);
#endif
CORE.Window.currentFbo.width = CORE.Window.render.width;
CORE.Window.currentFbo.height = CORE.Window.render.height;
}
else
{
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
}
RGFW_window_resize(platform.window, CORE.Window.screen.width, CORE.Window.screen.height);
}
// Set window opacity, value opacity is between 0.0 and 1.0
void SetWindowOpacity(float opacity)
{
RGFW_window_setOpacity(platform.window, opacity);
}
// Set window focused
void SetWindowFocused(void)
{
RGFW_window_focus(platform.window);
}
// Get native window handle
void *GetWindowHandle(void)
{
if (platform.window == NULL) return NULL;
#if defined(RGFW_WASM)
return (void *)&platform.window->src.ctx;
#elif defined(RGFW_WAYLAND)
return (void *)platform.window->src.surface;
#else
return (void *)platform.window->src.window;
#endif
}
// Get number of monitors
int GetMonitorCount(void)
{
size_t count = 0;
RGFW_getMonitors(&count);
return count;
}
// Get current monitor where window is placed
int GetCurrentMonitor(void)
{
RGFW_monitor **mons = RGFW_getMonitors(NULL);
RGFW_monitor *mon = NULL;
if (platform.window) mon = RGFW_window_getMonitor(platform.window);
else mon = RGFW_getPrimaryMonitor();
for (int i = 0; i < 6; i++)
{
if ((mons[i]->x == mon->x) && (mons[i]->y == mon->y)) return i;
}
return 0;
}
// Get selected monitor position
Vector2 GetMonitorPosition(int monitor)
{
RGFW_monitor **mons = RGFW_getMonitors(NULL);
return (Vector2){ (float)mons[monitor]->x, (float)mons[monitor]->y };
}
// Get selected monitor width (currently used by monitor)
int GetMonitorWidth(int monitor)
{
RGFW_monitor **mons = RGFW_getMonitors(NULL);
return mons[monitor]->mode.w;
}
// Get selected monitor height (currently used by monitor)
int GetMonitorHeight(int monitor)
{
RGFW_monitor **mons = RGFW_getMonitors(NULL);
return mons[monitor]->mode.h;
}
// Get selected monitor physical width in millimetres
int GetMonitorPhysicalWidth(int monitor)
{
RGFW_monitor **mons = RGFW_getMonitors(NULL);
return mons[monitor]->physW;
}
// Get selected monitor physical height in millimetres
int GetMonitorPhysicalHeight(int monitor)
{
RGFW_monitor **mons = RGFW_getMonitors(NULL);
return (int)mons[monitor]->physH;
}
// Get selected monitor refresh rate
int GetMonitorRefreshRate(int monitor)
{
RGFW_monitor **mons = RGFW_getMonitors(NULL);
return (int)mons[monitor]->mode.refreshRate;
}
// Get the human-readable, UTF-8 encoded name of the selected monitor
const char *GetMonitorName(int monitor)
{
RGFW_monitor **mons = RGFW_getMonitors(NULL);
return mons[monitor]->name;
}
// Get window position XY on monitor
Vector2 GetWindowPosition(void)
{
if (platform.window == NULL)
{
return (Vector2){ 0.0f, 0.0f };
}
if (RGFW_window_getPosition(platform.window, &platform.window->x, &platform.window->y)) {
return (Vector2){ (float)platform.window->x, (float)platform.window->y };
}
return (Vector2){ 0.0f, 0.0f };
}
// Get window scale DPI factor for current monitor
Vector2 GetWindowScaleDPI(void)
{
RGFW_monitor *monitor = NULL;
if (platform.window) monitor = RGFW_window_getMonitor(platform.window);
else monitor = RGFW_getPrimaryMonitor();
#if defined(__APPLE__)
// Apple does < 1.0f scaling, example: 0.66f, 0.5f
// it needs to be convert to be consistent
return (Vector2){ 1.0f/monitor->scaleX, 1.0f/monitor->scaleX };
#else
// Linux and Windows do >= 1.0f scaling, example: 1.0f, 1.25f, 2.0f
return (Vector2){ monitor->scaleX, monitor->scaleX };
#endif
}
// Get monitor pixel ratio
// WARNING: Function not used, neither exposed by raylib
float GetMonitorPixelRatio(void)
{
RGFW_monitor *monitor = NULL;
if (platform.window) monitor = RGFW_window_getMonitor(platform.window);
else monitor = RGFW_getPrimaryMonitor();
return monitor->pixelRatio;
}
// Set clipboard text content
void SetClipboardText(const char *text)
{
// add 1 for null terminator
RGFW_writeClipboard(text, strlen(text)+1);
}
// Get clipboard text content
// NOTE: returned string is allocated and freed by RGFW
const char *GetClipboardText(void)
{
return RGFW_readClipboard(NULL);
}
#if SUPPORT_CLIPBOARD_IMAGE
#if defined(_WIN32)
#define WIN32_CLIPBOARD_IMPLEMENTATION
#define WINUSER_ALREADY_INCLUDED
#define WINBASE_ALREADY_INCLUDED
#define WINGDI_ALREADY_INCLUDED
#include "../external/win32_clipboard.h"
#elif defined(__linux__) && defined(DRGFW_X11)
#include <X11/Xlib.h>
#include <X11/Xatom.h>
#endif
#endif
// Get clipboard image
Image GetClipboardImage(void)
{
Image image = { 0 };
#if SUPPORT_CLIPBOARD_IMAGE && SUPPORT_MODULE_RTEXTURES
#if defined(_WIN32)
unsigned long long int dataSize = 0; // moved into _WIN32 scope until other platforms gain support
void *fileData = NULL; // moved into _WIN32 scope until other platforms gain support
int width = 0;
int height = 0;
fileData = (void *)Win32GetClipboardImageData(&width, &height, &dataSize);
if (fileData == NULL) TRACELOG(LOG_WARNING, "Clipboard image: Couldn't get clipboard data");
else image = LoadImageFromMemory(".bmp", (const unsigned char *)fileData, dataSize);
#elif defined(__linux__) && defined(DRGFW_X11)
// REF: https://github.com/ColleagueRiley/Clipboard-Copy-Paste/blob/main/x11.c
Display *dpy = XOpenDisplay(NULL);
if (!dpy) return image;
Window root = DefaultRootWindow(dpy);
Window win = XCreateSimpleWindow(
dpy, // The connection to the X Server
root, // The 'Parent' window (usually the desktop/root)
0, 0, // X and Y position on the screen
1, 1, // Width and Height (1x1 pixel)
0, // Border width
0, // Border color
0 // Background color
);
Atom clipboard = XInternAtom(dpy, "CLIPBOARD", False);
Atom targetType = XInternAtom(dpy, "image/png", False); // Ask for PNG
Atom property = XInternAtom(dpy, "RAYLIB_CLIPBOARD_MANAGER", False);
// Request the data: "Convert whatever is in CLIPBOARD to image/png and put it in RAYLIB_CLIPBOARD_MANAGER"
XConvertSelection(dpy, clipboard, targetType, property, win, CurrentTime);
// Wait for the SelectionNotify event
XEvent ev = { 0 };
XNextEvent(dpy, &ev);
Atom actualType = { 0 };
int actualFormat = 0;
unsigned long nitems = 0;
unsigned long bytesAfter = 0;
unsigned char *data = NULL;
// Read the data from our ghost window's property
XGetWindowProperty(dpy, win, property, 0, ~0L, False, AnyPropertyType,
&actualType, &actualFormat, &nitems, &bytesAfter, &data);
if (data != NULL)
{
image = LoadImageFromMemory(".png", data, (int)nitems);
XFree(data);
}
XDestroyWindow(dpy, win);
XCloseDisplay(dpy);
#else
TRACELOG(LOG_WARNING, "Clipboard image: PLATFORM_DESKTOP_RGFW doesn't implement GetClipboardImage() for this OS");
#endif // defined(_WIN32)
#else
TRACELOG(LOG_WARNING, "Clipboard image: SUPPORT_CLIPBOARD_IMAGE requires SUPPORT_MODULE_RTEXTURES to work properly");
#endif // SUPPORT_CLIPBOARD_IMAGE
return image;
}
// Show mouse cursor
void ShowCursor(void)
{
RGFW_window_showMouse(platform.window, true);
CORE.Input.Mouse.cursorHidden = false;
}
// Hides mouse cursor
void HideCursor(void)
{
RGFW_window_showMouse(platform.window, false);
CORE.Input.Mouse.cursorHidden = true;
}
// Enables cursor (unlock cursor)
void EnableCursor(void)
{
RGFW_window_captureRawMouse(platform.window, false);
// Set cursor position in the middle
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
ShowCursor();
CORE.Input.Mouse.cursorLocked = true;
}
// Disables cursor (lock cursor)
void DisableCursor(void)
{
RGFW_window_captureRawMouse(platform.window, true);
HideCursor();
CORE.Input.Mouse.cursorLocked = true;
}
// Swap back buffer with front buffer (screen drawing)
void SwapScreenBuffer(void)
{
RGFW_window_swapBuffers_OpenGL(platform.window);
}
//----------------------------------------------------------------------------------
// Module Functions Definition: Misc
//----------------------------------------------------------------------------------
// Get elapsed time measure in seconds since InitTimer()
double GetTime(void)
{
double time = get_time_seconds() - CORE.Time.base;
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
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
{
char *cmd = (char *)RL_CALLOC(strlen(url) + 32, sizeof(char));
#if defined(_WIN32)
sprintf(cmd, "explorer \"%s\"", url);
#endif
#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__)
sprintf(cmd, "xdg-open '%s'", url); // Alternatives: firefox, x-www-browser
#endif
#if defined(__APPLE__)
sprintf(cmd, "open '%s'", url);
#endif
int result = system(cmd);
if (result == -1) TRACELOG(LOG_WARNING, "OpenURL() child process could not be created");
RL_FREE(cmd);
}
}
//----------------------------------------------------------------------------------
// Module Functions Definition: Inputs
//----------------------------------------------------------------------------------
// Set internal gamepad mappings
int SetGamepadMappings(const char *mappings)
{
return mg_update_gamepad_mappings(&platform.minigamepad, mappings);
}
// Set gamepad vibration
void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration)
{
TRACELOG(LOG_WARNING, "SetGamepadVibration() unsupported on target platform");
}
// Set mouse position XY
void SetMousePosition(int x, int y)
{
RGFW_window_moveMouse(platform.window, x, y);
CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
}
// Set mouse cursor
void SetMouseCursor(int cursor)
{
RGFW_window_setMouseStandard(platform.window, cursor);
}
// Get physical key name
const char *GetKeyName(int key)
{
TRACELOG(LOG_WARNING, "GetKeyName() unsupported 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 mouse wheel
CORE.Input.Mouse.currentWheelMove.x = 0;
CORE.Input.Mouse.currentWheelMove.y = 0;
// Register previous mouse position
// Reset last gamepad button/axis registered state
for (int i = 0; i < MAX_GAMEPADS; i++)
{
// Check if gamepad is available
if (CORE.Input.Gamepad.ready[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];
}
}
}
// Register previous touch states
for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
// Map touch position to mouse position for convenience
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
int touchAction = -1; // 0-TOUCH_ACTION_UP, 1-TOUCH_ACTION_DOWN, 2-TOUCH_ACTION_MOVE
bool realTouch = false; // Flag to differentiate real touch gestures from mouse ones
// Register previous keys states
// NOTE: Android supports up to 260 keys
for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
{
CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
}
// Register previous mouse states
for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
// Poll input events for current platform
//-----------------------------------------------------------------------------
CORE.Window.resizedLastFrame = false;
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
if (RGFW_window_isCaptured(platform.window))
{
CORE.Input.Mouse.previousPosition = (Vector2){ 0.0f, 0.0f };
CORE.Input.Mouse.currentPosition = (Vector2){ 0.0f, 0.0f };
}
else
{
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
}
if ((CORE.Window.eventWaiting) || (IsWindowState(FLAG_WINDOW_MINIMIZED) && !IsWindowState(FLAG_WINDOW_ALWAYS_RUN)))
{
CORE.Time.previous = GetTime();
}
RGFW_event rgfw_event;
while (RGFW_window_checkEvent(platform.window, &rgfw_event))
{
// All input events can be processed after polling
switch (rgfw_event.type)
{
case RGFW_mouseEnter: CORE.Input.Mouse.cursorOnScreen = true; break;
case RGFW_mouseLeave: CORE.Input.Mouse.cursorOnScreen = false; break;
case RGFW_quit:
RGFW_window_setShouldClose(platform.window, true);
return;
case RGFW_dataDrop: // Dropped file
{
for (int i = 0; i < rgfw_event.drop.count; i++)
{
if (CORE.Window.dropFileCount == 0)
{
// When a new file is dropped, reserve a fixed number of slots for all possible dropped files
// at the moment limiting the number of drops at once to 1024 files but this behaviour should probably be reviewed
// TODO: Pointers should probably be reallocated for any new file added...
CORE.Window.dropFilepaths = (char **)RL_CALLOC(1024, sizeof(char *));
CORE.Window.dropFilepaths[CORE.Window.dropFileCount] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], rgfw_event.drop.files[i]);
CORE.Window.dropFileCount++;
}
else if (CORE.Window.dropFileCount < 1024)
{
CORE.Window.dropFilepaths[CORE.Window.dropFileCount] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], rgfw_event.drop.files[i]);
CORE.Window.dropFileCount++;
}
else TRACELOG(LOG_WARNING, "FILE: Maximum drag and drop files at once is limited to 1024 files!");
}
} break;
// Window events are also polled (Minimized, maximized, close...)
case RGFW_windowResized:
{
#if defined(__APPLE__)
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
{
RGFW_monitor* currentMonitor = RGFW_window_getMonitor(platform.window);
SetupViewport(platform.window->w * currentMonitor->pixelRatio, platform.window->h * currentMonitor->pixelRatio);
CORE.Window.screenScale = MatrixScale(currentMonitor->pixelRatio, currentMonitor->pixelRatio, 1.0f);
CORE.Window.screen.width = platform.window->w;
CORE.Window.screen.height = platform.window->h;
CORE.Window.render.width = CORE.Window.screen.width * currentMonitor->pixelRatio;
CORE.Window.render.height = CORE.Window.screen.height * currentMonitor->pixelRatio;
}
else
{
SetupViewport(platform.window->w, platform.window->h);
CORE.Window.screen.width = platform.window->w;
CORE.Window.screen.height = platform.window->h;
CORE.Window.render.width = CORE.Window.screen.width;
CORE.Window.render.height = CORE.Window.screen.height;
}
CORE.Window.currentFbo.width = CORE.Window.render.width;
CORE.Window.currentFbo.height = CORE.Window.render.height;
#elif defined(PLATFORM_WEB_RGFW)
// do nothing but prevent other behavior
#else
SetupViewport(platform.window->w, platform.window->h);
// Consider content scaling if required
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
{
Vector2 scaleDpi = GetWindowScaleDPI();
CORE.Window.screen.width = (int)(platform.window->w/scaleDpi.x);
CORE.Window.screen.height = (int)(platform.window->h/scaleDpi.y);
CORE.Window.screenScale = MatrixScale(scaleDpi.x, scaleDpi.y, 1.0f);
// Mouse scale does not seem to be needed
//SetMouseScale(1.0f/scaleDpi.x, 1.0f/scaleDpi.y);
}
else
{
CORE.Window.screen.width = platform.window->w;
CORE.Window.screen.height = platform.window->h;
}
CORE.Window.currentFbo.width = CORE.Window.screen.width;
CORE.Window.currentFbo.height = CORE.Window.screen.height;
#endif
CORE.Window.resizedLastFrame = true;
} break;
case RGFW_windowMaximized:
{
FLAG_SET(CORE.Window.flags, FLAG_WINDOW_MAXIMIZED); // The window was maximized
} break;
case RGFW_windowMinimized:
{
FLAG_SET(CORE.Window.flags, FLAG_WINDOW_MINIMIZED); // The window was iconified
} break;
case RGFW_windowRestored:
{
if (RGFW_window_isMaximized(platform.window))
FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_MAXIMIZED); // The window was restored
if (RGFW_window_isMinimized(platform.window))
FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_MINIMIZED); // The window was restored
} break;
case RGFW_windowMoved:
{
CORE.Window.position.x = platform.window->x;
CORE.Window.position.y = platform.window->x;
} break;
// Keyboard events
case RGFW_keyPressed:
{
KeyboardKey key = ConvertScancodeToKey(rgfw_event.key.value);
if (key != KEY_NULL)
{
// If key was up, add it to the key pressed queue
if ((CORE.Input.Keyboard.currentKeyState[key] == 0) && (CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE))
{
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
CORE.Input.Keyboard.keyPressedQueueCount++;
}
CORE.Input.Keyboard.currentKeyState[key] = 1;
if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey]) RGFW_window_setShouldClose(platform.window, true);
}
} break;
case RGFW_keyReleased:
{
KeyboardKey key = ConvertScancodeToKey(rgfw_event.key.value);
if (key != KEY_NULL) CORE.Input.Keyboard.currentKeyState[key] = 0;
} break;
case RGFW_keyChar:
{
// NOTE: event.text.text data comes an UTF-8 text sequence but registering codepoints (int)
// Check if there is space available in the queue
if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
{
// Add character (codepoint) to the queue
CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = rgfw_event.keyChar.value;
CORE.Input.Keyboard.charPressedQueueCount++;
}
} break;
// Check mouse events
case RGFW_mouseScroll:
{
CORE.Input.Mouse.currentWheelMove.x += rgfw_event.scroll.x;
CORE.Input.Mouse.currentWheelMove.y += rgfw_event.scroll.y;
} break;
case RGFW_mouseButtonPressed:
{
int btn = rgfw_event.button.value;
if (btn == RGFW_mouseLeft) btn = 1;
else if (btn == RGFW_mouseRight) btn = 2;
else if (btn == RGFW_mouseMiddle) btn = 3;
CORE.Input.Mouse.currentButtonState[btn - 1] = 1;
CORE.Input.Touch.currentTouchState[btn - 1] = 1;
touchAction = 1;
} break;
case RGFW_mouseButtonReleased:
{
int btn = rgfw_event.button.value;
if (btn == RGFW_mouseLeft) btn = 1;
else if (btn == RGFW_mouseRight) btn = 2;
else if (btn == RGFW_mouseMiddle) btn = 3;
CORE.Input.Mouse.currentButtonState[btn - 1] = 0;
CORE.Input.Touch.currentTouchState[btn - 1] = 0;
touchAction = 0;
} break;
case RGFW_mousePosChanged:
{
if (RGFW_window_isCaptured(platform.window))
{
CORE.Input.Mouse.currentPosition.x += (float)rgfw_event.mouse.vecX;
CORE.Input.Mouse.currentPosition.y += (float)rgfw_event.mouse.vecY;
}
else
{
CORE.Input.Mouse.currentPosition.x = (float)rgfw_event.mouse.x;
CORE.Input.Mouse.currentPosition.y = (float)rgfw_event.mouse.y;
}
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
touchAction = 2;
} break;
default: break;
}
#if SUPPORT_GESTURES_SYSTEM
if (touchAction > -1)
{
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent = { 0 };
// Register touch actions
gestureEvent.touchAction = touchAction;
// Assign a pointer ID
gestureEvent.pointId[0] = 0;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
if (touchAction == 2 || realTouch) gestureEvent.position[0] = CORE.Input.Touch.position[0];
else gestureEvent.position[0] = GetMousePosition();
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures-system for processing
ProcessGestureEvent(gestureEvent);
touchAction = -1;
}
#endif
}
//-----------------------------------------------------------------------------
mg_event gamepad_event;
while (mg_gamepads_check_event(&platform.minigamepad, &gamepad_event)) {
int gamepadIndex = gamepad_event.gamepad->index;
switch (gamepad_event.type) {
case MG_EVENT_BUTTON_PRESS:
{
int button = mg_buttonConvertTable[gamepad_event.button];
if (button >= 0)
{
CORE.Input.Gamepad.currentButtonState[gamepadIndex][button] = 1;
CORE.Input.Gamepad.lastButtonPressed = button;
}
} break;
case MG_EVENT_BUTTON_RELEASE:
{
int button = mg_buttonConvertTable[gamepad_event.button];
if (button >= 0)
{
CORE.Input.Gamepad.currentButtonState[gamepadIndex][button] = 0;
if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
}
} break;
case MG_EVENT_AXIS_MOVE:
{
int axis = mg_axisConvertTable[gamepad_event.axis];
switch (axis) {
case GAMEPAD_AXIS_LEFT_X:
case GAMEPAD_AXIS_LEFT_Y:
case GAMEPAD_AXIS_RIGHT_X:
case GAMEPAD_AXIS_RIGHT_Y:
CORE.Input.Gamepad.axisState[gamepadIndex][axis] = platform.minigamepad.gamepads[gamepadIndex].axes[gamepad_event.axis].value;
break;
case GAMEPAD_AXIS_LEFT_TRIGGER:
case GAMEPAD_AXIS_RIGHT_TRIGGER:
CORE.Input.Gamepad.axisState[gamepadIndex][axis] = platform.minigamepad.gamepads[gamepadIndex].axes[gamepad_event.axis].value;
/* trigger button press when axis is all the way */
int button = (axis == GAMEPAD_AXIS_LEFT_TRIGGER) ? GAMEPAD_BUTTON_LEFT_TRIGGER_2 : GAMEPAD_BUTTON_RIGHT_TRIGGER_2;
int pressed = (platform.minigamepad.gamepads[gamepadIndex].axes[gamepad_event.axis].value >= 1.0f);
CORE.Input.Gamepad.currentButtonState[gamepadIndex][button] = pressed;
if (pressed) CORE.Input.Gamepad.lastButtonPressed = button;
else if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
break;
}
} break;
case MG_EVENT_GAMEPAD_CONNECT:
CORE.Input.Gamepad.ready[gamepadIndex] = true;
CORE.Input.Gamepad.axisState[gamepadIndex][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
CORE.Input.Gamepad.axisState[gamepadIndex][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
int axisCount = 0;
for (int i = 0; i < MG_AXIS_COUNT; i += 1) {
if (platform.minigamepad.gamepads[gamepadIndex].axes[i].supported) {
axisCount += 1;
} else {
break;
}
}
CORE.Input.Gamepad.axisCount[gamepadIndex] = axisCount;
strcpy(CORE.Input.Gamepad.name[gamepadIndex], platform.minigamepad.gamepads[gamepadIndex].name);
break;
case MG_EVENT_GAMEPAD_DISCONNECT:
CORE.Input.Gamepad.ready[gamepadIndex] = false;
break;
default: break;
}
}
}
//----------------------------------------------------------------------------------
// Module Internal Functions Definition
//----------------------------------------------------------------------------------
// Initialize platform: graphics, inputs and more
int InitPlatform(void)
{
// Initialize RGFW internal global state, only required systems
unsigned int flags = RGFW_windowCenter | RGFW_windowAllowDND;
// Check window creation flags
if (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE))
{
FLAG_SET(flags, RGFW_windowFullscreen);
}
if (FLAG_IS_SET(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE))
{
FLAG_SET(flags, RGFW_windowedFullscreen);
}
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_UNDECORATED)) FLAG_SET(flags, RGFW_windowNoBorder);
if (!FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_RESIZABLE)) FLAG_SET(flags, RGFW_windowNoResize);
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_TRANSPARENT)) FLAG_SET(flags, RGFW_windowTransparent);
if (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE)) FLAG_SET(flags, RGFW_windowFullscreen);
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIDDEN)) FLAG_SET(flags, RGFW_windowHide);
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MAXIMIZED)) FLAG_SET(flags, RGFW_windowMaximize);
// NOTE: Some OpenGL context attributes must be set before window creation
// Check selection OpenGL version
RGFW_glHints* hints = RGFW_getGlobalHints_OpenGL();
if (rlGetVersion() == RL_OPENGL_21)
{
hints->major = 2;
hints->minor = 1;
}
else if (rlGetVersion() == RL_OPENGL_33)
{
hints->major = 3;
hints->minor = 3;
}
else if (rlGetVersion() == RL_OPENGL_43)
{
hints->major = 4;
hints->minor = 3;
}
if (FLAG_IS_SET(CORE.Window.flags, FLAG_MSAA_4X_HINT)) hints->samples = 4;
if (!FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_UNFOCUSED)) FLAG_SET(flags, RGFW_windowFocusOnShow | RGFW_windowFocus);
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
{
#if !defined(__APPLE__)
CORE.Window.screen.width = CORE.Window.screen.width * GetWindowScaleDPI().x;
CORE.Window.screen.height = CORE.Window.screen.height * GetWindowScaleDPI().y;
#endif
}
RGFW_setGlobalHints_OpenGL(hints);
platform.window = RGFW_createWindow((CORE.Window.title != 0)? CORE.Window.title : " ", 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, flags | RGFW_windowOpenGL);
CORE.Time.base = get_time_seconds();
#ifndef PLATFORM_WEB_RGFW
i32 screenSizeWidth;
i32 screenSizeHeight;
RGFW_window_getSize(platform.window, &screenSizeWidth, &screenSizeHeight);
CORE.Window.display.width = screenSizeWidth;
CORE.Window.display.height = screenSizeHeight;
#else
CORE.Window.display.width = CORE.Window.screen.width;
CORE.Window.display.height = CORE.Window.screen.height;
#endif
if (FLAG_IS_SET(CORE.Window.flags, FLAG_VSYNC_HINT)) RGFW_window_swapInterval_OpenGL(platform.window, 1);
// Check surface and context activation
if (platform.window != NULL)
{
CORE.Window.ready = true;
CORE.Window.render.width = CORE.Window.screen.width;
CORE.Window.render.height = CORE.Window.screen.height;
CORE.Window.currentFbo.width = CORE.Window.render.width;
CORE.Window.currentFbo.height = CORE.Window.render.height;
}
else
{
TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphics device");
return -1;
}
// NOTE: RGFW's exit key is distinct from raylib's exit key and
// must be set to NULL to not interfere
RGFW_window_setExitKey(platform.window, RGFW_keyNULL);
RGFW_window_makeCurrentWindow_OpenGL(platform.window);
//----------------------------------------------------------------------------
// If everything work as expected, continue
CORE.Window.position.x = platform.window->x;
CORE.Window.position.y = platform.window->y;
CORE.Window.render.width = CORE.Window.screen.width;
CORE.Window.render.height = CORE.Window.screen.height;
CORE.Window.currentFbo.width = CORE.Window.render.width;
CORE.Window.currentFbo.height = CORE.Window.render.height;
// adjust scale if using highdpi
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI)) {
Vector2 scaleDpi = GetWindowScaleDPI();
#if defined(__APPLE__)
RGFW_monitor* currentMonitor = RGFW_window_getMonitor(platform.window);
CORE.Window.screenScale = MatrixScale(currentMonitor->pixelRatio, currentMonitor->pixelRatio, 1.0f);
CORE.Window.render.width = CORE.Window.screen.width * currentMonitor->pixelRatio;
CORE.Window.render.height = CORE.Window.screen.height * currentMonitor->pixelRatio;
CORE.Window.currentFbo.width = CORE.Window.render.width;
CORE.Window.currentFbo.height = CORE.Window.render.height;
#else
SetMouseScale(1.0f/scaleDpi.x, 1.0f/scaleDpi.y);
CORE.Window.screenScale = MatrixScale(scaleDpi.x, scaleDpi.y, 1.0f);
CORE.Window.screen.width /= scaleDpi.x;
CORE.Window.screen.height /= scaleDpi.y;
#endif
}
TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
// Load OpenGL extensions
// NOTE: GL procedures address loader is required to load extensions
//----------------------------------------------------------------------------
rlLoadExtensions((void *)RGFW_getProcAddress_OpenGL);
//----------------------------------------------------------------------------
// Initialize timing system
//----------------------------------------------------------------------------
InitTimer();
//----------------------------------------------------------------------------
// Initialize storage system
//----------------------------------------------------------------------------
#if defined(__APPLE__)
// mac defaults to the users home folder for some reason
// this is done to help them read relative paths to the binary
ChangeDirectory(GetApplicationDirectory());
#endif
CORE.Storage.basePath = GetWorkingDirectory();
//----------------------------------------------------------------------------
#if defined(RGFW_WAYLAND)
if (RGFW_usingWayland()) TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (RGFW - Wayland): Initialized successfully");
else TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (RGFW - X11 (fallback)): Initialized successfully");
#elif defined(RGFW_X11)
#if defined(__APPLE__)
TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (RGFW - X11 (MacOS)): Initialized successfully");
#else
TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (RGFW - X11): Initialized successfully");
#endif
#elif defined (RGFW_WINDOWS)
TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (RGFW - Win32): Initialized successfully");
#elif defined(RGFW_WASM)
TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (RGFW - WASMs): Initialized successfully");
#elif defined(RGFW_MACOS)
TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (RGFW - MacOS): Initialized successfully");
#endif
mg_gamepads_init(&platform.minigamepad);
return 0;
}
// Close platform
void ClosePlatform(void)
{
mg_gamepads_free(&platform.minigamepad);
RGFW_window_close(platform.window);
}
// Keycode mapping
static KeyboardKey ConvertScancodeToKey(u32 keycode)
{
if (keycode > sizeof(RGFW_keyConvertTable)/sizeof(unsigned short)) return KEY_NULL;
return (KeyboardKey)RGFW_keyConvertTable[keycode];
}
// Helper functions for Time
double get_time_seconds(void)
{
double currentTime = 0.0;
#if defined(_WIN32)
static LARGE_INTEGER freq = { 0 };
static int freq_init = 0;
LARGE_INTEGER counter;
if (!freq_init) {
QueryPerformanceFrequency(&freq);
freq_init = 1;
}
QueryPerformanceCounter(&counter);
currentTime = (double)counter.QuadPart / (double)freq.QuadPart;
#elif defined(__EMSCRIPTEN__)
currentTime = emscripten_get_now() / 1000.0;
#elif defined(__APPLE__)
static mach_timebase_info_data_t tb;
static int tb_initialized = 0;
if (!tb_initialized) {
mach_timebase_info(&tb);
tb_initialized = 1;
}
uint64_t ticks = mach_absolute_time();
currentTime = (double)ticks * (double)tb.numer / (double)tb.denom / 1e9;
#elif defined(__linux__)
struct timespec ts;
clock_gettime(CLOCK_MONOTONIC, &ts);
currentTime = (double)ts.tv_sec + (double)ts.tv_nsec / 1e9;
#else
// fallback to cstd
currentTime = (double)clock() / (double)CLOCKS_PER_SEC;
#endif
return currentTime;
}