Move some callbacks from core to desktop and web
This commit is contained in:
parent
7a656ba477
commit
2ef9274493
3 changed files with 785 additions and 273 deletions
546
src/rcore.c
546
src/rcore.c
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@ -2446,279 +2446,279 @@ static void ScanDirectoryFilesRecursively(const char *basePath, FilePathList *fi
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else TRACELOG(LOG_WARNING, "FILEIO: Directory cannot be opened (%s)", basePath);
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}
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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// GLFW3 WindowSize Callback, runs when window is resizedLastFrame
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// NOTE: Window resizing not allowed by default
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static void WindowSizeCallback(GLFWwindow *window, int width, int height)
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{
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// Reset viewport and projection matrix for new size
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SetupViewport(width, height);
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CORE.Window.currentFbo.width = width;
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CORE.Window.currentFbo.height = height;
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CORE.Window.resizedLastFrame = true;
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if (IsWindowFullscreen()) return;
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// Set current screen size
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#if defined(__APPLE__)
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CORE.Window.screen.width = width;
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CORE.Window.screen.height = height;
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#else
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if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
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{
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Vector2 windowScaleDPI = GetWindowScaleDPI();
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CORE.Window.screen.width = (unsigned int)(width/windowScaleDPI.x);
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CORE.Window.screen.height = (unsigned int)(height/windowScaleDPI.y);
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}
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else
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{
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CORE.Window.screen.width = width;
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CORE.Window.screen.height = height;
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}
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#endif
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// NOTE: Postprocessing texture is not scaled to new size
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}
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// GLFW3 WindowIconify Callback, runs when window is minimized/restored
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static void WindowIconifyCallback(GLFWwindow *window, int iconified)
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{
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if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; // The window was iconified
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else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // The window was restored
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}
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// GLFW3 WindowFocus Callback, runs when window get/lose focus
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static void WindowFocusCallback(GLFWwindow *window, int focused)
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{
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if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // The window was focused
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else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; // The window lost focus
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}
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// GLFW3 Keyboard Callback, runs on key pressed
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static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
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{
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if (key < 0) return; // Security check, macOS fn key generates -1
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// WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
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// to work properly with our implementation (IsKeyDown/IsKeyUp checks)
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if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
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else if(action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1;
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else if(action == GLFW_REPEAT) CORE.Input.Keyboard.keyRepeatInFrame[key] = 1;
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#if !defined(PLATFORM_WEB)
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// WARNING: Check if CAPS/NUM key modifiers are enabled and force down state for those keys
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if (((key == KEY_CAPS_LOCK) && ((mods & GLFW_MOD_CAPS_LOCK) > 0)) ||
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((key == KEY_NUM_LOCK) && ((mods & GLFW_MOD_NUM_LOCK) > 0))) CORE.Input.Keyboard.currentKeyState[key] = 1;
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#endif
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// Check if there is space available in the key queue
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if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS))
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{
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// Add character to the queue
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CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
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CORE.Input.Keyboard.keyPressedQueueCount++;
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}
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// Check the exit key to set close window
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if ((key == CORE.Input.Keyboard.exitKey) && (action == GLFW_PRESS)) glfwSetWindowShouldClose(CORE.Window.handle, GLFW_TRUE);
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#if defined(SUPPORT_SCREEN_CAPTURE)
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if ((key == GLFW_KEY_F12) && (action == GLFW_PRESS))
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{
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#if defined(SUPPORT_GIF_RECORDING)
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if (mods & GLFW_MOD_CONTROL)
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{
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if (gifRecording)
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{
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gifRecording = false;
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MsfGifResult result = msf_gif_end(&gifState);
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SaveFileData(TextFormat("%s/screenrec%03i.gif", CORE.Storage.basePath, screenshotCounter), result.data, (unsigned int)result.dataSize);
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msf_gif_free(result);
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#if defined(PLATFORM_WEB)
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// Download file from MEMFS (emscripten memory filesystem)
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// saveFileFromMEMFSToDisk() function is defined in raylib/templates/web_shel/shell.html
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emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", TextFormat("screenrec%03i.gif", screenshotCounter - 1), TextFormat("screenrec%03i.gif", screenshotCounter - 1)));
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#endif
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TRACELOG(LOG_INFO, "SYSTEM: Finish animated GIF recording");
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}
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else
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{
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gifRecording = true;
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gifFrameCounter = 0;
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Vector2 scale = GetWindowScaleDPI();
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msf_gif_begin(&gifState, (int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y));
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screenshotCounter++;
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TRACELOG(LOG_INFO, "SYSTEM: Start animated GIF recording: %s", TextFormat("screenrec%03i.gif", screenshotCounter));
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}
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}
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else
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#endif // SUPPORT_GIF_RECORDING
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{
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TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
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screenshotCounter++;
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}
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}
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#endif // SUPPORT_SCREEN_CAPTURE
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#if defined(SUPPORT_EVENTS_AUTOMATION)
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if ((key == GLFW_KEY_F11) && (action == GLFW_PRESS))
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{
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eventsRecording = !eventsRecording;
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// On finish recording, we export events into a file
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if (!eventsRecording) ExportAutomationEvents("eventsrec.rep");
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}
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else if ((key == GLFW_KEY_F9) && (action == GLFW_PRESS))
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{
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LoadAutomationEvents("eventsrec.rep");
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eventsPlaying = true;
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TRACELOG(LOG_WARNING, "eventsPlaying enabled!");
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}
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#endif
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}
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// GLFW3 Char Key Callback, runs on key down (gets equivalent unicode char value)
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static void CharCallback(GLFWwindow *window, unsigned int key)
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{
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//TRACELOG(LOG_DEBUG, "Char Callback: KEY:%i(%c)", key, key);
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// NOTE: Registers any key down considering OS keyboard layout but
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// does not detect action events, those should be managed by user...
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// Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
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// Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
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// Check if there is space available in the queue
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if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
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{
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// Add character to the queue
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CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = key;
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CORE.Input.Keyboard.charPressedQueueCount++;
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}
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}
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// GLFW3 Mouse Button Callback, runs on mouse button pressed
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static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
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{
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// WARNING: GLFW could only return GLFW_PRESS (1) or GLFW_RELEASE (0) for now,
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// but future releases may add more actions (i.e. GLFW_REPEAT)
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CORE.Input.Mouse.currentButtonState[button] = action;
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#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) // PLATFORM_DESKTOP
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// Process mouse events as touches to be able to use mouse-gestures
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GestureEvent gestureEvent = { 0 };
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// Register touch actions
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if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
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else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_ACTION_UP;
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// NOTE: TOUCH_ACTION_MOVE event is registered in MouseCursorPosCallback()
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// Assign a pointer ID
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gestureEvent.pointId[0] = 0;
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// Register touch points count
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gestureEvent.pointCount = 1;
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// Register touch points position, only one point registered
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gestureEvent.position[0] = GetMousePosition();
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// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
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gestureEvent.position[0].x /= (float)GetScreenWidth();
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gestureEvent.position[0].y /= (float)GetScreenHeight();
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// Gesture data is sent to gestures-system for processing
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#if defined(PLATFORM_WEB)
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// Prevent calling ProcessGestureEvent() when Emscripten is present and there's a touch gesture, so EmscriptenTouchCallback() can handle it itself
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if (GetMouseX() != 0 || GetMouseY() != 0) ProcessGestureEvent(gestureEvent);
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#else
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ProcessGestureEvent(gestureEvent);
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#endif
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#endif
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}
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// GLFW3 Cursor Position Callback, runs on mouse move
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static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
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{
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CORE.Input.Mouse.currentPosition.x = (float)x;
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CORE.Input.Mouse.currentPosition.y = (float)y;
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CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
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#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) // PLATFORM_DESKTOP
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// Process mouse events as touches to be able to use mouse-gestures
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GestureEvent gestureEvent = { 0 };
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gestureEvent.touchAction = TOUCH_ACTION_MOVE;
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// Assign a pointer ID
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gestureEvent.pointId[0] = 0;
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// Register touch points count
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gestureEvent.pointCount = 1;
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// Register touch points position, only one point registered
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gestureEvent.position[0] = CORE.Input.Touch.position[0];
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// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
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gestureEvent.position[0].x /= (float)GetScreenWidth();
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gestureEvent.position[0].y /= (float)GetScreenHeight();
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// Gesture data is sent to gestures-system for processing
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ProcessGestureEvent(gestureEvent);
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#endif
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}
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// GLFW3 Scrolling Callback, runs on mouse wheel
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static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
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{
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CORE.Input.Mouse.currentWheelMove = (Vector2){ (float)xoffset, (float)yoffset };
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}
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// GLFW3 CursorEnter Callback, when cursor enters the window
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static void CursorEnterCallback(GLFWwindow *window, int enter)
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{
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if (enter == true) CORE.Input.Mouse.cursorOnScreen = true;
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else CORE.Input.Mouse.cursorOnScreen = false;
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}
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// GLFW3 Window Drop Callback, runs when drop files into window
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static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
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{
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if (count > 0)
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{
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// In case previous dropped filepaths have not been freed, we free them
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if (CORE.Window.dropFileCount > 0)
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{
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for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]);
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RL_FREE(CORE.Window.dropFilepaths);
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CORE.Window.dropFileCount = 0;
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CORE.Window.dropFilepaths = NULL;
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}
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// WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy
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CORE.Window.dropFileCount = count;
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CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *));
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for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++)
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{
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CORE.Window.dropFilepaths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
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strcpy(CORE.Window.dropFilepaths[i], paths[i]);
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}
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}
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}
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#endif
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//#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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//
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//// GLFW3 WindowSize Callback, runs when window is resizedLastFrame
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//// NOTE: Window resizing not allowed by default
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//static void WindowSizeCallback(GLFWwindow *window, int width, int height)
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//{
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// // Reset viewport and projection matrix for new size
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// SetupViewport(width, height);
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//
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// CORE.Window.currentFbo.width = width;
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// CORE.Window.currentFbo.height = height;
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// CORE.Window.resizedLastFrame = true;
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//
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// if (IsWindowFullscreen()) return;
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//
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// // Set current screen size
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//#if defined(__APPLE__)
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// CORE.Window.screen.width = width;
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// CORE.Window.screen.height = height;
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//#else
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// if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
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// {
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// Vector2 windowScaleDPI = GetWindowScaleDPI();
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//
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// CORE.Window.screen.width = (unsigned int)(width/windowScaleDPI.x);
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// CORE.Window.screen.height = (unsigned int)(height/windowScaleDPI.y);
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// }
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// else
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// {
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// CORE.Window.screen.width = width;
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// CORE.Window.screen.height = height;
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// }
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//#endif
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//
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// // NOTE: Postprocessing texture is not scaled to new size
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//}
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//
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//// GLFW3 WindowIconify Callback, runs when window is minimized/restored
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//static void WindowIconifyCallback(GLFWwindow *window, int iconified)
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//{
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// if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; // The window was iconified
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// else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // The window was restored
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//}
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//
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//// GLFW3 WindowFocus Callback, runs when window get/lose focus
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//static void WindowFocusCallback(GLFWwindow *window, int focused)
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//{
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// if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // The window was focused
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// else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; // The window lost focus
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//}
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//
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//// GLFW3 Keyboard Callback, runs on key pressed
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//static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
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//{
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// if (key < 0) return; // Security check, macOS fn key generates -1
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//
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// // WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
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// // to work properly with our implementation (IsKeyDown/IsKeyUp checks)
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// if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
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// else if(action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1;
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// else if(action == GLFW_REPEAT) CORE.Input.Keyboard.keyRepeatInFrame[key] = 1;
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//
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//#if !defined(PLATFORM_WEB)
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// // WARNING: Check if CAPS/NUM key modifiers are enabled and force down state for those keys
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// if (((key == KEY_CAPS_LOCK) && ((mods & GLFW_MOD_CAPS_LOCK) > 0)) ||
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// ((key == KEY_NUM_LOCK) && ((mods & GLFW_MOD_NUM_LOCK) > 0))) CORE.Input.Keyboard.currentKeyState[key] = 1;
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//#endif
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//
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// // Check if there is space available in the key queue
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// if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS))
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// {
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// // Add character to the queue
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// CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
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// CORE.Input.Keyboard.keyPressedQueueCount++;
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// }
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//
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// // Check the exit key to set close window
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// if ((key == CORE.Input.Keyboard.exitKey) && (action == GLFW_PRESS)) glfwSetWindowShouldClose(CORE.Window.handle, GLFW_TRUE);
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//
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//#if defined(SUPPORT_SCREEN_CAPTURE)
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// if ((key == GLFW_KEY_F12) && (action == GLFW_PRESS))
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// {
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//#if defined(SUPPORT_GIF_RECORDING)
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// if (mods & GLFW_MOD_CONTROL)
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// {
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// if (gifRecording)
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// {
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// gifRecording = false;
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//
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// MsfGifResult result = msf_gif_end(&gifState);
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//
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// SaveFileData(TextFormat("%s/screenrec%03i.gif", CORE.Storage.basePath, screenshotCounter), result.data, (unsigned int)result.dataSize);
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// msf_gif_free(result);
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//
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// #if defined(PLATFORM_WEB)
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// // Download file from MEMFS (emscripten memory filesystem)
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// // saveFileFromMEMFSToDisk() function is defined in raylib/templates/web_shel/shell.html
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// emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", TextFormat("screenrec%03i.gif", screenshotCounter - 1), TextFormat("screenrec%03i.gif", screenshotCounter - 1)));
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// #endif
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//
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// TRACELOG(LOG_INFO, "SYSTEM: Finish animated GIF recording");
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// }
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// else
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// {
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// gifRecording = true;
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// gifFrameCounter = 0;
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//
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// Vector2 scale = GetWindowScaleDPI();
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// msf_gif_begin(&gifState, (int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y));
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// screenshotCounter++;
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//
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// TRACELOG(LOG_INFO, "SYSTEM: Start animated GIF recording: %s", TextFormat("screenrec%03i.gif", screenshotCounter));
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// }
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// }
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// else
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//#endif // SUPPORT_GIF_RECORDING
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// {
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// TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
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// screenshotCounter++;
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// }
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// }
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//#endif // SUPPORT_SCREEN_CAPTURE
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//
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//#if defined(SUPPORT_EVENTS_AUTOMATION)
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// if ((key == GLFW_KEY_F11) && (action == GLFW_PRESS))
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// {
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// eventsRecording = !eventsRecording;
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//
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// // On finish recording, we export events into a file
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// if (!eventsRecording) ExportAutomationEvents("eventsrec.rep");
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// }
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// else if ((key == GLFW_KEY_F9) && (action == GLFW_PRESS))
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// {
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// LoadAutomationEvents("eventsrec.rep");
|
||||
// eventsPlaying = true;
|
||||
//
|
||||
// TRACELOG(LOG_WARNING, "eventsPlaying enabled!");
|
||||
// }
|
||||
//#endif
|
||||
//}
|
||||
//
|
||||
//// GLFW3 Char Key Callback, runs on key down (gets equivalent unicode char value)
|
||||
//static void CharCallback(GLFWwindow *window, unsigned int key)
|
||||
//{
|
||||
// //TRACELOG(LOG_DEBUG, "Char Callback: KEY:%i(%c)", key, key);
|
||||
//
|
||||
// // NOTE: Registers any key down considering OS keyboard layout but
|
||||
// // does not detect action events, those should be managed by user...
|
||||
// // Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
|
||||
// // Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
|
||||
//
|
||||
// // Check if there is space available in the queue
|
||||
// if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
|
||||
// {
|
||||
// // Add character to the queue
|
||||
// CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = key;
|
||||
// CORE.Input.Keyboard.charPressedQueueCount++;
|
||||
// }
|
||||
//}
|
||||
//
|
||||
//// GLFW3 Mouse Button Callback, runs on mouse button pressed
|
||||
//static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
|
||||
//{
|
||||
// // WARNING: GLFW could only return GLFW_PRESS (1) or GLFW_RELEASE (0) for now,
|
||||
// // but future releases may add more actions (i.e. GLFW_REPEAT)
|
||||
// CORE.Input.Mouse.currentButtonState[button] = action;
|
||||
//
|
||||
//#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) // PLATFORM_DESKTOP
|
||||
// // Process mouse events as touches to be able to use mouse-gestures
|
||||
// GestureEvent gestureEvent = { 0 };
|
||||
//
|
||||
// // Register touch actions
|
||||
// if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
|
||||
// else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_ACTION_UP;
|
||||
//
|
||||
// // NOTE: TOUCH_ACTION_MOVE event is registered in MouseCursorPosCallback()
|
||||
//
|
||||
// // Assign a pointer ID
|
||||
// gestureEvent.pointId[0] = 0;
|
||||
//
|
||||
// // Register touch points count
|
||||
// gestureEvent.pointCount = 1;
|
||||
//
|
||||
// // Register touch points position, only one point registered
|
||||
// gestureEvent.position[0] = GetMousePosition();
|
||||
//
|
||||
// // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
|
||||
// gestureEvent.position[0].x /= (float)GetScreenWidth();
|
||||
// gestureEvent.position[0].y /= (float)GetScreenHeight();
|
||||
//
|
||||
// // Gesture data is sent to gestures-system for processing
|
||||
//#if defined(PLATFORM_WEB)
|
||||
// // Prevent calling ProcessGestureEvent() when Emscripten is present and there's a touch gesture, so EmscriptenTouchCallback() can handle it itself
|
||||
// if (GetMouseX() != 0 || GetMouseY() != 0) ProcessGestureEvent(gestureEvent);
|
||||
//#else
|
||||
// ProcessGestureEvent(gestureEvent);
|
||||
//#endif
|
||||
//
|
||||
//#endif
|
||||
//}
|
||||
//
|
||||
//// GLFW3 Cursor Position Callback, runs on mouse move
|
||||
//static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
|
||||
//{
|
||||
// CORE.Input.Mouse.currentPosition.x = (float)x;
|
||||
// CORE.Input.Mouse.currentPosition.y = (float)y;
|
||||
// CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
|
||||
//
|
||||
//#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) // PLATFORM_DESKTOP
|
||||
// // Process mouse events as touches to be able to use mouse-gestures
|
||||
// GestureEvent gestureEvent = { 0 };
|
||||
//
|
||||
// gestureEvent.touchAction = TOUCH_ACTION_MOVE;
|
||||
//
|
||||
// // Assign a pointer ID
|
||||
// gestureEvent.pointId[0] = 0;
|
||||
//
|
||||
// // Register touch points count
|
||||
// gestureEvent.pointCount = 1;
|
||||
//
|
||||
// // Register touch points position, only one point registered
|
||||
// gestureEvent.position[0] = CORE.Input.Touch.position[0];
|
||||
//
|
||||
// // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
|
||||
// gestureEvent.position[0].x /= (float)GetScreenWidth();
|
||||
// gestureEvent.position[0].y /= (float)GetScreenHeight();
|
||||
//
|
||||
// // Gesture data is sent to gestures-system for processing
|
||||
// ProcessGestureEvent(gestureEvent);
|
||||
//#endif
|
||||
//}
|
||||
//
|
||||
//// GLFW3 Scrolling Callback, runs on mouse wheel
|
||||
//static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
|
||||
//{
|
||||
// CORE.Input.Mouse.currentWheelMove = (Vector2){ (float)xoffset, (float)yoffset };
|
||||
//}
|
||||
//
|
||||
//// GLFW3 CursorEnter Callback, when cursor enters the window
|
||||
//static void CursorEnterCallback(GLFWwindow *window, int enter)
|
||||
//{
|
||||
// if (enter == true) CORE.Input.Mouse.cursorOnScreen = true;
|
||||
// else CORE.Input.Mouse.cursorOnScreen = false;
|
||||
//}
|
||||
//
|
||||
//// GLFW3 Window Drop Callback, runs when drop files into window
|
||||
//static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
|
||||
//{
|
||||
// if (count > 0)
|
||||
// {
|
||||
// // In case previous dropped filepaths have not been freed, we free them
|
||||
// if (CORE.Window.dropFileCount > 0)
|
||||
// {
|
||||
// for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]);
|
||||
//
|
||||
// RL_FREE(CORE.Window.dropFilepaths);
|
||||
//
|
||||
// CORE.Window.dropFileCount = 0;
|
||||
// CORE.Window.dropFilepaths = NULL;
|
||||
// }
|
||||
//
|
||||
// // WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy
|
||||
// CORE.Window.dropFileCount = count;
|
||||
// CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *));
|
||||
//
|
||||
// for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++)
|
||||
// {
|
||||
// CORE.Window.dropFilepaths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
|
||||
// strcpy(CORE.Window.dropFilepaths[i], paths[i]);
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
//#endif
|
||||
|
||||
#if defined(PLATFORM_DRM)
|
||||
// Initialize Keyboard system (using standard input)
|
||||
|
|
|
@ -1758,3 +1758,261 @@ void PollInputEvents(void)
|
|||
if (CORE.Window.eventWaiting) glfwWaitEvents(); // Wait for in input events before continue (drawing is paused)
|
||||
else glfwPollEvents(); // Poll input events: keyboard/mouse/window events (callbacks)
|
||||
}
|
||||
|
||||
// GLFW3 WindowSize Callback, runs when window is resizedLastFrame
|
||||
// NOTE: Window resizing not allowed by default
|
||||
static void WindowSizeCallback(GLFWwindow *window, int width, int height)
|
||||
{
|
||||
// Reset viewport and projection matrix for new size
|
||||
SetupViewport(width, height);
|
||||
|
||||
CORE.Window.currentFbo.width = width;
|
||||
CORE.Window.currentFbo.height = height;
|
||||
CORE.Window.resizedLastFrame = true;
|
||||
|
||||
if (IsWindowFullscreen()) return;
|
||||
|
||||
// Set current screen size
|
||||
#if defined(__APPLE__)
|
||||
CORE.Window.screen.width = width;
|
||||
CORE.Window.screen.height = height;
|
||||
#else
|
||||
if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
|
||||
{
|
||||
Vector2 windowScaleDPI = GetWindowScaleDPI();
|
||||
|
||||
CORE.Window.screen.width = (unsigned int)(width/windowScaleDPI.x);
|
||||
CORE.Window.screen.height = (unsigned int)(height/windowScaleDPI.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
CORE.Window.screen.width = width;
|
||||
CORE.Window.screen.height = height;
|
||||
}
|
||||
#endif
|
||||
|
||||
// NOTE: Postprocessing texture is not scaled to new size
|
||||
}
|
||||
|
||||
// GLFW3 WindowIconify Callback, runs when window is minimized/restored
|
||||
static void WindowIconifyCallback(GLFWwindow *window, int iconified)
|
||||
{
|
||||
if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; // The window was iconified
|
||||
else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // The window was restored
|
||||
}
|
||||
|
||||
// GLFW3 WindowFocus Callback, runs when window get/lose focus
|
||||
static void WindowFocusCallback(GLFWwindow *window, int focused)
|
||||
{
|
||||
if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // The window was focused
|
||||
else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; // The window lost focus
|
||||
}
|
||||
|
||||
// GLFW3 Keyboard Callback, runs on key pressed
|
||||
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (key < 0) return; // Security check, macOS fn key generates -1
|
||||
|
||||
// WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
|
||||
// to work properly with our implementation (IsKeyDown/IsKeyUp checks)
|
||||
if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
|
||||
else if(action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1;
|
||||
else if(action == GLFW_REPEAT) CORE.Input.Keyboard.keyRepeatInFrame[key] = 1;
|
||||
|
||||
// WARNING: Check if CAPS/NUM key modifiers are enabled and force down state for those keys
|
||||
if (((key == KEY_CAPS_LOCK) && ((mods & GLFW_MOD_CAPS_LOCK) > 0)) ||
|
||||
((key == KEY_NUM_LOCK) && ((mods & GLFW_MOD_NUM_LOCK) > 0))) CORE.Input.Keyboard.currentKeyState[key] = 1;
|
||||
|
||||
// Check if there is space available in the key queue
|
||||
if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS))
|
||||
{
|
||||
// Add character to the queue
|
||||
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
|
||||
CORE.Input.Keyboard.keyPressedQueueCount++;
|
||||
}
|
||||
|
||||
// Check the exit key to set close window
|
||||
if ((key == CORE.Input.Keyboard.exitKey) && (action == GLFW_PRESS)) glfwSetWindowShouldClose(CORE.Window.handle, GLFW_TRUE);
|
||||
|
||||
#if defined(SUPPORT_SCREEN_CAPTURE)
|
||||
if ((key == GLFW_KEY_F12) && (action == GLFW_PRESS))
|
||||
{
|
||||
#if defined(SUPPORT_GIF_RECORDING)
|
||||
if (mods & GLFW_MOD_CONTROL)
|
||||
{
|
||||
if (gifRecording)
|
||||
{
|
||||
gifRecording = false;
|
||||
|
||||
MsfGifResult result = msf_gif_end(&gifState);
|
||||
|
||||
SaveFileData(TextFormat("%s/screenrec%03i.gif", CORE.Storage.basePath, screenshotCounter), result.data, (unsigned int)result.dataSize);
|
||||
msf_gif_free(result);
|
||||
|
||||
TRACELOG(LOG_INFO, "SYSTEM: Finish animated GIF recording");
|
||||
}
|
||||
else
|
||||
{
|
||||
gifRecording = true;
|
||||
gifFrameCounter = 0;
|
||||
|
||||
Vector2 scale = GetWindowScaleDPI();
|
||||
msf_gif_begin(&gifState, (int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y));
|
||||
screenshotCounter++;
|
||||
|
||||
TRACELOG(LOG_INFO, "SYSTEM: Start animated GIF recording: %s", TextFormat("screenrec%03i.gif", screenshotCounter));
|
||||
}
|
||||
}
|
||||
else
|
||||
#endif // SUPPORT_GIF_RECORDING
|
||||
{
|
||||
TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
|
||||
screenshotCounter++;
|
||||
}
|
||||
}
|
||||
#endif // SUPPORT_SCREEN_CAPTURE
|
||||
|
||||
#if defined(SUPPORT_EVENTS_AUTOMATION)
|
||||
if ((key == GLFW_KEY_F11) && (action == GLFW_PRESS))
|
||||
{
|
||||
eventsRecording = !eventsRecording;
|
||||
|
||||
// On finish recording, we export events into a file
|
||||
if (!eventsRecording) ExportAutomationEvents("eventsrec.rep");
|
||||
}
|
||||
else if ((key == GLFW_KEY_F9) && (action == GLFW_PRESS))
|
||||
{
|
||||
LoadAutomationEvents("eventsrec.rep");
|
||||
eventsPlaying = true;
|
||||
|
||||
TRACELOG(LOG_WARNING, "eventsPlaying enabled!");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
// GLFW3 Char Key Callback, runs on key down (gets equivalent unicode char value)
|
||||
static void CharCallback(GLFWwindow *window, unsigned int key)
|
||||
{
|
||||
//TRACELOG(LOG_DEBUG, "Char Callback: KEY:%i(%c)", key, key);
|
||||
|
||||
// NOTE: Registers any key down considering OS keyboard layout but
|
||||
// does not detect action events, those should be managed by user...
|
||||
// Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
|
||||
// Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
|
||||
|
||||
// Check if there is space available in the queue
|
||||
if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
|
||||
{
|
||||
// Add character to the queue
|
||||
CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = key;
|
||||
CORE.Input.Keyboard.charPressedQueueCount++;
|
||||
}
|
||||
}
|
||||
|
||||
// GLFW3 Mouse Button Callback, runs on mouse button pressed
|
||||
static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
|
||||
{
|
||||
// WARNING: GLFW could only return GLFW_PRESS (1) or GLFW_RELEASE (0) for now,
|
||||
// but future releases may add more actions (i.e. GLFW_REPEAT)
|
||||
CORE.Input.Mouse.currentButtonState[button] = action;
|
||||
|
||||
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) // PLATFORM_DESKTOP
|
||||
// Process mouse events as touches to be able to use mouse-gestures
|
||||
GestureEvent gestureEvent = { 0 };
|
||||
|
||||
// Register touch actions
|
||||
if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
|
||||
else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_ACTION_UP;
|
||||
|
||||
// NOTE: TOUCH_ACTION_MOVE event is registered in MouseCursorPosCallback()
|
||||
|
||||
// Assign a pointer ID
|
||||
gestureEvent.pointId[0] = 0;
|
||||
|
||||
// Register touch points count
|
||||
gestureEvent.pointCount = 1;
|
||||
|
||||
// Register touch points position, only one point registered
|
||||
gestureEvent.position[0] = GetMousePosition();
|
||||
|
||||
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
|
||||
gestureEvent.position[0].x /= (float)GetScreenWidth();
|
||||
gestureEvent.position[0].y /= (float)GetScreenHeight();
|
||||
|
||||
// Gesture data is sent to gestures-system for processing
|
||||
ProcessGestureEvent(gestureEvent);
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
// GLFW3 Cursor Position Callback, runs on mouse move
|
||||
static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
|
||||
{
|
||||
CORE.Input.Mouse.currentPosition.x = (float)x;
|
||||
CORE.Input.Mouse.currentPosition.y = (float)y;
|
||||
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
|
||||
|
||||
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) // PLATFORM_DESKTOP
|
||||
// Process mouse events as touches to be able to use mouse-gestures
|
||||
GestureEvent gestureEvent = { 0 };
|
||||
|
||||
gestureEvent.touchAction = TOUCH_ACTION_MOVE;
|
||||
|
||||
// Assign a pointer ID
|
||||
gestureEvent.pointId[0] = 0;
|
||||
|
||||
// Register touch points count
|
||||
gestureEvent.pointCount = 1;
|
||||
|
||||
// Register touch points position, only one point registered
|
||||
gestureEvent.position[0] = CORE.Input.Touch.position[0];
|
||||
|
||||
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
|
||||
gestureEvent.position[0].x /= (float)GetScreenWidth();
|
||||
gestureEvent.position[0].y /= (float)GetScreenHeight();
|
||||
|
||||
// Gesture data is sent to gestures-system for processing
|
||||
ProcessGestureEvent(gestureEvent);
|
||||
#endif
|
||||
}
|
||||
|
||||
// GLFW3 Scrolling Callback, runs on mouse wheel
|
||||
static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
|
||||
{
|
||||
CORE.Input.Mouse.currentWheelMove = (Vector2){ (float)xoffset, (float)yoffset };
|
||||
}
|
||||
|
||||
// GLFW3 CursorEnter Callback, when cursor enters the window
|
||||
static void CursorEnterCallback(GLFWwindow *window, int enter)
|
||||
{
|
||||
if (enter == true) CORE.Input.Mouse.cursorOnScreen = true;
|
||||
else CORE.Input.Mouse.cursorOnScreen = false;
|
||||
}
|
||||
|
||||
// GLFW3 Window Drop Callback, runs when drop files into window
|
||||
static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
|
||||
{
|
||||
if (count > 0)
|
||||
{
|
||||
// In case previous dropped filepaths have not been freed, we free them
|
||||
if (CORE.Window.dropFileCount > 0)
|
||||
{
|
||||
for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]);
|
||||
|
||||
RL_FREE(CORE.Window.dropFilepaths);
|
||||
|
||||
CORE.Window.dropFileCount = 0;
|
||||
CORE.Window.dropFilepaths = NULL;
|
||||
}
|
||||
|
||||
// WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy
|
||||
CORE.Window.dropFileCount = count;
|
||||
CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *));
|
||||
|
||||
for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++)
|
||||
{
|
||||
CORE.Window.dropFilepaths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
|
||||
strcpy(CORE.Window.dropFilepaths[i], paths[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
254
src/rcore_web.c
254
src/rcore_web.c
|
@ -1272,3 +1272,257 @@ void PollInputEvents(void)
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
// GLFW3 WindowSize Callback, runs when window is resizedLastFrame
|
||||
// NOTE: Window resizing not allowed by default
|
||||
static void WindowSizeCallback(GLFWwindow *window, int width, int height)
|
||||
{
|
||||
// Reset viewport and projection matrix for new size
|
||||
SetupViewport(width, height);
|
||||
|
||||
CORE.Window.currentFbo.width = width;
|
||||
CORE.Window.currentFbo.height = height;
|
||||
CORE.Window.resizedLastFrame = true;
|
||||
|
||||
if (IsWindowFullscreen()) return;
|
||||
|
||||
// Set current screen size
|
||||
if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
|
||||
{
|
||||
Vector2 windowScaleDPI = GetWindowScaleDPI();
|
||||
|
||||
CORE.Window.screen.width = (unsigned int)(width/windowScaleDPI.x);
|
||||
CORE.Window.screen.height = (unsigned int)(height/windowScaleDPI.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
CORE.Window.screen.width = width;
|
||||
CORE.Window.screen.height = height;
|
||||
}
|
||||
|
||||
// NOTE: Postprocessing texture is not scaled to new size
|
||||
}
|
||||
|
||||
// GLFW3 WindowIconify Callback, runs when window is minimized/restored
|
||||
static void WindowIconifyCallback(GLFWwindow *window, int iconified)
|
||||
{
|
||||
if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; // The window was iconified
|
||||
else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // The window was restored
|
||||
}
|
||||
|
||||
// GLFW3 WindowFocus Callback, runs when window get/lose focus
|
||||
static void WindowFocusCallback(GLFWwindow *window, int focused)
|
||||
{
|
||||
if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // The window was focused
|
||||
else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; // The window lost focus
|
||||
}
|
||||
|
||||
// GLFW3 Keyboard Callback, runs on key pressed
|
||||
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (key < 0) return; // Security check, macOS fn key generates -1
|
||||
|
||||
// WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
|
||||
// to work properly with our implementation (IsKeyDown/IsKeyUp checks)
|
||||
if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
|
||||
else if(action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1;
|
||||
else if(action == GLFW_REPEAT) CORE.Input.Keyboard.keyRepeatInFrame[key] = 1;
|
||||
|
||||
// Check if there is space available in the key queue
|
||||
if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS))
|
||||
{
|
||||
// Add character to the queue
|
||||
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
|
||||
CORE.Input.Keyboard.keyPressedQueueCount++;
|
||||
}
|
||||
|
||||
// Check the exit key to set close window
|
||||
if ((key == CORE.Input.Keyboard.exitKey) && (action == GLFW_PRESS)) glfwSetWindowShouldClose(CORE.Window.handle, GLFW_TRUE);
|
||||
|
||||
#if defined(SUPPORT_SCREEN_CAPTURE)
|
||||
if ((key == GLFW_KEY_F12) && (action == GLFW_PRESS))
|
||||
{
|
||||
#if defined(SUPPORT_GIF_RECORDING)
|
||||
if (mods & GLFW_MOD_CONTROL)
|
||||
{
|
||||
if (gifRecording)
|
||||
{
|
||||
gifRecording = false;
|
||||
|
||||
MsfGifResult result = msf_gif_end(&gifState);
|
||||
|
||||
SaveFileData(TextFormat("%s/screenrec%03i.gif", CORE.Storage.basePath, screenshotCounter), result.data, (unsigned int)result.dataSize);
|
||||
msf_gif_free(result);
|
||||
|
||||
// Download file from MEMFS (emscripten memory filesystem)
|
||||
// saveFileFromMEMFSToDisk() function is defined in raylib/templates/web_shel/shell.html
|
||||
emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", TextFormat("screenrec%03i.gif", screenshotCounter - 1), TextFormat("screenrec%03i.gif", screenshotCounter - 1)));
|
||||
|
||||
TRACELOG(LOG_INFO, "SYSTEM: Finish animated GIF recording");
|
||||
}
|
||||
else
|
||||
{
|
||||
gifRecording = true;
|
||||
gifFrameCounter = 0;
|
||||
|
||||
Vector2 scale = GetWindowScaleDPI();
|
||||
msf_gif_begin(&gifState, (int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y));
|
||||
screenshotCounter++;
|
||||
|
||||
TRACELOG(LOG_INFO, "SYSTEM: Start animated GIF recording: %s", TextFormat("screenrec%03i.gif", screenshotCounter));
|
||||
}
|
||||
}
|
||||
else
|
||||
#endif // SUPPORT_GIF_RECORDING
|
||||
{
|
||||
TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
|
||||
screenshotCounter++;
|
||||
}
|
||||
}
|
||||
#endif // SUPPORT_SCREEN_CAPTURE
|
||||
|
||||
#if defined(SUPPORT_EVENTS_AUTOMATION)
|
||||
if ((key == GLFW_KEY_F11) && (action == GLFW_PRESS))
|
||||
{
|
||||
eventsRecording = !eventsRecording;
|
||||
|
||||
// On finish recording, we export events into a file
|
||||
if (!eventsRecording) ExportAutomationEvents("eventsrec.rep");
|
||||
}
|
||||
else if ((key == GLFW_KEY_F9) && (action == GLFW_PRESS))
|
||||
{
|
||||
LoadAutomationEvents("eventsrec.rep");
|
||||
eventsPlaying = true;
|
||||
|
||||
TRACELOG(LOG_WARNING, "eventsPlaying enabled!");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
// GLFW3 Char Key Callback, runs on key down (gets equivalent unicode char value)
|
||||
static void CharCallback(GLFWwindow *window, unsigned int key)
|
||||
{
|
||||
//TRACELOG(LOG_DEBUG, "Char Callback: KEY:%i(%c)", key, key);
|
||||
|
||||
// NOTE: Registers any key down considering OS keyboard layout but
|
||||
// does not detect action events, those should be managed by user...
|
||||
// Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
|
||||
// Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
|
||||
|
||||
// Check if there is space available in the queue
|
||||
if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
|
||||
{
|
||||
// Add character to the queue
|
||||
CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = key;
|
||||
CORE.Input.Keyboard.charPressedQueueCount++;
|
||||
}
|
||||
}
|
||||
|
||||
// GLFW3 Mouse Button Callback, runs on mouse button pressed
|
||||
static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
|
||||
{
|
||||
// WARNING: GLFW could only return GLFW_PRESS (1) or GLFW_RELEASE (0) for now,
|
||||
// but future releases may add more actions (i.e. GLFW_REPEAT)
|
||||
CORE.Input.Mouse.currentButtonState[button] = action;
|
||||
|
||||
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) // PLATFORM_DESKTOP
|
||||
// Process mouse events as touches to be able to use mouse-gestures
|
||||
GestureEvent gestureEvent = { 0 };
|
||||
|
||||
// Register touch actions
|
||||
if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_ACTION_DOWN;
|
||||
else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_ACTION_UP;
|
||||
|
||||
// NOTE: TOUCH_ACTION_MOVE event is registered in MouseCursorPosCallback()
|
||||
|
||||
// Assign a pointer ID
|
||||
gestureEvent.pointId[0] = 0;
|
||||
|
||||
// Register touch points count
|
||||
gestureEvent.pointCount = 1;
|
||||
|
||||
// Register touch points position, only one point registered
|
||||
gestureEvent.position[0] = GetMousePosition();
|
||||
|
||||
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
|
||||
gestureEvent.position[0].x /= (float)GetScreenWidth();
|
||||
gestureEvent.position[0].y /= (float)GetScreenHeight();
|
||||
|
||||
// Gesture data is sent to gestures-system for processing
|
||||
// Prevent calling ProcessGestureEvent() when Emscripten is present and there's a touch gesture, so EmscriptenTouchCallback() can handle it itself
|
||||
if (GetMouseX() != 0 || GetMouseY() != 0) ProcessGestureEvent(gestureEvent);
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
// GLFW3 Cursor Position Callback, runs on mouse move
|
||||
static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
|
||||
{
|
||||
CORE.Input.Mouse.currentPosition.x = (float)x;
|
||||
CORE.Input.Mouse.currentPosition.y = (float)y;
|
||||
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
|
||||
|
||||
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) // PLATFORM_DESKTOP
|
||||
// Process mouse events as touches to be able to use mouse-gestures
|
||||
GestureEvent gestureEvent = { 0 };
|
||||
|
||||
gestureEvent.touchAction = TOUCH_ACTION_MOVE;
|
||||
|
||||
// Assign a pointer ID
|
||||
gestureEvent.pointId[0] = 0;
|
||||
|
||||
// Register touch points count
|
||||
gestureEvent.pointCount = 1;
|
||||
|
||||
// Register touch points position, only one point registered
|
||||
gestureEvent.position[0] = CORE.Input.Touch.position[0];
|
||||
|
||||
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
|
||||
gestureEvent.position[0].x /= (float)GetScreenWidth();
|
||||
gestureEvent.position[0].y /= (float)GetScreenHeight();
|
||||
|
||||
// Gesture data is sent to gestures-system for processing
|
||||
ProcessGestureEvent(gestureEvent);
|
||||
#endif
|
||||
}
|
||||
|
||||
// GLFW3 Scrolling Callback, runs on mouse wheel
|
||||
static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
|
||||
{
|
||||
CORE.Input.Mouse.currentWheelMove = (Vector2){ (float)xoffset, (float)yoffset };
|
||||
}
|
||||
|
||||
// GLFW3 CursorEnter Callback, when cursor enters the window
|
||||
static void CursorEnterCallback(GLFWwindow *window, int enter)
|
||||
{
|
||||
if (enter == true) CORE.Input.Mouse.cursorOnScreen = true;
|
||||
else CORE.Input.Mouse.cursorOnScreen = false;
|
||||
}
|
||||
|
||||
// GLFW3 Window Drop Callback, runs when drop files into window
|
||||
static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
|
||||
{
|
||||
if (count > 0)
|
||||
{
|
||||
// In case previous dropped filepaths have not been freed, we free them
|
||||
if (CORE.Window.dropFileCount > 0)
|
||||
{
|
||||
for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]);
|
||||
|
||||
RL_FREE(CORE.Window.dropFilepaths);
|
||||
|
||||
CORE.Window.dropFileCount = 0;
|
||||
CORE.Window.dropFilepaths = NULL;
|
||||
}
|
||||
|
||||
// WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy
|
||||
CORE.Window.dropFileCount = count;
|
||||
CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *));
|
||||
|
||||
for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++)
|
||||
{
|
||||
CORE.Window.dropFilepaths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
|
||||
strcpy(CORE.Window.dropFilepaths[i], paths[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue