//======================================================================== // GLFW - An OpenGL framework // Platform: Any // API version: 3.0 // WWW: http://www.glfw.org/ //------------------------------------------------------------------------ // Copyright (c) 2002-2006 Marcus Geelnard // Copyright (c) 2006-2010 Camilla Berglund // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would // be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not // be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source // distribution. // //======================================================================== #include "internal.h" #include #include #include //************************************************************************ //**** GLFW internal functions **** //************************************************************************ static int Max(int a, int b) { return (a > b) ? a : b; } //======================================================================== // Clear all open window hints //======================================================================== void _glfwClearWindowHints(void) { memset(&_glfwLibrary.hints, 0, sizeof(_glfwLibrary.hints)); _glfwLibrary.hints.glMajor = 1; } //======================================================================== // Handle the input tracking part of window deactivation //======================================================================== void _glfwInputDeactivation(_GLFWwindow* window) { int i; // Release all keyboard keys for (i = 0; i <= GLFW_KEY_LAST; i++) { if (window->key[i] == GLFW_PRESS) _glfwInputKey(window, i, GLFW_RELEASE); } // Release all mouse buttons for (i = 0; i <= GLFW_MOUSE_BUTTON_LAST; i++) { if (window->mouseButton[i] == GLFW_PRESS) _glfwInputMouseClick(window, i, GLFW_RELEASE); } } //======================================================================== // Clear all input state //======================================================================== void _glfwClearInput(_GLFWwindow* window) { int i; // Release all keyboard keys for (i = 0; i <= GLFW_KEY_LAST; i++) window->key[i] = GLFW_RELEASE; // Clear last character window->lastChar = 0; // Release all mouse buttons for (i = 0; i <= GLFW_MOUSE_BUTTON_LAST; i++) window->mouseButton[i] = GLFW_RELEASE; // Set mouse position to (0,0) window->mousePosX = 0; window->mousePosY = 0; // Set mouse wheel position to 0 window->wheelPos = 0; // The default is to use non sticky keys and mouse buttons window->stickyKeys = GL_FALSE; window->stickyMouseButtons = GL_FALSE; // The default is to disable key repeat window->keyRepeat = GL_FALSE; } //======================================================================== // Register keyboard activity //======================================================================== void _glfwInputKey(_GLFWwindow* window, int key, int action) { GLboolean keyrepeat = GL_FALSE; if (key < 0 || key > GLFW_KEY_LAST) return; // Are we trying to release an already released key? if (action == GLFW_RELEASE && window->key[key] != GLFW_PRESS) return; // Register key action if(action == GLFW_RELEASE && window->stickyKeys) window->key[key] = GLFW_STICK; else { keyrepeat = (window->key[key] == GLFW_PRESS) && (action == GLFW_PRESS); window->key[key] = (char) action; } // Call user callback function if (window->keyCallback && (window->keyRepeat || !keyrepeat) ) window->keyCallback(window, key, action); } //======================================================================== // Register (keyboard) character activity //======================================================================== void _glfwInputChar(_GLFWwindow* window, int character) { int keyrepeat = 0; // Valid Unicode (ISO 10646) character? if (!((character >= 32 && character <= 126) || character >= 160)) return; if (window->charCallback && (window->keyRepeat || !keyrepeat)) window->charCallback(window, character); } //======================================================================== // Register mouse button clicks //======================================================================== void _glfwInputMouseClick(_GLFWwindow* window, int button, int action) { if (button < 0 || button > GLFW_MOUSE_BUTTON_LAST) return; // Register mouse button action if (action == GLFW_RELEASE && window->stickyMouseButtons) window->mouseButton[button] = GLFW_STICK; else window->mouseButton[button] = (char) action; if (window->mouseButtonCallback) window->mouseButtonCallback(window, button, action); } //======================================================================== // Return the available framebuffer config closest to the desired values // This is based on the manual GLX Visual selection from 2.6 //======================================================================== const _GLFWfbconfig* _glfwChooseFBConfig(const _GLFWfbconfig* desired, const _GLFWfbconfig* alternatives, unsigned int count) { unsigned int i; unsigned int missing, leastMissing = UINT_MAX; unsigned int colorDiff, leastColorDiff = UINT_MAX; unsigned int extraDiff, leastExtraDiff = UINT_MAX; GLboolean desiresColor = GL_FALSE; const _GLFWfbconfig* current; const _GLFWfbconfig* closest = NULL; // Cache some long-winded preferences if (desired->redBits || desired->greenBits || desired->blueBits || desired->alphaBits) { desiresColor = GL_TRUE; } for (i = 0; i < count; i++) { current = alternatives + i; if (desired->stereo > 0 && current->stereo == 0) { // Stereo is a hard constraint continue; } // Count number of missing buffers { missing = 0; if (desired->alphaBits > 0 && current->alphaBits == 0) missing++; if (desired->depthBits > 0 && current->depthBits == 0) missing++; if (desired->stencilBits > 0 && current->stencilBits == 0) missing++; if (desired->auxBuffers > 0 && current->auxBuffers < desired->auxBuffers) missing += desired->auxBuffers - current->auxBuffers; if (desired->samples > 0 && current->samples == 0) { // Technically, several multisampling buffers could be // involved, but that's a lower level implementation detail and // not important to us here, so we count them as one missing++; } } // These polynomials make many small channel size differences matter // less than one large channel size difference // Calculate color channel size difference value { colorDiff = 0; if (desired->redBits > 0) { colorDiff += (desired->redBits - current->redBits) * (desired->redBits - current->redBits); } if (desired->greenBits > 0) { colorDiff += (desired->greenBits - current->greenBits) * (desired->greenBits - current->greenBits); } if (desired->blueBits > 0) { colorDiff += (desired->blueBits - current->blueBits) * (desired->blueBits - current->blueBits); } } // Calculate non-color channel size difference value { extraDiff = 0; if (desired->alphaBits > 0) { extraDiff += (desired->alphaBits - current->alphaBits) * (desired->alphaBits - current->alphaBits); } if (desired->depthBits > 0) { extraDiff += (desired->depthBits - current->depthBits) * (desired->depthBits - current->depthBits); } if (desired->stencilBits > 0) { extraDiff += (desired->stencilBits - current->stencilBits) * (desired->stencilBits - current->stencilBits); } if (desired->accumRedBits > 0) { extraDiff += (desired->accumRedBits - current->accumRedBits) * (desired->accumRedBits - current->accumRedBits); } if (desired->accumGreenBits > 0) { extraDiff += (desired->accumGreenBits - current->accumGreenBits) * (desired->accumGreenBits - current->accumGreenBits); } if (desired->accumBlueBits > 0) { extraDiff += (desired->accumBlueBits - current->accumBlueBits) * (desired->accumBlueBits - current->accumBlueBits); } if (desired->accumAlphaBits > 0) { extraDiff += (desired->accumAlphaBits - current->accumAlphaBits) * (desired->accumAlphaBits - current->accumAlphaBits); } if (desired->samples > 0) { extraDiff += (desired->samples - current->samples) * (desired->samples - current->samples); } } // Figure out if the current one is better than the best one found so far if (missing < leastMissing) closest = current; else if (missing == leastMissing) { if (desiresColor) { if ((colorDiff < leastColorDiff) || (colorDiff == leastColorDiff && extraDiff < leastExtraDiff)) { closest = current; } } else { if ((extraDiff < leastExtraDiff) || (extraDiff == leastExtraDiff && colorDiff < leastColorDiff)) { closest = current; } } } if (current == closest) { leastMissing = missing; leastColorDiff = colorDiff; leastExtraDiff = extraDiff; } } return closest; } //************************************************************************ //**** GLFW user functions **** //************************************************************************ //======================================================================== // Create the GLFW window and its associated context //======================================================================== GLFWAPI GLFWwindow glfwOpenWindow(int width, int height, int mode) { _GLFWfbconfig fbconfig; _GLFWwndconfig wndconfig; _GLFWwindow* window; if (!_glfwInitialized || _glfwLibrary.window) return NULL; window = (_GLFWwindow*) malloc(sizeof(_GLFWwindow)); if (!window) return NULL; _glfwLibrary.window = window; memset(window, 0, sizeof(_GLFWwindow)); // Set up desired framebuffer config fbconfig.redBits = Max(_glfwLibrary.hints.redBits, 0); fbconfig.greenBits = Max(_glfwLibrary.hints.greenBits, 0); fbconfig.blueBits = Max(_glfwLibrary.hints.blueBits, 0); fbconfig.alphaBits = Max(_glfwLibrary.hints.alphaBits, 0); fbconfig.depthBits = Max(_glfwLibrary.hints.depthBits, 0); fbconfig.stencilBits = Max(_glfwLibrary.hints.stencilBits, 0); fbconfig.accumRedBits = Max(_glfwLibrary.hints.accumRedBits, 0); fbconfig.accumGreenBits = Max(_glfwLibrary.hints.accumGreenBits, 0); fbconfig.accumBlueBits = Max(_glfwLibrary.hints.accumBlueBits, 0); fbconfig.accumAlphaBits = Max(_glfwLibrary.hints.accumAlphaBits, 0); fbconfig.auxBuffers = Max(_glfwLibrary.hints.auxBuffers, 0); fbconfig.stereo = _glfwLibrary.hints.stereo ? GL_TRUE : GL_FALSE; fbconfig.samples = Max(_glfwLibrary.hints.samples, 0); // Set up desired window config wndconfig.mode = mode; wndconfig.refreshRate = Max(_glfwLibrary.hints.refreshRate, 0); wndconfig.windowNoResize = _glfwLibrary.hints.windowNoResize ? GL_TRUE : GL_FALSE; wndconfig.glMajor = Max(_glfwLibrary.hints.glMajor, 1); wndconfig.glMinor = Max(_glfwLibrary.hints.glMinor, 0); wndconfig.glForward = _glfwLibrary.hints.glForward ? GL_TRUE : GL_FALSE; wndconfig.glDebug = _glfwLibrary.hints.glDebug ? GL_TRUE : GL_FALSE; wndconfig.glProfile = _glfwLibrary.hints.glProfile; // Clear for next open call _glfwClearWindowHints(); if (wndconfig.glMajor == 1 && wndconfig.glMinor > 5) { // OpenGL 1.x series ended with version 1.5 glfwCloseWindow(window); return GL_FALSE; } else if (wndconfig.glMajor == 2 && wndconfig.glMinor > 1) { // OpenGL 2.x series ended with version 2.1 glfwCloseWindow(window); return GL_FALSE; } else if (wndconfig.glMajor == 3 && wndconfig.glMinor > 3) { // OpenGL 3.x series ended with version 3.3 glfwCloseWindow(window); return GL_FALSE; } else { // For now, let everything else through } if (wndconfig.glProfile && (wndconfig.glMajor < 3 || (wndconfig.glMajor == 3 && wndconfig.glMinor < 2))) { // Context profiles are only defined for OpenGL version 3.2 and above glfwCloseWindow(window); return GL_FALSE; } if (wndconfig.glForward && wndconfig.glMajor < 3) { // Forward-compatible contexts are only defined for OpenGL version 3.0 and above glfwCloseWindow(window); return GL_FALSE; } if (mode != GLFW_WINDOW && mode != GLFW_FULLSCREEN) { // Invalid window mode glfwCloseWindow(window); return GL_FALSE; } // Clear GLFW window state _glfwClearInput(window); // Check width & height if (width > 0 && height <= 0) { // Set the window aspect ratio to 4:3 height = (width * 3) / 4; } else if (width <= 0 && height > 0) { // Set the window aspect ratio to 4:3 width = (height * 4) / 3; } else if (width <= 0 && height <= 0) { // Default window size width = 640; height = 480; } // Remember window settings window->width = width; window->height = height; window->mode = mode; // Platform specific window opening routine if (!_glfwPlatformOpenWindow(window, width, height, &wndconfig, &fbconfig)) { glfwCloseWindow(window); return GL_FALSE; } // Get window parameters (such as color buffer bits etc) glfwMakeWindowCurrent(window); _glfwPlatformRefreshWindowParams(); // Get OpenGL version _glfwParseGLVersion(&window->glMajor, &window->glMinor, &window->glRevision); if (window->glMajor < wndconfig.glMajor || (window->glMajor == wndconfig.glMajor && window->glMinor < wndconfig.glMinor)) { // The desired OpenGL version is greater than the actual version // This only happens if the machine lacks {GLX|WGL}_ARB_create_context glfwCloseWindow(window); return GL_FALSE; } if (window->glMajor > 2) { window->GetStringi = (PFNGLGETSTRINGIPROC) glfwGetProcAddress("glGetStringi"); if (!window->GetStringi) { glfwCloseWindow(window); return GL_FALSE; } } // If full-screen mode was requested, disable mouse cursor if (mode == GLFW_FULLSCREEN) glfwDisable(window, GLFW_MOUSE_CURSOR); // Start by clearing the front buffer to black (avoid ugly desktop // remains in our OpenGL window) glClear(GL_COLOR_BUFFER_BIT); _glfwPlatformSwapBuffers(); return window; } //======================================================================== // Make the OpenGL context associated with the specified window current //======================================================================== GLFWAPI void glfwMakeWindowCurrent(GLFWwindow window) { if (!_glfwInitialized || _glfwLibrary.currentWindow == window) return; _glfwPlatformMakeWindowCurrent(window); _glfwLibrary.currentWindow = window; } //======================================================================== // Returns GL_TRUE if the specified window handle is an actual window //======================================================================== GLFWAPI int glfwIsWindow(GLFWwindow window) { if (!_glfwInitialized) return GL_FALSE; if (window == NULL) return GL_FALSE; return (window == _glfwLibrary.window) ? GL_TRUE : GL_FALSE; } //======================================================================== // Set hints for opening the window //======================================================================== GLFWAPI void glfwOpenWindowHint(int target, int hint) { if (!_glfwInitialized) return; switch (target) { case GLFW_RED_BITS: _glfwLibrary.hints.redBits = hint; break; case GLFW_GREEN_BITS: _glfwLibrary.hints.greenBits = hint; break; case GLFW_BLUE_BITS: _glfwLibrary.hints.blueBits = hint; break; case GLFW_ALPHA_BITS: _glfwLibrary.hints.alphaBits = hint; break; case GLFW_DEPTH_BITS: _glfwLibrary.hints.depthBits = hint; break; case GLFW_STENCIL_BITS: _glfwLibrary.hints.stencilBits = hint; break; case GLFW_REFRESH_RATE: _glfwLibrary.hints.refreshRate = hint; break; case GLFW_ACCUM_RED_BITS: _glfwLibrary.hints.accumRedBits = hint; break; case GLFW_ACCUM_GREEN_BITS: _glfwLibrary.hints.accumGreenBits = hint; break; case GLFW_ACCUM_BLUE_BITS: _glfwLibrary.hints.accumBlueBits = hint; break; case GLFW_ACCUM_ALPHA_BITS: _glfwLibrary.hints.accumAlphaBits = hint; break; case GLFW_AUX_BUFFERS: _glfwLibrary.hints.auxBuffers = hint; break; case GLFW_STEREO: _glfwLibrary.hints.stereo = hint; break; case GLFW_WINDOW_NO_RESIZE: _glfwLibrary.hints.windowNoResize = hint; break; case GLFW_FSAA_SAMPLES: _glfwLibrary.hints.samples = hint; break; case GLFW_OPENGL_VERSION_MAJOR: _glfwLibrary.hints.glMajor = hint; break; case GLFW_OPENGL_VERSION_MINOR: _glfwLibrary.hints.glMinor = hint; break; case GLFW_OPENGL_FORWARD_COMPAT: _glfwLibrary.hints.glForward = hint; break; case GLFW_OPENGL_DEBUG_CONTEXT: _glfwLibrary.hints.glDebug = hint; break; case GLFW_OPENGL_PROFILE: _glfwLibrary.hints.glProfile = hint; break; default: break; } } //======================================================================== // Properly kill the window / video display //======================================================================== GLFWAPI void glfwCloseWindow(GLFWwindow window) { if (!_glfwInitialized) return; // Show mouse pointer again (if hidden) if (window == _glfwLibrary.cursorLockWindow) glfwEnable(window, GLFW_MOUSE_CURSOR); if (window == _glfwLibrary.currentWindow) glfwMakeWindowCurrent(NULL); _glfwPlatformCloseWindow(window); free(window); // Yuck _glfwLibrary.window = NULL; } //======================================================================== // Set the window title //======================================================================== GLFWAPI void glfwSetWindowTitle(GLFWwindow window, const char* title) { if (!_glfwInitialized) return; _glfwPlatformSetWindowTitle(window, title); } //======================================================================== // Get the window size //======================================================================== GLFWAPI void glfwGetWindowSize(GLFWwindow window, int* width, int* height) { if (!_glfwInitialized) return; if (width != NULL) *width = window->width; if (height != NULL) *height = window->height; } //======================================================================== // Set the window size //======================================================================== GLFWAPI void glfwSetWindowSize(GLFWwindow window, int width, int height) { if (!_glfwInitialized || window->iconified) return; // Don't do anything if the window size did not change if (width == window->width && height == window->height) return; _glfwPlatformSetWindowSize(window, width, height); if (window->mode == GLFW_FULLSCREEN) { // Refresh window parameters (may have changed due to changed video // modes) _glfwPlatformRefreshWindowParams(); } } //======================================================================== // Set the window position //======================================================================== GLFWAPI void glfwSetWindowPos(GLFWwindow window, int x, int y) { if (!_glfwInitialized || window->mode == GLFW_FULLSCREEN || window->iconified) { return; } _glfwPlatformSetWindowPos(window, x, y); } //======================================================================== // Window iconification //======================================================================== GLFWAPI void glfwIconifyWindow(GLFWwindow window) { if (!_glfwInitialized || window->iconified) return; _glfwPlatformIconifyWindow(window); } //======================================================================== // Window un-iconification //======================================================================== GLFWAPI void glfwRestoreWindow(GLFWwindow window) { if (!_glfwInitialized || !window->iconified) return; // Restore iconified window _glfwPlatformRestoreWindow(window); if (window->mode == GLFW_FULLSCREEN) _glfwPlatformRefreshWindowParams(); } //======================================================================== // Swap buffers (double-buffering) //======================================================================== GLFWAPI void glfwSwapBuffers(void) { if (!_glfwInitialized) return; if (_glfwLibrary.currentWindow) _glfwPlatformSwapBuffers(); } //======================================================================== // Set double buffering swap interval (0 = vsync off) //======================================================================== GLFWAPI void glfwSwapInterval(int interval) { if (!_glfwInitialized) return; _glfwPlatformSwapInterval(interval); } //======================================================================== // Get window parameter //======================================================================== GLFWAPI int glfwGetWindowParam(GLFWwindow window, int param) { if (!_glfwInitialized) return 0; switch (param) { case GLFW_ACTIVE: return window->active; case GLFW_ICONIFIED: return window->iconified; case GLFW_ACCELERATED: return window->accelerated; case GLFW_RED_BITS: return window->redBits; case GLFW_GREEN_BITS: return window->greenBits; case GLFW_BLUE_BITS: return window->blueBits; case GLFW_ALPHA_BITS: return window->alphaBits; case GLFW_DEPTH_BITS: return window->depthBits; case GLFW_STENCIL_BITS: return window->stencilBits; case GLFW_ACCUM_RED_BITS: return window->accumRedBits; case GLFW_ACCUM_GREEN_BITS: return window->accumGreenBits; case GLFW_ACCUM_BLUE_BITS: return window->accumBlueBits; case GLFW_ACCUM_ALPHA_BITS: return window->accumAlphaBits; case GLFW_AUX_BUFFERS: return window->auxBuffers; case GLFW_STEREO: return window->stereo; case GLFW_REFRESH_RATE: return window->refreshRate; case GLFW_WINDOW_NO_RESIZE: return window->windowNoResize; case GLFW_FSAA_SAMPLES: return window->samples; case GLFW_OPENGL_VERSION_MAJOR: return window->glMajor; case GLFW_OPENGL_VERSION_MINOR: return window->glMinor; case GLFW_OPENGL_FORWARD_COMPAT: return window->glForward; case GLFW_OPENGL_DEBUG_CONTEXT: return window->glDebug; case GLFW_OPENGL_PROFILE: return window->glProfile; default: return 0; } } //======================================================================== // Set callback function for window size changes //======================================================================== GLFWAPI void glfwSetWindowSizeCallback(GLFWwindow window, GLFWwindowsizefun cbfun) { if (!_glfwInitialized) return; window->windowSizeCallback = cbfun; // Call the callback function to let the application know the current // window size if (cbfun) cbfun(window, window->width, window->height); } //======================================================================== // Set callback function for window close events //======================================================================== GLFWAPI void glfwSetWindowCloseCallback(GLFWwindow window, GLFWwindowclosefun cbfun) { if (!_glfwInitialized) return; window->windowCloseCallback = cbfun; } //======================================================================== // Set callback function for window refresh events //======================================================================== GLFWAPI void glfwSetWindowRefreshCallback(GLFWwindow window, GLFWwindowrefreshfun cbfun) { if (!_glfwInitialized) return; window->windowRefreshCallback = cbfun; } //======================================================================== // Poll for new window and input events //======================================================================== GLFWAPI void glfwPollEvents(void) { if (!_glfwInitialized) return; _glfwPlatformPollEvents(); } //======================================================================== // Wait for new window and input events //======================================================================== GLFWAPI void glfwWaitEvents(void) { if (!_glfwInitialized) return; _glfwPlatformWaitEvents(); }