glfw/src/win32/win32_window.c
2010-09-12 16:26:00 +02:00

1725 lines
56 KiB
C

//========================================================================
// GLFW - An OpenGL framework
// 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"
// We use versioned window class names in order not to cause conflicts
// between applications using different versions of GLFW
#define _GLFW_WNDCLASSNAME "GLFW30"
//========================================================================
// 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 Win98/ME/2k/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);
}
//========================================================================
// Returns the specified attribute of the specified pixel format
// NOTE: Do not call this unless we have found WGL_ARB_pixel_format
//========================================================================
static int getPixelFormatAttrib(_GLFWwindow* window, int pixelFormat, int attrib)
{
int value = 0;
if (!window->WGL.GetPixelFormatAttribivARB(window->WGL.DC, pixelFormat, 0, 1, &attrib, &value))
{
// NOTE: We should probably handle this error somehow
return 0;
}
return value;
}
//========================================================================
// Return a list of available and usable framebuffer configs
//========================================================================
static _GLFWfbconfig* getFBConfigs(_GLFWwindow* window, unsigned int* found)
{
_GLFWfbconfig* result;
PIXELFORMATDESCRIPTOR pfd;
int i, count;
*found = 0;
if (window->WGL.has_WGL_ARB_pixel_format)
count = getPixelFormatAttrib(1, WGL_NUMBER_PIXEL_FORMATS_ARB);
else
count = _glfw_DescribePixelFormat(window->WGL.DC, 1, sizeof(PIXELFORMATDESCRIPTOR), NULL);
if (!count)
{
fprintf(stderr, "No Win32 pixel formats available\n");
return NULL;
}
result = (_GLFWfbconfig*) malloc(sizeof(_GLFWfbconfig) * count);
if (!result)
{
fprintf(stderr, "Out of memory\n");
return NULL;
}
for (i = 1; i <= count; i++)
{
if (window->WGL.has_WGL_ARB_pixel_format)
{
// Get pixel format attributes through WGL_ARB_pixel_format
// Only consider doublebuffered OpenGL pixel formats for windows
if (!getPixelFormatAttrib(i, WGL_SUPPORT_OPENGL_ARB) ||
!getPixelFormatAttrib(i, WGL_DRAW_TO_WINDOW_ARB) ||
!getPixelFormatAttrib(i, WGL_DOUBLE_BUFFER_ARB))
{
continue;
}
// Only consider RGBA pixel formats
if (getPixelFormatAttrib(i, WGL_PIXEL_TYPE_ARB) != WGL_TYPE_RGBA_ARB)
continue;
result[*found].redBits = getPixelFormatAttrib(i, WGL_RED_BITS_ARB);
result[*found].greenBits = getPixelFormatAttrib(i, WGL_GREEN_BITS_ARB);
result[*found].blueBits = getPixelFormatAttrib(i, WGL_BLUE_BITS_ARB);
result[*found].alphaBits = getPixelFormatAttrib(i, WGL_ALPHA_BITS_ARB);
result[*found].depthBits = getPixelFormatAttrib(i, WGL_DEPTH_BITS_ARB);
result[*found].stencilBits = getPixelFormatAttrib(i, WGL_STENCIL_BITS_ARB);
result[*found].accumRedBits = getPixelFormatAttrib(i, WGL_ACCUM_RED_BITS_ARB);
result[*found].accumGreenBits = getPixelFormatAttrib(i, WGL_ACCUM_GREEN_BITS_ARB);
result[*found].accumBlueBits = getPixelFormatAttrib(i, WGL_ACCUM_BLUE_BITS_ARB);
result[*found].accumAlphaBits = getPixelFormatAttrib(i, WGL_ACCUM_ALPHA_BITS_ARB);
result[*found].auxBuffers = getPixelFormatAttrib(i, WGL_AUX_BUFFERS_ARB);
result[*found].stereo = getPixelFormatAttrib(i, WGL_STEREO_ARB);
if (window->WGL.has_WGL_ARB_multisample)
result[*found].samples = getPixelFormatAttrib(i, WGL_SAMPLES_ARB);
else
result[*found].samples = 0;
}
else
{
// Get pixel format attributes through old-fashioned PFDs
if (!_glfw_DescribePixelFormat(window->WGL.DC, i, sizeof(PIXELFORMATDESCRIPTOR), &pfd))
continue;
// Only consider doublebuffered OpenGL pixel formats for windows
if (!(pfd.dwFlags & PFD_DRAW_TO_WINDOW) ||
!(pfd.dwFlags & PFD_SUPPORT_OPENGL) ||
!(pfd.dwFlags & PFD_DOUBLEBUFFER))
{
continue;
}
if (!(pfd.dwFlags & PFD_GENERIC_ACCELERATED) &&
(pfd.dwFlags & PFD_GENERIC_FORMAT))
{
continue;
}
// Only RGBA pixel formats considered
if (pfd.iPixelType != PFD_TYPE_RGBA)
continue;
result[*found].redBits = pfd.cRedBits;
result[*found].greenBits = pfd.cGreenBits;
result[*found].blueBits = pfd.cBlueBits;
result[*found].alphaBits = pfd.cAlphaBits;
result[*found].depthBits = pfd.cDepthBits;
result[*found].stencilBits = pfd.cStencilBits;
result[*found].accumRedBits = pfd.cAccumRedBits;
result[*found].accumGreenBits = pfd.cAccumGreenBits;
result[*found].accumBlueBits = pfd.cAccumBlueBits;
result[*found].accumAlphaBits = pfd.cAccumAlphaBits;
result[*found].auxBuffers = pfd.cAuxBuffers;
result[*found].stereo = (pfd.dwFlags & PFD_STEREO) ? GL_TRUE : GL_FALSE;
// PFD pixel formats do not support FSAA
result[*found].samples = 0;
}
result[*found].platformID = i;
(*found)++;
}
return result;
}
//========================================================================
// Creates an OpenGL context on the specified device context
//========================================================================
static HGLRC createContext(_GLFWwindow* window, const _GLFWwndconfig* wndconfig, int pixelFormat)
{
PIXELFORMATDESCRIPTOR pfd;
int flags, i = 0, attribs[7];
if (!_glfw_DescribePixelFormat(dc, pixelFormat, sizeof(pfd), &pfd))
return NULL;
if (!_glfw_SetPixelFormat(dc, pixelFormat, &pfd))
return NULL;
if (window->WGL.has_WGL_ARB_create_context)
{
// Use the newer wglCreateContextAttribsARB
if (wndconfig->glMajor != 1 || wndconfig->glMinor != 0)
{
// Request an explicitly versioned context
attribs[i++] = WGL_CONTEXT_MAJOR_VERSION_ARB;
attribs[i++] = wndconfig->glMajor;
attribs[i++] = WGL_CONTEXT_MINOR_VERSION_ARB;
attribs[i++] = wndconfig->glMinor;
}
if (wndconfig->glForward || wndconfig->glDebug)
{
flags = 0;
if (wndconfig->glForward)
flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
if (wndconfig->glDebug)
flags |= WGL_CONTEXT_DEBUG_BIT_ARB;
attribs[i++] = WGL_CONTEXT_FLAGS_ARB;
attribs[i++] = flags;
}
if (wndconfig->glProfile)
{
if (wndconfig->glProfile == GLFW_OPENGL_CORE_PROFILE)
flags = WGL_CONTEXT_CORE_PROFILE_BIT_ARB;
else
flags = WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB;
attribs[i++] = WGL_CONTEXT_PROFILE_MASK_ARB;
attribs[i++] = flags;
}
attribs[i++] = 0;
return window->WGL.CreateContextAttribsARB(dc, NULL, attribs);
}
return wglCreateContext(dc);
}
//========================================================================
// 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 at least
// enables GLFW users to detect numeric keypad keys
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;
}
}
// 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_RSHIFT;
return GLFW_KEY_LSHIFT;
}
// The CTRL keys require special handling
case VK_CONTROL:
{
// Is this an extended key (i.e. right key)?
if (lParam & 0x01000000)
return GLFW_KEY_RCTRL;
// 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 GLFW_KEY_UNKNOWN;
}
}
}
return GLFW_KEY_LCTRL;
}
// The ALT keys require special handling
case VK_MENU:
{
// Is this an extended key (i.e. right key)?
if (lParam & 0x01000000)
return GLFW_KEY_RALT;
return GLFW_KEY_LALT;
}
// 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;
}
// Special keys (non character keys)
case VK_ESCAPE: return GLFW_KEY_ESC;
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_PAGEUP;
case VK_NEXT: return GLFW_KEY_PAGEDOWN;
case VK_INSERT: return GLFW_KEY_INSERT;
case VK_DELETE: return GLFW_KEY_DEL;
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_SPACE: return GLFW_KEY_SPACE;
// 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;
case VK_NUMLOCK: return GLFW_KEY_KP_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_LSUPER;
case VK_RWIN: return GLFW_KEY_RSUPER;
case VK_APPS: return GLFW_KEY_MENU;
// The rest (should be printable keys)
default:
{
// Convert to printable character (ISO-8859-1 or Unicode)
wParam = MapVirtualKey((UINT) wParam, 2) & 0x0000FFFF;
// Make sure that the character is uppercase
if (_glfwLibrary.Sys.hasUnicode)
wParam = (WPARAM) CharUpperW((LPWSTR) wParam);
else
wParam = (WPARAM) CharUpperA((LPSTR) wParam);
// Valid ISO-8859-1 character?
if ((wParam >= 32 && wParam <= 126) ||
(wParam >= 160 && wParam <= 255))
{
return (int) wParam;
}
return GLFW_KEY_UNKNOWN;
}
}
}
//========================================================================
// Translates a Windows key to Unicode
//========================================================================
static void translateChar(DWORD wParam, DWORD lParam, int action)
{
BYTE keyboard_state[256];
UCHAR char_buf[10];
WCHAR unicode_buf[10];
UINT scan_code;
int i, num_chars, unicode;
GetKeyboardState(keyboard_state);
// Derive scan code from lParam and action
scan_code = (lParam & 0x01ff0000) >> 16;
if (action == GLFW_RELEASE)
{
scan_code |= 0x8000000;
}
if (_glfwLibrary.Sys.hasUnicode)
{
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
);
unicode = 1;
}
else
{
// Convert to ISO-8859-1
num_chars = ToAscii(
wParam, // virtual-key code
scan_code, // scan code
keyboard_state, // key-state array
(LPWORD) char_buf, // buffer for translated key
0 // active-menu flag
);
unicode = 0;
}
// Report characters
for (i = 0; i < num_chars; i++)
{
// Get next character from buffer
if (unicode)
_glfwInputChar((int) unicode_buf[i], action);
else
_glfwInputChar((int) char_buf[i], action);
}
}
//========================================================================
// Window callback function (handles window events)
//========================================================================
static LRESULT CALLBACK windowProc(HWND hWnd, UINT uMsg,
WPARAM wParam, LPARAM lParam)
{
int wheelDelta, iconified;
_GLFWwindow* window = (_GLFWwindow*) GetWindowLongPtr(hWnd, 0);
switch (uMsg)
{
// Window activate message? (iconification?)
case WM_ACTIVATE:
{
if (LOWORD(wParam) != WA_INACTIVE)
_glfwLibrary.activeWindow = window;
iconified = HIWORD(wParam) ? GL_TRUE : GL_FALSE;
// Were we deactivated/iconified?
if ((window != _glfwLibrary.activeWindow || iconified) && !window->iconified)
{
_glfwInputDeactivation();
// If we are in fullscreen mode we need to iconify
if (window->mode == GLFW_FULLSCREEN)
{
// Do we need to manually iconify?
if (!iconified)
{
// Minimize window
CloseWindow(window->Win32.handle);
iconified = GL_TRUE;
}
// Restore the original desktop resolution
ChangeDisplaySettings(NULL, CDS_FULLSCREEN);
}
// Unlock mouse if locked
if (!window->Win32.oldMouseLockValid)
{
window->Win32.oldMouseLock = window->mouseLock;
window->Win32.oldMouseLockValid = GL_TRUE;
glfwEnable(GLFW_MOUSE_CURSOR);
}
}
else if (window == _glfwLibrary.activeWindow || !iconified)
{
// If we are in fullscreen mode we need to maximize
if (window->mode == GLFW_FULLSCREEN && window->iconified)
{
// Change display settings to the user selected mode
_glfwSetVideoModeMODE(window->Win32.modeID);
// Do we need to manually restore window?
if (iconified)
{
// Restore window
OpenIcon(window->Win32.handle);
iconified = GL_FALSE;
// Activate window
ShowWindow(hWnd, SW_SHOW);
setForegroundWindow(window->Win32.handle);
SetFocus(window->Win32.handle);
}
}
// Lock mouse, if necessary
if (window->Win32.oldMouseLockValid && window->Win32.oldMouseLock)
glfwDisable(GLFW_MOUSE_CURSOR);
window->Win32.oldMouseLockValid = GL_FALSE;
}
window->iconified = 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:
{
// Translate this to WM_QUIT so that we can handle all cases in the
// same place
PostQuitMessage(0);
return 0;
}
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
{
_glfwInputKey(translateKey(wParam, lParam), GLFW_PRESS);
if (window->charCallback)
translateChar((DWORD) wParam, (DWORD) lParam, GLFW_PRESS);
return 0;
}
case WM_KEYUP:
case WM_SYSKEYUP:
{
// Special trick: release both shift keys on SHIFT up event
if (wParam == VK_SHIFT)
{
_glfwInputKey(GLFW_KEY_LSHIFT, GLFW_RELEASE);
_glfwInputKey(GLFW_KEY_RSHIFT, GLFW_RELEASE);
}
else
_glfwInputKey(translateKey(wParam, lParam), GLFW_RELEASE);
if (window->charCallback)
translateChar((DWORD) wParam, (DWORD) lParam, GLFW_RELEASE);
return 0;
}
case WM_LBUTTONDOWN:
{
SetCapture(hWnd);
_glfwInputMouseClick(GLFW_MOUSE_BUTTON_LEFT, GLFW_PRESS);
return 0;
}
case WM_RBUTTONDOWN:
{
SetCapture(hWnd);
_glfwInputMouseClick(GLFW_MOUSE_BUTTON_RIGHT, GLFW_PRESS);
return 0;
}
case WM_MBUTTONDOWN:
{
SetCapture(hWnd);
_glfwInputMouseClick(GLFW_MOUSE_BUTTON_MIDDLE, GLFW_PRESS);
return 0;
}
case WM_XBUTTONDOWN:
{
if (HIWORD(wParam) == XBUTTON1)
{
SetCapture(hWnd);
_glfwInputMouseClick(GLFW_MOUSE_BUTTON_4, GLFW_PRESS);
}
else if (HIWORD(wParam) == XBUTTON2)
{
SetCapture(hWnd);
_glfwInputMouseClick(GLFW_MOUSE_BUTTON_5, GLFW_PRESS);
}
return 1;
}
case WM_LBUTTONUP:
{
ReleaseCapture();
_glfwInputMouseClick(GLFW_MOUSE_BUTTON_LEFT, GLFW_RELEASE);
return 0;
}
case WM_RBUTTONUP:
{
ReleaseCapture();
_glfwInputMouseClick(GLFW_MOUSE_BUTTON_RIGHT, GLFW_RELEASE);
return 0;
}
case WM_MBUTTONUP:
{
ReleaseCapture();
_glfwInputMouseClick(GLFW_MOUSE_BUTTON_MIDDLE, GLFW_RELEASE);
return 0;
}
case WM_XBUTTONUP:
{
if (HIWORD(wParam) == XBUTTON1)
{
ReleaseCapture();
_glfwInputMouseClick(GLFW_MOUSE_BUTTON_4, GLFW_RELEASE);
}
else if (HIWORD(wParam) == XBUTTON2)
{
ReleaseCapture();
_glfwInputMouseClick(GLFW_MOUSE_BUTTON_5, GLFW_RELEASE);
}
return 1;
}
case WM_MOUSEMOVE:
{
int newMouseX, newMouseY;
// Get signed (!) mouse position
newMouseX = (int)((short)LOWORD(lParam));
newMouseY = (int)((short)HIWORD(lParam));
if (newMouseX != window->oldMouseX ||
newMouseY != window->oldMouseY)
{
if (window == _glfwLibrary.cursorLockWindow)
{
window->mousePosX += newMouseX -
window->oldMouseX;
window->mousePosY += newMouseY -
window->oldMouseY;
}
else
{
window->mousePosX = newMouseX;
window->mousePosY = newMouseY;
}
window->oldMouseX = newMouseX;
window->oldMouseY = newMouseY;
window->mouseMoved = GL_TRUE;
if (window->mousePosCallback)
{
window->mousePosCallback(window->mousePosX,
window->mousePosY);
}
}
return 0;
}
case WM_MOUSEWHEEL:
{
wheelDelta = (((int)wParam) >> 16) / WHEEL_DELTA;
window->wheelPos += wheelDelta;
if (window->mouseWheelCallback)
window->mouseWheelCallback(window->wheelPos);
return 0;
}
case WM_SIZE:
{
window->width = LOWORD(lParam);
window->height = HIWORD(lParam);
// If the mouse is locked, update the clipping rect
if (_glfwWin.mouseLock)
{
RECT ClipWindowRect;
if (GetWindowRect(window->Win32.handle, &ClipWindowRect))
ClipCursor(&ClipWindowRect);
}
if (window->windowSizeCallback)
window->windowSizeCallback(LOWORD(lParam), HIWORD(lParam));
return 0;
}
case WM_MOVE:
{
// If the mouse is locked, update the clipping rect
if (_glfwWin.mouseLock)
{
RECT ClipWindowRect;
if (GetWindowRect(window->Win32.handle, &ClipWindowRect))
ClipCursor(&ClipWindowRect);
}
return 0;
}
// Was the window contents damaged?
case WM_PAINT:
{
if (window->Win32.handleRefreshCallback)
window->Win32.handleRefreshCallback();
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;
}
//========================================================================
// Initialize WGL-specific extensions
// This function is called once before initial context creation, i.e. before
// any WGL extensions could be present. This is done in order to have both
// extension variable clearing and loading in the same place, hopefully
// decreasing the possibility of forgetting to add one without the other.
//========================================================================
static void initWGLExtensions(_GLFWwindow* window)
{
// This needs to include every function pointer loaded below
window->WGL.SwapIntervalEXT = NULL;
window->WGL.GetPixelFormatAttribivARB = NULL;
window->WGL.GetExtensionsStringARB = NULL;
window->WGL.GetExtensionsStringEXT = NULL;
window->WGL.CreateContextAttribsARB = NULL;
// This needs to include every extension used below except for
// WGL_ARB_extensions_string and WGL_EXT_extensions_string
window->WGL.has_WGL_EXT_swap_control = GL_FALSE;
window->WGL.has_WGL_ARB_pixel_format = GL_FALSE;
window->WGL.has_WGL_ARB_multisample = GL_FALSE;
window->WGL.has_WGL_ARB_create_context = GL_FALSE;
window->WGL.GetExtensionsStringEXT = (WGLGETEXTENSIONSSTRINGEXT_T)
wglGetProcAddress("wglGetExtensionsStringEXT");
if (!window->WGL.GetExtensionsStringEXT)
{
window->WGL.GetExtensionsStringARB = (WGLGETEXTENSIONSSTRINGARB_T)
wglGetProcAddress("wglGetExtensionsStringARB");
if (!window->WGL.GetExtensionsStringARB)
return;
}
if (_glfwPlatformExtensionSupported("WGL_ARB_multisample"))
window->WGL.has_WGL_ARB_multisample = GL_TRUE;
if (_glfwPlatformExtensionSupported("WGL_ARB_create_context"))
{
window->WGL.CreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)
wglGetProcAddress("wglCreateContextAttribsARB");
if (window->WGL.CreateContextAttribsARB)
window->WGL.has_WGL_ARB_create_context = GL_TRUE;
}
if (_glfwPlatformExtensionSupported("WGL_EXT_swap_control"))
{
window->WGL.SwapIntervalEXT = (WGLSWAPINTERVALEXT_T)
wglGetProcAddress("wglSwapIntervalEXT");
if (window->WGL.SwapIntervalEXT)
window->WGL.has_WGL_EXT_swap_control = GL_TRUE;
}
if (_glfwPlatformExtensionSupported("WGL_ARB_pixel_format"))
{
window->WGL.GetPixelFormatAttribivARB = (WGLGETPIXELFORMATATTRIBIVARB_T)
wglGetProcAddress("wglGetPixelFormatAttribivARB");
if (window->WGL.GetPixelFormatAttribivARB)
window->WGL.has_WGL_ARB_pixel_format = GL_TRUE;
}
}
//========================================================================
// Registers the GLFW window class
//========================================================================
static ATOM registerWindowClass(void)
{
WNDCLASS wc;
// 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, "GLFW_ICON");
if (!wc.hIcon)
{
// Load default icon
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);
}
return RegisterClass(&wc);
}
//========================================================================
// Returns the closest matching pixel format, or zero on error
//========================================================================
static int choosePixelFormat(const _GLFWfbconfig* fbconfig)
{
unsigned int fbcount;
int pixelFormat;
_GLFWfbconfig* fbconfigs;
const _GLFWfbconfig* closest;
fbconfigs = getFBConfigs(&fbcount);
if (!fbconfigs)
{
fprintf(stderr, "Failed to find any usable GLFWFBConfigs\n");
return 0;
}
closest = _glfwChooseFBConfig(fbconfig, fbconfigs, fbcount);
if (!closest)
{
fprintf(stderr, "Failed to select a GLFWFBConfig from the alternatives\n");
free(fbconfigs);
return 0;
}
pixelFormat = (int) closest->platformID;
free(fbconfigs);
fbconfigs = NULL;
closest = NULL;
return pixelFormat;
}
//========================================================================
// Creates the GLFW window and rendering context
//========================================================================
static int createWindow(_GLFWwindow* window,
const _GLFWwndconfig* wndconfig,
const _GLFWfbconfig* fbconfig)
{
DWORD dwStyle, dwExStyle;
int pixelFormat, fullWidth, fullHeight;
RECT wa;
POINT pos;
window->WGL.DC = NULL;
window->WGL.context = NULL;
window->Win32.handle = NULL;
// 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->windowNoResize)
{
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->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);
window->Win32.handle = CreateWindowEx(window->Win32.dwExStyle,
_GLFW_WNDCLASSNAME,
"GLFW Window",
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,
NULL); // No lParam to WM_CREATE
if (!window->Win32.handle)
{
fprintf(stderr, "Unable to create Win32 window\n");
return GL_FALSE;
}
window->WGL.DC = GetDC(window->Win32.handle);
if (!window->WGL.DC)
{
fprintf(stderr, "Unable to retrieve GLFW window DC\n");
return GL_FALSE;
}
pixelFormat = choosePixelFormat(fbconfig);
if (!pixelFormat)
{
fprintf(stderr, "Unable to find a usable pixel format\n");
return GL_FALSE;
}
window->WGL.context = createContext(window->WGL.DC, wndconfig, pixelFormat);
if (!window->WGL.context)
{
fprintf(stderr, "Unable to create OpenGL context\n");
return GL_FALSE;
}
if (!wglMakeCurrent(window->WGL.DC, window->WGL.context))
{
fprintf(stderr, "Unable to make OpenGL context current\n");
return GL_FALSE;
}
initWGLExtensions();
// Initialize mouse position data
GetCursorPos(&pos);
ScreenToClient(window->Win32.handle, &pos);
window->oldMouseX = window->mousePosX = pos.x;
window->oldMouseY = window->mousePosY = pos.y;
return GL_TRUE;
}
//========================================================================
// Destroys the GLFW window and rendering context
//========================================================================
static void destroyWindow(void)
{
if (window->WGL.context)
{
wglMakeCurrent(NULL, NULL);
wglDeleteContext(window->WGL.context);
window->WGL.context = NULL;
}
if (window->WGL.DC)
{
ReleaseDC(window->Win32.handle, window->WGL.DC);
window->WGL.DC = 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->Win32.classAtom = registerWindowClass();
if (!window->Win32.classAtom)
return GL_FALSE;
if (window->mode == GLFW_FULLSCREEN)
{
_glfwSetVideoMode(&window->width, &window->height,
fbconfig->redBits, fbconfig->greenBits, fbconfig->blueBits,
wndconfig->refreshRate);
}
initWGLExtensions();
if (!createWindow(window, wndconfig, fbconfig))
return GL_FALSE;
if (wndconfig->glMajor > 2)
{
if (!window->WGL.has_WGL_ARB_create_context)
{
_glfwSetError(GLFW_UNAVAILABLE_VERSION);
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.has_WGL_ARB_multisample && window->WGL.has_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 potential compatibility problems
destroyWindow();
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();
if (window->Win32.classAtom)
{
UnregisterClass(_GLFW_WNDCLASSNAME, _glfwLibrary.Win32.instance);
window->Win32.classAtom = 0;
}
if (window->mode == GLFW_FULLSCREEN)
{
// Restore original desktop resolution
ChangeDisplaySettings(NULL, CDS_FULLSCREEN);
}
}
//========================================================================
// Set the window title
//========================================================================
void _glfwPlatformSetWindowTitle(_GLFWwindow* window, const char* title)
{
SetWindowText(window->Win32.handle, title);
}
//========================================================================
// Set the window size.
//========================================================================
void _glfwPlatformSetWindowSize(_GLFWwindow* window, int width, int height)
{
int bpp, mode = 0, refresh;
int sizechanged = GL_FALSE;
GLint drawbuffer;
GLfloat clearcolor[4];
if (window->mode == GLFW_FULLSCREEN)
{
// Get some info about the current mode
DEVMODE dm;
// Get current BPP settings
dm.dmSize = sizeof(DEVMODE);
if (EnumDisplaySettings(NULL, _glfwWin.modeID, &dm))
{
// Get bpp
bpp = dm.dmBitsPerPel;
// Get closest match for target video mode
refresh = window->Win32.desiredRefreshRate;
mode = _glfwGetClosestVideoModeBPP(&width, &height, &bpp, &refresh);
}
else
mode = window->Win32.modeID;
}
else
{
// If we are in windowed mode, adjust the window size to
// compensate for window decorations
getFullWindowSize(width, height, &width, &height);
}
// Change window size before changing fullscreen mode?
if (window->mode == GLFW_FULLSCREEN && (width > window->width))
{
SetWindowPos(window->Win32.handle, HWND_TOP, 0, 0, width, height,
SWP_NOOWNERZORDER | SWP_NOMOVE | SWP_NOZORDER);
sizechanged = GL_TRUE;
}
// Change fullscreen video mode?
if (window->mode == GLFW_FULLSCREEN && mode != window->Win32.modeID)
_glfwSetVideoModeMODE(mode);
// Set window size (if not already changed)
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)
{
SetWindowPos(window->Win32.handle, HWND_TOP, x, y, 0, 0,
SWP_NOOWNERZORDER | SWP_NOSIZE | SWP_NOZORDER);
}
//========================================================================
// Window iconification
//========================================================================
void _glfwPlatformIconifyWindow(_GLFWwindow* window)
{
// Iconify window
CloseWindow(window->Win32.handle);
window->iconified = GL_TRUE;
// If we are in fullscreen mode we need to change video modes
if (window->mode == GLFW_FULLSCREEN)
{
// Change display settings to the desktop resolution
ChangeDisplaySettings(NULL, CDS_FULLSCREEN);
}
// Unlock mouse
if (!window->Win32.oldMouseLockValid)
{
window->Win32.oldMouseLock = _glfwWin.mouseLock;
window->Win32.oldMouseLockValid = GL_TRUE;
glfwEnable(GLFW_MOUSE_CURSOR);
}
}
//========================================================================
// Window un-iconification
//========================================================================
void _glfwPlatformRestoreWindow(_GLFWwindow* window)
{
if (window->mode == GLFW_FULLSCREEN)
{
// Change display settings to the user selected mode
_glfwSetVideoModeMODE(window->Win32.modeID);
}
// Un-iconify window
OpenIcon(window->Win32.handle);
// Make sure that our window ends up on top of things
ShowWindow(window->Win32.handle, SW_SHOW);
setForegroundWindow(window->Win32.handle);
SetFocus(window->Win32.handle);
// Window is no longer iconified
window->iconified = GL_FALSE;
// Lock mouse, if necessary
if (window->Win32.oldMouseLockValid && window->Win32.oldMouseLock)
glfwDisable(GLFW_MOUSE_CURSOR);
window->Win32.oldMouseLockValid = GL_FALSE;
}
//========================================================================
// Swap buffers (double-buffering)
//========================================================================
void _glfwPlatformSwapBuffers(void)
{
_GLFWwindow* window = _glfwLibrary.currentWindow;
_glfw_SwapBuffers(window->WGL.DC);
}
//========================================================================
// Set double buffering swap interval
//========================================================================
void _glfwPlatformSwapInterval(int interval)
{
_GLFWwindow* window = _glfwLibrary.currentWindow;
if (window->WGL.has_WGL_EXT_swap_control)
window->WGL.SwapIntervalEXT(interval);
}
//========================================================================
// Write back window parameters into GLFW window structure
//========================================================================
void _glfwPlatformRefreshWindowParams(void)
{
PIXELFORMATDESCRIPTOR pfd;
DEVMODE dm;
int pixelFormat, mode;
_GLFWwindow* window = _glfwLibrary.currentWindow;
// Obtain a detailed description of current pixel format
pixelFormat = _glfw_GetPixelFormat(window->WGL.DC);
if (window->WGL.has_WGL_ARB_pixel_format)
{
if (getPixelFormatAttrib(pixelFormat, WGL_ACCELERATION_ARB) !=
WGL_NO_ACCELERATION_ARB)
{
window->accelerated = GL_TRUE;
}
else
window->accelerated = GL_FALSE;
window->redBits = getPixelFormatAttrib(pixelFormat, WGL_RED_BITS_ARB);
window->greenBits = getPixelFormatAttrib(pixelFormat, WGL_GREEN_BITS_ARB);
window->blueBits = getPixelFormatAttrib(pixelFormat, WGL_BLUE_BITS_ARB);
window->alphaBits = getPixelFormatAttrib(pixelFormat, WGL_ALPHA_BITS_ARB);
window->depthBits = getPixelFormatAttrib(pixelFormat, WGL_DEPTH_BITS_ARB);
window->stencilBits = getPixelFormatAttrib(pixelFormat, WGL_STENCIL_BITS_ARB);
window->accumRedBits = getPixelFormatAttrib(pixelFormat, WGL_ACCUM_RED_BITS_ARB);
window->accumGreenBits = getPixelFormatAttrib(pixelFormat, WGL_ACCUM_GREEN_BITS_ARB);
window->accumBlueBits = getPixelFormatAttrib(pixelFormat, WGL_ACCUM_BLUE_BITS_ARB);
window->accumAlphaBits = getPixelFormatAttrib(pixelFormat, WGL_ACCUM_ALPHA_BITS_ARB);
window->auxBuffers = getPixelFormatAttrib(pixelFormat, WGL_AUX_BUFFERS_ARB);
window->stereo = getPixelFormatAttrib(pixelFormat, WGL_STEREO_ARB) ? GL_TRUE : GL_FALSE;
if (window->WGL.has_WGL_ARB_multisample)
{
window->samples = getPixelFormatAttrib(pixelFormat, WGL_SAMPLES_ARB);
// Should we force 1 to 0 here for consistency, or keep 1 for transparency?
}
else
window->samples = 0;
}
else
{
_glfw_DescribePixelFormat(window->WGL.DC, pixelFormat,
sizeof(PIXELFORMATDESCRIPTOR), &pfd);
// Is current OpenGL context accelerated?
window->accelerated = (pfd.dwFlags & PFD_GENERIC_ACCELERATED) ||
!(pfd.dwFlags & PFD_GENERIC_FORMAT) ? 1 : 0;
// "Standard" window parameters
window->redBits = pfd.cRedBits;
window->greenBits = pfd.cGreenBits;
window->blueBits = pfd.cBlueBits;
window->alphaBits = pfd.cAlphaBits;
window->depthBits = pfd.cDepthBits;
window->stencilBits = pfd.cStencilBits;
window->accumRedBits = pfd.cAccumRedBits;
window->accumGreenBits = pfd.cAccumGreenBits;
window->accumBlueBits = pfd.cAccumBlueBits;
window->accumAlphaBits = pfd.cAccumAlphaBits;
window->auxBuffers = pfd.cAuxBuffers;
window->stereo = (pfd.dwFlags & PFD_STEREO) ? GL_TRUE : GL_FALSE;
// If we don't have WGL_ARB_pixel_format then we can't have created a
// multisampling context, so it's safe to hardcode zero here
window->samples = 0;
}
// Get refresh rate
mode = (window->mode == GLFW_FULLSCREEN) ? window->Win32.modeID : ENUM_CURRENT_SETTINGS;
dm.dmSize = sizeof(DEVMODE);
if (EnumDisplaySettings(NULL, mode, &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;
int winclosed = GL_FALSE;
// Flag: mouse was not moved (will be changed by _glfwGetNextEvent if
// there was a mouse move event)
window->mouseMoved = GL_FALSE;
if (_glfwWin.mouseLock)
{
window->oldMouseX = _glfwWin.width/2;
window->oldMouseY = _glfwWin.height/2;
}
else
{
window->oldMouseX = window->mousePosX;
window->oldMouseY = window->mousePosY;
}
// Check for new window messages
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
switch (msg.message)
{
// QUIT-message (from close window)?
case WM_QUIT:
{
winclosed = GL_TRUE;
break;
}
// Ok, send it to the window message handler
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.
// Caveat: Does not work under Win 9x/ME.
if (_glfwLibrary.Sys.winVer >= _GLFW_WIN_NT4)
{
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_LSHIFT] == 1)
_glfwInputKey(GLFW_KEY_LSHIFT, GLFW_RELEASE);
if (!rshift_down && window->key[GLFW_KEY_RSHIFT] == 1)
_glfwInputKey(GLFW_KEY_RSHIFT, GLFW_RELEASE);
}
// Did we have mouse movement in locked cursor mode?
if (window->mouseMoved && _glfwWin.mouseLock)
{
_glfwPlatformSetMouseCursorPos(window->width / 2,
window->height / 2);
}
// Was there a window close request?
if (winclosed && window->closeCallback)
{
// Check if the program wants us to close the window
winclosed = window->closeCallback();
}
if (winclosed)
glfwCloseWindow();
}
//========================================================================
// Wait for new window and input events
//========================================================================
void _glfwPlatformWaitEvents(void)
{
WaitMessage();
_glfwPlatformPollEvents();
}
//========================================================================
// Hide mouse cursor (lock it)
//========================================================================
void _glfwPlatformHideMouseCursor(_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 (unlock it)
//========================================================================
void _glfwPlatformShowMouseCursor(_GLFWwindow* window)
{
// Un-capture cursor
ReleaseCapture();
// Release the cursor from the window
ClipCursor(NULL);
ShowCursor(TRUE);
}
//========================================================================
// Set physical mouse cursor position
//========================================================================
void _glfwPlatformSetMouseCursorPos(_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);
}