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1/**********************************************************************************************
2*
3* rcore_desktop - Functions to manage window, graphics device and inputs
4*
5* PLATFORM: DESKTOP: GLFW
6* - Windows (Win32, Win64)
7* - Linux (X11/Wayland desktop mode)
8* - FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop)
9* - OSX/macOS (x64, arm64)
10*
11* LIMITATIONS:
12* - Limitation 01
13* - Limitation 02
14*
15* POSSIBLE IMPROVEMENTS:
16* - Improvement 01
17* - Improvement 02
18*
19* ADDITIONAL NOTES:
20* - TRACELOG() function is located in raylib [utils] module
21*
22* CONFIGURATION:
23* #define RCORE_PLATFORM_CUSTOM_FLAG
24* Custom flag for rcore on target platform -not used-
25*
26* DEPENDENCIES:
27* - rglfw: Manage graphic device, OpenGL context and inputs (Windows, Linux, OSX, FreeBSD...)
28* - gestures: Gestures system for touch-ready devices (or simulated from mouse inputs)
29*
30*
31* LICENSE: zlib/libpng
32*
33* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) and contributors
34*
35* This software is provided "as-is", without any express or implied warranty. In no event
36* will the authors be held liable for any damages arising from the use of this software.
37*
38* Permission is granted to anyone to use this software for any purpose, including commercial
39* applications, and to alter it and redistribute it freely, subject to the following restrictions:
40*
41* 1. The origin of this software must not be misrepresented; you must not claim that you
42* wrote the original software. If you use this software in a product, an acknowledgment
43* in the product documentation would be appreciated but is not required.
44*
45* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
46* as being the original software.
47*
48* 3. This notice may not be removed or altered from any source distribution.
49*
50**********************************************************************************************/
51
52#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3
53 // NOTE: Already provided by rlgl implementation (on glad.h)
54#include "GLFW/glfw3.h" // GLFW3 library: Windows, OpenGL context and Input management
55 // NOTE: GLFW3 already includes gl.h (OpenGL) headers
56
57// Support retrieving native window handlers
58#if defined(_WIN32)
59 typedef void *PVOID;
60 typedef PVOID HANDLE;
61 #include "../external/win32_clipboard.h"
62 typedef HANDLE HWND;
63 #define GLFW_EXPOSE_NATIVE_WIN32
64 #define GLFW_NATIVE_INCLUDE_NONE // To avoid some symbols re-definition in windows.h
65 #include "GLFW/glfw3native.h"
66
67 #if defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
68 // NOTE: Those functions require linking with winmm library
69 //#pragma warning(disable: 4273)
70 __declspec(dllimport) unsigned int __stdcall timeEndPeriod(unsigned int uPeriod);
71 //#pragma warning(default: 4273)
72 #endif
73#endif
74#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__)
75 #include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
76
77 //#define GLFW_EXPOSE_NATIVE_X11 // WARNING: Exposing Xlib.h > X.h results in dup symbols for Font type
78 //#define GLFW_EXPOSE_NATIVE_WAYLAND
79 #include "GLFW/glfw3native.h" // Required for: glfwGetX11Window()
80#endif
81#if defined(__APPLE__)
82 #include <unistd.h> // Required for: usleep()
83
84 //#define GLFW_EXPOSE_NATIVE_COCOA // WARNING: Fails due to type redefinition
85 void *glfwGetCocoaWindow(GLFWwindow* handle);
86 #include "GLFW/glfw3native.h" // Required for: glfwGetCocoaWindow()
87#endif
88
89//----------------------------------------------------------------------------------
90// Types and Structures Definition
91//----------------------------------------------------------------------------------
92typedef struct {
93 GLFWwindow *handle; // GLFW window handle (graphic device)
94} PlatformData;
95
96//----------------------------------------------------------------------------------
97// Global Variables Definition
98//----------------------------------------------------------------------------------
99extern CoreData CORE; // Global CORE state context
100
101static PlatformData platform = { 0 }; // Platform specific data
102
103//----------------------------------------------------------------------------------
104// Module Internal Functions Declaration
105//----------------------------------------------------------------------------------
106int InitPlatform(void); // Initialize platform (graphics, inputs and more)
107void ClosePlatform(void); // Close platform
108
109// Error callback event
110static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
111
112// Window callbacks events
113static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
114static void WindowPosCallback(GLFWwindow* window, int x, int y); // GLFW3 WindowPos Callback, runs when window is moved
115static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
116static void WindowMaximizeCallback(GLFWwindow* window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized
117static void WindowFocusCallback(GLFWwindow *window, int focused); // GLFW3 WindowFocus Callback, runs when window get/lose focus
118static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window
119static void WindowContentScaleCallback(GLFWwindow *window, float scalex, float scaley); // GLFW3 Window Content Scale Callback, runs when window changes scale
120
121// Input callbacks events
122static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
123static void CharCallback(GLFWwindow *window, unsigned int codepoint); // GLFW3 Char Callback, runs on key pressed (get codepoint value)
124static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed
125static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move
126static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Scrolling Callback, runs on mouse wheel
127static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
128static void JoystickCallback(int jid, int event); // GLFW3 Joystick Connected/Disconnected Callback
129
130//----------------------------------------------------------------------------------
131// Module Functions Declaration
132//----------------------------------------------------------------------------------
133// NOTE: Functions declaration is provided by raylib.h
134
135//----------------------------------------------------------------------------------
136// Module Functions Definition: Window and Graphics Device
137//----------------------------------------------------------------------------------
138
139// Check if application should close
140// NOTE: By default, if KEY_ESCAPE pressed or window close icon clicked
141bool WindowShouldClose(void)
142{
143 if (CORE.Window.ready) return CORE.Window.shouldClose;
144 else return true;
145}
146
147// Toggle fullscreen mode
148void ToggleFullscreen(void)
149{
150 if (!CORE.Window.fullscreen)
151 {
152 // Store previous window position (in case we exit fullscreen)
153 CORE.Window.previousPosition = CORE.Window.position;
154
155 int monitorCount = 0;
156 int monitorIndex = GetCurrentMonitor();
157 GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
158
159 // Use current monitor, so we correctly get the display the window is on
160 GLFWmonitor *monitor = (monitorIndex < monitorCount)? monitors[monitorIndex] : NULL;
161
162 if (monitor == NULL)
163 {
164 TRACELOG(LOG_WARNING, "GLFW: Failed to get monitor");
165
166 CORE.Window.fullscreen = false;
167 CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
168
169 glfwSetWindowMonitor(platform.handle, NULL, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
170 }
171 else
172 {
173 CORE.Window.fullscreen = true;
174 CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
175
176 glfwSetWindowMonitor(platform.handle, monitor, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
177 }
178
179 }
180 else
181 {
182 CORE.Window.fullscreen = false;
183 CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
184
185 glfwSetWindowMonitor(platform.handle, NULL, CORE.Window.previousPosition.x, CORE.Window.previousPosition.y, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
186
187 // we update the window position right away
188 CORE.Window.position.x = CORE.Window.previousPosition.x;
189 CORE.Window.position.y = CORE.Window.previousPosition.y;
190 }
191
192 // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
193 // NOTE: V-Sync can be enabled by graphic driver configuration
194 if (CORE.Window.flags & FLAG_VSYNC_HINT) glfwSwapInterval(1);
195}
196
197// Toggle borderless windowed mode
198void ToggleBorderlessWindowed(void)
199{
200 // Leave fullscreen before attempting to set borderless windowed mode
201 bool wasOnFullscreen = false;
202 if (CORE.Window.fullscreen)
203 {
204 // fullscreen already saves the previous position so it does not need to be set here again
205 ToggleFullscreen();
206 wasOnFullscreen = true;
207 }
208
209 const int monitor = GetCurrentMonitor();
210 int monitorCount;
211 GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
212
213 if ((monitor >= 0) && (monitor < monitorCount))
214 {
215 const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
216
217 if (mode)
218 {
219 if (!IsWindowState(FLAG_BORDERLESS_WINDOWED_MODE))
220 {
221 // Store screen position and size
222 // NOTE: If it was on fullscreen, screen position was already stored, so skip setting it here
223 if (!wasOnFullscreen) CORE.Window.previousPosition = CORE.Window.position;
224 CORE.Window.previousScreen = CORE.Window.screen;
225
226 // Set undecorated and topmost modes and flags
227 glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_FALSE);
228 CORE.Window.flags |= FLAG_WINDOW_UNDECORATED;
229 glfwSetWindowAttrib(platform.handle, GLFW_FLOATING, GLFW_TRUE);
230 CORE.Window.flags |= FLAG_WINDOW_TOPMOST;
231
232 // Get monitor position and size
233 int monitorPosX = 0;
234 int monitorPosY = 0;
235 glfwGetMonitorPos(monitors[monitor], &monitorPosX, &monitorPosY);
236 const int monitorWidth = mode->width;
237 const int monitorHeight = mode->height;
238
239 // Set screen position and size
240 glfwSetWindowPos(platform.handle, monitorPosX, monitorPosY);
241 glfwSetWindowSize(platform.handle, monitorWidth, monitorHeight);
242
243 // Refocus window
244 glfwFocusWindow(platform.handle);
245
246 CORE.Window.flags |= FLAG_BORDERLESS_WINDOWED_MODE;
247 }
248 else
249 {
250 // Remove topmost and undecorated modes and flags
251 glfwSetWindowAttrib(platform.handle, GLFW_FLOATING, GLFW_FALSE);
252 CORE.Window.flags &= ~FLAG_WINDOW_TOPMOST;
253 glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_TRUE);
254 CORE.Window.flags &= ~FLAG_WINDOW_UNDECORATED;
255
256 // Return previous screen size and position
257 // NOTE: The order matters here, it must set size first, then set position, otherwise the screen will be positioned incorrectly
258 glfwSetWindowSize(platform.handle, CORE.Window.previousScreen.width, CORE.Window.previousScreen.height);
259 glfwSetWindowPos(platform.handle, CORE.Window.previousPosition.x, CORE.Window.previousPosition.y);
260
261 // Refocus window
262 glfwFocusWindow(platform.handle);
263
264 CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE;
265
266 CORE.Window.position.x = CORE.Window.previousPosition.x;
267 CORE.Window.position.y = CORE.Window.previousPosition.y;
268 }
269 }
270 else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
271 }
272 else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
273}
274
275// Set window state: maximized, if resizable
276void MaximizeWindow(void)
277{
278 if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE)
279 {
280 glfwMaximizeWindow(platform.handle);
281 CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED;
282 }
283}
284
285// Set window state: minimized
286void MinimizeWindow(void)
287{
288 // NOTE: Following function launches callback that sets appropriate flag!
289 glfwIconifyWindow(platform.handle);
290}
291
292// Set window state: not minimized/maximized
293void RestoreWindow(void)
294{
295 if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE)
296 {
297 // Restores the specified window if it was previously iconified (minimized) or maximized
298 glfwRestoreWindow(platform.handle);
299 CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;
300 CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
301 }
302}
303
304// Set window configuration state using flags
305void SetWindowState(unsigned int flags)
306{
307 // Check previous state and requested state to apply required changes
308 // NOTE: In most cases the functions already change the flags internally
309
310 // State change: FLAG_VSYNC_HINT
311 if (((CORE.Window.flags & FLAG_VSYNC_HINT) != (flags & FLAG_VSYNC_HINT)) && ((flags & FLAG_VSYNC_HINT) > 0))
312 {
313 glfwSwapInterval(1);
314 CORE.Window.flags |= FLAG_VSYNC_HINT;
315 }
316
317 // State change: FLAG_BORDERLESS_WINDOWED_MODE
318 // NOTE: This must be handled before FLAG_FULLSCREEN_MODE because ToggleBorderlessWindowed() needs to get some fullscreen values if fullscreen is running
319 if (((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) != (flags & FLAG_BORDERLESS_WINDOWED_MODE)) && ((flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0))
320 {
321 ToggleBorderlessWindowed(); // NOTE: Window state flag updated inside function
322 }
323
324 // State change: FLAG_FULLSCREEN_MODE
325 if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) != (flags & FLAG_FULLSCREEN_MODE))
326 {
327 ToggleFullscreen(); // NOTE: Window state flag updated inside function
328 }
329
330 // State change: FLAG_WINDOW_RESIZABLE
331 if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != (flags & FLAG_WINDOW_RESIZABLE)) && ((flags & FLAG_WINDOW_RESIZABLE) > 0))
332 {
333 glfwSetWindowAttrib(platform.handle, GLFW_RESIZABLE, GLFW_TRUE);
334 CORE.Window.flags |= FLAG_WINDOW_RESIZABLE;
335 }
336
337 // State change: FLAG_WINDOW_UNDECORATED
338 if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) != (flags & FLAG_WINDOW_UNDECORATED)) && (flags & FLAG_WINDOW_UNDECORATED))
339 {
340 glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_FALSE);
341 CORE.Window.flags |= FLAG_WINDOW_UNDECORATED;
342 }
343
344 // State change: FLAG_WINDOW_HIDDEN
345 if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) != (flags & FLAG_WINDOW_HIDDEN)) && ((flags & FLAG_WINDOW_HIDDEN) > 0))
346 {
347 glfwHideWindow(platform.handle);
348 CORE.Window.flags |= FLAG_WINDOW_HIDDEN;
349 }
350
351 // State change: FLAG_WINDOW_MINIMIZED
352 if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) != (flags & FLAG_WINDOW_MINIMIZED)) && ((flags & FLAG_WINDOW_MINIMIZED) > 0))
353 {
354 //GLFW_ICONIFIED
355 MinimizeWindow(); // NOTE: Window state flag updated inside function
356 }
357
358 // State change: FLAG_WINDOW_MAXIMIZED
359 if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) != (flags & FLAG_WINDOW_MAXIMIZED)) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0))
360 {
361 //GLFW_MAXIMIZED
362 MaximizeWindow(); // NOTE: Window state flag updated inside function
363 }
364
365 // State change: FLAG_WINDOW_UNFOCUSED
366 if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) != (flags & FLAG_WINDOW_UNFOCUSED)) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0))
367 {
368 glfwSetWindowAttrib(platform.handle, GLFW_FOCUS_ON_SHOW, GLFW_FALSE);
369 CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED;
370 }
371
372 // State change: FLAG_WINDOW_TOPMOST
373 if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) != (flags & FLAG_WINDOW_TOPMOST)) && ((flags & FLAG_WINDOW_TOPMOST) > 0))
374 {
375 glfwSetWindowAttrib(platform.handle, GLFW_FLOATING, GLFW_TRUE);
376 CORE.Window.flags |= FLAG_WINDOW_TOPMOST;
377 }
378
379 // State change: FLAG_WINDOW_ALWAYS_RUN
380 if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) != (flags & FLAG_WINDOW_ALWAYS_RUN)) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0))
381 {
382 CORE.Window.flags |= FLAG_WINDOW_ALWAYS_RUN;
383 }
384
385 // The following states can not be changed after window creation
386
387 // State change: FLAG_WINDOW_TRANSPARENT
388 if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) != (flags & FLAG_WINDOW_TRANSPARENT)) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0))
389 {
390 TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization");
391 }
392
393 // State change: FLAG_WINDOW_HIGHDPI
394 if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) != (flags & FLAG_WINDOW_HIGHDPI)) && ((flags & FLAG_WINDOW_HIGHDPI) > 0))
395 {
396 TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization");
397 }
398
399 // State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
400 if (((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) != (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH)) && ((flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0))
401 {
402 glfwSetWindowAttrib(platform.handle, GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE);
403 CORE.Window.flags |= FLAG_WINDOW_MOUSE_PASSTHROUGH;
404 }
405
406 // State change: FLAG_MSAA_4X_HINT
407 if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) != (flags & FLAG_MSAA_4X_HINT)) && ((flags & FLAG_MSAA_4X_HINT) > 0))
408 {
409 TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization");
410 }
411
412 // State change: FLAG_INTERLACED_HINT
413 if (((CORE.Window.flags & FLAG_INTERLACED_HINT) != (flags & FLAG_INTERLACED_HINT)) && ((flags & FLAG_INTERLACED_HINT) > 0))
414 {
415 TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization");
416 }
417}
418
419// Clear window configuration state flags
420void ClearWindowState(unsigned int flags)
421{
422 // Check previous state and requested state to apply required changes
423 // NOTE: In most cases the functions already change the flags internally
424
425 // State change: FLAG_VSYNC_HINT
426 if (((CORE.Window.flags & FLAG_VSYNC_HINT) > 0) && ((flags & FLAG_VSYNC_HINT) > 0))
427 {
428 glfwSwapInterval(0);
429 CORE.Window.flags &= ~FLAG_VSYNC_HINT;
430 }
431
432 // State change: FLAG_BORDERLESS_WINDOWED_MODE
433 // NOTE: This must be handled before FLAG_FULLSCREEN_MODE because ToggleBorderlessWindowed() needs to get some fullscreen values if fullscreen is running
434 if (((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0) && ((flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0))
435 {
436 ToggleBorderlessWindowed(); // NOTE: Window state flag updated inside function
437 }
438
439 // State change: FLAG_FULLSCREEN_MODE
440 if (((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) && ((flags & FLAG_FULLSCREEN_MODE) > 0))
441 {
442 ToggleFullscreen(); // NOTE: Window state flag updated inside function
443 }
444
445 // State change: FLAG_WINDOW_RESIZABLE
446 if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) && ((flags & FLAG_WINDOW_RESIZABLE) > 0))
447 {
448 glfwSetWindowAttrib(platform.handle, GLFW_RESIZABLE, GLFW_FALSE);
449 CORE.Window.flags &= ~FLAG_WINDOW_RESIZABLE;
450 }
451
452 // State change: FLAG_WINDOW_HIDDEN
453 if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) && ((flags & FLAG_WINDOW_HIDDEN) > 0))
454 {
455 glfwShowWindow(platform.handle);
456 CORE.Window.flags &= ~FLAG_WINDOW_HIDDEN;
457 }
458
459 // State change: FLAG_WINDOW_MINIMIZED
460 if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) && ((flags & FLAG_WINDOW_MINIMIZED) > 0))
461 {
462 RestoreWindow(); // NOTE: Window state flag updated inside function
463 }
464
465 // State change: FLAG_WINDOW_MAXIMIZED
466 if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0))
467 {
468 RestoreWindow(); // NOTE: Window state flag updated inside function
469 }
470
471 // State change: FLAG_WINDOW_UNDECORATED
472 if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) && ((flags & FLAG_WINDOW_UNDECORATED) > 0))
473 {
474 glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_TRUE);
475 CORE.Window.flags &= ~FLAG_WINDOW_UNDECORATED;
476 }
477
478 // State change: FLAG_WINDOW_UNFOCUSED
479 if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0))
480 {
481 glfwSetWindowAttrib(platform.handle, GLFW_FOCUS_ON_SHOW, GLFW_TRUE);
482 CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED;
483 }
484
485 // State change: FLAG_WINDOW_TOPMOST
486 if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) && ((flags & FLAG_WINDOW_TOPMOST) > 0))
487 {
488 glfwSetWindowAttrib(platform.handle, GLFW_FLOATING, GLFW_FALSE);
489 CORE.Window.flags &= ~FLAG_WINDOW_TOPMOST;
490 }
491
492 // State change: FLAG_WINDOW_ALWAYS_RUN
493 if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) > 0) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0))
494 {
495 CORE.Window.flags &= ~FLAG_WINDOW_ALWAYS_RUN;
496 }
497
498 // The following states can not be changed after window creation
499
500 // State change: FLAG_WINDOW_TRANSPARENT
501 if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0))
502 {
503 TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization");
504 }
505
506 // State change: FLAG_WINDOW_HIGHDPI
507 if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) && ((flags & FLAG_WINDOW_HIGHDPI) > 0))
508 {
509 TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization");
510 }
511
512 // State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
513 if (((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0) && ((flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0))
514 {
515 glfwSetWindowAttrib(platform.handle, GLFW_MOUSE_PASSTHROUGH, GLFW_FALSE);
516 CORE.Window.flags &= ~FLAG_WINDOW_MOUSE_PASSTHROUGH;
517 }
518
519 // State change: FLAG_MSAA_4X_HINT
520 if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) > 0) && ((flags & FLAG_MSAA_4X_HINT) > 0))
521 {
522 TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization");
523 }
524
525 // State change: FLAG_INTERLACED_HINT
526 if (((CORE.Window.flags & FLAG_INTERLACED_HINT) > 0) && ((flags & FLAG_INTERLACED_HINT) > 0))
527 {
528 TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization");
529 }
530}
531
532// Set icon for window
533// NOTE 1: Image must be in RGBA format, 8bit per channel
534// NOTE 2: Image is scaled by the OS for all required sizes
535void SetWindowIcon(Image image)
536{
537 if (image.data == NULL)
538 {
539 // Revert to the default window icon, pass in an empty image array
540 glfwSetWindowIcon(platform.handle, 0, NULL);
541 }
542 else
543 {
544 if (image.format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
545 {
546 GLFWimage icon[1] = { 0 };
547
548 icon[0].width = image.width;
549 icon[0].height = image.height;
550 icon[0].pixels = (unsigned char *)image.data;
551
552 // NOTE 1: We only support one image icon
553 // NOTE 2: The specified image data is copied before this function returns
554 glfwSetWindowIcon(platform.handle, 1, icon);
555 }
556 else TRACELOG(LOG_WARNING, "GLFW: Window icon image must be in R8G8B8A8 pixel format");
557 }
558}
559
560// Set icon for window, multiple images
561// NOTE 1: Images must be in RGBA format, 8bit per channel
562// NOTE 2: The multiple images are used depending on provided sizes
563// Standard Windows icon sizes: 256, 128, 96, 64, 48, 32, 24, 16
564void SetWindowIcons(Image *images, int count)
565{
566 if ((images == NULL) || (count <= 0))
567 {
568 // Revert to the default window icon, pass in an empty image array
569 glfwSetWindowIcon(platform.handle, 0, NULL);
570 }
571 else
572 {
573 int valid = 0;
574 GLFWimage *icons = RL_CALLOC(count, sizeof(GLFWimage));
575
576 for (int i = 0; i < count; i++)
577 {
578 if (images[i].format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
579 {
580 icons[valid].width = images[i].width;
581 icons[valid].height = images[i].height;
582 icons[valid].pixels = (unsigned char *)images[i].data;
583
584 valid++;
585 }
586 else TRACELOG(LOG_WARNING, "GLFW: Window icon image must be in R8G8B8A8 pixel format");
587 }
588 // NOTE: Images data is copied internally before this function returns
589 glfwSetWindowIcon(platform.handle, valid, icons);
590
591 RL_FREE(icons);
592 }
593}
594
595// Set title for window
596void SetWindowTitle(const char *title)
597{
598 CORE.Window.title = title;
599 glfwSetWindowTitle(platform.handle, title);
600}
601
602// Set window position on screen (windowed mode)
603void SetWindowPosition(int x, int y)
604{
605 // Update CORE.Window.position as well
606 CORE.Window.position.x = x;
607 CORE.Window.position.y = y;
608 glfwSetWindowPos(platform.handle, x, y);
609}
610
611// Set monitor for the current window
612void SetWindowMonitor(int monitor)
613{
614 int monitorCount = 0;
615 GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
616
617 if ((monitor >= 0) && (monitor < monitorCount))
618 {
619 if (CORE.Window.fullscreen)
620 {
621 TRACELOG(LOG_INFO, "GLFW: Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
622
623 const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
624 glfwSetWindowMonitor(platform.handle, monitors[monitor], 0, 0, mode->width, mode->height, mode->refreshRate);
625 }
626 else
627 {
628 TRACELOG(LOG_INFO, "GLFW: Selected monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
629
630 // Here the render width has to be used again in case high dpi flag is enabled
631 const int screenWidth = CORE.Window.render.width;
632 const int screenHeight = CORE.Window.render.height;
633 int monitorWorkareaX = 0;
634 int monitorWorkareaY = 0;
635 int monitorWorkareaWidth = 0;
636 int monitorWorkareaHeight = 0;
637 glfwGetMonitorWorkarea(monitors[monitor], &monitorWorkareaX, &monitorWorkareaY, &monitorWorkareaWidth, &monitorWorkareaHeight);
638
639 // If the screen size is larger than the monitor workarea, anchor it on the top left corner, otherwise, center it
640 if ((screenWidth >= monitorWorkareaWidth) || (screenHeight >= monitorWorkareaHeight)) glfwSetWindowPos(platform.handle, monitorWorkareaX, monitorWorkareaY);
641 else
642 {
643 const int x = monitorWorkareaX + (monitorWorkareaWidth/2) - (screenWidth/2);
644 const int y = monitorWorkareaY + (monitorWorkareaHeight/2) - (screenHeight/2);
645 glfwSetWindowPos(platform.handle, x, y);
646 }
647 }
648 }
649 else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
650}
651
652// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
653void SetWindowMinSize(int width, int height)
654{
655 CORE.Window.screenMin.width = width;
656 CORE.Window.screenMin.height = height;
657
658 int minWidth = (CORE.Window.screenMin.width == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMin.width;
659 int minHeight = (CORE.Window.screenMin.height == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMin.height;
660 int maxWidth = (CORE.Window.screenMax.width == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMax.width;
661 int maxHeight = (CORE.Window.screenMax.height == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMax.height;
662
663 glfwSetWindowSizeLimits(platform.handle, minWidth, minHeight, maxWidth, maxHeight);
664}
665
666// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
667void SetWindowMaxSize(int width, int height)
668{
669 CORE.Window.screenMax.width = width;
670 CORE.Window.screenMax.height = height;
671
672 int minWidth = (CORE.Window.screenMin.width == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMin.width;
673 int minHeight = (CORE.Window.screenMin.height == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMin.height;
674 int maxWidth = (CORE.Window.screenMax.width == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMax.width;
675 int maxHeight = (CORE.Window.screenMax.height == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMax.height;
676
677 glfwSetWindowSizeLimits(platform.handle, minWidth, minHeight, maxWidth, maxHeight);
678}
679
680// Set window dimensions
681void SetWindowSize(int width, int height)
682{
683 CORE.Window.screen.width = width;
684 CORE.Window.screen.height = height;
685
686 glfwSetWindowSize(platform.handle, width, height);
687}
688
689// Set window opacity, value opacity is between 0.0 and 1.0
690void SetWindowOpacity(float opacity)
691{
692 if (opacity >= 1.0f) opacity = 1.0f;
693 else if (opacity <= 0.0f) opacity = 0.0f;
694 glfwSetWindowOpacity(platform.handle, opacity);
695}
696
697// Set window focused
698void SetWindowFocused(void)
699{
700 glfwFocusWindow(platform.handle);
701}
702
703// Get native window handle
704void *GetWindowHandle(void)
705{
706#if defined(_WIN32)
707 // NOTE: Returned handle is: void *HWND (windows.h)
708 return glfwGetWin32Window(platform.handle);
709#endif
710#if defined(__linux__)
711 // NOTE: Returned handle is: unsigned long Window (X.h)
712 // typedef unsigned long XID;
713 // typedef XID Window;
714 //unsigned long id = (unsigned long)glfwGetX11Window(platform.handle);
715 //return NULL; // TODO: Find a way to return value... cast to void *?
716 return (void *)platform.handle;
717#endif
718#if defined(__APPLE__)
719 // NOTE: Returned handle is: (objc_object *)
720 return (void *)glfwGetCocoaWindow(platform.handle);
721#endif
722
723 return NULL;
724}
725
726// Get number of monitors
727int GetMonitorCount(void)
728{
729 int monitorCount = 0;
730
731 glfwGetMonitors(&monitorCount);
732
733 return monitorCount;
734}
735
736// Get number of monitors
737int GetCurrentMonitor(void)
738{
739 int index = 0;
740 int monitorCount = 0;
741 GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
742 GLFWmonitor *monitor = NULL;
743
744 if (monitorCount >= 1)
745 {
746 if (IsWindowFullscreen())
747 {
748 // Get the handle of the monitor that the specified window is in full screen on
749 monitor = glfwGetWindowMonitor(platform.handle);
750
751 for (int i = 0; i < monitorCount; i++)
752 {
753 if (monitors[i] == monitor)
754 {
755 index = i;
756 break;
757 }
758 }
759 }
760 else
761 {
762 // In case the window is between two monitors, we use below logic
763 // to try to detect the "current monitor" for that window, note that
764 // this is probably an overengineered solution for a very side case
765 // trying to match SDL behaviour
766
767 int closestDist = 0x7FFFFFFF;
768
769 // Window center position
770 int wcx = 0;
771 int wcy = 0;
772
773 glfwGetWindowPos(platform.handle, &wcx, &wcy);
774 wcx += (int)CORE.Window.screen.width/2;
775 wcy += (int)CORE.Window.screen.height/2;
776
777 for (int i = 0; i < monitorCount; i++)
778 {
779 // Monitor top-left position
780 int mx = 0;
781 int my = 0;
782
783 monitor = monitors[i];
784 glfwGetMonitorPos(monitor, &mx, &my);
785 const GLFWvidmode *mode = glfwGetVideoMode(monitor);
786
787 if (mode)
788 {
789 const int right = mx + mode->width - 1;
790 const int bottom = my + mode->height - 1;
791
792 if ((wcx >= mx) &&
793 (wcx <= right) &&
794 (wcy >= my) &&
795 (wcy <= bottom))
796 {
797 index = i;
798 break;
799 }
800
801 int xclosest = wcx;
802 if (wcx < mx) xclosest = mx;
803 else if (wcx > right) xclosest = right;
804
805 int yclosest = wcy;
806 if (wcy < my) yclosest = my;
807 else if (wcy > bottom) yclosest = bottom;
808
809 int dx = wcx - xclosest;
810 int dy = wcy - yclosest;
811 int dist = (dx*dx) + (dy*dy);
812 if (dist < closestDist)
813 {
814 index = i;
815 closestDist = dist;
816 }
817 }
818 else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
819 }
820 }
821 }
822
823 return index;
824}
825
826// Get selected monitor position
827Vector2 GetMonitorPosition(int monitor)
828{
829 int monitorCount = 0;
830 GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
831
832 if ((monitor >= 0) && (monitor < monitorCount))
833 {
834 int x, y;
835 glfwGetMonitorPos(monitors[monitor], &x, &y);
836
837 return (Vector2){ (float)x, (float)y };
838 }
839 else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
840 return (Vector2){ 0, 0 };
841}
842
843// Get selected monitor width (currently used by monitor)
844int GetMonitorWidth(int monitor)
845{
846 int width = 0;
847 int monitorCount = 0;
848 GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
849
850 if ((monitor >= 0) && (monitor < monitorCount))
851 {
852 const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
853
854 if (mode) width = mode->width;
855 else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
856 }
857 else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
858
859 return width;
860}
861
862// Get selected monitor height (currently used by monitor)
863int GetMonitorHeight(int monitor)
864{
865 int height = 0;
866 int monitorCount = 0;
867 GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
868
869 if ((monitor >= 0) && (monitor < monitorCount))
870 {
871 const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
872
873 if (mode) height = mode->height;
874 else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
875 }
876 else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
877
878 return height;
879}
880
881// Get selected monitor physical width in millimetres
882int GetMonitorPhysicalWidth(int monitor)
883{
884 int width = 0;
885 int monitorCount = 0;
886 GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
887
888 if ((monitor >= 0) && (monitor < monitorCount)) glfwGetMonitorPhysicalSize(monitors[monitor], &width, NULL);
889 else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
890
891 return width;
892}
893
894// Get selected monitor physical height in millimetres
895int GetMonitorPhysicalHeight(int monitor)
896{
897 int height = 0;
898 int monitorCount = 0;
899 GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
900
901 if ((monitor >= 0) && (monitor < monitorCount)) glfwGetMonitorPhysicalSize(monitors[monitor], NULL, &height);
902 else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
903
904 return height;
905}
906
907// Get selected monitor refresh rate
908int GetMonitorRefreshRate(int monitor)
909{
910 int refresh = 0;
911 int monitorCount = 0;
912 GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
913
914 if ((monitor >= 0) && (monitor < monitorCount))
915 {
916 const GLFWvidmode *vidmode = glfwGetVideoMode(monitors[monitor]);
917 refresh = vidmode->refreshRate;
918 }
919 else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
920
921 return refresh;
922}
923
924// Get the human-readable, UTF-8 encoded name of the selected monitor
925const char *GetMonitorName(int monitor)
926{
927 int monitorCount = 0;
928 GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
929
930 if ((monitor >= 0) && (monitor < monitorCount))
931 {
932 return glfwGetMonitorName(monitors[monitor]);
933 }
934 else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
935 return "";
936}
937
938// Get window position XY on monitor
939Vector2 GetWindowPosition(void)
940{
941 int x = 0;
942 int y = 0;
943
944 glfwGetWindowPos(platform.handle, &x, &y);
945
946 return (Vector2){ (float)x, (float)y };
947}
948
949// Get window scale DPI factor for current monitor
950Vector2 GetWindowScaleDPI(void)
951{
952 Vector2 scale = {0};
953 glfwGetWindowContentScale(platform.handle, &scale.x, &scale.y);
954 return scale;
955}
956
957// Set clipboard text content
958void SetClipboardText(const char *text)
959{
960 glfwSetClipboardString(platform.handle, text);
961}
962
963// Get clipboard text content
964// NOTE: returned string is allocated and freed by GLFW
965const char *GetClipboardText(void)
966{
967 return glfwGetClipboardString(platform.handle);
968}
969
970#if defined(SUPPORT_CLIPBOARD_IMAGE)
971// Get clipboard image
972Image GetClipboardImage(void)
973{
974 Image image = {0};
975 unsigned long long int dataSize = 0;
976 void* fileData = NULL;
977
978#ifdef _WIN32
979 int width, height;
980 fileData = (void*)Win32GetClipboardImageData(&width, &height, &dataSize);
981#else
982 TRACELOG(LOG_WARNING, "Clipboard image: PLATFORM_DESKTOP_GLFW doesn't implement `GetClipboardImage` for this OS");
983#endif
984
985 if (fileData == NULL)
986 {
987 TRACELOG(LOG_WARNING, "Clipboard image: Couldn't get clipboard data.");
988 }
989 else
990 {
991 image = LoadImageFromMemory(".bmp", fileData, (int)dataSize);
992 }
993 return image;
994}
995#endif // SUPPORT_CLIPBOARD_IMAGE
996
997// Show mouse cursor
998void ShowCursor(void)
999{
1000 glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
1001 CORE.Input.Mouse.cursorHidden = false;
1002}
1003
1004// Hides mouse cursor
1005void HideCursor(void)
1006{
1007 glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
1008 CORE.Input.Mouse.cursorHidden = true;
1009}
1010
1011// Enables cursor (unlock cursor)
1012void EnableCursor(void)
1013{
1014 glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
1015
1016 // Set cursor position in the middle
1017 SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
1018
1019 if (glfwRawMouseMotionSupported()) glfwSetInputMode(platform.handle, GLFW_RAW_MOUSE_MOTION, GLFW_FALSE);
1020
1021 CORE.Input.Mouse.cursorHidden = false;
1022}
1023
1024// Disables cursor (lock cursor)
1025void DisableCursor(void)
1026{
1027 glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
1028
1029 // Set cursor position in the middle
1030 SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
1031
1032 if (glfwRawMouseMotionSupported()) glfwSetInputMode(platform.handle, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
1033
1034 CORE.Input.Mouse.cursorHidden = true;
1035}
1036
1037// Swap back buffer with front buffer (screen drawing)
1038void SwapScreenBuffer(void)
1039{
1040 glfwSwapBuffers(platform.handle);
1041}
1042
1043//----------------------------------------------------------------------------------
1044// Module Functions Definition: Misc
1045//----------------------------------------------------------------------------------
1046
1047// Get elapsed time measure in seconds since InitTimer()
1048double GetTime(void)
1049{
1050 double time = glfwGetTime(); // Elapsed time since glfwInit()
1051 return time;
1052}
1053
1054// Open URL with default system browser (if available)
1055// NOTE: This function is only safe to use if you control the URL given.
1056// A user could craft a malicious string performing another action.
1057// Only call this function yourself not with user input or make sure to check the string yourself.
1058// Ref: https://github.com/raysan5/raylib/issues/686
1059void OpenURL(const char *url)
1060{
1061 // Security check to (partially) avoid malicious code
1062 if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
1063 else
1064 {
1065 char *cmd = (char *)RL_CALLOC(strlen(url) + 32, sizeof(char));
1066#if defined(_WIN32)
1067 sprintf(cmd, "explorer \"%s\"", url);
1068#endif
1069#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__)
1070 sprintf(cmd, "xdg-open '%s'", url); // Alternatives: firefox, x-www-browser
1071#endif
1072#if defined(__APPLE__)
1073 sprintf(cmd, "open '%s'", url);
1074#endif
1075 int result = system(cmd);
1076 if (result == -1) TRACELOG(LOG_WARNING, "OpenURL() child process could not be created");
1077 RL_FREE(cmd);
1078 }
1079}
1080
1081//----------------------------------------------------------------------------------
1082// Module Functions Definition: Inputs
1083//----------------------------------------------------------------------------------
1084
1085// Set internal gamepad mappings
1086int SetGamepadMappings(const char *mappings)
1087{
1088 return glfwUpdateGamepadMappings(mappings);
1089}
1090
1091// Set gamepad vibration
1092void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration)
1093{
1094 TRACELOG(LOG_WARNING, "GamepadSetVibration() not available on target platform");
1095}
1096
1097// Set mouse position XY
1098void SetMousePosition(int x, int y)
1099{
1100 CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
1101 CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
1102
1103 // NOTE: emscripten not implemented
1104 glfwSetCursorPos(platform.handle, CORE.Input.Mouse.currentPosition.x, CORE.Input.Mouse.currentPosition.y);
1105}
1106
1107// Set mouse cursor
1108void SetMouseCursor(int cursor)
1109{
1110 CORE.Input.Mouse.cursor = cursor;
1111 if (cursor == MOUSE_CURSOR_DEFAULT) glfwSetCursor(platform.handle, NULL);
1112 else
1113 {
1114 // NOTE: We are relating internal GLFW enum values to our MouseCursor enum values
1115 glfwSetCursor(platform.handle, glfwCreateStandardCursor(0x00036000 + cursor));
1116 }
1117}
1118
1119// Get physical key name.
1120const char *GetKeyName(int key)
1121{
1122 return glfwGetKeyName(key, glfwGetKeyScancode(key));
1123}
1124
1125// Register all input events
1126void PollInputEvents(void)
1127{
1128#if defined(SUPPORT_GESTURES_SYSTEM)
1129 // NOTE: Gestures update must be called every frame to reset gestures correctly
1130 // because ProcessGestureEvent() is just called on an event, not every frame
1131 UpdateGestures();
1132#endif
1133
1134 // Reset keys/chars pressed registered
1135 CORE.Input.Keyboard.keyPressedQueueCount = 0;
1136 CORE.Input.Keyboard.charPressedQueueCount = 0;
1137
1138 // Reset last gamepad button/axis registered state
1139 CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
1140 //CORE.Input.Gamepad.axisCount = 0;
1141
1142 // Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
1143
1144 // Register previous keys states
1145 for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
1146 {
1147 CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
1148 CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
1149 }
1150
1151 // Register previous mouse states
1152 for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
1153
1154 // Register previous mouse wheel state
1155 CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
1156 CORE.Input.Mouse.currentWheelMove = (Vector2){ 0.0f, 0.0f };
1157
1158 // Register previous mouse position
1159 CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
1160
1161 // Register previous touch states
1162 for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
1163
1164 // Reset touch positions
1165 //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
1166
1167 // Map touch position to mouse position for convenience
1168 // WARNING: If the target desktop device supports touch screen, this behaviour should be reviewed!
1169 // TODO: GLFW does not support multi-touch input just yet
1170 // https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
1171 // https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
1172 CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
1173
1174 // Check if gamepads are ready
1175 // NOTE: We do it here in case of disconnection
1176 for (int i = 0; i < MAX_GAMEPADS; i++)
1177 {
1178 if (glfwJoystickPresent(i)) CORE.Input.Gamepad.ready[i] = true;
1179 else CORE.Input.Gamepad.ready[i] = false;
1180 }
1181
1182 // Register gamepads buttons events
1183 for (int i = 0; i < MAX_GAMEPADS; i++)
1184 {
1185 if (CORE.Input.Gamepad.ready[i]) // Check if gamepad is available
1186 {
1187 // Register previous gamepad states
1188 for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
1189
1190 // Get current gamepad state
1191 // NOTE: There is no callback available, so we get it manually
1192 GLFWgamepadstate state = { 0 };
1193 glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller
1194
1195 const unsigned char *buttons = state.buttons;
1196
1197 for (int k = 0; (buttons != NULL) && (k < MAX_GAMEPAD_BUTTONS); k++)
1198 {
1199 int button = -1; // GamepadButton enum values assigned
1200
1201 switch (k)
1202 {
1203 case GLFW_GAMEPAD_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
1204 case GLFW_GAMEPAD_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
1205 case GLFW_GAMEPAD_BUTTON_A: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
1206 case GLFW_GAMEPAD_BUTTON_X: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
1207
1208 case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
1209 case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
1210
1211 case GLFW_GAMEPAD_BUTTON_BACK: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
1212 case GLFW_GAMEPAD_BUTTON_GUIDE: button = GAMEPAD_BUTTON_MIDDLE; break;
1213 case GLFW_GAMEPAD_BUTTON_START: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
1214
1215 case GLFW_GAMEPAD_BUTTON_DPAD_UP: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
1216 case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
1217 case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
1218 case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
1219
1220 case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: button = GAMEPAD_BUTTON_LEFT_THUMB; break;
1221 case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
1222 default: break;
1223 }
1224
1225 if (button != -1) // Check for valid button
1226 {
1227 if (buttons[k] == GLFW_PRESS)
1228 {
1229 CORE.Input.Gamepad.currentButtonState[i][button] = 1;
1230 CORE.Input.Gamepad.lastButtonPressed = button;
1231 }
1232 else CORE.Input.Gamepad.currentButtonState[i][button] = 0;
1233 }
1234 }
1235
1236 // Get current axis state
1237 const float *axes = state.axes;
1238
1239 for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1); k++)
1240 {
1241 CORE.Input.Gamepad.axisState[i][k] = axes[k];
1242 }
1243
1244 // Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis)
1245 CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1f);
1246 CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1f);
1247
1248 CORE.Input.Gamepad.axisCount[i] = GLFW_GAMEPAD_AXIS_LAST + 1;
1249 }
1250 }
1251
1252 CORE.Window.resizedLastFrame = false;
1253
1254 if (CORE.Window.eventWaiting) glfwWaitEvents(); // Wait for in input events before continue (drawing is paused)
1255 else glfwPollEvents(); // Poll input events: keyboard/mouse/window events (callbacks) -> Update keys state
1256
1257 // While window minimized, stop loop execution
1258 while (IsWindowState(FLAG_WINDOW_MINIMIZED) && !IsWindowState(FLAG_WINDOW_ALWAYS_RUN)) glfwWaitEvents();
1259
1260 CORE.Window.shouldClose = glfwWindowShouldClose(platform.handle);
1261
1262 // Reset close status for next frame
1263 glfwSetWindowShouldClose(platform.handle, GLFW_FALSE);
1264}
1265
1266//----------------------------------------------------------------------------------
1267// Module Internal Functions Definition
1268//----------------------------------------------------------------------------------
1269
1270static void SetDimensionsFromMonitor(GLFWmonitor *monitor)
1271{
1272 const GLFWvidmode *mode = glfwGetVideoMode(monitor);
1273
1274 // Default display resolution to that of the current mode
1275 CORE.Window.display.width = mode->width;
1276 CORE.Window.display.height = mode->height;
1277
1278 // Set screen width/height to the display width/height if they are 0
1279 if (CORE.Window.screen.width == 0) CORE.Window.screen.width = CORE.Window.display.width;
1280 if (CORE.Window.screen.height == 0) CORE.Window.screen.height = CORE.Window.display.height;
1281}
1282
1283// Initialize platform: graphics, inputs and more
1284int InitPlatform(void)
1285{
1286 glfwSetErrorCallback(ErrorCallback);
1287/*
1288 // TODO: Setup GLFW custom allocators to match raylib ones
1289 const GLFWallocator allocator = {
1290 .allocate = MemAlloc,
1291 .deallocate = MemFree,
1292 .reallocate = MemRealloc,
1293 .user = NULL
1294 };
1295
1296 glfwInitAllocator(&allocator);
1297*/
1298
1299#if defined(__APPLE__)
1300 glfwInitHint(GLFW_COCOA_CHDIR_RESOURCES, GLFW_FALSE);
1301#endif
1302 // Initialize GLFW internal global state
1303 int result = glfwInit();
1304 if (result == GLFW_FALSE) { TRACELOG(LOG_WARNING, "GLFW: Failed to initialize GLFW"); return -1; }
1305
1306 // Initialize graphic device: display/window and graphic context
1307 //----------------------------------------------------------------------------
1308 glfwDefaultWindowHints(); // Set default windows hints
1309 //glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits
1310 //glfwWindowHint(GLFW_GREEN_BITS, 8); // Framebuffer green color component bits
1311 //glfwWindowHint(GLFW_BLUE_BITS, 8); // Framebuffer blue color component bits
1312 //glfwWindowHint(GLFW_ALPHA_BITS, 8); // Framebuffer alpha color component bits
1313 //glfwWindowHint(GLFW_DEPTH_BITS, 24); // Depthbuffer bits
1314 //glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window
1315 //glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // OpenGL API to use. Alternative: GLFW_OPENGL_ES_API
1316 //glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers
1317
1318 // Disable GlFW auto iconify behaviour
1319 // Auto Iconify automatically minimizes (iconifies) the window if the window loses focus
1320 // additionally auto iconify restores the hardware resolution of the monitor if the window that loses focus is a fullscreen window
1321 glfwWindowHint(GLFW_AUTO_ICONIFY, 0);
1322
1323 // Check window creation flags
1324 if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) CORE.Window.fullscreen = true;
1325
1326 if ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // Visible window
1327 else glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE); // Window initially hidden
1328
1329 if ((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window
1330 else glfwWindowHint(GLFW_DECORATED, GLFW_TRUE); // Decorated window
1331
1332 if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // Resizable window
1333 else glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); // Avoid window being resizable
1334
1335 // Disable FLAG_WINDOW_MINIMIZED, not supported on initialization
1336 if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;
1337
1338 // Disable FLAG_WINDOW_MAXIMIZED, not supported on initialization
1339 if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
1340
1341 if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE);
1342 else glfwWindowHint(GLFW_FOCUSED, GLFW_TRUE);
1343
1344 if ((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) glfwWindowHint(GLFW_FLOATING, GLFW_TRUE);
1345 else glfwWindowHint(GLFW_FLOATING, GLFW_FALSE);
1346
1347 // NOTE: Some GLFW flags are not supported on HTML5
1348 if ((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); // Transparent framebuffer
1349 else glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_FALSE); // Opaque framebuffer
1350
1351 if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
1352 {
1353 // Resize window content area based on the monitor content scale.
1354 // NOTE: This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11.
1355 // On platforms like macOS the resolution of the framebuffer is changed independently of the window size.
1356 glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); // Scale content area based on the monitor content scale where window is placed on
1357#if defined(__APPLE__)
1358 glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE);
1359#endif
1360 }
1361 else glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
1362
1363 // Mouse passthrough
1364 if ((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0) glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE);
1365 else glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_FALSE);
1366
1367 if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
1368 {
1369 // NOTE: MSAA is only enabled for main framebuffer, not user-created FBOs
1370 TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
1371 glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0
1372 }
1373
1374 // NOTE: When asking for an OpenGL context version, most drivers provide the highest supported version
1375 // with backward compatibility to older OpenGL versions.
1376 // For example, if using OpenGL 1.1, driver can provide a 4.3 backwards compatible context.
1377
1378 // Check selection OpenGL version
1379 if (rlGetVersion() == RL_OPENGL_21)
1380 {
1381 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint)
1382 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint)
1383 }
1384 else if (rlGetVersion() == RL_OPENGL_33)
1385 {
1386 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint)
1387 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
1388 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
1389 // Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
1390#if defined(__APPLE__)
1391 glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); // OSX Requires forward compatibility
1392#else
1393 glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Forward Compatibility Hint: Only 3.3 and above!
1394#endif
1395 //glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context
1396 }
1397 else if (rlGetVersion() == RL_OPENGL_43)
1398 {
1399 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); // Choose OpenGL major version (just hint)
1400 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
1401 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
1402 glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE);
1403#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT)
1404 glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Enable OpenGL Debug Context
1405#endif
1406 }
1407 else if (rlGetVersion() == RL_OPENGL_ES_20) // Request OpenGL ES 2.0 context
1408 {
1409 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
1410 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
1411 glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
1412 glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
1413 }
1414 else if (rlGetVersion() == RL_OPENGL_ES_30) // Request OpenGL ES 3.0 context
1415 {
1416 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
1417 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
1418 glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
1419 glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
1420 }
1421
1422 // NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions.
1423 // Forcing this initialization here avoids doing it on PollInputEvents() called by EndDrawing() after first frame has been just drawn.
1424 // The initialization will still happen and possible delays still occur, but before the window is shown, which is a nicer experience.
1425 // REF: https://github.com/raysan5/raylib/issues/1554
1426 glfwSetJoystickCallback(NULL);
1427
1428 GLFWmonitor *monitor = NULL;
1429 if (CORE.Window.fullscreen)
1430 {
1431 // According to glfwCreateWindow(), if the user does not have a choice, fullscreen applications
1432 // should default to the primary monitor.
1433
1434 monitor = glfwGetPrimaryMonitor();
1435 if (!monitor)
1436 {
1437 TRACELOG(LOG_WARNING, "GLFW: Failed to get primary monitor");
1438 return -1;
1439 }
1440
1441 SetDimensionsFromMonitor(monitor);
1442
1443 // Remember center for switching from fullscreen to window
1444 if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
1445 {
1446 // If screen width/height equal to the display, we can't calculate the window pos for toggling full-screened/windowed.
1447 // Toggling full-screened/windowed with pos(0, 0) can cause problems in some platforms, such as X11.
1448 CORE.Window.position.x = CORE.Window.display.width/4;
1449 CORE.Window.position.y = CORE.Window.display.height/4;
1450 }
1451 else
1452 {
1453 CORE.Window.position.x = CORE.Window.display.width/2 - CORE.Window.screen.width/2;
1454 CORE.Window.position.y = CORE.Window.display.height/2 - CORE.Window.screen.height/2;
1455 }
1456
1457 if (CORE.Window.position.x < 0) CORE.Window.position.x = 0;
1458 if (CORE.Window.position.y < 0) CORE.Window.position.y = 0;
1459
1460 // Obtain recommended CORE.Window.display.width/CORE.Window.display.height from a valid videomode for the monitor
1461 int count = 0;
1462 const GLFWvidmode *modes = glfwGetVideoModes(monitor, &count);
1463
1464 // Get closest video mode to desired CORE.Window.screen.width/CORE.Window.screen.height
1465 for (int i = 0; i < count; i++)
1466 {
1467 if ((unsigned int)modes[i].width >= CORE.Window.screen.width)
1468 {
1469 if ((unsigned int)modes[i].height >= CORE.Window.screen.height)
1470 {
1471 CORE.Window.display.width = modes[i].width;
1472 CORE.Window.display.height = modes[i].height;
1473 break;
1474 }
1475 }
1476 }
1477
1478 TRACELOG(LOG_INFO, "SYSTEM: Closest fullscreen videomode: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
1479
1480 // NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example,
1481 // for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3),
1482 // framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched
1483 // by the sides to fit all monitor space...
1484
1485 // Try to setup the most appropriate fullscreen framebuffer for the requested screenWidth/screenHeight
1486 // It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset)
1487 // 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
1488 // TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed...
1489 // HighDPI monitors are properly considered in a following similar function: SetupViewport()
1490 SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
1491
1492 platform.handle = glfwCreateWindow(CORE.Window.display.width, CORE.Window.display.height, (CORE.Window.title != 0)? CORE.Window.title : " ", monitor, NULL);
1493
1494 // NOTE: Full-screen change, not working properly...
1495 //glfwSetWindowMonitor(platform.handle, glfwGetPrimaryMonitor(), 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
1496 }
1497 else
1498 {
1499 // No-fullscreen window creation
1500 bool requestWindowedFullscreen = (CORE.Window.screen.height == 0) && (CORE.Window.screen.width == 0);
1501
1502 // Default to at least one pixel in size, as creation with a zero dimension is not allowed.
1503 int creationWidth = CORE.Window.screen.width != 0 ? CORE.Window.screen.width : 1;
1504 int creationHeight = CORE.Window.screen.height != 0 ? CORE.Window.screen.height : 1;
1505
1506 platform.handle = glfwCreateWindow(creationWidth, creationHeight, (CORE.Window.title != 0)? CORE.Window.title : " ", NULL, NULL);
1507
1508 // After the window was created, determine the monitor that the window manager assigned.
1509 // Derive display sizes, and, if possible, window size in case it was zero at beginning.
1510
1511 int monitorCount = 0;
1512 int monitorIndex = GetCurrentMonitor();
1513 GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
1514
1515 if (monitorIndex < monitorCount)
1516 {
1517 monitor = monitors[monitorIndex];
1518 SetDimensionsFromMonitor(monitor);
1519
1520 if (requestWindowedFullscreen) glfwSetWindowSize(platform.handle, CORE.Window.screen.width, CORE.Window.screen.height);
1521 }
1522 else
1523 {
1524 // The monitor for the window-manager-created window can not be determined, so it can not be centered.
1525 glfwTerminate();
1526 TRACELOG(LOG_WARNING, "GLFW: Failed to determine Monitor to center Window");
1527 return -1;
1528 }
1529
1530 if (platform.handle)
1531 {
1532 CORE.Window.render.width = CORE.Window.screen.width;
1533 CORE.Window.render.height = CORE.Window.screen.height;
1534 }
1535 }
1536
1537 if (!platform.handle)
1538 {
1539 glfwTerminate();
1540 TRACELOG(LOG_WARNING, "GLFW: Failed to initialize Window");
1541 return -1;
1542 }
1543
1544 glfwMakeContextCurrent(platform.handle);
1545 result = glfwGetError(NULL);
1546
1547 // Check context activation
1548 if ((result != GLFW_NO_WINDOW_CONTEXT) && (result != GLFW_PLATFORM_ERROR))
1549 {
1550 CORE.Window.ready = true;
1551
1552 glfwSwapInterval(0); // No V-Sync by default
1553
1554 // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
1555 // NOTE: V-Sync can be enabled by graphic driver configuration, it doesn't need
1556 // to be activated on web platforms since VSync is enforced there.
1557 if (CORE.Window.flags & FLAG_VSYNC_HINT)
1558 {
1559 // WARNING: It seems to hit a critical render path in Intel HD Graphics
1560 glfwSwapInterval(1);
1561 TRACELOG(LOG_INFO, "DISPLAY: Trying to enable VSYNC");
1562 }
1563
1564 int fbWidth = CORE.Window.screen.width;
1565 int fbHeight = CORE.Window.screen.height;
1566
1567 if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
1568 {
1569 // NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling.
1570 // Framebuffer scaling should be activated with: glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE);
1571 #if !defined(__APPLE__)
1572 glfwGetFramebufferSize(platform.handle, &fbWidth, &fbHeight);
1573
1574 // Screen scaling matrix is required in case desired screen area is different from display area
1575 CORE.Window.screenScale = MatrixScale((float)fbWidth/CORE.Window.screen.width, (float)fbHeight/CORE.Window.screen.height, 1.0f);
1576
1577 // Mouse input scaling for the new screen size
1578 SetMouseScale((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight);
1579 #endif
1580 }
1581
1582 CORE.Window.render.width = fbWidth;
1583 CORE.Window.render.height = fbHeight;
1584 CORE.Window.currentFbo.width = fbWidth;
1585 CORE.Window.currentFbo.height = fbHeight;
1586
1587 TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
1588 TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
1589 TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
1590 TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
1591 TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
1592 }
1593 else
1594 {
1595 TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphics device");
1596 return -1;
1597 }
1598
1599 if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
1600
1601 // If graphic device is no properly initialized, we end program
1602 if (!CORE.Window.ready) { TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphic device"); return -1; }
1603 else
1604 {
1605 // Try to center window on screen but avoiding window-bar outside of screen
1606 int monitorX = 0;
1607 int monitorY = 0;
1608 int monitorWidth = 0;
1609 int monitorHeight = 0;
1610 glfwGetMonitorWorkarea(monitor, &monitorX, &monitorY, &monitorWidth, &monitorHeight);
1611
1612 // Here CORE.Window.render.width/height should be used instead of CORE.Window.screen.width/height to center the window correctly when the high dpi flag is enabled.
1613 int posX = monitorX + (monitorWidth - (int)CORE.Window.render.width)/2;
1614 int posY = monitorY + (monitorHeight - (int)CORE.Window.render.height)/2;
1615 if (posX < monitorX) posX = monitorX;
1616 if (posY < monitorY) posY = monitorY;
1617 SetWindowPosition(posX, posY);
1618
1619 // Update CORE.Window.position here so it is correct from the start
1620 CORE.Window.position.x = posX;
1621 CORE.Window.position.y = posY;
1622 }
1623
1624 // Load OpenGL extensions
1625 // NOTE: GL procedures address loader is required to load extensions
1626 rlLoadExtensions(glfwGetProcAddress);
1627 //----------------------------------------------------------------------------
1628
1629 // Initialize input events callbacks
1630 //----------------------------------------------------------------------------
1631 // Set window callback events
1632 glfwSetWindowSizeCallback(platform.handle, WindowSizeCallback); // NOTE: Resizing not allowed by default!
1633 glfwSetWindowPosCallback(platform.handle, WindowPosCallback);
1634 glfwSetWindowMaximizeCallback(platform.handle, WindowMaximizeCallback);
1635 glfwSetWindowIconifyCallback(platform.handle, WindowIconifyCallback);
1636 glfwSetWindowFocusCallback(platform.handle, WindowFocusCallback);
1637 glfwSetDropCallback(platform.handle, WindowDropCallback);
1638
1639 if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
1640 {
1641 glfwSetWindowContentScaleCallback(platform.handle, WindowContentScaleCallback);
1642 }
1643
1644 // Set input callback events
1645 glfwSetKeyCallback(platform.handle, KeyCallback);
1646 glfwSetCharCallback(platform.handle, CharCallback);
1647 glfwSetMouseButtonCallback(platform.handle, MouseButtonCallback);
1648 glfwSetCursorPosCallback(platform.handle, MouseCursorPosCallback); // Track mouse position changes
1649 glfwSetScrollCallback(platform.handle, MouseScrollCallback);
1650 glfwSetCursorEnterCallback(platform.handle, CursorEnterCallback);
1651 glfwSetJoystickCallback(JoystickCallback);
1652
1653 glfwSetInputMode(platform.handle, GLFW_LOCK_KEY_MODS, GLFW_TRUE); // Enable lock keys modifiers (CAPS, NUM)
1654
1655 // Retrieve gamepad names
1656 for (int i = 0; i < MAX_GAMEPADS; i++)
1657 {
1658 if (glfwJoystickPresent(i)) strcpy(CORE.Input.Gamepad.name[i], glfwGetJoystickName(i));
1659 }
1660 //----------------------------------------------------------------------------
1661
1662 // Initialize timming system
1663 //----------------------------------------------------------------------------
1664 InitTimer();
1665 //----------------------------------------------------------------------------
1666
1667 // Initialize storage system
1668 //----------------------------------------------------------------------------
1669 CORE.Storage.basePath = GetWorkingDirectory();
1670 //----------------------------------------------------------------------------
1671
1672#if defined(__NetBSD__)
1673 // Workaround for NetBSD
1674 char *glfwPlatform = "X11";
1675#else
1676 char *glfwPlatform = "";
1677 switch (glfwGetPlatform())
1678 {
1679 case GLFW_PLATFORM_WIN32: glfwPlatform = "Win32"; break;
1680 case GLFW_PLATFORM_COCOA: glfwPlatform = "Cocoa"; break;
1681 case GLFW_PLATFORM_WAYLAND: glfwPlatform = "Wayland"; break;
1682 case GLFW_PLATFORM_X11: glfwPlatform = "X11"; break;
1683 case GLFW_PLATFORM_NULL: glfwPlatform = "Null"; break;
1684 default: break;
1685 }
1686#endif
1687
1688 TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (GLFW - %s): Initialized successfully", glfwPlatform);
1689
1690 return 0;
1691}
1692
1693// Close platform
1694void ClosePlatform(void)
1695{
1696 glfwDestroyWindow(platform.handle);
1697 glfwTerminate();
1698
1699#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
1700 timeEndPeriod(1); // Restore time period
1701#endif
1702}
1703
1704// GLFW3 Error Callback, runs on GLFW3 error
1705static void ErrorCallback(int error, const char *description)
1706{
1707 TRACELOG(LOG_WARNING, "GLFW: Error: %i Description: %s", error, description);
1708}
1709
1710// GLFW3 WindowSize Callback, runs when window is resizedLastFrame
1711// NOTE: Window resizing not allowed by default
1712static void WindowSizeCallback(GLFWwindow *window, int width, int height)
1713{
1714 // Reset viewport and projection matrix for new size
1715 SetupViewport(width, height);
1716
1717 CORE.Window.currentFbo.width = width;
1718 CORE.Window.currentFbo.height = height;
1719 CORE.Window.resizedLastFrame = true;
1720
1721 if (IsWindowFullscreen()) return;
1722
1723 // Set current screen size
1724
1725 CORE.Window.screen.width = width;
1726 CORE.Window.screen.height = height;
1727
1728 // NOTE: Postprocessing texture is not scaled to new size
1729}
1730static void WindowPosCallback(GLFWwindow* window, int x, int y)
1731{
1732 // Set current window position
1733 CORE.Window.position.x = x;
1734 CORE.Window.position.y = y;
1735}
1736static void WindowContentScaleCallback(GLFWwindow *window, float scalex, float scaley)
1737{
1738 CORE.Window.screenScale = MatrixScale(scalex, scaley, 1.0f);
1739}
1740
1741// GLFW3 WindowIconify Callback, runs when window is minimized/restored
1742static void WindowIconifyCallback(GLFWwindow *window, int iconified)
1743{
1744 if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; // The window was iconified
1745 else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // The window was restored
1746}
1747
1748// GLFW3 WindowMaximize Callback, runs when window is maximized/restored
1749static void WindowMaximizeCallback(GLFWwindow *window, int maximized)
1750{
1751 if (maximized) CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; // The window was maximized
1752 else CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; // The window was restored
1753}
1754
1755// GLFW3 WindowFocus Callback, runs when window get/lose focus
1756static void WindowFocusCallback(GLFWwindow *window, int focused)
1757{
1758 if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // The window was focused
1759 else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; // The window lost focus
1760}
1761
1762// GLFW3 Window Drop Callback, runs when drop files into window
1763static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
1764{
1765 if (count > 0)
1766 {
1767 // In case previous dropped filepaths have not been freed, we free them
1768 if (CORE.Window.dropFileCount > 0)
1769 {
1770 for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]);
1771
1772 RL_FREE(CORE.Window.dropFilepaths);
1773
1774 CORE.Window.dropFileCount = 0;
1775 CORE.Window.dropFilepaths = NULL;
1776 }
1777
1778 // WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy
1779 CORE.Window.dropFileCount = count;
1780 CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *));
1781
1782 for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++)
1783 {
1784 CORE.Window.dropFilepaths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
1785 strcpy(CORE.Window.dropFilepaths[i], paths[i]);
1786 }
1787 }
1788}
1789
1790// GLFW3 Keyboard Callback, runs on key pressed
1791static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
1792{
1793 if (key < 0) return; // Security check, macOS fn key generates -1
1794
1795 // WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
1796 // to work properly with our implementation (IsKeyDown/IsKeyUp checks)
1797 if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
1798 else if(action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1;
1799 else if(action == GLFW_REPEAT) CORE.Input.Keyboard.keyRepeatInFrame[key] = 1;
1800
1801 // WARNING: Check if CAPS/NUM key modifiers are enabled and force down state for those keys
1802 if (((key == KEY_CAPS_LOCK) && ((mods & GLFW_MOD_CAPS_LOCK) > 0)) ||
1803 ((key == KEY_NUM_LOCK) && ((mods & GLFW_MOD_NUM_LOCK) > 0))) CORE.Input.Keyboard.currentKeyState[key] = 1;
1804
1805 // Check if there is space available in the key queue
1806 if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS))
1807 {
1808 // Add character to the queue
1809 CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
1810 CORE.Input.Keyboard.keyPressedQueueCount++;
1811 }
1812
1813 // Check the exit key to set close window
1814 if ((key == CORE.Input.Keyboard.exitKey) && (action == GLFW_PRESS)) glfwSetWindowShouldClose(platform.handle, GLFW_TRUE);
1815}
1816
1817// GLFW3 Char Callback, get unicode codepoint value
1818static void CharCallback(GLFWwindow *window, unsigned int codepoint)
1819{
1820 //TRACELOG(LOG_DEBUG, "Char Callback: Codepoint: %i", codepoint);
1821
1822 // NOTE: Registers any key down considering OS keyboard layout but
1823 // does not detect action events, those should be managed by user...
1824 // Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
1825 // Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
1826
1827 // Check if there is space available in the queue
1828 if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
1829 {
1830 // Add character to the queue
1831 CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = codepoint;
1832 CORE.Input.Keyboard.charPressedQueueCount++;
1833 }
1834}
1835
1836// GLFW3 Mouse Button Callback, runs on mouse button pressed
1837static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
1838{
1839 // WARNING: GLFW could only return GLFW_PRESS (1) or GLFW_RELEASE (0) for now,
1840 // but future releases may add more actions (i.e. GLFW_REPEAT)
1841 CORE.Input.Mouse.currentButtonState[button] = action;
1842 CORE.Input.Touch.currentTouchState[button] = action;
1843
1844#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
1845 // Process mouse events as touches to be able to use mouse-gestures
1846 GestureEvent gestureEvent = { 0 };
1847
1848 // Register touch actions
1849 if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
1850 else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_ACTION_UP;
1851
1852 // NOTE: TOUCH_ACTION_MOVE event is registered in MouseCursorPosCallback()
1853
1854 // Assign a pointer ID
1855 gestureEvent.pointId[0] = 0;
1856
1857 // Register touch points count
1858 gestureEvent.pointCount = 1;
1859
1860 // Register touch points position, only one point registered
1861 gestureEvent.position[0] = GetMousePosition();
1862
1863 // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
1864 gestureEvent.position[0].x /= (float)GetScreenWidth();
1865 gestureEvent.position[0].y /= (float)GetScreenHeight();
1866
1867 // Gesture data is sent to gestures-system for processing
1868 ProcessGestureEvent(gestureEvent);
1869#endif
1870}
1871
1872// GLFW3 Cursor Position Callback, runs on mouse move
1873static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
1874{
1875 CORE.Input.Mouse.currentPosition.x = (float)x;
1876 CORE.Input.Mouse.currentPosition.y = (float)y;
1877 CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
1878
1879#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
1880 // Process mouse events as touches to be able to use mouse-gestures
1881 GestureEvent gestureEvent = { 0 };
1882
1883 gestureEvent.touchAction = TOUCH_ACTION_MOVE;
1884
1885 // Assign a pointer ID
1886 gestureEvent.pointId[0] = 0;
1887
1888 // Register touch points count
1889 gestureEvent.pointCount = 1;
1890
1891 // Register touch points position, only one point registered
1892 gestureEvent.position[0] = CORE.Input.Touch.position[0];
1893
1894 // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
1895 gestureEvent.position[0].x /= (float)GetScreenWidth();
1896 gestureEvent.position[0].y /= (float)GetScreenHeight();
1897
1898 // Gesture data is sent to gestures-system for processing
1899 ProcessGestureEvent(gestureEvent);
1900#endif
1901}
1902
1903// GLFW3 Scrolling Callback, runs on mouse wheel
1904static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
1905{
1906 CORE.Input.Mouse.currentWheelMove = (Vector2){ (float)xoffset, (float)yoffset };
1907}
1908
1909// GLFW3 CursorEnter Callback, when cursor enters the window
1910static void CursorEnterCallback(GLFWwindow *window, int enter)
1911{
1912 if (enter) CORE.Input.Mouse.cursorOnScreen = true;
1913 else CORE.Input.Mouse.cursorOnScreen = false;
1914}
1915
1916// GLFW3 Joystick Connected/Disconnected Callback
1917static void JoystickCallback(int jid, int event)
1918{
1919 if (event == GLFW_CONNECTED)
1920 {
1921 strcpy(CORE.Input.Gamepad.name[jid], glfwGetJoystickName(jid));
1922 }
1923 else if (event == GLFW_DISCONNECTED)
1924 {
1925 memset(CORE.Input.Gamepad.name[jid], 0, 64);
1926 }
1927}
1928
1929#ifdef _WIN32
1930# define WIN32_CLIPBOARD_IMPLEMENTATION
1931# include "../external/win32_clipboard.h"
1932#endif
1933// EOF

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