Files
raylib/src/platforms/rcore_desktop_glfw.c
Ray f27f2d097f REVIEWED: HighDPI support on macOS (when requested by app)
Tested on two monitors with different DPI configuration, for HigDPI enabled and not, including window resizing (with framebuffer resizing if required). Verified mouse coordinates follow the requested screen size.
2025-12-22 22:48:08 +01:00

2117 lines
88 KiB
C

/**********************************************************************************************
*
* rcore_desktop_glfw - Functions to manage window, graphics device and inputs
*
* PLATFORM: DESKTOP: GLFW
* - Windows (Win32, Win64)
* - Linux (X11/Wayland desktop mode)
* - FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop)
* - OSX/macOS (x64, arm64)
*
* LIMITATIONS:
* - Limitation 01
* - Limitation 02
*
* POSSIBLE IMPROVEMENTS:
* - Improvement 01
* - Improvement 02
*
* ADDITIONAL NOTES:
* - TRACELOG() function is located in raylib [utils] module
*
* CONFIGURATION:
* #define RCORE_PLATFORM_CUSTOM_FLAG
* Custom flag for rcore on target platform -not used-
*
* DEPENDENCIES:
* - rglfw: Manage graphic device, OpenGL context and inputs (Windows, Linux, OSX/macOS, FreeBSD...)
* - gestures: Gestures system for touch-ready devices (or simulated from mouse inputs)
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5) and contributors
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3
// NOTE: Already provided by rlgl implementation (on glad.h)
#include "GLFW/glfw3.h" // GLFW3 library: Windows, OpenGL context and Input management
// NOTE: GLFW3 already includes gl.h (OpenGL) headers
// Support retrieving native window handlers
#if defined(_WIN32)
#if !defined(HWND) && !defined(_MSVC_LANG)
#define HWND void*
#elif !defined(HWND) && defined(_MSVC_LANG)
typedef struct HWND__ *HWND;
#endif
#include "../external/win32_clipboard.h" // Clipboard image copy-paste
#define GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_NATIVE_INCLUDE_NONE // To avoid some symbols re-definition in windows.h
#include "GLFW/glfw3native.h"
#if defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
// NOTE: Those functions require linking with winmm library
//#pragma warning(disable: 4273)
__declspec(dllimport) unsigned int __stdcall timeEndPeriod(unsigned int uPeriod);
//#pragma warning(default: 4273)
#endif
#endif
#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__)
#include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
#if defined(_GLFW_X11) || defined(_GLFW_WAYLAND)
// Set appropriate expose macros based on available backends
#if defined(_GLFW_X11)
#define GLFW_EXPOSE_NATIVE_X11
#define Font X11Font // Hack to fix 'Font' name collision
// The definition and references to the X11 Font type will be replaced by 'X11Font'
// Works as long as the current file consistently references any X11 Font as X11Font
// Since it is never referenced (as of writing), this does not pose an issue
#endif
#if defined(_GLFW_WAYLAND)
#define GLFW_EXPOSE_NATIVE_WAYLAND
#endif
#include "GLFW/glfw3native.h" // Include native header only once, regardless of how many backends are defined
// Required for: glfwGetX11Window() and glfwGetWaylandWindow()
#if defined(_GLFW_X11) // Clean up X11-specific hacks
#undef Font // Revert hack and allow normal raylib Font usage
#endif
#endif
#endif
#if defined(__APPLE__)
#include <unistd.h> // Required for: usleep()
//#define GLFW_EXPOSE_NATIVE_COCOA // WARNING: Fails due to type redefinition
void *glfwGetCocoaWindow(GLFWwindow* handle);
#include "GLFW/glfw3native.h" // Required for: glfwGetCocoaWindow()
#endif
#include <stddef.h> // Required for: size_t
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct {
GLFWwindow *handle; // GLFW window handle (graphic device)
} PlatformData;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
extern CoreData CORE; // Global CORE state context
static PlatformData platform = { 0 }; // Platform specific data
//----------------------------------------------------------------------------------
// Module Internal Functions Declaration
//----------------------------------------------------------------------------------
int InitPlatform(void); // Initialize platform (graphics, inputs and more)
void ClosePlatform(void); // Close platform
// Error callback event
static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
// Window callbacks events
static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
static void FramebufferSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 FramebufferSize Callback, runs when window is resized
static void WindowContentScaleCallback(GLFWwindow *window, float scalex, float scaley); // GLFW3 Window Content Scale Callback, runs when window changes scale
static void WindowPosCallback(GLFWwindow *window, int x, int y); // GLFW3 WindowPos Callback, runs when window is moved
static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
static void WindowMaximizeCallback(GLFWwindow *window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized
static void WindowFocusCallback(GLFWwindow *window, int focused); // GLFW3 WindowFocus Callback, runs when window get/lose focus
static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window
// Input callbacks events
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
static void CharCallback(GLFWwindow *window, unsigned int codepoint); // GLFW3 Char Callback, runs on key pressed (get codepoint value)
static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed
static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move
static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Scrolling Callback, runs on mouse wheel
static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
static void JoystickCallback(int jid, int event); // GLFW3 Joystick Connected/Disconnected Callback
// Memory allocator wrappers [used by glfwInitAllocator()]
static void *AllocateWrapper(size_t size, void *user); // GLFW3 GLFWallocatefun, wrapps around RL_CALLOC macro
static void *ReallocateWrapper(void *block, size_t size, void *user); // GLFW3 GLFWreallocatefun, wrapps around RL_REALLOC macro
static void DeallocateWrapper(void *block, void *user); // GLFW3 GLFWdeallocatefun, wraps around RL_FREE macro
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
// NOTE: Functions declaration is provided by raylib.h
//----------------------------------------------------------------------------------
// Module Functions Definition: Window and Graphics Device
//----------------------------------------------------------------------------------
// Check if application should close
// NOTE: By default, if KEY_ESCAPE pressed or window close icon clicked
bool WindowShouldClose(void)
{
if (CORE.Window.ready) return CORE.Window.shouldClose;
else return true;
}
// Toggle fullscreen mode
void ToggleFullscreen(void)
{
if (!CORE.Window.fullscreen)
{
// Store previous window position (in case we exit fullscreen)
CORE.Window.previousPosition = CORE.Window.position;
int monitorCount = 0;
int monitorIndex = GetCurrentMonitor();
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
// Use current monitor, so we correctly get the display the window is on
GLFWmonitor *monitor = (monitorIndex < monitorCount)? monitors[monitorIndex] : NULL;
if (monitor == NULL)
{
TRACELOG(LOG_WARNING, "GLFW: Failed to get monitor");
CORE.Window.fullscreen = false;
FLAG_CLEAR(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
glfwSetWindowMonitor(platform.handle, NULL, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
}
else
{
CORE.Window.fullscreen = true;
FLAG_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
glfwSetWindowMonitor(platform.handle, monitor, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
}
}
else
{
CORE.Window.fullscreen = false;
FLAG_CLEAR(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
glfwSetWindowMonitor(platform.handle, NULL, CORE.Window.previousPosition.x, CORE.Window.previousPosition.y, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
// we update the window position right away
CORE.Window.position.x = CORE.Window.previousPosition.x;
CORE.Window.position.y = CORE.Window.previousPosition.y;
}
// 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)) glfwSwapInterval(1);
}
// Toggle borderless windowed mode
void ToggleBorderlessWindowed(void)
{
// Leave fullscreen before attempting to set borderless windowed mode
bool wasOnFullscreen = false;
if (CORE.Window.fullscreen)
{
// Fullscreen already saves the previous position so it does not need to be set here again
ToggleFullscreen();
wasOnFullscreen = true;
}
int monitorCount = 0;
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
const int monitor = GetCurrentMonitor();
if ((monitor >= 0) && (monitor < monitorCount))
{
const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
if (mode != NULL)
{
if (!FLAG_IS_SET(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE))
{
// Store screen position and size
// NOTE: If it was on fullscreen, screen position was already stored, so skip setting it here
if (!wasOnFullscreen) CORE.Window.previousPosition = CORE.Window.position;
CORE.Window.previousScreen = CORE.Window.screen;
// Set undecorated flag
glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_FALSE);
FLAG_SET(CORE.Window.flags, FLAG_WINDOW_UNDECORATED);
// Get monitor position and size
int monitorPosX = 0;
int monitorPosY = 0;
glfwGetMonitorPos(monitors[monitor], &monitorPosX, &monitorPosY);
const int monitorWidth = mode->width;
const int monitorHeight = mode->height;
// Set screen position and size
glfwSetWindowMonitor(
platform.handle,
monitors[monitor],
monitorPosX,
monitorPosY,
monitorWidth,
monitorHeight,
mode->refreshRate
);
// Refocus window
glfwFocusWindow(platform.handle);
FLAG_SET(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE);
}
else
{
// Remove undecorated flag
glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_TRUE);
FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_UNDECORATED);
#if !defined(__APPLE__)
// Make sure to restore size to HighDPI
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
{
Vector2 scaleDpi = GetWindowScaleDPI();
CORE.Window.previousScreen.width *= scaleDpi.x;
CORE.Window.previousScreen.height *= scaleDpi.y;
}
#endif
// Return previous screen size and position
// NOTE: The order matters here, it must set size first, then set position, otherwise the screen will be positioned incorrectly
glfwSetWindowMonitor(
platform.handle,
NULL,
CORE.Window.previousPosition.x,
CORE.Window.previousPosition.y,
CORE.Window.previousScreen.width,
CORE.Window.previousScreen.height,
mode->refreshRate
);
// Refocus window
glfwFocusWindow(platform.handle);
FLAG_CLEAR(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE);
CORE.Window.position.x = CORE.Window.previousPosition.x;
CORE.Window.position.y = CORE.Window.previousPosition.y;
}
}
else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
}
else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
}
// Set window state: maximized, if resizable
void MaximizeWindow(void)
{
if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE)
{
glfwMaximizeWindow(platform.handle);
FLAG_SET(CORE.Window.flags, FLAG_WINDOW_MAXIMIZED);
}
}
// Set window state: minimized
void MinimizeWindow(void)
{
// NOTE: Following function launches callback that sets appropriate flag!
glfwIconifyWindow(platform.handle);
}
// Restore window from being minimized/maximized
void RestoreWindow(void)
{
if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE)
{
// Restores the specified window if it was previously iconified (minimized) or maximized
glfwRestoreWindow(platform.handle);
FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_MINIMIZED);
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(CORE.Window.flags, FLAG_VSYNC_HINT) != FLAG_IS_SET(flags, FLAG_VSYNC_HINT)) && FLAG_IS_SET(flags, FLAG_VSYNC_HINT))
{
glfwSwapInterval(1);
FLAG_SET(CORE.Window.flags, FLAG_VSYNC_HINT);
}
// State change: FLAG_BORDERLESS_WINDOWED_MODE
// NOTE: This must be handled before FLAG_FULLSCREEN_MODE because ToggleBorderlessWindowed() needs to get some fullscreen values if fullscreen is running
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE) != FLAG_IS_SET(flags, FLAG_BORDERLESS_WINDOWED_MODE)) && FLAG_IS_SET(flags, FLAG_BORDERLESS_WINDOWED_MODE))
{
ToggleBorderlessWindowed(); // NOTE: Window state flag updated inside function
}
// State change: FLAG_FULLSCREEN_MODE
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE) != FLAG_IS_SET(flags, FLAG_FULLSCREEN_MODE)) && FLAG_IS_SET(flags, FLAG_FULLSCREEN_MODE))
{
ToggleFullscreen(); // NOTE: Window state flag updated inside function
}
// 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))
{
glfwSetWindowAttrib(platform.handle, GLFW_RESIZABLE, GLFW_TRUE);
FLAG_SET(CORE.Window.flags, FLAG_WINDOW_RESIZABLE);
}
// State change: FLAG_WINDOW_UNDECORATED
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_UNDECORATED) != FLAG_IS_SET(flags, FLAG_WINDOW_UNDECORATED)) && FLAG_IS_SET(flags, FLAG_WINDOW_UNDECORATED))
{
glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_FALSE);
FLAG_SET(CORE.Window.flags, FLAG_WINDOW_UNDECORATED);
}
// State change: FLAG_WINDOW_HIDDEN
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIDDEN) != FLAG_IS_SET(flags, FLAG_WINDOW_HIDDEN)) && FLAG_IS_SET(flags, FLAG_WINDOW_HIDDEN))
{
glfwHideWindow(platform.handle);
FLAG_SET(CORE.Window.flags, FLAG_WINDOW_HIDDEN);
}
// State change: FLAG_WINDOW_MINIMIZED
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MINIMIZED) != FLAG_IS_SET(flags, FLAG_WINDOW_MINIMIZED)) && FLAG_IS_SET(flags, FLAG_WINDOW_MINIMIZED))
{
//GLFW_ICONIFIED
MinimizeWindow(); // NOTE: Window state flag updated inside function
}
// 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))
{
//GLFW_MAXIMIZED
MaximizeWindow(); // NOTE: Window state flag updated inside function
}
// State change: FLAG_WINDOW_UNFOCUSED
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_UNFOCUSED) != FLAG_IS_SET(flags, FLAG_WINDOW_UNFOCUSED)) && FLAG_IS_SET(flags, FLAG_WINDOW_UNFOCUSED))
{
glfwSetWindowAttrib(platform.handle, GLFW_FOCUS_ON_SHOW, GLFW_FALSE);
FLAG_SET(CORE.Window.flags, FLAG_WINDOW_UNFOCUSED);
}
// State change: FLAG_WINDOW_TOPMOST
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_TOPMOST) != FLAG_IS_SET(flags, FLAG_WINDOW_TOPMOST)) && FLAG_IS_SET(flags, FLAG_WINDOW_TOPMOST))
{
glfwSetWindowAttrib(platform.handle, GLFW_FLOATING, GLFW_TRUE);
FLAG_SET(CORE.Window.flags, FLAG_WINDOW_TOPMOST);
}
// State change: FLAG_WINDOW_ALWAYS_RUN
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_ALWAYS_RUN) != FLAG_IS_SET(flags, FLAG_WINDOW_ALWAYS_RUN)) && FLAG_IS_SET(flags, FLAG_WINDOW_ALWAYS_RUN))
{
FLAG_SET(CORE.Window.flags, FLAG_WINDOW_ALWAYS_RUN);
}
// The following states can not be changed after window creation
// State change: FLAG_WINDOW_TRANSPARENT
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_TRANSPARENT) != FLAG_IS_SET(flags, FLAG_WINDOW_TRANSPARENT)) && FLAG_IS_SET(flags, FLAG_WINDOW_TRANSPARENT))
{
TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization");
}
// State change: FLAG_WINDOW_HIGHDPI
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI) != FLAG_IS_SET(flags, FLAG_WINDOW_HIGHDPI)) && FLAG_IS_SET(flags, FLAG_WINDOW_HIGHDPI))
{
TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization");
}
// State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MOUSE_PASSTHROUGH) != FLAG_IS_SET(flags, FLAG_WINDOW_MOUSE_PASSTHROUGH)) && FLAG_IS_SET(flags, FLAG_WINDOW_MOUSE_PASSTHROUGH))
{
glfwSetWindowAttrib(platform.handle, GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE);
FLAG_SET(CORE.Window.flags, FLAG_WINDOW_MOUSE_PASSTHROUGH);
}
// State change: FLAG_MSAA_4X_HINT
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_MSAA_4X_HINT) != FLAG_IS_SET(flags, FLAG_MSAA_4X_HINT)) && FLAG_IS_SET(flags, FLAG_MSAA_4X_HINT))
{
TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization");
}
// State change: FLAG_INTERLACED_HINT
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_INTERLACED_HINT) != FLAG_IS_SET(flags, FLAG_INTERLACED_HINT)) && FLAG_IS_SET(flags, FLAG_INTERLACED_HINT))
{
TRACELOG(LOG_WARNING, "WINDOW: Interlaced mode can only be configured before window initialization");
}
}
// Clear window configuration state flags
void ClearWindowState(unsigned int flags)
{
// Check previous state and requested state to apply required changes
// NOTE: In most cases the functions already change the flags internally
// State change: FLAG_VSYNC_HINT
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_VSYNC_HINT)) && (FLAG_IS_SET(flags, FLAG_VSYNC_HINT)))
{
glfwSwapInterval(0);
FLAG_CLEAR(CORE.Window.flags, FLAG_VSYNC_HINT);
}
// State change: FLAG_BORDERLESS_WINDOWED_MODE
// NOTE: This must be handled before FLAG_FULLSCREEN_MODE because ToggleBorderlessWindowed() needs to get some fullscreen values if fullscreen is running
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE)) && (FLAG_IS_SET(flags, FLAG_BORDERLESS_WINDOWED_MODE)))
{
ToggleBorderlessWindowed(); // NOTE: Window state flag updated inside function
}
// State change: FLAG_FULLSCREEN_MODE
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE)) && (FLAG_IS_SET(flags, FLAG_FULLSCREEN_MODE)))
{
ToggleFullscreen(); // NOTE: Window state flag updated inside function
}
// State change: FLAG_WINDOW_RESIZABLE
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_RESIZABLE)) && (FLAG_IS_SET(flags, FLAG_WINDOW_RESIZABLE)))
{
glfwSetWindowAttrib(platform.handle, GLFW_RESIZABLE, GLFW_FALSE);
FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_RESIZABLE);
}
// State change: FLAG_WINDOW_HIDDEN
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIDDEN)) && (FLAG_IS_SET(flags, FLAG_WINDOW_HIDDEN)))
{
glfwShowWindow(platform.handle);
FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_HIDDEN);
}
// State change: FLAG_WINDOW_MINIMIZED
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MINIMIZED)) && (FLAG_IS_SET(flags, FLAG_WINDOW_MINIMIZED)))
{
RestoreWindow(); // NOTE: Window state flag updated inside function
}
// State change: FLAG_WINDOW_MAXIMIZED
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MAXIMIZED)) && (FLAG_IS_SET(flags, FLAG_WINDOW_MAXIMIZED)))
{
RestoreWindow(); // NOTE: Window state flag updated inside function
}
// State change: FLAG_WINDOW_UNDECORATED
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_UNDECORATED)) && (FLAG_IS_SET(flags, FLAG_WINDOW_UNDECORATED)))
{
glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_TRUE);
FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_UNDECORATED);
}
// State change: FLAG_WINDOW_UNFOCUSED
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_UNFOCUSED)) && (FLAG_IS_SET(flags, FLAG_WINDOW_UNFOCUSED)))
{
glfwSetWindowAttrib(platform.handle, GLFW_FOCUS_ON_SHOW, GLFW_TRUE);
FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_UNFOCUSED);
}
// State change: FLAG_WINDOW_TOPMOST
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_TOPMOST)) && (FLAG_IS_SET(flags, FLAG_WINDOW_TOPMOST)))
{
glfwSetWindowAttrib(platform.handle, GLFW_FLOATING, GLFW_FALSE);
FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_TOPMOST);
}
// State change: FLAG_WINDOW_ALWAYS_RUN
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_ALWAYS_RUN)) && (FLAG_IS_SET(flags, FLAG_WINDOW_ALWAYS_RUN)))
{
FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_ALWAYS_RUN);
}
// The following states can not be changed after window creation
// State change: FLAG_WINDOW_TRANSPARENT
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_TRANSPARENT)) && (FLAG_IS_SET(flags, FLAG_WINDOW_TRANSPARENT)))
{
TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization");
}
// State change: FLAG_WINDOW_HIGHDPI
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI)) && (FLAG_IS_SET(flags, FLAG_WINDOW_HIGHDPI)))
{
TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization");
}
// State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MOUSE_PASSTHROUGH)) && (FLAG_IS_SET(flags, FLAG_WINDOW_MOUSE_PASSTHROUGH)))
{
glfwSetWindowAttrib(platform.handle, GLFW_MOUSE_PASSTHROUGH, GLFW_FALSE);
FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_MOUSE_PASSTHROUGH);
}
// State change: FLAG_MSAA_4X_HINT
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_MSAA_4X_HINT)) && (FLAG_IS_SET(flags, FLAG_MSAA_4X_HINT)))
{
TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization");
}
// State change: FLAG_INTERLACED_HINT
if ((FLAG_IS_SET(CORE.Window.flags, FLAG_INTERLACED_HINT)) && (FLAG_IS_SET(flags, FLAG_INTERLACED_HINT)))
{
TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization");
}
}
// Set icon for window
// NOTE 1: Image must be in RGBA format, 8bit per channel
// NOTE 2: Image is scaled by the OS for all required sizes
void SetWindowIcon(Image image)
{
if (image.data == NULL)
{
// Revert to the default window icon, pass in an empty image array
glfwSetWindowIcon(platform.handle, 0, NULL);
}
else
{
if (image.format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
{
GLFWimage icon[1] = { 0 };
icon[0].width = image.width;
icon[0].height = image.height;
icon[0].pixels = (unsigned char *)image.data;
// NOTE 1: We only support one image icon
// NOTE 2: The specified image data is copied before this function returns
glfwSetWindowIcon(platform.handle, 1, icon);
}
else TRACELOG(LOG_WARNING, "GLFW: Window icon image must be in R8G8B8A8 pixel format");
}
}
// Set icon for window, multiple images
// NOTE 1: Images must be in RGBA format, 8bit per channel
// NOTE 2: The multiple images are used depending on provided sizes
// Standard Windows icon sizes: 256, 128, 96, 64, 48, 32, 24, 16
void SetWindowIcons(Image *images, int count)
{
if ((images == NULL) || (count <= 0))
{
// Revert to the default window icon, pass in an empty image array
glfwSetWindowIcon(platform.handle, 0, NULL);
}
else
{
int valid = 0;
GLFWimage *icons = (GLFWimage *)RL_CALLOC(count, sizeof(GLFWimage));
for (int i = 0; i < count; i++)
{
if (images[i].format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
{
icons[valid].width = images[i].width;
icons[valid].height = images[i].height;
icons[valid].pixels = (unsigned char *)images[i].data;
valid++;
}
else TRACELOG(LOG_WARNING, "GLFW: Window icon image must be in R8G8B8A8 pixel format");
}
// NOTE: Images data is copied internally before this function returns
glfwSetWindowIcon(platform.handle, valid, icons);
RL_FREE(icons);
}
}
// Set title for window
void SetWindowTitle(const char *title)
{
CORE.Window.title = title;
glfwSetWindowTitle(platform.handle, title);
}
// Set window position on screen (windowed mode)
void SetWindowPosition(int x, int y)
{
// Update CORE.Window.position as well
CORE.Window.position.x = x;
CORE.Window.position.y = y;
glfwSetWindowPos(platform.handle, x, y);
}
// Set monitor for the current window
void SetWindowMonitor(int monitor)
{
int monitorCount = 0;
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
if ((monitor >= 0) && (monitor < monitorCount))
{
if (CORE.Window.fullscreen)
{
TRACELOG(LOG_INFO, "GLFW: Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
glfwSetWindowMonitor(platform.handle, monitors[monitor], 0, 0, mode->width, mode->height, mode->refreshRate);
}
else
{
TRACELOG(LOG_INFO, "GLFW: Selected monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
// Here the render width has to be used again in case high dpi flag is enabled
const int screenWidth = CORE.Window.render.width;
const int screenHeight = CORE.Window.render.height;
int monitorWorkareaX = 0;
int monitorWorkareaY = 0;
int monitorWorkareaWidth = 0;
int monitorWorkareaHeight = 0;
glfwGetMonitorWorkarea(monitors[monitor], &monitorWorkareaX, &monitorWorkareaY, &monitorWorkareaWidth, &monitorWorkareaHeight);
// If the screen size is larger than the monitor workarea, anchor it on the top left corner, otherwise, center it
if ((screenWidth >= monitorWorkareaWidth) || (screenHeight >= monitorWorkareaHeight)) glfwSetWindowPos(platform.handle, monitorWorkareaX, monitorWorkareaY);
else
{
const int x = monitorWorkareaX + (monitorWorkareaWidth/2) - (screenWidth/2);
const int y = monitorWorkareaY + (monitorWorkareaHeight/2) - (screenHeight/2);
glfwSetWindowPos(platform.handle, x, y);
}
}
}
else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
}
// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
void SetWindowMinSize(int width, int height)
{
CORE.Window.screenMin.width = width;
CORE.Window.screenMin.height = height;
int minWidth = (CORE.Window.screenMin.width == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMin.width;
int minHeight = (CORE.Window.screenMin.height == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMin.height;
int maxWidth = (CORE.Window.screenMax.width == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMax.width;
int maxHeight = (CORE.Window.screenMax.height == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMax.height;
glfwSetWindowSizeLimits(platform.handle, minWidth, minHeight, maxWidth, maxHeight);
}
// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
void SetWindowMaxSize(int width, int height)
{
CORE.Window.screenMax.width = width;
CORE.Window.screenMax.height = height;
int minWidth = (CORE.Window.screenMin.width == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMin.width;
int minHeight = (CORE.Window.screenMin.height == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMin.height;
int maxWidth = (CORE.Window.screenMax.width == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMax.width;
int maxHeight = (CORE.Window.screenMax.height == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMax.height;
glfwSetWindowSizeLimits(platform.handle, minWidth, minHeight, maxWidth, maxHeight);
}
// Set window dimensions
void SetWindowSize(int width, int height)
{
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
glfwSetWindowSize(platform.handle, width, height);
}
// Set window opacity, value opacity is between 0.0 and 1.0
void SetWindowOpacity(float opacity)
{
if (opacity >= 1.0f) opacity = 1.0f;
else if (opacity <= 0.0f) opacity = 0.0f;
glfwSetWindowOpacity(platform.handle, opacity);
}
// Set window focused
void SetWindowFocused(void)
{
glfwFocusWindow(platform.handle);
}
#if defined(__linux__) && defined(_GLFW_X11)
// Local storage for the window handle returned by glfwGetX11Window
// This is needed as X11 handles are integers and may not fit inside a pointer depending on platform
// Storing the handle locally and returning a pointer in GetWindowHandle allows the code to work regardless of pointer width
static XID X11WindowHandle;
#endif
// Get native window handle
void *GetWindowHandle(void)
{
#if defined(_WIN32)
// NOTE: Returned handle is: void *HWND (windows.h)
return glfwGetWin32Window(platform.handle);
#endif
#if defined(__linux__)
#if defined(_GLFW_WAYLAND)
#if defined(_GLFW_X11)
int platformID = glfwGetPlatform();
if (platformID == GLFW_PLATFORM_WAYLAND)
{
return glfwGetWaylandWindow(platform.handle);
}
else
{
X11WindowHandle = glfwGetX11Window(platform.handle);
return &X11WindowHandle;
}
#else
return glfwGetWaylandWindow(platform.handle);
#endif
#elif defined(_GLFW_X11)
// Store the window handle localy and return a pointer to the variable instead
// Reasoning detailed in the declaration of X11WindowHandle
X11WindowHandle = glfwGetX11Window(platform.handle);
return &X11WindowHandle;
#endif
#endif
#if defined(__APPLE__)
// NOTE: Returned handle is: (objc_object *)
return (void *)glfwGetCocoaWindow(platform.handle);
#endif
return NULL;
}
// Get number of monitors
int GetMonitorCount(void)
{
int monitorCount = 0;
glfwGetMonitors(&monitorCount);
return monitorCount;
}
// Get current monitor where window is placed
int GetCurrentMonitor(void)
{
int index = 0;
int monitorCount = 0;
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
GLFWmonitor *monitor = NULL;
if (monitorCount >= 1)
{
if (IsWindowFullscreen())
{
// Get the handle of the monitor that the specified window is in full screen on
monitor = glfwGetWindowMonitor(platform.handle);
for (int i = 0; i < monitorCount; i++)
{
if (monitors[i] == monitor)
{
index = i;
break;
}
}
}
else
{
// In case the window is between two monitors, we use below logic
// to try to detect the "current monitor" for that window, note that
// this is probably an overengineered solution for a very side case
// trying to match SDL behaviour
int closestDist = 0x7FFFFFFF;
// Window center position
int wcx = 0;
int wcy = 0;
glfwGetWindowPos(platform.handle, &wcx, &wcy);
wcx += (int)CORE.Window.screen.width/2;
wcy += (int)CORE.Window.screen.height/2;
for (int i = 0; i < monitorCount; i++)
{
// Monitor top-left position
int mx = 0;
int my = 0;
monitor = monitors[i];
glfwGetMonitorPos(monitor, &mx, &my);
const GLFWvidmode *mode = glfwGetVideoMode(monitor);
if (mode)
{
const int right = mx + mode->width - 1;
const int bottom = my + mode->height - 1;
if ((wcx >= mx) &&
(wcx <= right) &&
(wcy >= my) &&
(wcy <= bottom))
{
index = i;
break;
}
int xclosest = wcx;
if (wcx < mx) xclosest = mx;
else if (wcx > right) xclosest = right;
int yclosest = wcy;
if (wcy < my) yclosest = my;
else if (wcy > bottom) yclosest = bottom;
int dx = wcx - xclosest;
int dy = wcy - yclosest;
int dist = (dx*dx) + (dy*dy);
if (dist < closestDist)
{
index = i;
closestDist = dist;
}
}
else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
}
}
}
return index;
}
// Get selected monitor position
Vector2 GetMonitorPosition(int monitor)
{
int monitorCount = 0;
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
if ((monitor >= 0) && (monitor < monitorCount))
{
int x = 0;
int y = 0;
glfwGetMonitorPos(monitors[monitor], &x, &y);
return (Vector2){ (float)x, (float)y };
}
else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
return (Vector2){ 0, 0 };
}
// Get selected monitor width (currently used by monitor)
int GetMonitorWidth(int monitor)
{
int width = 0;
int monitorCount = 0;
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
if ((monitor >= 0) && (monitor < monitorCount))
{
const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
if (mode) width = mode->width;
else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
}
else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
return width;
}
// Get selected monitor height (currently used by monitor)
int GetMonitorHeight(int monitor)
{
int height = 0;
int monitorCount = 0;
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
if ((monitor >= 0) && (monitor < monitorCount))
{
const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
if (mode) height = mode->height;
else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
}
else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
return height;
}
// Get selected monitor physical width in millimetres
int GetMonitorPhysicalWidth(int monitor)
{
int width = 0;
int monitorCount = 0;
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
if ((monitor >= 0) && (monitor < monitorCount)) glfwGetMonitorPhysicalSize(monitors[monitor], &width, NULL);
else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
return width;
}
// Get selected monitor physical height in millimetres
int GetMonitorPhysicalHeight(int monitor)
{
int height = 0;
int monitorCount = 0;
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
if ((monitor >= 0) && (monitor < monitorCount)) glfwGetMonitorPhysicalSize(monitors[monitor], NULL, &height);
else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
return height;
}
// Get selected monitor refresh rate
int GetMonitorRefreshRate(int monitor)
{
int refresh = 0;
int monitorCount = 0;
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
if ((monitor >= 0) && (monitor < monitorCount))
{
const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
if (mode) refresh = mode->refreshRate;
else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
}
else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
return refresh;
}
// Get the human-readable, UTF-8 encoded name of the selected monitor
const char *GetMonitorName(int monitor)
{
int monitorCount = 0;
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
if ((monitor >= 0) && (monitor < monitorCount))
{
return glfwGetMonitorName(monitors[monitor]);
}
else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
return "";
}
// Get window position XY on monitor
Vector2 GetWindowPosition(void)
{
int x = 0;
int y = 0;
glfwGetWindowPos(platform.handle, &x, &y);
return (Vector2){ (float)x, (float)y };
}
// Get window scale DPI factor for current monitor
Vector2 GetWindowScaleDPI(void)
{
Vector2 scale = { 1.0f, 1.0f };
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI)) glfwGetWindowContentScale(platform.handle, &scale.x, &scale.y);
return scale;
}
// Set clipboard text content
void SetClipboardText(const char *text)
{
glfwSetClipboardString(platform.handle, text);
}
// Get clipboard text content
// NOTE: returned string is allocated and freed by GLFW
const char *GetClipboardText(void)
{
return glfwGetClipboardString(platform.handle);
}
// Get clipboard image
Image GetClipboardImage(void)
{
Image image = { 0 };
#if defined(SUPPORT_CLIPBOARD_IMAGE)
#if defined(_WIN32)
unsigned long long int dataSize = 0;
void *fileData = NULL;
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, (int)dataSize);
#else
TRACELOG(LOG_WARNING, "GetClipboardImage() not implemented on target platform");
#endif
#endif // SUPPORT_CLIPBOARD_IMAGE
return image;
}
// Show mouse cursor
void ShowCursor(void)
{
glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
CORE.Input.Mouse.cursorHidden = false;
}
// Hides mouse cursor
void HideCursor(void)
{
glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
CORE.Input.Mouse.cursorHidden = true;
}
// Enables cursor (unlock cursor)
void EnableCursor(void)
{
glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
// Set cursor position in the middle
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
if (glfwRawMouseMotionSupported()) glfwSetInputMode(platform.handle, GLFW_RAW_MOUSE_MOTION, GLFW_FALSE);
CORE.Input.Mouse.cursorHidden = false;
CORE.Input.Mouse.cursorLocked = false;
}
// Disables cursor (lock cursor)
void DisableCursor(void)
{
// Reset mouse position within the window area before disabling cursor
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
if (glfwRawMouseMotionSupported()) glfwSetInputMode(platform.handle, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
CORE.Input.Mouse.cursorHidden = true;
CORE.Input.Mouse.cursorLocked = true;
}
// Swap back buffer with front buffer (screen drawing)
void SwapScreenBuffer(void)
{
glfwSwapBuffers(platform.handle);
}
//----------------------------------------------------------------------------------
// Module Functions Definition: Misc
//----------------------------------------------------------------------------------
// Get elapsed time measure in seconds since InitTimer()
double GetTime(void)
{
double time = glfwGetTime(); // Elapsed time since glfwInit()
return time;
}
// Open URL with default system browser (if available)
// NOTE: This function is only safe to use if you control the URL given
// A user could craft a malicious string performing another action
// Only call this function yourself not with user input or make sure to check the string yourself
// REF: https://github.com/raysan5/raylib/issues/686
void OpenURL(const char *url)
{
// Security check to (partially) avoid malicious code
if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
else
{
char *cmd = (char *)RL_CALLOC(strlen(url) + 32, sizeof(char));
#if defined(_WIN32)
sprintf(cmd, "explorer \"%s\"", url);
#endif
#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__)
sprintf(cmd, "xdg-open '%s'", url); // Alternatives: firefox, x-www-browser
#endif
#if defined(__APPLE__)
sprintf(cmd, "open '%s'", url);
#endif
int result = system(cmd);
if (result == -1) TRACELOG(LOG_WARNING, "OpenURL() child process could not be created");
RL_FREE(cmd);
}
}
//----------------------------------------------------------------------------------
// Module Functions Definition: Inputs
//----------------------------------------------------------------------------------
// Set internal gamepad mappings
int SetGamepadMappings(const char *mappings)
{
return glfwUpdateGamepadMappings(mappings);
}
// Set gamepad vibration
void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration)
{
TRACELOG(LOG_WARNING, "SetGamepadVibration() not available on target platform");
}
// Set mouse position XY
void SetMousePosition(int x, int y)
{
CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
// NOTE: emscripten not implemented
glfwSetCursorPos(platform.handle, CORE.Input.Mouse.currentPosition.x, CORE.Input.Mouse.currentPosition.y);
}
// Set mouse cursor
void SetMouseCursor(int cursor)
{
CORE.Input.Mouse.cursor = cursor;
if (cursor == MOUSE_CURSOR_DEFAULT) glfwSetCursor(platform.handle, NULL);
else
{
// NOTE: We are relating internal GLFW enum values to our MouseCursor enum values
glfwSetCursor(platform.handle, glfwCreateStandardCursor(0x00036000 + cursor));
}
}
// Get physical key name
const char *GetKeyName(int key)
{
return glfwGetKeyName(key, glfwGetKeyScancode(key));
}
// Register all input events
void PollInputEvents(void)
{
#if defined(SUPPORT_GESTURES_SYSTEM)
// NOTE: Gestures update must be called every frame to reset gestures correctly
// because ProcessGestureEvent() is just called on an event, not every frame
UpdateGestures();
#endif
// Reset keys/chars pressed registered
CORE.Input.Keyboard.keyPressedQueueCount = 0;
CORE.Input.Keyboard.charPressedQueueCount = 0;
// Reset last gamepad button/axis registered state
CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
//CORE.Input.Gamepad.axisCount = 0;
// Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
// Register previous keys states
for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
{
CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
}
// Register previous mouse states
for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
// Register previous mouse wheel state
CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
CORE.Input.Mouse.currentWheelMove = (Vector2){ 0.0f, 0.0f };
// Register previous mouse position
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
// Register previous touch states
for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
// Reset touch positions
//for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
// Map touch position to mouse position for convenience
// WARNING: If the target desktop device supports touch screen, this behaviour should be reviewed!
// TODO: GLFW does not support multi-touch input yet
// REF: https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
// REF: https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
// Check if gamepads are ready
// NOTE: We do it here in case of disconnection
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (glfwJoystickPresent(i)) CORE.Input.Gamepad.ready[i] = true;
else CORE.Input.Gamepad.ready[i] = false;
}
// Register gamepads buttons events
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (CORE.Input.Gamepad.ready[i]) // Check if gamepad is available
{
// Register previous gamepad states
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
// Get current gamepad state
// NOTE: There is no callback available, so we get it manually
GLFWgamepadstate state = { 0 };
glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller
const unsigned char *buttons = state.buttons;
for (int k = 0; (buttons != NULL) && (k < MAX_GAMEPAD_BUTTONS); k++)
{
int button = -1; // GamepadButton enum values assigned
switch (k)
{
case GLFW_GAMEPAD_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
case GLFW_GAMEPAD_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
case GLFW_GAMEPAD_BUTTON_A: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
case GLFW_GAMEPAD_BUTTON_X: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
case GLFW_GAMEPAD_BUTTON_BACK: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
case GLFW_GAMEPAD_BUTTON_GUIDE: button = GAMEPAD_BUTTON_MIDDLE; break;
case GLFW_GAMEPAD_BUTTON_START: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
case GLFW_GAMEPAD_BUTTON_DPAD_UP: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: button = GAMEPAD_BUTTON_LEFT_THUMB; break;
case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
default: break;
}
if (button != -1) // Check for valid button
{
if (buttons[k] == GLFW_PRESS)
{
CORE.Input.Gamepad.currentButtonState[i][button] = 1;
CORE.Input.Gamepad.lastButtonPressed = button;
}
else CORE.Input.Gamepad.currentButtonState[i][button] = 0;
}
}
// Get current state of axes
const float *axes = state.axes;
for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1); k++)
{
CORE.Input.Gamepad.axisState[i][k] = axes[k];
}
// Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather as axes)
if (CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1f)
{
CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = 1;
CORE.Input.Gamepad.lastButtonPressed = GAMEPAD_BUTTON_LEFT_TRIGGER_2;
}
else CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = 0;
if (CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1f)
{
CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = 1;
CORE.Input.Gamepad.lastButtonPressed = GAMEPAD_BUTTON_RIGHT_TRIGGER_2;
}
else CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = 0;
CORE.Input.Gamepad.axisCount[i] = GLFW_GAMEPAD_AXIS_LAST + 1;
}
}
CORE.Window.resizedLastFrame = false;
if ((CORE.Window.eventWaiting) ||
(FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MINIMIZED) && !FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_ALWAYS_RUN)))
{
glfwWaitEvents(); // Wait for in input events before continue (drawing is paused)
CORE.Time.previous = GetTime();
}
else glfwPollEvents(); // Poll input events: keyboard/mouse/window events (callbacks) -> Update keys state
CORE.Window.shouldClose = glfwWindowShouldClose(platform.handle);
// Reset close status for next frame
glfwSetWindowShouldClose(platform.handle, GLFW_FALSE);
}
//----------------------------------------------------------------------------------
// Module Internal Functions Definition
//----------------------------------------------------------------------------------
// Function wrappers around RL_*alloc macros, used by glfwInitAllocator() inside of InitPlatform()
// We need to provide these because GLFWallocator expects function pointers with specific signatures
// Similar wrappers exist in utils.c but we cannot reuse them here due to declaration mismatch
// REF: https://www.glfw.org/docs/latest/intro_guide.html#init_allocator
static void *AllocateWrapper(size_t size, void *user)
{
(void)user;
return RL_CALLOC(size, 1);
}
static void *ReallocateWrapper(void *block, size_t size, void *user)
{
(void)user;
return RL_REALLOC(block, size);
}
static void DeallocateWrapper(void *block, void *user)
{
(void)user;
RL_FREE(block);
}
// Initialize platform: graphics, inputs and more
int InitPlatform(void)
{
glfwSetErrorCallback(ErrorCallback);
const GLFWallocator allocator = {
.allocate = AllocateWrapper,
.reallocate = ReallocateWrapper,
.deallocate = DeallocateWrapper,
.user = NULL, // RL_*ALLOC macros are not capable of handling user-provided data
};
glfwInitAllocator(&allocator);
#if defined(__APPLE__)
glfwInitHint(GLFW_COCOA_CHDIR_RESOURCES, GLFW_FALSE);
#endif
// Initialize GLFW internal global state
int result = glfwInit();
if (result == GLFW_FALSE) { TRACELOG(LOG_WARNING, "GLFW: Failed to initialize GLFW"); return -1; }
// Initialize graphic device: display/window and graphic context
//----------------------------------------------------------------------------
glfwDefaultWindowHints(); // Set default windows hints
//glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits
//glfwWindowHint(GLFW_GREEN_BITS, 8); // Framebuffer green color component bits
//glfwWindowHint(GLFW_BLUE_BITS, 8); // Framebuffer blue color component bits
//glfwWindowHint(GLFW_ALPHA_BITS, 8); // Framebuffer alpha color component bits
//glfwWindowHint(GLFW_DEPTH_BITS, 24); // Depthbuffer bits
//glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window
//glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // OpenGL API to use. Alternative: GLFW_OPENGL_ES_API
//glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers
// Disable GlFW auto iconify behaviour
// Auto Iconify automatically minimizes (iconifies) the window if the window loses focus
// additionally auto iconify restores the hardware resolution of the monitor if the window that loses focus is a fullscreen window
glfwWindowHint(GLFW_AUTO_ICONIFY, 0);
// Window flags requested before initialization to be applied after initialization
unsigned int requestedWindowFlags = CORE.Window.flags;
// Check window creation flags
if (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE)) CORE.Window.fullscreen = true;
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIDDEN)) glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // Visible window
else glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE); // Window initially hidden
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_UNDECORATED)) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window
else glfwWindowHint(GLFW_DECORATED, GLFW_TRUE); // Decorated window
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_RESIZABLE)) glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // Resizable window
else glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); // Avoid window being resizable
// Disable FLAG_WINDOW_MINIMIZED, not supported on initialization
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MINIMIZED)) FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_MINIMIZED);
// Disable FLAG_WINDOW_MAXIMIZED, not supported on initialization
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MAXIMIZED)) FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_MAXIMIZED);
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_UNFOCUSED)) glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE);
else glfwWindowHint(GLFW_FOCUSED, GLFW_TRUE);
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_TOPMOST)) glfwWindowHint(GLFW_FLOATING, GLFW_TRUE);
else glfwWindowHint(GLFW_FLOATING, GLFW_FALSE);
// NOTE: Some GLFW flags are not supported on HTML5
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_TRANSPARENT)) glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); // Transparent framebuffer
else glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_FALSE); // Opaque framebuffer
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
{
#if defined(__APPLE__)
glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE);
#endif
// Resize window content area based on the monitor content scale
// NOTE: This hint only has an effect on platforms where screen coordinates and
// pixels always map 1:1 such as Windows and X11
// On platforms like macOS the resolution of the framebuffer is changed independently of the window size
glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE);
#if defined(__APPLE__)
glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_TRUE);
#endif
}
else
{
glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
#if defined(__APPLE__)
glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE);
#endif
}
// Mouse passthrough
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MOUSE_PASSTHROUGH)) glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE);
else glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_FALSE);
if (FLAG_IS_SET(CORE.Window.flags, FLAG_MSAA_4X_HINT))
{
// NOTE: MSAA is only enabled for main framebuffer, not user-created FBOs
TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0
}
// NOTE: When asking for an OpenGL context version, most drivers provide the highest supported version
// with backward compatibility to older OpenGL versions
// For example, if using OpenGL 1.1, driver can provide a 4.3 backwards compatible context
// Check selection OpenGL version
if (rlGetVersion() == RL_OPENGL_21)
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint)
}
else if (rlGetVersion() == RL_OPENGL_33)
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
// Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
#if defined(__APPLE__)
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); // OSX Requires forward compatibility
#else
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Forward Compatibility Hint: Only 3.3 and above!
#endif
//glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context
}
else if (rlGetVersion() == RL_OPENGL_43)
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); // Choose OpenGL major version (just hint)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE);
#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT)
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Enable OpenGL Debug Context
#endif
}
else if (rlGetVersion() == RL_OPENGL_ES_20) // Request OpenGL ES 2.0 context
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
}
else if (rlGetVersion() == RL_OPENGL_ES_30) // Request OpenGL ES 3.0 context
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
}
// NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions
// Forcing this initialization here avoids doing it on PollInputEvents() called by EndDrawing() after first frame has been just drawn
// The initialization will still happen and possible delays still occur, but before the window is shown, which is a nicer experience
// REF: https://github.com/raysan5/raylib/issues/1554
glfwSetJoystickCallback(NULL);
GLFWmonitor *monitor = NULL;
if (CORE.Window.fullscreen)
{
// NOTE: Fullscreen applications default to the primary monitor
monitor = glfwGetPrimaryMonitor();
if (!monitor)
{
TRACELOG(LOG_WARNING, "GLFW: Failed to get primary monitor");
return -1;
}
// Set dimensions from monitor
const GLFWvidmode *mode = glfwGetVideoMode(monitor);
// Default display resolution to that of the current mode
CORE.Window.display.width = mode->width;
CORE.Window.display.height = mode->height;
// Set screen width/height to the display width/height if they are 0
if (CORE.Window.screen.width == 0) CORE.Window.screen.width = CORE.Window.display.width;
if (CORE.Window.screen.height == 0) CORE.Window.screen.height = CORE.Window.display.height;
// Remember center for switching from fullscreen to window
if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
{
// If screen width/height equal to the display, we can't calculate the window pos for toggling full-screened/windowed
// Toggling full-screened/windowed with pos(0, 0) can cause problems in some platforms, such as X11
CORE.Window.position.x = CORE.Window.display.width/4;
CORE.Window.position.y = CORE.Window.display.height/4;
}
else
{
CORE.Window.position.x = CORE.Window.display.width/2 - CORE.Window.screen.width/2;
CORE.Window.position.y = CORE.Window.display.height/2 - CORE.Window.screen.height/2;
}
if (CORE.Window.position.x < 0) CORE.Window.position.x = 0;
if (CORE.Window.position.y < 0) CORE.Window.position.y = 0;
// Obtain recommended CORE.Window.display.width/CORE.Window.display.height from a valid videomode for the monitor
int count = 0;
const GLFWvidmode *modes = glfwGetVideoModes(monitor, &count);
// Get closest video mode to desired CORE.Window.screen.width/CORE.Window.screen.height
for (int i = 0; i < count; i++)
{
if ((unsigned int)modes[i].width >= CORE.Window.screen.width)
{
if ((unsigned int)modes[i].height >= CORE.Window.screen.height)
{
CORE.Window.display.width = modes[i].width;
CORE.Window.display.height = modes[i].height;
break;
}
}
}
TRACELOG(LOG_INFO, "SYSTEM: Closest fullscreen videomode: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
// NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example,
// for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3),
// framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched
// by the sides to fit all monitor space...
// Try to setup the most appropriate fullscreen framebuffer for the requested screenWidth/screenHeight
// It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset)
// Modified global variables: CORE.Window.screen.width/CORE.Window.screen.height - CORE.Window.render.width/CORE.Window.render.height - CORE.Window.renderOffset.x/CORE.Window.renderOffset.y - CORE.Window.screenScale
// TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed...
// HighDPI monitors are properly considered in a following similar function: SetupViewport()
SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
platform.handle = glfwCreateWindow(CORE.Window.display.width, CORE.Window.display.height, (CORE.Window.title != 0)? CORE.Window.title : " ", monitor, NULL);
if (!platform.handle)
{
glfwTerminate();
TRACELOG(LOG_WARNING, "GLFW: Failed to initialize Window");
return -1;
}
// NOTE: Full-screen change, not working properly...
//glfwSetWindowMonitor(platform.handle, glfwGetPrimaryMonitor(), 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
}
else
{
// No-fullscreen window creation
bool requestWindowedFullscreen = (CORE.Window.screen.height == 0) && (CORE.Window.screen.width == 0);
// Default to at least one pixel in size, as creation with a zero dimension is not allowed
int creationWidth = (CORE.Window.screen.width != 0)? CORE.Window.screen.width : 1;
int creationHeight = (CORE.Window.screen.height != 0)? CORE.Window.screen.height : 1;
platform.handle = glfwCreateWindow(creationWidth, creationHeight, (CORE.Window.title != 0)? CORE.Window.title : " ", NULL, NULL);
if (!platform.handle)
{
glfwTerminate();
TRACELOG(LOG_WARNING, "GLFW: Failed to initialize Window");
return -1;
}
// After the window was created, determine the monitor that the window manager assigned
// Derive display sizes, and, if possible, window size in case it was zero at beginning
int monitorCount = 0;
int monitorIndex = GetCurrentMonitor();
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
if (monitorIndex < monitorCount)
{
monitor = monitors[monitorIndex];
const GLFWvidmode *mode = glfwGetVideoMode(monitor);
// Default display resolution to that of the current mode
CORE.Window.display.width = mode->width;
CORE.Window.display.height = mode->height;
// Set screen width/height to the display width/height if they are 0
if (CORE.Window.screen.width == 0) CORE.Window.screen.width = CORE.Window.display.width;
if (CORE.Window.screen.height == 0) CORE.Window.screen.height = CORE.Window.display.height;
if (requestWindowedFullscreen) glfwSetWindowSize(platform.handle, CORE.Window.screen.width, CORE.Window.screen.height);
}
else
{
// The monitor for the window-manager-created window can not be determined, so it can not be centered
glfwTerminate();
TRACELOG(LOG_WARNING, "GLFW: Failed to determine Monitor to center Window");
return -1;
}
// NOTE: Not considering scale factor now, considered below
CORE.Window.render.width = CORE.Window.screen.width;
CORE.Window.render.height = CORE.Window.screen.height;
}
glfwMakeContextCurrent(platform.handle);
result = glfwGetError(NULL);
// Check context activation
if ((result != GLFW_NO_WINDOW_CONTEXT) && (result != GLFW_PLATFORM_ERROR))
{
CORE.Window.ready = true;
glfwSwapInterval(0); // No V-Sync by default
// Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
// NOTE: V-Sync can be enabled by graphic driver configuration, it doesn't need
// to be activated on web platforms since VSync is enforced there
if (FLAG_IS_SET(CORE.Window.flags, FLAG_VSYNC_HINT))
{
// WARNING: It seems to hit a critical render path in Intel HD Graphics
glfwSwapInterval(1);
TRACELOG(LOG_INFO, "DISPLAY: Trying to enable VSYNC");
}
int fbWidth = CORE.Window.screen.width;
int fbHeight = CORE.Window.screen.height;
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
{
// NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling
// Framebuffer scaling is activated with: glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_TRUE);
glfwGetFramebufferSize(platform.handle, &fbWidth, &fbHeight);
// Screen scaling matrix is required in case desired screen area is different from display area
CORE.Window.screenScale = MatrixScale((float)fbWidth/CORE.Window.screen.width, (float)fbHeight/CORE.Window.screen.height, 1.0f);
#if !defined(__APPLE__)
// Mouse input scaling for the new screen size
SetMouseScale((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight);
#endif
}
CORE.Window.render.width = fbWidth;
CORE.Window.render.height = fbHeight;
CORE.Window.currentFbo.width = fbWidth;
CORE.Window.currentFbo.height = fbHeight;
TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
}
else
{
TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphics device");
return -1;
}
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MINIMIZED)) MinimizeWindow();
// If graphic device is no properly initialized, we end program
if (!CORE.Window.ready) { TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphic device"); return -1; }
else
{
// Try to center window on screen but avoiding window-bar outside of screen
int monitorX = 0;
int monitorY = 0;
int monitorWidth = 0;
int monitorHeight = 0;
glfwGetMonitorWorkarea(monitor, &monitorX, &monitorY, &monitorWidth, &monitorHeight);
// Here CORE.Window.render.width/height should be used instead of
// CORE.Window.screen.width/height to center the window correctly when the high dpi flag is enabled
int posX = monitorX + (monitorWidth - (int)CORE.Window.render.width)/2;
int posY = monitorY + (monitorHeight - (int)CORE.Window.render.height)/2;
if (posX < monitorX) posX = monitorX;
if (posY < monitorY) posY = monitorY;
SetWindowPosition(posX, posY);
// Update CORE.Window.position here so it is correct from the start
CORE.Window.position.x = posX;
CORE.Window.position.y = posY;
}
// Apply window flags requested previous to initialization
SetWindowState(requestedWindowFlags);
// Load OpenGL extensions
// NOTE: GL procedures address loader is required to load extensions
rlLoadExtensions(glfwGetProcAddress);
//----------------------------------------------------------------------------
// Initialize input events callbacks
//----------------------------------------------------------------------------
// Set window callback events
glfwSetWindowSizeCallback(platform.handle, WindowSizeCallback); // NOTE: Resizing is not enabled by default
glfwSetFramebufferSizeCallback(platform.handle, FramebufferSizeCallback);
glfwSetWindowPosCallback(platform.handle, WindowPosCallback);
glfwSetWindowMaximizeCallback(platform.handle, WindowMaximizeCallback);
glfwSetWindowIconifyCallback(platform.handle, WindowIconifyCallback);
glfwSetWindowFocusCallback(platform.handle, WindowFocusCallback);
glfwSetDropCallback(platform.handle, WindowDropCallback);
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI)) glfwSetWindowContentScaleCallback(platform.handle, WindowContentScaleCallback);
// Set input callback events
glfwSetKeyCallback(platform.handle, KeyCallback);
glfwSetCharCallback(platform.handle, CharCallback);
glfwSetMouseButtonCallback(platform.handle, MouseButtonCallback);
glfwSetCursorPosCallback(platform.handle, MouseCursorPosCallback); // Track mouse position changes
glfwSetScrollCallback(platform.handle, MouseScrollCallback);
glfwSetCursorEnterCallback(platform.handle, CursorEnterCallback);
glfwSetJoystickCallback(JoystickCallback);
glfwSetInputMode(platform.handle, GLFW_LOCK_KEY_MODS, GLFW_TRUE); // Enable lock keys modifiers (CAPS, NUM)
// Retrieve gamepad names
for (int i = 0; i < MAX_GAMEPADS; i++)
{
// WARNING: If glfwGetJoystickName() is longer than MAX_GAMEPAD_NAME_LENGTH,
// we can get a not-NULL terminated string, so, we only copy up to (MAX_GAMEPAD_NAME_LENGTH - 1)
if (glfwJoystickPresent(i))
{
CORE.Input.Gamepad.ready[i] = true;
CORE.Input.Gamepad.axisCount[i] = GLFW_GAMEPAD_AXIS_LAST + 1;
strncpy(CORE.Input.Gamepad.name[i], glfwGetJoystickName(i), MAX_GAMEPAD_NAME_LENGTH - 1);
}
}
//----------------------------------------------------------------------------
// Initialize timming system
//----------------------------------------------------------------------------
InitTimer();
//----------------------------------------------------------------------------
// Initialize storage system
//----------------------------------------------------------------------------
CORE.Storage.basePath = GetWorkingDirectory();
//----------------------------------------------------------------------------
#if defined(__NetBSD__)
// Workaround for NetBSD
char *glfwPlatform = "X11 (NetBSD)";
#else
char *glfwPlatform = "";
switch (glfwGetPlatform())
{
case GLFW_PLATFORM_WIN32: glfwPlatform = "Win32"; break;
case GLFW_PLATFORM_COCOA: glfwPlatform = "Cocoa"; break;
case GLFW_PLATFORM_WAYLAND: glfwPlatform = "Wayland"; break;
case GLFW_PLATFORM_X11: glfwPlatform = "X11"; break;
case GLFW_PLATFORM_NULL: glfwPlatform = "Null"; break;
default: break;
}
#endif
TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (GLFW - %s): Initialized successfully", glfwPlatform);
return 0;
}
// Close platform
void ClosePlatform(void)
{
glfwDestroyWindow(platform.handle);
glfwTerminate();
#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
timeEndPeriod(1); // Restore time period
#endif
}
//----------------------------------------------------------------------------------
// Module Internal Functions Definition
// NOTE: Those functions are only required for current platform
//----------------------------------------------------------------------------------
// GLFW3: Error callback, runs on GLFW3 error
static void ErrorCallback(int error, const char *description)
{
TRACELOG(LOG_WARNING, "GLFW: Error: %i Description: %s", error, description);
}
// GLFW3: Window size change callback, runs when window is resized
// NOTE: Window resizing not enabled by default, use SetConfigFlags()
static void WindowSizeCallback(GLFWwindow *window, int width, int height)
{
// Nothing to do for now on window resize...
//TRACELOG(LOG_INFO, "GLFW3: Window size callback called [%i,%i]", width, height);
}
// GLFW3: Framebuffer size change callback, runs when framebuffer is resized
// WARNING: If FLAG_WINDOW_HIGHDPI is set, WindowContentScaleCallback() is called before this function
static void FramebufferSizeCallback(GLFWwindow *window, int width, int height)
{
//TRACELOG(LOG_INFO, "GLFW3: Window framebuffer size callback called [%i,%i]", width, height);
// WARNING: On window minimization, callback is called,
// but we don't want to change internal screen values, it breaks things
if ((width == 0) || (height == 0)) return;
// Reset viewport and projection matrix for new size
// NOTE: Stores current render size: CORE.Window.render
SetupViewport(width, height);
// Set render size
CORE.Window.currentFbo.width = width;
CORE.Window.currentFbo.height = height;
CORE.Window.resizedLastFrame = true;
// Check if render size was actually scaled for high-dpi
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
{
// Set screen size to logical pixel size, considering content scaling
Vector2 scaleDpi = GetWindowScaleDPI();
CORE.Window.screen.width = (int)((float)width/scaleDpi.x);
CORE.Window.screen.height = (int)((float)height/scaleDpi.y);
}
else
{
// Set screen size to render size (physical pixel size)
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
}
// WARNING: If using a render texture, it is not scaled to new size
}
// GLFW3: Window content scale callback, runs on monitor content scale change detected
// WARNING: If FLAG_WINDOW_HIGHDPI is not set, this function is not called
static void WindowContentScaleCallback(GLFWwindow *window, float scalex, float scaley)
{
TRACELOG(LOG_INFO, "GLFW3: Window content scale changed, scale: [%.2f,%.2f]", scalex, scaley);
float fbWidth = (float)CORE.Window.screen.width*scalex;
float fbHeight = (float)CORE.Window.screen.height*scaley;
// NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling
// Framebuffer scaling is activated with: glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_TRUE);
CORE.Window.screenScale = MatrixScale(scalex, scaley, 1.0f);
#if !defined(__APPLE__)
// Mouse input scaling for the new screen size
SetMouseScale((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight);
#endif
CORE.Window.render.width = (int)fbWidth;
CORE.Window.render.height = (int)fbHeight;
CORE.Window.currentFbo.width = (int)fbWidth;
CORE.Window.currentFbo.height = (int)fbHeight;
}
// GLFW3: Window position callback, runs when window position changes
static void WindowPosCallback(GLFWwindow *window, int x, int y)
{
TRACELOG(LOG_INFO, "GLFW3: Window position changed");
// Set current window position
CORE.Window.position.x = x;
CORE.Window.position.y = y;
}
// GLFW3: Window iconify callback, runs when window is minimized/restored
static void WindowIconifyCallback(GLFWwindow *window, int iconified)
{
if (iconified) FLAG_SET(CORE.Window.flags, FLAG_WINDOW_MINIMIZED); // The window was iconified
else FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_MINIMIZED); // The window was restored
}
// GLFW3: Window maximize callback, runs when window is maximized/restored
static void WindowMaximizeCallback(GLFWwindow *window, int maximized)
{
if (maximized) FLAG_SET(CORE.Window.flags, FLAG_WINDOW_MAXIMIZED); // The window was maximized
else FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_MAXIMIZED); // The window was restored
}
// GLFW3: Window focus callback, runs when window get/lose focus
static void WindowFocusCallback(GLFWwindow *window, int focused)
{
if (focused) FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_UNFOCUSED); // The window was focused
else FLAG_SET(CORE.Window.flags, FLAG_WINDOW_UNFOCUSED); // The window lost focus
}
// GLFW3: Window drop callback, runs when files are dropped into window
static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
{
if (count > 0)
{
// In case previous dropped filepaths have not been freed, we free them
if (CORE.Window.dropFileCount > 0)
{
for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]);
RL_FREE(CORE.Window.dropFilepaths);
CORE.Window.dropFileCount = 0;
CORE.Window.dropFilepaths = NULL;
}
// WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy
CORE.Window.dropFileCount = count;
CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *));
for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++)
{
CORE.Window.dropFilepaths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
strcpy(CORE.Window.dropFilepaths[i], paths[i]);
}
}
}
// GLFW3: Keyboard callback, runs on key pressed
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
{
if (key < 0) return; // Security check, macOS fn key generates -1
// WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
// to work properly with our implementation (IsKeyDown/IsKeyUp checks)
if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
else if (action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1;
else if (action == GLFW_REPEAT) CORE.Input.Keyboard.keyRepeatInFrame[key] = 1;
// WARNING: Check if CAPS/NUM key modifiers are enabled and force down state for those keys
if (((key == KEY_CAPS_LOCK) && (FLAG_IS_SET(mods, GLFW_MOD_CAPS_LOCK))) ||
((key == KEY_NUM_LOCK) && (FLAG_IS_SET(mods, GLFW_MOD_NUM_LOCK)))) CORE.Input.Keyboard.currentKeyState[key] = 1;
// Check if there is space available in the key queue
if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS))
{
// Add character to the queue
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
CORE.Input.Keyboard.keyPressedQueueCount++;
}
// Check the exit key to set close window
if ((key == CORE.Input.Keyboard.exitKey) && (action == GLFW_PRESS)) glfwSetWindowShouldClose(platform.handle, GLFW_TRUE);
}
// GLFW3: Char callback, runs on key pressed to get unicode codepoint value
static void CharCallback(GLFWwindow *window, unsigned int codepoint)
{
// NOTE: Registers any key down considering OS keyboard layout but
// does not detect action events, those should be managed by user...
// REF: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
// REF: https://www.glfw.org/docs/latest/input_guide.html#input_char
// Check if there is space available in the queue
if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
{
// Add character to the queue
CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = codepoint;
CORE.Input.Keyboard.charPressedQueueCount++;
}
}
// GLFW3: Mouse button callback, runs on mouse button pressed
static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
{
// WARNING: GLFW could only return GLFW_PRESS (1) or GLFW_RELEASE (0) for now,
// but future releases may add more actions (i.e. GLFW_REPEAT)
CORE.Input.Mouse.currentButtonState[button] = action;
CORE.Input.Touch.currentTouchState[button] = action;
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent = { 0 };
// Register touch actions
if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_ACTION_UP;
// NOTE: TOUCH_ACTION_MOVE event is registered in MouseCursorPosCallback()
// Assign a pointer ID
gestureEvent.pointId[0] = 0;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
gestureEvent.position[0] = GetMousePosition();
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures-system for processing
ProcessGestureEvent(gestureEvent);
#endif
}
// GLFW3: Cursor position callback, runs on mouse movement
static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
{
CORE.Input.Mouse.currentPosition.x = (float)x;
CORE.Input.Mouse.currentPosition.y = (float)y;
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent = { 0 };
gestureEvent.touchAction = TOUCH_ACTION_MOVE;
// Assign a pointer ID
gestureEvent.pointId[0] = 0;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
gestureEvent.position[0] = CORE.Input.Touch.position[0];
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures-system for processing
ProcessGestureEvent(gestureEvent);
#endif
}
// GLFW3: Mouse wheel scroll callback, runs on mouse wheel changes
static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
{
CORE.Input.Mouse.currentWheelMove = (Vector2){ (float)xoffset, (float)yoffset };
}
// GLFW3: Cursor ennter callback, when cursor enters the window
static void CursorEnterCallback(GLFWwindow *window, int enter)
{
if (enter) CORE.Input.Mouse.cursorOnScreen = true;
else CORE.Input.Mouse.cursorOnScreen = false;
}
// GLFW3: Joystick connected/disconnected callback
static void JoystickCallback(int jid, int event)
{
if (event == GLFW_CONNECTED)
{
// WARNING: If glfwGetJoystickName() is longer than MAX_GAMEPAD_NAME_LENGTH,
// we can get a not-NULL terminated string, so, we clean destination and only copy up to -1
memset(CORE.Input.Gamepad.name[jid], 0, MAX_GAMEPAD_NAME_LENGTH);
strncpy(CORE.Input.Gamepad.name[jid], glfwGetJoystickName(jid), MAX_GAMEPAD_NAME_LENGTH - 1);
}
else if (event == GLFW_DISCONNECTED)
{
memset(CORE.Input.Gamepad.name[jid], 0, MAX_GAMEPAD_NAME_LENGTH);
}
}
#ifdef _WIN32
# define WIN32_CLIPBOARD_IMPLEMENTATION
# include "../external/win32_clipboard.h"
#endif
// EOF