glfw/src/internal.h
2012-04-12 00:51:58 +02:00

365 lines
13 KiB
C

//========================================================================
// GLFW - An OpenGL library
// Platform: Any
// 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 _internal_h_
#define _internal_h_
//========================================================================
// GLFWGLOBAL is a macro that places all global variables in the init.c
// module (all other modules reference global variables as 'extern')
//========================================================================
#if defined(_init_c_)
#define GLFWGLOBAL
#else
#define GLFWGLOBAL extern
#endif
//========================================================================
// Input handling definitions
//========================================================================
// Internal key and button state/action definitions
#define GLFW_STICK 2
//------------------------------------------------------------------------
// Platform specific definitions goes in platform.h (which also includes
// glfw.h)
//------------------------------------------------------------------------
#include "config.h"
#include "../include/GL/glfw3.h"
// This path may need to be changed if you build GLFW using your own setup
// We ship and use our own copy of glext.h since GLFW uses fairly new
// extensions and not all operating systems come with an up-to-date version
#include "../support/GL/glext.h"
#if defined(_GLFW_COCOA_NSGL)
#include "cocoa_platform.h"
#elif defined(_GLFW_WIN32_WGL)
#include "win32_platform.h"
#elif defined(_GLFW_X11_GLX)
#include "x11_platform.h"
#else
#error "No supported platform selected"
#endif
typedef struct _GLFWhints _GLFWhints;
typedef struct _GLFWwndconfig _GLFWwndconfig;
typedef struct _GLFWfbconfig _GLFWfbconfig;
typedef struct _GLFWwindow _GLFWwindow;
typedef struct _GLFWlibrary _GLFWlibrary;
//------------------------------------------------------------------------
// Window hints, set by glfwOpenWindowHint and consumed by glfwOpenWindow
// A bucket of semi-random stuff lumped together for historical reasons
// This is used only by the platform independent code and only to store
// parameters passed to us by glfwOpenWindowHint
//------------------------------------------------------------------------
struct _GLFWhints
{
int redBits;
int greenBits;
int blueBits;
int alphaBits;
int depthBits;
int stencilBits;
int refreshRate;
int accumRedBits;
int accumGreenBits;
int accumBlueBits;
int accumAlphaBits;
int auxBuffers;
GLboolean stereo;
GLboolean resizable;
int samples;
int glMajor;
int glMinor;
GLboolean glForward;
GLboolean glDebug;
int glProfile;
int glRobustness;
};
//------------------------------------------------------------------------
// Parameters relating to the creation of the context and window but not
// directly related to the properties of the framebuffer
// This is used to pass window and context creation parameters from the
// platform independent code to the platform specific code
//------------------------------------------------------------------------
struct _GLFWwndconfig
{
int mode;
const char* title;
int refreshRate;
GLboolean resizable;
int glMajor;
int glMinor;
GLboolean glForward;
GLboolean glDebug;
int glProfile;
int glRobustness;
_GLFWwindow* share;
};
//------------------------------------------------------------------------
// Framebuffer configuration descriptor, i.e. buffers and their sizes
// Also a platform specific ID used to map back to the actual backend APIs
// This is used to pass framebuffer parameters from the platform independent
// code to the platform specific code, and also to enumerate and select
// available framebuffer configurations
//------------------------------------------------------------------------
struct _GLFWfbconfig
{
int redBits;
int greenBits;
int blueBits;
int alphaBits;
int depthBits;
int stencilBits;
int accumRedBits;
int accumGreenBits;
int accumBlueBits;
int accumAlphaBits;
int auxBuffers;
GLboolean stereo;
int samples;
GLFWintptr platformID;
};
//------------------------------------------------------------------------
// Window structure
//------------------------------------------------------------------------
struct _GLFWwindow
{
struct _GLFWwindow* next;
// Window settings and state
GLboolean iconified; // GL_TRUE if this window is iconified
GLboolean closeRequested; // GL_TRUE if this window should be closed
int width, height;
int positionX, positionY;
int mode; // GLFW_WINDOW or GLFW_FULLSCREEN
GLboolean resizable; // GL_TRUE if user may resize this window
int refreshRate; // monitor refresh rate
void* userPointer;
// Window input state
GLboolean stickyKeys;
GLboolean stickyMouseButtons;
GLboolean keyRepeat;
GLboolean systemKeys; // system keys enabled flag
int cursorPosX, cursorPosY;
int cursorMode;
double scrollX, scrollY;
char mouseButton[GLFW_MOUSE_BUTTON_LAST + 1];
char key[GLFW_KEY_LAST + 1];
// Framebuffer attributes
int redBits;
int greenBits;
int blueBits;
int alphaBits;
int depthBits;
int stencilBits;
int accumRedBits;
int accumGreenBits;
int accumBlueBits;
int accumAlphaBits;
int auxBuffers;
GLboolean stereo;
int samples;
// OpenGL extensions and context attributes
GLboolean accelerated; // GL_TRUE if OpenGL context is "accelerated"
int glMajor, glMinor, glRevision;
GLboolean glForward, glDebug;
int glProfile;
int glRobustness;
PFNGLGETSTRINGIPROC GetStringi;
// These are defined in the current port's platform.h
_GLFW_PLATFORM_WINDOW_STATE;
_GLFW_PLATFORM_CONTEXT_STATE;
};
//------------------------------------------------------------------------
// Library global data
//------------------------------------------------------------------------
struct _GLFWlibrary
{
_GLFWhints hints;
_GLFWwindow* windowListHead;
_GLFWwindow* currentWindow;
_GLFWwindow* activeWindow;
GLFWwindowsizefun windowSizeCallback;
GLFWwindowclosefun windowCloseCallback;
GLFWwindowrefreshfun windowRefreshCallback;
GLFWwindowfocusfun windowFocusCallback;
GLFWwindowiconifyfun windowIconifyCallback;
GLFWmousebuttonfun mouseButtonCallback;
GLFWmouseposfun mousePosCallback;
GLFWcursorenterfun cursorEnterCallback;
GLFWscrollfun scrollCallback;
GLFWkeyfun keyCallback;
GLFWcharfun charCallback;
GLFWgammaramp currentRamp;
GLFWgammaramp originalRamp;
int originalRampSize;
// This is defined in the current port's platform.h
_GLFW_PLATFORM_LIBRARY_STATE;
};
//========================================================================
// System independent global variables (GLFW internals)
//========================================================================
// Flag indicating if GLFW has been initialized
#if defined(_init_c_)
GLboolean _glfwInitialized = GL_FALSE;
#else
GLFWGLOBAL GLboolean _glfwInitialized;
#endif
GLFWGLOBAL _GLFWlibrary _glfwLibrary;
//========================================================================
// Prototypes for platform specific implementation functions
//========================================================================
// Init/terminate
int _glfwPlatformInit(void);
int _glfwPlatformTerminate(void);
const char* _glfwPlatformGetVersionString(void);
// Input
void _glfwPlatformEnableSystemKeys(_GLFWwindow* window);
void _glfwPlatformDisableSystemKeys(_GLFWwindow* window);
void _glfwPlatformSetMouseCursorPos(_GLFWwindow* window, int x, int y);
void _glfwPlatformSetCursorMode(_GLFWwindow* window, int mode);
// Fullscreen
int _glfwPlatformGetVideoModes(GLFWvidmode* list, int maxcount);
void _glfwPlatformGetDesktopMode(GLFWvidmode* mode);
// Gamma ramp
void _glfwPlatformGetGammaRamp(GLFWgammaramp* ramp);
void _glfwPlatformSetGammaRamp(const GLFWgammaramp* ramp);
// Clipboard
void _glfwPlatformSetClipboardString(_GLFWwindow* window, const char* string);
const char* _glfwPlatformGetClipboardString(_GLFWwindow* window);
// Joystick
int _glfwPlatformGetJoystickParam(int joy, int param);
int _glfwPlatformGetJoystickPos(int joy, float* pos, int numaxes);
int _glfwPlatformGetJoystickButtons(int joy, unsigned char* buttons, int numbuttons);
// Time
double _glfwPlatformGetTime(void);
void _glfwPlatformSetTime(double time);
// Window management
int _glfwPlatformOpenWindow(_GLFWwindow* window, const _GLFWwndconfig* wndconfig, const _GLFWfbconfig* fbconfig);
void _glfwPlatformCloseWindow(_GLFWwindow* window);
void _glfwPlatformSetWindowTitle(_GLFWwindow* window, const char* title);
void _glfwPlatformSetWindowSize(_GLFWwindow* window, int width, int height);
void _glfwPlatformSetWindowPos(_GLFWwindow* window, int x, int y);
void _glfwPlatformIconifyWindow(_GLFWwindow* window);
void _glfwPlatformRestoreWindow(_GLFWwindow* window);
// Event management
void _glfwPlatformPollEvents(void);
void _glfwPlatformWaitEvents(void);
// OpenGL context management
void _glfwPlatformMakeContextCurrent(_GLFWwindow* window);
void _glfwPlatformSwapBuffers(void);
void _glfwPlatformSwapInterval(int interval);
void _glfwPlatformRefreshWindowParams(void);
int _glfwPlatformExtensionSupported(const char* extension);
void* _glfwPlatformGetProcAddress(const char* procname);
void _glfwPlatformCopyContext(_GLFWwindow* src, _GLFWwindow* dst, unsigned long mask);
//========================================================================
// Prototypes for platform independent internal functions
//========================================================================
// Fullscren management (fullscreen.c)
void _glfwSplitBPP(int bpp, int* red, int* green, int* blue);
// Error handling (error.c)
void _glfwSetError(int error, const char* description);
// Window management (window.c)
void _glfwSetDefaultWindowHints(void);
// Window event notification (window.c)
void _glfwInputWindowFocus(_GLFWwindow* window, GLboolean activated);
void _glfwInputWindowPos(_GLFWwindow* window, int x, int y);
void _glfwInputWindowSize(_GLFWwindow* window, int width, int height);
void _glfwInputWindowIconify(_GLFWwindow* window, int iconified);
void _glfwInputWindowDamage(_GLFWwindow* window);
// Input event notification (input.c)
void _glfwInputKey(_GLFWwindow* window, int key, int action);
void _glfwInputChar(_GLFWwindow* window, int character);
void _glfwInputScroll(_GLFWwindow* window, double x, double y);
void _glfwInputMouseClick(_GLFWwindow* window, int button, int action);
void _glfwInputCursorMotion(_GLFWwindow* window, int x, int y);
void _glfwInputCursorEnter(_GLFWwindow* window, int entered);
// OpenGL context helpers (opengl.c)
int _glfwStringInExtensionString(const char* string, const GLubyte* extensions);
const _GLFWfbconfig* _glfwChooseFBConfig(const _GLFWfbconfig* desired,
const _GLFWfbconfig* alternatives,
unsigned int count);
GLboolean _glfwIsValidContextConfig(_GLFWwndconfig* wndconfig);
GLboolean _glfwIsValidContext(_GLFWwindow* window, _GLFWwndconfig* wndconfig);
#endif // _internal_h_