1520 lines
51 KiB
C
1520 lines
51 KiB
C
/**********************************************************************************************
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*
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* rcore_desktop_rgfw template - Functions to manage window, graphics device and inputs
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*
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* PLATFORM: RGFW
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* - Windows (Win32, Win64)
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* - Linux (X11/Wayland desktop mode)
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* - MacOS (Cocoa)
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*
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* LIMITATIONS:
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* - Limitation 01
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* - Limitation 02
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*
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* POSSIBLE IMPROVEMENTS:
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* - Improvement 01
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* - Improvement 02
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*
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* ADDITIONAL NOTES:
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* - TRACELOG() function is located in raylib [utils] module
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*
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* CONFIGURATION:
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* #define RCORE_PLATFORM_CUSTOM_FLAG
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* Custom flag for rcore on target platform -not used-
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*
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* DEPENDENCIES:
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* - RGFW.h (main library): Windowing and inputs management
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* - gestures: Gestures system for touch-ready devices (or simulated from mouse inputs)
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*
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5), Colleague Riley and contributors
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#ifdef GRAPHICS_API_OPENGL_ES2
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#define RGFW_OPENGL_ES2
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#endif
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void ShowCursor(void);
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void CloseWindow(void);
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#define _INPUT_EVENT_CODES_H
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#define _APISETSTRING_
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#define RGFWDEF
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#define _XTYPEDEF_FONT
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#define RGFW_IMPLEMENTATION
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#define WIN32_LEAN_AND_MEAN
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#define Rectangle rectangle_win32
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#define CloseWindow CloseWindow_win32
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#define ShowCursor __imp_ShowCursor
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#define Point NSPOINT
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#define Size NSSIZE
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#ifdef _MSC_VER
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__declspec(dllimport) int __stdcall MultiByteToWideChar(unsigned int CodePage, unsigned long dwFlags, const char* lpMultiByteStr, int cbMultiByte, wchar_t* lpWideCharStr, int cchWideChar);
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#endif
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#include "../external/RGFW.h"
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#undef DrawText
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#undef Rectangle
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#undef ShowCursor
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#undef CloseWindow
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#undef Point
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#undef Size
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#define Rectangle struct Rectangle
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void CloseWindow(void);
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void ShowCursor(void);
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#include <stdbool.h>
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef struct {
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// TODO: Define the platform specific variables required
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RGFW_window* window; // Native display device (physical screen connection)
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} PlatformData;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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extern CoreData CORE; // Global CORE state context
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static PlatformData platform = { NULL }; // Platform specific
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//----------------------------------------------------------------------------------
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// Module Internal Functions Declaration
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//----------------------------------------------------------------------------------
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int InitPlatform(void); // Initialize platform (graphics, inputs and more)
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bool InitGraphicsDevice(void); // Initialize graphics device
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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// NOTE: Functions declaration is provided by raylib.h
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//----------------------------------------------------------------------------------
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// Module Functions Definition: Window and Graphics Device
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//----------------------------------------------------------------------------------
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// Check if application should close
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bool WindowShouldClose(void)
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{
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if (CORE.Window.shouldClose == false)
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CORE.Window.shouldClose = RGFW_window_shouldClose(platform.window);
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if (CORE.Window.ready) return CORE.Window.shouldClose;
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else return true;
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}
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// Toggle fullscreen mode
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void ToggleFullscreen(void)
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{
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RGFW_window_maximize(platform.window);
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ToggleBorderlessWindowed();
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}
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// Toggle borderless windowed mode
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void ToggleBorderlessWindowed(void)
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{
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CORE.Window.flags & FLAG_WINDOW_UNDECORATED;
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if (platform.window != NULL)
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TRACELOG(LOG_WARNING, "ToggleBorderlessWindowed() after window creation not available on target platform");
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}
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// Set window state: maximized, if resizable
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void MaximizeWindow(void)
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{
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RGFW_window_maximize(platform.window);
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}
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// Set window state: minimized
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void MinimizeWindow(void)
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{
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RGFW_window_minimize(platform.window);
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}
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// Set window state: not minimized/maximized
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void RestoreWindow(void)
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{
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RGFW_window_restore(platform.window);
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}
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// Set window configuration state using flags
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void SetWindowState(unsigned int flags)
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{
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CORE.Window.flags |= flags;
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if (flags & FLAG_VSYNC_HINT)
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{
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RGFW_window_swapInterval(platform.window, 1);
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}
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if (flags & FLAG_FULLSCREEN_MODE)
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{
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RGFW_window_maximize(platform.window);
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ToggleBorderlessWindowed();
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}
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if (flags & FLAG_WINDOW_RESIZABLE)
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{
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RGFW_window_setMaxSize(platform.window, RGFW_AREA(platform.window->r.w, platform.window->r.h));
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RGFW_window_setMinSize(platform.window, RGFW_AREA(platform.window->r.w, platform.window->r.h));
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}
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if (flags & FLAG_WINDOW_UNDECORATED)
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{
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ToggleBorderlessWindowed();
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}
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if (flags & FLAG_WINDOW_HIDDEN)
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{
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RGFW_window_hide(platform.window);
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}
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if (flags & FLAG_WINDOW_MINIMIZED)
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{
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RGFW_window_minimize(platform.window);
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}
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if (flags & FLAG_WINDOW_MAXIMIZED)
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{
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RGFW_window_maximize(platform.window);
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}
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if (flags & FLAG_WINDOW_UNFOCUSED)
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{
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TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_UNFOCUSED is not supported on PLATFORM_DESKTOP_SDL");
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}
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if (flags & FLAG_WINDOW_TOPMOST)
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{
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TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_TOPMOST is not supported on PLATFORM_DESKTOP_RGFW");
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}
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if (flags & FLAG_WINDOW_ALWAYS_RUN)
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{
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TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_ALWAYS_RUN is not supported on PLATFORM_DESKTOP_RGFW");
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}
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if (flags & FLAG_WINDOW_TRANSPARENT)
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{
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TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_TRANSPARENT is not supported on PLATFORM_DESKTOP_RGFW");
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}
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if (flags & FLAG_WINDOW_HIGHDPI)
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{
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TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_HIGHDPI is not supported on PLATFORM_DESKTOP_RGFW");
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}
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if (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH)
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{
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TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_MOUSE_PASSTHROUGH is not supported on PLATFORM_DESKTOP_RGFW");
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}
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if (flags & FLAG_BORDERLESS_WINDOWED_MODE)
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{
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ToggleBorderlessWindowed();
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}
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if (flags & FLAG_MSAA_4X_HINT)
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{
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RGFW_setGLSamples(4);
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}
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if (flags & FLAG_INTERLACED_HINT)
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{
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TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_INTERLACED_HINT is not supported on PLATFORM_DESKTOP_RGFW");
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}
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}
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// Clear window configuration state flags
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void ClearWindowState(unsigned int flags)
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{
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CORE.Window.flags &= ~flags;
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if (flags & FLAG_VSYNC_HINT)
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{
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RGFW_window_swapInterval(platform.window, 0);
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}
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if (flags & FLAG_FULLSCREEN_MODE)
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{
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ToggleBorderlessWindowed();
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RGFW_window_restore(platform.window);
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CORE.Window.fullscreen = false;
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}
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if (flags & FLAG_WINDOW_RESIZABLE)
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{
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RGFW_window_setMaxSize(platform.window, RGFW_AREA(0, 0));
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RGFW_window_setMinSize(platform.window, RGFW_AREA(0, 0));
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}
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if (flags & FLAG_WINDOW_UNDECORATED)
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{
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ToggleBorderlessWindowed();
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}
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if (flags & FLAG_WINDOW_HIDDEN)
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{
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RGFW_window_show(platform.window);
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}
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if (flags & FLAG_WINDOW_MINIMIZED)
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{
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RGFW_window_restore(platform.window);
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}
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if (flags & FLAG_WINDOW_MAXIMIZED)
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{
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RGFW_window_restore(platform.window);
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}
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if (flags & FLAG_WINDOW_UNFOCUSED)
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{
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TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_UNFOCUSED is not supported on PLATFORM_DESKTOP_RGFW");
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}
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if (flags & FLAG_WINDOW_TOPMOST)
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{
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TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_TOPMOST is not supported on PLATFORM_DESKTOP_RGFW");
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}
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if (flags & FLAG_WINDOW_ALWAYS_RUN)
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{
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TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_ALWAYS_RUN is not supported on PLATFORM_DESKTOP_RGFW");
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}
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if (flags & FLAG_WINDOW_TRANSPARENT)
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{
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TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_TRANSPARENT is not supported on PLATFORM_DESKTOP_RGFW");
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}
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if (flags & FLAG_WINDOW_HIGHDPI)
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{
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// NOTE: There also doesn't seem to be a feature to disable high DPI once enabled
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TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_HIGHDPI is not supported on PLATFORM_DESKTOP_RGFW");
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}
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if (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH)
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{
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//SDL_SetWindowGrab(platform.window, SDL_TRUE);
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TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_MOUSE_PASSTHROUGH is not supported on PLATFORM_DESKTOP_RGFW");
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}
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if (flags & FLAG_BORDERLESS_WINDOWED_MODE)
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{
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ToggleFullscreen();
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}
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if (flags & FLAG_MSAA_4X_HINT)
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{
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RGFW_setGLSamples(0);
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}
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if (flags & FLAG_INTERLACED_HINT)
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{
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TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_INTERLACED_HINT is not supported on PLATFORM_DESKTOP_RGFW");
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}
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}
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// Set icon for window
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void SetWindowIcon(Image image)
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{
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i32 channels = 4;
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switch (image.format) {
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case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE:
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case PIXELFORMAT_UNCOMPRESSED_R16: // 16 bpp (1 channel - half float)
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case PIXELFORMAT_UNCOMPRESSED_R32: // 32 bpp (1 channel - float)
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channels = 1;
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break;
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case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: // 8*2 bpp (2 channels)
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case PIXELFORMAT_UNCOMPRESSED_R5G6B5: // 16 bpp
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case PIXELFORMAT_UNCOMPRESSED_R8G8B8: // 24 bpp
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case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: // 16 bpp (1 bit alpha)
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case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: // 16 bpp (4 bit alpha)
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case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: // 32 bpp
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channels = 2;
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break;
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case PIXELFORMAT_UNCOMPRESSED_R32G32B32: // 32*3 bpp (3 channels - float)
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case PIXELFORMAT_UNCOMPRESSED_R16G16B16: // 16*3 bpp (3 channels - half float)
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case PIXELFORMAT_COMPRESSED_DXT1_RGB: // 4 bpp (no alpha)
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case PIXELFORMAT_COMPRESSED_ETC1_RGB: // 4 bpp
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case PIXELFORMAT_COMPRESSED_ETC2_RGB: // 4 bpp
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case PIXELFORMAT_COMPRESSED_PVRT_RGB: // 4 bpp
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channels = 3;
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break;
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case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: // 32*4 bpp (4 channels - float)
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case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: // 16*4 bpp (4 channels - half float)
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case PIXELFORMAT_COMPRESSED_DXT1_RGBA: // 4 bpp (1 bit alpha)
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case PIXELFORMAT_COMPRESSED_DXT3_RGBA: // 8 bpp
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case PIXELFORMAT_COMPRESSED_DXT5_RGBA: // 8 bpp
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case PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: // 8 bpp
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case PIXELFORMAT_COMPRESSED_PVRT_RGBA: // 4 bpp
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case PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: // 8 bpp
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case PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: // 2 bpp
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channels = 4;
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break;
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default: break;
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}
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RGFW_window_setIcon(platform.window, image.data, RGFW_AREA(image.width, image.height), channels);
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}
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// Set icon for window
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void SetWindowIcons(Image *images, int count)
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{
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TRACELOG(LOG_WARNING, "SetWindowIcons() not available on target platform");
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}
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// Set title for window
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void SetWindowTitle(const char *title)
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{
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RGFW_window_setName(platform.window, title);
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CORE.Window.title = title;
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}
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// Set window position on screen (windowed mode)
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void SetWindowPosition(int x, int y)
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{
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RGFW_window_move(platform.window, RGFW_VECTOR(x, y));
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}
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// Set monitor for the current window
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void SetWindowMonitor(int monitor)
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{
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RGFW_window_moveToMonitor(platform.window, RGFW_getMonitors()[monitor]);
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}
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// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
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void SetWindowMinSize(int width, int height)
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{
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RGFW_window_setMinSize(platform.window, RGFW_AREA(width, height));
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CORE.Window.screenMin.width = width;
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CORE.Window.screenMin.height = height;
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}
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// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
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void SetWindowMaxSize(int width, int height)
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{
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RGFW_window_setMaxSize(platform.window, RGFW_AREA(width, height));
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CORE.Window.screenMax.width = width;
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CORE.Window.screenMax.height = height;
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}
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// Set window dimensions
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void SetWindowSize(int width, int height)
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{
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RGFW_window_resize(platform.window, RGFW_AREA(width, height));
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}
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// Set window opacity, value opacity is between 0.0 and 1.0
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void SetWindowOpacity(float opacity)
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{
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TRACELOG(LOG_WARNING, "SetWindowOpacity() not available on target platform");
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}
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// Set window focused
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void SetWindowFocused(void)
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{
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RGFW_window_show(platform.window);
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}
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// Get native window handle
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void *GetWindowHandle(void)
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{
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return platform.window->src.window;
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}
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// Get number of monitors
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int GetMonitorCount(void)
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{
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RGFW_monitor* mons = RGFW_getMonitors();
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u32 i;
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for (i = 0; i < 6; i++) {
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if (!mons[i].rect.x && !mons[i].rect.y && !mons[i].rect.w && mons[i].rect.h)
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return i;
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}
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return 6;
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}
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// Get number of monitors
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int GetCurrentMonitor(void)
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{
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RGFW_monitor* mons = RGFW_getMonitors();
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RGFW_monitor mon = RGFW_window_getMonitor(platform.window);
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u32 i;
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for (i = 0; i < 6; i++) {
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if (mons[i].rect.x == mon.rect.x &&
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mons[i].rect.y == mon.rect.y)
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return i;
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}
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return 0;
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}
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// Get selected monitor position
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Vector2 GetMonitorPosition(int monitor)
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{
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RGFW_monitor* mons = RGFW_getMonitors();
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return (Vector2){mons[monitor].rect.x, mons[monitor].rect.y};
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}
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// Get selected monitor width (currently used by monitor)
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int GetMonitorWidth(int monitor)
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{
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RGFW_monitor* mons = RGFW_getMonitors();
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return mons[monitor].rect.w;
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}
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// Get selected monitor height (currently used by monitor)
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int GetMonitorHeight(int monitor)
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{
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RGFW_monitor* mons = RGFW_getMonitors();
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return mons[monitor].rect.h;
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return 0;
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}
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// Get selected monitor physical width in millimetres
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int GetMonitorPhysicalWidth(int monitor)
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{
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RGFW_monitor* mons = RGFW_getMonitors();
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return mons[monitor].physW;
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}
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// Get selected monitor physical height in millimetres
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int GetMonitorPhysicalHeight(int monitor)
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{
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RGFW_monitor* mons = RGFW_getMonitors();
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return mons[monitor].physH;
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}
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// Get selected monitor refresh rate
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int GetMonitorRefreshRate(int monitor)
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{
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TRACELOG(LOG_WARNING, "GetMonitorRefreshRate() not implemented on target platform");
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return 0;
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}
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// Get the human-readable, UTF-8 encoded name of the selected monitor
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const char *GetMonitorName(int monitor)
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{
|
|
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
|