glfw/src/win32_window.c
2012-08-03 15:21:49 +02:00

1353 lines
44 KiB
C
Executable File

//========================================================================
// GLFW - An OpenGL library
// Platform: Win32/WGL
// API version: 3.0
// WWW: http://www.glfw.org/
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
//
// 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 <stdio.h>
#include <stdlib.h>
//========================================================================
// Enable/disable minimize/restore animations
//========================================================================
static int setMinMaxAnimations(int enable)
{
ANIMATIONINFO AI;
int old_enable;
// Get old animation setting
AI.cbSize = sizeof(ANIMATIONINFO);
SystemParametersInfo(SPI_GETANIMATION, AI.cbSize, &AI, 0);
old_enable = AI.iMinAnimate;
// If requested, change setting
if (old_enable != enable)
{
AI.iMinAnimate = enable;
SystemParametersInfo(SPI_SETANIMATION, AI.cbSize, &AI,
SPIF_SENDCHANGE);
}
return old_enable;
}
//========================================================================
// Focus the window and bring it to the top of the stack
// Due to some nastiness with how XP handles SetForegroundWindow we have
// to go through some really bizarre measures to achieve this
//========================================================================
static void setForegroundWindow(HWND hWnd)
{
int try_count = 0;
int old_animate;
// Try the standard approach first...
BringWindowToTop(hWnd);
SetForegroundWindow(hWnd);
// If it worked, return now
if (hWnd == GetForegroundWindow())
{
// Try to modify the system settings (since this is the foreground
// process, we are allowed to do this)
SystemParametersInfo(SPI_SETFOREGROUNDLOCKTIMEOUT, 0, (LPVOID) 0,
SPIF_SENDCHANGE);
return;
}
// For other Windows versions than 95 & NT4.0, the standard approach
// may not work, so if we failed we have to "trick" Windows into
// making our window the foureground window: Iconify and restore
// again. It is ugly, but it seems to work (we turn off those annoying
// zoom animations to make it look a bit better at least).
// Turn off minimize/restore animations
old_animate = setMinMaxAnimations(0);
// We try this a few times, just to be on the safe side of things...
do
{
// Iconify & restore
ShowWindow(hWnd, SW_HIDE);
ShowWindow(hWnd, SW_SHOWMINIMIZED);
ShowWindow(hWnd, SW_SHOWNORMAL);
// Try to get focus
BringWindowToTop(hWnd);
SetForegroundWindow(hWnd);
// We do not want to keep going on forever, so we keep track of
// how many times we tried
try_count++;
}
while (hWnd != GetForegroundWindow() && try_count <= 3);
// Restore the system minimize/restore animation setting
setMinMaxAnimations(old_animate);
// Try to modify the system settings (since this is now hopefully the
// foreground process, we are probably allowed to do this)
SystemParametersInfo(SPI_SETFOREGROUNDLOCKTIMEOUT, 0, (LPVOID) 0,
SPIF_SENDCHANGE);
}
//========================================================================
// Hide mouse cursor
//========================================================================
static void hideCursor(_GLFWwindow* window)
{
}
//========================================================================
// Capture mouse cursor
//========================================================================
static void captureCursor(_GLFWwindow* window)
{
RECT ClipWindowRect;
ShowCursor(FALSE);
// Clip cursor to the window
if (GetWindowRect(window->Win32.handle, &ClipWindowRect))
ClipCursor(&ClipWindowRect);
// Capture cursor to user window
SetCapture(window->Win32.handle);
}
//========================================================================
// Show mouse cursor
//========================================================================
static void showCursor(_GLFWwindow* window)
{
// Un-capture cursor
ReleaseCapture();
// Release the cursor from the window
ClipCursor(NULL);
ShowCursor(TRUE);
}
//========================================================================
// Translates a Windows key to the corresponding GLFW key
//========================================================================
static int translateKey(WPARAM wParam, LPARAM lParam)
{
MSG next_msg;
DWORD msg_time;
DWORD scan_code;
// Check for numeric keypad keys.
// Note: This way we always force "NumLock = ON", which is intentional
// since the returned key code should correspond to a physical
// location.
int hiFlags = HIWORD(lParam);
if (!(hiFlags & 0x100))
{
switch (MapVirtualKey(hiFlags & 0xFF, 1))
{
case VK_INSERT: return GLFW_KEY_KP_0;
case VK_END: return GLFW_KEY_KP_1;
case VK_DOWN: return GLFW_KEY_KP_2;
case VK_NEXT: return GLFW_KEY_KP_3;
case VK_LEFT: return GLFW_KEY_KP_4;
case VK_CLEAR: return GLFW_KEY_KP_5;
case VK_RIGHT: return GLFW_KEY_KP_6;
case VK_HOME: return GLFW_KEY_KP_7;
case VK_UP: return GLFW_KEY_KP_8;
case VK_PRIOR: return GLFW_KEY_KP_9;
case VK_DIVIDE: return GLFW_KEY_KP_DIVIDE;
case VK_MULTIPLY: return GLFW_KEY_KP_MULTIPLY;
case VK_SUBTRACT: return GLFW_KEY_KP_SUBTRACT;
case VK_ADD: return GLFW_KEY_KP_ADD;
case VK_DELETE: return GLFW_KEY_KP_DECIMAL;
default: break;
}
}
// Check which key was pressed or released
switch (wParam)
{
// The SHIFT keys require special handling
case VK_SHIFT:
{
// Compare scan code for this key with that of VK_RSHIFT in
// order to determine which shift key was pressed (left or
// right)
scan_code = MapVirtualKey(VK_RSHIFT, 0);
if (((lParam & 0x01ff0000) >> 16) == scan_code)
return GLFW_KEY_RIGHT_SHIFT;
return GLFW_KEY_LEFT_SHIFT;
}
// The CTRL keys require special handling
case VK_CONTROL:
{
// Is this an extended key (i.e. right key)?
if (lParam & 0x01000000)
return GLFW_KEY_RIGHT_CONTROL;
// Here is a trick: "Alt Gr" sends LCTRL, then RALT. We only
// want the RALT message, so we try to see if the next message
// is a RALT message. In that case, this is a false LCTRL!
msg_time = GetMessageTime();
if (PeekMessage(&next_msg, NULL, 0, 0, PM_NOREMOVE))
{
if (next_msg.message == WM_KEYDOWN ||
next_msg.message == WM_SYSKEYDOWN)
{
if (next_msg.wParam == VK_MENU &&
(next_msg.lParam & 0x01000000) &&
next_msg.time == msg_time)
{
// Next message is a RALT down message, which
// means that this is NOT a proper LCTRL message!
return -1;
}
}
}
return GLFW_KEY_LEFT_CONTROL;
}
// The ALT keys require special handling
case VK_MENU:
{
// Is this an extended key (i.e. right key)?
if (lParam & 0x01000000)
return GLFW_KEY_RIGHT_ALT;
return GLFW_KEY_LEFT_ALT;
}
// The ENTER keys require special handling
case VK_RETURN:
{
// Is this an extended key (i.e. right key)?
if (lParam & 0x01000000)
return GLFW_KEY_KP_ENTER;
return GLFW_KEY_ENTER;
}
// Funcion keys (non-printable keys)
case VK_ESCAPE: return GLFW_KEY_ESCAPE;
case VK_TAB: return GLFW_KEY_TAB;
case VK_BACK: return GLFW_KEY_BACKSPACE;
case VK_HOME: return GLFW_KEY_HOME;
case VK_END: return GLFW_KEY_END;
case VK_PRIOR: return GLFW_KEY_PAGE_UP;
case VK_NEXT: return GLFW_KEY_PAGE_DOWN;
case VK_INSERT: return GLFW_KEY_INSERT;
case VK_DELETE: return GLFW_KEY_DELETE;
case VK_LEFT: return GLFW_KEY_LEFT;
case VK_UP: return GLFW_KEY_UP;
case VK_RIGHT: return GLFW_KEY_RIGHT;
case VK_DOWN: return GLFW_KEY_DOWN;
case VK_F1: return GLFW_KEY_F1;
case VK_F2: return GLFW_KEY_F2;
case VK_F3: return GLFW_KEY_F3;
case VK_F4: return GLFW_KEY_F4;
case VK_F5: return GLFW_KEY_F5;
case VK_F6: return GLFW_KEY_F6;
case VK_F7: return GLFW_KEY_F7;
case VK_F8: return GLFW_KEY_F8;
case VK_F9: return GLFW_KEY_F9;
case VK_F10: return GLFW_KEY_F10;
case VK_F11: return GLFW_KEY_F11;
case VK_F12: return GLFW_KEY_F12;
case VK_F13: return GLFW_KEY_F13;
case VK_F14: return GLFW_KEY_F14;
case VK_F15: return GLFW_KEY_F15;
case VK_F16: return GLFW_KEY_F16;
case VK_F17: return GLFW_KEY_F17;
case VK_F18: return GLFW_KEY_F18;
case VK_F19: return GLFW_KEY_F19;
case VK_F20: return GLFW_KEY_F20;
case VK_F21: return GLFW_KEY_F21;
case VK_F22: return GLFW_KEY_F22;
case VK_F23: return GLFW_KEY_F23;
case VK_F24: return GLFW_KEY_F24;
case VK_NUMLOCK: return GLFW_KEY_NUM_LOCK;
case VK_CAPITAL: return GLFW_KEY_CAPS_LOCK;
case VK_SCROLL: return GLFW_KEY_SCROLL_LOCK;
case VK_PAUSE: return GLFW_KEY_PAUSE;
case VK_LWIN: return GLFW_KEY_LEFT_SUPER;
case VK_RWIN: return GLFW_KEY_RIGHT_SUPER;
case VK_APPS: return GLFW_KEY_MENU;
// Numeric keypad
case VK_NUMPAD0: return GLFW_KEY_KP_0;
case VK_NUMPAD1: return GLFW_KEY_KP_1;
case VK_NUMPAD2: return GLFW_KEY_KP_2;
case VK_NUMPAD3: return GLFW_KEY_KP_3;
case VK_NUMPAD4: return GLFW_KEY_KP_4;
case VK_NUMPAD5: return GLFW_KEY_KP_5;
case VK_NUMPAD6: return GLFW_KEY_KP_6;
case VK_NUMPAD7: return GLFW_KEY_KP_7;
case VK_NUMPAD8: return GLFW_KEY_KP_8;
case VK_NUMPAD9: return GLFW_KEY_KP_9;
case VK_DIVIDE: return GLFW_KEY_KP_DIVIDE;
case VK_MULTIPLY: return GLFW_KEY_KP_MULTIPLY;
case VK_SUBTRACT: return GLFW_KEY_KP_SUBTRACT;
case VK_ADD: return GLFW_KEY_KP_ADD;
case VK_DECIMAL: return GLFW_KEY_KP_DECIMAL;
// Printable keys are mapped according to US layout
case VK_SPACE: return GLFW_KEY_SPACE;
case 0x30: return GLFW_KEY_0;
case 0x31: return GLFW_KEY_1;
case 0x32: return GLFW_KEY_2;
case 0x33: return GLFW_KEY_3;
case 0x34: return GLFW_KEY_4;
case 0x35: return GLFW_KEY_5;
case 0x36: return GLFW_KEY_6;
case 0x37: return GLFW_KEY_7;
case 0x38: return GLFW_KEY_8;
case 0x39: return GLFW_KEY_9;
case 0x41: return GLFW_KEY_A;
case 0x42: return GLFW_KEY_B;
case 0x43: return GLFW_KEY_C;
case 0x44: return GLFW_KEY_D;
case 0x45: return GLFW_KEY_E;
case 0x46: return GLFW_KEY_F;
case 0x47: return GLFW_KEY_G;
case 0x48: return GLFW_KEY_H;
case 0x49: return GLFW_KEY_I;
case 0x4A: return GLFW_KEY_J;
case 0x4B: return GLFW_KEY_K;
case 0x4C: return GLFW_KEY_L;
case 0x4D: return GLFW_KEY_M;
case 0x4E: return GLFW_KEY_N;
case 0x4F: return GLFW_KEY_O;
case 0x50: return GLFW_KEY_P;
case 0x51: return GLFW_KEY_Q;
case 0x52: return GLFW_KEY_R;
case 0x53: return GLFW_KEY_S;
case 0x54: return GLFW_KEY_T;
case 0x55: return GLFW_KEY_U;
case 0x56: return GLFW_KEY_V;
case 0x57: return GLFW_KEY_W;
case 0x58: return GLFW_KEY_X;
case 0x59: return GLFW_KEY_Y;
case 0x5A: return GLFW_KEY_Z;
case 0xBD: return GLFW_KEY_MINUS;
case 0xBB: return GLFW_KEY_EQUAL;
case 0xDB: return GLFW_KEY_LEFT_BRACKET;
case 0xDD: return GLFW_KEY_RIGHT_BRACKET;
case 0xDC: return GLFW_KEY_BACKSLASH;
case 0xBA: return GLFW_KEY_SEMICOLON;
case 0xDE: return GLFW_KEY_APOSTROPHE;
case 0xC0: return GLFW_KEY_GRAVE_ACCENT;
case 0xBC: return GLFW_KEY_COMMA;
case 0xBE: return GLFW_KEY_PERIOD;
case 0xBF: return GLFW_KEY_SLASH;
case 0xDF: return GLFW_KEY_WORLD_1;
case 0xE2: return GLFW_KEY_WORLD_2;
default: break;
}
// No matching translation was found, so return -1
return -1;
}
//========================================================================
// Translates a Windows key to Unicode
//========================================================================
static void translateChar(_GLFWwindow* window, DWORD wParam, DWORD lParam)
{
BYTE keyboard_state[256];
WCHAR unicode_buf[10];
UINT scan_code;
int i, num_chars;
GetKeyboardState(keyboard_state);
// Derive scan code from lParam and action
scan_code = (lParam & 0x01ff0000) >> 16;
num_chars = ToUnicode(
wParam, // virtual-key code
scan_code, // scan code
keyboard_state, // key-state array
unicode_buf, // buffer for translated key
10, // size of translated key buffer
0 // active-menu flag
);
// Report characters
for (i = 0; i < num_chars; i++)
_glfwInputChar(window, (int) unicode_buf[i]);
}
//========================================================================
// Window callback function (handles window events)
//========================================================================
static LRESULT CALLBACK windowProc(HWND hWnd, UINT uMsg,
WPARAM wParam, LPARAM lParam)
{
_GLFWwindow* window = (_GLFWwindow*) GetWindowLongPtr(hWnd, 0);
switch (uMsg)
{
case WM_CREATE:
{
CREATESTRUCT* cs = (CREATESTRUCT*) lParam;
SetWindowLongPtr(hWnd, 0, (LONG_PTR) cs->lpCreateParams);
break;
}
case WM_ACTIVATE:
{
// Window was (de)activated and/or (de)iconified
BOOL active = LOWORD(wParam) != WA_INACTIVE;
BOOL iconified = HIWORD(wParam) ? TRUE : FALSE;
if (active && iconified)
{
// This is a workaround for window iconification using the
// taskbar leading to windows being told they're active and
// iconified and then never told they're deactivated
active = FALSE;
}
if (!active && _glfwLibrary.activeWindow == window)
{
// The window was deactivated (or iconified, see above)
if (window->cursorMode == GLFW_CURSOR_CAPTURED)
showCursor(window);
if (window->mode == GLFW_FULLSCREEN)
{
if (!iconified)
{
// Iconify the (on top, borderless, oddly positioned)
// window or the user will be annoyed
_glfwPlatformIconifyWindow(window);
}
if (_glfwLibrary.Win32.monitor.modeChanged)
{
_glfwRestoreVideoMode();
_glfwLibrary.Win32.monitor.modeChanged = GL_FALSE;
}
}
}
else if (active && _glfwLibrary.activeWindow != window)
{
// The window was activated
if (window->cursorMode == GLFW_CURSOR_CAPTURED)
captureCursor(window);
if (window->mode == GLFW_FULLSCREEN)
{
if (!_glfwLibrary.Win32.monitor.modeChanged)
{
_glfwSetVideoMode(&_glfwLibrary.Win32.monitor.width,
&_glfwLibrary.Win32.monitor.height,
&_glfwLibrary.Win32.monitor.bitsPerPixel,
&_glfwLibrary.Win32.monitor.refreshRate,
GL_TRUE);
_glfwLibrary.Win32.monitor.modeChanged = GL_TRUE;
}
}
}
_glfwInputWindowFocus(window, active);
_glfwInputWindowIconify(window, iconified);
return 0;
}
case WM_SYSCOMMAND:
{
switch (wParam & 0xfff0)
{
case SC_SCREENSAVE:
case SC_MONITORPOWER:
{
if (window->mode == GLFW_FULLSCREEN)
{
// We are running in fullscreen mode, so disallow
// screen saver and screen blanking
return 0;
}
else
break;
}
// User trying to access application menu using ALT?
case SC_KEYMENU:
return 0;
}
break;
}
case WM_CLOSE:
{
// Flag this window for closing (handled in glfwPollEvents)
window->closeRequested = GL_TRUE;
return 0;
}
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
{
_glfwInputKey(window, translateKey(wParam, lParam), GLFW_PRESS);
if (_glfwLibrary.charCallback)
translateChar(window, (DWORD) wParam, (DWORD) lParam);
break;
}
case WM_KEYUP:
case WM_SYSKEYUP:
{
// Special trick: release both shift keys on SHIFT up event
if (wParam == VK_SHIFT)
{
_glfwInputKey(window, GLFW_KEY_LEFT_SHIFT, GLFW_RELEASE);
_glfwInputKey(window, GLFW_KEY_RIGHT_SHIFT, GLFW_RELEASE);
}
else
_glfwInputKey(window, translateKey(wParam, lParam), GLFW_RELEASE);
break;
}
case WM_LBUTTONDOWN:
{
SetCapture(hWnd);
_glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_LEFT, GLFW_PRESS);
return 0;
}
case WM_RBUTTONDOWN:
{
SetCapture(hWnd);
_glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_RIGHT, GLFW_PRESS);
return 0;
}
case WM_MBUTTONDOWN:
{
SetCapture(hWnd);
_glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_MIDDLE, GLFW_PRESS);
return 0;
}
case WM_XBUTTONDOWN:
{
if (HIWORD(wParam) == XBUTTON1)
{
SetCapture(hWnd);
_glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_4, GLFW_PRESS);
}
else if (HIWORD(wParam) == XBUTTON2)
{
SetCapture(hWnd);
_glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_5, GLFW_PRESS);
}
return 1;
}
case WM_LBUTTONUP:
{
ReleaseCapture();
_glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_LEFT, GLFW_RELEASE);
return 0;
}
case WM_RBUTTONUP:
{
ReleaseCapture();
_glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_RIGHT, GLFW_RELEASE);
return 0;
}
case WM_MBUTTONUP:
{
ReleaseCapture();
_glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_MIDDLE, GLFW_RELEASE);
return 0;
}
case WM_XBUTTONUP:
{
if (HIWORD(wParam) == XBUTTON1)
{
ReleaseCapture();
_glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_4, GLFW_RELEASE);
}
else if (HIWORD(wParam) == XBUTTON2)
{
ReleaseCapture();
_glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_5, GLFW_RELEASE);
}
return 1;
}
case WM_MOUSEMOVE:
{
int newCursorX, newCursorY;
// Get signed (!) cursor position
newCursorX = (int)((short)LOWORD(lParam));
newCursorY = (int)((short)HIWORD(lParam));
if (newCursorX != window->Win32.oldCursorX ||
newCursorY != window->Win32.oldCursorY)
{
int x, y;
if (window->cursorMode == GLFW_CURSOR_CAPTURED)
{
if (_glfwLibrary.activeWindow != window)
return 0;
x = newCursorX - window->Win32.oldCursorX;
y = newCursorY - window->Win32.oldCursorY;
}
else
{
x = newCursorX;
y = newCursorY;
}
window->Win32.oldCursorX = newCursorX;
window->Win32.oldCursorY = newCursorY;
window->Win32.cursorCentered = GL_FALSE;
_glfwInputCursorMotion(window, x, y);
}
if (!window->Win32.cursorInside)
{
TRACKMOUSEEVENT tme;
ZeroMemory(&tme, sizeof(tme));
tme.cbSize = sizeof(tme);
tme.dwFlags = TME_LEAVE;
tme.hwndTrack = window->Win32.handle;
TrackMouseEvent(&tme);
window->Win32.cursorInside = GL_TRUE;
_glfwInputCursorEnter(window, GL_TRUE);
}
return 0;
}
case WM_MOUSELEAVE:
{
window->Win32.cursorInside = GL_FALSE;
_glfwInputCursorEnter(window, GL_FALSE);
return 0;
}
case WM_MOUSEWHEEL:
{
_glfwInputScroll(window, 0.0, (SHORT) HIWORD(wParam) / (double) WHEEL_DELTA);
return 0;
}
case WM_MOUSEHWHEEL:
{
// This message is only sent on Windows Vista and later
_glfwInputScroll(window, (SHORT) HIWORD(wParam) / (double) WHEEL_DELTA, 0.0);
return 0;
}
case WM_SIZE:
{
// If window is in cursor capture mode, update clipping rect
if (window->cursorMode == GLFW_CURSOR_CAPTURED)
{
RECT ClipWindowRect;
if (GetWindowRect(window->Win32.handle, &ClipWindowRect))
ClipCursor(&ClipWindowRect);
}
_glfwInputWindowSize(window, LOWORD(lParam), HIWORD(lParam));
return 0;
}
case WM_MOVE:
{
// If window is in cursor capture mode, update clipping rect
if (window->cursorMode == GLFW_CURSOR_CAPTURED)
{
RECT ClipWindowRect;
if (GetWindowRect(window->Win32.handle, &ClipWindowRect))
ClipCursor(&ClipWindowRect);
}
_glfwInputWindowPos(window, LOWORD(lParam), HIWORD(lParam));
return 0;
}
// Was the window contents damaged?
case WM_PAINT:
{
_glfwInputWindowDamage(window);
break;
}
case WM_DISPLAYCHANGE:
{
// TODO: Do stuff here.
break;
}
}
// Pass all unhandled messages to DefWindowProc
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
//========================================================================
// Translate client window size to full window size (including window borders)
//========================================================================
static void getFullWindowSize(_GLFWwindow* window,
int clientWidth, int clientHeight,
int* fullWidth, int* fullHeight)
{
RECT rect;
// Create a window rectangle
rect.left = (long) 0;
rect.right = (long) clientWidth - 1;
rect.top = (long) 0;
rect.bottom = (long) clientHeight - 1;
// Adjust according to window styles
AdjustWindowRectEx(&rect, window->Win32.dwStyle, FALSE, window->Win32.dwExStyle);
// Calculate width and height of full window
*fullWidth = rect.right - rect.left + 1;
*fullHeight = rect.bottom - rect.top + 1;
}
//========================================================================
// Registers the GLFW window class
//========================================================================
static ATOM registerWindowClass(void)
{
WNDCLASS wc;
ATOM classAtom;
// Set window class parameters
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw on...
wc.lpfnWndProc = (WNDPROC) windowProc; // Message handler
wc.cbClsExtra = 0; // No extra class data
wc.cbWndExtra = sizeof(void*) + sizeof(int); // Make room for one pointer
wc.hInstance = _glfwLibrary.Win32.instance; // Set instance
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load arrow pointer
wc.hbrBackground = NULL; // No background
wc.lpszMenuName = NULL; // No menu
wc.lpszClassName = _GLFW_WNDCLASSNAME; // Set class name
// Load user-provided icon if available
wc.hIcon = LoadIcon(_glfwLibrary.Win32.instance, L"GLFW_ICON");
if (!wc.hIcon)
{
// Load default icon
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);
}
classAtom = RegisterClass(&wc);
if (!classAtom)
{
_glfwSetError(GLFW_PLATFORM_ERROR,
"Win32/WGL: Failed to register window class");
return 0;
}
return classAtom;
}
//========================================================================
// Creates the GLFW window and rendering context
//========================================================================
static int createWindow(_GLFWwindow* window,
const _GLFWwndconfig* wndconfig,
const _GLFWfbconfig* fbconfig)
{
DWORD dwStyle, dwExStyle;
int fullWidth, fullHeight;
RECT wa;
POINT pos;
WCHAR* wideTitle;
// Set common window styles
dwStyle = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE;
dwExStyle = WS_EX_APPWINDOW;
// Set window style, depending on fullscreen mode
if (window->mode == GLFW_FULLSCREEN)
{
dwStyle |= WS_POPUP;
// Here's a trick for helping us getting window focus
// (SetForegroundWindow doesn't work properly under
// Win98/ME/2K/.NET/+)
/*
if (_glfwLibrary.Sys.WinVer != _GLFW_WIN_95 &&
_glfwLibrary.Sys.WinVer != _GLFW_WIN_NT4 &&
_glfwLibrary.Sys.WinVer != _GLFW_WIN_XP)
{
dwStyle |= WS_MINIMIZE;
}
*/
}
else
{
dwStyle |= WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX;
if (wndconfig->resizable)
{
dwStyle |= (WS_MAXIMIZEBOX | WS_SIZEBOX);
dwExStyle |= WS_EX_WINDOWEDGE;
}
}
// Remember window styles (used by getFullWindowSize)
window->Win32.dwStyle = dwStyle;
window->Win32.dwExStyle = dwExStyle;
// Adjust window size for frame and title bar
getFullWindowSize(window, window->width, window->height, &fullWidth, &fullHeight);
// Adjust window position to working area (e.g. if the task bar is at
// the top of the display). Fullscreen windows are always opened in
// the upper left corner regardless of the desktop working area.
if (window->mode == GLFW_FULLSCREEN)
wa.left = wa.top = 0;
else
SystemParametersInfo(SPI_GETWORKAREA, 0, &wa, 0);
wideTitle = _glfwCreateWideStringFromUTF8(wndconfig->title);
if (!wideTitle)
{
_glfwSetError(GLFW_PLATFORM_ERROR,
"glfwOpenWindow: Failed to convert title to wide string");
return GL_FALSE;
}
window->Win32.handle = CreateWindowEx(window->Win32.dwExStyle,
_GLFW_WNDCLASSNAME,
wideTitle,
window->Win32.dwStyle,
wa.left, wa.top, // Window position
fullWidth, // Decorated window width
fullHeight, // Decorated window height
NULL, // No parent window
NULL, // No menu
_glfwLibrary.Win32.instance,
window); // Pass GLFW window to WM_CREATE
if (!window->Win32.handle)
{
_glfwSetError(GLFW_PLATFORM_ERROR, "Win32/WGL: Failed to create window");
return GL_FALSE;
}
free(wideTitle);
// Initialize cursor position data
GetCursorPos(&pos);
ScreenToClient(window->Win32.handle, &pos);
window->Win32.oldCursorX = window->cursorPosX = pos.x;
window->Win32.oldCursorY = window->cursorPosY = pos.y;
if (!_glfwCreateContext(window, wndconfig, fbconfig))
return GL_FALSE;
return GL_TRUE;
}
//========================================================================
// Destroys the GLFW window and rendering context
//========================================================================
static void destroyWindow(_GLFWwindow* window)
{
_glfwDestroyContext(window);
// This is duplicated from glfwCloseWindow
// TODO: Stop duplicating code
if (window == _glfwLibrary.activeWindow)
_glfwLibrary.activeWindow = NULL;
if (window->Win32.handle)
{
DestroyWindow(window->Win32.handle);
window->Win32.handle = NULL;
}
}
//////////////////////////////////////////////////////////////////////////
////// GLFW platform API //////
//////////////////////////////////////////////////////////////////////////
//========================================================================
// Here is where the window is created, and the OpenGL rendering context is
// created
//========================================================================
int _glfwPlatformOpenWindow(_GLFWwindow* window,
const _GLFWwndconfig* wndconfig,
const _GLFWfbconfig* fbconfig)
{
GLboolean recreateContext = GL_FALSE;
window->Win32.desiredRefreshRate = wndconfig->refreshRate;
window->resizable = wndconfig->resizable;
if (!_glfwLibrary.Win32.classAtom)
{
_glfwLibrary.Win32.classAtom = registerWindowClass();
if (!_glfwLibrary.Win32.classAtom)
return GL_FALSE;
}
if (window->mode == GLFW_FULLSCREEN)
{
int bpp = fbconfig->redBits + fbconfig->greenBits + fbconfig->blueBits;
if (bpp < 15 || bpp >= 24)
bpp = 32;
_glfwLibrary.Win32.monitor.width = window->width;
_glfwLibrary.Win32.monitor.height = window->height;
_glfwLibrary.Win32.monitor.refreshRate = wndconfig->refreshRate;
_glfwLibrary.Win32.monitor.bitsPerPixel = bpp;
_glfwSetVideoMode(&_glfwLibrary.Win32.monitor.width,
&_glfwLibrary.Win32.monitor.height,
&_glfwLibrary.Win32.monitor.bitsPerPixel,
&_glfwLibrary.Win32.monitor.refreshRate,
GL_FALSE);
_glfwLibrary.Win32.monitor.modeChanged = GL_TRUE;
}
if (!createWindow(window, wndconfig, fbconfig))
return GL_FALSE;
if (wndconfig->glMajor != 1 || wndconfig->glMinor != 0)
{
if (window->WGL.ARB_create_context)
recreateContext = GL_TRUE;
}
if (wndconfig->glDebug)
{
if (window->WGL.ARB_create_context)
recreateContext = GL_TRUE;
}
if (wndconfig->glForward)
{
if (!window->WGL.ARB_create_context)
{
_glfwSetError(GLFW_VERSION_UNAVAILABLE,
"Win32/WGL: A forward compatible OpenGL context "
"requested but WGL_ARB_create_context is unavailable");
return GL_FALSE;
}
recreateContext = GL_TRUE;
}
if (wndconfig->glProfile)
{
if (!window->WGL.ARB_create_context_profile)
{
_glfwSetError(GLFW_VERSION_UNAVAILABLE,
"Win32/WGL: OpenGL profile requested but "
"WGL_ARB_create_context_profile is unavailable");
return GL_FALSE;
}
recreateContext = GL_TRUE;
}
if (fbconfig->samples > 0)
{
// We want FSAA, but can we get it?
// FSAA is not a hard constraint, so otherwise we just don't care
if (window->WGL.ARB_multisample && window->WGL.ARB_pixel_format)
{
// We appear to have both the FSAA extension and the means to ask for it
recreateContext = GL_TRUE;
}
}
if (recreateContext)
{
// Some window hints require us to re-create the context using WGL
// extensions retrieved through the current context, as we cannot check
// for WGL extensions or retrieve WGL entry points before we have a
// current context (actually until we have implicitly loaded the ICD)
// Yes, this is strange, and yes, this is the proper way on Win32
// As Windows only allows you to set the pixel format once for a
// window, we need to destroy the current window and create a new one
// to be able to use the new pixel format
// Technically, it may be possible to keep the old window around if
// we're just creating an OpenGL 3.0+ context with the same pixel
// format, but it's not worth the added code complexity
destroyWindow(window);
if (!createWindow(window, wndconfig, fbconfig))
return GL_FALSE;
}
if (window->mode == GLFW_FULLSCREEN)
{
// Place the window above all topmost windows
SetWindowPos(window->Win32.handle, HWND_TOPMOST, 0,0,0,0,
SWP_NOMOVE | SWP_NOSIZE);
}
setForegroundWindow(window->Win32.handle);
SetFocus(window->Win32.handle);
return GL_TRUE;
}
//========================================================================
// Properly kill the window / video display
//========================================================================
void _glfwPlatformCloseWindow(_GLFWwindow* window)
{
destroyWindow(window);
if (window->mode == GLFW_FULLSCREEN)
{
if (_glfwLibrary.Win32.monitor.modeChanged)
{
_glfwRestoreVideoMode();
_glfwLibrary.Win32.monitor.modeChanged = GL_FALSE;
}
}
}
//========================================================================
// Set the window title
//========================================================================
void _glfwPlatformSetWindowTitle(_GLFWwindow* window, const char* title)
{
WCHAR* wideTitle = _glfwCreateWideStringFromUTF8(title);
if (!wideTitle)
{
_glfwSetError(GLFW_PLATFORM_ERROR,
"glfwSetWindowTitle: Failed to convert title to wide string");
return;
}
SetWindowText(window->Win32.handle, wideTitle);
free(wideTitle);
}
//========================================================================
// Set the window size.
//========================================================================
void _glfwPlatformSetWindowSize(_GLFWwindow* window, int width, int height)
{
GLboolean sizeChanged = GL_FALSE;
if (window->mode == GLFW_FULLSCREEN)
{
if (width > window->width || height > window->height)
{
// The new video mode is larger than the current one, so we resize
// the window before switch modes to avoid exposing whatever is
// underneath
SetWindowPos(window->Win32.handle, HWND_TOP, 0, 0, width, height,
SWP_NOOWNERZORDER | SWP_NOMOVE | SWP_NOZORDER);
sizeChanged = GL_TRUE;
}
// TODO: Change video mode
}
else
{
// If we are in windowed mode, adjust the window size to
// compensate for window decorations
getFullWindowSize(window, width, height, &width, &height);
}
// Set window size (if we haven't already)
if (!sizeChanged)
{
SetWindowPos(window->Win32.handle, HWND_TOP, 0, 0, width, height,
SWP_NOOWNERZORDER | SWP_NOMOVE | SWP_NOZORDER);
}
}
//========================================================================
// Set the window position
//========================================================================
void _glfwPlatformSetWindowPos(_GLFWwindow* window, int x, int y)
{
RECT rect;
GetClientRect(window->Win32.handle, &rect);
AdjustWindowRectEx(&rect, window->Win32.dwStyle, FALSE, window->Win32.dwExStyle);
SetWindowPos(window->Win32.handle, HWND_TOP,
x + rect.left, y + rect.top, 0, 0,
SWP_NOOWNERZORDER | SWP_NOSIZE | SWP_NOZORDER);
}
//========================================================================
// Window iconification
//========================================================================
void _glfwPlatformIconifyWindow(_GLFWwindow* window)
{
ShowWindow(window->Win32.handle, SW_MINIMIZE);
}
//========================================================================
// Window un-iconification
//========================================================================
void _glfwPlatformRestoreWindow(_GLFWwindow* window)
{
ShowWindow(window->Win32.handle, SW_RESTORE);
}
//========================================================================
// Write back window parameters into GLFW window structure
//========================================================================
void _glfwPlatformRefreshWindowParams(_GLFWwindow* window)
{
DEVMODE dm;
ZeroMemory(&dm, sizeof(DEVMODE));
dm.dmSize = sizeof(DEVMODE);
if (EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &dm))
{
window->refreshRate = dm.dmDisplayFrequency;
if (window->refreshRate <= 1)
window->refreshRate = 0;
}
else
window->refreshRate = 0;
}
//========================================================================
// Poll for new window and input events
//========================================================================
void _glfwPlatformPollEvents(void)
{
MSG msg;
_GLFWwindow* window;
window = _glfwLibrary.activeWindow;
if (window)
{
window->Win32.cursorCentered = GL_FALSE;
window->Win32.oldCursorX = window->width / 2;
window->Win32.oldCursorY = window->height / 2;
}
else
{
//window->Win32.oldCursorX = window->cursorPosX;
//window->Win32.oldCursorY = window->cursorPosY;
}
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
switch (msg.message)
{
case WM_QUIT:
{
// Treat WM_QUIT as a close on all windows
window = _glfwLibrary.windowListHead;
while (window)
{
window->closeRequested = GL_TRUE;
window = window->next;
}
break;
}
default:
{
DispatchMessage(&msg);
break;
}
}
}
// LSHIFT/RSHIFT fixup (keys tend to "stick" without this fix)
// This is the only async event handling in GLFW, but it solves some
// nasty problems.
window = _glfwLibrary.activeWindow;
if (window)
{
int lshift_down, rshift_down;
// Get current state of left and right shift keys
lshift_down = (GetAsyncKeyState(VK_LSHIFT) >> 15) & 1;
rshift_down = (GetAsyncKeyState(VK_RSHIFT) >> 15) & 1;
// See if this differs from our belief of what has happened
// (we only have to check for lost key up events)
if (!lshift_down && window->key[GLFW_KEY_LEFT_SHIFT] == 1)
_glfwInputKey(window, GLFW_KEY_LEFT_SHIFT, GLFW_RELEASE);
if (!rshift_down && window->key[GLFW_KEY_RIGHT_SHIFT] == 1)
_glfwInputKey(window, GLFW_KEY_RIGHT_SHIFT, GLFW_RELEASE);
}
// Did the cursor move in an active window that has captured the cursor
window = _glfwLibrary.activeWindow;
if (window)
{
if (window->cursorMode == GLFW_CURSOR_CAPTURED &&
!window->Win32.cursorCentered)
{
_glfwPlatformSetCursorPos(window,
window->width / 2,
window->height / 2);
window->Win32.cursorCentered = GL_TRUE;
}
}
}
//========================================================================
// Wait for new window and input events
//========================================================================
void _glfwPlatformWaitEvents(void)
{
WaitMessage();
_glfwPlatformPollEvents();
}
//========================================================================
// Set physical cursor position
//========================================================================
void _glfwPlatformSetCursorPos(_GLFWwindow* window, int x, int y)
{
POINT pos;
// Convert client coordinates to screen coordinates
pos.x = x;
pos.y = y;
ClientToScreen(window->Win32.handle, &pos);
SetCursorPos(pos.x, pos.y);
}
//========================================================================
// Set physical mouse cursor mode
//========================================================================
void _glfwPlatformSetCursorMode(_GLFWwindow* window, int mode)
{
switch (mode)
{
case GLFW_CURSOR_NORMAL:
showCursor(window);
break;
case GLFW_CURSOR_HIDDEN:
hideCursor(window);
break;
case GLFW_CURSOR_CAPTURED:
captureCursor(window);
break;
}
}