WARNING: REDESIGN: InitPlatform() to initialize all platform data #3313
`InitGraphicsDevice()` could be confusing because the function actually initialized many things: window, graphics, inputs, callbacks, timming, storage... restructured it.
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1 changed files with 505 additions and 547 deletions
198
src/rcore_web.c
198
src/rcore_web.c
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@ -87,17 +87,18 @@ static PlatformData platform = { 0 }; // Platform specific data
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//----------------------------------------------------------------------------------
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// Module Internal Functions Declaration
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//----------------------------------------------------------------------------------
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static bool InitGraphicsDevice(int width, int height); // Initialize graphics device
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static int InitPlatform(void); // Initialize platform (graphics, inputs and more)
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static void ClosePlatform(void); // Close platform
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// Error callback event
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static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
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static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
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// Window callbacks events
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static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
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static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
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static void WindowMaximizeCallback(GLFWwindow *window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized
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static void WindowFocusCallback(GLFWwindow *window, int focused); // GLFW3 WindowFocus Callback, runs when window get/lose focus
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static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window
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static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
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static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
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static void WindowMaximizeCallback(GLFWwindow *window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized
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static void WindowFocusCallback(GLFWwindow *window, int focused); // GLFW3 WindowFocus Callback, runs when window get/lose focus
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static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window
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// Input callbacks events
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static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
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@ -107,11 +108,12 @@ static void MouseCursorPosCallback(GLFWwindow *window, double x, double y);
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static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel
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static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
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// Emscripten callback events
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// Emscripten window callback events
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static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData);
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static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
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static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
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// Emscripten input callback events
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static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData);
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static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData);
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static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData);
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@ -160,67 +162,32 @@ void InitWindow(int width, int height, const char *title)
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TRACELOG(LOG_INFO, " > raudio:.... not loaded (optional)");
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#endif
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// NOTE: Keep internal pointer to input title string (no copy)
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// Initialize window data
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CORE.Window.screen.width = width;
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CORE.Window.screen.height = height;
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CORE.Window.eventWaiting = false;
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CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default
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if ((title != NULL) && (title[0] != 0)) CORE.Window.title = title;
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// Initialize global input state
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memset(&CORE.Input, 0, sizeof(CORE.Input));
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memset(&CORE.Input, 0, sizeof(CORE.Input)); // Reset CORE.Input structure to 0
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CORE.Input.Keyboard.exitKey = KEY_ESCAPE;
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CORE.Input.Mouse.scale = (Vector2){1.0f, 1.0f};
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CORE.Input.Mouse.scale = (Vector2){ 1.0f, 1.0f };
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CORE.Input.Mouse.cursor = MOUSE_CURSOR_ARROW;
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CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
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CORE.Window.eventWaiting = false;
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CORE.Input.Gamepad.lastButtonPressed = GAMEPAD_BUTTON_UNKNOWN;
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// Platform specific init window
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//--------------------------------------------------------------
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// Initialize graphics device (display device and OpenGL context)
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// NOTE: returns true if window and graphic device has been initialized successfully
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CORE.Window.ready = InitGraphicsDevice(width, height);
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// If graphic device is no properly initialized, we end program
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if (!CORE.Window.ready) { TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphic device"); return; }
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else SetWindowPosition(GetMonitorWidth(GetCurrentMonitor())/2 - CORE.Window.screen.width/2, GetMonitorHeight(GetCurrentMonitor())/2 - CORE.Window.screen.height/2);
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// Initialize hi-res timer
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InitTimer();
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// Initialize base path for storage
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CORE.Storage.basePath = GetWorkingDirectory();
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// Setup callback functions for the DOM events
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emscripten_set_fullscreenchange_callback("#canvas", NULL, 1, EmscriptenFullscreenChangeCallback);
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// WARNING: Below resize code was breaking fullscreen mode for sample games and examples, it needs review
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// Check fullscreen change events(note this is done on the window since most browsers don't support this on #canvas)
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// emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenResizeCallback);
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// Check Resize event (note this is done on the window since most browsers don't support this on #canvas)
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emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenResizeCallback);
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// Trigger this once to get initial window sizing
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EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL);
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// Support keyboard events -> Not used, GLFW.JS takes care of that
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// emscripten_set_keypress_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
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// emscripten_set_keydown_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
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// Support mouse events
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emscripten_set_click_callback("#canvas", NULL, 1, EmscriptenMouseCallback);
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// Support touch events
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emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
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emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
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emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
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emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
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// Support gamepad events (not provided by GLFW3 on emscripten)
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emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback);
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emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback);
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// Initialize platform
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//--------------------------------------------------------------
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InitPlatform();
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//--------------------------------------------------------------
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// Initialize OpenGL context (states and resources)
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// NOTE: CORE.Window.currentFbo.width and CORE.Window.currentFbo.height not used, just stored as globals in rlgl
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rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
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// Initialize random seed
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SetRandomSeed((unsigned int)time(NULL));
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// Setup default viewport
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// NOTE: It updated CORE.Window.render.width and CORE.Window.render.height
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SetupViewport(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
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#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
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// Load default font
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@ -264,6 +231,9 @@ void InitWindow(int width, int height, const char *title)
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CORE.Time.frameCounter = 0;
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#endif
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// Initialize random seed
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SetRandomSeed((unsigned int)time(NULL));
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TRACELOG(LOG_INFO, "PLATFORM: WEB: Application initialized successfully");
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}
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@ -285,10 +255,9 @@ void CloseWindow(void)
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rlglClose(); // De-init rlgl
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// Platform specific close window
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//--------------------------------------------------------------
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glfwDestroyWindow(platform.handle);
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glfwTerminate();
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// De-initialize platform
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//--------------------------------------------------------------
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ClosePlatform();
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//--------------------------------------------------------------
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#if defined(SUPPORT_EVENTS_AUTOMATION)
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@ -814,43 +783,14 @@ void PollInputEvents(void)
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// Module Internal Functions Definition
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//----------------------------------------------------------------------------------
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// Initialize display device and framebuffer
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// NOTE: width and height represent the screen (framebuffer) desired size, not actual display size
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// If width or height are 0, default display size will be used for framebuffer size
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// NOTE: returns false in case graphic device could not be created
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static bool InitGraphicsDevice(int width, int height)
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// Initialize platform: graphics, inputs and more
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static int InitPlatform(void)
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{
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CORE.Window.screen.width = width; // User desired width
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CORE.Window.screen.height = height; // User desired height
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CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default
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// Set the screen minimum and maximum default values to 0
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CORE.Window.screenMin.width = 0;
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CORE.Window.screenMin.height = 0;
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CORE.Window.screenMax.width = 0;
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CORE.Window.screenMax.height = 0;
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// NOTE: Framebuffer (render area - CORE.Window.render.width, CORE.Window.render.height) could include black bars...
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// ...in top-down or left-right to match display aspect ratio (no weird scaling)
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glfwSetErrorCallback(ErrorCallback);
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/*
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// TODO: Setup GLFW custom allocators to match raylib ones
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const GLFWallocator allocator = {
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.allocate = MemAlloc,
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.deallocate = MemFree,
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.reallocate = MemRealloc,
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.user = NULL
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};
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glfwInitAllocator(&allocator);
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*/
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if (!glfwInit())
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{
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TRACELOG(LOG_WARNING, "GLFW: Failed to initialize GLFW");
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return false;
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}
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// Initialize GLFW internal global state
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int result = glfwInit();
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if (result == GLFW_FALSE) { TRACELOG(LOG_WARNING, "GLFW: Failed to initialize GLFW"); return -1; }
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glfwDefaultWindowHints(); // Set default windows hints
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// glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits
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@ -1016,7 +956,7 @@ static bool InitGraphicsDevice(int width, int height)
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{
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glfwTerminate();
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TRACELOG(LOG_WARNING, "GLFW: Failed to initialize Window");
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return false;
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return -1;
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}
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// WARNING: glfwCreateWindow() title doesn't work with emscripten
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@ -1037,6 +977,12 @@ static bool InitGraphicsDevice(int width, int height)
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glfwSetCursorEnterCallback(platform.handle, CursorEnterCallback);
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glfwMakeContextCurrent(platform.handle);
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// Load OpenGL extensions
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// NOTE: GL procedures address loader is required to load extensions
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rlLoadExtensions(glfwGetProcAddress);
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if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
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// Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
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// NOTE: V-Sync can be enabled by graphic driver configuration, it doesn't need
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@ -1055,22 +1001,54 @@ static bool InitGraphicsDevice(int width, int height)
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TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
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TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
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TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
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// If graphic device is no properly initialized, we end program
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if (!CORE.Window.ready) { TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphic device"); return -1; }
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else SetWindowPosition(GetMonitorWidth(GetCurrentMonitor())/2 - CORE.Window.screen.width/2, GetMonitorHeight(GetCurrentMonitor())/2 - CORE.Window.screen.height/2);
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// Load OpenGL extensions
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// NOTE: GL procedures address loader is required to load extensions
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rlLoadExtensions(glfwGetProcAddress);
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// Initialize hi-res timer
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InitTimer();
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// Initialize base path for storage
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CORE.Storage.basePath = GetWorkingDirectory();
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// Setup callback functions for the DOM events
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emscripten_set_fullscreenchange_callback("#canvas", NULL, 1, EmscriptenFullscreenChangeCallback);
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// Initialize OpenGL context (states and resources)
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// NOTE: CORE.Window.currentFbo.width and CORE.Window.currentFbo.height not used, just stored as globals in rlgl
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rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
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// WARNING: Below resize code was breaking fullscreen mode for sample games and examples, it needs review
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// Check fullscreen change events(note this is done on the window since most browsers don't support this on #canvas)
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// emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenResizeCallback);
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// Check Resize event (note this is done on the window since most browsers don't support this on #canvas)
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emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenResizeCallback);
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// Setup default viewport
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// NOTE: It updated CORE.Window.render.width and CORE.Window.render.height
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SetupViewport(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
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// Trigger this once to get initial window sizing
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EmscriptenResizeCallback(EMSCRIPTEN_EVENT_RESIZE, NULL, NULL);
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if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
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// Support keyboard events -> Not used, GLFW.JS takes care of that
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// emscripten_set_keypress_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
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// emscripten_set_keydown_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
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return true;
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// Support mouse events
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emscripten_set_click_callback("#canvas", NULL, 1, EmscriptenMouseCallback);
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// Support touch events
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emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
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emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
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emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
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emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
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// Support gamepad events (not provided by GLFW3 on emscripten)
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emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback);
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emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback);
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return 0;
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}
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// Close platform
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static void ClosePlatform(void)
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{
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glfwDestroyWindow(platform.handle);
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glfwTerminate();
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}
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// GLFW3 Error Callback, runs on GLFW3 error
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