raylib-go/raylib/platforms/rcore_desktop_rgfw.c
2024-05-09 17:21:05 +02:00

1520 lines
51 KiB
C

/**********************************************************************************************
*
* rcore_desktop_rgfw template - Functions to manage window, graphics device and inputs
*
* PLATFORM: RGFW
* - Windows (Win32, Win64)
* - Linux (X11/Wayland desktop mode)
* - MacOS (Cocoa)
*
* LIMITATIONS:
* - Limitation 01
* - Limitation 02
*
* POSSIBLE IMPROVEMENTS:
* - Improvement 01
* - Improvement 02
*
* ADDITIONAL NOTES:
* - TRACELOG() function is located in raylib [utils] module
*
* CONFIGURATION:
* #define RCORE_PLATFORM_CUSTOM_FLAG
* Custom flag for rcore on target platform -not used-
*
* DEPENDENCIES:
* - RGFW.h (main library): Windowing and inputs management
* - gestures: Gestures system for touch-ready devices (or simulated from mouse inputs)
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5), Colleague Riley and contributors
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#ifdef GRAPHICS_API_OPENGL_ES2
#define RGFW_OPENGL_ES2
#endif
void ShowCursor(void);
void CloseWindow(void);
#define _INPUT_EVENT_CODES_H
#define _APISETSTRING_
#define RGFWDEF
#define _XTYPEDEF_FONT
#define RGFW_IMPLEMENTATION
#define WIN32_LEAN_AND_MEAN
#define Rectangle rectangle_win32
#define CloseWindow CloseWindow_win32
#define ShowCursor __imp_ShowCursor
#define Point NSPOINT
#define Size NSSIZE
#ifdef _MSC_VER
__declspec(dllimport) int __stdcall MultiByteToWideChar(unsigned int CodePage, unsigned long dwFlags, const char* lpMultiByteStr, int cbMultiByte, wchar_t* lpWideCharStr, int cchWideChar);
#endif
#include "../external/RGFW.h"
#undef DrawText
#undef Rectangle
#undef ShowCursor
#undef CloseWindow
#undef Point
#undef Size
#define Rectangle struct Rectangle
void CloseWindow(void);
void ShowCursor(void);
#include <stdbool.h>
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct {
// TODO: Define the platform specific variables required
RGFW_window* window; // Native display device (physical screen connection)
} PlatformData;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
extern CoreData CORE; // Global CORE state context
static PlatformData platform = { NULL }; // Platform specific
//----------------------------------------------------------------------------------
// Module Internal Functions Declaration
//----------------------------------------------------------------------------------
int InitPlatform(void); // Initialize platform (graphics, inputs and more)
bool InitGraphicsDevice(void); // Initialize graphics device
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
// NOTE: Functions declaration is provided by raylib.h
//----------------------------------------------------------------------------------
// Module Functions Definition: Window and Graphics Device
//----------------------------------------------------------------------------------
// Check if application should close
bool WindowShouldClose(void)
{
if (CORE.Window.shouldClose == false)
CORE.Window.shouldClose = RGFW_window_shouldClose(platform.window);
if (CORE.Window.ready) return CORE.Window.shouldClose;
else return true;
}
// Toggle fullscreen mode
void ToggleFullscreen(void)
{
RGFW_window_maximize(platform.window);
ToggleBorderlessWindowed();
}
// Toggle borderless windowed mode
void ToggleBorderlessWindowed(void)
{
CORE.Window.flags & FLAG_WINDOW_UNDECORATED;
if (platform.window != NULL)
TRACELOG(LOG_WARNING, "ToggleBorderlessWindowed() after window creation not available on target platform");
}
// Set window state: maximized, if resizable
void MaximizeWindow(void)
{
RGFW_window_maximize(platform.window);
}
// Set window state: minimized
void MinimizeWindow(void)
{
RGFW_window_minimize(platform.window);
}
// Set window state: not minimized/maximized
void RestoreWindow(void)
{
RGFW_window_restore(platform.window);
}
// Set window configuration state using flags
void SetWindowState(unsigned int flags)
{
CORE.Window.flags |= flags;
if (flags & FLAG_VSYNC_HINT)
{
RGFW_window_swapInterval(platform.window, 1);
}
if (flags & FLAG_FULLSCREEN_MODE)
{
RGFW_window_maximize(platform.window);
ToggleBorderlessWindowed();
}
if (flags & FLAG_WINDOW_RESIZABLE)
{
RGFW_window_setMaxSize(platform.window, RGFW_AREA(platform.window->r.w, platform.window->r.h));
RGFW_window_setMinSize(platform.window, RGFW_AREA(platform.window->r.w, platform.window->r.h));
}
if (flags & FLAG_WINDOW_UNDECORATED)
{
ToggleBorderlessWindowed();
}
if (flags & FLAG_WINDOW_HIDDEN)
{
RGFW_window_hide(platform.window);
}
if (flags & FLAG_WINDOW_MINIMIZED)
{
RGFW_window_minimize(platform.window);
}
if (flags & FLAG_WINDOW_MAXIMIZED)
{
RGFW_window_maximize(platform.window);
}
if (flags & FLAG_WINDOW_UNFOCUSED)
{
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_UNFOCUSED is not supported on PLATFORM_DESKTOP_SDL");
}
if (flags & FLAG_WINDOW_TOPMOST)
{
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_TOPMOST is not supported on PLATFORM_DESKTOP_RGFW");
}
if (flags & FLAG_WINDOW_ALWAYS_RUN)
{
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_ALWAYS_RUN is not supported on PLATFORM_DESKTOP_RGFW");
}
if (flags & FLAG_WINDOW_TRANSPARENT)
{
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_TRANSPARENT is not supported on PLATFORM_DESKTOP_RGFW");
}
if (flags & FLAG_WINDOW_HIGHDPI)
{
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_HIGHDPI is not supported on PLATFORM_DESKTOP_RGFW");
}
if (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH)
{
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_MOUSE_PASSTHROUGH is not supported on PLATFORM_DESKTOP_RGFW");
}
if (flags & FLAG_BORDERLESS_WINDOWED_MODE)
{
ToggleBorderlessWindowed();
}
if (flags & FLAG_MSAA_4X_HINT)
{
RGFW_setGLSamples(4);
}
if (flags & FLAG_INTERLACED_HINT)
{
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_INTERLACED_HINT is not supported on PLATFORM_DESKTOP_RGFW");
}
}
// Clear window configuration state flags
void ClearWindowState(unsigned int flags)
{
CORE.Window.flags &= ~flags;
if (flags & FLAG_VSYNC_HINT)
{
RGFW_window_swapInterval(platform.window, 0);
}
if (flags & FLAG_FULLSCREEN_MODE)
{
ToggleBorderlessWindowed();
RGFW_window_restore(platform.window);
CORE.Window.fullscreen = false;
}
if (flags & FLAG_WINDOW_RESIZABLE)
{
RGFW_window_setMaxSize(platform.window, RGFW_AREA(0, 0));
RGFW_window_setMinSize(platform.window, RGFW_AREA(0, 0));
}
if (flags & FLAG_WINDOW_UNDECORATED)
{
ToggleBorderlessWindowed();
}
if (flags & FLAG_WINDOW_HIDDEN)
{
RGFW_window_show(platform.window);
}
if (flags & FLAG_WINDOW_MINIMIZED)
{
RGFW_window_restore(platform.window);
}
if (flags & FLAG_WINDOW_MAXIMIZED)
{
RGFW_window_restore(platform.window);
}
if (flags & FLAG_WINDOW_UNFOCUSED)
{
TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_UNFOCUSED is not supported on PLATFORM_DESKTOP_RGFW");
}
if (flags & FLAG_WINDOW_TOPMOST)
{
TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_TOPMOST is not supported on PLATFORM_DESKTOP_RGFW");
}
if (flags & FLAG_WINDOW_ALWAYS_RUN)
{
TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_ALWAYS_RUN is not supported on PLATFORM_DESKTOP_RGFW");
}
if (flags & FLAG_WINDOW_TRANSPARENT)
{
TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_TRANSPARENT is not supported on PLATFORM_DESKTOP_RGFW");
}
if (flags & FLAG_WINDOW_HIGHDPI)
{
// NOTE: There also doesn't seem to be a feature to disable high DPI once enabled
TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_HIGHDPI is not supported on PLATFORM_DESKTOP_RGFW");
}
if (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH)
{
//SDL_SetWindowGrab(platform.window, SDL_TRUE);
TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_MOUSE_PASSTHROUGH is not supported on PLATFORM_DESKTOP_RGFW");
}
if (flags & FLAG_BORDERLESS_WINDOWED_MODE)
{
ToggleFullscreen();
}
if (flags & FLAG_MSAA_4X_HINT)
{
RGFW_setGLSamples(0);
}
if (flags & FLAG_INTERLACED_HINT)
{
TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_INTERLACED_HINT is not supported on PLATFORM_DESKTOP_RGFW");
}
}
// Set icon for window
void SetWindowIcon(Image image)
{
i32 channels = 4;
switch (image.format) {
case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE:
case PIXELFORMAT_UNCOMPRESSED_R16: // 16 bpp (1 channel - half float)
case PIXELFORMAT_UNCOMPRESSED_R32: // 32 bpp (1 channel - float)
channels = 1;
break;
case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: // 8*2 bpp (2 channels)
case PIXELFORMAT_UNCOMPRESSED_R5G6B5: // 16 bpp
case PIXELFORMAT_UNCOMPRESSED_R8G8B8: // 24 bpp
case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: // 16 bpp (1 bit alpha)
case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: // 16 bpp (4 bit alpha)
case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: // 32 bpp
channels = 2;
break;
case PIXELFORMAT_UNCOMPRESSED_R32G32B32: // 32*3 bpp (3 channels - float)
case PIXELFORMAT_UNCOMPRESSED_R16G16B16: // 16*3 bpp (3 channels - half float)
case PIXELFORMAT_COMPRESSED_DXT1_RGB: // 4 bpp (no alpha)
case PIXELFORMAT_COMPRESSED_ETC1_RGB: // 4 bpp
case PIXELFORMAT_COMPRESSED_ETC2_RGB: // 4 bpp
case PIXELFORMAT_COMPRESSED_PVRT_RGB: // 4 bpp
channels = 3;
break;
case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: // 32*4 bpp (4 channels - float)
case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: // 16*4 bpp (4 channels - half float)
case PIXELFORMAT_COMPRESSED_DXT1_RGBA: // 4 bpp (1 bit alpha)
case PIXELFORMAT_COMPRESSED_DXT3_RGBA: // 8 bpp
case PIXELFORMAT_COMPRESSED_DXT5_RGBA: // 8 bpp
case PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: // 8 bpp
case PIXELFORMAT_COMPRESSED_PVRT_RGBA: // 4 bpp
case PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: // 8 bpp
case PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: // 2 bpp
channels = 4;
break;
default: break;
}
RGFW_window_setIcon(platform.window, image.data, RGFW_AREA(image.width, image.height), channels);
}
// Set icon for window
void SetWindowIcons(Image *images, int count)
{
TRACELOG(LOG_WARNING, "SetWindowIcons() not available on target platform");
}
// Set title for window
void SetWindowTitle(const char *title)
{
RGFW_window_setName(platform.window, title);
CORE.Window.title = title;
}
// Set window position on screen (windowed mode)
void SetWindowPosition(int x, int y)
{
RGFW_window_move(platform.window, RGFW_VECTOR(x, y));
}
// Set monitor for the current window
void SetWindowMonitor(int monitor)
{
RGFW_window_moveToMonitor(platform.window, RGFW_getMonitors()[monitor]);
}
// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
void SetWindowMinSize(int width, int height)
{
RGFW_window_setMinSize(platform.window, RGFW_AREA(width, height));
CORE.Window.screenMin.width = width;
CORE.Window.screenMin.height = height;
}
// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
void SetWindowMaxSize(int width, int height)
{
RGFW_window_setMaxSize(platform.window, RGFW_AREA(width, height));
CORE.Window.screenMax.width = width;
CORE.Window.screenMax.height = height;
}
// Set window dimensions
void SetWindowSize(int width, int height)
{
RGFW_window_resize(platform.window, RGFW_AREA(width, height));
}
// Set window opacity, value opacity is between 0.0 and 1.0
void SetWindowOpacity(float opacity)
{
TRACELOG(LOG_WARNING, "SetWindowOpacity() not available on target platform");
}
// Set window focused
void SetWindowFocused(void)
{
RGFW_window_show(platform.window);
}
// Get native window handle
void *GetWindowHandle(void)
{
return platform.window->src.window;
}
// Get number of monitors
int GetMonitorCount(void)
{
RGFW_monitor* mons = RGFW_getMonitors();
u32 i;
for (i = 0; i < 6; i++) {
if (!mons[i].rect.x && !mons[i].rect.y && !mons[i].rect.w && mons[i].rect.h)
return i;
}
return 6;
}
// Get number of monitors
int GetCurrentMonitor(void)
{
RGFW_monitor* mons = RGFW_getMonitors();
RGFW_monitor mon = RGFW_window_getMonitor(platform.window);
u32 i;
for (i = 0; i < 6; i++) {
if (mons[i].rect.x == mon.rect.x &&
mons[i].rect.y == mon.rect.y)
return i;
}
return 0;
}
// Get selected monitor position
Vector2 GetMonitorPosition(int monitor)
{
RGFW_monitor* mons = RGFW_getMonitors();
return (Vector2){mons[monitor].rect.x, mons[monitor].rect.y};
}
// Get selected monitor width (currently used by monitor)
int GetMonitorWidth(int monitor)
{
RGFW_monitor* mons = RGFW_getMonitors();
return mons[monitor].rect.w;
}
// Get selected monitor height (currently used by monitor)
int GetMonitorHeight(int monitor)
{
RGFW_monitor* mons = RGFW_getMonitors();
return mons[monitor].rect.h;
return 0;
}
// Get selected monitor physical width in millimetres
int GetMonitorPhysicalWidth(int monitor)
{
RGFW_monitor* mons = RGFW_getMonitors();
return mons[monitor].physW;
}
// Get selected monitor physical height in millimetres
int GetMonitorPhysicalHeight(int monitor)
{
RGFW_monitor* mons = RGFW_getMonitors();
return mons[monitor].physH;
}
// Get selected monitor refresh rate
int GetMonitorRefreshRate(int monitor)
{
TRACELOG(LOG_WARNING, "GetMonitorRefreshRate() not implemented on target platform");
return 0;
}
// Get the human-readable, UTF-8 encoded name of the selected monitor
const char *GetMonitorName(int monitor)
{
RGFW_monitor* mons = RGFW_getMonitors();
return mons[monitor].name;
}
// Get window position XY on monitor
Vector2 GetWindowPosition(void)
{
return (Vector2){ platform.window->r.x, platform.window->r.y };
}
// Get window scale DPI factor for current monitor
Vector2 GetWindowScaleDPI(void)
{
RGFW_monitor monitor = RGFW_window_getMonitor(platform.window);
return (Vector2){((u32)monitor.scaleX) * platform.window->r.w, ((u32) monitor.scaleX) * platform.window->r.h};
}
// Set clipboard text content
void SetClipboardText(const char *text)
{
RGFW_writeClipboard(text, strlen(text));
}
// Get clipboard text content
// NOTE: returned string is allocated and freed by GLFW
const char *GetClipboardText(void)
{
return RGFW_readClipboard(NULL);
}
// Show mouse cursor
void ShowCursor(void)
{
RGFW_window_showMouse(platform.window, true);
CORE.Input.Mouse.cursorHidden = false;
}
// Hides mouse cursor
void HideCursor(void)
{
RGFW_window_showMouse(platform.window, false);
CORE.Input.Mouse.cursorHidden = true;
}
// Enables cursor (unlock cursor)
void EnableCursor(void)
{
RGFW_window_mouseUnhold(platform.window);
// Set cursor position in the middle
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
RGFW_window_showMouse(platform.window, true);
CORE.Input.Mouse.cursorHidden = false;
}
// Disables cursor (lock cursor)
void DisableCursor(void)
{
RGFW_window_mouseHold(platform.window);
// Set cursor position in the middle
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
HideCursor();
}
// Swap back buffer with front buffer (screen drawing)
void SwapScreenBuffer(void)
{
RGFW_window_swapBuffers(platform.window);
}
//----------------------------------------------------------------------------------
// Module Functions Definition: Misc
//----------------------------------------------------------------------------------
// Get elapsed time measure in seconds since InitTimer()
double GetTime(void)
{
double time = 0.0;
unsigned long long int nanoSeconds = RGFW_getTimeNS();
time = (double)(nanoSeconds - CORE.Time.base)*1e-9; // Elapsed time since InitTimer()
return time;
}
// Open URL with default system browser (if available)
// NOTE: This function is only safe to use if you control the URL given.
// A user could craft a malicious string performing another action.
// Only call this function yourself not with user input or make sure to check the string yourself.
// Ref: https://github.com/raysan5/raylib/issues/686
void OpenURL(const char *url)
{
// Security check to (partially) avoid malicious code on target platform
if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
else
{
// TODO:
}
}
//----------------------------------------------------------------------------------
// Module Functions Definition: Inputs
//----------------------------------------------------------------------------------
// Set internal gamepad mappings
int SetGamepadMappings(const char *mappings)
{
TRACELOG(LOG_WARNING, "SetGamepadMappings() not implemented on target platform");
return 0;
}
// Set mouse position XY
void SetMousePosition(int x, int y)
{
RGFW_window_moveMouse(platform.window, RGFW_VECTOR(x, y));
CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
}
// Set mouse cursor
void SetMouseCursor(int cursor)
{
switch (cursor) {
case MOUSE_CURSOR_DEFAULT:
return RGFW_window_setMouseDefault(platform.window);
case MOUSE_CURSOR_ARROW:
return RGFW_window_setMouseStandard(platform.window, RGFW_MOUSE_ARROW);
case MOUSE_CURSOR_IBEAM:
return RGFW_window_setMouseStandard(platform.window, RGFW_MOUSE_IBEAM);
case MOUSE_CURSOR_CROSSHAIR:
return RGFW_window_setMouseStandard(platform.window, RGFW_MOUSE_CROSSHAIR);
case MOUSE_CURSOR_POINTING_HAND:
return RGFW_window_setMouseStandard(platform.window, RGFW_MOUSE_POINTING_HAND);
case MOUSE_CURSOR_RESIZE_EW:
return RGFW_window_setMouseStandard(platform.window, RGFW_MOUSE_RESIZE_EW);
case MOUSE_CURSOR_RESIZE_NS:
return RGFW_window_setMouseStandard(platform.window, RGFW_MOUSE_RESIZE_NS);
#ifndef RGFW_MACOS
case MOUSE_CURSOR_RESIZE_NWSE:
return RGFW_window_setMouseStandard(platform.window, RGFW_MOUSE_RESIZE_NWSE);
case MOUSE_CURSOR_RESIZE_NESW:
return RGFW_window_setMouseStandard(platform.window, RGFW_MOUSE_RESIZE_NESW);
#endif
case MOUSE_CURSOR_RESIZE_ALL:
return RGFW_window_setMouseStandard(platform.window, RGFW_MOUSE_RESIZE_ALL);
case MOUSE_CURSOR_NOT_ALLOWED:
return RGFW_window_setMouseStandard(platform.window, RGFW_MOUSE_NOT_ALLOWED);
default:
break;
}
}
static KeyboardKey ConvertScancodeToKey(u32 keycode);
// Register all input events
void PollInputEvents(void)
{
#if defined(SUPPORT_GESTURES_SYSTEM)
// NOTE: Gestures update must be called every frame to reset gestures correctly
// because ProcessGestureEvent() is just called on an event, not every frame
UpdateGestures();
#endif
// Reset keys/chars pressed registered
CORE.Input.Keyboard.keyPressedQueueCount = 0;
CORE.Input.Keyboard.charPressedQueueCount = 0;
// Reset mouse wheel
CORE.Input.Mouse.currentWheelMove.x = 0;
CORE.Input.Mouse.currentWheelMove.y = 0;
// Register previous mouse position
// Reset last gamepad button/axis registered state
for (int i = 0; (i < 4) && (i < MAX_GAMEPADS); i++)
{
// Check if gamepad is available
if (CORE.Input.Gamepad.ready[i])
{
// Register previous gamepad button states
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++)
{
CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
}
}
}
// Register previous touch states
for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
// Map touch position to mouse position for convenience
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
int touchAction = -1; // 0-TOUCH_ACTION_UP, 1-TOUCH_ACTION_DOWN, 2-TOUCH_ACTION_MOVE
bool realTouch = false; // Flag to differentiate real touch gestures from mouse ones
// Register previous keys states
// NOTE: Android supports up to 260 keys
for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
{
CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
}
// Register previous mouse states
for (int i = 0; i < MAX_MOUSE_BUTTONS; i++)
CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
// Poll input events for current platform
//-----------------------------------------------------------------------------
CORE.Window.resizedLastFrame = false;
#define RGFW_HOLD_MOUSE (1L<<2)
#if defined(RGFW_X11) //|| defined(RGFW_MACOS)
if (platform.window->src.winArgs & RGFW_HOLD_MOUSE)
{
CORE.Input.Mouse.previousPosition = (Vector2){ 0.0f, 0.0f };
CORE.Input.Mouse.currentPosition = (Vector2){ 0.0f, 0.0f };
}
else {
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
}
#endif
while (RGFW_window_checkEvent(platform.window))
{
if (platform.window->event.type >= RGFW_jsButtonPressed && platform.window->event.type <= RGFW_jsAxisMove) {
if (!CORE.Input.Gamepad.ready[platform.window->event.joystick])
{
CORE.Input.Gamepad.ready[platform.window->event.joystick] = true;
CORE.Input.Gamepad.axisCount[platform.window->event.joystick] = platform.window->event.axisesCount;
CORE.Input.Gamepad.name[platform.window->event.joystick][0] = '\0';
CORE.Input.Gamepad.axisState[platform.window->event.joystick][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
CORE.Input.Gamepad.axisState[platform.window->event.joystick][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
}
}
RGFW_Event* event = &platform.window->event;
// All input events can be processed after polling
switch (event->type)
{
case RGFW_quit: CORE.Window.shouldClose = true; break;
case RGFW_dnd: // Dropped file
{
size_t i;
for (i = 0; i < event->droppedFilesCount; i++) {
if (CORE.Window.dropFileCount == 0)
{
// When a new file is dropped, we reserve a fixed number of slots for all possible dropped files
// at the moment we limit the number of drops at once to 1024 files but this behaviour should probably be reviewed
// TODO: Pointers should probably be reallocated for any new file added...
CORE.Window.dropFilepaths = (char **)RL_CALLOC(1024, sizeof(char *));
CORE.Window.dropFilepaths[CORE.Window.dropFileCount] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event->droppedFiles[i]);
CORE.Window.dropFileCount++;
}
else if (CORE.Window.dropFileCount < 1024)
{
CORE.Window.dropFilepaths[CORE.Window.dropFileCount] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event->droppedFiles[i]);
CORE.Window.dropFileCount++;
}
else TRACELOG(LOG_WARNING, "FILE: Maximum drag and drop files at once is limited to 1024 files!");
}
} break;
// Window events are also polled (Minimized, maximized, close...)
case RGFW_windowAttribsChange:
{
SetupViewport(platform.window->r.w, platform.window->r.h);
CORE.Window.position.x = platform.window->r.x;
CORE.Window.position.y = platform.window->r.x;
CORE.Window.screen.width = platform.window->r.w;
CORE.Window.screen.height = platform.window->r.h;
CORE.Window.currentFbo.width = platform.window->r.w;;
CORE.Window.currentFbo.height = platform.window->r.h;
CORE.Window.resizedLastFrame = true;
} break;
// Keyboard events
case RGFW_keyPressed:
{
KeyboardKey key = ConvertScancodeToKey(event->keyCode);
if (key != KEY_NULL) {
// If key was up, add it to the key pressed queue
if ((CORE.Input.Keyboard.currentKeyState[key] == 0) && (CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE))
{
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
CORE.Input.Keyboard.keyPressedQueueCount++;
}
CORE.Input.Keyboard.currentKeyState[key] = 1;
}
// TODO: Put exitKey verification outside the switch?
if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey])
{
CORE.Window.shouldClose = true;
}
// NOTE: event.text.text data comes an UTF-8 text sequence but we register codepoints (int)
// Check if there is space available in the queue
if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
{
// Add character (codepoint) to the queue
CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = RGFW_keystrToChar(event->keyName);
CORE.Input.Keyboard.charPressedQueueCount++;
}
} break;
case RGFW_keyReleased:
{
KeyboardKey key = ConvertScancodeToKey(event->keyCode);
if (key != KEY_NULL) CORE.Input.Keyboard.currentKeyState[key] = 0;
} break;
// Check mouse events
case RGFW_mouseButtonPressed:
{
if (event->button == RGFW_mouseScrollUp || event->button == RGFW_mouseScrollDown) {
CORE.Input.Mouse.currentWheelMove.y = event->scroll;
break;
}
int btn = event->button;
if (btn == RGFW_mouseLeft) btn = 1;
else if (btn == RGFW_mouseRight) btn = 2;
else if (btn == RGFW_mouseMiddle) btn = 3;
CORE.Input.Mouse.currentButtonState[btn - 1] = 1;
CORE.Input.Touch.currentTouchState[btn - 1] = 1;
touchAction = 1;
} break;
case RGFW_mouseButtonReleased:
{
if (event->button == RGFW_mouseScrollUp || event->button == RGFW_mouseScrollDown) {
CORE.Input.Mouse.currentWheelMove.y = event->scroll;
break;
}
int btn = event->button;
if (btn == RGFW_mouseLeft) btn = 1;
else if (btn == RGFW_mouseRight) btn = 2;
else if (btn == RGFW_mouseMiddle) btn = 3;
CORE.Input.Mouse.currentButtonState[btn - 1] = 0;
CORE.Input.Touch.currentTouchState[btn - 1] = 0;
touchAction = 0;
} break;
case RGFW_mousePosChanged:
{
if (platform.window->src.winArgs & RGFW_HOLD_MOUSE) {
CORE.Input.Mouse.previousPosition = (Vector2){ 0.0f, 0.0f };
if ((event->point.x - (platform.window->r.w / 2)) * 2)
CORE.Input.Mouse.previousPosition.x = CORE.Input.Mouse.currentPosition.x;
if ((event->point.y - (platform.window->r.h / 2)) * 2)
CORE.Input.Mouse.previousPosition.y = CORE.Input.Mouse.currentPosition.y;
CORE.Input.Mouse.currentPosition.x = (event->point.x - (platform.window->r.w / 2)) * 2;
CORE.Input.Mouse.currentPosition.y = (event->point.y - (platform.window->r.h / 2)) * 2;
RGFW_window_showMouse(platform.window, 1);
}
else {
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
CORE.Input.Mouse.currentPosition.x = (float)event->point.x;
CORE.Input.Mouse.currentPosition.y = (float)event->point.y;
}
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
touchAction = 2;
} break;
case RGFW_jsButtonPressed:
{
int button = -1;
switch (event->button)
{
case RGFW_JS_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
case RGFW_JS_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
case RGFW_JS_A: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
case RGFW_JS_X: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
case RGFW_JS_L1: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
case RGFW_JS_R1: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
case RGFW_JS_L2: button = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
case RGFW_JS_R2: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
case RGFW_JS_SELECT: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
case RGFW_JS_HOME: button = GAMEPAD_BUTTON_MIDDLE; break;
case RGFW_JS_START: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
case RGFW_JS_UP: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
case RGFW_JS_RIGHT: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
case RGFW_JS_DOWN: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
case RGFW_JS_LEFT: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
default: break;
}
if (button >= 0)
{
CORE.Input.Gamepad.currentButtonState[event->joystick][button] = 1;
CORE.Input.Gamepad.lastButtonPressed = button;
}
} break;
case RGFW_jsButtonReleased:
{
int button = -1;
switch (event->button)
{
case RGFW_JS_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
case RGFW_JS_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
case RGFW_JS_A: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
case RGFW_JS_X: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
case RGFW_JS_L1: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
case RGFW_JS_R1: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
case RGFW_JS_L2: button = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
case RGFW_JS_R2: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
case RGFW_JS_SELECT: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
case RGFW_JS_HOME: button = GAMEPAD_BUTTON_MIDDLE; break;
case RGFW_JS_START: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
case RGFW_JS_UP: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
case RGFW_JS_RIGHT: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
case RGFW_JS_DOWN: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
case RGFW_JS_LEFT: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
default: break;
}
if (button >= 0)
{
CORE.Input.Gamepad.currentButtonState[event->joystick][button] = 0;
if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
}
} break;
case RGFW_jsAxisMove:
{
int axis = -1;
size_t i;
for (i = 0; i < event->axisesCount; i++)
{
switch(i) {
case 0:
if (abs(event->axis[i].x) > abs(event->axis[i].y)) {
axis = GAMEPAD_AXIS_LEFT_X;
break;
}
axis = GAMEPAD_AXIS_LEFT_Y;
break;
case 1:
if (abs(event->axis[i].x) > abs(event->axis[i].y)) {
axis = GAMEPAD_AXIS_RIGHT_X; break;
}
axis = GAMEPAD_AXIS_RIGHT_Y; break;
case 2: axis = GAMEPAD_AXIS_LEFT_TRIGGER; break;
case 3: axis = GAMEPAD_AXIS_RIGHT_TRIGGER; break;
default: break;
}
#ifdef __linux__
float value = (event->axis[i].x + event->axis[i].y) / (float) 32767;
#else
float value = (event->axis[i].x + -event->axis[i].y) / (float) 32767;
#endif
CORE.Input.Gamepad.axisState[event->joystick][axis] = value;
// Register button state for triggers in addition to their axes
if ((axis == GAMEPAD_AXIS_LEFT_TRIGGER) || (axis == GAMEPAD_AXIS_RIGHT_TRIGGER))
{
int button = (axis == GAMEPAD_AXIS_LEFT_TRIGGER) ? GAMEPAD_BUTTON_LEFT_TRIGGER_2 : GAMEPAD_BUTTON_RIGHT_TRIGGER_2;
int pressed = (value > 0.1f);
CORE.Input.Gamepad.currentButtonState[event->joystick][button] = pressed;
if (pressed) CORE.Input.Gamepad.lastButtonPressed = button;
else if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
}
}
} break;
default: break;
}
#if defined(SUPPORT_GESTURES_SYSTEM)
if (touchAction > -1)
{
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent = { 0 };
// Register touch actions
gestureEvent.touchAction = touchAction;
// Assign a pointer ID
gestureEvent.pointId[0] = 0;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
if (touchAction == 2 || realTouch) gestureEvent.position[0] = CORE.Input.Touch.position[0];
else gestureEvent.position[0] = GetMousePosition();
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures-system for processing
ProcessGestureEvent(gestureEvent);
touchAction = -1;
}
#endif
}
//-----------------------------------------------------------------------------
}
//----------------------------------------------------------------------------------
// Module Internal Functions Definition
//----------------------------------------------------------------------------------
// Initialize platform: graphics, inputs and more
int InitPlatform(void)
{
// TODO: Initialize graphic device: display/window
// It usually requires setting up the platform display system configuration
// and connexion with the GPU through some system graphic API
// raylib uses OpenGL so, platform should create that kind of connection
// Below example illustrates that process using EGL library
//----------------------------------------------------------------------------
// Initialize RGFW internal global state, only required systems
// Initialize graphic device: display/window and graphic context
//----------------------------------------------------------------------------
unsigned int flags = RGFW_CENTER | RGFW_ALLOW_DND;
// Check window creation flags
if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0)
{
CORE.Window.fullscreen = true;
flags |= RGFW_FULLSCREEN;
}
if ((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) flags |= RGFW_NO_BORDER;
if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) == 0) flags |= RGFW_NO_RESIZE;
if ((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) flags |= RGFW_TRANSPARENT_WINDOW;
if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) flags |= RGFW_FULLSCREEN;
// NOTE: Some OpenGL context attributes must be set before window creation
// Check selection OpenGL version
if (rlGetVersion() == RL_OPENGL_21)
{
RGFW_setGLVersion(2, 1);
}
else if (rlGetVersion() == RL_OPENGL_33)
{
RGFW_setGLVersion(3, 3);
}
else if (rlGetVersion() == RL_OPENGL_43)
{
RGFW_setGLVersion(4, 1);
}
if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
{
RGFW_setGLSamples(4);
}
platform.window = RGFW_createWindow(CORE.Window.title, RGFW_RECT(0, 0, CORE.Window.screen.width, CORE.Window.screen.height), flags);
if (CORE.Window.flags & FLAG_VSYNC_HINT)
RGFW_window_swapInterval(platform.window, 1);
RGFW_window_makeCurrent(platform.window);
// Check surface and context activation
if (platform.window != NULL)
{
CORE.Window.ready = true;
CORE.Window.render.width = CORE.Window.screen.width;
CORE.Window.render.height = CORE.Window.screen.height;
CORE.Window.currentFbo.width = CORE.Window.render.width;
CORE.Window.currentFbo.height = CORE.Window.render.height;
TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
}
else
{
TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphics device");
return -1;
}
//----------------------------------------------------------------------------
// If everything work as expected, we can continue
CORE.Window.position.x = platform.window->r.x;
CORE.Window.position.y = platform.window->r.y;
CORE.Window.render.width = CORE.Window.screen.width;
CORE.Window.render.height = CORE.Window.screen.height;
CORE.Window.currentFbo.width = CORE.Window.render.width;
CORE.Window.currentFbo.height = CORE.Window.render.height;
TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
// TODO: Load OpenGL extensions
// NOTE: GL procedures address loader is required to load extensions
//----------------------------------------------------------------------------
rlLoadExtensions((void*)RGFW_getProcAddress);
//----------------------------------------------------------------------------
// TODO: Initialize input events system
// It could imply keyboard, mouse, gamepad, touch...
// Depending on the platform libraries/SDK it could use a callback mechanism
// For system events and inputs evens polling on a per-frame basis, use PollInputEvents()
//----------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------
// TODO: Initialize timing system
//----------------------------------------------------------------------------
InitTimer();
//----------------------------------------------------------------------------
// TODO: Initialize storage system
//----------------------------------------------------------------------------
CORE.Storage.basePath = GetWorkingDirectory();
//----------------------------------------------------------------------------
#ifdef RGFW_X11
for (int i = 0; (i < 4) && (i < MAX_GAMEPADS); i++)
{
RGFW_registerJoystick(platform.window, i);
}
#endif
TRACELOG(LOG_INFO, "PLATFORM: CUSTOM: Initialized successfully");
return 0;
}
// Close platform
void ClosePlatform(void)
{
RGFW_window_close(platform.window);
// TODO: De-initialize graphics, inputs and more
}
static KeyboardKey ConvertScancodeToKey(u32 keycode) {
switch (keycode) {
case RGFW_Quote:
return KEY_APOSTROPHE;
case RGFW_Comma:
return KEY_COMMA;
case RGFW_Minus:
return KEY_MINUS;
case RGFW_Period:
return KEY_PERIOD;
case RGFW_Slash:
return KEY_SLASH;
case RGFW_Escape:
return KEY_ESCAPE;
case RGFW_F1:
return KEY_F1;
case RGFW_F2:
return KEY_F2;
case RGFW_F3:
return KEY_F3;
case RGFW_F4:
return KEY_F4;
case RGFW_F5:
return KEY_F5;
case RGFW_F6:
return KEY_F6;
case RGFW_F7:
return KEY_F7;
case RGFW_F8:
return KEY_F8;
case RGFW_F9:
return KEY_F9;
case RGFW_F10:
return KEY_F10;
case RGFW_F11:
return KEY_F11;
case RGFW_F12:
return KEY_F12;
case RGFW_Backtick:
return KEY_GRAVE;
case RGFW_0:
return KEY_ZERO;
case RGFW_1:
return KEY_ONE;
case RGFW_2:
return KEY_TWO;
case RGFW_3:
return KEY_THREE;
case RGFW_4:
return KEY_FOUR;
case RGFW_5:
return KEY_FIVE;
case RGFW_6:
return KEY_SIX;
case RGFW_7:
return KEY_SEVEN;
case RGFW_8:
return KEY_EIGHT;
case RGFW_9:
return KEY_NINE;
case RGFW_Equals:
return KEY_EQUAL;
case RGFW_BackSpace:
return KEY_BACKSPACE;
case RGFW_Tab:
return KEY_TAB;
case RGFW_CapsLock:
return KEY_CAPS_LOCK;
case RGFW_ShiftL:
return KEY_LEFT_SHIFT;
case RGFW_ControlL:
return KEY_LEFT_CONTROL;
case RGFW_AltL:
return KEY_LEFT_ALT;
case RGFW_SuperL:
return KEY_LEFT_SUPER;
#ifndef RGFW_MACOS
case RGFW_ShiftR:
return KEY_RIGHT_SHIFT;
case RGFW_AltR:
return KEY_RIGHT_ALT;
#endif
case RGFW_Space:
return KEY_SPACE;
#ifdef RGFW_X11
case RGFW_a:
#endif
case RGFW_A:
return KEY_A;
#ifdef RGFW_X11
case RGFW_b:
#endif
case RGFW_B:
return KEY_B;
#ifdef RGFW_X11
case RGFW_c:
#endif
case RGFW_C:
return KEY_C;
#ifdef RGFW_X11
case RGFW_d:
#endif
case RGFW_D:
return KEY_D;
#ifdef RGFW_X11
case RGFW_e:
#endif
case RGFW_E:
return KEY_E;
#ifdef RGFW_X11
case RGFW_f:
#endif
case RGFW_F:
return KEY_F;
#ifdef RGFW_X11
case RGFW_g:
#endif
case RGFW_G:
return KEY_G;
#ifdef RGFW_X11
case RGFW_h:
#endif
case RGFW_H:
return KEY_H;
#ifdef RGFW_X11
case RGFW_i:
#endif
case RGFW_I:
return KEY_I;
#ifdef RGFW_X11
case RGFW_j:
#endif
case RGFW_J:
return KEY_J;
#ifdef RGFW_X11
case RGFW_k:
#endif
case RGFW_K:
return KEY_K;
#ifdef RGFW_X11
case RGFW_l:
#endif
case RGFW_L:
return KEY_L;
#ifdef RGFW_X11
case RGFW_m:
#endif
case RGFW_M:
return KEY_M;
#ifdef RGFW_X11
case RGFW_n:
#endif
case RGFW_N:
return KEY_N;
#ifdef RGFW_X11
case RGFW_o:
#endif
case RGFW_O:
return KEY_O;
#ifdef RGFW_X11
case RGFW_p:
#endif
case RGFW_P:
return KEY_P;
#ifdef RGFW_X11
case RGFW_q:
#endif
case RGFW_Q:
return KEY_Q;
#ifdef RGFW_X11
case RGFW_r:
#endif
case RGFW_R:
return KEY_R;
#ifdef RGFW_X11
case RGFW_s:
#endif
case RGFW_S:
return KEY_S;
#ifdef RGFW_X11
case RGFW_t:
#endif
case RGFW_T:
return KEY_T;
#ifdef RGFW_X11
case RGFW_u:
#endif
case RGFW_U:
return KEY_U;
#ifdef RGFW_X11
case RGFW_v:
#endif
case RGFW_V:
return KEY_V;
#ifdef RGFW_X11
case RGFW_w:
#endif
case RGFW_W:
return KEY_W;
#ifdef RGFW_X11
case RGFW_x:
#endif
case RGFW_X:
return KEY_X;
#ifdef RGFW_X11
case RGFW_y:
#endif
case RGFW_Y:
return KEY_Y;
#ifdef RGFW_X11
case RGFW_z:
#endif
case RGFW_Z:
return KEY_Z;
case RGFW_Bracket:
return KEY_LEFT_BRACKET;
case RGFW_BackSlash:
return KEY_BACKSLASH;
case RGFW_CloseBracket:
return KEY_RIGHT_BRACKET;
case RGFW_Semicolon:
return KEY_SEMICOLON;
case RGFW_Insert:
return KEY_INSERT;
case RGFW_Home:
return KEY_HOME;
case RGFW_PageUp:
return KEY_PAGE_UP;
case RGFW_Delete:
return KEY_DELETE;
case RGFW_End:
return KEY_END;
case RGFW_PageDown:
return KEY_PAGE_DOWN;
case RGFW_Right:
return KEY_RIGHT;
case RGFW_Left:
return KEY_LEFT;
case RGFW_Down:
return KEY_DOWN;
case RGFW_Up:
return KEY_UP;
case RGFW_Numlock:
return KEY_NUM_LOCK;
case RGFW_KP_Slash:
return KEY_KP_DIVIDE;
case RGFW_Multiply:
return KEY_KP_MULTIPLY;
case RGFW_KP_Minus:
return KEY_KP_SUBTRACT;
case RGFW_KP_Return:
return KEY_KP_ENTER;
case RGFW_KP_1:
return KEY_KP_1;
case RGFW_KP_2:
return KEY_KP_2;
case RGFW_KP_3:
return KEY_KP_3;
case RGFW_KP_4:
return KEY_KP_4;
case RGFW_KP_5:
return KEY_KP_5;
case RGFW_KP_6:
return KEY_KP_6;
case RGFW_KP_7:
return KEY_KP_7;
case RGFW_KP_8:
return KEY_KP_8;
case RGFW_KP_9:
return KEY_KP_9;
case RGFW_KP_0:
return KEY_KP_0;
case RGFW_KP_Period:
return KEY_KP_DECIMAL;
default:
return 0;
}
return 0;
}
// EOF