glfw/src/win32_platform.h
2013-02-20 18:15:03 +01:00

233 lines
7.3 KiB
C

//========================================================================
// GLFW - An OpenGL library
// Platform: Win32
// 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.
//
//========================================================================
#ifndef _win32_platform_h_
#define _win32_platform_h_
// We don't need all the fancy stuff
#ifndef NOMINMAX
#define NOMINMAX
#endif
#ifndef VC_EXTRALEAN
#define VC_EXTRALEAN
#endif
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
// This is a workaround for the fact that glfw3.h needs to export APIENTRY (to
// correctly declare a GL_ARB_debug_output callback, for example) but windows.h
// thinks it is the only one that gets to do so
#undef APIENTRY
// GLFW on Windows is Unicode only and does not work in MBCS mode
#ifndef UNICODE
#define UNICODE
#endif
// GLFW requires Windows XP
#ifndef WINVER
#define WINVER 0x0501
#endif
#include <windows.h>
#include <mmsystem.h>
#include <dbt.h>
//========================================================================
// Hack: Define things that some windows.h variants don't
//========================================================================
#ifndef WM_MOUSEHWHEEL
#define WM_MOUSEHWHEEL 0x020E
#endif
//========================================================================
// DLLs that are loaded at glfwInit()
//========================================================================
// winmm.dll function pointer typedefs
#ifndef _GLFW_NO_DLOAD_WINMM
typedef MMRESULT (WINAPI * JOYGETDEVCAPS_T) (UINT,LPJOYCAPS,UINT);
typedef MMRESULT (WINAPI * JOYGETPOS_T) (UINT,LPJOYINFO);
typedef MMRESULT (WINAPI * JOYGETPOSEX_T) (UINT,LPJOYINFOEX);
typedef DWORD (WINAPI * TIMEGETTIME_T) (void);
#endif // _GLFW_NO_DLOAD_WINMM
// winmm.dll shortcuts
#ifndef _GLFW_NO_DLOAD_WINMM
#define _glfw_joyGetDevCaps _glfw.win32.winmm.joyGetDevCaps
#define _glfw_joyGetPos _glfw.win32.winmm.joyGetPos
#define _glfw_joyGetPosEx _glfw.win32.winmm.joyGetPosEx
#define _glfw_timeGetTime _glfw.win32.winmm.timeGetTime
#else
#define _glfw_joyGetDevCaps joyGetDevCaps
#define _glfw_joyGetPos joyGetPos
#define _glfw_joyGetPosEx joyGetPosEx
#define _glfw_timeGetTime timeGetTime
#endif // _GLFW_NO_DLOAD_WINMM
// We use versioned window class names in order not to cause conflicts
// between applications using different versions of GLFW
#define _GLFW_WNDCLASSNAME L"GLFW30"
#define _GLFW_RECREATION_NOT_NEEDED 0
#define _GLFW_RECREATION_REQUIRED 1
#define _GLFW_RECREATION_IMPOSSIBLE 2
#if defined(_GLFW_WGL)
#include "wgl_platform.h"
#elif defined(_GLFW_EGL)
#define _GLFW_EGL_NATIVE_WINDOW window->win32.handle
#define _GLFW_EGL_NATIVE_DISPLAY NULL
#include "egl_platform.h"
#else
#error "No supported context creation API selected"
#endif
#define _GLFW_PLATFORM_WINDOW_STATE _GLFWwindowWin32 win32
#define _GLFW_PLATFORM_LIBRARY_WINDOW_STATE _GLFWlibraryWin32 win32
#define _GLFW_PLATFORM_MONITOR_STATE _GLFWmonitorWin32 win32
//========================================================================
// GLFW platform specific types
//========================================================================
//------------------------------------------------------------------------
// Pointer length integer
//------------------------------------------------------------------------
typedef INT_PTR GLFWintptr;
//------------------------------------------------------------------------
// Platform-specific window structure
//------------------------------------------------------------------------
typedef struct _GLFWwindowWin32
{
// Platform specific window resources
HWND handle; // Window handle
DWORD dwStyle; // Window styles used for window creation
DWORD dwExStyle; // --"--
// Various platform specific internal variables
GLboolean cursorCentered;
GLboolean cursorInside;
int oldCursorX, oldCursorY;
} _GLFWwindowWin32;
//------------------------------------------------------------------------
// Platform-specific library global data for Win32
//------------------------------------------------------------------------
typedef struct _GLFWlibraryWin32
{
ATOM classAtom;
DWORD foregroundLockTimeout;
char* clipboardString;
// Timer data
struct {
GLboolean hasPC;
double resolution;
unsigned int t0_32;
__int64 t0_64;
} timer;
#ifndef _GLFW_NO_DLOAD_WINMM
// winmm.dll
struct {
HINSTANCE instance;
JOYGETDEVCAPS_T joyGetDevCaps;
JOYGETPOS_T joyGetPos;
JOYGETPOSEX_T joyGetPosEx;
TIMEGETTIME_T timeGetTime;
} winmm;
#endif // _GLFW_NO_DLOAD_WINMM
struct {
char* name;
} joystick[GLFW_JOYSTICK_LAST + 1];
} _GLFWlibraryWin32;
//------------------------------------------------------------------------
// Platform-specific monitor structure
//------------------------------------------------------------------------
typedef struct _GLFWmonitorWin32
{
// This size matches the static size of DISPLAY_DEVICE.DeviceName
WCHAR name[32];
} _GLFWmonitorWin32;
//========================================================================
// Prototypes for platform specific internal functions
//========================================================================
// Wide strings
WCHAR* _glfwCreateWideStringFromUTF8(const char* source);
char* _glfwCreateUTF8FromWideString(const WCHAR* source);
// Time
void _glfwInitTimer(void);
// Joystick input
void _glfwInitJoysticks(void);
void _glfwTerminateJoysticks(void);
// OpenGL support
int _glfwInitContextAPI(void);
void _glfwTerminateContextAPI(void);
int _glfwCreateContext(_GLFWwindow* window,
const _GLFWwndconfig* wndconfig,
const _GLFWfbconfig* fbconfig);
void _glfwDestroyContext(_GLFWwindow* window);
int _glfwAnalyzeContext(const _GLFWwindow* window,
const _GLFWwndconfig* wndconfig,
const _GLFWfbconfig* fbconfig);
// Fullscreen support
int _glfwSetVideoMode(_GLFWmonitor* monitor, const GLFWvidmode* mode);
void _glfwRestoreVideoMode(_GLFWmonitor* monitor);
#endif // _win32_platform_h_