mirror of
https://github.com/raysan5/raylib.git
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* Rework window placement and dimensions for multi-monitor setups; - fullscreen apps use primary monitor, exclusively - non-fullscreen apps come in two variants: a) pre-determined window size by user b) use-active-monitor dimensions by user specifying 0x0 Either way, the window shall be centred at the monitor where it was created This may have been the original intent, yet the primary monitor was used also for the second case, regardless where the window opened. * Clean up code, handle error, fix integer-overflow for centering windowed fullscreen
1886 lines
76 KiB
C
1886 lines
76 KiB
C
/**********************************************************************************************
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*
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* rcore_desktop - Functions to manage window, graphics device and inputs
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*
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* PLATFORM: DESKTOP: GLFW
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* - Windows (Win32, Win64)
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* - Linux (X11/Wayland desktop mode)
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* - FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop)
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* - OSX/macOS (x64, arm64)
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*
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* LIMITATIONS:
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* - Limitation 01
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* - Limitation 02
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*
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* POSSIBLE IMPROVEMENTS:
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* - Improvement 01
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* - Improvement 02
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*
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* ADDITIONAL NOTES:
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* - TRACELOG() function is located in raylib [utils] module
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*
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* CONFIGURATION:
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* #define RCORE_PLATFORM_CUSTOM_FLAG
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* Custom flag for rcore on target platform -not used-
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*
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* DEPENDENCIES:
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* - rglfw: Manage graphic device, OpenGL context and inputs (Windows, Linux, OSX, FreeBSD...)
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* - gestures: Gestures system for touch-ready devices (or simulated from mouse inputs)
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*
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) and contributors
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3
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// NOTE: Already provided by rlgl implementation (on glad.h)
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#include "GLFW/glfw3.h" // GLFW3 library: Windows, OpenGL context and Input management
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// NOTE: GLFW3 already includes gl.h (OpenGL) headers
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// Support retrieving native window handlers
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#if defined(_WIN32)
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typedef void *PVOID;
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typedef PVOID HANDLE;
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typedef HANDLE HWND;
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#define GLFW_EXPOSE_NATIVE_WIN32
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#define GLFW_NATIVE_INCLUDE_NONE // To avoid some symbols re-definition in windows.h
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#include "GLFW/glfw3native.h"
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#if defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
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// NOTE: Those functions require linking with winmm library
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unsigned int __stdcall timeBeginPeriod(unsigned int uPeriod);
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unsigned int __stdcall timeEndPeriod(unsigned int uPeriod);
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#endif
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#endif
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#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__)
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#include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
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//#define GLFW_EXPOSE_NATIVE_X11 // WARNING: Exposing Xlib.h > X.h results in dup symbols for Font type
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//#define GLFW_EXPOSE_NATIVE_WAYLAND
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#include "GLFW/glfw3native.h" // Required for: glfwGetX11Window()
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#endif
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#if defined(__APPLE__)
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#include <unistd.h> // Required for: usleep()
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//#define GLFW_EXPOSE_NATIVE_COCOA // WARNING: Fails due to type redefinition
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void *glfwGetCocoaWindow(GLFWwindow* handle);
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#include "GLFW/glfw3native.h" // Required for: glfwGetCocoaWindow()
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#endif
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef struct {
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GLFWwindow *handle; // GLFW window handle (graphic device)
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} PlatformData;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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extern CoreData CORE; // Global CORE state context
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static PlatformData platform = { 0 }; // Platform specific data
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//----------------------------------------------------------------------------------
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// Module Internal Functions Declaration
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//----------------------------------------------------------------------------------
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int InitPlatform(void); // Initialize platform (graphics, inputs and more)
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void ClosePlatform(void); // Close platform
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// Error callback event
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static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
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// Window callbacks events
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static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
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static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
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static void WindowMaximizeCallback(GLFWwindow* window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized
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static void WindowFocusCallback(GLFWwindow *window, int focused); // GLFW3 WindowFocus Callback, runs when window get/lose focus
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static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window
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static void WindowContentScaleCallback(GLFWwindow *window, float scalex, float scaley); // GLFW3 Window Content Scale Callback, runs when window changes scale
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// Input callbacks events
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static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
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static void CharCallback(GLFWwindow *window, unsigned int codepoint); // GLFW3 Char Callback, runs on key pressed (get codepoint value)
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static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed
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static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move
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static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Scrolling Callback, runs on mouse wheel
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static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
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static void JoystickCallback(int jid, int event); // GLFW3 Joystick Connected/Disconnected Callback
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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// NOTE: Functions declaration is provided by raylib.h
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//----------------------------------------------------------------------------------
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// Module Functions Definition: Window and Graphics Device
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//----------------------------------------------------------------------------------
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// Check if application should close
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// NOTE: By default, if KEY_ESCAPE pressed or window close icon clicked
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bool WindowShouldClose(void)
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{
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if (CORE.Window.ready) return CORE.Window.shouldClose;
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else return true;
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}
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// Toggle fullscreen mode
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void ToggleFullscreen(void)
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{
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if (!CORE.Window.fullscreen)
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{
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// Store previous window position (in case we exit fullscreen)
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glfwGetWindowPos(platform.handle, &CORE.Window.position.x, &CORE.Window.position.y);
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int monitorCount = 0;
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int monitorIndex = GetCurrentMonitor();
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GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
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// Use current monitor, so we correctly get the display the window is on
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GLFWmonitor *monitor = (monitorIndex < monitorCount)? monitors[monitorIndex] : NULL;
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if (monitor == NULL)
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{
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TRACELOG(LOG_WARNING, "GLFW: Failed to get monitor");
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CORE.Window.fullscreen = false;
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CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
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glfwSetWindowMonitor(platform.handle, NULL, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
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}
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else
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{
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CORE.Window.fullscreen = true;
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CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
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glfwSetWindowMonitor(platform.handle, monitor, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
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}
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}
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else
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{
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CORE.Window.fullscreen = false;
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CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
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glfwSetWindowMonitor(platform.handle, NULL, CORE.Window.position.x, CORE.Window.position.y, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
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}
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// Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
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// NOTE: V-Sync can be enabled by graphic driver configuration
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if (CORE.Window.flags & FLAG_VSYNC_HINT) glfwSwapInterval(1);
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}
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// Toggle borderless windowed mode
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void ToggleBorderlessWindowed(void)
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{
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// Leave fullscreen before attempting to set borderless windowed mode and get screen position from it
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bool wasOnFullscreen = false;
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if (CORE.Window.fullscreen)
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{
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CORE.Window.previousPosition = CORE.Window.position;
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ToggleFullscreen();
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wasOnFullscreen = true;
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}
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const int monitor = GetCurrentMonitor();
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int monitorCount;
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GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
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if ((monitor >= 0) && (monitor < monitorCount))
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{
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const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
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if (mode)
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{
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if (!IsWindowState(FLAG_BORDERLESS_WINDOWED_MODE))
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{
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// Store screen position and size
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// NOTE: If it was on fullscreen, screen position was already stored, so skip setting it here
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if (!wasOnFullscreen) glfwGetWindowPos(platform.handle, &CORE.Window.previousPosition.x, &CORE.Window.previousPosition.y);
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CORE.Window.previousScreen = CORE.Window.screen;
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// Set undecorated and topmost modes and flags
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glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_FALSE);
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CORE.Window.flags |= FLAG_WINDOW_UNDECORATED;
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glfwSetWindowAttrib(platform.handle, GLFW_FLOATING, GLFW_TRUE);
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CORE.Window.flags |= FLAG_WINDOW_TOPMOST;
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// Get monitor position and size
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int monitorPosX = 0;
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int monitorPosY = 0;
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glfwGetMonitorPos(monitors[monitor], &monitorPosX, &monitorPosY);
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const int monitorWidth = mode->width;
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const int monitorHeight = mode->height;
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// Set screen position and size
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glfwSetWindowPos(platform.handle, monitorPosX, monitorPosY);
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glfwSetWindowSize(platform.handle, monitorWidth, monitorHeight);
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// Refocus window
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glfwFocusWindow(platform.handle);
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CORE.Window.flags |= FLAG_BORDERLESS_WINDOWED_MODE;
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}
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else
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{
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// Remove topmost and undecorated modes and flags
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glfwSetWindowAttrib(platform.handle, GLFW_FLOATING, GLFW_FALSE);
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CORE.Window.flags &= ~FLAG_WINDOW_TOPMOST;
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glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_TRUE);
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CORE.Window.flags &= ~FLAG_WINDOW_UNDECORATED;
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// Return previous screen size and position
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// NOTE: The order matters here, it must set size first, then set position, otherwise the screen will be positioned incorrectly
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glfwSetWindowSize(platform.handle, CORE.Window.previousScreen.width, CORE.Window.previousScreen.height);
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glfwSetWindowPos(platform.handle, CORE.Window.previousPosition.x, CORE.Window.previousPosition.y);
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// Refocus window
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glfwFocusWindow(platform.handle);
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CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE;
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}
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}
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else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
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}
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else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
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}
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// Set window state: maximized, if resizable
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void MaximizeWindow(void)
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{
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if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE)
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{
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glfwMaximizeWindow(platform.handle);
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CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED;
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}
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}
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// Set window state: minimized
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void MinimizeWindow(void)
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{
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// NOTE: Following function launches callback that sets appropriate flag!
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glfwIconifyWindow(platform.handle);
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}
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// Set window state: not minimized/maximized
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void RestoreWindow(void)
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{
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if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE)
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{
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// Restores the specified window if it was previously iconified (minimized) or maximized
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glfwRestoreWindow(platform.handle);
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CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;
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CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
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}
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}
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// Set window configuration state using flags
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void SetWindowState(unsigned int flags)
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{
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// Check previous state and requested state to apply required changes
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// NOTE: In most cases the functions already change the flags internally
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// State change: FLAG_VSYNC_HINT
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if (((CORE.Window.flags & FLAG_VSYNC_HINT) != (flags & FLAG_VSYNC_HINT)) && ((flags & FLAG_VSYNC_HINT) > 0))
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{
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glfwSwapInterval(1);
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CORE.Window.flags |= FLAG_VSYNC_HINT;
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}
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// State change: FLAG_BORDERLESS_WINDOWED_MODE
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// NOTE: This must be handled before FLAG_FULLSCREEN_MODE because ToggleBorderlessWindowed() needs to get some fullscreen values if fullscreen is running
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if (((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) != (flags & FLAG_BORDERLESS_WINDOWED_MODE)) && ((flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0))
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{
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ToggleBorderlessWindowed(); // NOTE: Window state flag updated inside function
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}
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// State change: FLAG_FULLSCREEN_MODE
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if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) != (flags & FLAG_FULLSCREEN_MODE))
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{
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ToggleFullscreen(); // NOTE: Window state flag updated inside function
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}
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// State change: FLAG_WINDOW_RESIZABLE
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if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != (flags & FLAG_WINDOW_RESIZABLE)) && ((flags & FLAG_WINDOW_RESIZABLE) > 0))
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{
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glfwSetWindowAttrib(platform.handle, GLFW_RESIZABLE, GLFW_TRUE);
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CORE.Window.flags |= FLAG_WINDOW_RESIZABLE;
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}
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// State change: FLAG_WINDOW_UNDECORATED
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if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) != (flags & FLAG_WINDOW_UNDECORATED)) && (flags & FLAG_WINDOW_UNDECORATED))
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{
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glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_FALSE);
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CORE.Window.flags |= FLAG_WINDOW_UNDECORATED;
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}
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// State change: FLAG_WINDOW_HIDDEN
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if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) != (flags & FLAG_WINDOW_HIDDEN)) && ((flags & FLAG_WINDOW_HIDDEN) > 0))
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{
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glfwHideWindow(platform.handle);
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CORE.Window.flags |= FLAG_WINDOW_HIDDEN;
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}
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// State change: FLAG_WINDOW_MINIMIZED
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if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) != (flags & FLAG_WINDOW_MINIMIZED)) && ((flags & FLAG_WINDOW_MINIMIZED) > 0))
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{
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//GLFW_ICONIFIED
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MinimizeWindow(); // NOTE: Window state flag updated inside function
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}
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// State change: FLAG_WINDOW_MAXIMIZED
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if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) != (flags & FLAG_WINDOW_MAXIMIZED)) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0))
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{
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//GLFW_MAXIMIZED
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MaximizeWindow(); // NOTE: Window state flag updated inside function
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}
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// State change: FLAG_WINDOW_UNFOCUSED
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if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) != (flags & FLAG_WINDOW_UNFOCUSED)) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0))
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{
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glfwSetWindowAttrib(platform.handle, GLFW_FOCUS_ON_SHOW, GLFW_FALSE);
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CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED;
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}
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// State change: FLAG_WINDOW_TOPMOST
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if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) != (flags & FLAG_WINDOW_TOPMOST)) && ((flags & FLAG_WINDOW_TOPMOST) > 0))
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{
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glfwSetWindowAttrib(platform.handle, GLFW_FLOATING, GLFW_TRUE);
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CORE.Window.flags |= FLAG_WINDOW_TOPMOST;
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}
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// State change: FLAG_WINDOW_ALWAYS_RUN
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if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) != (flags & FLAG_WINDOW_ALWAYS_RUN)) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0))
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{
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CORE.Window.flags |= FLAG_WINDOW_ALWAYS_RUN;
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}
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// The following states can not be changed after window creation
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// State change: FLAG_WINDOW_TRANSPARENT
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if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) != (flags & FLAG_WINDOW_TRANSPARENT)) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0))
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{
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TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization");
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}
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// State change: FLAG_WINDOW_HIGHDPI
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if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) != (flags & FLAG_WINDOW_HIGHDPI)) && ((flags & FLAG_WINDOW_HIGHDPI) > 0))
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{
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TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization");
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}
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// State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
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if (((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) != (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH)) && ((flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0))
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{
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glfwSetWindowAttrib(platform.handle, GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE);
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CORE.Window.flags |= FLAG_WINDOW_MOUSE_PASSTHROUGH;
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}
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// State change: FLAG_MSAA_4X_HINT
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if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) != (flags & FLAG_MSAA_4X_HINT)) && ((flags & FLAG_MSAA_4X_HINT) > 0))
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{
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TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization");
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}
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// State change: FLAG_INTERLACED_HINT
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if (((CORE.Window.flags & FLAG_INTERLACED_HINT) != (flags & FLAG_INTERLACED_HINT)) && ((flags & FLAG_INTERLACED_HINT) > 0))
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{
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TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization");
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}
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}
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// Clear window configuration state flags
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void ClearWindowState(unsigned int flags)
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{
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// Check previous state and requested state to apply required changes
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// NOTE: In most cases the functions already change the flags internally
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// State change: FLAG_VSYNC_HINT
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if (((CORE.Window.flags & FLAG_VSYNC_HINT) > 0) && ((flags & FLAG_VSYNC_HINT) > 0))
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{
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glfwSwapInterval(0);
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CORE.Window.flags &= ~FLAG_VSYNC_HINT;
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}
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// State change: FLAG_BORDERLESS_WINDOWED_MODE
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// NOTE: This must be handled before FLAG_FULLSCREEN_MODE because ToggleBorderlessWindowed() needs to get some fullscreen values if fullscreen is running
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if (((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0) && ((flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0))
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{
|
|
ToggleBorderlessWindowed(); // NOTE: Window state flag updated inside function
|
|
}
|
|
|
|
// State change: FLAG_FULLSCREEN_MODE
|
|
if (((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) && ((flags & FLAG_FULLSCREEN_MODE) > 0))
|
|
{
|
|
ToggleFullscreen(); // NOTE: Window state flag updated inside function
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_RESIZABLE
|
|
if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) && ((flags & FLAG_WINDOW_RESIZABLE) > 0))
|
|
{
|
|
glfwSetWindowAttrib(platform.handle, GLFW_RESIZABLE, GLFW_FALSE);
|
|
CORE.Window.flags &= ~FLAG_WINDOW_RESIZABLE;
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_HIDDEN
|
|
if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) && ((flags & FLAG_WINDOW_HIDDEN) > 0))
|
|
{
|
|
glfwShowWindow(platform.handle);
|
|
CORE.Window.flags &= ~FLAG_WINDOW_HIDDEN;
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_MINIMIZED
|
|
if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) && ((flags & FLAG_WINDOW_MINIMIZED) > 0))
|
|
{
|
|
RestoreWindow(); // NOTE: Window state flag updated inside function
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_MAXIMIZED
|
|
if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0))
|
|
{
|
|
RestoreWindow(); // NOTE: Window state flag updated inside function
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_UNDECORATED
|
|
if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) && ((flags & FLAG_WINDOW_UNDECORATED) > 0))
|
|
{
|
|
glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_TRUE);
|
|
CORE.Window.flags &= ~FLAG_WINDOW_UNDECORATED;
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_UNFOCUSED
|
|
if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0))
|
|
{
|
|
glfwSetWindowAttrib(platform.handle, GLFW_FOCUS_ON_SHOW, GLFW_TRUE);
|
|
CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED;
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_TOPMOST
|
|
if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) && ((flags & FLAG_WINDOW_TOPMOST) > 0))
|
|
{
|
|
glfwSetWindowAttrib(platform.handle, GLFW_FLOATING, GLFW_FALSE);
|
|
CORE.Window.flags &= ~FLAG_WINDOW_TOPMOST;
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_ALWAYS_RUN
|
|
if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) > 0) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0))
|
|
{
|
|
CORE.Window.flags &= ~FLAG_WINDOW_ALWAYS_RUN;
|
|
}
|
|
|
|
// The following states can not be changed after window creation
|
|
|
|
// State change: FLAG_WINDOW_TRANSPARENT
|
|
if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0))
|
|
{
|
|
TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_HIGHDPI
|
|
if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) && ((flags & FLAG_WINDOW_HIGHDPI) > 0))
|
|
{
|
|
TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization");
|
|
}
|
|
|
|
// State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
|
|
if (((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0) && ((flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0))
|
|
{
|
|
glfwSetWindowAttrib(platform.handle, GLFW_MOUSE_PASSTHROUGH, GLFW_FALSE);
|
|
CORE.Window.flags &= ~FLAG_WINDOW_MOUSE_PASSTHROUGH;
|
|
}
|
|
|
|
// State change: FLAG_MSAA_4X_HINT
|
|
if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) > 0) && ((flags & FLAG_MSAA_4X_HINT) > 0))
|
|
{
|
|
TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization");
|
|
}
|
|
|
|
// State change: FLAG_INTERLACED_HINT
|
|
if (((CORE.Window.flags & FLAG_INTERLACED_HINT) > 0) && ((flags & FLAG_INTERLACED_HINT) > 0))
|
|
{
|
|
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 = 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)
|
|
{
|
|
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]));
|
|
|
|
const int screenWidth = CORE.Window.screen.width;
|
|
const int screenHeight = CORE.Window.screen.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)
|
|
{
|
|
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);
|
|
}
|
|
|
|
// 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__)
|
|
// NOTE: Returned handle is: unsigned long Window (X.h)
|
|
// typedef unsigned long XID;
|
|
// typedef XID Window;
|
|
//unsigned long id = (unsigned long)glfwGetX11Window(platform.handle);
|
|
//return NULL; // TODO: Find a way to return value... cast to void *?
|
|
return (void *)platform.handle;
|
|
#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 number of monitors
|
|
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, y;
|
|
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 *vidmode = glfwGetVideoMode(monitors[monitor]);
|
|
refresh = vidmode->refreshRate;
|
|
}
|
|
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 = {0};
|
|
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);
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
// Disables cursor (lock cursor)
|
|
void DisableCursor(void)
|
|
{
|
|
glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
|
|
|
// 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_TRUE);
|
|
|
|
CORE.Input.Mouse.cursorHidden = true;
|
|
}
|
|
|
|
// Swap back buffer with front buffer (screen drawing)
|
|
void SwapScreenBuffer(void)
|
|
{
|
|
glfwSwapBuffers(platform.handle);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Definition: Misc
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Get elapsed time measure in seconds since InitTimer()
|
|
double GetTime(void)
|
|
{
|
|
double time = glfwGetTime(); // Elapsed time since glfwInit()
|
|
return time;
|
|
}
|
|
|
|
// Open URL with default system browser (if available)
|
|
// NOTE: This function is only safe to use if you control the URL given.
|
|
// A user could craft a malicious string performing another action.
|
|
// Only call this function yourself not with user input or make sure to check the string yourself.
|
|
// Ref: https://github.com/raysan5/raylib/issues/686
|
|
void OpenURL(const char *url)
|
|
{
|
|
// Security check to (partially) avoid malicious code
|
|
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)
|
|
{
|
|
TRACELOG(LOG_WARNING, "GamepadSetVibration() 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));
|
|
}
|
|
}
|
|
|
|
// 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 just yet
|
|
// https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
|
|
// 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 < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (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 axis state
|
|
const float *axes = state.axes;
|
|
|
|
for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
|
|
{
|
|
CORE.Input.Gamepad.axisState[i][k] = axes[k];
|
|
}
|
|
|
|
// Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis)
|
|
CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1f);
|
|
CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1f);
|
|
|
|
CORE.Input.Gamepad.axisCount[i] = GLFW_GAMEPAD_AXIS_LAST + 1;
|
|
}
|
|
}
|
|
|
|
CORE.Window.resizedLastFrame = false;
|
|
|
|
if (CORE.Window.eventWaiting) glfwWaitEvents(); // Wait for in input events before continue (drawing is paused)
|
|
else glfwPollEvents(); // Poll input events: keyboard/mouse/window events (callbacks) -> Update keys state
|
|
|
|
// While window minimized, stop loop execution
|
|
while (IsWindowState(FLAG_WINDOW_MINIMIZED) && !IsWindowState(FLAG_WINDOW_ALWAYS_RUN)) glfwWaitEvents();
|
|
|
|
CORE.Window.shouldClose = glfwWindowShouldClose(platform.handle);
|
|
|
|
// Reset close status for next frame
|
|
glfwSetWindowShouldClose(platform.handle, GLFW_FALSE);
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Internal Functions Definition
|
|
//----------------------------------------------------------------------------------
|
|
|
|
static void SetDimensionsFromMonitor(GLFWmonitor *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;
|
|
}
|
|
|
|
// Initialize platform: graphics, inputs and more
|
|
int InitPlatform(void)
|
|
{
|
|
glfwSetErrorCallback(ErrorCallback);
|
|
/*
|
|
// TODO: Setup GLFW custom allocators to match raylib ones
|
|
const GLFWallocator allocator = {
|
|
.allocate = MemAlloc,
|
|
.deallocate = MemFree,
|
|
.reallocate = MemRealloc,
|
|
.user = NULL
|
|
};
|
|
|
|
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
|
|
|
|
// Check window creation flags
|
|
if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) CORE.Window.fullscreen = true;
|
|
|
|
if ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // Visible window
|
|
else glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE); // Window initially hidden
|
|
|
|
if ((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window
|
|
else glfwWindowHint(GLFW_DECORATED, GLFW_TRUE); // Decorated window
|
|
|
|
if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // Resizable window
|
|
else glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); // Avoid window being resizable
|
|
|
|
// Disable FLAG_WINDOW_MINIMIZED, not supported on initialization
|
|
if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;
|
|
|
|
// Disable FLAG_WINDOW_MAXIMIZED, not supported on initialization
|
|
if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
|
|
|
|
if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE);
|
|
else glfwWindowHint(GLFW_FOCUSED, GLFW_TRUE);
|
|
|
|
if ((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) glfwWindowHint(GLFW_FLOATING, GLFW_TRUE);
|
|
else glfwWindowHint(GLFW_FLOATING, GLFW_FALSE);
|
|
|
|
// NOTE: Some GLFW flags are not supported on HTML5
|
|
if ((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); // Transparent framebuffer
|
|
else glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_FALSE); // Opaque framebuffer
|
|
|
|
if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
|
|
{
|
|
// 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); // Scale content area based on the monitor content scale where window is placed on
|
|
#if defined(__APPLE__)
|
|
glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE);
|
|
#endif
|
|
}
|
|
else glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
|
|
|
|
// Mouse passthrough
|
|
if ((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0) glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE);
|
|
else glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_FALSE);
|
|
|
|
if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
|
|
{
|
|
// NOTE: MSAA is only enabled for main framebuffer, not user-created FBOs
|
|
TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
|
|
glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0
|
|
}
|
|
|
|
// NOTE: When asking for an OpenGL context version, most drivers provide the highest supported version
|
|
// with backward compatibility to older OpenGL versions.
|
|
// For example, if using OpenGL 1.1, driver can provide a 4.3 backwards compatible context.
|
|
|
|
// Check selection OpenGL version
|
|
if (rlGetVersion() == RL_OPENGL_21)
|
|
{
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint)
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint)
|
|
}
|
|
else if (rlGetVersion() == RL_OPENGL_33)
|
|
{
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint)
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
|
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
|
|
// Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
|
|
#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)
|
|
{
|
|
// According to glfwCreateWindow(), if the user does not have a choice, fullscreen applications
|
|
// should default to the primary monitor.
|
|
|
|
monitor = glfwGetPrimaryMonitor();
|
|
if (!monitor)
|
|
{
|
|
TRACELOG(LOG_WARNING, "GLFW: Failed to get primary monitor");
|
|
return -1;
|
|
}
|
|
|
|
SetDimensionsFromMonitor(monitor);
|
|
|
|
// 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_WARNING, "SYSTEM: Closest fullscreen videomode: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
|
|
|
|
// NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example,
|
|
// for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3),
|
|
// framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched
|
|
// by the sides to fit all monitor space...
|
|
|
|
// Try to setup the most appropriate fullscreen framebuffer for the requested screenWidth/screenHeight
|
|
// It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset)
|
|
// Modified global variables: CORE.Window.screen.width/CORE.Window.screen.height - CORE.Window.render.width/CORE.Window.render.height - CORE.Window.renderOffset.x/CORE.Window.renderOffset.y - CORE.Window.screenScale
|
|
// TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed...
|
|
// HighDPI monitors are properly considered in a following similar function: SetupViewport()
|
|
SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
|
|
|
|
platform.handle = glfwCreateWindow(CORE.Window.display.width, CORE.Window.display.height, (CORE.Window.title != 0)? CORE.Window.title : " ", monitor, NULL);
|
|
|
|
// NOTE: Full-screen change, not working properly...
|
|
//glfwSetWindowMonitor(platform.handle, glfwGetPrimaryMonitor(), 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
|
|
}
|
|
else
|
|
{
|
|
// No-fullscreen window creation
|
|
bool wantWindowedFullscreen = (CORE.Window.screen.height == 0) && (CORE.Window.screen.width == 0);
|
|
|
|
// If we are windowed fullscreen, ensures that window does not minimize when focus is lost.
|
|
// This hinting code will not work if the user already specified the correct monitor dimensions;
|
|
// at this point we don't know the monitor's dimensions. (Though, how did the user then?)
|
|
if (wantWindowedFullscreen)
|
|
{
|
|
glfwWindowHint(GLFW_AUTO_ICONIFY, 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);
|
|
|
|
// 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];
|
|
SetDimensionsFromMonitor(monitor);
|
|
|
|
TRACELOG(LOG_INFO, "wantWindowed: %d, size: %dx%d", wantWindowedFullscreen, CORE.Window.screen.width, CORE.Window.screen.height);
|
|
if (wantWindowedFullscreen)
|
|
{
|
|
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;
|
|
}
|
|
|
|
if (platform.handle)
|
|
{
|
|
CORE.Window.render.width = CORE.Window.screen.width;
|
|
CORE.Window.render.height = CORE.Window.screen.height;
|
|
}
|
|
}
|
|
|
|
if (!platform.handle)
|
|
{
|
|
glfwTerminate();
|
|
TRACELOG(LOG_WARNING, "GLFW: Failed to initialize Window");
|
|
return -1;
|
|
}
|
|
|
|
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 (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 ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
|
|
{
|
|
// NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling.
|
|
// Framebuffer scaling should be activated with: glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE);
|
|
#if !defined(__APPLE__)
|
|
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);
|
|
|
|
// 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 ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
|
|
|
|
// If graphic device is no properly initialized, we end program
|
|
if (!CORE.Window.ready) { TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphic device"); return -1; }
|
|
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);
|
|
|
|
int posX = monitorX + (monitorWidth - (int)CORE.Window.screen.width)/2;
|
|
int posY = monitorY + (monitorHeight - (int)CORE.Window.screen.height)/2;
|
|
if (posX < monitorX) posX = monitorX;
|
|
if (posY < monitorY) posY = monitorY;
|
|
SetWindowPosition(posX, posY);
|
|
}
|
|
|
|
// 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 not allowed by default!
|
|
glfwSetWindowMaximizeCallback(platform.handle, WindowMaximizeCallback);
|
|
glfwSetWindowIconifyCallback(platform.handle, WindowIconifyCallback);
|
|
glfwSetWindowFocusCallback(platform.handle, WindowFocusCallback);
|
|
glfwSetDropCallback(platform.handle, WindowDropCallback);
|
|
|
|
if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
|
|
{
|
|
glfwSetWindowContentScaleCallback(platform.handle, WindowContentScaleCallback);
|
|
}
|
|
|
|
// Set input callback events
|
|
glfwSetKeyCallback(platform.handle, KeyCallback);
|
|
glfwSetCharCallback(platform.handle, CharCallback);
|
|
glfwSetMouseButtonCallback(platform.handle, MouseButtonCallback);
|
|
glfwSetCursorPosCallback(platform.handle, MouseCursorPosCallback); // Track mouse position changes
|
|
glfwSetScrollCallback(platform.handle, MouseScrollCallback);
|
|
glfwSetCursorEnterCallback(platform.handle, CursorEnterCallback);
|
|
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++)
|
|
{
|
|
if (glfwJoystickPresent(i)) strcpy(CORE.Input.Gamepad.name[i], glfwGetJoystickName(i));
|
|
}
|
|
//----------------------------------------------------------------------------
|
|
|
|
// Initialize timming system
|
|
//----------------------------------------------------------------------------
|
|
InitTimer();
|
|
//----------------------------------------------------------------------------
|
|
|
|
// Initialize storage system
|
|
//----------------------------------------------------------------------------
|
|
CORE.Storage.basePath = GetWorkingDirectory();
|
|
//----------------------------------------------------------------------------
|
|
|
|
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;
|
|
}
|
|
|
|
TRACELOG(LOG_INFO, "GLFW platform: %s", glfwPlatform);
|
|
TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (GLFW): Initialized successfully");
|
|
|
|
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
|
|
}
|
|
|
|
// GLFW3 Error Callback, runs on GLFW3 error
|
|
static void ErrorCallback(int error, const char *description)
|
|
{
|
|
TRACELOG(LOG_WARNING, "GLFW: Error: %i Description: %s", error, description);
|
|
}
|
|
|
|
// GLFW3 WindowSize Callback, runs when window is resizedLastFrame
|
|
// NOTE: Window resizing not allowed by default
|
|
static void WindowSizeCallback(GLFWwindow *window, int width, int height)
|
|
{
|
|
// Reset viewport and projection matrix for new size
|
|
SetupViewport(width, height);
|
|
|
|
CORE.Window.currentFbo.width = width;
|
|
CORE.Window.currentFbo.height = height;
|
|
CORE.Window.resizedLastFrame = true;
|
|
|
|
if (IsWindowFullscreen()) return;
|
|
|
|
// Set current screen size
|
|
#if defined(__APPLE__)
|
|
CORE.Window.screen.width = width;
|
|
CORE.Window.screen.height = height;
|
|
#else
|
|
if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
|
|
{
|
|
Vector2 windowScaleDPI = GetWindowScaleDPI();
|
|
|
|
CORE.Window.screen.width = (unsigned int)(width/windowScaleDPI.x);
|
|
CORE.Window.screen.height = (unsigned int)(height/windowScaleDPI.y);
|
|
}
|
|
else
|
|
{
|
|
CORE.Window.screen.width = width;
|
|
CORE.Window.screen.height = height;
|
|
}
|
|
#endif
|
|
|
|
// NOTE: Postprocessing texture is not scaled to new size
|
|
}
|
|
|
|
static void WindowContentScaleCallback(GLFWwindow *window, float scalex, float scaley)
|
|
{
|
|
CORE.Window.screenScale = MatrixScale(scalex, scaley, 1.0f);
|
|
}
|
|
|
|
// GLFW3 WindowIconify Callback, runs when window is minimized/restored
|
|
static void WindowIconifyCallback(GLFWwindow *window, int iconified)
|
|
{
|
|
if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; // The window was iconified
|
|
else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // The window was restored
|
|
}
|
|
|
|
// GLFW3 WindowMaximize Callback, runs when window is maximized/restored
|
|
static void WindowMaximizeCallback(GLFWwindow *window, int maximized)
|
|
{
|
|
if (maximized) CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; // The window was maximized
|
|
else CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; // The window was restored
|
|
}
|
|
|
|
// GLFW3 WindowFocus Callback, runs when window get/lose focus
|
|
static void WindowFocusCallback(GLFWwindow *window, int focused)
|
|
{
|
|
if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // The window was focused
|
|
else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; // The window lost focus
|
|
}
|
|
|
|
// GLFW3 Window Drop Callback, runs when drop files into window
|
|
static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
|
|
{
|
|
if (count > 0)
|
|
{
|
|
// In case previous dropped filepaths have not been freed, we free them
|
|
if (CORE.Window.dropFileCount > 0)
|
|
{
|
|
for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]);
|
|
|
|
RL_FREE(CORE.Window.dropFilepaths);
|
|
|
|
CORE.Window.dropFileCount = 0;
|
|
CORE.Window.dropFilepaths = NULL;
|
|
}
|
|
|
|
// WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy
|
|
CORE.Window.dropFileCount = count;
|
|
CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *));
|
|
|
|
for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++)
|
|
{
|
|
CORE.Window.dropFilepaths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
|
|
strcpy(CORE.Window.dropFilepaths[i], paths[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// GLFW3 Keyboard Callback, runs on key pressed
|
|
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
|
|
{
|
|
if (key < 0) return; // Security check, macOS fn key generates -1
|
|
|
|
// WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
|
|
// to work properly with our implementation (IsKeyDown/IsKeyUp checks)
|
|
if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
|
|
else if(action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1;
|
|
else if(action == GLFW_REPEAT) CORE.Input.Keyboard.keyRepeatInFrame[key] = 1;
|
|
|
|
// WARNING: Check if CAPS/NUM key modifiers are enabled and force down state for those keys
|
|
if (((key == KEY_CAPS_LOCK) && ((mods & GLFW_MOD_CAPS_LOCK) > 0)) ||
|
|
((key == KEY_NUM_LOCK) && ((mods & GLFW_MOD_NUM_LOCK) > 0))) 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, get unicode codepoint value
|
|
static void CharCallback(GLFWwindow *window, unsigned int codepoint)
|
|
{
|
|
//TRACELOG(LOG_DEBUG, "Char Callback: Codepoint: %i", 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 move
|
|
static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
|
|
{
|
|
CORE.Input.Mouse.currentPosition.x = (float)x;
|
|
CORE.Input.Mouse.currentPosition.y = (float)y;
|
|
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
|
|
|
|
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
|
|
// Process mouse events as touches to be able to use mouse-gestures
|
|
GestureEvent gestureEvent = { 0 };
|
|
|
|
gestureEvent.touchAction = TOUCH_ACTION_MOVE;
|
|
|
|
// Assign a pointer ID
|
|
gestureEvent.pointId[0] = 0;
|
|
|
|
// Register touch points count
|
|
gestureEvent.pointCount = 1;
|
|
|
|
// Register touch points position, only one point registered
|
|
gestureEvent.position[0] = CORE.Input.Touch.position[0];
|
|
|
|
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
|
|
gestureEvent.position[0].x /= (float)GetScreenWidth();
|
|
gestureEvent.position[0].y /= (float)GetScreenHeight();
|
|
|
|
// Gesture data is sent to gestures-system for processing
|
|
ProcessGestureEvent(gestureEvent);
|
|
#endif
|
|
}
|
|
|
|
// GLFW3 Scrolling Callback, runs on mouse wheel
|
|
static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
|
|
{
|
|
CORE.Input.Mouse.currentWheelMove = (Vector2){ (float)xoffset, (float)yoffset };
|
|
}
|
|
|
|
// GLFW3 CursorEnter Callback, when cursor enters the window
|
|
static void CursorEnterCallback(GLFWwindow *window, int enter)
|
|
{
|
|
if (enter) CORE.Input.Mouse.cursorOnScreen = true;
|
|
else CORE.Input.Mouse.cursorOnScreen = false;
|
|
}
|
|
|
|
// GLFW3 Joystick Connected/Disconnected Callback
|
|
static void JoystickCallback(int jid, int event)
|
|
{
|
|
if (event == GLFW_CONNECTED)
|
|
{
|
|
strcpy(CORE.Input.Gamepad.name[jid], glfwGetJoystickName(jid));
|
|
}
|
|
else if (event == GLFW_DISCONNECTED)
|
|
{
|
|
memset(CORE.Input.Gamepad.name[jid], 0, 64);
|
|
}
|
|
}
|
|
|
|
// EOF
|