glfw/src/win32_window.c

1900 lines
63 KiB
C

//========================================================================
// 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>
//========================================================================
// Convert BPP to RGB bits based on "best guess"
//========================================================================
static void bpp2rgb(int bpp, int* r, int* g, int* b)
{
int delta;
// We assume that by 32 they really meant 24
if (bpp == 32)
bpp = 24;
// Convert "bits per pixel" to red, green & blue sizes
*r = *g = *b = bpp / 3;
delta = bpp - (*r * 3);
if (delta >= 1)
*g = *g + 1;
if (delta == 2)
*r = *r + 1;
}
//========================================================================
// 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);
}
//========================================================================
// 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.ARB_pixel_format)
count = getPixelFormatAttrib(window, 1, WGL_NUMBER_PIXEL_FORMATS_ARB);
else
{
count = _glfw_DescribePixelFormat(window->WGL.DC,
1,
sizeof(PIXELFORMATDESCRIPTOR),
NULL);
}
if (!count)
{
_glfwSetError(GLFW_OPENGL_UNAVAILABLE, "Win32/WGL: No pixel formats found");
return NULL;
}
result = (_GLFWfbconfig*) _glfwMalloc(sizeof(_GLFWfbconfig) * count);
if (!result)
{
_glfwSetError(GLFW_OUT_OF_MEMORY,
"Win32/WGL: Failed to allocate _GLFWfbconfig array");
return NULL;
}
for (i = 1; i <= count; i++)
{
if (window->WGL.ARB_pixel_format)
{
// Get pixel format attributes through WGL_ARB_pixel_format
if (!getPixelFormatAttrib(window, i, WGL_SUPPORT_OPENGL_ARB) ||
!getPixelFormatAttrib(window, i, WGL_DRAW_TO_WINDOW_ARB) ||
!getPixelFormatAttrib(window, i, WGL_DOUBLE_BUFFER_ARB))
{
continue;
}
if (getPixelFormatAttrib(window, i, WGL_PIXEL_TYPE_ARB) !=
WGL_TYPE_RGBA_ARB)
{
continue;
}
if (getPixelFormatAttrib(window, i, WGL_ACCELERATION_ARB) ==
WGL_NO_ACCELERATION_ARB)
{
continue;
}
result[*found].redBits =
getPixelFormatAttrib(window, i, WGL_RED_BITS_ARB);
result[*found].greenBits =
getPixelFormatAttrib(window, i, WGL_GREEN_BITS_ARB);
result[*found].blueBits =
getPixelFormatAttrib(window, i, WGL_BLUE_BITS_ARB);
result[*found].alphaBits =
getPixelFormatAttrib(window, i, WGL_ALPHA_BITS_ARB);
result[*found].depthBits =
getPixelFormatAttrib(window, i, WGL_DEPTH_BITS_ARB);
result[*found].stencilBits =
getPixelFormatAttrib(window, i, WGL_STENCIL_BITS_ARB);
result[*found].accumRedBits =
getPixelFormatAttrib(window, i, WGL_ACCUM_RED_BITS_ARB);
result[*found].accumGreenBits =
getPixelFormatAttrib(window, i, WGL_ACCUM_GREEN_BITS_ARB);
result[*found].accumBlueBits =
getPixelFormatAttrib(window, i, WGL_ACCUM_BLUE_BITS_ARB);
result[*found].accumAlphaBits =
getPixelFormatAttrib(window, i, WGL_ACCUM_ALPHA_BITS_ARB);
result[*found].auxBuffers =
getPixelFormatAttrib(window, i, WGL_AUX_BUFFERS_ARB);
result[*found].stereo =
getPixelFormatAttrib(window, i, WGL_STEREO_ARB);
if (window->WGL.ARB_multisample)
{
result[*found].samples =
getPixelFormatAttrib(window, 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;
}
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;
}
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 GLboolean createContext(_GLFWwindow* window,
const _GLFWwndconfig* wndconfig,
int pixelFormat)
{
PIXELFORMATDESCRIPTOR pfd;
int i = 0, attribs[40];
HGLRC share = NULL;
if (wndconfig->share)
share = wndconfig->share->WGL.context;
if (!_glfw_DescribePixelFormat(window->WGL.DC, pixelFormat, sizeof(pfd), &pfd))
{
_glfwSetError(GLFW_OPENGL_UNAVAILABLE,
"Win32/WGL: Failed to retrieve PFD for selected pixel format");
return GL_FALSE;
}
if (!_glfw_SetPixelFormat(window->WGL.DC, pixelFormat, &pfd))
{
_glfwSetError(GLFW_OPENGL_UNAVAILABLE,
"Win32/WGL: Failed to set selected pixel format");
return GL_FALSE;
}
if (window->WGL.ARB_create_context)
{
// Use the newer wglCreateContextAttribsARB creation method
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 || wndconfig->glRobustness)
{
int flags = 0;
if (wndconfig->glForward)
flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
if (wndconfig->glDebug)
flags |= WGL_CONTEXT_DEBUG_BIT_ARB;
if (wndconfig->glRobustness)
flags |= WGL_CONTEXT_ROBUST_ACCESS_BIT_ARB;
attribs[i++] = WGL_CONTEXT_FLAGS_ARB;
attribs[i++] = flags;
}
if (wndconfig->glProfile)
{
int flags = 0;
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;
}
if (wndconfig->glProfile == GLFW_OPENGL_ES2_PROFILE &&
!window->WGL.EXT_create_context_es2_profile)
{
_glfwSetError(GLFW_VERSION_UNAVAILABLE,
"Win32/WGL: OpenGL ES 2.x profile requested but "
"WGL_EXT_create_context_es2_profile is unavailable");
return GL_FALSE;
}
if (wndconfig->glProfile == GLFW_OPENGL_CORE_PROFILE)
flags = WGL_CONTEXT_CORE_PROFILE_BIT_ARB;
else if (wndconfig->glProfile == GLFW_OPENGL_COMPAT_PROFILE)
flags = WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB;
else if (wndconfig->glProfile == GLFW_OPENGL_ES2_PROFILE)
flags = WGL_CONTEXT_ES2_PROFILE_BIT_EXT;
attribs[i++] = WGL_CONTEXT_PROFILE_MASK_ARB;
attribs[i++] = flags;
}
if (wndconfig->glRobustness)
{
int strategy;
if (!window->WGL.ARB_create_context_robustness)
{
_glfwSetError(GLFW_VERSION_UNAVAILABLE,
"Win32/WGL: An OpenGL robustness strategy was "
"requested but WGL_ARB_create_context_robustness "
"is unavailable");
return GL_FALSE;
}
if (wndconfig->glRobustness == GLFW_OPENGL_NO_RESET_NOTIFICATION)
strategy = WGL_NO_RESET_NOTIFICATION_ARB;
else if (wndconfig->glRobustness == GLFW_OPENGL_LOSE_CONTEXT_ON_RESET)
strategy = WGL_LOSE_CONTEXT_ON_RESET_ARB;
attribs[i++] = WGL_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB;
attribs[i++] = strategy;
}
attribs[i++] = 0;
window->WGL.context = window->WGL.CreateContextAttribsARB(window->WGL.DC,
share,
attribs);
if (!window->WGL.context)
{
_glfwSetError(GLFW_VERSION_UNAVAILABLE,
"Win32/WGL: Failed to create OpenGL context");
return GL_FALSE;
}
}
else
{
window->WGL.context = wglCreateContext(window->WGL.DC);
if (!window->WGL.context)
{
_glfwSetError(GLFW_PLATFORM_ERROR,
"Win32/WGL: Failed to create OpenGL context");
return GL_FALSE;
}
if (share)
{
if (!wglShareLists(share, window->WGL.context))
{
_glfwSetError(GLFW_PLATFORM_ERROR,
"Win32/WGL: Failed to enable sharing with "
"specified OpenGL context");
return GL_FALSE;
}
}
}
return GL_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)
showMouseCursor(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)
captureMouseCursor(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);
if (iconified != window->iconified)
{
window->iconified = iconified;
if (_glfwLibrary.windowIconifyCallback)
_glfwLibrary.windowIconifyCallback(window, 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);
return 0;
}
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);
return 0;
}
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 newMouseX, newMouseY;
// Get signed (!) mouse position
newMouseX = (int)((short)LOWORD(lParam));
newMouseY = (int)((short)HIWORD(lParam));
if (newMouseX != window->Win32.oldMouseX ||
newMouseY != window->Win32.oldMouseY)
{
if (window->cursorMode == GLFW_CURSOR_CAPTURED)
{
if (_glfwLibrary.activeWindow != window)
return 0;
window->mousePosX += newMouseX -
window->Win32.oldMouseX;
window->mousePosY += newMouseY -
window->Win32.oldMouseY;
}
else
{
window->mousePosX = newMouseX;
window->mousePosY = newMouseY;
}
window->Win32.oldMouseX = newMouseX;
window->Win32.oldMouseY = newMouseY;
window->Win32.cursorCentered = GL_FALSE;
if (_glfwLibrary.mousePosCallback)
{
_glfwLibrary.mousePosCallback(window,
window->mousePosX,
window->mousePosY);
}
}
return 0;
}
case WM_MOUSEWHEEL:
{
_glfwInputScroll(window, 0, (((int) wParam) >> 16) / WHEEL_DELTA);
return 0;
}
case WM_MOUSEHWHEEL:
{
// This message is only sent on Windows Vista and later
_glfwInputScroll(window, (((int) wParam) >> 16) / WHEEL_DELTA, 0);
return 0;
}
case WM_SIZE:
{
window->width = LOWORD(lParam);
window->height = HIWORD(lParam);
// 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);
}
if (_glfwLibrary.windowSizeCallback)
{
_glfwLibrary.windowSizeCallback(window,
window->width,
window->height);
}
return 0;
}
case WM_MOVE:
{
window->positionX = LOWORD(lParam);
window->positionY = HIWORD(lParam);
// 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);
}
return 0;
}
// Was the window contents damaged?
case WM_PAINT:
{
if (_glfwLibrary.windowRefreshCallback)
_glfwLibrary.windowRefreshCallback(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;
}
//========================================================================
// 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.ARB_multisample = GL_FALSE;
window->WGL.ARB_create_context = GL_FALSE;
window->WGL.ARB_create_context_profile = GL_FALSE;
window->WGL.EXT_create_context_es2_profile = GL_FALSE;
window->WGL.ARB_create_context_robustness = GL_FALSE;
window->WGL.EXT_swap_control = GL_FALSE;
window->WGL.ARB_pixel_format = GL_FALSE;
window->WGL.GetExtensionsStringEXT = (PFNWGLGETEXTENSIONSSTRINGEXTPROC)
wglGetProcAddress("wglGetExtensionsStringEXT");
if (!window->WGL.GetExtensionsStringEXT)
{
window->WGL.GetExtensionsStringARB = (PFNWGLGETEXTENSIONSSTRINGARBPROC)
wglGetProcAddress("wglGetExtensionsStringARB");
if (!window->WGL.GetExtensionsStringARB)
return;
}
if (_glfwPlatformExtensionSupported("WGL_ARB_multisample"))
window->WGL.ARB_multisample = GL_TRUE;
if (_glfwPlatformExtensionSupported("WGL_ARB_create_context"))
{
window->WGL.CreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)
wglGetProcAddress("wglCreateContextAttribsARB");
if (window->WGL.CreateContextAttribsARB)
window->WGL.ARB_create_context = GL_TRUE;
}
if (window->WGL.ARB_create_context)
{
if (_glfwPlatformExtensionSupported("WGL_ARB_create_context_profile"))
window->WGL.ARB_create_context_profile = GL_TRUE;
}
if (window->WGL.ARB_create_context &&
window->WGL.ARB_create_context_profile)
{
if (_glfwPlatformExtensionSupported("WGL_EXT_create_context_es2_profile"))
window->WGL.EXT_create_context_es2_profile = GL_TRUE;
}
if (window->WGL.ARB_create_context)
{
if (_glfwPlatformExtensionSupported("WGL_ARB_create_context_robustness"))
window->WGL.ARB_create_context_robustness = GL_TRUE;
}
if (_glfwPlatformExtensionSupported("WGL_EXT_swap_control"))
{
window->WGL.SwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)
wglGetProcAddress("wglSwapIntervalEXT");
if (window->WGL.SwapIntervalEXT)
window->WGL.EXT_swap_control = GL_TRUE;
}
if (_glfwPlatformExtensionSupported("WGL_ARB_pixel_format"))
{
window->WGL.GetPixelFormatAttribivARB = (PFNWGLGETPIXELFORMATATTRIBIVARBPROC)
wglGetProcAddress("wglGetPixelFormatAttribivARB");
if (window->WGL.GetPixelFormatAttribivARB)
window->WGL.ARB_pixel_format = GL_TRUE;
}
}
//========================================================================
// 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, "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;
}
//========================================================================
// Returns the closest matching pixel format, or zero on error
//========================================================================
static int choosePixelFormat(_GLFWwindow* window, const _GLFWfbconfig* fbconfig)
{
unsigned int fbcount;
int pixelFormat;
_GLFWfbconfig* fbconfigs;
const _GLFWfbconfig* closest;
fbconfigs = getFBConfigs(window, &fbcount);
if (!fbconfigs)
return 0;
closest = _glfwChooseFBConfig(fbconfig, fbconfigs, fbcount);
if (!closest)
{
_glfwFree(fbconfigs);
return 0;
}
pixelFormat = (int) closest->platformID;
_glfwFree(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;
// 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, 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,
wndconfig->title,
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;
}
window->WGL.DC = GetDC(window->Win32.handle);
if (!window->WGL.DC)
{
_glfwSetError(GLFW_PLATFORM_ERROR,
"Win32/WGL: Failed to retrieve DC for window");
return GL_FALSE;
}
pixelFormat = choosePixelFormat(window, fbconfig);
if (!pixelFormat)
return GL_FALSE;
if (!createContext(window, wndconfig, pixelFormat))
return GL_FALSE;
glfwMakeContextCurrent(window);
initWGLExtensions(window);
// Initialize mouse position data
GetCursorPos(&pos);
ScreenToClient(window->Win32.handle, &pos);
window->Win32.oldMouseX = window->mousePosX = pos.x;
window->Win32.oldMouseY = window->mousePosY = pos.y;
return GL_TRUE;
}
//========================================================================
// Destroys the GLFW window and rendering context
//========================================================================
static void destroyWindow(_GLFWwindow* window)
{
// This is duplicated from glfwCloseWindow
// TODO: Stop duplicating code
if (window == _glfwLibrary.currentWindow)
glfwMakeContextCurrent(NULL);
// This is duplicated from glfwCloseWindow
// TODO: Stop duplicating code
if (window == _glfwLibrary.activeWindow)
_glfwLibrary.activeWindow = NULL;
if (window->WGL.context)
{
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;
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->glForward || wndconfig->glDebug)
{
if (!window->WGL.ARB_create_context)
{
_glfwSetError(GLFW_VERSION_UNAVAILABLE,
"Win32/WGL: A forward compatible or debug 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)
{
SetWindowText(window->Win32.handle, title);
}
//========================================================================
// Set the window size.
//========================================================================
void _glfwPlatformSetWindowSize(_GLFWwindow* window, int width, int height)
{
//int bpp, refresh;
int newMode = 0;
GLboolean sizeChanged = GL_FALSE;
if (window->mode == GLFW_FULLSCREEN)
{
// Get some info about the current mode
DEVMODE dm;
dm.dmSize = sizeof(DEVMODE);
//if (EnumDisplaySettings(NULL, window->Win32.modeID, &dm))
//{
// We need to keep BPP the same for the OpenGL context to keep working
//bpp = dm.dmBitsPerPel;
// Get closest match for target video mode
//refresh = window->Win32.desiredRefreshRate;
//newMode = _glfwGetClosestVideoModeBPP(&width, &height, &bpp, &refresh);
//}
//else
//newMode = window->Win32.modeID;
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;
}
//if (newMode != window->Win32.modeID)
//_glfwSetVideoModeMODE(newMode);
}
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)
{
SetWindowPos(window->Win32.handle, HWND_TOP, x, y, 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(void)
{
PIXELFORMATDESCRIPTOR pfd;
DEVMODE dm;
int pixelFormat;
_GLFWwindow* window = _glfwLibrary.currentWindow;
// Obtain a detailed description of current pixel format
pixelFormat = _glfw_GetPixelFormat(window->WGL.DC);
if (window->WGL.ARB_pixel_format)
{
if (getPixelFormatAttrib(window, pixelFormat, WGL_ACCELERATION_ARB) !=
WGL_NO_ACCELERATION_ARB)
{
window->accelerated = GL_TRUE;
}
else
window->accelerated = GL_FALSE;
window->redBits =
getPixelFormatAttrib(window, pixelFormat, WGL_RED_BITS_ARB);
window->greenBits =
getPixelFormatAttrib(window, pixelFormat, WGL_GREEN_BITS_ARB);
window->blueBits =
getPixelFormatAttrib(window, pixelFormat, WGL_BLUE_BITS_ARB);
window->alphaBits =
getPixelFormatAttrib(window, pixelFormat, WGL_ALPHA_BITS_ARB);
window->depthBits =
getPixelFormatAttrib(window, pixelFormat, WGL_DEPTH_BITS_ARB);
window->stencilBits =
getPixelFormatAttrib(window, pixelFormat, WGL_STENCIL_BITS_ARB);
window->accumRedBits =
getPixelFormatAttrib(window, pixelFormat, WGL_ACCUM_RED_BITS_ARB);
window->accumGreenBits =
getPixelFormatAttrib(window, pixelFormat, WGL_ACCUM_GREEN_BITS_ARB);
window->accumBlueBits =
getPixelFormatAttrib(window, pixelFormat, WGL_ACCUM_BLUE_BITS_ARB);
window->accumAlphaBits =
getPixelFormatAttrib(window, pixelFormat, WGL_ACCUM_ALPHA_BITS_ARB);
window->auxBuffers =
getPixelFormatAttrib(window, pixelFormat, WGL_AUX_BUFFERS_ARB);
window->stereo =
getPixelFormatAttrib(window, pixelFormat, WGL_STEREO_ARB) ? GL_TRUE : GL_FALSE;
if (window->WGL.ARB_multisample)
{
window->samples = getPixelFormatAttrib(window, pixelFormat, WGL_SAMPLES_ARB);
// We force 1 to zero here because all the other APIs say zero when
// they really mean 1
if (window->samples == 1)
window->samples = 0;
}
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;
}
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.mouseMoved = GL_FALSE;
window->Win32.oldMouseX = window->width / 2;
window->Win32.oldMouseY = window->height / 2;
}
else
{
//window->Win32.oldMouseX = window->mousePosX;
//window->Win32.oldMouseY = window->mousePosY;
}
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)
{
_glfwPlatformSetMouseCursorPos(window,
window->width / 2,
window->height / 2);
window->Win32.cursorCentered = GL_TRUE;
}
}
}
//========================================================================
// 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);
}