//======================================================================== // GLFW - An OpenGL library // Platform: Any // API version: 3.0 // WWW: http://www.glfw.org/ //------------------------------------------------------------------------ // Copyright (c) 2002-2006 Marcus Geelnard // Copyright (c) 2006-2010 Camilla Berglund // Copyright (c) 2012 Torsten Walluhn // // 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 #if defined(_MSC_VER) #include #endif // Return the maxiumum of the specified values // static int Max(int a, int b) { return (a > b) ? a : b; } ////////////////////////////////////////////////////////////////////////// ////// GLFW event API ////// ////////////////////////////////////////////////////////////////////////// void _glfwInputWindowFocus(_GLFWwindow* window, GLboolean focused) { if (focused) { if (_glfw.focusedWindow != window) { _glfw.focusedWindow = window; if (window->callbacks.focus) window->callbacks.focus((GLFWwindow*) window, focused); } } else { if (_glfw.focusedWindow == window) { int i; _glfw.focusedWindow = NULL; if (window->callbacks.focus) window->callbacks.focus((GLFWwindow*) window, focused); // Release all pressed keyboard keys for (i = 0; i <= GLFW_KEY_LAST; i++) { if (window->key[i] == GLFW_PRESS) _glfwInputKey(window, i, GLFW_RELEASE); } // Release all pressed mouse buttons for (i = 0; i <= GLFW_MOUSE_BUTTON_LAST; i++) { if (window->mouseButton[i] == GLFW_PRESS) _glfwInputMouseClick(window, i, GLFW_RELEASE); } } } } void _glfwInputWindowPos(_GLFWwindow* window, int x, int y) { if (window->callbacks.pos) window->callbacks.pos((GLFWwindow*) window, x, y); } void _glfwInputWindowSize(_GLFWwindow* window, int width, int height) { if (window->callbacks.size) window->callbacks.size((GLFWwindow*) window, width, height); } void _glfwInputWindowIconify(_GLFWwindow* window, int iconified) { if (window->iconified == iconified) return; window->iconified = iconified; if (window->callbacks.iconify) window->callbacks.iconify((GLFWwindow*) window, iconified); } void _glfwInputWindowVisibility(_GLFWwindow* window, int visible) { window->visible = visible; } void _glfwInputWindowDamage(_GLFWwindow* window) { if (window->callbacks.refresh) window->callbacks.refresh((GLFWwindow*) window); } void _glfwInputWindowCloseRequest(_GLFWwindow* window) { window->closed = GL_TRUE; if (window->callbacks.close) window->callbacks.close((GLFWwindow*) window); } ////////////////////////////////////////////////////////////////////////// ////// GLFW public API ////// ////////////////////////////////////////////////////////////////////////// GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height, const char* title, GLFWmonitor* monitor, GLFWwindow* share) { _GLFWfbconfig fbconfig; _GLFWwndconfig wndconfig; _GLFWwindow* window; _GLFWwindow* previous; _GLFW_REQUIRE_INIT_OR_RETURN(NULL); if (width <= 0 || height <= 0) { _glfwInputError(GLFW_INVALID_VALUE, "Invalid window size"); return GL_FALSE; } // Set up desired framebuffer config fbconfig.redBits = Max(_glfw.hints.redBits, 0); fbconfig.greenBits = Max(_glfw.hints.greenBits, 0); fbconfig.blueBits = Max(_glfw.hints.blueBits, 0); fbconfig.alphaBits = Max(_glfw.hints.alphaBits, 0); fbconfig.depthBits = Max(_glfw.hints.depthBits, 0); fbconfig.stencilBits = Max(_glfw.hints.stencilBits, 0); fbconfig.accumRedBits = Max(_glfw.hints.accumRedBits, 0); fbconfig.accumGreenBits = Max(_glfw.hints.accumGreenBits, 0); fbconfig.accumBlueBits = Max(_glfw.hints.accumBlueBits, 0); fbconfig.accumAlphaBits = Max(_glfw.hints.accumAlphaBits, 0); fbconfig.auxBuffers = Max(_glfw.hints.auxBuffers, 0); fbconfig.stereo = _glfw.hints.stereo ? GL_TRUE : GL_FALSE; fbconfig.samples = Max(_glfw.hints.samples, 0); fbconfig.sRGB = _glfw.hints.sRGB ? GL_TRUE : GL_FALSE; // Set up desired window config wndconfig.width = width; wndconfig.height = height; wndconfig.title = title; wndconfig.resizable = _glfw.hints.resizable ? GL_TRUE : GL_FALSE; wndconfig.visible = _glfw.hints.visible ? GL_TRUE : GL_FALSE; wndconfig.decorated = _glfw.hints.decorated ? GL_TRUE : GL_FALSE; wndconfig.clientAPI = _glfw.hints.clientAPI; wndconfig.glMajor = _glfw.hints.glMajor; wndconfig.glMinor = _glfw.hints.glMinor; wndconfig.glForward = _glfw.hints.glForward ? GL_TRUE : GL_FALSE; wndconfig.glDebug = _glfw.hints.glDebug ? GL_TRUE : GL_FALSE; wndconfig.glProfile = _glfw.hints.glProfile; wndconfig.glRobustness = _glfw.hints.glRobustness; wndconfig.monitor = (_GLFWmonitor*) monitor; wndconfig.share = (_GLFWwindow*) share; // Check the OpenGL bits of the window config if (!_glfwIsValidContextConfig(&wndconfig)) return GL_FALSE; window = (_GLFWwindow*) calloc(1, sizeof(_GLFWwindow)); window->next = _glfw.windowListHead; _glfw.windowListHead = window; if (wndconfig.monitor) { wndconfig.resizable = GL_TRUE; wndconfig.visible = GL_TRUE; window->videoMode.width = width; window->videoMode.height = height; window->videoMode.redBits = fbconfig.redBits; window->videoMode.greenBits = fbconfig.greenBits; window->videoMode.blueBits = fbconfig.blueBits; } window->monitor = wndconfig.monitor; window->resizable = wndconfig.resizable; window->decorated = wndconfig.decorated; window->cursorMode = GLFW_CURSOR_NORMAL; // Save the currently current context so it can be restored later previous = (_GLFWwindow*) glfwGetCurrentContext(); // Open the actual window and create its context if (!_glfwPlatformCreateWindow(window, &wndconfig, &fbconfig)) { glfwDestroyWindow((GLFWwindow*) window); glfwMakeContextCurrent((GLFWwindow*) previous); return GL_FALSE; } glfwMakeContextCurrent((GLFWwindow*) window); // Cache the actual (as opposed to requested) context parameters if (!_glfwRefreshContextParams()) { glfwDestroyWindow((GLFWwindow*) window); glfwMakeContextCurrent((GLFWwindow*) previous); return GL_FALSE; } // Verify the context against the requested parameters if (!_glfwIsValidContext(&wndconfig)) { glfwDestroyWindow((GLFWwindow*) window); glfwMakeContextCurrent((GLFWwindow*) previous); return GL_FALSE; } // Clearing the front buffer to black to avoid garbage pixels left over // from previous uses of our bit of VRAM glClear(GL_COLOR_BUFFER_BIT); _glfwPlatformSwapBuffers(window); // Restore the previously current context (or NULL) glfwMakeContextCurrent((GLFWwindow*) previous); if (wndconfig.monitor == NULL && wndconfig.visible) glfwShowWindow((GLFWwindow*) window); return (GLFWwindow*) window; } void glfwDefaultWindowHints(void) { _GLFW_REQUIRE_INIT(); memset(&_glfw.hints, 0, sizeof(_glfw.hints)); // The default is OpenGL with minimum version 1.0 _glfw.hints.clientAPI = GLFW_OPENGL_API; _glfw.hints.glMajor = 1; _glfw.hints.glMinor = 0; // The default is a visible, resizable window with decorations _glfw.hints.resizable = GL_TRUE; _glfw.hints.visible = GL_TRUE; _glfw.hints.decorated = GL_TRUE; // The default is 24 bits of color, 24 bits of depth and 8 bits of stencil _glfw.hints.redBits = 8; _glfw.hints.greenBits = 8; _glfw.hints.blueBits = 8; _glfw.hints.depthBits = 24; _glfw.hints.stencilBits = 8; } GLFWAPI void glfwWindowHint(int target, int hint) { _GLFW_REQUIRE_INIT(); switch (target) { case GLFW_RED_BITS: _glfw.hints.redBits = hint; break; case GLFW_GREEN_BITS: _glfw.hints.greenBits = hint; break; case GLFW_BLUE_BITS: _glfw.hints.blueBits = hint; break; case GLFW_ALPHA_BITS: _glfw.hints.alphaBits = hint; break; case GLFW_DEPTH_BITS: _glfw.hints.depthBits = hint; break; case GLFW_STENCIL_BITS: _glfw.hints.stencilBits = hint; break; case GLFW_ACCUM_RED_BITS: _glfw.hints.accumRedBits = hint; break; case GLFW_ACCUM_GREEN_BITS: _glfw.hints.accumGreenBits = hint; break; case GLFW_ACCUM_BLUE_BITS: _glfw.hints.accumBlueBits = hint; break; case GLFW_ACCUM_ALPHA_BITS: _glfw.hints.accumAlphaBits = hint; break; case GLFW_AUX_BUFFERS: _glfw.hints.auxBuffers = hint; break; case GLFW_STEREO: _glfw.hints.stereo = hint; break; case GLFW_RESIZABLE: _glfw.hints.resizable = hint; break; case GLFW_DECORATED: _glfw.hints.decorated = hint; break; case GLFW_VISIBLE: _glfw.hints.visible = hint; break; case GLFW_SAMPLES: _glfw.hints.samples = hint; break; case GLFW_SRGB_CAPABLE: _glfw.hints.sRGB = hint; break; case GLFW_CLIENT_API: _glfw.hints.clientAPI = hint; break; case GLFW_CONTEXT_VERSION_MAJOR: _glfw.hints.glMajor = hint; break; case GLFW_CONTEXT_VERSION_MINOR: _glfw.hints.glMinor = hint; break; case GLFW_CONTEXT_ROBUSTNESS: _glfw.hints.glRobustness = hint; break; case GLFW_OPENGL_FORWARD_COMPAT: _glfw.hints.glForward = hint; break; case GLFW_OPENGL_DEBUG_CONTEXT: _glfw.hints.glDebug = hint; break; case GLFW_OPENGL_PROFILE: _glfw.hints.glProfile = hint; break; default: _glfwInputError(GLFW_INVALID_ENUM, NULL); break; } } GLFWAPI void glfwDestroyWindow(GLFWwindow* handle) { _GLFWwindow* window = (_GLFWwindow*) handle; _GLFW_REQUIRE_INIT(); // Allow closing of NULL (to match the behavior of free) if (window == NULL) return; // Clear all callbacks to avoid exposing a half torn-down window object memset(&window->callbacks, 0, sizeof(window->callbacks)); // The window's context must not be current on another thread when the // window is destroyed if (window == _glfwPlatformGetCurrentContext()) _glfwPlatformMakeContextCurrent(NULL); // Clear the focused window pointer if this is the focused window if (window == _glfw.focusedWindow) _glfw.focusedWindow = NULL; _glfwPlatformDestroyWindow(window); // Unlink window from global linked list { _GLFWwindow** prev = &_glfw.windowListHead; while (*prev != window) prev = &((*prev)->next); *prev = window->next; } free(window); } GLFWAPI int glfwWindowShouldClose(GLFWwindow* handle) { _GLFWwindow* window = (_GLFWwindow*) handle; _GLFW_REQUIRE_INIT_OR_RETURN(0); return window->closed; } GLFWAPI void glfwSetWindowShouldClose(GLFWwindow* handle, int value) { _GLFWwindow* window = (_GLFWwindow*) handle; _GLFW_REQUIRE_INIT(); window->closed = value; } GLFWAPI void glfwSetWindowTitle(GLFWwindow* handle, const char* title) { _GLFWwindow* window = (_GLFWwindow*) handle; _GLFW_REQUIRE_INIT(); _glfwPlatformSetWindowTitle(window, title); } GLFWAPI void glfwGetWindowPos(GLFWwindow* handle, int* xpos, int* ypos) { _GLFWwindow* window = (_GLFWwindow*) handle; _GLFW_REQUIRE_INIT(); _glfwPlatformGetWindowPos(window, xpos, ypos); } GLFWAPI void glfwSetWindowPos(GLFWwindow* handle, int xpos, int ypos) { _GLFWwindow* window = (_GLFWwindow*) handle; _GLFW_REQUIRE_INIT(); if (window->monitor) { _glfwInputError(GLFW_INVALID_VALUE, "Fullscreen windows cannot be positioned"); return; } _glfwPlatformSetWindowPos(window, xpos, ypos); } GLFWAPI void glfwGetWindowSize(GLFWwindow* handle, int* width, int* height) { _GLFWwindow* window = (_GLFWwindow*) handle; _GLFW_REQUIRE_INIT(); _glfwPlatformGetWindowSize(window, width, height); } GLFWAPI void glfwSetWindowSize(GLFWwindow* handle, int width, int height) { _GLFWwindow* window = (_GLFWwindow*) handle; _GLFW_REQUIRE_INIT(); if (window->iconified) { // TODO: Figure out if this is an error return; } if (window->monitor) { window->videoMode.width = width; window->videoMode.height = height; } _glfwPlatformSetWindowSize(window, width, height); } GLFWAPI void glfwIconifyWindow(GLFWwindow* handle) { _GLFWwindow* window = (_GLFWwindow*) handle; _GLFW_REQUIRE_INIT(); if (window->iconified) return; _glfwPlatformIconifyWindow(window); } GLFWAPI void glfwRestoreWindow(GLFWwindow* handle) { _GLFWwindow* window = (_GLFWwindow*) handle; _GLFW_REQUIRE_INIT(); if (!window->iconified) return; _glfwPlatformRestoreWindow(window); } GLFWAPI void glfwShowWindow(GLFWwindow* handle) { _GLFWwindow* window = (_GLFWwindow*) handle; _GLFW_REQUIRE_INIT(); if (window->monitor) return; _glfwPlatformShowWindow(window); } GLFWAPI void glfwHideWindow(GLFWwindow* handle) { _GLFWwindow* window = (_GLFWwindow*) handle; _GLFW_REQUIRE_INIT(); if (window->monitor) return; _glfwPlatformHideWindow(window); } GLFWAPI int glfwGetWindowParam(GLFWwindow* handle, int param) { _GLFWwindow* window = (_GLFWwindow*) handle; _GLFW_REQUIRE_INIT_OR_RETURN(0); switch (param) { case GLFW_FOCUSED: return window == _glfw.focusedWindow; case GLFW_ICONIFIED: return window->iconified; case GLFW_RESIZABLE: return window->resizable; case GLFW_DECORATED: return window->decorated; case GLFW_VISIBLE: return window->visible; case GLFW_CLIENT_API: return window->clientAPI; case GLFW_CONTEXT_VERSION_MAJOR: return window->glMajor; case GLFW_CONTEXT_VERSION_MINOR: return window->glMinor; case GLFW_CONTEXT_REVISION: return window->glRevision; case GLFW_CONTEXT_ROBUSTNESS: return window->glRobustness; case GLFW_OPENGL_FORWARD_COMPAT: return window->glForward; case GLFW_OPENGL_DEBUG_CONTEXT: return window->glDebug; case GLFW_OPENGL_PROFILE: return window->glProfile; } _glfwInputError(GLFW_INVALID_ENUM, NULL); return 0; } GLFWAPI GLFWmonitor* glfwGetWindowMonitor(GLFWwindow* handle) { _GLFWwindow* window = (_GLFWwindow*) handle; _GLFW_REQUIRE_INIT_OR_RETURN(NULL); return (GLFWmonitor*) window->monitor; } GLFWAPI void glfwSetWindowUserPointer(GLFWwindow* handle, void* pointer) { _GLFWwindow* window = (_GLFWwindow*) handle; _GLFW_REQUIRE_INIT(); window->userPointer = pointer; } GLFWAPI void* glfwGetWindowUserPointer(GLFWwindow* handle) { _GLFWwindow* window = (_GLFWwindow*) handle; _GLFW_REQUIRE_INIT_OR_RETURN(NULL); return window->userPointer; } GLFWAPI void glfwSetWindowPosCallback(GLFWwindow* handle, GLFWwindowposfun cbfun) { _GLFWwindow* window = (_GLFWwindow*) handle; _GLFW_REQUIRE_INIT(); window->callbacks.pos = cbfun; } GLFWAPI void glfwSetWindowSizeCallback(GLFWwindow* handle, GLFWwindowsizefun cbfun) { _GLFWwindow* window = (_GLFWwindow*) handle; _GLFW_REQUIRE_INIT(); window->callbacks.size = cbfun; } GLFWAPI void glfwSetWindowCloseCallback(GLFWwindow* handle, GLFWwindowclosefun cbfun) { _GLFWwindow* window = (_GLFWwindow*) handle; _GLFW_REQUIRE_INIT(); window->callbacks.close = cbfun; } GLFWAPI void glfwSetWindowRefreshCallback(GLFWwindow* handle, GLFWwindowrefreshfun cbfun) { _GLFWwindow* window = (_GLFWwindow*) handle; _GLFW_REQUIRE_INIT(); window->callbacks.refresh = cbfun; } GLFWAPI void glfwSetWindowFocusCallback(GLFWwindow* handle, GLFWwindowfocusfun cbfun) { _GLFWwindow* window = (_GLFWwindow*) handle; _GLFW_REQUIRE_INIT(); window->callbacks.focus = cbfun; } GLFWAPI void glfwSetWindowIconifyCallback(GLFWwindow* handle, GLFWwindowiconifyfun cbfun) { _GLFWwindow* window = (_GLFWwindow*) handle; _GLFW_REQUIRE_INIT(); window->callbacks.iconify = cbfun; } GLFWAPI void glfwPollEvents(void) { _GLFW_REQUIRE_INIT(); _glfwPlatformPollEvents(); } GLFWAPI void glfwWaitEvents(void) { _GLFW_REQUIRE_INIT(); _glfwPlatformWaitEvents(); }