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https://github.com/glfw/glfw.git
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116 lines
3.1 KiB
C
116 lines
3.1 KiB
C
//========================================================================
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// Fullscreen window (un)focus test
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// Copyright (c) Camilla Berglund <elmindreda@elmindreda.org>
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would
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// be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//========================================================================
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//
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// This test is used to test window focusing and iconfication for
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// fullscreen windows with a video mode differing from the desktop mode
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//
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//========================================================================
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#include <GL/glfw3.h>
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#include <stdio.h>
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#include <stdlib.h>
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static GLboolean running = GL_TRUE;
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static void error_callback(int error, const char* description)
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{
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fprintf(stderr, "Error: %s\n", description);
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}
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static void window_focus_callback(GLFWwindow* window, int focused)
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{
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printf("%0.3f: Window %s\n",
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glfwGetTime(),
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focused ? "focused" : "defocused");
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}
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static void window_key_callback(GLFWwindow* window, int key, int action)
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{
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if (action != GLFW_PRESS)
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return;
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switch (key)
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{
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case GLFW_KEY_ESCAPE:
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{
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printf("%0.3f: User pressed Escape\n", glfwGetTime());
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running = GL_FALSE;
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break;
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}
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case GLFW_KEY_SPACE:
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{
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printf("%0.3f: User pressed Space\n", glfwGetTime());
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glfwIconifyWindow(window);
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break;
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}
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}
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}
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static int window_close_callback(GLFWwindow* window)
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{
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printf("%0.3f: User closed window\n", glfwGetTime());
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running = GL_FALSE;
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return GL_TRUE;
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}
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int main(void)
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{
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GLFWwindow* window;
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glfwSetErrorCallback(error_callback);
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if (!glfwInit())
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exit(EXIT_FAILURE);
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window = glfwCreateWindow(640, 480, "Fullscreen focus", glfwGetPrimaryMonitor(), NULL);
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if (!window)
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{
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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glfwMakeContextCurrent(window);
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glfwSwapInterval(1);
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glfwSetInputMode(window, GLFW_CURSOR_MODE, GLFW_CURSOR_NORMAL);
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glfwSetWindowFocusCallback(window, window_focus_callback);
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glfwSetKeyCallback(window, window_key_callback);
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glfwSetWindowCloseCallback(window, window_close_callback);
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while (running)
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{
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glClear(GL_COLOR_BUFFER_BIT);
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glfwSwapBuffers(window);
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glfwWaitEvents();
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}
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glfwTerminate();
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exit(EXIT_SUCCESS);
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}
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