minesweeper

A minewseeper implementation to play around with Hare and Raylib
git clone https://git.tronto.net/minesweeper
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rcore_web.c (76645B)


      1 /**********************************************************************************************
      2 *
      3 *   rcore_web - Functions to manage window, graphics device and inputs
      4 *
      5 *   PLATFORM: WEB
      6 *       - HTML5 (WebAssembly)
      7 *
      8 *   LIMITATIONS:
      9 *       - Limitation 01
     10 *       - Limitation 02
     11 *
     12 *   POSSIBLE IMPROVEMENTS:
     13 *       - Replace glfw3 dependency by direct browser API calls (same as library_glfw3.js)
     14 *
     15 *   ADDITIONAL NOTES:
     16 *       - TRACELOG() function is located in raylib [utils] module
     17 *
     18 *   CONFIGURATION:
     19 *       #define RCORE_PLATFORM_CUSTOM_FLAG
     20 *           Custom flag for rcore on target platform -not used-
     21 *
     22 *   DEPENDENCIES:
     23 *       - emscripten: Allow interaction between browser API and C
     24 *       - gestures: Gestures system for touch-ready devices (or simulated from mouse inputs)
     25 *
     26 *
     27 *   LICENSE: zlib/libpng
     28 *
     29 *   Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) and contributors
     30 *
     31 *   This software is provided "as-is", without any express or implied warranty. In no event
     32 *   will the authors be held liable for any damages arising from the use of this software.
     33 *
     34 *   Permission is granted to anyone to use this software for any purpose, including commercial
     35 *   applications, and to alter it and redistribute it freely, subject to the following restrictions:
     36 *
     37 *     1. The origin of this software must not be misrepresented; you must not claim that you
     38 *     wrote the original software. If you use this software in a product, an acknowledgment
     39 *     in the product documentation would be appreciated but is not required.
     40 *
     41 *     2. Altered source versions must be plainly marked as such, and must not be misrepresented
     42 *     as being the original software.
     43 *
     44 *     3. This notice may not be removed or altered from any source distribution.
     45 *
     46 **********************************************************************************************/
     47 
     48 #define GLFW_INCLUDE_NONE       // Disable the standard OpenGL header inclusion on GLFW3
     49                                 // NOTE: Already provided by rlgl implementation (on glad.h)
     50 #include "GLFW/glfw3.h"         // GLFW3: Windows, OpenGL context and Input management
     51 
     52 #include <emscripten/emscripten.h>      // Emscripten functionality for C
     53 #include <emscripten/html5.h>           // Emscripten HTML5 library
     54 
     55 #include <sys/time.h>   // Required for: timespec, nanosleep(), select() - POSIX
     56 
     57 //----------------------------------------------------------------------------------
     58 // Defines and Macros
     59 //----------------------------------------------------------------------------------
     60 // TODO: HACK: Added flag if not provided by GLFW when using external library
     61 // Latest GLFW release (GLFW 3.3.8) does not implement this flag, it was added for 3.4.0-dev
     62 #if !defined(GLFW_MOUSE_PASSTHROUGH)
     63     #define GLFW_MOUSE_PASSTHROUGH      0x0002000D
     64 #endif
     65 
     66 #if (_POSIX_C_SOURCE < 199309L)
     67     #undef _POSIX_C_SOURCE
     68     #define _POSIX_C_SOURCE 199309L     // Required for: CLOCK_MONOTONIC if compiled with c99 without gnu ext.
     69 #endif
     70 
     71 //----------------------------------------------------------------------------------
     72 // Types and Structures Definition
     73 //----------------------------------------------------------------------------------
     74 typedef struct {
     75     GLFWwindow *handle;                 // GLFW window handle (graphic device)
     76     bool ourFullscreen;                 // Internal var to filter our handling of fullscreen vs the user handling of fullscreen
     77     int unmaximizedWidth;               // Internal var to store the unmaximized window (canvas) width
     78     int unmaximizedHeight;              // Internal var to store the unmaximized window (canvas) height
     79 } PlatformData;
     80 
     81 //----------------------------------------------------------------------------------
     82 // Global Variables Definition
     83 //----------------------------------------------------------------------------------
     84 extern CoreData CORE;                   // Global CORE state context
     85 
     86 static PlatformData platform = { 0 };   // Platform specific data
     87 
     88 //----------------------------------------------------------------------------------
     89 // Local Variables Definition
     90 //----------------------------------------------------------------------------------
     91 static const char cursorLUT[11][12] = {
     92     "default",     // 0  MOUSE_CURSOR_DEFAULT
     93     "default",     // 1  MOUSE_CURSOR_ARROW
     94     "text",        // 2  MOUSE_CURSOR_IBEAM
     95     "crosshair",   // 3  MOUSE_CURSOR_CROSSHAIR
     96     "pointer",     // 4  MOUSE_CURSOR_POINTING_HAND
     97     "ew-resize",   // 5  MOUSE_CURSOR_RESIZE_EW
     98     "ns-resize",   // 6  MOUSE_CURSOR_RESIZE_NS
     99     "nwse-resize", // 7  MOUSE_CURSOR_RESIZE_NWSE
    100     "nesw-resize", // 8  MOUSE_CURSOR_RESIZE_NESW
    101     "move",        // 9  MOUSE_CURSOR_RESIZE_ALL
    102     "not-allowed"  // 10 MOUSE_CURSOR_NOT_ALLOWED
    103 };
    104 
    105 Vector2 lockedMousePos = { 0 };
    106 
    107 //----------------------------------------------------------------------------------
    108 // Module Internal Functions Declaration
    109 //----------------------------------------------------------------------------------
    110 int InitPlatform(void);          // Initialize platform (graphics, inputs and more)
    111 void ClosePlatform(void);        // Close platform
    112 
    113 // Error callback event
    114 static void ErrorCallback(int error, const char *description);                      // GLFW3 Error Callback, runs on GLFW3 error
    115 
    116 // Window callbacks events
    117 static void WindowSizeCallback(GLFWwindow *window, int width, int height);              // GLFW3 WindowSize Callback, runs when window is resized
    118 static void WindowIconifyCallback(GLFWwindow *window, int iconified);                   // GLFW3 WindowIconify Callback, runs when window is minimized/restored
    119 //static void WindowMaximizeCallback(GLFWwindow *window, int maximized);                // GLFW3 Window Maximize Callback, runs when window is maximized
    120 static void WindowFocusCallback(GLFWwindow *window, int focused);                       // GLFW3 WindowFocus Callback, runs when window get/lose focus
    121 static void WindowDropCallback(GLFWwindow *window, int count, const char **paths);      // GLFW3 Window Drop Callback, runs when drop files into window
    122 static void WindowContentScaleCallback(GLFWwindow *window, float scalex, float scaley); // GLFW3 Window Content Scale Callback, runs when window changes scale
    123 
    124 // Input callbacks events
    125 static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
    126 static void CharCallback(GLFWwindow *window, unsigned int key);                           // GLFW3 Char Key Callback, runs on key pressed (get char value)
    127 static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods);    // GLFW3 Mouse Button Callback, runs on mouse button pressed
    128 static void MouseCursorPosCallback(GLFWwindow *window, double x, double y);               // GLFW3 Cursor Position Callback, runs on mouse move
    129 static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset);      // GLFW3 Srolling Callback, runs on mouse wheel
    130 static void CursorEnterCallback(GLFWwindow *window, int enter);                           // GLFW3 Cursor Enter Callback, cursor enters client area
    131 
    132 // Emscripten window callback events
    133 static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData);
    134 // static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
    135 static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
    136 
    137 // Emscripten input callback events
    138 static EM_BOOL EmscriptenMouseMoveCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData);
    139 static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData);
    140 static EM_BOOL EmscriptenPointerlockCallback(int eventType, const EmscriptenPointerlockChangeEvent *pointerlockChangeEvent, void *userData);
    141 static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData);
    142 static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData);
    143 
    144 //----------------------------------------------------------------------------------
    145 // Module Functions Declaration
    146 //----------------------------------------------------------------------------------
    147 // NOTE: Functions declaration is provided by raylib.h
    148 
    149 //----------------------------------------------------------------------------------
    150 // Module Functions Definition: Window and Graphics Device
    151 //----------------------------------------------------------------------------------
    152 
    153 // Check if application should close
    154 bool WindowShouldClose(void)
    155 {
    156     // Emterpreter-Async required to run sync code
    157     // https://github.com/emscripten-core/emscripten/wiki/Emterpreter#emterpreter-async-run-synchronous-code
    158     // By default, this function is never called on a web-ready raylib example because we encapsulate
    159     // frame code in a UpdateDrawFrame() function, to allow browser manage execution asynchronously
    160     // but now emscripten allows sync code to be executed in an interpreted way, using emterpreter!
    161     emscripten_sleep(16);
    162     return false;
    163 }
    164 
    165 // Toggle fullscreen mode
    166 void ToggleFullscreen(void)
    167 {
    168     platform.ourFullscreen = true;
    169     bool enterFullscreen = false;
    170 
    171     const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0);
    172     if (wasFullscreen)
    173     {
    174         if (CORE.Window.flags & FLAG_FULLSCREEN_MODE) enterFullscreen = false;
    175         else if (CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) enterFullscreen = true;
    176         else
    177         {
    178             const int canvasWidth = EM_ASM_INT( { return document.getElementById('canvas').width; }, 0);
    179             const int canvasStyleWidth = EM_ASM_INT( { return parseInt(document.getElementById('canvas').style.width); }, 0);
    180             if (canvasStyleWidth > canvasWidth) enterFullscreen = false;
    181             else enterFullscreen = true;
    182         }
    183 
    184         EM_ASM(document.exitFullscreen(););
    185 
    186         CORE.Window.fullscreen = false;
    187         CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
    188         CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE;
    189     }
    190     else enterFullscreen = true;
    191 
    192     if (enterFullscreen)
    193     {
    194         // NOTE: The setTimeouts handle the browser mode change delay
    195         EM_ASM
    196         (
    197             setTimeout(function()
    198             {
    199                 Module.requestFullscreen(false, false);
    200             }, 100);
    201         );
    202         CORE.Window.fullscreen = true;
    203         CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
    204     }
    205 
    206     // NOTE: Old notes below:
    207     /*
    208         EM_ASM
    209         (
    210             // This strategy works well while using raylib minimal web shell for emscripten,
    211             // it re-scales the canvas to fullscreen using monitor resolution, for tools this
    212             // is a good strategy but maybe games prefer to keep current canvas resolution and
    213             // display it in fullscreen, adjusting monitor resolution if possible
    214             if (document.fullscreenElement) document.exitFullscreen();
    215             else Module.requestFullscreen(true, true); //false, true);
    216         );
    217     */
    218     // EM_ASM(Module.requestFullscreen(false, false););
    219     /*
    220         if (!CORE.Window.fullscreen)
    221         {
    222             // Option 1: Request fullscreen for the canvas element
    223             // This option does not seem to work at all:
    224             // emscripten_request_pointerlock() and emscripten_request_fullscreen() are affected by web security,
    225             // the user must click once on the canvas to hide the pointer or transition to full screen
    226             //emscripten_request_fullscreen("#canvas", false);
    227 
    228             // Option 2: Request fullscreen for the canvas element with strategy
    229             // This option does not seem to work at all
    230             // Ref: https://github.com/emscripten-core/emscripten/issues/5124
    231             // EmscriptenFullscreenStrategy strategy = {
    232                 // .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_STRETCH, //EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
    233                 // .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
    234                 // .filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT,
    235                 // .canvasResizedCallback = EmscriptenWindowResizedCallback,
    236                 // .canvasResizedCallbackUserData = NULL
    237             // };
    238             //emscripten_request_fullscreen_strategy("#canvas", EM_FALSE, &strategy);
    239 
    240             // Option 3: Request fullscreen for the canvas element with strategy
    241             // It works as expected but only inside the browser (client area)
    242             EmscriptenFullscreenStrategy strategy = {
    243                 .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
    244                 .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
    245                 .filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT,
    246                 .canvasResizedCallback = EmscriptenWindowResizedCallback,
    247                 .canvasResizedCallbackUserData = NULL
    248             };
    249             emscripten_enter_soft_fullscreen("#canvas", &strategy);
    250 
    251             int width, height;
    252             emscripten_get_canvas_element_size("#canvas", &width, &height);
    253             TRACELOG(LOG_WARNING, "Emscripten: Enter fullscreen: Canvas size: %i x %i", width, height);
    254 
    255             CORE.Window.fullscreen = true;          // Toggle fullscreen flag
    256             CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
    257         }
    258         else
    259         {
    260             //emscripten_exit_fullscreen();
    261             //emscripten_exit_soft_fullscreen();
    262 
    263             int width, height;
    264             emscripten_get_canvas_element_size("#canvas", &width, &height);
    265             TRACELOG(LOG_WARNING, "Emscripten: Exit fullscreen: Canvas size: %i x %i", width, height);
    266 
    267             CORE.Window.fullscreen = false;          // Toggle fullscreen flag
    268             CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
    269         }
    270     */
    271 }
    272 
    273 // Toggle borderless windowed mode
    274 void ToggleBorderlessWindowed(void)
    275 {
    276     platform.ourFullscreen = true;
    277     bool enterBorderless = false;
    278 
    279     const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0);
    280     if (wasFullscreen)
    281     {
    282         if (CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) enterBorderless = false;
    283         else if (CORE.Window.flags & FLAG_FULLSCREEN_MODE) enterBorderless = true;
    284         else
    285         {
    286             const int canvasWidth = EM_ASM_INT( { return document.getElementById('canvas').width; }, 0);
    287             const int screenWidth = EM_ASM_INT( { return screen.width; }, 0);
    288             if (screenWidth == canvasWidth) enterBorderless = false;
    289             else enterBorderless = true;
    290         }
    291 
    292         EM_ASM(document.exitFullscreen(););
    293 
    294         CORE.Window.fullscreen = false;
    295         CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
    296         CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE;
    297     }
    298     else enterBorderless = true;
    299 
    300     if (enterBorderless)
    301     {
    302         // NOTE: 1. The setTimeouts handle the browser mode change delay
    303         //       2. The style unset handles the possibility of a width="value%" like on the default shell.html file
    304         EM_ASM
    305         (
    306             setTimeout(function()
    307             {
    308                 Module.requestFullscreen(false, true);
    309                 setTimeout(function()
    310                 {
    311                     canvas.style.width="unset";
    312                 }, 100);
    313             }, 100);
    314         );
    315         CORE.Window.flags |= FLAG_BORDERLESS_WINDOWED_MODE;
    316     }
    317 }
    318 
    319 // Set window state: maximized, if resizable
    320 void MaximizeWindow(void)
    321 {
    322     if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE && !(CORE.Window.flags & FLAG_WINDOW_MAXIMIZED))
    323     {
    324         platform.unmaximizedWidth = CORE.Window.screen.width;
    325         platform.unmaximizedHeight = CORE.Window.screen.height;
    326 
    327         const int tabWidth = EM_ASM_INT( return window.innerWidth; );
    328         const int tabHeight = EM_ASM_INT( return window.innerHeight; );
    329 
    330         if (tabWidth && tabHeight) glfwSetWindowSize(platform.handle, tabWidth, tabHeight);
    331 
    332         CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED;
    333     }
    334 }
    335 
    336 // Set window state: minimized
    337 void MinimizeWindow(void)
    338 {
    339     TRACELOG(LOG_WARNING, "MinimizeWindow() not available on target platform");
    340 }
    341 
    342 // Set window state: not minimized/maximized
    343 void RestoreWindow(void)
    344 {
    345     if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE && (CORE.Window.flags & FLAG_WINDOW_MAXIMIZED))
    346     {
    347         if (platform.unmaximizedWidth && platform.unmaximizedHeight) glfwSetWindowSize(platform.handle, platform.unmaximizedWidth, platform.unmaximizedHeight);
    348 
    349         CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
    350     }
    351 }
    352 
    353 // Set window configuration state using flags
    354 void SetWindowState(unsigned int flags)
    355 {
    356     // Check previous state and requested state to apply required changes
    357     // NOTE: In most cases the functions already change the flags internally
    358 
    359     // State change: FLAG_VSYNC_HINT
    360     if ((flags & FLAG_VSYNC_HINT) > 0)
    361     {
    362         TRACELOG(LOG_WARNING, "SetWindowState(FLAG_VSYNC_HINT) not available on target platform");
    363     }
    364 
    365     // State change: FLAG_BORDERLESS_WINDOWED_MODE
    366     if ((flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0)
    367     {
    368         // NOTE: Window state flag updated inside ToggleBorderlessWindowed() function
    369         const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0);
    370         if (wasFullscreen)
    371         {
    372             const int canvasWidth = EM_ASM_INT( { return document.getElementById('canvas').width; }, 0);
    373             const int canvasStyleWidth = EM_ASM_INT( { return parseInt(document.getElementById('canvas').style.width); }, 0);
    374             if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) || canvasStyleWidth > canvasWidth) ToggleBorderlessWindowed();
    375         }
    376         else ToggleBorderlessWindowed();
    377     }
    378 
    379     // State change: FLAG_FULLSCREEN_MODE
    380     if ((flags & FLAG_FULLSCREEN_MODE) > 0)
    381     {
    382         // NOTE: Window state flag updated inside ToggleFullscreen() function
    383         const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0);
    384         if (wasFullscreen)
    385         {
    386             const int canvasWidth = EM_ASM_INT( { return document.getElementById('canvas').width; }, 0);
    387             const int screenWidth = EM_ASM_INT( { return screen.width; }, 0);
    388             if ((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) || screenWidth == canvasWidth ) ToggleFullscreen();
    389         }
    390         else ToggleFullscreen();
    391     }
    392 
    393     // State change: FLAG_WINDOW_RESIZABLE
    394     if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != (flags & FLAG_WINDOW_RESIZABLE)) && ((flags & FLAG_WINDOW_RESIZABLE) > 0))
    395     {
    396         glfwSetWindowAttrib(platform.handle, GLFW_RESIZABLE, GLFW_TRUE);
    397         CORE.Window.flags |= FLAG_WINDOW_RESIZABLE;
    398     }
    399 
    400     // State change: FLAG_WINDOW_UNDECORATED
    401     if ((flags & FLAG_WINDOW_UNDECORATED) > 0)
    402     {
    403         TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_UNDECORATED) not available on target platform");
    404     }
    405 
    406     // State change: FLAG_WINDOW_HIDDEN
    407     if ((flags & FLAG_WINDOW_HIDDEN) > 0)
    408     {
    409         TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_HIDDEN) not available on target platform");
    410     }
    411 
    412     // State change: FLAG_WINDOW_MINIMIZED
    413     if ((flags & FLAG_WINDOW_MINIMIZED) > 0)
    414     {
    415         TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_MINIMIZED) not available on target platform");
    416     }
    417 
    418     // State change: FLAG_WINDOW_MAXIMIZED
    419     if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) != (flags & FLAG_WINDOW_MAXIMIZED)) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0))
    420     {
    421         if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE)
    422         {
    423             platform.unmaximizedWidth = CORE.Window.screen.width;
    424             platform.unmaximizedHeight = CORE.Window.screen.height;
    425 
    426             const int tabWidth = EM_ASM_INT( return window.innerWidth; );
    427             const int tabHeight = EM_ASM_INT( return window.innerHeight; );
    428 
    429             if (tabWidth && tabHeight) glfwSetWindowSize(platform.handle, tabWidth, tabHeight);
    430 
    431             CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED;
    432         }
    433     }
    434 
    435     // State change: FLAG_WINDOW_UNFOCUSED
    436     if ((flags & FLAG_WINDOW_UNFOCUSED) > 0)
    437     {
    438         TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_UNFOCUSED) not available on target platform");
    439     }
    440 
    441     // State change: FLAG_WINDOW_TOPMOST
    442     if ((flags & FLAG_WINDOW_TOPMOST) > 0)
    443     {
    444         TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_TOPMOST) not available on target platform");
    445     }
    446 
    447     // State change: FLAG_WINDOW_ALWAYS_RUN
    448     if ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0)
    449     {
    450         TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_ALWAYS_RUN) not available on target platform");
    451     }
    452 
    453     // The following states can not be changed after window creation
    454     // NOTE: Review for PLATFORM_WEB
    455 
    456     // State change: FLAG_WINDOW_TRANSPARENT
    457     if ((flags & FLAG_WINDOW_TRANSPARENT) > 0)
    458     {
    459         TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_TRANSPARENT) not available on target platform");
    460     }
    461 
    462     // State change: FLAG_WINDOW_HIGHDPI
    463     if ((flags & FLAG_WINDOW_HIGHDPI) > 0)
    464     {
    465         TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_HIGHDPI) not available on target platform");
    466     }
    467 
    468     // State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
    469     if ((flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0)
    470     {
    471         TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_MOUSE_PASSTHROUGH) not available on target platform");
    472     }
    473 
    474     // State change: FLAG_MSAA_4X_HINT
    475     if ((flags & FLAG_MSAA_4X_HINT) > 0)
    476     {
    477         TRACELOG(LOG_WARNING, "SetWindowState(FLAG_MSAA_4X_HINT) not available on target platform");
    478     }
    479 
    480     // State change: FLAG_INTERLACED_HINT
    481     if ((flags & FLAG_INTERLACED_HINT) > 0)
    482     {
    483         TRACELOG(LOG_WARNING, "SetWindowState(FLAG_INTERLACED_HINT) not available on target platform");
    484     }
    485 }
    486 
    487 // Clear window configuration state flags
    488 void ClearWindowState(unsigned int flags)
    489 {
    490     // Check previous state and requested state to apply required changes
    491     // NOTE: In most cases the functions already change the flags internally
    492 
    493     // State change: FLAG_VSYNC_HINT
    494     if ((flags & FLAG_VSYNC_HINT) > 0)
    495     {
    496         TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_VSYNC_HINT) not available on target platform");
    497     }
    498 
    499     // State change: FLAG_BORDERLESS_WINDOWED_MODE
    500     if ((flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0)
    501     {
    502         const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0);
    503         if (wasFullscreen)
    504         {
    505             const int canvasWidth = EM_ASM_INT( { return document.getElementById('canvas').width; }, 0);
    506             const int screenWidth = EM_ASM_INT( { return screen.width; }, 0);
    507             if ((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) || (screenWidth == canvasWidth)) EM_ASM(document.exitFullscreen(););
    508         }
    509 
    510         CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE;
    511     }
    512 
    513     // State change: FLAG_FULLSCREEN_MODE
    514     if ((flags & FLAG_FULLSCREEN_MODE) > 0)
    515     {
    516         const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0);
    517         if (wasFullscreen)
    518         {
    519             const int canvasWidth = EM_ASM_INT( { return document.getElementById('canvas').width; }, 0);
    520             const int canvasStyleWidth = EM_ASM_INT( { return parseInt(document.getElementById('canvas').style.width); }, 0);
    521             if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) || (canvasStyleWidth > canvasWidth)) EM_ASM(document.exitFullscreen(););
    522         }
    523 
    524         CORE.Window.fullscreen = false;
    525         CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
    526     }
    527 
    528     // State change: FLAG_WINDOW_RESIZABLE
    529     if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) && ((flags & FLAG_WINDOW_RESIZABLE) > 0))
    530     {
    531         glfwSetWindowAttrib(platform.handle, GLFW_RESIZABLE, GLFW_FALSE);
    532         CORE.Window.flags &= ~FLAG_WINDOW_RESIZABLE;
    533     }
    534 
    535     // State change: FLAG_WINDOW_HIDDEN
    536     if ((flags & FLAG_WINDOW_HIDDEN) > 0)
    537     {
    538         TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_HIDDEN) not available on target platform");
    539     }
    540 
    541     // State change: FLAG_WINDOW_MINIMIZED
    542     if ((flags & FLAG_WINDOW_MINIMIZED) > 0)
    543     {
    544         TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_MINIMIZED) not available on target platform");
    545     }
    546 
    547     // State change: FLAG_WINDOW_MAXIMIZED
    548     if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0))
    549     {
    550         if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE)
    551         {
    552             if (platform.unmaximizedWidth && platform.unmaximizedHeight) glfwSetWindowSize(platform.handle, platform.unmaximizedWidth, platform.unmaximizedHeight);
    553 
    554             CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
    555         }
    556     }
    557 
    558     // State change: FLAG_WINDOW_UNDECORATED
    559     if ((flags & FLAG_WINDOW_UNDECORATED) > 0)
    560     {
    561         TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_UNDECORATED) not available on target platform");
    562     }
    563 
    564     // State change: FLAG_WINDOW_UNFOCUSED
    565     if ((flags & FLAG_WINDOW_UNFOCUSED) > 0)
    566     {
    567         TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_UNFOCUSED) not available on target platform");
    568     }
    569 
    570     // State change: FLAG_WINDOW_TOPMOST
    571     if ((flags & FLAG_WINDOW_TOPMOST) > 0)
    572     {
    573         TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_TOPMOST) not available on target platform");
    574     }
    575 
    576     // State change: FLAG_WINDOW_ALWAYS_RUN
    577     if ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0)
    578     {
    579         TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_ALWAYS_RUN) not available on target platform");
    580     }
    581 
    582     // The following states can not be changed after window creation
    583     // NOTE: Review for PLATFORM_WEB
    584 
    585     // State change: FLAG_WINDOW_TRANSPARENT
    586     if ((flags & FLAG_WINDOW_TRANSPARENT) > 0)
    587     {
    588         TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_TRANSPARENT) not available on target platform");
    589     }
    590 
    591     // State change: FLAG_WINDOW_HIGHDPI
    592     if ((flags & FLAG_WINDOW_HIGHDPI) > 0)
    593     {
    594         TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_HIGHDPI) not available on target platform");
    595     }
    596 
    597     // State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
    598     if ((flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0)
    599     {
    600         TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_MOUSE_PASSTHROUGH) not available on target platform");
    601     }
    602 
    603     // State change: FLAG_MSAA_4X_HINT
    604     if ((flags & FLAG_MSAA_4X_HINT) > 0)
    605     {
    606         TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_MSAA_4X_HINT) not available on target platform");
    607     }
    608 
    609     // State change: FLAG_INTERLACED_HINT
    610     if ((flags & FLAG_INTERLACED_HINT) > 0)
    611     {
    612         TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_INTERLACED_HINT) not available on target platform");
    613     }
    614 }
    615 
    616 // Set icon for window
    617 void SetWindowIcon(Image image)
    618 {
    619     TRACELOG(LOG_WARNING, "SetWindowIcon() not available on target platform");
    620 }
    621 
    622 // Set icon for window, multiple images
    623 void SetWindowIcons(Image *images, int count)
    624 {
    625     TRACELOG(LOG_WARNING, "SetWindowIcons() not available on target platform");
    626 }
    627 
    628 // Set title for window
    629 void SetWindowTitle(const char *title)
    630 {
    631     CORE.Window.title = title;
    632     emscripten_set_window_title(title);
    633 }
    634 
    635 // Set window position on screen (windowed mode)
    636 void SetWindowPosition(int x, int y)
    637 {
    638     TRACELOG(LOG_WARNING, "SetWindowPosition() not available on target platform");
    639 }
    640 
    641 // Set monitor for the current window
    642 void SetWindowMonitor(int monitor)
    643 {
    644     TRACELOG(LOG_WARNING, "SetWindowMonitor() not available on target platform");
    645 }
    646 
    647 // Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
    648 void SetWindowMinSize(int width, int height)
    649 {
    650     CORE.Window.screenMin.width = width;
    651     CORE.Window.screenMin.height = height;
    652 
    653     // Trigger the resize event once to update the window minimum width and height
    654     if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != 0) EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL);
    655 }
    656 
    657 // Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
    658 void SetWindowMaxSize(int width, int height)
    659 {
    660     CORE.Window.screenMax.width = width;
    661     CORE.Window.screenMax.height = height;
    662 
    663     // Trigger the resize event once to update the window maximum width and height
    664     if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != 0) EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL);
    665 }
    666 
    667 // Set window dimensions
    668 void SetWindowSize(int width, int height)
    669 {
    670     glfwSetWindowSize(platform.handle, width, height);
    671 }
    672 
    673 // Set window opacity, value opacity is between 0.0 and 1.0
    674 void SetWindowOpacity(float opacity)
    675 {
    676     if (opacity >= 1.0f) opacity = 1.0f;
    677     else if (opacity <= 0.0f) opacity = 0.0f;
    678     EM_ASM({ document.getElementById('canvas').style.opacity = $0; }, opacity);
    679 }
    680 
    681 // Set window focused
    682 void SetWindowFocused(void)
    683 {
    684     TRACELOG(LOG_WARNING, "SetWindowFocused() not available on target platform");
    685 }
    686 
    687 // Get native window handle
    688 void *GetWindowHandle(void)
    689 {
    690     TRACELOG(LOG_WARNING, "GetWindowHandle() not implemented on target platform");
    691     return NULL;
    692 }
    693 
    694 // Get number of monitors
    695 int GetMonitorCount(void)
    696 {
    697     TRACELOG(LOG_WARNING, "GetMonitorCount() not implemented on target platform");
    698     return 1;
    699 }
    700 
    701 // Get number of monitors
    702 int GetCurrentMonitor(void)
    703 {
    704     TRACELOG(LOG_WARNING, "GetCurrentMonitor() not implemented on target platform");
    705     return 0;
    706 }
    707 
    708 // Get selected monitor position
    709 Vector2 GetMonitorPosition(int monitor)
    710 {
    711     TRACELOG(LOG_WARNING, "GetMonitorPosition() not implemented on target platform");
    712     return (Vector2){ 0, 0 };
    713 }
    714 
    715 // Get selected monitor width (currently used by monitor)
    716 int GetMonitorWidth(int monitor)
    717 {
    718     // NOTE: Returned value is limited to the current monitor where the browser window is located
    719     int width = 0;
    720     width = EM_ASM_INT( { return screen.width; }, 0);
    721     return width;
    722 }
    723 
    724 // Get selected monitor height (currently used by monitor)
    725 int GetMonitorHeight(int monitor)
    726 {
    727     // NOTE: Returned value is limited to the current monitor where the browser window is located
    728     int height = 0;
    729     height = EM_ASM_INT( { return screen.height; }, 0);
    730     return height;
    731 }
    732 
    733 // Get selected monitor physical width in millimetres
    734 int GetMonitorPhysicalWidth(int monitor)
    735 {
    736     TRACELOG(LOG_WARNING, "GetMonitorPhysicalWidth() not implemented on target platform");
    737     return 0;
    738 }
    739 
    740 // Get selected monitor physical height in millimetres
    741 int GetMonitorPhysicalHeight(int monitor)
    742 {
    743     TRACELOG(LOG_WARNING, "GetMonitorPhysicalHeight() not implemented on target platform");
    744     return 0;
    745 }
    746 
    747 // Get selected monitor refresh rate
    748 int GetMonitorRefreshRate(int monitor)
    749 {
    750     TRACELOG(LOG_WARNING, "GetMonitorRefreshRate() not implemented on target platform");
    751     return 0;
    752 }
    753 
    754 // Get the human-readable, UTF-8 encoded name of the selected monitor
    755 const char *GetMonitorName(int monitor)
    756 {
    757     TRACELOG(LOG_WARNING, "GetMonitorName() not implemented on target platform");
    758     return "";
    759 }
    760 
    761 // Get window position XY on monitor
    762 Vector2 GetWindowPosition(void)
    763 {
    764     // NOTE: Returned position is relative to the current monitor where the browser window is located
    765     Vector2 position = { 0, 0 };
    766     position.x = (float)EM_ASM_INT( { return window.screenX; }, 0);
    767     position.y = (float)EM_ASM_INT( { return window.screenY; }, 0);
    768     return position;
    769 }
    770 
    771 // Get window scale DPI factor for current monitor
    772 Vector2 GetWindowScaleDPI(void)
    773 {
    774     TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on target platform");
    775     return (Vector2){ 1.0f, 1.0f };
    776 }
    777 
    778 // Set clipboard text content
    779 void SetClipboardText(const char *text)
    780 {
    781     // Security check to (partially) avoid malicious code
    782     if (strchr(text, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided Clipboard could be potentially malicious, avoid [\'] character");
    783     else EM_ASM({ navigator.clipboard.writeText(UTF8ToString($0)); }, text);
    784 }
    785 
    786 // Get clipboard text content
    787 // NOTE: returned string is allocated and freed by GLFW
    788 const char *GetClipboardText(void)
    789 {
    790 /*
    791     // Accessing clipboard data from browser is tricky due to security reasons
    792     // The method to use is navigator.clipboard.readText() but this is an asynchronous method
    793     // that will return at some moment after the function is called with the required data
    794     emscripten_run_script_string("navigator.clipboard.readText() \
    795         .then(text => { document.getElementById('clipboard').innerText = text; console.log('Pasted content: ', text); }) \
    796         .catch(err => { console.error('Failed to read clipboard contents: ', err); });"
    797     );
    798 
    799     // The main issue is getting that data, one approach could be using ASYNCIFY and wait
    800     // for the data but it requires adding Asyncify emscripten library on compilation
    801 
    802     // Another approach could be just copy the data in a HTML text field and try to retrieve it
    803     // later on if available... and clean it for future accesses
    804 */
    805     return NULL;
    806 }
    807 
    808 // Show mouse cursor
    809 void ShowCursor(void)
    810 {
    811     if (CORE.Input.Mouse.cursorHidden)
    812     {
    813         EM_ASM( { document.getElementById("canvas").style.cursor = UTF8ToString($0); }, cursorLUT[CORE.Input.Mouse.cursor]);
    814 
    815         CORE.Input.Mouse.cursorHidden = false;
    816     }
    817 }
    818 
    819 // Hides mouse cursor
    820 void HideCursor(void)
    821 {
    822     if (!CORE.Input.Mouse.cursorHidden)
    823     {
    824         EM_ASM(document.getElementById('canvas').style.cursor = 'none';);
    825 
    826         CORE.Input.Mouse.cursorHidden = true;
    827     }
    828 }
    829 
    830 // Enables cursor (unlock cursor)
    831 void EnableCursor(void)
    832 {
    833     emscripten_exit_pointerlock();
    834 
    835     // Set cursor position in the middle
    836     SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
    837 
    838     // NOTE: CORE.Input.Mouse.cursorHidden handled by EmscriptenPointerlockCallback()
    839 }
    840 
    841 // Disables cursor (lock cursor)
    842 void DisableCursor(void)
    843 {
    844     // TODO: figure out how not to hard code the canvas ID here.
    845     emscripten_request_pointerlock("#canvas", 1);
    846 
    847     // Set cursor position in the middle
    848     SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
    849 
    850     // NOTE: CORE.Input.Mouse.cursorHidden handled by EmscriptenPointerlockCallback()
    851 }
    852 
    853 // Swap back buffer with front buffer (screen drawing)
    854 void SwapScreenBuffer(void)
    855 {
    856     glfwSwapBuffers(platform.handle);
    857 }
    858 
    859 //----------------------------------------------------------------------------------
    860 // Module Functions Definition: Misc
    861 //----------------------------------------------------------------------------------
    862 
    863 // Get elapsed time measure in seconds since InitTimer()
    864 double GetTime(void)
    865 {
    866     double time = glfwGetTime();   // Elapsed time since glfwInit()
    867     return time;
    868 }
    869 
    870 // Open URL with default system browser (if available)
    871 // NOTE: This function is only safe to use if you control the URL given.
    872 // A user could craft a malicious string performing another action.
    873 // Only call this function yourself not with user input or make sure to check the string yourself.
    874 // Ref: https://github.com/raysan5/raylib/issues/686
    875 void OpenURL(const char *url)
    876 {
    877     // Security check to (partially) avoid malicious code on target platform
    878     if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
    879     else emscripten_run_script(TextFormat("window.open('%s', '_blank')", url));
    880 }
    881 
    882 //----------------------------------------------------------------------------------
    883 // Module Functions Definition: Inputs
    884 //----------------------------------------------------------------------------------
    885 
    886 // Set internal gamepad mappings
    887 int SetGamepadMappings(const char *mappings)
    888 {
    889     TRACELOG(LOG_INFO, "SetGamepadMappings not implemented in rcore_web.c");
    890 
    891     return 0;
    892 }
    893 
    894 // Set gamepad vibration
    895 void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration)
    896 {
    897     if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (duration > 0.0f))
    898     {
    899         if (leftMotor < 0.0f) leftMotor = 0.0f;
    900         if (leftMotor > 1.0f) leftMotor = 1.0f;
    901         if (rightMotor < 0.0f) rightMotor = 0.0f;
    902         if (rightMotor > 1.0f) rightMotor = 1.0f;
    903         if (duration > MAX_GAMEPAD_VIBRATION_TIME) duration = MAX_GAMEPAD_VIBRATION_TIME;
    904         duration *= 1000.0f; // Convert duration to ms
    905 
    906         // Note: At the moment (2024.10.21) Chrome, Edge, Opera, Safari, Android Chrome, Android Webview only support the vibrationActuator API,
    907         //       and Firefox only supports the hapticActuators API
    908         EM_ASM({
    909             try
    910             {
    911                 navigator.getGamepads()[$0].vibrationActuator.playEffect('dual-rumble', { startDelay: 0, duration: $3, weakMagnitude: $1, strongMagnitude: $2 });
    912             }
    913             catch (e)
    914             {
    915                 try
    916                 {
    917                     navigator.getGamepads()[$0].hapticActuators[0].pulse($2, $3);
    918                 }
    919                 catch (e) { }
    920             }
    921         }, gamepad, leftMotor, rightMotor, duration);
    922     }
    923 }
    924 
    925 // Set mouse position XY
    926 void SetMousePosition(int x, int y)
    927 {
    928     CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
    929     CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
    930 
    931     if (CORE.Input.Mouse.cursorHidden) lockedMousePos = CORE.Input.Mouse.currentPosition;
    932 
    933     // NOTE: emscripten not implemented
    934     glfwSetCursorPos(platform.handle, CORE.Input.Mouse.currentPosition.x, CORE.Input.Mouse.currentPosition.y);
    935 }
    936 
    937 // Set mouse cursor
    938 void SetMouseCursor(int cursor)
    939 {
    940     if (CORE.Input.Mouse.cursor != cursor)
    941     {
    942         if (!CORE.Input.Mouse.cursorHidden) EM_ASM( { document.getElementById('canvas').style.cursor = UTF8ToString($0); }, cursorLUT[cursor]);
    943 
    944         CORE.Input.Mouse.cursor = cursor;
    945     }
    946 }
    947 
    948 // Get physical key name.
    949 const char *GetKeyName(int key)
    950 {
    951     TRACELOG(LOG_WARNING, "GetKeyName() not implemented on target platform");
    952     return "";
    953 }
    954 
    955 // Register all input events
    956 void PollInputEvents(void)
    957 {
    958 #if defined(SUPPORT_GESTURES_SYSTEM)
    959     // NOTE: Gestures update must be called every frame to reset gestures correctly
    960     // because ProcessGestureEvent() is just called on an event, not every frame
    961     UpdateGestures();
    962 #endif
    963 
    964     // Reset keys/chars pressed registered
    965     CORE.Input.Keyboard.keyPressedQueueCount = 0;
    966     CORE.Input.Keyboard.charPressedQueueCount = 0;
    967 
    968     // Reset last gamepad button/axis registered state
    969     CORE.Input.Gamepad.lastButtonPressed = 0;       // GAMEPAD_BUTTON_UNKNOWN
    970     //CORE.Input.Gamepad.axisCount = 0;
    971 
    972     // Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
    973 
    974     // Register previous keys states
    975     for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
    976     {
    977         CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
    978         CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
    979     }
    980 
    981     // Register previous mouse states
    982     for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
    983 
    984     // Register previous mouse wheel state
    985     CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
    986     CORE.Input.Mouse.currentWheelMove = (Vector2){ 0.0f, 0.0f };
    987 
    988     // Register previous mouse position
    989     CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
    990 
    991     // Register previous touch states
    992     for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
    993 
    994     // Reset touch positions
    995     // TODO: It resets on target platform the mouse position and not filled again until a move-event,
    996     // so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed!
    997     //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
    998 
    999     // Gamepad support using emscripten API
   1000     // NOTE: GLFW3 joystick functionality not available in web
   1001 
   1002     // Get number of gamepads connected
   1003     int numGamepads = 0;
   1004     if (emscripten_sample_gamepad_data() == EMSCRIPTEN_RESULT_SUCCESS) numGamepads = emscripten_get_num_gamepads();
   1005 
   1006     for (int i = 0; (i < numGamepads) && (i < MAX_GAMEPADS); i++)
   1007     {
   1008         // Register previous gamepad button states
   1009         for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
   1010 
   1011         EmscriptenGamepadEvent gamepadState;
   1012 
   1013         int result = emscripten_get_gamepad_status(i, &gamepadState);
   1014 
   1015         if (result == EMSCRIPTEN_RESULT_SUCCESS)
   1016         {
   1017             // Register buttons data for every connected gamepad
   1018             for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++)
   1019             {
   1020                 GamepadButton button = -1;
   1021 
   1022                 // Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface
   1023                 switch (j)
   1024                 {
   1025                     case 0: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
   1026                     case 1: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
   1027                     case 2: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
   1028                     case 3: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
   1029                     case 4: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
   1030                     case 5: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
   1031                     case 6: button = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
   1032                     case 7: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
   1033                     case 8: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
   1034                     case 9: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
   1035                     case 10: button = GAMEPAD_BUTTON_LEFT_THUMB; break;
   1036                     case 11: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
   1037                     case 12: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
   1038                     case 13: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
   1039                     case 14: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
   1040                     case 15: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
   1041                     default: break;
   1042                 }
   1043 
   1044                 if (button + 1 != 0)   // Check for valid button
   1045                 {
   1046                     if (gamepadState.digitalButton[j] == 1)
   1047                     {
   1048                         CORE.Input.Gamepad.currentButtonState[i][button] = 1;
   1049                         CORE.Input.Gamepad.lastButtonPressed = button;
   1050                     }
   1051                     else CORE.Input.Gamepad.currentButtonState[i][button] = 0;
   1052                 }
   1053 
   1054                 //TRACELOGD("INPUT: Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
   1055             }
   1056 
   1057             // Register axis data for every connected gamepad
   1058             for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
   1059             {
   1060                 CORE.Input.Gamepad.axisState[i][j] = gamepadState.axis[j];
   1061             }
   1062 
   1063             CORE.Input.Gamepad.axisCount[i] = gamepadState.numAxes;
   1064         }
   1065     }
   1066 
   1067     CORE.Window.resizedLastFrame = false;
   1068 
   1069     // TODO: This code does not seem to do anything??
   1070     //if (CORE.Window.eventWaiting) glfwWaitEvents();     // Wait for in input events before continue (drawing is paused)
   1071     //else glfwPollEvents(); // Poll input events: keyboard/mouse/window events (callbacks) --> WARNING: Where is key input reset?
   1072 }
   1073 
   1074 //----------------------------------------------------------------------------------
   1075 // Module Internal Functions Definition
   1076 //----------------------------------------------------------------------------------
   1077 
   1078 // Initialize platform: graphics, inputs and more
   1079 int InitPlatform(void)
   1080 {
   1081     glfwSetErrorCallback(ErrorCallback);
   1082 
   1083     // Initialize GLFW internal global state
   1084     int result = glfwInit();
   1085     if (result == GLFW_FALSE) { TRACELOG(LOG_WARNING, "GLFW: Failed to initialize GLFW"); return -1; }
   1086 
   1087     // Initialize graphic device: display/window and graphic context
   1088     //----------------------------------------------------------------------------
   1089     glfwDefaultWindowHints(); // Set default windows hints
   1090     // glfwWindowHint(GLFW_RED_BITS, 8);             // Framebuffer red color component bits
   1091     // glfwWindowHint(GLFW_GREEN_BITS, 8);           // Framebuffer green color component bits
   1092     // glfwWindowHint(GLFW_BLUE_BITS, 8);            // Framebuffer blue color component bits
   1093     // glfwWindowHint(GLFW_ALPHA_BITS, 8);           // Framebuffer alpha color component bits
   1094     // glfwWindowHint(GLFW_DEPTH_BITS, 24);          // Depthbuffer bits
   1095     // glfwWindowHint(GLFW_REFRESH_RATE, 0);         // Refresh rate for fullscreen window
   1096     // glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // OpenGL API to use. Alternative: GLFW_OPENGL_ES_API
   1097     // glfwWindowHint(GLFW_AUX_BUFFERS, 0);          // Number of auxiliar buffers
   1098 
   1099     // Check window creation flags
   1100     if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) CORE.Window.fullscreen = true;
   1101 
   1102     if ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // Visible window
   1103     else glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE); // Window initially hidden
   1104 
   1105     if ((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window
   1106     else glfwWindowHint(GLFW_DECORATED, GLFW_TRUE); // Decorated window
   1107 
   1108     if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // Resizable window
   1109     else glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); // Avoid window being resizable
   1110 
   1111     // Disable FLAG_WINDOW_MINIMIZED, not supported on initialization
   1112     if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;
   1113 
   1114     // Disable FLAG_WINDOW_MAXIMIZED, not supported on initialization
   1115     if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
   1116 
   1117     if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE);
   1118     else glfwWindowHint(GLFW_FOCUSED, GLFW_TRUE);
   1119 
   1120     if ((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) glfwWindowHint(GLFW_FLOATING, GLFW_TRUE);
   1121     else glfwWindowHint(GLFW_FLOATING, GLFW_FALSE);
   1122 
   1123     // NOTE: Some GLFW flags are not supported on HTML5
   1124     // e.g.: GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_MOUSE_PASSTHROUGH
   1125 
   1126     // Scale content area based on the monitor content scale where window is placed on
   1127     // NOTE: This feature requires emscripten 3.1.51
   1128     //if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE);
   1129     //else glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
   1130 
   1131     if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
   1132     {
   1133         // NOTE: MSAA is only enabled for main framebuffer, not user-created FBOs
   1134         TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
   1135         glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0
   1136     }
   1137 
   1138     // NOTE: When asking for an OpenGL context version, most drivers provide the highest supported version
   1139     // with backward compatibility to older OpenGL versions.
   1140     // For example, if using OpenGL 1.1, driver can provide a 4.3 backwards compatible context.
   1141 
   1142     // Check selection OpenGL version
   1143     if (rlGetVersion() == RL_OPENGL_21)
   1144     {
   1145         glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint)
   1146         glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint)
   1147     }
   1148     else if (rlGetVersion() == RL_OPENGL_33)
   1149     {
   1150         glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);                 // Choose OpenGL major version (just hint)
   1151         glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);                 // Choose OpenGL minor version (just hint)
   1152         glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
   1153                                                                        // Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
   1154         glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Forward Compatibility Hint: Only 3.3 and above!
   1155         // glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context
   1156     }
   1157     else if (rlGetVersion() == RL_OPENGL_43)
   1158     {
   1159         glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); // Choose OpenGL major version (just hint)
   1160         glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
   1161         glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
   1162         glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE);
   1163 #if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT)
   1164         glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Enable OpenGL Debug Context
   1165 #endif
   1166     }
   1167     else if (rlGetVersion() == RL_OPENGL_ES_20) // Request OpenGL ES 2.0 context
   1168     {
   1169         glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
   1170         glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
   1171         glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
   1172         glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
   1173     }
   1174     else if (rlGetVersion() == RL_OPENGL_ES_30) // Request OpenGL ES 3.0 context
   1175     {
   1176         // TODO: It seems WebGL 2.0 context is not set despite being requested
   1177         glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
   1178         glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
   1179         glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
   1180         glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
   1181     }
   1182 
   1183     // NOTE: Getting video modes is not implemented in emscripten GLFW3 version
   1184     CORE.Window.display.width = CORE.Window.screen.width;
   1185     CORE.Window.display.height = CORE.Window.screen.height;
   1186 
   1187     // Init fullscreen toggle required var:
   1188     platform.ourFullscreen = false;
   1189 
   1190     if (CORE.Window.fullscreen)
   1191     {
   1192         // remember center for switchinging from fullscreen to window
   1193         if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
   1194         {
   1195             // If screen width/height equal to the display, we can't calculate the window pos for toggling full-screened/windowed.
   1196             // Toggling full-screened/windowed with pos(0, 0) can cause problems in some platforms, such as X11.
   1197             CORE.Window.position.x = CORE.Window.display.width/4;
   1198             CORE.Window.position.y = CORE.Window.display.height/4;
   1199         }
   1200         else
   1201         {
   1202             CORE.Window.position.x = CORE.Window.display.width/2 - CORE.Window.screen.width/2;
   1203             CORE.Window.position.y = CORE.Window.display.height/2 - CORE.Window.screen.height/2;
   1204         }
   1205 
   1206         if (CORE.Window.position.x < 0) CORE.Window.position.x = 0;
   1207         if (CORE.Window.position.y < 0) CORE.Window.position.y = 0;
   1208 
   1209         // Obtain recommended CORE.Window.display.width/CORE.Window.display.height from a valid videomode for the monitor
   1210         int count = 0;
   1211         const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count);
   1212 
   1213         // Get closest video mode to desired CORE.Window.screen.width/CORE.Window.screen.height
   1214         for (int i = 0; i < count; i++)
   1215         {
   1216             if ((unsigned int)modes[i].width >= CORE.Window.screen.width)
   1217             {
   1218                 if ((unsigned int)modes[i].height >= CORE.Window.screen.height)
   1219                 {
   1220                     CORE.Window.display.width = modes[i].width;
   1221                     CORE.Window.display.height = modes[i].height;
   1222                     break;
   1223                 }
   1224             }
   1225         }
   1226 
   1227         TRACELOG(LOG_WARNING, "SYSTEM: Closest fullscreen videomode: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
   1228 
   1229         // NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example,
   1230         // for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3),
   1231         // framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched
   1232         // by the sides to fit all monitor space...
   1233 
   1234         // Try to setup the most appropriate fullscreen framebuffer for the requested screenWidth/screenHeight
   1235         // It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset)
   1236         // 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
   1237         // TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed...
   1238         // HighDPI monitors are properly considered in a following similar function: SetupViewport()
   1239         SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
   1240 
   1241         platform.handle = glfwCreateWindow(CORE.Window.display.width, CORE.Window.display.height, (CORE.Window.title != 0)? CORE.Window.title : " ", glfwGetPrimaryMonitor(), NULL);
   1242 
   1243         // NOTE: Full-screen change, not working properly...
   1244         // glfwSetWindowMonitor(platform.handle, glfwGetPrimaryMonitor(), 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
   1245     }
   1246     else
   1247     {
   1248         // No-fullscreen window creation
   1249         platform.handle = glfwCreateWindow(CORE.Window.screen.width, CORE.Window.screen.height, (CORE.Window.title != 0)? CORE.Window.title : " ", NULL, NULL);
   1250 
   1251         if (platform.handle)
   1252         {
   1253             CORE.Window.render.width = CORE.Window.screen.width;
   1254             CORE.Window.render.height = CORE.Window.screen.height;
   1255         }
   1256     }
   1257 
   1258     if (!platform.handle)
   1259     {
   1260         glfwTerminate();
   1261         TRACELOG(LOG_WARNING, "GLFW: Failed to initialize Window");
   1262         return -1;
   1263     }
   1264 
   1265     // WARNING: glfwCreateWindow() title doesn't work with emscripten
   1266     emscripten_set_window_title((CORE.Window.title != 0)? CORE.Window.title : " ");
   1267 
   1268     // Set window callback events
   1269     glfwSetWindowSizeCallback(platform.handle, WindowSizeCallback); // NOTE: Resizing not allowed by default!
   1270     glfwSetWindowIconifyCallback(platform.handle, WindowIconifyCallback);
   1271     glfwSetWindowFocusCallback(platform.handle, WindowFocusCallback);
   1272     glfwSetDropCallback(platform.handle, WindowDropCallback);
   1273 
   1274     if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
   1275     {
   1276        glfwSetWindowContentScaleCallback(platform.handle, WindowContentScaleCallback);
   1277     }
   1278 
   1279     // Set input callback events
   1280     glfwSetKeyCallback(platform.handle, KeyCallback);
   1281     glfwSetCharCallback(platform.handle, CharCallback);
   1282     glfwSetMouseButtonCallback(platform.handle, MouseButtonCallback);
   1283     glfwSetCursorPosCallback(platform.handle, MouseCursorPosCallback); // Track mouse position changes
   1284     glfwSetScrollCallback(platform.handle, MouseScrollCallback);
   1285     glfwSetCursorEnterCallback(platform.handle, CursorEnterCallback);
   1286 
   1287     glfwMakeContextCurrent(platform.handle);
   1288     result = true; // TODO: WARNING: glfwGetError(NULL); symbol can not be found in Web
   1289 
   1290     // Check context activation
   1291     if (result == true) //(result != GLFW_NO_WINDOW_CONTEXT) && (result != GLFW_PLATFORM_ERROR))
   1292     {
   1293         CORE.Window.ready = true;
   1294 
   1295         int fbWidth = CORE.Window.screen.width;
   1296         int fbHeight = CORE.Window.screen.height;
   1297 
   1298         CORE.Window.render.width = fbWidth;
   1299         CORE.Window.render.height = fbHeight;
   1300         CORE.Window.currentFbo.width = fbWidth;
   1301         CORE.Window.currentFbo.height = fbHeight;
   1302 
   1303         TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
   1304         TRACELOG(LOG_INFO, "    > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
   1305         TRACELOG(LOG_INFO, "    > Screen size:  %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
   1306         TRACELOG(LOG_INFO, "    > Render size:  %i x %i", CORE.Window.render.width, CORE.Window.render.height);
   1307         TRACELOG(LOG_INFO, "    > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
   1308     }
   1309     else
   1310     {
   1311         TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphics device");
   1312         return -1;
   1313     }
   1314 
   1315     if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
   1316 
   1317     // If graphic device is no properly initialized, we end program
   1318     if (!CORE.Window.ready) { TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphic device"); return -1; }
   1319 
   1320     // Load OpenGL extensions
   1321     // NOTE: GL procedures address loader is required to load extensions
   1322     rlLoadExtensions(glfwGetProcAddress);
   1323     //----------------------------------------------------------------------------
   1324 
   1325     // Initialize input events callbacks
   1326     //----------------------------------------------------------------------------
   1327     // Setup callback functions for the DOM events
   1328     emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenFullscreenChangeCallback);
   1329 
   1330     // WARNING: Below resize code was breaking fullscreen mode for sample games and examples, it needs review
   1331     // Check fullscreen change events(note this is done on the window since most browsers don't support this on #canvas)
   1332     // emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenResizeCallback);
   1333     // Check Resize event (note this is done on the window since most browsers don't support this on #canvas)
   1334     emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenResizeCallback);
   1335 
   1336     // Trigger this once to get initial window sizing
   1337     EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL);
   1338 
   1339     // Support keyboard events -> Not used, GLFW.JS takes care of that
   1340     // emscripten_set_keypress_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
   1341     // emscripten_set_keydown_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
   1342 
   1343     // Support mouse events
   1344     emscripten_set_click_callback("#canvas", NULL, 1, EmscriptenMouseCallback);
   1345     emscripten_set_pointerlockchange_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenPointerlockCallback);
   1346 
   1347     // Following the mouse delta when the mouse is locked
   1348     emscripten_set_mousemove_callback("#canvas", NULL, 1, EmscriptenMouseMoveCallback);
   1349 
   1350     // Support touch events
   1351     emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
   1352     emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
   1353     emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
   1354     emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
   1355 
   1356     // Support gamepad events (not provided by GLFW3 on emscripten)
   1357     emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback);
   1358     emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback);
   1359     //----------------------------------------------------------------------------
   1360 
   1361     // Initialize timing system
   1362     //----------------------------------------------------------------------------
   1363     InitTimer();
   1364     //----------------------------------------------------------------------------
   1365 
   1366     // Initialize storage system
   1367     //----------------------------------------------------------------------------
   1368     CORE.Storage.basePath = GetWorkingDirectory();
   1369     //----------------------------------------------------------------------------
   1370 
   1371     TRACELOG(LOG_INFO, "PLATFORM: WEB: Initialized successfully");
   1372 
   1373     return 0;
   1374 }
   1375 
   1376 // Close platform
   1377 void ClosePlatform(void)
   1378 {
   1379     glfwDestroyWindow(platform.handle);
   1380     glfwTerminate();
   1381 }
   1382 
   1383 // GLFW3 Error Callback, runs on GLFW3 error
   1384 static void ErrorCallback(int error, const char *description)
   1385 {
   1386     TRACELOG(LOG_WARNING, "GLFW: Error: %i Description: %s", error, description);
   1387 }
   1388 
   1389 // GLFW3 WindowSize Callback, runs when window is resizedLastFrame
   1390 // NOTE: Window resizing not allowed by default
   1391 static void WindowSizeCallback(GLFWwindow *window, int width, int height)
   1392 {
   1393     // Reset viewport and projection matrix for new size
   1394     SetupViewport(width, height);
   1395 
   1396     CORE.Window.currentFbo.width = width;
   1397     CORE.Window.currentFbo.height = height;
   1398     CORE.Window.resizedLastFrame = true;
   1399 
   1400     if (IsWindowFullscreen()) return;
   1401 
   1402     // Set current screen size
   1403     if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
   1404     {
   1405         Vector2 windowScaleDPI = GetWindowScaleDPI();
   1406 
   1407         CORE.Window.screen.width = (unsigned int)(width/windowScaleDPI.x);
   1408         CORE.Window.screen.height = (unsigned int)(height/windowScaleDPI.y);
   1409     }
   1410     else
   1411     {
   1412         CORE.Window.screen.width = width;
   1413         CORE.Window.screen.height = height;
   1414     }
   1415 
   1416     // NOTE: Postprocessing texture is not scaled to new size
   1417 }
   1418 
   1419 static void WindowContentScaleCallback(GLFWwindow *window, float scalex, float scaley)
   1420 {
   1421     CORE.Window.screenScale = MatrixScale(scalex, scaley, 1.0f);
   1422 }
   1423 
   1424 // GLFW3 WindowIconify Callback, runs when window is minimized/restored
   1425 static void WindowIconifyCallback(GLFWwindow *window, int iconified)
   1426 {
   1427     if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED;  // The window was iconified
   1428     else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;           // The window was restored
   1429 }
   1430 
   1431 /*
   1432 // GLFW3 Window Maximize Callback, runs when window is maximized
   1433 static void WindowMaximizeCallback(GLFWwindow *window, int maximized)
   1434 {
   1435     // TODO.
   1436 }
   1437 */
   1438 
   1439 // GLFW3 WindowFocus Callback, runs when window get/lose focus
   1440 static void WindowFocusCallback(GLFWwindow *window, int focused)
   1441 {
   1442     if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED;   // The window was focused
   1443     else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED;            // The window lost focus
   1444 }
   1445 
   1446 // GLFW3 Window Drop Callback, runs when drop files into window
   1447 static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
   1448 {
   1449     if (count > 0)
   1450     {
   1451         // In case previous dropped filepaths have not been freed, we free them
   1452         if (CORE.Window.dropFileCount > 0)
   1453         {
   1454             for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]);
   1455 
   1456             RL_FREE(CORE.Window.dropFilepaths);
   1457 
   1458             CORE.Window.dropFileCount = 0;
   1459             CORE.Window.dropFilepaths = NULL;
   1460         }
   1461 
   1462         // WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy
   1463         CORE.Window.dropFileCount = count;
   1464         CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *));
   1465 
   1466         for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++)
   1467         {
   1468             CORE.Window.dropFilepaths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
   1469             strcpy(CORE.Window.dropFilepaths[i], paths[i]);
   1470         }
   1471     }
   1472 }
   1473 
   1474 // GLFW3 Keyboard Callback, runs on key pressed
   1475 static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
   1476 {
   1477     if (key < 0) return;    // Security check, macOS fn key generates -1
   1478 
   1479     // WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
   1480     // to work properly with our implementation (IsKeyDown/IsKeyUp checks)
   1481     if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
   1482     else if(action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1;
   1483     else if(action == GLFW_REPEAT) CORE.Input.Keyboard.keyRepeatInFrame[key] = 1;
   1484 
   1485     // Check if there is space available in the key queue
   1486     if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS))
   1487     {
   1488         // Add character to the queue
   1489         CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
   1490         CORE.Input.Keyboard.keyPressedQueueCount++;
   1491     }
   1492 
   1493     // Check the exit key to set close window
   1494     if ((key == CORE.Input.Keyboard.exitKey) && (action == GLFW_PRESS)) glfwSetWindowShouldClose(platform.handle, GLFW_TRUE);
   1495 }
   1496 
   1497 // GLFW3 Char Key Callback, runs on key down (gets equivalent unicode char value)
   1498 static void CharCallback(GLFWwindow *window, unsigned int key)
   1499 {
   1500     //TRACELOG(LOG_DEBUG, "Char Callback: KEY:%i(%c)", key, key);
   1501 
   1502     // NOTE: Registers any key down considering OS keyboard layout but
   1503     // does not detect action events, those should be managed by user...
   1504     // Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
   1505     // Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
   1506 
   1507     // Check if there is space available in the queue
   1508     if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
   1509     {
   1510         // Add character to the queue
   1511         CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = key;
   1512         CORE.Input.Keyboard.charPressedQueueCount++;
   1513     }
   1514 }
   1515 
   1516 // GLFW3 Mouse Button Callback, runs on mouse button pressed
   1517 static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
   1518 {
   1519     // WARNING: GLFW could only return GLFW_PRESS (1) or GLFW_RELEASE (0) for now,
   1520     // but future releases may add more actions (i.e. GLFW_REPEAT)
   1521     CORE.Input.Mouse.currentButtonState[button] = action;
   1522     CORE.Input.Touch.currentTouchState[button] = action;
   1523 
   1524 #if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
   1525     // Process mouse events as touches to be able to use mouse-gestures
   1526     GestureEvent gestureEvent = { 0 };
   1527 
   1528     // Register touch actions
   1529     if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
   1530     else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_ACTION_UP;
   1531 
   1532     // NOTE: TOUCH_ACTION_MOVE event is registered in MouseCursorPosCallback()
   1533 
   1534     // Assign a pointer ID
   1535     gestureEvent.pointId[0] = 0;
   1536 
   1537     // Register touch points count
   1538     gestureEvent.pointCount = 1;
   1539 
   1540     // Register touch points position, only one point registered
   1541     gestureEvent.position[0] = GetMousePosition();
   1542 
   1543     // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
   1544     gestureEvent.position[0].x /= (float)GetScreenWidth();
   1545     gestureEvent.position[0].y /= (float)GetScreenHeight();
   1546 
   1547     // Gesture data is sent to gestures-system for processing
   1548     // Prevent calling ProcessGestureEvent() when Emscripten is present and there's a touch gesture, so EmscriptenTouchCallback() can handle it itself
   1549     if (GetMouseX() != 0 || GetMouseY() != 0) ProcessGestureEvent(gestureEvent);
   1550 
   1551 #endif
   1552 }
   1553 
   1554 // GLFW3 Cursor Position Callback, runs on mouse move
   1555 static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
   1556 {
   1557     // If the pointer is not locked, follow the position
   1558     if (!CORE.Input.Mouse.cursorHidden)
   1559     {
   1560         CORE.Input.Mouse.currentPosition.x = (float)x;
   1561         CORE.Input.Mouse.currentPosition.y = (float)y;
   1562         CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
   1563     }
   1564 
   1565 #if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
   1566     // Process mouse events as touches to be able to use mouse-gestures
   1567     GestureEvent gestureEvent = { 0 };
   1568 
   1569     gestureEvent.touchAction = TOUCH_ACTION_MOVE;
   1570 
   1571     // Assign a pointer ID
   1572     gestureEvent.pointId[0] = 0;
   1573 
   1574     // Register touch points count
   1575     gestureEvent.pointCount = 1;
   1576 
   1577     // Register touch points position, only one point registered
   1578     gestureEvent.position[0] = CORE.Input.Touch.position[0];
   1579 
   1580     // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
   1581     gestureEvent.position[0].x /= (float)GetScreenWidth();
   1582     gestureEvent.position[0].y /= (float)GetScreenHeight();
   1583 
   1584     // Gesture data is sent to gestures-system for processing
   1585     ProcessGestureEvent(gestureEvent);
   1586 #endif
   1587 }
   1588 
   1589 static EM_BOOL EmscriptenMouseMoveCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData)
   1590 {
   1591     // To emulate the GLFW_RAW_MOUSE_MOTION property.
   1592     if (CORE.Input.Mouse.cursorHidden)
   1593     {
   1594         CORE.Input.Mouse.previousPosition.x = lockedMousePos.x - mouseEvent->movementX;
   1595         CORE.Input.Mouse.previousPosition.y = lockedMousePos.y - mouseEvent->movementY;
   1596     }
   1597 
   1598     return 1; // The event was consumed by the callback handler
   1599 }
   1600 
   1601 // GLFW3 Scrolling Callback, runs on mouse wheel
   1602 static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
   1603 {
   1604     CORE.Input.Mouse.currentWheelMove = (Vector2){ (float)xoffset, (float)yoffset };
   1605 }
   1606 
   1607 // GLFW3 CursorEnter Callback, when cursor enters the window
   1608 static void CursorEnterCallback(GLFWwindow *window, int enter)
   1609 {
   1610     if (enter) CORE.Input.Mouse.cursorOnScreen = true;
   1611     else CORE.Input.Mouse.cursorOnScreen = false;
   1612 }
   1613 
   1614 // Register fullscreen change events
   1615 static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData)
   1616 {
   1617     // NOTE: 1. Reset the fullscreen flags if the user left fullscreen manually by pressing the Escape key
   1618     //       2. Which is a necessary safeguard because that case will bypass the toggles CORE.Window.flags resets
   1619     if (platform.ourFullscreen) platform.ourFullscreen = false;
   1620     else
   1621     {
   1622         const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0);
   1623         if (!wasFullscreen)
   1624         {
   1625             CORE.Window.fullscreen = false;
   1626             CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
   1627             CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE;
   1628         }
   1629     }
   1630 
   1631     return 1; // The event was consumed by the callback handler
   1632 }
   1633 
   1634 // Register window resize event
   1635 // static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData)
   1636 // {
   1637 //     // TODO: Implement EmscriptenWindowResizedCallback()?
   1638 
   1639 //     return 1; // The event was consumed by the callback handler
   1640 // }
   1641 
   1642 // Register DOM element resize event
   1643 static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData)
   1644 {
   1645     // Don't resize non-resizeable windows
   1646     if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) == 0) return 1;
   1647 
   1648     // This event is called whenever the window changes sizes,
   1649     // so the size of the canvas object is explicitly retrieved below
   1650     int width = EM_ASM_INT( return window.innerWidth; );
   1651     int height = EM_ASM_INT( return window.innerHeight; );
   1652 
   1653     if (width < (int)CORE.Window.screenMin.width) width = CORE.Window.screenMin.width;
   1654     else if (width > (int)CORE.Window.screenMax.width && CORE.Window.screenMax.width > 0) width = CORE.Window.screenMax.width;
   1655 
   1656     if (height < (int)CORE.Window.screenMin.height) height = CORE.Window.screenMin.height;
   1657     else if (height > (int)CORE.Window.screenMax.height && CORE.Window.screenMax.height > 0) height = CORE.Window.screenMax.height;
   1658 
   1659     emscripten_set_canvas_element_size("#canvas", width, height);
   1660 
   1661     SetupViewport(width, height); // Reset viewport and projection matrix for new size
   1662 
   1663     CORE.Window.currentFbo.width = width;
   1664     CORE.Window.currentFbo.height = height;
   1665     CORE.Window.resizedLastFrame = true;
   1666 
   1667     if (IsWindowFullscreen()) return 1;
   1668 
   1669     // Set current screen size
   1670     CORE.Window.screen.width = width;
   1671     CORE.Window.screen.height = height;
   1672 
   1673     // NOTE: Postprocessing texture is not scaled to new size
   1674 
   1675     return 0;
   1676 }
   1677 
   1678 // Register mouse input events
   1679 static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData)
   1680 {
   1681     // This is only for registering mouse click events with emscripten and doesn't need to do anything
   1682 
   1683     return 1; // The event was consumed by the callback handler
   1684 }
   1685 
   1686 // Register pointer lock events
   1687 static EM_BOOL EmscriptenPointerlockCallback(int eventType, const EmscriptenPointerlockChangeEvent *pointerlockChangeEvent, void *userData)
   1688 {
   1689     CORE.Input.Mouse.cursorHidden = EM_ASM_INT( { if (document.pointerLockElement) return 1; }, 0);
   1690 
   1691     if (CORE.Input.Mouse.cursorHidden)
   1692     {
   1693         lockedMousePos = CORE.Input.Mouse.currentPosition;
   1694         CORE.Input.Mouse.previousPosition = lockedMousePos;
   1695     }
   1696 
   1697     return 1; // The event was consumed by the callback handler
   1698 }
   1699 
   1700 // Register connected/disconnected gamepads events
   1701 static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData)
   1702 {
   1703     /*
   1704     TRACELOGD("%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"",
   1705            eventType != 0? emscripten_event_type_to_string(eventType) : "Gamepad state",
   1706            gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping);
   1707 
   1708     for (int i = 0; i < gamepadEvent->numAxes; ++i) TRACELOGD("Axis %d: %g", i, gamepadEvent->axis[i]);
   1709     for (int i = 0; i < gamepadEvent->numButtons; ++i) TRACELOGD("Button %d: Digital: %d, Analog: %g", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]);
   1710     */
   1711 
   1712     if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS))
   1713     {
   1714         CORE.Input.Gamepad.ready[gamepadEvent->index] = true;
   1715         sprintf(CORE.Input.Gamepad.name[gamepadEvent->index], "%s", gamepadEvent->id);
   1716     }
   1717     else CORE.Input.Gamepad.ready[gamepadEvent->index] = false;
   1718 
   1719     return 1; // The event was consumed by the callback handler
   1720 }
   1721 
   1722 // Register touch input events
   1723 static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
   1724 {
   1725     // Register touch points count
   1726     CORE.Input.Touch.pointCount = touchEvent->numTouches;
   1727 
   1728     double canvasWidth = 0.0;
   1729     double canvasHeight = 0.0;
   1730     // NOTE: emscripten_get_canvas_element_size() returns canvas.width and canvas.height but
   1731     // we are looking for actual CSS size: canvas.style.width and canvas.style.height
   1732     // EMSCRIPTEN_RESULT res = emscripten_get_canvas_element_size("#canvas", &canvasWidth, &canvasHeight);
   1733     emscripten_get_element_css_size("#canvas", &canvasWidth, &canvasHeight);
   1734 
   1735     for (int i = 0; (i < CORE.Input.Touch.pointCount) && (i < MAX_TOUCH_POINTS); i++)
   1736     {
   1737         // Register touch points id
   1738         CORE.Input.Touch.pointId[i] = touchEvent->touches[i].identifier;
   1739 
   1740         // Register touch points position
   1741         CORE.Input.Touch.position[i] = (Vector2){touchEvent->touches[i].targetX, touchEvent->touches[i].targetY};
   1742 
   1743         // Normalize gestureEvent.position[x] for CORE.Window.screen.width and CORE.Window.screen.height
   1744         CORE.Input.Touch.position[i].x *= ((float)GetScreenWidth()/(float)canvasWidth);
   1745         CORE.Input.Touch.position[i].y *= ((float)GetScreenHeight()/(float)canvasHeight);
   1746 
   1747         if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) CORE.Input.Touch.currentTouchState[i] = 1;
   1748         else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) CORE.Input.Touch.currentTouchState[i] = 0;
   1749     }
   1750 
   1751     // Update mouse position if we detect a single touch.
   1752     if (CORE.Input.Touch.pointCount == 1)
   1753     {
   1754         CORE.Input.Mouse.currentPosition.x = CORE.Input.Touch.position[0].x;
   1755         CORE.Input.Mouse.currentPosition.y = CORE.Input.Touch.position[0].y;
   1756     }
   1757 
   1758 #if defined(SUPPORT_GESTURES_SYSTEM)
   1759     GestureEvent gestureEvent = {0};
   1760 
   1761     gestureEvent.pointCount = CORE.Input.Touch.pointCount;
   1762 
   1763     // Register touch actions
   1764     if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
   1765     else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_ACTION_UP;
   1766     else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_ACTION_MOVE;
   1767     else if (eventType == EMSCRIPTEN_EVENT_TOUCHCANCEL) gestureEvent.touchAction = TOUCH_ACTION_CANCEL;
   1768 
   1769     for (int i = 0; (i < gestureEvent.pointCount) && (i < MAX_TOUCH_POINTS); i++)
   1770     {
   1771         gestureEvent.pointId[i] = CORE.Input.Touch.pointId[i];
   1772         gestureEvent.position[i] = CORE.Input.Touch.position[i];
   1773 
   1774         // Normalize gestureEvent.position[i]
   1775         gestureEvent.position[i].x /= (float)GetScreenWidth();
   1776         gestureEvent.position[i].y /= (float)GetScreenHeight();
   1777     }
   1778 
   1779     // Gesture data is sent to gestures system for processing
   1780     ProcessGestureEvent(gestureEvent);
   1781 #endif
   1782 
   1783     if (eventType == EMSCRIPTEN_EVENT_TOUCHEND)
   1784     {
   1785         CORE.Input.Touch.pointCount--;
   1786         if (CORE.Input.Touch.pointCount < 0) CORE.Input.Touch.pointCount = 0;
   1787     }
   1788 
   1789     return 1; // The event was consumed by the callback handler
   1790 }
   1791 
   1792 // EOF