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Initial import of 2.7 Lite.

This commit is contained in:
Camilla Berglund 2010-09-07 17:34:51 +02:00
parent efef33c791
commit 3249f812d6
97 changed files with 25983 additions and 0 deletions

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# - Check if X11 RandR extension is available
# Check if the X11 extension RandR is available.
# This macro defines :
# - X11_RANDR_FOUND, If set to NO RandR is not available.
# - X11_RANDR_INCLUDE_DIR, includes directory containing the RandR header.
# - X11_RANDR_LIBRARIES, libraries to link in the library to use RandR.
#
# Created by Olivier Delannoy.
macro(CHECK_X11_XRANDR)
message(STATUS "Checking for X11 extension XRandR")
set(X11_XRANDR_FOUND "NO")
find_path(X11_XRANDR_INCLUDE_DIR "X11/extensions/Xrandr.h"
PATHS
/usr/local/include
/usr/local/X11/include
/usr/local/X11R6/include
/usr/include
/usr/X11/include
/usr/X11R6/include)
find_library(X11_XRANDR_LIBRARIES NAMES Xrandr
PATHS
/usr/local/lib
/usr/local/X11/lib
/usr/local/X11R6/lib
/usr/lib
/usr/X11/lib
/usr/X11R6/lib)
# Create check if file compiles with randr
if (X11_XRANDR_LIBRARIES AND X11_XRANDR_INCLUDE_DIR)
set(X11_XRANDR_FOUND "YES")
endif (X11_XRANDR_LIBRARIES AND X11_XRANDR_INCLUDE_DIR)
if (X11_XRANDR_FOUND)
message(STATUS "Checking for X11 extension XRandR -- found")
else (X11_XRANDR_FOUND)
message(STATUS "Checking for X11 extension XRandR -- not found")
endif (X11_XRANDR_FOUND)
mark_as_advanced(X11_XRANDR_LIBRARIES X11_XRANDR_INCLUDE_DIR)
endmacro(CHECK_X11_XRANDR)
# - Check if X11 VidMod extension is available
# Check if the X11 extension VidMod is available.
# This macro defines :
# - X11_VIDMOD_FOUND, If set to NO VidMod is not available.
# - X11_VIDMOD_INCLUDE_DIR, includes directory containing the headers.
# - X11_VIDMOD_LIBRARIES, libraries to link in the libraries.
#
# Created by Olivier Delannoy.
macro(CHECK_X11_XF86VIDMODE)
message(STATUS "Checking for X11 extension xf86vidmode")
set(X11_XF86VIDMODE_FOUND "NO")
find_path(X11_XF86VIDMODE_INCLUDE_DIR "X11/extensions/xf86vmode.h"
PATHS
/usr/local/include
/usr/local/X11/include
/usr/local/X11R6/include
/usr/include
/usr/X11/include
/usr/X11R6/include)
find_library(X11_XF86VIDMODE_LIBRARIES NAMES Xxf86vm PATHS
/usr/local/lib
/usr/local/X11/lib
/usr/local/X11R6/lib
/usr/lib
/usr/X11/lib
/usr/X11R6/lib)
# Add a test case here
if (X11_XF86VIDMODE_LIBRARIES AND X11_XF86VIDMODE_INCLUDE_DIR)
set(X11_XF86VIDMODE_FOUND "YES")
endif (X11_XF86VIDMODE_LIBRARIES AND X11_XF86VIDMODE_INCLUDE_DIR)
if (X11_XF86VIDMODE_FOUND)
message(STATUS "Checking for X11 extension xf86vidmode -- found")
else (X11_XF86VIDMODE_FOUND)
message(STATUS "Checking for X11 extension xf86vidmode -- not found")
endif(X11_XF86VIDMODE_FOUND)
mark_as_advanced(
X11_XF86VIDMODE_LIBRARIES
X11_XF86VIDMODE_INCLUDE_DIR
)
endmacro(CHECK_X11_XF86VIDMODE)

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project(GLFW C)
set(GLFW_VERSION_MAJOR "2")
set(GLFW_VERSION_MINOR "7")
set(GLFW_VERSION_PATCH "0")
set(GLFW_VERSION_EXTRA "")
set(GLFW_VERSION "${GLFW_VERSION_MAJOR}.${GLFW_VERSION_MINOR}")
set(GLFW_VERSION_FULL
"${GLFW_VERSION}.${GLFW_VERSION_PATCH}${GLFW_VERSION_EXTRA}")
cmake_minimum_required(VERSION 2.4)
include(CheckFunctionExists)
include(CheckSymbolExists)
# Stuff common to all platform
find_package(OpenGL REQUIRED)
set(common_SOURCES
${CMAKE_CURRENT_SOURCE_DIR}/lib/enable.c
${CMAKE_CURRENT_SOURCE_DIR}/lib/fullscreen.c
${CMAKE_CURRENT_SOURCE_DIR}/lib/glext.c
${CMAKE_CURRENT_SOURCE_DIR}/lib/init.c
${CMAKE_CURRENT_SOURCE_DIR}/lib/input.c
${CMAKE_CURRENT_SOURCE_DIR}/lib/joystick.c
${CMAKE_CURRENT_SOURCE_DIR}/lib/time.c
${CMAKE_CURRENT_SOURCE_DIR}/lib/window.c
)
# Stuff specific to WGL on Win32
if (WIN32)
message(STATUS "Building GLFW for WGL on a Win32 system")
# Set up library and include paths
set(CMAKE_REQUIRED_LIBRARIES ${OPENGL_gl_LIBRARY})
list(APPEND GLFW_INCLUDE_DIR ${OPENGL_INCLUDE_DIR})
list(APPEND GLFW_LIBRARIES ${OPENGL_gl_LIBRARY})
# Select platform specific code
add_subdirectory(lib/win32)
endif (WIN32)
# Stuff specific to GLX on Unix-like platforms
if (UNIX AND NOT APPLE AND NOT CYGWIN)
message(STATUS "Building GLFW for GLX on a Unix-like system")
# Set up library and include paths
set(CMAKE_REQUIRED_LIBRARIES ${X11_X11_LIB} ${OPENGL_gl_LIBRARY})
list(APPEND GLFW_INCLUDE_DIR ${X11_X11_INCLUDE_PATH})
list(APPEND GLFW_LIBRARIES ${X11_X11_LIB})
list(APPEND GLFW_INCLUDE_DIR ${OPENGL_INCLUDE_DIR})
list(APPEND GLFW_LIBRARIES ${OPENGL_gl_LIBRARY})
# Detect X11 extension
include(${CMAKE_CURRENT_SOURCE_DIR}/CMake/CheckX11Extensions.cmake)
# Check for XRandR (modern resolution switching extension)
CHECK_X11_XRANDR()
if (X11_XRANDR_FOUND)
set(_GLFW_HAS_XRANDR 1)
list(APPEND GLFW_INCLUDE_DIR ${X11_XRANDR_INCLUDE_DIR})
list(APPEND GLFW_LIBRARIES ${X11_XRANDR_LIBRARIES})
endif(X11_XRANDR_FOUND)
# Check for xf86vidmode (fallback legacy resolution switching extension)
if (NOT X11_XRANDR_FOUND)
CHECK_X11_XF86VIDMODE()
if (X11_XF86VIDMODE_FOUND)
set(_GLFW_HAS_XF86VIDMODE 1)
list(APPEND GLFW_INCLUDE_DIR ${X11_XF86VIDMODE_INCLUDE_DIR})
list(APPEND GLFW_LIBRARIES ${X11_XF86VIDMODE_LIBRARIES})
endif(X11_XF86VIDMODE_FOUND)
endif (NOT X11_XRANDR_FOUND)
CHECK_FUNCTION_EXISTS(glXGetProcAddress _GLFW_HAS_GLXGETPROCADDRESS)
if (NOT _GLFW_HAS_GLXGETPROCADDRESS)
CHECK_FUNCTION_EXISTS(glXGetProcAddressARB _GLFW_HAS_GLXGETPROCADDRESSARB)
endif (NOT _GLFW_HAS_GLXGETPROCADDRESS)
if (NOT _GLFW_HAS_GLXGETPROCADDRESS AND NOT _GLFW_HAS_GLXGETPROCADDRESSARB)
CHECK_FUNCTION_EXISTS(glXGetProcAddressEXT _GLFW_HAS_GLXGETPROCADDRESSEXT)
endif (NOT _GLFW_HAS_GLXGETPROCADDRESS AND NOT _GLFW_HAS_GLXGETPROCADDRESSARB)
if (NOT _GLFW_HAS_GLXGETPROCADDRESS AND
NOT _GLFW_HAS_GLXGETPROCADDRESSARB AND
NOT _GLFW_HAS_GLXGETPROCADDRESSEXT)
message(WARNING "No glXGetProcAddressXXX variant found")
endif (NOT _GLFW_HAS_GLXGETPROCADDRESS AND
NOT _GLFW_HAS_GLXGETPROCADDRESSARB AND
NOT _GLFW_HAS_GLXGETPROCADDRESSEXT)
# Select platform specific code
add_subdirectory(lib/x11)
endif(UNIX AND NOT APPLE AND NOT CYGWIN)
# Stuff specific to AGL and CGL on Mac OS X
if (UNIX AND APPLE)
message(STATUS "Building GLFW for NSOpenGL on Mac OS X")
# Universal build, decent set of warning flags...
set(CMAKE_OSX_ARCHITECTURES ppc;i386;ppc64;x86_64)
set(CMAKE_OSX_SYSROOT /Developer/SDKs/MacOSX10.5.sdk)
set(CMAKE_C_FLAGS "-mmacosx-version-min=10.5 -Wall -Wextra -Wno-unused-parameter -Werror")
# Set up library and include paths
find_library(COCOA_FRAMEWORK Cocoa)
list(APPEND GLFW_LIBRARIES ${COCOA_FRAMEWORK})
list(APPEND GLFW_LIBRARIES ${OPENGL_gl_LIBRARY})
# Select platform specific code
add_subdirectory(lib/cocoa)
endif(UNIX AND APPLE)
add_subdirectory(examples)
add_subdirectory(tests)
#add_subdirectory(docs/doxygen)
#add_subdirectory(docs/manuals)
#--------------------------------------------------------------------
# -- Install standard files
#--------------------------------------------------------------------
# Install the GLFW header file
install(DIRECTORY include/ DESTINATION include
PATTERN ".svn" EXCLUDE
PATTERN "include/*"
)
# Install documentation
install(
FILES
COPYING.txt
readme.html
DESTINATION
share/doc/glfw-${GLFW_VERSION_FULL}/
)
#--------------------------------------------------------------------
# -- Additional stuff
#--------------------------------------------------------------------
#--------------------------------------------------------------------
# -- Documentation generation
#--------------------------------------------------------------------
#include("${CMAKE_CURRENT_SOURCE_DIR}/documentation.cmake")
#configure_file("${CMAKE_CURRENT_SOURCE_DIR}/Doxyfile.in"
# "${CMAKE_CURRENT_BINARY_DIR}/Doxyfile"
# IMMEDIATE @ONLY)
#add_doxygen_target("${CMAKE_CURRENT_BINARY_DIR}/Doxyfile")
#add_subdirectory(docs)
#--------------------------------------------------------------------
# -- Uninstall operation
# -------------------------------------------------------------------
configure_file("${CMAKE_CURRENT_SOURCE_DIR}/cmake_uninstall.cmake.in"
"${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake"
IMMEDIATE @ONLY)
add_custom_target(uninstall
"${CMAKE_COMMAND}" -P
"${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake")

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Copyright (c) 2002-2007 Camilla Berglund <elmindreda@users.sourceforge.net>
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.

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IF(NOT EXISTS "@CMAKE_CURRENT_BINARY_DIR@/install_manifest.txt")
MESSAGE(FATAL_ERROR "Cannot find install manifest: \"@CMAKE_CURRENT_BINARY_DIR@/install_manifest.txt\"")
ENDIF(NOT EXISTS "@CMAKE_CURRENT_BINARY_DIR@/install_manifest.txt")
FILE(READ "@CMAKE_CURRENT_BINARY_DIR@/install_manifest.txt" files)
STRING(REGEX REPLACE "\n" ";" files "${files}")
FOREACH(file ${files})
MESSAGE(STATUS "Uninstalling \"$ENV{DESTDIR}${file}\"")
IF(EXISTS "$ENV{DESTDIR}${file}")
EXEC_PROGRAM(
"@CMAKE_COMMAND@" ARGS "-E remove \"$ENV{DESTDIR}${file}\""
OUTPUT_VARIABLE rm_out
RETURN_VALUE rm_retval
)
IF(NOT "${rm_retval}" STREQUAL 0)
MESSAGE(FATAL_ERROR "Problem when removing \"$ENV{DESTDIR}${file}\"")
ENDIF(NOT "${rm_retval}" STREQUAL 0)
ELSE(EXISTS "$ENV{DESTDIR}${file}")
MESSAGE(STATUS "File \"$ENV{DESTDIR}${file}\" does not exist.")
ENDIF(EXISTS "$ENV{DESTDIR}${file}")
ENDFOREACH(file)

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##########################################################################
# Makefile for the GLFW documentation.
##########################################################################
PDFDOCS = glfwrm.pdf glfwug.pdf
DVIDOCS = glfwrm.dvi glfwug.dvi
##########################################################################
# Build macros
##########################################################################
default: pdf
pdf: $(PDFDOCS)
dvi: $(DVIDOCS)
##########################################################################
# Clean macros
##########################################################################
clean:
rm -f glfwrm.dvi glfwrm.aux glfwrm.log glfwrm.out glfwrm.pdf glfwrm.toc glfwrm.lot
rm -f glfwug.dvi glfwug.aux glfwug.log glfwug.out glfwug.pdf glfwug.toc
clean-win:
@.\\cleanup.bat
##########################################################################
# Rules for building the GLFW Reference Manual
##########################################################################
glfwrm.pdf: glfwrm.tex glfwrm.toc glfwrm.lot glfwdoc.sty
pdflatex glfwrm.tex
glfwrm.dvi: glfwrm.tex glfwrm.toc glfwrm.lot glfwdoc.sty
latex glfwrm.tex
glfwrm.toc: glfwrm.tex glfwdoc.sty
latex glfwrm.tex
glfwrm.lot: glfwrm.tex glfwdoc.sty
latex glfwrm.tex
##########################################################################
# Rules for building the GLFW Users Guide
##########################################################################
glfwug.pdf: glfwug.tex glfwug.toc glfwdoc.sty
pdflatex glfwug.tex
glfwug.dvi: glfwug.tex glfwug.toc glfwdoc.sty
latex glfwug.tex
glfwug.toc: glfwug.tex glfwdoc.sty
latex glfwug.tex

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@echo off
REM ----------------------------------------------------------------------
REM Windows cleanup batch file for the GLFW documentation.
REM ----------------------------------------------------------------------
REM GLFW Reference Manual
if exist glfwrm.dvi del glfwrm.dvi
if exist glfwrm.aux del glfwrm.aux
if exist glfwrm.log del glfwrm.log
if exist glfwrm.out del glfwrm.out
if exist glfwrm.pdf del glfwrm.pdf
if exist glfwrm.toc del glfwrm.toc
if exist glfwrm.lot del glfwrm.lot
REM GLFW Users Guide
if exist glfwug.dvi del glfwug.dvi
if exist glfwug.aux del glfwug.aux
if exist glfwug.log del glfwug.log
if exist glfwug.out del glfwug.out
if exist glfwug.pdf del glfwug.pdf
if exist glfwug.toc del glfwug.toc

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%-------------------------------------------------------------------------
% Common document formatting and macros for GLFW manuals
%-------------------------------------------------------------------------
% Misc. document info
\date{\today}
% Packages
\usepackage{fancyhdr}
\usepackage{titling}
\usepackage{lastpage}
\usepackage{listings}
\usepackage{color}
\usepackage[overload]{textcase}
\usepackage{needspace}
\usepackage{times}
% Logo macros
\newcommand{\OpenGL}[1][0]{\textbf{OpenGL}\texttrademark}
\newcommand{\GLFW}[1][0]{\textbf{GLFW}}
% Encoding
\usepackage[latin1]{inputenc}
\usepackage[T1]{fontenc}
% Page formatting
\usepackage[hmargin=2.5cm]{geometry}
\raggedright
\raggedbottom
\sloppy
\usepackage{parskip}
% Header and footer
\pagestyle{fancy}
%\lhead{\textit{GLFW Reference Manual}}
\lhead{\textit{GLFW \glfwdoctype}}
\chead{API version \glfwapiver}
\rhead{Page \thepage/\pageref{LastPage}}
\lfoot{}
\cfoot{}
\rfoot{}
\renewcommand{\headrulewidth}{0.4pt}
\renewcommand{\footrulewidth}{0.0pt}
% Titlepage
\newcommand{\glfwmaketitle}{\begin{titlepage}\ \\%
\begin{center}%
\vspace{7.0cm}{\Huge\textbf{GLFW}}\\%
\rule{10.0cm}{0.5pt}\\%
\vspace{0.5cm}{\LARGE\textbf{\glfwdoctype}}\\%
\vspace{0.8cm}{\large\textbf{API version \glfwapiver}}\\%
\textit{\today}\\%
\vspace{1.5cm}\textbf{\textcopyright2002-2007 Camilla Berglund}\\%
\end{center}\end{titlepage}\newpage}
% Colors
\definecolor{code}{rgb}{0.9,0.9,1.0}
\definecolor{link}{rgb}{0.6,0.0,0.0}
\definecolor{codeA}{rgb}{0.9,1.0,0.9}
\definecolor{codeB}{rgb}{1.0,0.9,0.9}
% Code listings
\lstset{frame=single,frameround=tttt,backgroundcolor=\color{code},%
language=C,basicstyle={\ttfamily},%
breaklines,breakindent=0pt,postbreak=\space\space\space\space}
% A simple hack for keeping lines together
\newenvironment{mysamepage}[1][2]{\begin{samepage}\needspace{#1\baselineskip}}{\end{samepage}}
% Macros for automating function reference entries
\newenvironment{refparameters}[1][0]{\begin{mysamepage}\textbf{Parameters}\\}{\end{mysamepage}\bigskip}
\newenvironment{refreturn}[1][0]{\begin{mysamepage}\textbf{Return values}\\}{\end{mysamepage}\bigskip}
\newenvironment{refdescription}[1][0]{\begin{mysamepage}\textbf{Description}\\}{\end{mysamepage}\bigskip}
\newenvironment{refnotes}[1][0]{\begin{mysamepage}\textbf{Notes}\\}{\end{mysamepage}\bigskip}
% hyperref (bookmarks, links etc) - use this package last
\usepackage[colorlinks=true,linkcolor=link,bookmarks=true,bookmarksopen=true,%
pdfhighlight=/N,bookmarksnumbered=true,bookmarksopenlevel=1,%
pdfview=FitH,pdfstartview=FitH]{hyperref}

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Introduction
------------
The GLFW documentation is written in LaTeX. Besides being powerful, LaTeX is
also very attractive since all the necessary tools for dealing with LaTeX
documentation are both free and ported to a wide variety of platforms. Another
advantage is that the LaTeX files are written in plain text, which means that
version control systems such as CVS handle them perfectly without having to
treat the documents as binary files.
The documents
-------------
There are two main documents:
glfwrm.tex - The GLFW Reference Manual
glfwug.tex - The GLFW Users Guide
In addition, there is a common LaTeX style file that sets up things
such as page formatting and useful macros:
glfwdoc.sty - Common GLFW document styles and macros
Requirements
------------
Of course you need LaTeX installed on your system in order to compile the GLFW
documentation. If you are using a Unix-like operating system, then your
package system most likely has a version of LaTeX adapted for your system. If
not, the easiest way to get a full LaTeX system is to download/get the TeXLive
CD from http://www.tug.org/texlive/. It has all the necessary software for
Windows, Mac OS X and most popular Unix-like operating systems.
A number of LaTeX packages have to be installed in order to compile the
GLFW documentation successfully:
color
fancyhdr
hyperref
lastpage
listings
needspace
textcase
times
titling
These packages are all available on the TeXLive CD. Just make sure that
you have checked all these packages when installing TeXLive, or get them
in some other way if you do not have the TeXLive CD.

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# This line is used to link with static libraries
# Note that the library list should be updated to be obtained from
# the main CMakeLists.txt
link_libraries(libglfwStatic ${GLFW_LIBRARIES} ${OPENGL_glu_LIBRARY})
include_directories(${CMAKE_CURRENT_SOURCE_DIR}/../include ${OPENGL_INCLUDE_DIR})
add_executable(listmodes listmodes.c)
if(APPLE)
# Set fancy names for bundles
add_executable(Boing MACOSX_BUNDLE boing.c)
add_executable(Gears MACOSX_BUNDLE gears.c)
add_executable("Split View" MACOSX_BUNDLE splitview.c)
add_executable(Triangle MACOSX_BUNDLE triangle.c)
add_executable(Wave MACOSX_BUNDLE wave.c)
else(APPLE)
# Set boring names for executables
add_executable(boing WIN32 boing.c)
add_executable(gears WIN32 gears.c)
add_executable(splitview WIN32 splitview.c)
add_executable(triangle WIN32 triangle.c)
add_executable(wave WIN32 wave.c)
endif(APPLE)
if(MSVC)
# Tell MSVC to use main instead of WinMain for Windows subsystem executables
set_target_properties(boing gears splitview triangle wave PROPERTIES LINK_FLAGS "/ENTRY:mainCRTStartup")
endif(MSVC)
if(CYGWIN)
# Set cross-compile and subsystem compile and link flags
set_target_properties(boing gears listmodes splitview triangle wave PROPERTIES COMPILE_FLAGS "-mno-cygwin")
set_target_properties(boing gears splitview triangle wave PROPERTIES LINK_FLAGS "-mno-cygwin -mwindows")
set_target_properties(listmodes PROPERTIES LINK_FLAGS "-mno-cygwin -mconsole")
endif(CYGWIN)

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/*****************************************************************************
* Title: GLBoing
* Desc: Tribute to Amiga Boing.
* Author: Jim Brooks <gfx@jimbrooks.org>
* Original Amiga authors were R.J. Mical and Dale Luck.
* GLFW conversion by Marcus Geelnard
* Notes: - 360' = 2*PI [radian]
*
* - Distances between objects are created by doing a relative
* Z translations.
*
* - Although OpenGL enticingly supports alpha-blending,
* the shadow of the original Boing didn't affect the color
* of the grid.
*
* - [Marcus] Changed timing scheme from interval driven to frame-
* time based animation steps (which results in much smoother
* movement)
*
* History of Amiga Boing:
*
* Boing was demonstrated on the prototype Amiga (codenamed "Lorraine") in
* 1985. According to legend, it was written ad-hoc in one night by
* R. J. Mical and Dale Luck. Because the bouncing ball animation was so fast
* and smooth, attendees did not believe the Amiga prototype was really doing
* the rendering. Suspecting a trick, they began looking around the booth for
* a hidden computer or VCR.
*****************************************************************************/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glfw.h>
/*****************************************************************************
* Various declarations and macros
*****************************************************************************/
/* Prototypes */
void init( void );
void display( void );
void reshape( int w, int h );
void DrawBoingBall( void );
void BounceBall( double dt );
void DrawBoingBallBand( GLfloat long_lo, GLfloat long_hi );
void DrawGrid( void );
#define RADIUS 70.f
#define STEP_LONGITUDE 22.5f /* 22.5 makes 8 bands like original Boing */
#define STEP_LATITUDE 22.5f
#define DIST_BALL (RADIUS * 2.f + RADIUS * 0.1f)
#define VIEW_SCENE_DIST (DIST_BALL * 3.f + 200.f)/* distance from viewer to middle of boing area */
#define GRID_SIZE (RADIUS * 4.5f) /* length (width) of grid */
#define BOUNCE_HEIGHT (RADIUS * 2.1f)
#define BOUNCE_WIDTH (RADIUS * 2.1f)
#define SHADOW_OFFSET_X -20.f
#define SHADOW_OFFSET_Y 10.f
#define SHADOW_OFFSET_Z 0.f
#define WALL_L_OFFSET 0.f
#define WALL_R_OFFSET 5.f
/* Animation speed (50.0 mimics the original GLUT demo speed) */
#define ANIMATION_SPEED 50.f
/* Maximum allowed delta time per physics iteration */
#define MAX_DELTA_T 0.02f
/* Draw ball, or its shadow */
typedef enum { DRAW_BALL, DRAW_BALL_SHADOW } DRAW_BALL_ENUM;
/* Vertex type */
typedef struct {float x; float y; float z;} vertex_t;
/* Global vars */
GLfloat deg_rot_y = 0.f;
GLfloat deg_rot_y_inc = 2.f;
GLfloat ball_x = -RADIUS;
GLfloat ball_y = -RADIUS;
GLfloat ball_x_inc = 1.f;
GLfloat ball_y_inc = 2.f;
DRAW_BALL_ENUM drawBallHow;
double t;
double t_old = 0.f;
double dt;
/* Random number generator */
#ifndef RAND_MAX
#define RAND_MAX 4095
#endif
/* PI */
#ifndef M_PI
#define M_PI 3.1415926535897932384626433832795
#endif
/*****************************************************************************
* Truncate a degree.
*****************************************************************************/
GLfloat TruncateDeg( GLfloat deg )
{
if ( deg >= 360.f )
return (deg - 360.f);
else
return deg;
}
/*****************************************************************************
* Convert a degree (360-based) into a radian.
* 360' = 2 * PI
*****************************************************************************/
double deg2rad( double deg )
{
return deg / 360 * (2 * M_PI);
}
/*****************************************************************************
* 360' sin().
*****************************************************************************/
double sin_deg( double deg )
{
return sin( deg2rad( deg ) );
}
/*****************************************************************************
* 360' cos().
*****************************************************************************/
double cos_deg( double deg )
{
return cos( deg2rad( deg ) );
}
/*****************************************************************************
* Compute a cross product (for a normal vector).
*
* c = a x b
*****************************************************************************/
void CrossProduct( vertex_t a, vertex_t b, vertex_t c, vertex_t *n )
{
GLfloat u1, u2, u3;
GLfloat v1, v2, v3;
u1 = b.x - a.x;
u2 = b.y - a.y;
u3 = b.y - a.z;
v1 = c.x - a.x;
v2 = c.y - a.y;
v3 = c.z - a.z;
n->x = u2 * v3 - v2 * v3;
n->y = u3 * v1 - v3 * u1;
n->z = u1 * v2 - v1 * u2;
}
/*****************************************************************************
* Calculate the angle to be passed to gluPerspective() so that a scene
* is visible. This function originates from the OpenGL Red Book.
*
* Parms : size
* The size of the segment when the angle is intersected at "dist"
* (ie at the outermost edge of the angle of vision).
*
* dist
* Distance from viewpoint to scene.
*****************************************************************************/
GLfloat PerspectiveAngle( GLfloat size,
GLfloat dist )
{
GLfloat radTheta, degTheta;
radTheta = 2.f * (GLfloat) atan2( size / 2.f, dist );
degTheta = (180.f * radTheta) / (GLfloat) M_PI;
return degTheta;
}
#define BOING_DEBUG 0
/*****************************************************************************
* init()
*****************************************************************************/
void init( void )
{
/*
* Clear background.
*/
glClearColor( 0.55f, 0.55f, 0.55f, 0.f );
glShadeModel( GL_FLAT );
}
/*****************************************************************************
* display()
*****************************************************************************/
void display(void)
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();
drawBallHow = DRAW_BALL_SHADOW;
DrawBoingBall();
DrawGrid();
drawBallHow = DRAW_BALL;
DrawBoingBall();
glPopMatrix();
glFlush();
}
/*****************************************************************************
* reshape()
*****************************************************************************/
void reshape( int w, int h )
{
glViewport( 0, 0, (GLsizei)w, (GLsizei)h );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( PerspectiveAngle( RADIUS * 2, 200 ),
(GLfloat)w / (GLfloat)h,
1.0,
VIEW_SCENE_DIST );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
gluLookAt( 0.0, 0.0, VIEW_SCENE_DIST,/* eye */
0.0, 0.0, 0.0, /* center of vision */
0.0, -1.0, 0.0 ); /* up vector */
}
/*****************************************************************************
* Draw the Boing ball.
*
* The Boing ball is sphere in which each facet is a rectangle.
* Facet colors alternate between red and white.
* The ball is built by stacking latitudinal circles. Each circle is composed
* of a widely-separated set of points, so that each facet is noticably large.
*****************************************************************************/
void DrawBoingBall( void )
{
GLfloat lon_deg; /* degree of longitude */
double dt_total, dt2;
glPushMatrix();
glMatrixMode( GL_MODELVIEW );
/*
* Another relative Z translation to separate objects.
*/
glTranslatef( 0.0, 0.0, DIST_BALL );
/* Update ball position and rotation (iterate if necessary) */
dt_total = dt;
while( dt_total > 0.0 )
{
dt2 = dt_total > MAX_DELTA_T ? MAX_DELTA_T : dt_total;
dt_total -= dt2;
BounceBall( dt2 );
deg_rot_y = TruncateDeg( deg_rot_y + deg_rot_y_inc*((float)dt2*ANIMATION_SPEED) );
}
/* Set ball position */
glTranslatef( ball_x, ball_y, 0.0 );
/*
* Offset the shadow.
*/
if ( drawBallHow == DRAW_BALL_SHADOW )
{
glTranslatef( SHADOW_OFFSET_X,
SHADOW_OFFSET_Y,
SHADOW_OFFSET_Z );
}
/*
* Tilt the ball.
*/
glRotatef( -20.0, 0.0, 0.0, 1.0 );
/*
* Continually rotate ball around Y axis.
*/
glRotatef( deg_rot_y, 0.0, 1.0, 0.0 );
/*
* Set OpenGL state for Boing ball.
*/
glCullFace( GL_FRONT );
glEnable( GL_CULL_FACE );
glEnable( GL_NORMALIZE );
/*
* Build a faceted latitude slice of the Boing ball,
* stepping same-sized vertical bands of the sphere.
*/
for ( lon_deg = 0;
lon_deg < 180;
lon_deg += STEP_LONGITUDE )
{
/*
* Draw a latitude circle at this longitude.
*/
DrawBoingBallBand( lon_deg,
lon_deg + STEP_LONGITUDE );
}
glPopMatrix();
return;
}
/*****************************************************************************
* Bounce the ball.
*****************************************************************************/
void BounceBall( double dt )
{
GLfloat sign;
GLfloat deg;
/* Bounce on walls */
if ( ball_x > (BOUNCE_WIDTH/2 + WALL_R_OFFSET ) )
{
ball_x_inc = -0.5f - 0.75f * (GLfloat)rand() / (GLfloat)RAND_MAX;
deg_rot_y_inc = -deg_rot_y_inc;
}
if ( ball_x < -(BOUNCE_HEIGHT/2 + WALL_L_OFFSET) )
{
ball_x_inc = 0.5f + 0.75f * (GLfloat)rand() / (GLfloat)RAND_MAX;
deg_rot_y_inc = -deg_rot_y_inc;
}
/* Bounce on floor / roof */
if ( ball_y > BOUNCE_HEIGHT/2 )
{
ball_y_inc = -0.75f - 1.f * (GLfloat)rand() / (GLfloat)RAND_MAX;
}
if ( ball_y < -BOUNCE_HEIGHT/2*0.85 )
{
ball_y_inc = 0.75f + 1.f * (GLfloat)rand() / (GLfloat)RAND_MAX;
}
/* Update ball position */
ball_x += ball_x_inc * ((float)dt*ANIMATION_SPEED);
ball_y += ball_y_inc * ((float)dt*ANIMATION_SPEED);
/*
* Simulate the effects of gravity on Y movement.
*/
if ( ball_y_inc < 0 ) sign = -1.0; else sign = 1.0;
deg = (ball_y + BOUNCE_HEIGHT/2) * 90 / BOUNCE_HEIGHT;
if ( deg > 80 ) deg = 80;
if ( deg < 10 ) deg = 10;
ball_y_inc = sign * 4.f * (float) sin_deg( deg );
}
/*****************************************************************************
* Draw a faceted latitude band of the Boing ball.
*
* Parms: long_lo, long_hi
* Low and high longitudes of slice, resp.
*****************************************************************************/
void DrawBoingBallBand( GLfloat long_lo,
GLfloat long_hi )
{
vertex_t vert_ne; /* "ne" means south-east, so on */
vertex_t vert_nw;
vertex_t vert_sw;
vertex_t vert_se;
vertex_t vert_norm;
GLfloat lat_deg;
static int colorToggle = 0;
/*
* Iterate thru the points of a latitude circle.
* A latitude circle is a 2D set of X,Z points.
*/
for ( lat_deg = 0;
lat_deg <= (360 - STEP_LATITUDE);
lat_deg += STEP_LATITUDE )
{
/*
* Color this polygon with red or white.
*/
if ( colorToggle )
glColor3f( 0.8f, 0.1f, 0.1f );
else
glColor3f( 0.95f, 0.95f, 0.95f );
#if 0
if ( lat_deg >= 180 )
if ( colorToggle )
glColor3f( 0.1f, 0.8f, 0.1f );
else
glColor3f( 0.5f, 0.5f, 0.95f );
#endif
colorToggle = ! colorToggle;
/*
* Change color if drawing shadow.
*/
if ( drawBallHow == DRAW_BALL_SHADOW )
glColor3f( 0.35f, 0.35f, 0.35f );
/*
* Assign each Y.
*/
vert_ne.y = vert_nw.y = (float) cos_deg(long_hi) * RADIUS;
vert_sw.y = vert_se.y = (float) cos_deg(long_lo) * RADIUS;
/*
* Assign each X,Z with sin,cos values scaled by latitude radius indexed by longitude.
* Eg, long=0 and long=180 are at the poles, so zero scale is sin(longitude),
* while long=90 (sin(90)=1) is at equator.
*/
vert_ne.x = (float) cos_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE ));
vert_se.x = (float) cos_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo ));
vert_nw.x = (float) cos_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE ));
vert_sw.x = (float) cos_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo ));
vert_ne.z = (float) sin_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE ));
vert_se.z = (float) sin_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo ));
vert_nw.z = (float) sin_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE ));
vert_sw.z = (float) sin_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo ));
/*
* Draw the facet.
*/
glBegin( GL_POLYGON );
CrossProduct( vert_ne, vert_nw, vert_sw, &vert_norm );
glNormal3f( vert_norm.x, vert_norm.y, vert_norm.z );
glVertex3f( vert_ne.x, vert_ne.y, vert_ne.z );
glVertex3f( vert_nw.x, vert_nw.y, vert_nw.z );
glVertex3f( vert_sw.x, vert_sw.y, vert_sw.z );
glVertex3f( vert_se.x, vert_se.y, vert_se.z );
glEnd();
#if BOING_DEBUG
printf( "----------------------------------------------------------- \n" );
printf( "lat = %f long_lo = %f long_hi = %f \n", lat_deg, long_lo, long_hi );
printf( "vert_ne x = %.8f y = %.8f z = %.8f \n", vert_ne.x, vert_ne.y, vert_ne.z );
printf( "vert_nw x = %.8f y = %.8f z = %.8f \n", vert_nw.x, vert_nw.y, vert_nw.z );
printf( "vert_se x = %.8f y = %.8f z = %.8f \n", vert_se.x, vert_se.y, vert_se.z );
printf( "vert_sw x = %.8f y = %.8f z = %.8f \n", vert_sw.x, vert_sw.y, vert_sw.z );
#endif
}
/*
* Toggle color so that next band will opposite red/white colors than this one.
*/
colorToggle = ! colorToggle;
/*
* This circular band is done.
*/
return;
}
/*****************************************************************************
* Draw the purple grid of lines, behind the Boing ball.
* When the Workbench is dropped to the bottom, Boing shows 12 rows.
*****************************************************************************/
void DrawGrid( void )
{
int row, col;
const int rowTotal = 12; /* must be divisible by 2 */
const int colTotal = rowTotal; /* must be same as rowTotal */
const GLfloat widthLine = 2.0; /* should be divisible by 2 */
const GLfloat sizeCell = GRID_SIZE / rowTotal;
const GLfloat z_offset = -40.0;
GLfloat xl, xr;
GLfloat yt, yb;
glPushMatrix();
glDisable( GL_CULL_FACE );
/*
* Another relative Z translation to separate objects.
*/
glTranslatef( 0.0, 0.0, DIST_BALL );
/*
* Draw vertical lines (as skinny 3D rectangles).
*/
for ( col = 0; col <= colTotal; col++ )
{
/*
* Compute co-ords of line.
*/
xl = -GRID_SIZE / 2 + col * sizeCell;
xr = xl + widthLine;
yt = GRID_SIZE / 2;
yb = -GRID_SIZE / 2 - widthLine;
glBegin( GL_POLYGON );
glColor3f( 0.6f, 0.1f, 0.6f ); /* purple */
glVertex3f( xr, yt, z_offset ); /* NE */
glVertex3f( xl, yt, z_offset ); /* NW */
glVertex3f( xl, yb, z_offset ); /* SW */
glVertex3f( xr, yb, z_offset ); /* SE */
glEnd();
}
/*
* Draw horizontal lines (as skinny 3D rectangles).
*/
for ( row = 0; row <= rowTotal; row++ )
{
/*
* Compute co-ords of line.
*/
yt = GRID_SIZE / 2 - row * sizeCell;
yb = yt - widthLine;
xl = -GRID_SIZE / 2;
xr = GRID_SIZE / 2 + widthLine;
glBegin( GL_POLYGON );
glColor3f( 0.6f, 0.1f, 0.6f ); /* purple */
glVertex3f( xr, yt, z_offset ); /* NE */
glVertex3f( xl, yt, z_offset ); /* NW */
glVertex3f( xl, yb, z_offset ); /* SW */
glVertex3f( xr, yb, z_offset ); /* SE */
glEnd();
}
glPopMatrix();
return;
}
/*======================================================================*
* main()
*======================================================================*/
int main( void )
{
int running;
/* Init GLFW */
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
exit( EXIT_FAILURE );
}
if( !glfwOpenWindow( 400,400, 0,0,0,0, 16,0, GLFW_WINDOW ) )
{
fprintf( stderr, "Failed to open GLFW window\n" );
glfwTerminate();
exit( EXIT_FAILURE );
}
glfwSetWindowTitle( "Boing (classic Amiga demo)" );
glfwSetWindowSizeCallback( reshape );
glfwEnable( GLFW_STICKY_KEYS );
glfwSwapInterval( 1 );
glfwSetTime( 0.0 );
init();
/* Main loop */
do
{
/* Timing */
t = glfwGetTime();
dt = t - t_old;
t_old = t;
/* Draw one frame */
display();
/* Swap buffers */
glfwSwapBuffers();
/* Check if we are still running */
running = !glfwGetKey( GLFW_KEY_ESC ) &&
glfwGetWindowParam( GLFW_OPENED );
}
while( running );
glfwTerminate();
exit( EXIT_SUCCESS );
}

373
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/*
* 3-D gear wheels. This program is in the public domain.
*
* Command line options:
* -info print GL implementation information
* -exit automatically exit after 30 seconds
*
*
* Brian Paul
*
*
* Marcus Geelnard:
* - Conversion to GLFW
* - Time based rendering (frame rate independent)
* - Slightly modified camera that should work better for stereo viewing
*
*
* Camilla Berglund:
* - Removed FPS counter (this is not a benchmark)
* - Added a few comments
* - Enabled vsync
*/
#include <math.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <GL/glfw.h>
#ifndef M_PI
#define M_PI 3.141592654
#endif
/* The program exits when this is zero.
*/
static int running = 1;
/* If non-zero, the program exits after that many seconds
*/
static int autoexit = 0;
/**
Draw a gear wheel. You'll probably want to call this function when
building a display list since we do a lot of trig here.
Input: inner_radius - radius of hole at center
outer_radius - radius at center of teeth
width - width of gear teeth - number of teeth
tooth_depth - depth of tooth
**/
static void
gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
GLint teeth, GLfloat tooth_depth)
{
GLint i;
GLfloat r0, r1, r2;
GLfloat angle, da;
GLfloat u, v, len;
r0 = inner_radius;
r1 = outer_radius - tooth_depth / 2.f;
r2 = outer_radius + tooth_depth / 2.f;
da = 2.f * (float) M_PI / teeth / 4.f;
glShadeModel(GL_FLAT);
glNormal3f(0.f, 0.f, 1.f);
/* draw front face */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.f * (float) M_PI / teeth;
glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f);
glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f);
if (i < teeth) {
glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f);
glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f);
}
}
glEnd();
/* draw front sides of teeth */
glBegin(GL_QUADS);
da = 2.f * (float) M_PI / teeth / 4.f;
for (i = 0; i < teeth; i++) {
angle = i * 2.f * (float) M_PI / teeth;
glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f);
glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), width * 0.5f);
glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), width * 0.5f);
glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f);
}
glEnd();
glNormal3f(0.0, 0.0, -1.0);
/* draw back face */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.f * (float) M_PI / teeth;
glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f);
glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f);
if (i < teeth) {
glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f);
glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f);
}
}
glEnd();
/* draw back sides of teeth */
glBegin(GL_QUADS);
da = 2.f * (float) M_PI / teeth / 4.f;
for (i = 0; i < teeth; i++) {
angle = i * 2.f * (float) M_PI / teeth;
glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f);
glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), -width * 0.5f);
glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), -width * 0.5f);
glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f);
}
glEnd();
/* draw outward faces of teeth */
glBegin(GL_QUAD_STRIP);
for (i = 0; i < teeth; i++) {
angle = i * 2.f * (float) M_PI / teeth;
glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f);
glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f);
u = r2 * (float) cos(angle + da) - r1 * (float) cos(angle);
v = r2 * (float) sin(angle + da) - r1 * (float) sin(angle);
len = (float) sqrt(u * u + v * v);
u /= len;
v /= len;
glNormal3f(v, -u, 0.0);
glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), width * 0.5f);
glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), -width * 0.5f);
glNormal3f((float) cos(angle), (float) sin(angle), 0.f);
glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), width * 0.5f);
glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), -width * 0.5f);
u = r1 * (float) cos(angle + 3 * da) - r2 * (float) cos(angle + 2 * da);
v = r1 * (float) sin(angle + 3 * da) - r2 * (float) sin(angle + 2 * da);
glNormal3f(v, -u, 0.f);
glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f);
glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f);
glNormal3f((float) cos(angle), (float) sin(angle), 0.f);
}
glVertex3f(r1 * (float) cos(0), r1 * (float) sin(0), width * 0.5f);
glVertex3f(r1 * (float) cos(0), r1 * (float) sin(0), -width * 0.5f);
glEnd();
glShadeModel(GL_SMOOTH);
/* draw inside radius cylinder */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.f * (float) M_PI / teeth;
glNormal3f(-(float) cos(angle), -(float) sin(angle), 0.f);
glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f);
glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f);
}
glEnd();
}
static GLfloat view_rotx = 20.f, view_roty = 30.f, view_rotz = 0.f;
static GLint gear1, gear2, gear3;
static GLfloat angle = 0.f;
/* OpenGL draw function & timing */
static void draw(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(view_rotx, 1.0, 0.0, 0.0);
glRotatef(view_roty, 0.0, 1.0, 0.0);
glRotatef(view_rotz, 0.0, 0.0, 1.0);
glPushMatrix();
glTranslatef(-3.0, -2.0, 0.0);
glRotatef(angle, 0.0, 0.0, 1.0);
glCallList(gear1);
glPopMatrix();
glPushMatrix();
glTranslatef(3.1f, -2.f, 0.f);
glRotatef(-2.f * angle - 9.f, 0.f, 0.f, 1.f);
glCallList(gear2);
glPopMatrix();
glPushMatrix();
glTranslatef(-3.1f, 4.2f, 0.f);
glRotatef(-2.f * angle - 25.f, 0.f, 0.f, 1.f);
glCallList(gear3);
glPopMatrix();
glPopMatrix();
}
/* update animation parameters */
static void animate(void)
{
angle = 100.f * (float) glfwGetTime();
}
/* change view angle, exit upon ESC */
void key( int k, int action )
{
if( action != GLFW_PRESS ) return;
switch (k) {
case 'Z':
if( glfwGetKey( GLFW_KEY_LSHIFT ) )
view_rotz -= 5.0;
else
view_rotz += 5.0;
break;
case GLFW_KEY_ESC:
running = 0;
break;
case GLFW_KEY_UP:
view_rotx += 5.0;
break;
case GLFW_KEY_DOWN:
view_rotx -= 5.0;
break;
case GLFW_KEY_LEFT:
view_roty += 5.0;
break;
case GLFW_KEY_RIGHT:
view_roty -= 5.0;
break;
default:
return;
}
}
/* new window size */
void reshape( int width, int height )
{
GLfloat h = (GLfloat) height / (GLfloat) width;
GLfloat xmax, znear, zfar;
znear = 5.0f;
zfar = 30.0f;
xmax = znear * 0.5f;
glViewport( 0, 0, (GLint) width, (GLint) height );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glFrustum( -xmax, xmax, -xmax*h, xmax*h, znear, zfar );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glTranslatef( 0.0, 0.0, -20.0 );
}
/* program & OpenGL initialization */
static void init(int argc, char *argv[])
{
static GLfloat pos[4] = {5.f, 5.f, 10.f, 0.f};
static GLfloat red[4] = {0.8f, 0.1f, 0.f, 1.f};
static GLfloat green[4] = {0.f, 0.8f, 0.2f, 1.f};
static GLfloat blue[4] = {0.2f, 0.2f, 1.f, 1.f};
GLint i;
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
/* make the gears */
gear1 = glGenLists(1);
glNewList(gear1, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
gear(1.f, 4.f, 1.f, 20, 0.7f);
glEndList();
gear2 = glGenLists(1);
glNewList(gear2, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
gear(0.5f, 2.f, 2.f, 10, 0.7f);
glEndList();
gear3 = glGenLists(1);
glNewList(gear3, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
gear(1.3f, 2.f, 0.5f, 10, 0.7f);
glEndList();
glEnable(GL_NORMALIZE);
for ( i=1; i<argc; i++ ) {
if (strcmp(argv[i], "-info")==0) {
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
}
else if ( strcmp(argv[i], "-exit")==0) {
autoexit = 30;
printf("Auto Exit after %i seconds.\n", autoexit );
}
}
}
/* program entry */
int main(int argc, char *argv[])
{
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
exit( EXIT_FAILURE );
}
if( !glfwOpenWindow( 300,300, 0,0,0,0, 16,0, GLFW_WINDOW ) )
{
fprintf( stderr, "Failed to open GLFW window\n" );
glfwTerminate();
exit( EXIT_FAILURE );
}
glfwSetWindowTitle( "Gears" );
glfwEnable( GLFW_KEY_REPEAT );
glfwSwapInterval( 1 );
// Parse command-line options
init(argc, argv);
// Set callback functions
glfwSetWindowSizeCallback( reshape );
glfwSetKeyCallback( key );
// Main loop
while( running )
{
// Draw gears
draw();
// Update animation
animate();
// Swap buffers
glfwSwapBuffers();
// Was the window closed?
if( !glfwGetWindowParam( GLFW_OPENED ) )
{
running = 0;
}
}
// Terminate GLFW
glfwTerminate();
// Exit program
exit( EXIT_SUCCESS );
}

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//========================================================================
// This is a small test application for GLFW.
// The program lists all available fullscreen video modes.
//========================================================================
#include <stdio.h>
#include <GL/glfw.h>
// Maximum number of modes that we want to list
#define MAX_NUM_MODES 400
//========================================================================
// main()
//========================================================================
int main( void )
{
GLFWvidmode dtmode, modes[ MAX_NUM_MODES ];
int modecount, i;
// Initialize GLFW
if( !glfwInit() )
{
return 0;
}
// Show desktop video mode
glfwGetDesktopMode( &dtmode );
printf( "Desktop mode: %d x %d x %d\n\n",
dtmode.Width, dtmode.Height, dtmode.RedBits +
dtmode.GreenBits + dtmode.BlueBits );
// List available video modes
modecount = glfwGetVideoModes( modes, MAX_NUM_MODES );
printf( "Available modes:\n" );
for( i = 0; i < modecount; i ++ )
{
printf( "%3d: %d x %d x %d\n", i,
modes[i].Width, modes[i].Height, modes[i].RedBits +
modes[i].GreenBits + modes[i].BlueBits );
}
// Terminate GLFW
glfwTerminate();
return 0;
}

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//========================================================================
// This is an example program for the GLFW library
//
// It shows texture loading with mipmap generation and rendering with
// trilienar texture filtering
//========================================================================
#include <stdio.h>
#include <stdlib.h>
#include <GL/glfw.h>
int main( void )
{
int width, height, x;
double time;
GLboolean running;
GLuint textureID;
char* texturePath = "mipmaps.tga";
// Initialise GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
exit( EXIT_FAILURE );
}
// Open OpenGL window
if( !glfwOpenWindow( 640, 480, 0,0,0,0, 0,0, GLFW_WINDOW ) )
{
fprintf( stderr, "Failed to open GLFW window\n" );
glfwTerminate();
exit( EXIT_FAILURE );
}
glfwSetWindowTitle( "Trilinear interpolation" );
// Enable sticky keys
glfwEnable( GLFW_STICKY_KEYS );
// Enable vertical sync (on cards that support it)
glfwSwapInterval( 1 );
// Generate and bind our texture ID
glGenTextures( 1, &textureID );
glBindTexture( GL_TEXTURE_2D, textureID );
// Load texture from file into video memory, including mipmap levels
if( !glfwLoadTexture2D( texturePath, GLFW_BUILD_MIPMAPS_BIT ) )
{
fprintf( stderr, "Failed to load texture %s\n", texturePath );
glfwTerminate();
exit( EXIT_FAILURE );
}
// Use trilinear interpolation (GL_LINEAR_MIPMAP_LINEAR)
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_LINEAR );
// Enable plain 2D texturing
glEnable( GL_TEXTURE_2D );
running = GL_TRUE;
while( running )
{
// Get time and mouse position
time = glfwGetTime();
glfwGetMousePos( &x, NULL );
// Get window size (may be different than the requested size)
glfwGetWindowSize( &width, &height );
height = height > 0 ? height : 1;
// Set viewport
glViewport( 0, 0, width, height );
// Clear color buffer
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f);
glClear( GL_COLOR_BUFFER_BIT );
// Select and setup the projection matrix
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 65.0f, (GLfloat)width / (GLfloat)height, 1.0f,
50.0f );
// Select and setup the modelview matrix
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
gluLookAt( 0.0f, 3.0f, -20.0f, // Eye-position
0.0f, -4.0f, -11.0f, // View-point
0.0f, 1.0f, 0.0f ); // Up-vector
// Draw a textured quad
glRotatef( 0.05f * (GLfloat)x + (GLfloat)time * 5.0f, 0.0f, 1.0f, 0.0f );
glBegin( GL_QUADS );
glTexCoord2f( -20.0f, 20.0f );
glVertex3f( -50.0f, 0.0f, -50.0f );
glTexCoord2f( 20.0f, 20.0f );
glVertex3f( 50.0f, 0.0f, -50.0f );
glTexCoord2f( 20.0f, -20.0f );
glVertex3f( 50.0f, 0.0f, 50.0f );
glTexCoord2f( -20.0f, -20.0f );
glVertex3f( -50.0f, 0.0f, 50.0f );
glEnd();
// Swap buffers
glfwSwapBuffers();
// Check if the ESC key was pressed or the window was closed
running = !glfwGetKey( GLFW_KEY_ESC ) &&
glfwGetWindowParam( GLFW_OPENED );
}
// Close OpenGL window and terminate GLFW
glfwTerminate();
exit( EXIT_SUCCESS );
}

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//========================================================================
// This is a small test application for GLFW.
// This is an OpenGL port of the famous "PONG" game (the first computer
// game ever?). It is very simple, and could be improved alot. It was
// created in order to show off the gaming capabilities of GLFW.
//========================================================================
#include <GL/glfw.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
//========================================================================
// Constants
//========================================================================
// Screen resolution
#define WIDTH 640
#define HEIGHT 480
// Player size (units)
#define PLAYER_XSIZE 0.05f
#define PLAYER_YSIZE 0.15f
// Ball size (units)
#define BALL_SIZE 0.02f
// Maximum player movement speed (units / second)
#define MAX_SPEED 1.5f
// Player movement acceleration (units / seconds^2)
#define ACCELERATION 4.0f
// Player movement deceleration (units / seconds^2)
#define DECELERATION 2.0f
// Ball movement speed (units / second)
#define BALL_SPEED 0.4f
// Menu options
#define MENU_NONE 0
#define MENU_PLAY 1
#define MENU_QUIT 2
// Game events
#define NOBODY_WINS 0
#define PLAYER1_WINS 1
#define PLAYER2_WINS 2
// Winner ID
#define NOBODY 0
#define PLAYER1 1
#define PLAYER2 2
// Camera positions
#define CAMERA_CLASSIC 0
#define CAMERA_ABOVE 1
#define CAMERA_SPECTATOR 2
#define CAMERA_DEFAULT CAMERA_CLASSIC
//========================================================================
// Textures
//========================================================================
#define TEX_TITLE 0
#define TEX_MENU 1
#define TEX_INSTR 2
#define TEX_WINNER1 3
#define TEX_WINNER2 4
#define TEX_FIELD 5
#define NUM_TEXTURES 6
// Texture names
char * tex_name[ NUM_TEXTURES ] = {
"pong3d_title.tga",
"pong3d_menu.tga",
"pong3d_instr.tga",
"pong3d_winner1.tga",
"pong3d_winner2.tga",
"pong3d_field.tga"
};
// OpenGL texture object IDs
GLuint tex_id[ NUM_TEXTURES ];
//========================================================================
// Global variables
//========================================================================
// Display information
int width, height;
// Frame information
double thistime, oldtime, dt, starttime;
// Camera information
int camerapos;
// Player information
struct {
double ypos; // -1.0 to +1.0
double yspeed; // -MAX_SPEED to +MAX_SPEED
} player1, player2;
// Ball information
struct {
double xpos, ypos;
double xspeed, yspeed;
} ball;
// And the winner is...
int winner;
// Lighting configuration
const GLfloat env_ambient[4] = {1.0f,1.0f,1.0f,1.0f};
const GLfloat light1_position[4] = {-3.0f,3.0f,2.0f,1.0f};
const GLfloat light1_diffuse[4] = {1.0f,1.0f,1.0f,0.0f};
const GLfloat light1_ambient[4] = {0.0f,0.0f,0.0f,0.0f};
// Object material properties
const GLfloat player1_diffuse[4] = {1.0f,0.3f,0.3f,1.0f};
const GLfloat player1_ambient[4] = {0.3f,0.1f,0.0f,1.0f};
const GLfloat player2_diffuse[4] = {0.3f,1.0f,0.3f,1.0f};
const GLfloat player2_ambient[4] = {0.1f,0.3f,0.1f,1.0f};
const GLfloat ball_diffuse[4] = {1.0f,1.0f,0.5f,1.0f};
const GLfloat ball_ambient[4] = {0.3f,0.3f,0.1f,1.0f};
const GLfloat border_diffuse[4] = {0.3f,0.3f,1.0f,1.0f};
const GLfloat border_ambient[4] = {0.1f,0.1f,0.3f,1.0f};
const GLfloat floor_diffuse[4] = {1.0f,1.0f,1.0f,1.0f};
const GLfloat floor_ambient[4] = {0.3f,0.3f,0.3f,1.0f};
//========================================================================
// LoadTextures() - Load textures from disk and upload to OpenGL card
//========================================================================
GLboolean LoadTextures( void )
{
int i;
// Generate texture objects
glGenTextures( NUM_TEXTURES, tex_id );
// Load textures
for( i = 0; i < NUM_TEXTURES; i ++ )
{
// Select texture object
glBindTexture( GL_TEXTURE_2D, tex_id[ i ] );
// Set texture parameters
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
// Upload texture from file to texture memory
if( !glfwLoadTexture2D( tex_name[ i ], 0 ) )
{
fprintf( stderr, "Failed to load texture %s\n", tex_name[ i ] );
return GL_FALSE;
}
}
return GL_TRUE;
}
//========================================================================
// DrawImage() - Draw a 2D image as a texture
//========================================================================
void DrawImage( int texnum, float x1, float x2, float y1, float y2 )
{
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, tex_id[ texnum ] );
glBegin( GL_QUADS );
glTexCoord2f( 0.0f, 1.0f );
glVertex2f( x1, y1 );
glTexCoord2f( 1.0f, 1.0f );
glVertex2f( x2, y1 );
glTexCoord2f( 1.0f, 0.0f );
glVertex2f( x2, y2 );
glTexCoord2f( 0.0f, 0.0f );
glVertex2f( x1, y2 );
glEnd();
glDisable( GL_TEXTURE_2D );
}
//========================================================================
// GameMenu() - Game menu (returns menu option)
//========================================================================
int GameMenu( void )
{
int option;
// Enable sticky keys
glfwEnable( GLFW_STICKY_KEYS );
// Wait for a game menu key to be pressed
do
{
// Get window size
glfwGetWindowSize( &width, &height );
// Set viewport
glViewport( 0, 0, width, height );
// Clear display
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
glClear( GL_COLOR_BUFFER_BIT );
// Setup projection matrix
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f );
// Setup modelview matrix
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
// Display title
glColor3f( 1.0f, 1.0f, 1.0f );
DrawImage( TEX_TITLE, 0.1f, 0.9f, 0.0f, 0.3f );
// Display menu
glColor3f( 1.0f, 1.0f, 0.0f );
DrawImage( TEX_MENU, 0.38f, 0.62f, 0.35f, 0.5f );
// Display instructions
glColor3f( 0.0f, 1.0f, 1.0f );
DrawImage( TEX_INSTR, 0.32f, 0.68f, 0.65f, 0.85f );
// Swap buffers
glfwSwapBuffers();
// Check for keys
if( glfwGetKey( 'Q' ) || !glfwGetWindowParam( GLFW_OPENED ) )
{
option = MENU_QUIT;
}
else if( glfwGetKey( GLFW_KEY_F1 ) )
{
option = MENU_PLAY;
}
else
{
option = MENU_NONE;
}
// To avoid horrible busy waiting, sleep for at least 20 ms
glfwSleep( 0.02 );
}
while( option == MENU_NONE );
// Disable sticky keys
glfwDisable( GLFW_STICKY_KEYS );
return option;
}
//========================================================================
// NewGame() - Initialize a new game
//========================================================================
void NewGame( void )
{
// Frame information
starttime = thistime = glfwGetTime();
// Camera information
camerapos = CAMERA_DEFAULT;
// Player 1 information
player1.ypos = 0.0;
player1.yspeed = 0.0;
// Player 2 information
player2.ypos = 0.0;
player2.yspeed = 0.0;
// Ball information
ball.xpos = -1.0 + PLAYER_XSIZE;
ball.ypos = player1.ypos;
ball.xspeed = 1.0;
ball.yspeed = 1.0;
}
//========================================================================
// PlayerControl() - Player control
//========================================================================
void PlayerControl( void )
{
float joy1pos[ 2 ], joy2pos[ 2 ];
// Get joystick X & Y axis positions
glfwGetJoystickPos( GLFW_JOYSTICK_1, joy1pos, 2 );
glfwGetJoystickPos( GLFW_JOYSTICK_2, joy2pos, 2 );
// Player 1 control
if( glfwGetKey( 'A' ) || joy1pos[ 1 ] > 0.2f )
{
player1.yspeed += dt * ACCELERATION;
if( player1.yspeed > MAX_SPEED )
{
player1.yspeed = MAX_SPEED;
}
}
else if( glfwGetKey( 'Z' ) || joy1pos[ 1 ] < -0.2f )
{
player1.yspeed -= dt * ACCELERATION;
if( player1.yspeed < -MAX_SPEED )
{
player1.yspeed = -MAX_SPEED;
}
}
else
{
player1.yspeed /= exp( DECELERATION * dt );
}
// Player 2 control
if( glfwGetKey( 'K' ) || joy2pos[ 1 ] > 0.2f )
{
player2.yspeed += dt * ACCELERATION;
if( player2.yspeed > MAX_SPEED )
{
player2.yspeed = MAX_SPEED;
}
}
else if( glfwGetKey( 'M' ) || joy2pos[ 1 ] < -0.2f )
{
player2.yspeed -= dt * ACCELERATION;
if( player2.yspeed < -MAX_SPEED )
{
player2.yspeed = -MAX_SPEED;
}
}
else
{
player2.yspeed /= exp( DECELERATION * dt );
}
// Update player 1 position
player1.ypos += dt * player1.yspeed;
if( player1.ypos > 1.0 - PLAYER_YSIZE )
{
player1.ypos = 1.0 - PLAYER_YSIZE;
player1.yspeed = 0.0;
}
else if( player1.ypos < -1.0 + PLAYER_YSIZE )
{
player1.ypos = -1.0 + PLAYER_YSIZE;
player1.yspeed = 0.0;
}
// Update player 2 position
player2.ypos += dt * player2.yspeed;
if( player2.ypos > 1.0 - PLAYER_YSIZE )
{
player2.ypos = 1.0 - PLAYER_YSIZE;
player2.yspeed = 0.0;
}
else if( player2.ypos < -1.0 + PLAYER_YSIZE )
{
player2.ypos = -1.0 + PLAYER_YSIZE;
player2.yspeed = 0.0;
}
}
//========================================================================
// BallControl() - Ball control
//========================================================================
int BallControl( void )
{
int event;
double ballspeed;
// Calculate new ball speed
ballspeed = BALL_SPEED * (1.0 + 0.02*(thistime-starttime));
ball.xspeed = ball.xspeed > 0 ? ballspeed : -ballspeed;
ball.yspeed = ball.yspeed > 0 ? ballspeed : -ballspeed;
ball.yspeed *= 0.74321;
// Update ball position
ball.xpos += dt * ball.xspeed;
ball.ypos += dt * ball.yspeed;
// Did the ball hit a top/bottom wall?
if( ball.ypos >= 1.0 )
{
ball.ypos = 2.0 - ball.ypos;
ball.yspeed = -ball.yspeed;
}
else if( ball.ypos <= -1.0 )
{
ball.ypos = -2.0 - ball.ypos;
ball.yspeed = -ball.yspeed;
}
// Did the ball hit/miss a player?
event = NOBODY_WINS;
// Is the ball entering the player 1 goal?
if( ball.xpos < -1.0 + PLAYER_XSIZE )
{
// Did player 1 catch the ball?
if( ball.ypos > (player1.ypos-PLAYER_YSIZE) &&
ball.ypos < (player1.ypos+PLAYER_YSIZE) )
{
ball.xpos = -2.0 + 2.0*PLAYER_XSIZE - ball.xpos;
ball.xspeed = -ball.xspeed;
}
else
{
event = PLAYER2_WINS;
}
}
// Is the ball entering the player 2 goal?
if( ball.xpos > 1.0 - PLAYER_XSIZE )
{
// Did player 2 catch the ball?
if( ball.ypos > (player2.ypos-PLAYER_YSIZE) &&
ball.ypos < (player2.ypos+PLAYER_YSIZE) )
{
ball.xpos = 2.0 - 2.0*PLAYER_XSIZE - ball.xpos;
ball.xspeed = -ball.xspeed;
}
else
{
event = PLAYER1_WINS;
}
}
return event;
}
//========================================================================
// DrawBox() - Draw a 3D box
//========================================================================
#define TEX_SCALE 4.0f
void DrawBox( float x1, float y1, float z1, float x2, float y2, float z2 )
{
// Draw six sides of a cube
glBegin( GL_QUADS );
// Side 1 (down)
glNormal3f( 0.0f, 0.0f, -1.0f );
glTexCoord2f( 0.0f, 0.0f );
glVertex3f( x1,y2,z1 );
glTexCoord2f( TEX_SCALE, 0.0f );
glVertex3f( x2,y2,z1 );
glTexCoord2f( TEX_SCALE, TEX_SCALE );
glVertex3f( x2,y1,z1 );
glTexCoord2f( 0.0f, TEX_SCALE );
glVertex3f( x1,y1,z1 );
// Side 2 (up)
glNormal3f( 0.0f, 0.0f, 1.0f );
glTexCoord2f( 0.0f, 0.0f );
glVertex3f( x1,y1,z2 );
glTexCoord2f( TEX_SCALE, 0.0f );
glVertex3f( x2,y1,z2 );
glTexCoord2f( TEX_SCALE, TEX_SCALE );
glVertex3f( x2,y2,z2 );
glTexCoord2f( 0.0f, TEX_SCALE );
glVertex3f( x1,y2,z2 );
// Side 3 (backward)
glNormal3f( 0.0f, -1.0f, 0.0f );
glTexCoord2f( 0.0f, 0.0f );
glVertex3f( x1,y1,z1 );
glTexCoord2f( TEX_SCALE, 0.0f );
glVertex3f( x2,y1,z1 );
glTexCoord2f( TEX_SCALE, TEX_SCALE );
glVertex3f( x2,y1,z2 );
glTexCoord2f( 0.0f, TEX_SCALE );
glVertex3f( x1,y1,z2 );
// Side 4 (forward)
glNormal3f( 0.0f, 1.0f, 0.0f );
glTexCoord2f( 0.0f, 0.0f );
glVertex3f( x1,y2,z2 );
glTexCoord2f( TEX_SCALE, 0.0f );
glVertex3f( x2,y2,z2 );
glTexCoord2f( TEX_SCALE, TEX_SCALE );
glVertex3f( x2,y2,z1 );
glTexCoord2f( 0.0f, TEX_SCALE );
glVertex3f( x1,y2,z1 );
// Side 5 (left)
glNormal3f( -1.0f, 0.0f, 0.0f );
glTexCoord2f( 0.0f, 0.0f );
glVertex3f( x1,y1,z2 );
glTexCoord2f( TEX_SCALE, 0.0f );
glVertex3f( x1,y2,z2 );
glTexCoord2f( TEX_SCALE, TEX_SCALE );
glVertex3f( x1,y2,z1 );
glTexCoord2f( 0.0f, TEX_SCALE );
glVertex3f( x1,y1,z1 );
// Side 6 (right)
glNormal3f( 1.0f, 0.0f, 0.0f );
glTexCoord2f( 0.0f, 0.0f );
glVertex3f( x2,y1,z1 );
glTexCoord2f( TEX_SCALE, 0.0f );
glVertex3f( x2,y2,z1 );
glTexCoord2f( TEX_SCALE, TEX_SCALE );
glVertex3f( x2,y2,z2 );
glTexCoord2f( 0.0f, TEX_SCALE );
glVertex3f( x2,y1,z2 );
glEnd();
}
//========================================================================
// UpdateDisplay() - Draw graphics (all game related OpenGL stuff goes
// here)
//========================================================================
void UpdateDisplay( void )
{
// Get window size
glfwGetWindowSize( &width, &height );
// Set viewport
glViewport( 0, 0, width, height );
// Clear display
glClearColor( 0.02f, 0.02f, 0.02f, 0.0f );
glClearDepth( 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
// Setup projection matrix
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective(
55.0f, // Angle of view
(GLfloat)width/(GLfloat)height, // Aspect
1.0f, // Near Z
100.0f // Far Z
);
// Setup modelview matrix
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
switch( camerapos )
{
default:
case CAMERA_CLASSIC:
gluLookAt(
0.0f, 0.0f, 2.5f,
0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f
);
break;
case CAMERA_ABOVE:
gluLookAt(
0.0f, 0.0f, 2.5f,
(float)ball.xpos, (float)ball.ypos, 0.0f,
0.0f, 1.0f, 0.0f
);
break;
case CAMERA_SPECTATOR:
gluLookAt(
0.0f, -2.0, 1.2f,
(float)ball.xpos, (float)ball.ypos, 0.0f,
0.0f, 0.0f, 1.0f
);
break;
}
// Enable depth testing
glEnable( GL_DEPTH_TEST );
glDepthFunc( GL_LEQUAL );
// Enable lighting
glEnable( GL_LIGHTING );
glLightModelfv( GL_LIGHT_MODEL_AMBIENT, env_ambient );
glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE );
glLightModeli( GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE );
glLightfv( GL_LIGHT1, GL_POSITION, light1_position );
glLightfv( GL_LIGHT1, GL_DIFFUSE, light1_diffuse );
glLightfv( GL_LIGHT1, GL_AMBIENT, light1_ambient );
glEnable( GL_LIGHT1 );
// Front face is counter-clock-wise
glFrontFace( GL_CCW );
// Enable face culling (not necessary, but speeds up rendering)
glCullFace( GL_BACK );
glEnable( GL_CULL_FACE );
// Draw Player 1
glMaterialfv( GL_FRONT, GL_DIFFUSE, player1_diffuse );
glMaterialfv( GL_FRONT, GL_AMBIENT, player1_ambient );
DrawBox( -1.f, (GLfloat)player1.ypos-PLAYER_YSIZE, 0.f,
-1.f+PLAYER_XSIZE, (GLfloat)player1.ypos+PLAYER_YSIZE, 0.1f );
// Draw Player 2
glMaterialfv( GL_FRONT, GL_DIFFUSE, player2_diffuse );
glMaterialfv( GL_FRONT, GL_AMBIENT, player2_ambient );
DrawBox( 1.f-PLAYER_XSIZE, (GLfloat)player2.ypos-PLAYER_YSIZE, 0.f,
1.f, (GLfloat)player2.ypos+PLAYER_YSIZE, 0.1f );
// Draw Ball
glMaterialfv( GL_FRONT, GL_DIFFUSE, ball_diffuse );
glMaterialfv( GL_FRONT, GL_AMBIENT, ball_ambient );
DrawBox( (GLfloat)ball.xpos-BALL_SIZE, (GLfloat)ball.ypos-BALL_SIZE, 0.f,
(GLfloat)ball.xpos+BALL_SIZE, (GLfloat)ball.ypos+BALL_SIZE, BALL_SIZE*2 );
// Top game field border
glMaterialfv( GL_FRONT, GL_DIFFUSE, border_diffuse );
glMaterialfv( GL_FRONT, GL_AMBIENT, border_ambient );
DrawBox( -1.1f, 1.0f, 0.0f, 1.1f, 1.1f, 0.1f );
// Bottom game field border
glColor3f( 0.0f, 0.0f, 0.7f );
DrawBox( -1.1f, -1.1f, 0.0f, 1.1f, -1.0f, 0.1f );
// Left game field border
DrawBox( -1.1f, -1.0f, 0.0f, -1.0f, 1.0f, 0.1f );
// Left game field border
DrawBox( 1.0f, -1.0f, 0.0f, 1.1f, 1.0f, 0.1f );
// Enable texturing
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, tex_id[ TEX_FIELD ] );
// Game field floor
glMaterialfv( GL_FRONT, GL_DIFFUSE, floor_diffuse );
glMaterialfv( GL_FRONT, GL_AMBIENT, floor_ambient );
DrawBox( -1.01f, -1.01f, -0.01f, 1.01f, 1.01f, 0.0f );
// Disable texturing
glDisable( GL_TEXTURE_2D );
// Disable face culling
glDisable( GL_CULL_FACE );
// Disable lighting
glDisable( GL_LIGHTING );
// Disable depth testing
glDisable( GL_DEPTH_TEST );
}
//========================================================================
// GameOver()
//========================================================================
void GameOver( void )
{
// Enable sticky keys
glfwEnable( GLFW_STICKY_KEYS );
// Until the user presses ESC or SPACE
while( !glfwGetKey( GLFW_KEY_ESC ) && !glfwGetKey( ' ' ) &&
glfwGetWindowParam( GLFW_OPENED ) )
{
// Draw display
UpdateDisplay();
// Setup projection matrix
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f );
// Setup modelview matrix
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
// Enable blending
glEnable( GL_BLEND );
// Dim background
glBlendFunc( GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA );
glColor4f( 0.3f, 0.3f, 0.3f, 0.3f );
glBegin( GL_QUADS );
glVertex2f( 0.0f, 0.0f );
glVertex2f( 1.0f, 0.0f );
glVertex2f( 1.0f, 1.0f );
glVertex2f( 0.0f, 1.0f );
glEnd();
// Display winner text
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_COLOR );
if( winner == PLAYER1 )
{
glColor4f( 1.0f, 0.5f, 0.5f, 1.0f );
DrawImage( TEX_WINNER1, 0.35f, 0.65f, 0.46f, 0.54f );
}
else if( winner == PLAYER2 )
{
glColor4f( 0.5f, 1.0f, 0.5f, 1.0f );
DrawImage( TEX_WINNER2, 0.35f, 0.65f, 0.46f, 0.54f );
}
// Disable blending
glDisable( GL_BLEND );
// Swap buffers
glfwSwapBuffers();
}
// Disable sticky keys
glfwDisable( GLFW_STICKY_KEYS );
}
//========================================================================
// GameLoop() - Game loop
//========================================================================
void GameLoop( void )
{
int playing, event;
// Initialize a new game
NewGame();
// Enable sticky keys
glfwEnable( GLFW_STICKY_KEYS );
// Loop until the game ends
playing = GL_TRUE;
while( playing && glfwGetWindowParam( GLFW_OPENED ) )
{
// Frame timer
oldtime = thistime;
thistime = glfwGetTime();
dt = thistime - oldtime;
// Get user input and update player positions
PlayerControl();
// Move the ball, and check if a player hits/misses the ball
event = BallControl();
// Did we have a winner?
switch( event )
{
case PLAYER1_WINS:
winner = PLAYER1;
playing = GL_FALSE;
break;
case PLAYER2_WINS:
winner = PLAYER2;
playing = GL_FALSE;
break;
default:
break;
}
// Did the user press ESC?
if( glfwGetKey( GLFW_KEY_ESC ) )
{
playing = GL_FALSE;
}
// Did the user change camera view?
if( glfwGetKey( '1' ) )
{
camerapos = CAMERA_CLASSIC;
}
else if( glfwGetKey( '2' ) )
{
camerapos = CAMERA_ABOVE;
}
else if( glfwGetKey( '3' ) )
{
camerapos = CAMERA_SPECTATOR;
}
// Draw display
UpdateDisplay();
// Swap buffers
glfwSwapBuffers();
}
// Disable sticky keys
glfwDisable( GLFW_STICKY_KEYS );
// Show winner
GameOver();
}
//========================================================================
// main() - Program entry point
//========================================================================
int main( void )
{
int menuoption;
// Initialize GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
exit( EXIT_FAILURE );
}
// Open OpenGL window
if( !glfwOpenWindow( WIDTH, HEIGHT, 0,0,0,0, 16,0, GLFW_FULLSCREEN ) )
{
fprintf( stderr, "Failed to open GLFW window\n" );
glfwTerminate();
exit( EXIT_FAILURE );
}
glfwSwapInterval( 1 );
// Load all textures
if( !LoadTextures() )
{
glfwTerminate();
exit( EXIT_FAILURE );
}
// Main loop
do
{
// Get menu option
menuoption = GameMenu();
// If the user wants to play, let him...
if( menuoption == MENU_PLAY )
{
GameLoop();
}
}
while( menuoption != MENU_QUIT );
// Unload all textures
if( glfwGetWindowParam( GLFW_OPENED ) )
{
glDeleteTextures( NUM_TEXTURES, tex_id );
}
// Terminate GLFW
glfwTerminate();
exit( EXIT_SUCCESS );
}

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//========================================================================
// This is an example program for the GLFW library
//
// The program uses a "split window" view, rendering four views of the
// same scene in one window (e.g. uesful for 3D modelling software). This
// demo uses scissors to separete the four different rendering areas from
// each other.
//
// (If the code seems a little bit strange here and there, it may be
// because I am not a friend of orthogonal projections)
//========================================================================
#include <GL/glfw.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
//========================================================================
// Global variables
//========================================================================
// Mouse position
static int xpos = 0, ypos = 0;
// Window size
static int width, height;
// Active view: 0 = none, 1 = upper left, 2 = upper right, 3 = lower left,
// 4 = lower right
static int active_view = 0;
// Rotation around each axis
static int rot_x = 0, rot_y = 0, rot_z = 0;
// Do redraw?
static int do_redraw = 1;
//========================================================================
// Draw a solid torus (use a display list for the model)
//========================================================================
#define TORUS_MAJOR 1.5
#define TORUS_MINOR 0.5
#define TORUS_MAJOR_RES 32
#define TORUS_MINOR_RES 32
static void drawTorus( void )
{
static GLuint torus_list = 0;
int i, j, k;
double s, t, x, y, z, nx, ny, nz, scale, twopi;
if( !torus_list )
{
// Start recording displaylist
torus_list = glGenLists( 1 );
glNewList( torus_list, GL_COMPILE_AND_EXECUTE );
// Draw torus
twopi = 2.0 * M_PI;
for( i = 0; i < TORUS_MINOR_RES; i++ )
{
glBegin( GL_QUAD_STRIP );
for( j = 0; j <= TORUS_MAJOR_RES; j++ )
{
for( k = 1; k >= 0; k-- )
{
s = (i + k) % TORUS_MINOR_RES + 0.5;
t = j % TORUS_MAJOR_RES;
// Calculate point on surface
x = (TORUS_MAJOR+TORUS_MINOR*cos(s*twopi/TORUS_MINOR_RES))*cos(t*twopi/TORUS_MAJOR_RES);
y = TORUS_MINOR * sin(s * twopi / TORUS_MINOR_RES);
z = (TORUS_MAJOR+TORUS_MINOR*cos(s*twopi/TORUS_MINOR_RES))*sin(t*twopi/TORUS_MAJOR_RES);
// Calculate surface normal
nx = x - TORUS_MAJOR*cos(t*twopi/TORUS_MAJOR_RES);
ny = y;
nz = z - TORUS_MAJOR*sin(t*twopi/TORUS_MAJOR_RES);
scale = 1.0 / sqrt( nx*nx + ny*ny + nz*nz );
nx *= scale;
ny *= scale;
nz *= scale;
glNormal3f( (float)nx, (float)ny, (float)nz );
glVertex3f( (float)x, (float)y, (float)z );
}
}
glEnd();
}
// Stop recording displaylist
glEndList();
}
else
{
// Playback displaylist
glCallList( torus_list );
}
}
//========================================================================
// Draw the scene (a rotating torus)
//========================================================================
static void drawScene( void )
{
const GLfloat model_diffuse[4] = {1.0f, 0.8f, 0.8f, 1.0f};
const GLfloat model_specular[4] = {0.6f, 0.6f, 0.6f, 1.0f};
const GLfloat model_shininess = 20.0f;
glPushMatrix();
// Rotate the object
glRotatef( (GLfloat)rot_x*0.5f, 1.0f, 0.0f, 0.0f );
glRotatef( (GLfloat)rot_y*0.5f, 0.0f, 1.0f, 0.0f );
glRotatef( (GLfloat)rot_z*0.5f, 0.0f, 0.0f, 1.0f );
// Set model color (used for orthogonal views, lighting disabled)
glColor4fv( model_diffuse );
// Set model material (used for perspective view, lighting enabled)
glMaterialfv( GL_FRONT, GL_DIFFUSE, model_diffuse );
glMaterialfv( GL_FRONT, GL_SPECULAR, model_specular );
glMaterialf( GL_FRONT, GL_SHININESS, model_shininess );
// Draw torus
drawTorus();
glPopMatrix();
}
//========================================================================
// Draw a 2D grid (used for orthogonal views)
//========================================================================
static void drawGrid( float scale, int steps )
{
int i;
float x, y;
glPushMatrix();
// Set background to some dark bluish grey
glClearColor( 0.05f, 0.05f, 0.2f, 0.0f);
glClear( GL_COLOR_BUFFER_BIT );
// Setup modelview matrix (flat XY view)
glLoadIdentity();
gluLookAt( 0.0, 0.0, 1.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0 );
// We don't want to update the Z-buffer
glDepthMask( GL_FALSE );
// Set grid color
glColor3f( 0.0f, 0.5f, 0.5f );
glBegin( GL_LINES );
// Horizontal lines
x = scale * 0.5f * (float)(steps-1);
y = -scale * 0.5f * (float)(steps-1);
for( i = 0; i < steps; i ++ )
{
glVertex3f( -x, y, 0.0f );
glVertex3f( x, y, 0.0f );
y += scale;
}
// Vertical lines
x = -scale * 0.5f * (float)(steps-1);
y = scale * 0.5f * (float)(steps-1);
for( i = 0; i < steps; i ++ )
{
glVertex3f( x, -y, 0.0f );
glVertex3f( x, y, 0.0f );
x += scale;
}
glEnd();
// Enable Z-buffer writing again
glDepthMask( GL_TRUE );
glPopMatrix();
}
//========================================================================
// Draw all views
//========================================================================
static void drawAllViews( void )
{
const GLfloat light_position[4] = {0.0f, 8.0f, 8.0f, 1.0f};
const GLfloat light_diffuse[4] = {1.0f, 1.0f, 1.0f, 1.0f};
const GLfloat light_specular[4] = {1.0f, 1.0f, 1.0f, 1.0f};
const GLfloat light_ambient[4] = {0.2f, 0.2f, 0.3f, 1.0f};
double aspect;
// Calculate aspect of window
if( height > 0 )
{
aspect = (double)width / (double)height;
}
else
{
aspect = 1.0;
}
// Clear screen
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
// Enable scissor test
glEnable( GL_SCISSOR_TEST );
// Enable depth test
glEnable( GL_DEPTH_TEST );
glDepthFunc( GL_LEQUAL );
// ** ORTHOGONAL VIEWS **
// For orthogonal views, use wireframe rendering
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
// Enable line anti-aliasing
glEnable( GL_LINE_SMOOTH );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
// Setup orthogonal projection matrix
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( -3.0*aspect, 3.0*aspect, -3.0, 3.0, 1.0, 50.0 );
// Upper left view (TOP VIEW)
glViewport( 0, height/2, width/2, height/2 );
glScissor( 0, height/2, width/2, height/2 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
gluLookAt( 0.0f, 10.0f, 1e-3f, // Eye-position (above)
0.0f, 0.0f, 0.0f, // View-point
0.0f, 1.0f, 0.0f ); // Up-vector
drawGrid( 0.5, 12 );
drawScene();
// Lower left view (FRONT VIEW)
glViewport( 0, 0, width/2, height/2 );
glScissor( 0, 0, width/2, height/2 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
gluLookAt( 0.0f, 0.0f, 10.0f, // Eye-position (in front of)
0.0f, 0.0f, 0.0f, // View-point
0.0f, 1.0f, 0.0f ); // Up-vector
drawGrid( 0.5, 12 );
drawScene();
// Lower right view (SIDE VIEW)
glViewport( width/2, 0, width/2, height/2 );
glScissor( width/2, 0, width/2, height/2 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
gluLookAt( 10.0f, 0.0f, 0.0f, // Eye-position (to the right)
0.0f, 0.0f, 0.0f, // View-point
0.0f, 1.0f, 0.0f ); // Up-vector
drawGrid( 0.5, 12 );
drawScene();
// Disable line anti-aliasing
glDisable( GL_LINE_SMOOTH );
glDisable( GL_BLEND );
// ** PERSPECTIVE VIEW **
// For perspective view, use solid rendering
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
// Enable face culling (faster rendering)
glEnable( GL_CULL_FACE );
glCullFace( GL_BACK );
glFrontFace( GL_CW );
// Setup perspective projection matrix
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 65.0f, aspect, 1.0f, 50.0f );
// Upper right view (PERSPECTIVE VIEW)
glViewport( width/2, height/2, width/2, height/2 );
glScissor( width/2, height/2, width/2, height/2 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
gluLookAt( 3.0f, 1.5f, 3.0f, // Eye-position
0.0f, 0.0f, 0.0f, // View-point
0.0f, 1.0f, 0.0f ); // Up-vector
// Configure and enable light source 1
glLightfv( GL_LIGHT1, GL_POSITION, light_position );
glLightfv( GL_LIGHT1, GL_AMBIENT, light_ambient );
glLightfv( GL_LIGHT1, GL_DIFFUSE, light_diffuse );
glLightfv( GL_LIGHT1, GL_SPECULAR, light_specular );
glEnable( GL_LIGHT1 );
glEnable( GL_LIGHTING );
// Draw scene
drawScene();
// Disable lighting
glDisable( GL_LIGHTING );
// Disable face culling
glDisable( GL_CULL_FACE );
// Disable depth test
glDisable( GL_DEPTH_TEST );
// Disable scissor test
glDisable( GL_SCISSOR_TEST );
// Draw a border around the active view
if( active_view > 0 && active_view != 2 )
{
glViewport( 0, 0, width, height );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( 0.0, 2.0, 0.0, 2.0, 0.0, 1.0 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glColor3f( 1.0f, 1.0f, 0.6f );
glTranslatef( (GLfloat) ((active_view - 1) & 1), (GLfloat) (1 - (active_view - 1) / 2), 0.0f );
glBegin( GL_LINE_STRIP );
glVertex2i( 0, 0 );
glVertex2i( 1, 0 );
glVertex2i( 1, 1 );
glVertex2i( 0, 1 );
glVertex2i( 0, 0 );
glEnd();
}
}
//========================================================================
// Window size callback function
//========================================================================
static void windowSizeFun( int w, int h )
{
width = w;
height = h > 0 ? h : 1;
do_redraw = 1;
}
//========================================================================
// Window refresh callback function
//========================================================================
static void windowRefreshFun( void )
{
do_redraw = 1;
}
//========================================================================
// Mouse position callback function
//========================================================================
static void mousePosFun( int x, int y )
{
// Depending on which view was selected, rotate around different axes
switch( active_view )
{
case 1:
rot_x += y - ypos;
rot_z += x - xpos;
do_redraw = 1;
break;
case 3:
rot_x += y - ypos;
rot_y += x - xpos;
do_redraw = 1;
break;
case 4:
rot_y += x - xpos;
rot_z += y - ypos;
do_redraw = 1;
break;
default:
// Do nothing for perspective view, or if no view is selected
break;
}
// Remember mouse position
xpos = x;
ypos = y;
}
//========================================================================
// Mouse button callback function
//========================================================================
static void mouseButtonFun( int button, int action )
{
// Button clicked?
if( ( button == GLFW_MOUSE_BUTTON_LEFT ) && action == GLFW_PRESS )
{
// Detect which of the four views was clicked
active_view = 1;
if( xpos >= width/2 )
{
active_view += 1;
}
if( ypos >= height/2 )
{
active_view += 2;
}
}
// Button released?
else if( button == GLFW_MOUSE_BUTTON_LEFT )
{
// Deselect any previously selected view
active_view = 0;
}
do_redraw = 1;
}
//========================================================================
// main()
//========================================================================
int main( void )
{
// Initialise GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
exit( EXIT_FAILURE );
}
// Open OpenGL window
if( !glfwOpenWindow( 500, 500, 0,0,0,0, 16,0, GLFW_WINDOW ) )
{
fprintf( stderr, "Failed to open GLFW window\n" );
glfwTerminate();
exit( EXIT_FAILURE );
}
// Enable vsync
glfwSwapInterval( 1 );
// Set window title
glfwSetWindowTitle( "Split view demo" );
// Enable sticky keys
glfwEnable( GLFW_STICKY_KEYS );
// Enable mouse cursor (only needed for fullscreen mode)
glfwEnable( GLFW_MOUSE_CURSOR );
// Disable automatic event polling
glfwDisable( GLFW_AUTO_POLL_EVENTS );
// Set callback functions
glfwSetWindowSizeCallback( windowSizeFun );
glfwSetWindowRefreshCallback( windowRefreshFun );
glfwSetMousePosCallback( mousePosFun );
glfwSetMouseButtonCallback( mouseButtonFun );
// Main loop
do
{
// Only redraw if we need to
if( do_redraw )
{
// Draw all views
drawAllViews();
// Swap buffers
glfwSwapBuffers();
do_redraw = 0;
}
// Wait for new events
glfwWaitEvents();
} // Check if the ESC key was pressed or the window was closed
while( glfwGetKey( GLFW_KEY_ESC ) != GLFW_PRESS &&
glfwGetWindowParam( GLFW_OPENED ) );
// Close OpenGL window and terminate GLFW
glfwTerminate();
exit( EXIT_SUCCESS );
}

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//========================================================================
// This is a small test application for GLFW.
// The program opens a window (640x480), and renders a spinning colored
// triangle (it is controlled with both the GLFW timer and the mouse).
//========================================================================
#include <stdio.h>
#include <stdlib.h>
#include <GL/glfw.h>
int main( void )
{
int width, height, x;
double t;
// Initialise GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
exit( EXIT_FAILURE );
}
// Open a window and create its OpenGL context
if( !glfwOpenWindow( 640, 480, 0,0,0,0, 0,0, GLFW_WINDOW ) )
{
fprintf( stderr, "Failed to open GLFW window\n" );
glfwTerminate();
exit( EXIT_FAILURE );
}
glfwSetWindowTitle( "Spinning Triangle" );
// Ensure we can capture the escape key being pressed below
glfwEnable( GLFW_STICKY_KEYS );
// Enable vertical sync (on cards that support it)
glfwSwapInterval( 1 );
do
{
t = glfwGetTime();
glfwGetMousePos( &x, NULL );
// Get window size (may be different than the requested size)
glfwGetWindowSize( &width, &height );
// Special case: avoid division by zero below
height = height > 0 ? height : 1;
glViewport( 0, 0, width, height );
// Clear color buffer to black
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
glClear( GL_COLOR_BUFFER_BIT );
// Select and setup the projection matrix
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 65.0f, (GLfloat)width/(GLfloat)height, 1.0f, 100.0f );
// Select and setup the modelview matrix
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
gluLookAt( 0.0f, 1.0f, 0.0f, // Eye-position
0.0f, 20.0f, 0.0f, // View-point
0.0f, 0.0f, 1.0f ); // Up-vector
// Draw a rotating colorful triangle
glTranslatef( 0.0f, 14.0f, 0.0f );
glRotatef( 0.3f*(GLfloat)x + (GLfloat)t*100.0f, 0.0f, 0.0f, 1.0f );
glBegin( GL_TRIANGLES );
glColor3f( 1.0f, 0.0f, 0.0f );
glVertex3f( -5.0f, 0.0f, -4.0f );
glColor3f( 0.0f, 1.0f, 0.0f );
glVertex3f( 5.0f, 0.0f, -4.0f );
glColor3f( 0.0f, 0.0f, 1.0f );
glVertex3f( 0.0f, 0.0f, 6.0f );
glEnd();
// Swap buffers
glfwSwapBuffers();
} // Check if the ESC key was pressed or the window was closed
while( glfwGetKey( GLFW_KEY_ESC ) != GLFW_PRESS &&
glfwGetWindowParam( GLFW_OPENED ) );
// Close OpenGL window and terminate GLFW
glfwTerminate();
exit( EXIT_SUCCESS );
}

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/*****************************************************************************
* Wave Simulation in OpenGL
* (C) 2002 Jakob Thomsen
* http://home.in.tum.de/~thomsen
* Modified for GLFW by Sylvain Hellegouarch - sh@programmationworld.com
* Modified for variable frame rate by Marcus Geelnard
* 2003-Jan-31: Minor cleanups and speedups / MG
*****************************************************************************/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glfw.h>
#ifndef M_PI
#define M_PI 3.1415926535897932384626433832795
#endif
/* Maximum delta T to allow for differential calculations */
#define MAX_DELTA_T 0.01
/* Animation speed (10.0 looks good) */
#define ANIMATION_SPEED 10.0
GLfloat alpha = 210.0f, beta = -70.0f;
GLfloat zoom = 2.0f;
int running = 1;
struct Vertex
{
GLfloat x,y,z;
GLfloat r,g,b;
};
#define GRIDW 50
#define GRIDH 50
#define VERTEXNUM (GRIDW*GRIDH)
#define QUADW (GRIDW-1)
#define QUADH (GRIDH-1)
#define QUADNUM (QUADW*QUADH)
GLuint quad[4*QUADNUM];
struct Vertex vertex[VERTEXNUM];
/* The grid will look like this:
*
* 3 4 5
* *---*---*
* | | |
* | 0 | 1 |
* | | |
* *---*---*
* 0 1 2
*/
void initVertices( void )
{
int x,y,p;
/* place the vertices in a grid */
for(y=0;y<GRIDH;y++)
for(x=0;x<GRIDW;x++)
{
p = y*GRIDW + x;
//vertex[p].x = (-GRIDW/2)+x+sin(2.0*M_PI*(double)y/(double)GRIDH);
//vertex[p].y = (-GRIDH/2)+y+cos(2.0*M_PI*(double)x/(double)GRIDW);
vertex[p].x = (GLfloat)(x-GRIDW/2)/(GLfloat)(GRIDW/2);
vertex[p].y = (GLfloat)(y-GRIDH/2)/(GLfloat)(GRIDH/2);
vertex[p].z = 0;//sin(d*M_PI);
//vertex[p].r = (GLfloat)x/(GLfloat)GRIDW;
//vertex[p].g = (GLfloat)y/(GLfloat)GRIDH;
//vertex[p].b = 1.0-((GLfloat)x/(GLfloat)GRIDW+(GLfloat)y/(GLfloat)GRIDH)/2.0;
if((x%4<2)^(y%4<2))
{
vertex[p].r = 0.0;
}
else
{
vertex[p].r=1.0;
}
vertex[p].g = (GLfloat)y/(GLfloat)GRIDH;
vertex[p].b = 1.f-((GLfloat)x/(GLfloat)GRIDW+(GLfloat)y/(GLfloat)GRIDH)/2.f;
}
for(y=0;y<QUADH;y++)
for(x=0;x<QUADW;x++)
{
p = 4*(y*QUADW + x);
/* first quad */
quad[p+0] = y *GRIDW+x; /* some point */
quad[p+1] = y *GRIDW+x+1; /* neighbor at the right side */
quad[p+2] = (y+1)*GRIDW+x+1; /* upper right neighbor */
quad[p+3] = (y+1)*GRIDW+x; /* upper neighbor */
}
}
double dt;
double p[GRIDW][GRIDH];
double vx[GRIDW][GRIDH], vy[GRIDW][GRIDH];
double ax[GRIDW][GRIDH], ay[GRIDW][GRIDH];
void initSurface( void )
{
int x, y;
double dx, dy, d;
for(y = 0; y<GRIDH; y++)
{
for(x = 0; x<GRIDW; x++)
{
dx = (double)(x-GRIDW/2);
dy = (double)(y-GRIDH/2);
d = sqrt( dx*dx + dy*dy );
if(d < 0.1 * (double)(GRIDW/2))
{
d = d * 10.0;
p[x][y] = -cos(d * (M_PI / (double)(GRIDW * 4))) * 100.0;
}
else
{
p[x][y] = 0.0;
}
vx[x][y] = 0.0;
vy[x][y] = 0.0;
}
}
}
/* Draw view */
void draw_screen( void )
{
/* Clear the color and depth buffers. */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* We don't want to modify the projection matrix. */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
/* Move back. */
glTranslatef(0.0, 0.0, -zoom);
/* Rotate the view */
glRotatef(beta, 1.0, 0.0, 0.0);
glRotatef(alpha, 0.0, 0.0, 1.0);
//glDrawArrays(GL_POINTS,0,VERTEXNUM); /* Points only */
glDrawElements(GL_QUADS, 4*QUADNUM, GL_UNSIGNED_INT, quad);
//glDrawElements(GL_LINES, QUADNUM, GL_UNSIGNED_INT, quad);
glfwSwapBuffers();
}
/* Initialize OpenGL */
void setup_opengl( void )
{
/* Our shading model--Gouraud (smooth). */
glShadeModel(GL_SMOOTH);
/* Culling. */
//glCullFace(GL_BACK);
//glFrontFace(GL_CCW);
//glEnable(GL_CULL_FACE);
/* Switch on the z-buffer. */
glEnable(GL_DEPTH_TEST);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3/*3 components per vertex (x,y,z)*/, GL_FLOAT, sizeof(struct Vertex), vertex);
glColorPointer(3/*3 components per vertex (r,g,b)*/, GL_FLOAT, sizeof(struct Vertex), &vertex[0].r); //Pointer to the first color
glPointSize(2.0);
/* Background color is black. */
glClearColor(0, 0, 0, 0);
}
/* Modify the height of each vertex according to the pressure. */
void adjustGrid( void )
{
int pos;
int x, y;
for(y = 0; y<GRIDH; y++)
{
for(x = 0; x<GRIDW; x++)
{
pos = y*GRIDW + x;
vertex[pos].z = (float) (p[x][y]*(1.0/50.0));
}
}
}
/* Calculate wave propagation */
void calc( void )
{
int x, y, x2, y2;
double time_step = dt * ANIMATION_SPEED;
/* compute accelerations */
for(x = 0; x < GRIDW; x++)
{
x2 = (x + 1) % GRIDW;
for(y = 0; y < GRIDH; y++)
{
ax[x][y] = p[x][y] - p[x2][y];
}
}
for(y = 0; y < GRIDH;y++)
{
y2 = (y + 1) % GRIDH;
for(x = 0; x < GRIDW; x++)
{
ay[x][y] = p[x][y] - p[x][y2];
}
}
/* compute speeds */
for(x = 0; x < GRIDW; x++)
{
for(y = 0; y < GRIDH; y++)
{
vx[x][y] = vx[x][y] + ax[x][y] * time_step;
vy[x][y] = vy[x][y] + ay[x][y] * time_step;
}
}
/* compute pressure */
for(x = 1; x < GRIDW; x++)
{
x2 = x - 1;
for(y = 1; y < GRIDH; y++)
{
y2 = y - 1;
p[x][y] = p[x][y] + (vx[x2][y] - vx[x][y] + vy[x][y2] - vy[x][y]) * time_step;
}
}
}
/* Handle key strokes */
void handle_key_down(int key, int action)
{
if( action != GLFW_PRESS )
{
return;
}
switch(key) {
case GLFW_KEY_ESC:
running = 0;
break;
case GLFW_KEY_SPACE:
initSurface();
break;
case GLFW_KEY_LEFT:
alpha+=5;
break;
case GLFW_KEY_RIGHT:
alpha-=5;
break;
case GLFW_KEY_UP:
beta-=5;
break;
case GLFW_KEY_DOWN:
beta+=5;
break;
case GLFW_KEY_PAGEUP:
if(zoom>1) zoom-=1;
break;
case GLFW_KEY_PAGEDOWN:
zoom+=1;
break;
default:
break;
}
}
/* Callback function for window resize events */
void handle_resize( int width, int height )
{
float ratio = 1.0f;
if( height > 0 )
{
ratio = (float) width / (float) height;
}
/* Setup viewport (Place where the stuff will appear in the main window). */
glViewport(0, 0, width, height);
/*
* Change to the projection matrix and set
* our viewing volume.
*/
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, ratio, 1.0, 1024.0);
}
/* Program entry point */
int main(int argc, char* argv[])
{
/* Dimensions of our window. */
int width, height;
/* Style of our window. */
int mode;
/* Frame time */
double t, t_old, dt_total;
/* Initialize GLFW */
if(glfwInit() == GL_FALSE)
{
fprintf(stderr, "GLFW initialization failed\n");
exit(-1);
}
/* Desired window properties */
width = 640;
height = 480;
mode = GLFW_WINDOW;
/* Open window */
if( glfwOpenWindow(width,height,0,0,0,0,16,0,mode) == GL_FALSE )
{
fprintf(stderr, "Could not open window\n");
glfwTerminate();
exit(-1);
}
/* Set title */
glfwSetWindowTitle( "Wave Simulation" );
glfwSwapInterval( 1 );
/* Keyboard handler */
glfwSetKeyCallback( handle_key_down );
glfwEnable( GLFW_KEY_REPEAT );
/* Window resize handler */
glfwSetWindowSizeCallback( handle_resize );
/* Initialize OpenGL */
setup_opengl();
/* Initialize simulation */
initVertices();
initSurface();
adjustGrid();
/* Initialize timer */
t_old = glfwGetTime() - 0.01;
/* Main loop */
while(running)
{
/* Timing */
t = glfwGetTime();
dt_total = t - t_old;
t_old = t;
/* Safety - iterate if dt_total is too large */
while( dt_total > 0.0f )
{
/* Select iteration time step */
dt = dt_total > MAX_DELTA_T ? MAX_DELTA_T : dt_total;
dt_total -= dt;
/* Calculate wave propagation */
calc();
}
/* Compute height of each vertex */
adjustGrid();
/* Draw wave grid to OpenGL display */
draw_screen();
/* Still running? */
running = running && glfwGetWindowParam( GLFW_OPENED );
}
glfwTerminate();
return 0;
}

446
include/GL/glfw.h Normal file
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/************************************************************************
* GLFW - An OpenGL framework
* API version: 2.7
* WWW: http://www.glfw.org/
*------------------------------------------------------------------------
* Copyright (c) 2002-2006 Marcus Geelnard
* Copyright (c) 2006-2010 Camilla Berglund
*
* 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 __glfw_h_
#define __glfw_h_
#ifdef __cplusplus
extern "C" {
#endif
/*************************************************************************
* Global definitions
*************************************************************************/
/* We need a NULL pointer from time to time */
#ifndef NULL
#ifdef __cplusplus
#define NULL 0
#else
#define NULL ((void *)0)
#endif
#endif /* NULL */
/* ------------------- BEGIN SYSTEM/COMPILER SPECIFIC -------------------- */
/* Please report any probles that you find with your compiler, which may
* be solved in this section! There are several compilers that I have not
* been able to test this file with yet.
*
* First: If we are we on Windows, we want a single define for it (_WIN32)
* (Note: For Cygwin the compiler flag -mwin32 should be used, but to
* make sure that things run smoothly for Cygwin users, we add __CYGWIN__
* to the list of "valid Win32 identifiers", which removes the need for
* -mwin32)
*/
#if !defined(_WIN32) && (defined(__WIN32__) || defined(WIN32) || defined(__CYGWIN__))
#define _WIN32
#endif /* _WIN32 */
/* In order for extension support to be portable, we need to define an
* OpenGL function call method. We use the keyword APIENTRY, which is
* defined for Win32. (Note: Windows also needs this for <GL/gl.h>)
*/
#ifndef APIENTRY
#ifdef _WIN32
#define APIENTRY __stdcall
#else
#define APIENTRY
#endif
#define GL_APIENTRY_DEFINED
#endif /* APIENTRY */
/* The following three defines are here solely to make some Windows-based
* <GL/gl.h> files happy. Theoretically we could include <windows.h>, but
* it has the major drawback of severely polluting our namespace.
*/
/* Under Windows, we need WINGDIAPI defined */
#if !defined(WINGDIAPI) && defined(_WIN32)
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined(__POCC__)
/* Microsoft Visual C++, Borland C++ Builder and Pelles C */
#define WINGDIAPI __declspec(dllimport)
#elif defined(__LCC__)
/* LCC-Win32 */
#define WINGDIAPI __stdcall
#else
/* Others (e.g. MinGW, Cygwin) */
#define WINGDIAPI extern
#endif
#define GL_WINGDIAPI_DEFINED
#endif /* WINGDIAPI */
/* Some <GL/glu.h> files also need CALLBACK defined */
#if !defined(CALLBACK) && defined(_WIN32)
#if defined(_MSC_VER)
/* Microsoft Visual C++ */
#if (defined(_M_MRX000) || defined(_M_IX86) || defined(_M_ALPHA) || defined(_M_PPC)) && !defined(MIDL_PASS)
#define CALLBACK __stdcall
#else
#define CALLBACK
#endif
#else
/* Other Windows compilers */
#define CALLBACK __stdcall
#endif
#define GLU_CALLBACK_DEFINED
#endif /* CALLBACK */
/* Microsoft Visual C++, Borland C++ and Pelles C <GL*glu.h> needs wchar_t */
#if defined(_WIN32) && (defined(_MSC_VER) || defined(__BORLANDC__) || defined(__POCC__)) && !defined(_WCHAR_T_DEFINED)
typedef unsigned short wchar_t;
#define _WCHAR_T_DEFINED
#endif /* _WCHAR_T_DEFINED */
/* ---------------- GLFW related system specific defines ----------------- */
#if defined(_WIN32) && defined(GLFW_BUILD_DLL)
/* We are building a Win32 DLL */
#define GLFWAPI __declspec(dllexport)
#elif defined(_WIN32) && defined(GLFW_DLL)
/* We are calling a Win32 DLL */
#if defined(__LCC__)
#define GLFWAPI extern
#else
#define GLFWAPI __declspec(dllimport)
#endif
#else
/* We are either building/calling a static lib or we are non-win32 */
#define GLFWAPI
#endif
/* -------------------- END SYSTEM/COMPILER SPECIFIC --------------------- */
/* Include standard OpenGL headers: GLFW uses GL_FALSE/GL_TRUE, and it is
* convenient for the user to only have to include <GL/glfw.h>. This also
* solves the problem with Windows <GL/gl.h> and <GL/glu.h> needing some
* special defines which normally requires the user to include <windows.h>
* (which is not a nice solution for portable programs).
*/
#if defined(__APPLE_CC__)
#include <OpenGL/gl.h>
#ifndef GLFW_NO_GLU
#include <OpenGL/glu.h>
#endif
#else
#include <GL/gl.h>
#ifndef GLFW_NO_GLU
#include <GL/glu.h>
#endif
#endif
/*************************************************************************
* GLFW version
*************************************************************************/
#define GLFW_VERSION_MAJOR 2
#define GLFW_VERSION_MINOR 7
#define GLFW_VERSION_REVISION 0
/*************************************************************************
* Input handling definitions
*************************************************************************/
/* Key and button state/action definitions */
#define GLFW_RELEASE 0
#define GLFW_PRESS 1
/* Keyboard key definitions: 8-bit ISO-8859-1 (Latin 1) encoding is used
* for printable keys (such as A-Z, 0-9 etc), and values above 256
* represent special (non-printable) keys (e.g. F1, Page Up etc).
*/
#define GLFW_KEY_UNKNOWN -1
#define GLFW_KEY_SPACE 32
#define GLFW_KEY_SPECIAL 256
#define GLFW_KEY_ESC (GLFW_KEY_SPECIAL+1)
#define GLFW_KEY_F1 (GLFW_KEY_SPECIAL+2)
#define GLFW_KEY_F2 (GLFW_KEY_SPECIAL+3)
#define GLFW_KEY_F3 (GLFW_KEY_SPECIAL+4)
#define GLFW_KEY_F4 (GLFW_KEY_SPECIAL+5)
#define GLFW_KEY_F5 (GLFW_KEY_SPECIAL+6)
#define GLFW_KEY_F6 (GLFW_KEY_SPECIAL+7)
#define GLFW_KEY_F7 (GLFW_KEY_SPECIAL+8)
#define GLFW_KEY_F8 (GLFW_KEY_SPECIAL+9)
#define GLFW_KEY_F9 (GLFW_KEY_SPECIAL+10)
#define GLFW_KEY_F10 (GLFW_KEY_SPECIAL+11)
#define GLFW_KEY_F11 (GLFW_KEY_SPECIAL+12)
#define GLFW_KEY_F12 (GLFW_KEY_SPECIAL+13)
#define GLFW_KEY_F13 (GLFW_KEY_SPECIAL+14)
#define GLFW_KEY_F14 (GLFW_KEY_SPECIAL+15)
#define GLFW_KEY_F15 (GLFW_KEY_SPECIAL+16)
#define GLFW_KEY_F16 (GLFW_KEY_SPECIAL+17)
#define GLFW_KEY_F17 (GLFW_KEY_SPECIAL+18)
#define GLFW_KEY_F18 (GLFW_KEY_SPECIAL+19)
#define GLFW_KEY_F19 (GLFW_KEY_SPECIAL+20)
#define GLFW_KEY_F20 (GLFW_KEY_SPECIAL+21)
#define GLFW_KEY_F21 (GLFW_KEY_SPECIAL+22)
#define GLFW_KEY_F22 (GLFW_KEY_SPECIAL+23)
#define GLFW_KEY_F23 (GLFW_KEY_SPECIAL+24)
#define GLFW_KEY_F24 (GLFW_KEY_SPECIAL+25)
#define GLFW_KEY_F25 (GLFW_KEY_SPECIAL+26)
#define GLFW_KEY_UP (GLFW_KEY_SPECIAL+27)
#define GLFW_KEY_DOWN (GLFW_KEY_SPECIAL+28)
#define GLFW_KEY_LEFT (GLFW_KEY_SPECIAL+29)
#define GLFW_KEY_RIGHT (GLFW_KEY_SPECIAL+30)
#define GLFW_KEY_LSHIFT (GLFW_KEY_SPECIAL+31)
#define GLFW_KEY_RSHIFT (GLFW_KEY_SPECIAL+32)
#define GLFW_KEY_LCTRL (GLFW_KEY_SPECIAL+33)
#define GLFW_KEY_RCTRL (GLFW_KEY_SPECIAL+34)
#define GLFW_KEY_LALT (GLFW_KEY_SPECIAL+35)
#define GLFW_KEY_RALT (GLFW_KEY_SPECIAL+36)
#define GLFW_KEY_TAB (GLFW_KEY_SPECIAL+37)
#define GLFW_KEY_ENTER (GLFW_KEY_SPECIAL+38)
#define GLFW_KEY_BACKSPACE (GLFW_KEY_SPECIAL+39)
#define GLFW_KEY_INSERT (GLFW_KEY_SPECIAL+40)
#define GLFW_KEY_DEL (GLFW_KEY_SPECIAL+41)
#define GLFW_KEY_PAGEUP (GLFW_KEY_SPECIAL+42)
#define GLFW_KEY_PAGEDOWN (GLFW_KEY_SPECIAL+43)
#define GLFW_KEY_HOME (GLFW_KEY_SPECIAL+44)
#define GLFW_KEY_END (GLFW_KEY_SPECIAL+45)
#define GLFW_KEY_KP_0 (GLFW_KEY_SPECIAL+46)
#define GLFW_KEY_KP_1 (GLFW_KEY_SPECIAL+47)
#define GLFW_KEY_KP_2 (GLFW_KEY_SPECIAL+48)
#define GLFW_KEY_KP_3 (GLFW_KEY_SPECIAL+49)
#define GLFW_KEY_KP_4 (GLFW_KEY_SPECIAL+50)
#define GLFW_KEY_KP_5 (GLFW_KEY_SPECIAL+51)
#define GLFW_KEY_KP_6 (GLFW_KEY_SPECIAL+52)
#define GLFW_KEY_KP_7 (GLFW_KEY_SPECIAL+53)
#define GLFW_KEY_KP_8 (GLFW_KEY_SPECIAL+54)
#define GLFW_KEY_KP_9 (GLFW_KEY_SPECIAL+55)
#define GLFW_KEY_KP_DIVIDE (GLFW_KEY_SPECIAL+56)
#define GLFW_KEY_KP_MULTIPLY (GLFW_KEY_SPECIAL+57)
#define GLFW_KEY_KP_SUBTRACT (GLFW_KEY_SPECIAL+58)
#define GLFW_KEY_KP_ADD (GLFW_KEY_SPECIAL+59)
#define GLFW_KEY_KP_DECIMAL (GLFW_KEY_SPECIAL+60)
#define GLFW_KEY_KP_EQUAL (GLFW_KEY_SPECIAL+61)
#define GLFW_KEY_KP_ENTER (GLFW_KEY_SPECIAL+62)
#define GLFW_KEY_KP_NUM_LOCK (GLFW_KEY_SPECIAL+63)
#define GLFW_KEY_CAPS_LOCK (GLFW_KEY_SPECIAL+64)
#define GLFW_KEY_SCROLL_LOCK (GLFW_KEY_SPECIAL+65)
#define GLFW_KEY_PAUSE (GLFW_KEY_SPECIAL+66)
#define GLFW_KEY_LSUPER (GLFW_KEY_SPECIAL+67)
#define GLFW_KEY_RSUPER (GLFW_KEY_SPECIAL+68)
#define GLFW_KEY_MENU (GLFW_KEY_SPECIAL+69)
#define GLFW_KEY_LAST GLFW_KEY_MENU
/* Mouse button definitions */
#define GLFW_MOUSE_BUTTON_1 0
#define GLFW_MOUSE_BUTTON_2 1
#define GLFW_MOUSE_BUTTON_3 2
#define GLFW_MOUSE_BUTTON_4 3
#define GLFW_MOUSE_BUTTON_5 4
#define GLFW_MOUSE_BUTTON_6 5
#define GLFW_MOUSE_BUTTON_7 6
#define GLFW_MOUSE_BUTTON_8 7
#define GLFW_MOUSE_BUTTON_LAST GLFW_MOUSE_BUTTON_8
/* Mouse button aliases */
#define GLFW_MOUSE_BUTTON_LEFT GLFW_MOUSE_BUTTON_1
#define GLFW_MOUSE_BUTTON_RIGHT GLFW_MOUSE_BUTTON_2
#define GLFW_MOUSE_BUTTON_MIDDLE GLFW_MOUSE_BUTTON_3
/* Joystick identifiers */
#define GLFW_JOYSTICK_1 0
#define GLFW_JOYSTICK_2 1
#define GLFW_JOYSTICK_3 2
#define GLFW_JOYSTICK_4 3
#define GLFW_JOYSTICK_5 4
#define GLFW_JOYSTICK_6 5
#define GLFW_JOYSTICK_7 6
#define GLFW_JOYSTICK_8 7
#define GLFW_JOYSTICK_9 8
#define GLFW_JOYSTICK_10 9
#define GLFW_JOYSTICK_11 10
#define GLFW_JOYSTICK_12 11
#define GLFW_JOYSTICK_13 12
#define GLFW_JOYSTICK_14 13
#define GLFW_JOYSTICK_15 14
#define GLFW_JOYSTICK_16 15
#define GLFW_JOYSTICK_LAST GLFW_JOYSTICK_16
/*************************************************************************
* Other definitions
*************************************************************************/
/* glfwOpenWindow modes */
#define GLFW_WINDOW 0x00010001
#define GLFW_FULLSCREEN 0x00010002
/* glfwGetWindowParam tokens */
#define GLFW_OPENED 0x00020001
#define GLFW_ACTIVE 0x00020002
#define GLFW_ICONIFIED 0x00020003
#define GLFW_ACCELERATED 0x00020004
#define GLFW_RED_BITS 0x00020005
#define GLFW_GREEN_BITS 0x00020006
#define GLFW_BLUE_BITS 0x00020007
#define GLFW_ALPHA_BITS 0x00020008
#define GLFW_DEPTH_BITS 0x00020009
#define GLFW_STENCIL_BITS 0x0002000A
/* The following constants are used for both glfwGetWindowParam
* and glfwOpenWindowHint
*/
#define GLFW_REFRESH_RATE 0x0002000B
#define GLFW_ACCUM_RED_BITS 0x0002000C
#define GLFW_ACCUM_GREEN_BITS 0x0002000D
#define GLFW_ACCUM_BLUE_BITS 0x0002000E
#define GLFW_ACCUM_ALPHA_BITS 0x0002000F
#define GLFW_AUX_BUFFERS 0x00020010
#define GLFW_STEREO 0x00020011
#define GLFW_WINDOW_NO_RESIZE 0x00020012
#define GLFW_FSAA_SAMPLES 0x00020013
#define GLFW_OPENGL_VERSION_MAJOR 0x00020014
#define GLFW_OPENGL_VERSION_MINOR 0x00020015
#define GLFW_OPENGL_FORWARD_COMPAT 0x00020016
#define GLFW_OPENGL_DEBUG_CONTEXT 0x00020017
#define GLFW_OPENGL_PROFILE 0x00020018
/* GLFW_OPENGL_PROFILE tokens */
#define GLFW_OPENGL_CORE_PROFILE 0x00050001
#define GLFW_OPENGL_COMPAT_PROFILE 0x00050002
/* glfwEnable/glfwDisable tokens */
#define GLFW_MOUSE_CURSOR 0x00030001
#define GLFW_STICKY_KEYS 0x00030002
#define GLFW_STICKY_MOUSE_BUTTONS 0x00030003
#define GLFW_SYSTEM_KEYS 0x00030004
#define GLFW_KEY_REPEAT 0x00030005
#define GLFW_AUTO_POLL_EVENTS 0x00030006
/* glfwGetJoystickParam tokens */
#define GLFW_PRESENT 0x00050001
#define GLFW_AXES 0x00050002
#define GLFW_BUTTONS 0x00050003
/*************************************************************************
* Typedefs
*************************************************************************/
/* The video mode structure used by glfwGetVideoModes() */
typedef struct {
int Width, Height;
int RedBits, BlueBits, GreenBits;
} GLFWvidmode;
/* Function pointer types */
typedef void (* GLFWwindowsizefun)(int,int);
typedef int (* GLFWwindowclosefun)(void);
typedef void (* GLFWwindowrefreshfun)(void);
typedef void (* GLFWmousebuttonfun)(int,int);
typedef void (* GLFWmouseposfun)(int,int);
typedef void (* GLFWmousewheelfun)(int);
typedef void (* GLFWkeyfun)(int,int);
typedef void (* GLFWcharfun)(int,int);
/*************************************************************************
* Prototypes
*************************************************************************/
/* GLFW initialization, termination and version querying */
GLFWAPI int glfwInit( void );
GLFWAPI void glfwTerminate( void );
GLFWAPI void glfwGetVersion( int *major, int *minor, int *rev );
/* Window handling */
GLFWAPI int glfwOpenWindow( int width, int height, int redbits, int greenbits, int bluebits, int alphabits, int depthbits, int stencilbits, int mode );
GLFWAPI void glfwOpenWindowHint( int target, int hint );
GLFWAPI void glfwCloseWindow( void );
GLFWAPI void glfwSetWindowTitle( const char *title );
GLFWAPI void glfwGetWindowSize( int *width, int *height );
GLFWAPI void glfwSetWindowSize( int width, int height );
GLFWAPI void glfwSetWindowPos( int x, int y );
GLFWAPI void glfwIconifyWindow( void );
GLFWAPI void glfwRestoreWindow( void );
GLFWAPI void glfwSwapBuffers( void );
GLFWAPI void glfwSwapInterval( int interval );
GLFWAPI int glfwGetWindowParam( int param );
GLFWAPI void glfwSetWindowSizeCallback( GLFWwindowsizefun cbfun );
GLFWAPI void glfwSetWindowCloseCallback( GLFWwindowclosefun cbfun );
GLFWAPI void glfwSetWindowRefreshCallback( GLFWwindowrefreshfun cbfun );
/* Video mode functions */
GLFWAPI int glfwGetVideoModes( GLFWvidmode *list, int maxcount );
GLFWAPI void glfwGetDesktopMode( GLFWvidmode *mode );
/* Input handling */
GLFWAPI void glfwPollEvents( void );
GLFWAPI void glfwWaitEvents( void );
GLFWAPI int glfwGetKey( int key );
GLFWAPI int glfwGetMouseButton( int button );
GLFWAPI void glfwGetMousePos( int *xpos, int *ypos );
GLFWAPI void glfwSetMousePos( int xpos, int ypos );
GLFWAPI int glfwGetMouseWheel( void );
GLFWAPI void glfwSetMouseWheel( int pos );
GLFWAPI void glfwSetKeyCallback( GLFWkeyfun cbfun );
GLFWAPI void glfwSetCharCallback( GLFWcharfun cbfun );
GLFWAPI void glfwSetMouseButtonCallback( GLFWmousebuttonfun cbfun );
GLFWAPI void glfwSetMousePosCallback( GLFWmouseposfun cbfun );
GLFWAPI void glfwSetMouseWheelCallback( GLFWmousewheelfun cbfun );
/* Joystick input */
GLFWAPI int glfwGetJoystickParam( int joy, int param );
GLFWAPI int glfwGetJoystickPos( int joy, float *pos, int numaxes );
GLFWAPI int glfwGetJoystickButtons( int joy, unsigned char *buttons, int numbuttons );
/* Time */
GLFWAPI double glfwGetTime( void );
GLFWAPI void glfwSetTime( double time );
/* Extension support */
GLFWAPI int glfwExtensionSupported( const char *extension );
GLFWAPI void* glfwGetProcAddress( const char *procname );
GLFWAPI void glfwGetGLVersion( int *major, int *minor, int *rev );
/* Enable/disable functions */
GLFWAPI void glfwEnable( int token );
GLFWAPI void glfwDisable( int token );
#ifdef __cplusplus
}
#endif
#endif /* __glfw_h_ */

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configure_file(
${CMAKE_CURRENT_SOURCE_DIR}/libglfw.pc.cmake
${CMAKE_CURRENT_BINARY_DIR}/libglfw.pc @ONLY)
include_directories(
${CMAKE_CURRENT_SOURCE_DIR}
${CMAKE_SOURCE_DIR}/lib
${GLFW_INCLUDE_DIR})
set(libglfw_SOURCES
${common_SOURCES}
carbon_enable.c
carbon_fullscreen.c
carbon_glext.c
carbon_init.c
carbon_joystick.c
carbon_time.c
carbon_window.c)
add_library(libglfwStatic STATIC ${libglfw_SOURCES})
add_library(libglfwShared SHARED ${libglfw_SOURCES})
target_link_libraries(libglfwShared ${GLFW_LIBRARIES})
set_target_properties(libglfwStatic libglfwShared PROPERTIES
CLEAN_DIRECT_OUTPUT 1
OUTPUT_NAME glfw
)
# Append -fno-common to the compile flags to work around a bug in the Apple GCC
get_target_property(CFLAGS libglfwShared COMPILE_FLAGS)
if(NOT CFLAGS)
set(CFLAGS "")
endif(NOT CFLAGS)
set_target_properties(libglfwShared PROPERTIES COMPILE_FLAGS "${CFLAGS} -fno-common")
install(TARGETS libglfwStatic libglfwShared DESTINATION lib)
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/libglfw.pc DESTINATION lib/pkgconfig)

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Carbon/AGL/CGL
// API Version: 2.7
// WWW: http://www.glfw.org/
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2003 Keith Bauer
// Copyright (c) 2003-2010 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.
//
//========================================================================
void _glfwPlatformEnableSystemKeys( void )
{
// Nothing to do; event handling code checks the status of
// _glfwWin.sysKeysDisabled to ensure this behavior.
}
void _glfwPlatformDisableSystemKeys( void )
{
// Nothing to do; event handling code checks the status of
// _glfwWin.sysKeysDisabled to ensure this behavior.
}

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Carbon/AGL/CGL
// API Version: 2.7
// WWW: http://www.glfw.org/
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2003 Keith Bauer
// Copyright (c) 2003-2010 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"
//========================================================================
// _glfwVideoModesEqual() - Compares two video modes
//========================================================================
static int _glfwVideoModesEqual( GLFWvidmode* first,
GLFWvidmode* second )
{
if( first->Width != second->Width )
return 0;
if( first->Height != second->Height )
return 0;
if( first->RedBits + first->GreenBits + first->BlueBits !=
second->RedBits + second->GreenBits + second->BlueBits )
return 0;
return 1;
}
//========================================================================
// _glfwCGToGLFWVideoMode() - Converts a CG mode to a GLFW mode
//========================================================================
static void _glfwCGToGLFWVideoMode( CFDictionaryRef cgMode,
GLFWvidmode* glfwMode )
{
int bitsPerSample;
CFNumberGetValue( CFDictionaryGetValue( cgMode, kCGDisplayWidth ),
kCFNumberIntType,
&(glfwMode->Width) );
CFNumberGetValue( CFDictionaryGetValue( cgMode, kCGDisplayHeight ),
kCFNumberIntType,
&(glfwMode->Height) );
CFNumberGetValue( CFDictionaryGetValue( cgMode, kCGDisplayBitsPerSample ),
kCFNumberIntType,
&bitsPerSample );
glfwMode->RedBits = bitsPerSample;
glfwMode->GreenBits = bitsPerSample;
glfwMode->BlueBits = bitsPerSample;
}
//========================================================================
// _glfwPlatformGetVideoModes() - Get a list of available video modes
//========================================================================
int _glfwPlatformGetVideoModes( GLFWvidmode *list, int maxcount )
{
int i, j, maxModes, numModes;
GLFWvidmode mode;
CFArrayRef availableModes = CGDisplayAvailableModes( kCGDirectMainDisplay );
CFIndex numberOfAvailableModes = CFArrayGetCount( availableModes );
numModes = 0;
maxModes = ( numberOfAvailableModes < maxcount ?
numberOfAvailableModes :
maxcount );
for( i = 0; i < maxModes; ++i )
{
_glfwCGToGLFWVideoMode( CFArrayGetValueAtIndex( availableModes, i ),
&mode );
// Is it a valid mode? (only list depths >= 15 bpp)
if( mode.RedBits + mode.GreenBits + mode.BlueBits < 15 )
continue;
// Check for duplicate of current mode in target list
for( j = 0; j < numModes; ++j )
{
if( _glfwVideoModesEqual( &mode, &(list[j]) ) )
break;
}
// If empty list or no match found
if( numModes == 0 || j == numModes )
list[numModes++] = mode;
}
return numModes;
}
//========================================================================
// glfwGetDesktopMode() - Get the desktop video mode
//========================================================================
void _glfwPlatformGetDesktopMode( GLFWvidmode *mode )
{
_glfwCGToGLFWVideoMode( _glfwDesktopVideoMode, mode );
}

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Carbon/AGL/CGL
// API Version: 2.7
// WWW: http://www.glfw.org/
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2003 Keith Bauer
// Copyright (c) 2003-2010 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"
int _glfwPlatformExtensionSupported( const char *extension )
{
// There are no AGL, CGL or NSGL extensions.
return GL_FALSE;
}
void * _glfwPlatformGetProcAddress( const char *procname )
{
CFStringRef symbolName = CFStringCreateWithCString( kCFAllocatorDefault,
procname,
kCFStringEncodingASCII );
void *symbol = CFBundleGetFunctionPointerForName( _glfwLibrary.Libs.OpenGLFramework,
symbolName );
CFRelease( symbolName );
return symbol;
}

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Carbon/AGL/CGL
// API Version: 2.7
// WWW: http://www.glfw.org/
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2003 Keith Bauer
// Copyright (c) 2003-2010 Camilla Berglund <elmindreda@elmindreda.org>
// Copyright (c) 2006-2007 Robin Leffmann
//
// 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 <unistd.h>
//========================================================================
// Global variables
//========================================================================
// KCHR resource pointer for keycode translation
void *KCHRPtr;
//========================================================================
// Terminate GLFW when exiting application
//========================================================================
static void glfw_atexit( void )
{
glfwTerminate();
}
#define NO_BUNDLE_MESSAGE \
"Working in unbundled mode. " \
"You should build a .app wrapper for your Mac OS X applications.\n"
#define UNBUNDLED \
fprintf(stderr, NO_BUNDLE_MESSAGE); \
_glfwLibrary.Unbundled = 1; \
return
void _glfwChangeToResourcesDirectory( void )
{
CFBundleRef mainBundle = CFBundleGetMainBundle();
if( mainBundle == NULL )
{
UNBUNDLED;
}
CFURLRef resourcesURL = CFBundleCopyResourcesDirectoryURL( mainBundle );
char resourcesPath[ _GLFW_MAX_PATH_LENGTH ];
CFStringRef lastComponent = CFURLCopyLastPathComponent( resourcesURL );
if( kCFCompareEqualTo != CFStringCompare(
CFSTR( "Resources" ),
lastComponent,
0 ) )
{
UNBUNDLED;
}
CFRelease( lastComponent );
if( !CFURLGetFileSystemRepresentation( resourcesURL,
TRUE,
(UInt8*)resourcesPath,
_GLFW_MAX_PATH_LENGTH ) )
{
CFRelease( resourcesURL );
UNBUNDLED;
}
CFRelease( resourcesURL );
if( chdir( resourcesPath ) != 0 )
{
UNBUNDLED;
}
}
int _glfwPlatformInit( void )
{
struct timeval tv;
UInt32 nullDummy = 0;
_glfwWin.window = NULL;
_glfwWin.aglContext = NULL;
_glfwWin.cglContext = NULL;
_glfwWin.windowUPP = NULL;
_glfwInput.Modifiers = 0;
_glfwLibrary.Unbundled = 0;
_glfwLibrary.Libs.OpenGLFramework =
CFBundleGetBundleWithIdentifier( CFSTR( "com.apple.opengl" ) );
if( _glfwLibrary.Libs.OpenGLFramework == NULL )
{
fprintf( stderr, "glfwInit failing because you aren't linked to OpenGL\n" );
return GL_FALSE;
}
_glfwDesktopVideoMode = CGDisplayCurrentMode( kCGDirectMainDisplay );
if( _glfwDesktopVideoMode == NULL )
{
fprintf( stderr, "glfwInit failing because it kind find the desktop display mode\n" );
return GL_FALSE;
}
// Install atexit routine
atexit( glfw_atexit );
_glfwChangeToResourcesDirectory();
// Ugly hack to reduce the nasty jump that occurs at the first non-
// sys keypress, caused by OS X loading certain meta scripts used
// for lexical- and raw keycode translation - instead of letting
// this happen while our application is running, we do some blunt
// function calls in advance just to get the script caching out of
// the way BEFORE our window/screen is opened. These calls might
// generate err return codes, but we don't care in this case.
// NOTE: KCHRPtr is declared globally, because we need it later on.
KCHRPtr = (void *)GetScriptVariable( smCurrentScript, smKCHRCache );
KeyTranslate( KCHRPtr, 0, &nullDummy );
UppercaseText( (char *)&nullDummy, 0, smSystemScript );
gettimeofday( &tv, NULL );
_glfwLibrary.Timer.t0 = tv.tv_sec + (double) tv.tv_usec / 1000000.0;
return GL_TRUE;
}
int _glfwPlatformTerminate( void )
{
return GL_TRUE;
}

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Carbon/AGL/CGL
// API Version: 2.7
// WWW: http://www.glfw.org/
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2003 Keith Bauer
// Copyright (c) 2003-2010 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"
// TO DO: use HID manager to implement joystick support.
int _glfwPlatformGetJoystickParam( int joy, int param )
{
// GL_FALSE == 0
return 0;
}
int _glfwPlatformGetJoystickPos( int joy, float *pos, int numaxes )
{
return 0;
}
int _glfwPlatformGetJoystickButtons( int joy, unsigned char *buttons, int numbuttons )
{
return 0;
}

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lib/carbon/carbon_time.c Normal file
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//========================================================================
// GLFW - An OpenGL framework
// Platform: Carbon/AGL/CGL
// API Version: 2.7
// WWW: http://www.glfw.org/
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2003 Keith Bauer
// Copyright (c) 2003-2010 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"
//************************************************************************
//**** Platform implementation functions ****
//************************************************************************
//========================================================================
// Return timer value in seconds
//========================================================================
double _glfwPlatformGetTime( void )
{
struct timeval tv;
gettimeofday( &tv, NULL );
return tv.tv_sec + (double) tv.tv_usec / 1000000.0 - _glfwLibrary.Timer.t0;
}
//========================================================================
// Set timer value in seconds
//========================================================================
void _glfwPlatformSetTime( double time )
{
struct timeval tv;
gettimeofday( &tv, NULL );
_glfwLibrary.Timer.t0 = tv.tv_sec + (double) tv.tv_usec / 1000000.0 - time;
}

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prefix=@PREFIX@
exec_prefix=@PREFIX@
libdir=@PREFIX@/lib
includedir=@PREFIX@/include
Name: GLFW
Description: A portable framework for OpenGL development
Version: 2.7
URL: http://glfw.sourceforge.net/
Libs: -L${libdir} -lglfw -framework AGL -framework OpenGL -framework Carbon
Cflags: -I${includedir}

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Carbon/AGL/CGL
// API Version: 2.7
// WWW: http://www.glfw.org/
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2003 Keith Bauer
// Copyright (c) 2003-2010 Camilla Berglund <elmindreda@elmindreda.org>
// Copyright (c) 2006-2007 Robin Leffmann
//
// 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 _platform_h_
#define _platform_h_
// This is the Mac OS X version of GLFW
#define _GLFW_MAC_OS_X
#include <Carbon/Carbon.h>
#include <OpenGL/OpenGL.h>
#include <AGL/agl.h>
#include "../../include/GL/glfw.h"
#if MACOSX_DEPLOYMENT_TARGET < MAC_OS_X_VERSION_10_3
#ifndef kCGLNoError
#define kCGLNoError 0
#endif
#endif
#ifndef GL_VERSION_3_0
typedef const GLubyte * (APIENTRY *PFNGLGETSTRINGIPROC) (GLenum, GLuint);
#endif /*GL_VERSION_3_0*/
//========================================================================
// Defines
//========================================================================
#define _GLFW_MAX_PATH_LENGTH (8192)
#define MAC_KEY_ENTER 0x24
#define MAC_KEY_RETURN 0x34
#define MAC_KEY_ESC 0x35
#define MAC_KEY_F1 0x7A
#define MAC_KEY_F2 0x78
#define MAC_KEY_F3 0x63
#define MAC_KEY_F4 0x76
#define MAC_KEY_F5 0x60
#define MAC_KEY_F6 0x61
#define MAC_KEY_F7 0x62
#define MAC_KEY_F8 0x64
#define MAC_KEY_F9 0x65
#define MAC_KEY_F10 0x6D
#define MAC_KEY_F11 0x67
#define MAC_KEY_F12 0x6F
#define MAC_KEY_F13 0x69
#define MAC_KEY_F14 0x6B
#define MAC_KEY_F15 0x71
#define MAC_KEY_UP 0x7E
#define MAC_KEY_DOWN 0x7D
#define MAC_KEY_LEFT 0x7B
#define MAC_KEY_RIGHT 0x7C
#define MAC_KEY_TAB 0x30
#define MAC_KEY_BACKSPACE 0x33
#define MAC_KEY_HELP 0x72
#define MAC_KEY_DEL 0x75
#define MAC_KEY_PAGEUP 0x74
#define MAC_KEY_PAGEDOWN 0x79
#define MAC_KEY_HOME 0x73
#define MAC_KEY_END 0x77
#define MAC_KEY_KP_0 0x52
#define MAC_KEY_KP_1 0x53
#define MAC_KEY_KP_2 0x54
#define MAC_KEY_KP_3 0x55
#define MAC_KEY_KP_4 0x56
#define MAC_KEY_KP_5 0x57
#define MAC_KEY_KP_6 0x58
#define MAC_KEY_KP_7 0x59
#define MAC_KEY_KP_8 0x5B
#define MAC_KEY_KP_9 0x5C
#define MAC_KEY_KP_DIVIDE 0x4B
#define MAC_KEY_KP_MULTIPLY 0x43
#define MAC_KEY_KP_SUBTRACT 0x4E
#define MAC_KEY_KP_ADD 0x45
#define MAC_KEY_KP_DECIMAL 0x41
#define MAC_KEY_KP_EQUAL 0x51
#define MAC_KEY_KP_ENTER 0x4C
#define MAC_KEY_NUMLOCK 0x47
//========================================================================
// GLFW platform specific types
//========================================================================
//------------------------------------------------------------------------
// Pointer length integer
//------------------------------------------------------------------------
typedef intptr_t GLFWintptr;
GLFWGLOBAL CFDictionaryRef _glfwDesktopVideoMode;
//------------------------------------------------------------------------
// Window structure
//------------------------------------------------------------------------
typedef struct _GLFWwin_struct _GLFWwin;
struct _GLFWwin_struct {
// ========= PLATFORM INDEPENDENT MANDATORY PART =========================
// User callback functions
GLFWwindowsizefun windowSizeCallback;
GLFWwindowclosefun windowCloseCallback;
GLFWwindowrefreshfun windowRefreshCallback;
GLFWmousebuttonfun mouseButtonCallback;
GLFWmouseposfun mousePosCallback;
GLFWmousewheelfun mouseWheelCallback;
GLFWkeyfun keyCallback;
GLFWcharfun charCallback;
// User selected window settings
int fullscreen; // Fullscreen flag
int mouseLock; // Mouse-lock flag
int autoPollEvents; // Auto polling flag
int sysKeysDisabled; // System keys disabled flag
int windowNoResize; // Resize- and maximize gadgets disabled flag
int refreshRate; // Vertical monitor refresh rate
// Window status & parameters
int opened; // Flag telling if window is opened or not
int active; // Application active flag
int iconified; // Window iconified flag
int width, height; // Window width and heigth
int accelerated; // GL_TRUE if window is HW accelerated
// Framebuffer attributes
int redBits;
int greenBits;
int blueBits;
int alphaBits;
int depthBits;
int stencilBits;
int accumRedBits;
int accumGreenBits;
int accumBlueBits;
int accumAlphaBits;
int auxBuffers;
int stereo;
int samples;
// OpenGL extensions and context attributes
int has_GL_SGIS_generate_mipmap;
int has_GL_ARB_texture_non_power_of_two;
int glMajor, glMinor, glRevision;
int glForward, glDebug, glProfile;
PFNGLGETSTRINGIPROC GetStringi;
// ========= PLATFORM SPECIFIC PART ======================================
WindowRef window;
AGLContext aglContext;
AGLPixelFormat aglPixelFormat;
CGLContextObj cglContext;
CGLPixelFormatObj cglPixelFormat;
EventHandlerUPP windowUPP;
EventHandlerUPP mouseUPP;
EventHandlerUPP commandUPP;
EventHandlerUPP keyboardUPP;
};
GLFWGLOBAL _GLFWwin _glfwWin;
//------------------------------------------------------------------------
// User input status (some of this should go in _GLFWwin)
//------------------------------------------------------------------------
GLFWGLOBAL struct {
// ========= PLATFORM INDEPENDENT MANDATORY PART =========================
// Mouse status
int MousePosX, MousePosY;
int WheelPos;
char MouseButton[ GLFW_MOUSE_BUTTON_LAST + 1 ];
// Keyboard status
char Key[ GLFW_KEY_LAST + 1 ];
int LastChar;
// User selected settings
int StickyKeys;
int StickyMouseButtons;
int KeyRepeat;
// ========= PLATFORM SPECIFIC PART ======================================
UInt32 Modifiers;
} _glfwInput;
//------------------------------------------------------------------------
// Library global data
//------------------------------------------------------------------------
GLFWGLOBAL struct {
// ========= PLATFORM INDEPENDENT MANDATORY PART =========================
// Window opening hints
_GLFWhints hints;
// ========= PLATFORM SPECIFIC PART ======================================
// Timer data
struct {
double t0;
} Timer;
struct {
// Bundle for dynamically-loading extension function pointers
CFBundleRef OpenGLFramework;
} Libs;
int Unbundled;
} _glfwLibrary;
//========================================================================
// Prototypes for platform specific internal functions
//========================================================================
void _glfwChangeToResourcesDirectory( void );
#endif // _platform_h_

44
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configure_file(
${CMAKE_CURRENT_SOURCE_DIR}/libglfw.pc.cmake
${CMAKE_CURRENT_BINARY_DIR}/libglfw.pc @ONLY)
include_directories(
${CMAKE_CURRENT_SOURCE_DIR}
${CMAKE_SOURCE_DIR}/lib
${GLFW_INCLUDE_DIR})
set(cocoa_SOURCES
cocoa_enable.m
cocoa_fullscreen.m
cocoa_glext.m
cocoa_init.m
cocoa_joystick.m
cocoa_time.m
cocoa_window.m)
# For some reason, CMake doesn't know about .m
set_source_files_properties(${cocoa_SOURCES} PROPERTIES LANGUAGE C)
set(libglfw_SOURCES
${common_SOURCES}
${cocoa_SOURCES})
add_library(libglfwStatic STATIC ${libglfw_SOURCES})
add_library(libglfwShared SHARED ${libglfw_SOURCES})
target_link_libraries(libglfwShared ${GLFW_LIBRARIES})
set_target_properties(libglfwStatic libglfwShared PROPERTIES
CLEAN_DIRECT_OUTPUT 1
OUTPUT_NAME glfw
)
# Append -fno-common to the compile flags to work around a bug in the Apple GCC
get_target_property(CFLAGS libglfwShared COMPILE_FLAGS)
if(NOT CFLAGS)
set(CFLAGS "")
endif(NOT CFLAGS)
set_target_properties(libglfwShared PROPERTIES COMPILE_FLAGS "${CFLAGS} -fno-common")
install(TARGETS libglfwStatic libglfwShared DESTINATION lib)
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/libglfw.pc DESTINATION lib/pkgconfig)

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Cocoa/NSOpenGL
// API Version: 2.7
// WWW: http://www.glfw.org/
//------------------------------------------------------------------------
// Copyright (c) 2009-2010 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"
//************************************************************************
//**** Platform implementation functions ****
//************************************************************************
//========================================================================
// Enable and disable system keys
//========================================================================
void _glfwPlatformEnableSystemKeys( void )
{
// This is checked in macosx_window.m; we take no action here
}
void _glfwPlatformDisableSystemKeys( void )
{
// This is checked in macosx_window.m; we take no action here
// I don't think it's really possible to disable stuff like Exposé
// except in full-screen mode.
}

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Cocoa/NSOpenGL
// API Version: 2.7
// WWW: http://www.glfw.org/
//------------------------------------------------------------------------
// Copyright (c) 2009-2010 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"
//========================================================================
// Check whether the display mode should be included in enumeration
//========================================================================
static BOOL modeIsGood( NSDictionary *mode )
{
// This is a bit controversial, if you've got something other than an
// LCD computer monitor as an output device you might not want these
// checks. You might also want to reject modes which are interlaced,
// or TV out. There is no one-size-fits-all policy that can work here.
// This seems like a decent compromise, but certain applications may
// wish to patch this...
return [[mode objectForKey:(id)kCGDisplayBitsPerPixel] intValue] >= 15 &&
[mode objectForKey:(id)kCGDisplayModeIsSafeForHardware] != nil &&
[mode objectForKey:(id)kCGDisplayModeIsStretched] == nil;
}
//========================================================================
// Convert Core Graphics display mode to GLFW video mode
//========================================================================
static GLFWvidmode vidmodeFromCGDisplayMode( NSDictionary *mode )
{
unsigned int width = [[mode objectForKey:(id)kCGDisplayWidth] unsignedIntValue];
unsigned int height = [[mode objectForKey:(id)kCGDisplayHeight] unsignedIntValue];
unsigned int bps = [[mode objectForKey:(id)kCGDisplayBitsPerSample] unsignedIntValue];
GLFWvidmode result;
result.Width = width;
result.Height = height;
result.RedBits = bps;
result.GreenBits = bps;
result.BlueBits = bps;
return result;
}
//************************************************************************
//**** Platform implementation functions ****
//************************************************************************
//========================================================================
// Get a list of available video modes
//========================================================================
int _glfwPlatformGetVideoModes( GLFWvidmode *list, int maxcount )
{
NSArray *modes = (NSArray *)CGDisplayAvailableModes( CGMainDisplayID() );
unsigned int i, j = 0, n = [modes count];
for( i = 0; i < n && i < (unsigned)maxcount; i++ )
{
NSDictionary *mode = [modes objectAtIndex:i];
if( modeIsGood( mode ) )
{
list[j++] = vidmodeFromCGDisplayMode( mode );
}
}
return j;
}
//========================================================================
// Get the desktop video mode
//========================================================================
void _glfwPlatformGetDesktopMode( GLFWvidmode *mode )
{
*mode = vidmodeFromCGDisplayMode( _glfwLibrary.DesktopMode );
}

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Cocoa/NSOpenGL
// API Version: 2.7
// WWW: http://www.glfw.org/
//------------------------------------------------------------------------
// Copyright (c) 2009-2010 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"
//************************************************************************
//**** Platform implementation functions ****
//************************************************************************
//========================================================================
// Check if an OpenGL extension is available at runtime
//========================================================================
int _glfwPlatformExtensionSupported( const char *extension )
{
// There are no AGL, CGL or NSGL extensions.
return GL_FALSE;
}
//========================================================================
// Get the function pointer to an OpenGL function
//========================================================================
void * _glfwPlatformGetProcAddress( const char *procname )
{
CFStringRef symbolName = CFStringCreateWithCString( kCFAllocatorDefault,
procname,
kCFStringEncodingASCII );
void *symbol = CFBundleGetFunctionPointerForName( _glfwLibrary.OpenGLFramework,
symbolName );
CFRelease( symbolName );
return symbol;
}

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Cocoa/NSOpenGL
// API Version: 2.7
// WWW: http://www.glfw.org/
//------------------------------------------------------------------------
// Copyright (c) 2009-2010 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.
//
//========================================================================
// Needed for _NSGetProgname
#include <crt_externs.h>
#include "internal.h"
@interface GLFWApplication : NSApplication
@end
@implementation GLFWApplication
// From http://cocoadev.com/index.pl?GameKeyboardHandlingAlmost
// This works around an AppKit bug, where key up events while holding
// down the command key don't get sent to the key window.
- (void)sendEvent:(NSEvent *)event
{
if( [event type] == NSKeyUp && ( [event modifierFlags] & NSCommandKeyMask ) )
{
[[self keyWindow] sendEvent:event];
}
else
{
[super sendEvent:event];
}
}
@end
// Prior to Snow Leopard, we need to use this oddly-named semi-private API
// to get the application menu working properly. Need to be careful in
// case it goes away in a future OS update.
@interface NSApplication (NSAppleMenu)
- (void)setAppleMenu:(NSMenu *)m;
@end
// Keys to search for as potential application names
NSString *GLFWNameKeys[] =
{
@"CFBundleDisplayName",
@"CFBundleName",
@"CFBundleExecutable",
};
//========================================================================
// Try to figure out what the calling application is called
//========================================================================
static NSString *findAppName( void )
{
NSDictionary *infoDictionary = [[NSBundle mainBundle] infoDictionary];
unsigned int i;
for( i = 0; i < sizeof(GLFWNameKeys) / sizeof(GLFWNameKeys[0]); i++ )
{
id name = [infoDictionary objectForKey:GLFWNameKeys[i]];
if (name &&
[name isKindOfClass:[NSString class]] &&
![@"" isEqualToString:name])
{
return name;
}
}
// If we get here, we're unbundled
if( !_glfwLibrary.Unbundled )
{
// Could do this only if we discover we're unbundled, but it should
// do no harm...
ProcessSerialNumber psn = { 0, kCurrentProcess };
TransformProcessType( &psn, kProcessTransformToForegroundApplication );
// Having the app in front of the terminal window is also generally
// handy. There is an NSApplication API to do this, but...
SetFrontProcess( &psn );
_glfwLibrary.Unbundled = GL_TRUE;
}
char **progname = _NSGetProgname();
if( progname && *progname )
{
// TODO: UTF8?
return [NSString stringWithUTF8String:*progname];
}
// Really shouldn't get here
return @"GLFW Application";
}
//========================================================================
// Set up the menu bar (manually)
// This is nasty, nasty stuff -- calls to undocumented semi-private APIs that
// could go away at any moment, lots of stuff that really should be
// localize(d|able), etc. Loading a nib would save us this horror, but that
// doesn't seem like a good thing to require of GLFW's clients.
//========================================================================
static void setUpMenuBar( void )
{
NSString *appName = findAppName();
NSMenu *bar = [[NSMenu alloc] init];
[NSApp setMainMenu:bar];
NSMenuItem *appMenuItem =
[bar addItemWithTitle:@"" action:NULL keyEquivalent:@""];
NSMenu *appMenu = [[NSMenu alloc] init];
[appMenuItem setSubmenu:appMenu];
[appMenu addItemWithTitle:[NSString stringWithFormat:@"About %@", appName]
action:@selector(orderFrontStandardAboutPanel:)
keyEquivalent:@""];
[appMenu addItem:[NSMenuItem separatorItem]];
NSMenu *servicesMenu = [[NSMenu alloc] init];
[NSApp setServicesMenu:servicesMenu];
[[appMenu addItemWithTitle:@"Services"
action:NULL
keyEquivalent:@""] setSubmenu:servicesMenu];
[appMenu addItem:[NSMenuItem separatorItem]];
[appMenu addItemWithTitle:[NSString stringWithFormat:@"Hide %@", appName]
action:@selector(hide:)
keyEquivalent:@"h"];
[[appMenu addItemWithTitle:@"Hide Others"
action:@selector(hideOtherApplications:)
keyEquivalent:@"h"]
setKeyEquivalentModifierMask:NSAlternateKeyMask | NSCommandKeyMask];
[appMenu addItemWithTitle:@"Show All"
action:@selector(unhideAllApplications:)
keyEquivalent:@""];
[appMenu addItem:[NSMenuItem separatorItem]];
[appMenu addItemWithTitle:[NSString stringWithFormat:@"Quit %@", appName]
action:@selector(terminate:)
keyEquivalent:@"q"];
NSMenuItem *windowMenuItem =
[bar addItemWithTitle:@"" action:NULL keyEquivalent:@""];
NSMenu *windowMenu = [[NSMenu alloc] initWithTitle:@"Window"];
[NSApp setWindowsMenu:windowMenu];
[windowMenuItem setSubmenu:windowMenu];
[windowMenu addItemWithTitle:@"Miniaturize"
action:@selector(performMiniaturize:)
keyEquivalent:@"m"];
[windowMenu addItemWithTitle:@"Zoom"
action:@selector(performZoom:)
keyEquivalent:@""];
[windowMenu addItem:[NSMenuItem separatorItem]];
[windowMenu addItemWithTitle:@"Bring All to Front"
action:@selector(arrangeInFront:)
keyEquivalent:@""];
// At least guard the call to private API to avoid an exception if it
// goes away. Hopefully that means the worst we'll break in future is to
// look ugly...
if( [NSApp respondsToSelector:@selector(setAppleMenu:)] )
{
[NSApp setAppleMenu:appMenu];
}
}
//========================================================================
// Terminate GLFW when exiting application
//========================================================================
static void glfw_atexit( void )
{
glfwTerminate();
}
//************************************************************************
//**** Platform implementation functions ****
//************************************************************************
//========================================================================
// Initialize the GLFW library
//========================================================================
int _glfwPlatformInit( void )
{
_glfwLibrary.AutoreleasePool = [[NSAutoreleasePool alloc] init];
// Implicitly create shared NSApplication instance
[GLFWApplication sharedApplication];
NSString* resourcePath = [[NSBundle mainBundle] resourcePath];
if( access( [resourcePath cStringUsingEncoding:NSUTF8StringEncoding], R_OK ) == 0 )
{
chdir( [resourcePath cStringUsingEncoding:NSUTF8StringEncoding] );
}
// Setting up menu bar must go exactly here else weirdness ensues
setUpMenuBar();
[NSApp finishLaunching];
// Install atexit routine
atexit( glfw_atexit );
_glfwPlatformSetTime( 0.0 );
_glfwLibrary.DesktopMode =
(NSDictionary *)CGDisplayCurrentMode( CGMainDisplayID() );
return GL_TRUE;
}
//========================================================================
// Close window, if open, and shut down GLFW
//========================================================================
int _glfwPlatformTerminate( void )
{
glfwCloseWindow();
// TODO: Probably other cleanup
[_glfwLibrary.AutoreleasePool release];
_glfwLibrary.AutoreleasePool = nil;
return GL_TRUE;
}

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Cocoa/NSOpenGL
// API Version: 2.7
// WWW: http://www.glfw.org/
//------------------------------------------------------------------------
// Copyright (c) 2009-2010 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"
//************************************************************************
//**** Platform implementation functions ****
//************************************************************************
//========================================================================
// Determine joystick capabilities
//========================================================================
int _glfwPlatformGetJoystickParam( int joy, int param )
{
// TODO: Implement this.
return 0;
}
//========================================================================
// Get joystick axis positions
//========================================================================
int _glfwPlatformGetJoystickPos( int joy, float *pos, int numaxes )
{
// TODO: Implement this.
return 0;
}
//========================================================================
// Get joystick button states
//========================================================================
int _glfwPlatformGetJoystickButtons( int joy, unsigned char *buttons, int numbuttons )
{
// TODO: Implement this.
return 0;
}

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Cocoa/NSOpenGL
// API Version: 2.7
// WWW: http://www.glfw.org/
//------------------------------------------------------------------------
// Copyright (c) 2009-2010 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"
//************************************************************************
//**** Platform implementation functions ****
//************************************************************************
//========================================================================
// Return timer value in seconds
//========================================================================
double _glfwPlatformGetTime( void )
{
return [NSDate timeIntervalSinceReferenceDate] - _glfwLibrary.Timer.t0;
}
//========================================================================
// Set timer value in seconds
//========================================================================
void _glfwPlatformSetTime( double time )
{
_glfwLibrary.Timer.t0 = [NSDate timeIntervalSinceReferenceDate] - time;
}

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Cocoa/NSOpenGL
// API Version: 2.7
// WWW: http://www.glfw.org/
//------------------------------------------------------------------------
// Copyright (c) 2009-2010 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"
//========================================================================
// Delegate for window related notifications
// (but also used as an application delegate)
//========================================================================
@interface GLFWWindowDelegate : NSObject
@end
@implementation GLFWWindowDelegate
- (BOOL)windowShouldClose:(id)window
{
if( _glfwWin.windowCloseCallback )
{
if( !_glfwWin.windowCloseCallback() )
{
return NO;
}
}
// This is horribly ugly, but it works
glfwCloseWindow();
return NO;
}
- (void)windowDidResize:(NSNotification *)notification
{
[_glfwWin.context update];
NSRect contentRect =
[_glfwWin.window contentRectForFrameRect:[_glfwWin.window frame]];
_glfwWin.width = contentRect.size.width;
_glfwWin.height = contentRect.size.height;
if( _glfwWin.windowSizeCallback )
{
_glfwWin.windowSizeCallback( _glfwWin.width, _glfwWin.height );
}
}
- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
{
if( _glfwWin.windowCloseCallback )
{
if( !_glfwWin.windowCloseCallback() )
{
return NSTerminateCancel;
}
}
// This is horribly ugly, but it works
glfwCloseWindow();
return NSTerminateCancel;
}
@end
// TODO: Need to find mappings for F13-F15, volume down/up/mute, and eject.
static const unsigned int MAC_TO_GLFW_KEYCODE_MAPPING[128] =
{
/* 00 */ 'A',
/* 01 */ 'S',
/* 02 */ 'D',
/* 03 */ 'F',
/* 04 */ 'H',
/* 05 */ 'G',
/* 06 */ 'Z',
/* 07 */ 'X',
/* 08 */ 'C',
/* 09 */ 'V',
/* 0a */ -1,
/* 0b */ 'B',
/* 0c */ 'Q',
/* 0d */ 'W',
/* 0e */ 'E',
/* 0f */ 'R',
/* 10 */ 'Y',
/* 11 */ 'T',
/* 12 */ '1',
/* 13 */ '2',
/* 14 */ '3',
/* 15 */ '4',
/* 16 */ '6',
/* 17 */ '5',
/* 18 */ '=',
/* 19 */ '9',
/* 1a */ '7',
/* 1b */ '-',
/* 1c */ '8',
/* 1d */ '0',
/* 1e */ ']',
/* 1f */ 'O',
/* 20 */ 'U',
/* 21 */ '[',
/* 22 */ 'I',
/* 23 */ 'P',
/* 24 */ GLFW_KEY_ENTER,
/* 25 */ 'L',
/* 26 */ 'J',
/* 27 */ '\'',
/* 28 */ 'K',
/* 29 */ ';',
/* 2a */ '\\',
/* 2b */ ',',
/* 2c */ '/',
/* 2d */ 'N',
/* 2e */ 'M',
/* 2f */ '.',
/* 30 */ GLFW_KEY_TAB,
/* 31 */ GLFW_KEY_SPACE,
/* 32 */ '`',
/* 33 */ GLFW_KEY_BACKSPACE,
/* 34 */ -1,
/* 35 */ GLFW_KEY_ESC,
/* 36 */ GLFW_KEY_RSUPER,
/* 37 */ GLFW_KEY_LSUPER,
/* 38 */ GLFW_KEY_LSHIFT,
/* 39 */ GLFW_KEY_CAPS_LOCK,
/* 3a */ GLFW_KEY_LALT,
/* 3b */ GLFW_KEY_LCTRL,
/* 3c */ GLFW_KEY_RSHIFT,
/* 3d */ GLFW_KEY_RALT,
/* 3e */ GLFW_KEY_RCTRL,
/* 3f */ -1, /*Function*/
/* 40 */ GLFW_KEY_F17,
/* 41 */ GLFW_KEY_KP_DECIMAL,
/* 42 */ -1,
/* 43 */ GLFW_KEY_KP_MULTIPLY,
/* 44 */ -1,
/* 45 */ GLFW_KEY_KP_ADD,
/* 46 */ -1,
/* 47 */ -1, /*KeypadClear*/
/* 48 */ -1, /*VolumeUp*/
/* 49 */ -1, /*VolumeDown*/
/* 4a */ -1, /*Mute*/
/* 4b */ GLFW_KEY_KP_DIVIDE,
/* 4c */ GLFW_KEY_KP_ENTER,
/* 4d */ -1,
/* 4e */ GLFW_KEY_KP_SUBTRACT,
/* 4f */ GLFW_KEY_F18,
/* 50 */ GLFW_KEY_F19,
/* 51 */ GLFW_KEY_KP_EQUAL,
/* 52 */ GLFW_KEY_KP_0,
/* 53 */ GLFW_KEY_KP_1,
/* 54 */ GLFW_KEY_KP_2,
/* 55 */ GLFW_KEY_KP_3,
/* 56 */ GLFW_KEY_KP_4,
/* 57 */ GLFW_KEY_KP_5,
/* 58 */ GLFW_KEY_KP_6,
/* 59 */ GLFW_KEY_KP_7,
/* 5a */ GLFW_KEY_F20,
/* 5b */ GLFW_KEY_KP_8,
/* 5c */ GLFW_KEY_KP_9,
/* 5d */ -1,
/* 5e */ -1,
/* 5f */ -1,
/* 60 */ GLFW_KEY_F5,
/* 61 */ GLFW_KEY_F6,
/* 62 */ GLFW_KEY_F7,
/* 63 */ GLFW_KEY_F3,
/* 64 */ GLFW_KEY_F8,
/* 65 */ GLFW_KEY_F9,
/* 66 */ -1,
/* 67 */ GLFW_KEY_F11,
/* 68 */ -1,
/* 69 */ GLFW_KEY_F13,
/* 6a */ GLFW_KEY_F16,
/* 6b */ GLFW_KEY_F14,
/* 6c */ -1,
/* 6d */ GLFW_KEY_F10,
/* 6e */ -1,
/* 6f */ GLFW_KEY_F12,
/* 70 */ -1,
/* 71 */ GLFW_KEY_F15,
/* 72 */ GLFW_KEY_INSERT, /*Help*/
/* 73 */ GLFW_KEY_HOME,
/* 74 */ GLFW_KEY_PAGEUP,
/* 75 */ GLFW_KEY_DEL,
/* 76 */ GLFW_KEY_F4,
/* 77 */ GLFW_KEY_END,
/* 78 */ GLFW_KEY_F2,
/* 79 */ GLFW_KEY_PAGEDOWN,
/* 7a */ GLFW_KEY_F1,
/* 7b */ GLFW_KEY_LEFT,
/* 7c */ GLFW_KEY_RIGHT,
/* 7d */ GLFW_KEY_DOWN,
/* 7e */ GLFW_KEY_UP,
/* 7f */ -1,
};
//========================================================================
// Converts a Mac OS X keycode to a GLFW keycode
//========================================================================
static int convertMacKeyCode( unsigned int macKeyCode )
{
if( macKeyCode >= 128 )
{
return -1;
}
// This treats keycodes as *positional*; that is, we'll return 'a'
// for the key left of 's', even on an AZERTY keyboard. The charInput
// function should still get 'q' though.
return MAC_TO_GLFW_KEYCODE_MAPPING[macKeyCode];
}
//========================================================================
// Content view class for the GLFW window
//========================================================================
@interface GLFWContentView : NSView
@end
@implementation GLFWContentView
- (BOOL)isOpaque
{
return YES;
}
- (BOOL)canBecomeKeyView
{
return YES;
}
- (BOOL)acceptsFirstResponder
{
return YES;
}
- (void)mouseDown:(NSEvent *)event
{
_glfwInputMouseClick( GLFW_MOUSE_BUTTON_LEFT, GLFW_PRESS );
}
- (void)mouseDragged:(NSEvent *)event
{
[self mouseMoved:event];
}
- (void)mouseUp:(NSEvent *)event
{
_glfwInputMouseClick( GLFW_MOUSE_BUTTON_LEFT, GLFW_RELEASE );
}
- (void)mouseMoved:(NSEvent *)event
{
if( _glfwWin.mouseLock )
{
_glfwInput.MousePosX += [event deltaX];
_glfwInput.MousePosY += [event deltaY];
}
else
{
NSPoint p = [event locationInWindow];
// Cocoa coordinate system has origin at lower left
_glfwInput.MousePosX = p.x;
_glfwInput.MousePosY = [[_glfwWin.window contentView] bounds].size.height - p.y;
}
if( _glfwWin.mousePosCallback )
{
_glfwWin.mousePosCallback( _glfwInput.MousePosX, _glfwInput.MousePosY );
}
}
- (void)rightMouseDown:(NSEvent *)event
{
_glfwInputMouseClick( GLFW_MOUSE_BUTTON_RIGHT, GLFW_PRESS );
}
- (void)rightMouseDragged:(NSEvent *)event
{
[self mouseMoved:event];
}
- (void)rightMouseUp:(NSEvent *)event
{
_glfwInputMouseClick( GLFW_MOUSE_BUTTON_RIGHT, GLFW_RELEASE );
}
- (void)otherMouseDown:(NSEvent *)event
{
_glfwInputMouseClick( [event buttonNumber], GLFW_PRESS );
}
- (void)otherMouseDragged:(NSEvent *)event
{
[self mouseMoved:event];
}
- (void)otherMouseUp:(NSEvent *)event
{
_glfwInputMouseClick( [event buttonNumber], GLFW_RELEASE );
}
- (void)keyDown:(NSEvent *)event
{
NSUInteger length;
NSString* characters;
int i, code = convertMacKeyCode( [event keyCode] );
if( code != -1 )
{
_glfwInputKey( code, GLFW_PRESS );
if( [event modifierFlags] & NSCommandKeyMask )
{
if( !_glfwWin.sysKeysDisabled )
{
[super keyDown:event];
}
}
else
{
characters = [event characters];
length = [characters length];
for( i = 0; i < length; i++ )
{
_glfwInputChar( [characters characterAtIndex:i], GLFW_PRESS );
}
}
}
}
- (void)flagsChanged:(NSEvent *)event
{
unsigned int newModifierFlags = [event modifierFlags] | NSDeviceIndependentModifierFlagsMask;
int mode;
if( newModifierFlags > _glfwWin.modifierFlags )
{
mode = GLFW_PRESS;
}
else
{
mode = GLFW_RELEASE;
}
_glfwWin.modifierFlags = newModifierFlags;
_glfwInputKey( MAC_TO_GLFW_KEYCODE_MAPPING[[event keyCode]], mode );
}
- (void)keyUp:(NSEvent *)event
{
NSUInteger length;
NSString* characters;
int i, code = convertMacKeyCode( [event keyCode] );
if( code != -1 )
{
_glfwInputKey( code, GLFW_RELEASE );
characters = [event characters];
length = [characters length];
for( i = 0; i < length; i++ )
{
_glfwInputChar( [characters characterAtIndex:i], GLFW_RELEASE );
}
}
}
- (void)scrollWheel:(NSEvent *)event
{
_glfwInput.WheelPosFloating += [event deltaY];
_glfwInput.WheelPos = lrint(_glfwInput.WheelPosFloating);
if( _glfwWin.mouseWheelCallback )
{
_glfwWin.mouseWheelCallback( _glfwInput.WheelPos );
}
}
@end
//************************************************************************
//**** Platform implementation functions ****
//************************************************************************
//========================================================================
// Here is where the window is created, and the OpenGL rendering context is
// created
//========================================================================
int _glfwPlatformOpenWindow( int width, int height,
const _GLFWwndconfig *wndconfig,
const _GLFWfbconfig *fbconfig )
{
int colorBits;
_glfwWin.pixelFormat = nil;
_glfwWin.window = nil;
_glfwWin.context = nil;
_glfwWin.delegate = nil;
// Fail if OpenGL 3.0 or above was requested
if( wndconfig->glMajor > 2 )
{
_glfwPlatformCloseWindow();
return GL_FALSE;
}
_glfwWin.delegate = [[GLFWWindowDelegate alloc] init];
if( _glfwWin.delegate == nil )
{
_glfwPlatformCloseWindow();
return GL_FALSE;
}
[NSApp setDelegate:_glfwWin.delegate];
// Mac OS X needs non-zero color size, so set resonable values
colorBits = fbconfig->redBits + fbconfig->greenBits + fbconfig->blueBits;
if( colorBits == 0 )
{
colorBits = 24;
}
else if( colorBits < 15 )
{
colorBits = 15;
}
// Ignored hints:
// OpenGLMajor, OpenGLMinor, OpenGLForward:
// pending Mac OS X support for OpenGL 3.x
// OpenGLDebug
// pending it meaning anything on Mac OS X
// Don't use accumulation buffer support; it's not accelerated
// Aux buffers probably aren't accelerated either
CFDictionaryRef fullscreenMode = NULL;
if( wndconfig->mode == GLFW_FULLSCREEN )
{
fullscreenMode =
// I think it's safe to pass 0 to the refresh rate for this function
// rather than conditionalizing the code to call the version which
// doesn't specify refresh...
CGDisplayBestModeForParametersAndRefreshRateWithProperty(
CGMainDisplayID(),
colorBits + fbconfig->alphaBits,
width,
height,
wndconfig->refreshRate,
// Controversial, see macosx_fullscreen.m for discussion
kCGDisplayModeIsSafeForHardware,
NULL);
width = [[(id)fullscreenMode objectForKey:(id)kCGDisplayWidth] intValue];
height = [[(id)fullscreenMode objectForKey:(id)kCGDisplayHeight] intValue];
}
unsigned int styleMask = 0;
if( wndconfig->mode == GLFW_WINDOW )
{
styleMask = NSTitledWindowMask | NSClosableWindowMask | NSMiniaturizableWindowMask;
if( !wndconfig->windowNoResize )
{
styleMask |= NSResizableWindowMask;
}
}
else
{
styleMask = NSBorderlessWindowMask;
}
_glfwWin.window = [[NSWindow alloc]
initWithContentRect:NSMakeRect(0, 0, width, height)
styleMask:styleMask
backing:NSBackingStoreBuffered
defer:NO];
[_glfwWin.window setContentView:[[GLFWContentView alloc] init]];
[_glfwWin.window setDelegate:_glfwWin.delegate];
[_glfwWin.window setAcceptsMouseMovedEvents:YES];
[_glfwWin.window center];
if( wndconfig->mode == GLFW_FULLSCREEN )
{
CGCaptureAllDisplays();
CGDisplaySwitchToMode( CGMainDisplayID(), fullscreenMode );
}
unsigned int attribute_count = 0;
#define ADD_ATTR(x) attributes[attribute_count++] = x
#define ADD_ATTR2(x, y) (void)({ ADD_ATTR(x); ADD_ATTR(y); })
#define MAX_ATTRS 24 // urgh
NSOpenGLPixelFormatAttribute attributes[MAX_ATTRS];
ADD_ATTR( NSOpenGLPFADoubleBuffer );
if( wndconfig->mode == GLFW_FULLSCREEN )
{
ADD_ATTR( NSOpenGLPFAFullScreen );
ADD_ATTR( NSOpenGLPFANoRecovery );
ADD_ATTR2( NSOpenGLPFAScreenMask,
CGDisplayIDToOpenGLDisplayMask( CGMainDisplayID() ) );
}
ADD_ATTR2( NSOpenGLPFAColorSize, colorBits );
if( fbconfig->alphaBits > 0)
{
ADD_ATTR2( NSOpenGLPFAAlphaSize, fbconfig->alphaBits );
}
if( fbconfig->depthBits > 0)
{
ADD_ATTR2( NSOpenGLPFADepthSize, fbconfig->depthBits );
}
if( fbconfig->stencilBits > 0)
{
ADD_ATTR2( NSOpenGLPFAStencilSize, fbconfig->stencilBits );
}
int accumBits = fbconfig->accumRedBits + fbconfig->accumGreenBits +
fbconfig->accumBlueBits + fbconfig->accumAlphaBits;
if( accumBits > 0)
{
ADD_ATTR2( NSOpenGLPFAAccumSize, accumBits );
}
if( fbconfig->auxBuffers > 0)
{
ADD_ATTR2( NSOpenGLPFAAuxBuffers, fbconfig->auxBuffers );
}
if( fbconfig->stereo)
{
ADD_ATTR( NSOpenGLPFAStereo );
}
if( fbconfig->samples > 0)
{
ADD_ATTR2( NSOpenGLPFASampleBuffers, 1 );
ADD_ATTR2( NSOpenGLPFASamples, fbconfig->samples );
}
ADD_ATTR(0);
_glfwWin.pixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:attributes];
if( _glfwWin.pixelFormat == nil )
{
_glfwPlatformCloseWindow();
return GL_FALSE;
}
_glfwWin.context = [[NSOpenGLContext alloc] initWithFormat:_glfwWin.pixelFormat
shareContext:nil];
if( _glfwWin.context == nil )
{
_glfwPlatformCloseWindow();
return GL_FALSE;
}
[_glfwWin.window makeKeyAndOrderFront:nil];
[_glfwWin.context setView:[_glfwWin.window contentView]];
if( wndconfig->mode == GLFW_FULLSCREEN )
{
// TODO: Make this work on pre-Leopard systems
[[_glfwWin.window contentView] enterFullScreenMode:[NSScreen mainScreen]
withOptions:nil];
}
[_glfwWin.context makeCurrentContext];
NSPoint point = [[NSCursor currentCursor] hotSpot];
_glfwInput.MousePosX = point.x;
_glfwInput.MousePosY = point.y;
return GL_TRUE;
}
//========================================================================
// Properly kill the window / video display
//========================================================================
void _glfwPlatformCloseWindow( void )
{
[_glfwWin.window orderOut:nil];
if( _glfwWin.fullscreen )
{
[[_glfwWin.window contentView] exitFullScreenModeWithOptions:nil];
CGDisplaySwitchToMode( CGMainDisplayID(),
(CFDictionaryRef)_glfwLibrary.DesktopMode );
CGReleaseAllDisplays();
}
[_glfwWin.pixelFormat release];
_glfwWin.pixelFormat = nil;
[NSOpenGLContext clearCurrentContext];
[_glfwWin.context release];
_glfwWin.context = nil;
[_glfwWin.window setDelegate:nil];
[NSApp setDelegate:nil];
[_glfwWin.delegate release];
_glfwWin.delegate = nil;
[_glfwWin.window close];
_glfwWin.window = nil;
// TODO: Probably more cleanup
}
//========================================================================
// Set the window title
//========================================================================
void _glfwPlatformSetWindowTitle( const char *title )
{
[_glfwWin.window setTitle:[NSString stringWithCString:title
encoding:NSISOLatin1StringEncoding]];
}
//========================================================================
// Set the window size
//========================================================================
void _glfwPlatformSetWindowSize( int width, int height )
{
[_glfwWin.window setContentSize:NSMakeSize(width, height)];
}
//========================================================================
// Set the window position
//========================================================================
void _glfwPlatformSetWindowPos( int x, int y )
{
NSRect contentRect = [_glfwWin.window contentRectForFrameRect:[_glfwWin.window frame]];
// We assume here that the client code wants to position the window within the
// screen the window currently occupies
NSRect screenRect = [[_glfwWin.window screen] visibleFrame];
contentRect.origin = NSMakePoint(screenRect.origin.x + x,
screenRect.origin.y + screenRect.size.height -
y - contentRect.size.height);
[_glfwWin.window setFrame:[_glfwWin.window frameRectForContentRect:contentRect]
display:YES];
}
//========================================================================
// Iconify the window
//========================================================================
void _glfwPlatformIconifyWindow( void )
{
[_glfwWin.window miniaturize:nil];
}
//========================================================================
// Restore (un-iconify) the window
//========================================================================
void _glfwPlatformRestoreWindow( void )
{
[_glfwWin.window deminiaturize:nil];
}
//========================================================================
// Swap buffers
//========================================================================
void _glfwPlatformSwapBuffers( void )
{
// ARP appears to be unnecessary, but this is future-proof
[_glfwWin.context flushBuffer];
}
//========================================================================
// Set double buffering swap interval
//========================================================================
void _glfwPlatformSwapInterval( int interval )
{
GLint sync = interval;
[_glfwWin.context setValues:&sync forParameter:NSOpenGLCPSwapInterval];
}
//========================================================================
// Write back window parameters into GLFW window structure
//========================================================================
void _glfwPlatformRefreshWindowParams( void )
{
GLint value;
// Since GLFW 2.x doesn't understand screens, we use virtual screen zero
[_glfwWin.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAAccelerated
forVirtualScreen:0];
_glfwWin.accelerated = value;
[_glfwWin.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAAlphaSize
forVirtualScreen:0];
_glfwWin.alphaBits = value;
// It seems that the color size includes the size of the alpha channel
[_glfwWin.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAColorSize
forVirtualScreen:0];
value -= _glfwWin.alphaBits;
_glfwWin.redBits = value / 3;
_glfwWin.greenBits = value / 3;
_glfwWin.blueBits = value / 3;
[_glfwWin.pixelFormat getValues:&value
forAttribute:NSOpenGLPFADepthSize
forVirtualScreen:0];
_glfwWin.depthBits = value;
[_glfwWin.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAStencilSize
forVirtualScreen:0];
_glfwWin.stencilBits = value;
[_glfwWin.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAAccumSize
forVirtualScreen:0];
_glfwWin.accumRedBits = value / 3;
_glfwWin.accumGreenBits = value / 3;
_glfwWin.accumBlueBits = value / 3;
// TODO: Figure out what to set this value to
_glfwWin.accumAlphaBits = 0;
[_glfwWin.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAAuxBuffers
forVirtualScreen:0];
_glfwWin.auxBuffers = value;
[_glfwWin.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAStereo
forVirtualScreen:0];
_glfwWin.stereo = value;
[_glfwWin.pixelFormat getValues:&value
forAttribute:NSOpenGLPFASamples
forVirtualScreen:0];
_glfwWin.samples = value;
// These are forced to false as long as Mac OS X lacks support for OpenGL 3.0+
_glfwWin.glForward = GL_FALSE;
_glfwWin.glDebug = GL_FALSE;
_glfwWin.glProfile = 0;
}
//========================================================================
// Poll for new window and input events
//========================================================================
void _glfwPlatformPollEvents( void )
{
NSEvent *event;
do
{
event = [NSApp nextEventMatchingMask:NSAnyEventMask
untilDate:[NSDate distantPast]
inMode:NSDefaultRunLoopMode
dequeue:YES];
if (event)
{
[NSApp sendEvent:event];
}
}
while (event);
[_glfwLibrary.AutoreleasePool drain];
_glfwLibrary.AutoreleasePool = [[NSAutoreleasePool alloc] init];
}
//========================================================================
// Wait for new window and input events
//========================================================================
void _glfwPlatformWaitEvents( void )
{
// I wanted to pass NO to dequeue:, and rely on PollEvents to
// dequeue and send. For reasons not at all clear to me, passing
// NO to dequeue: causes this method never to return.
NSEvent *event = [NSApp nextEventMatchingMask:NSAnyEventMask
untilDate:[NSDate distantFuture]
inMode:NSDefaultRunLoopMode
dequeue:YES];
[NSApp sendEvent:event];
_glfwPlatformPollEvents();
}
//========================================================================
// Hide mouse cursor (lock it)
//========================================================================
void _glfwPlatformHideMouseCursor( void )
{
[NSCursor hide];
CGAssociateMouseAndMouseCursorPosition( false );
}
//========================================================================
// Show mouse cursor (unlock it)
//========================================================================
void _glfwPlatformShowMouseCursor( void )
{
[NSCursor unhide];
CGAssociateMouseAndMouseCursorPosition( true );
}
//========================================================================
// Set physical mouse cursor position
//========================================================================
void _glfwPlatformSetMouseCursorPos( int x, int y )
{
// The library seems to assume that after calling this the mouse won't move,
// but obviously it will, and escape the app's window, and activate other apps,
// and other badness in pain. I think the API's just silly, but maybe I'm
// misunderstanding it...
// Also, (x, y) are window coords...
// Also, it doesn't seem possible to write this robustly without
// calculating the maximum y coordinate of all screens, since Cocoa's
// "global coordinates" are upside down from CG's...
// Without this (once per app run, but it's convenient to do it here)
// events will be suppressed for a default of 0.25 seconds after we
// move the cursor.
CGSetLocalEventsSuppressionInterval( 0.0 );
NSPoint localPoint = NSMakePoint( x, y );
NSPoint globalPoint = [_glfwWin.window convertBaseToScreen:localPoint];
CGPoint mainScreenOrigin = CGDisplayBounds( CGMainDisplayID() ).origin;
double mainScreenHeight = CGDisplayBounds( CGMainDisplayID() ).size.height;
CGPoint targetPoint = CGPointMake( globalPoint.x - mainScreenOrigin.x,
mainScreenHeight - globalPoint.y - mainScreenOrigin.y );
CGDisplayMoveCursorToPoint( CGMainDisplayID(), targetPoint );
}

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prefix=@PREFIX@
exec_prefix=@PREFIX@
libdir=@PREFIX@/lib
includedir=@PREFIX@/include
Name: GLFW
Description: A portable framework for OpenGL development
Version: 2.7
URL: http://glfw.sourceforge.net/
Libs: -L${libdir} -lglfw -framework AGL -framework OpenGL -framework Carbon
Cflags: -I${includedir}

189
lib/cocoa/platform.h Normal file
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//========================================================================
// GLFW - An OpenGL framework
// Platform: Cocoa/NSOpenGL
// API Version: 2.7
// WWW: http://www.glfw.org/
//------------------------------------------------------------------------
// Copyright (c) 2009-2010 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 _platform_h_
#define _platform_h_
// This is the Mac OS X version of GLFW
#define _GLFW_MAC_OS_X
#if defined(__OBJC__)
#import <Cocoa/Cocoa.h>
#else
typedef void *id;
#endif
#include "../../include/GL/glfw.h"
#ifndef GL_VERSION_3_0
typedef const GLubyte * (APIENTRY *PFNGLGETSTRINGIPROC) (GLenum, GLuint);
#endif /*GL_VERSION_3_0*/
//========================================================================
// GLFW platform specific types
//========================================================================
//------------------------------------------------------------------------
// Pointer length integer
//------------------------------------------------------------------------
typedef intptr_t GLFWintptr;
//------------------------------------------------------------------------
// Window structure
//------------------------------------------------------------------------
typedef struct _GLFWwin_struct _GLFWwin;
struct _GLFWwin_struct {
// ========= PLATFORM INDEPENDENT MANDATORY PART =========================
// User callback functions
GLFWwindowsizefun windowSizeCallback;
GLFWwindowclosefun windowCloseCallback;
GLFWwindowrefreshfun windowRefreshCallback;
GLFWmousebuttonfun mouseButtonCallback;
GLFWmouseposfun mousePosCallback;
GLFWmousewheelfun mouseWheelCallback;
GLFWkeyfun keyCallback;
GLFWcharfun charCallback;
// User selected window settings
int fullscreen; // Fullscreen flag
int mouseLock; // Mouse-lock flag
int autoPollEvents; // Auto polling flag
int sysKeysDisabled; // System keys disabled flag
int windowNoResize; // Resize- and maximize gadgets disabled flag
int refreshRate; // Vertical monitor refresh rate
// Window status & parameters
int opened; // Flag telling if window is opened or not
int active; // Application active flag
int iconified; // Window iconified flag
int width, height; // Window width and heigth
int accelerated; // GL_TRUE if window is HW accelerated
// Framebuffer attributes
int redBits;
int greenBits;
int blueBits;
int alphaBits;
int depthBits;
int stencilBits;
int accumRedBits;
int accumGreenBits;
int accumBlueBits;
int accumAlphaBits;
int auxBuffers;
int stereo;
int samples;
// OpenGL extensions and context attributes
int has_GL_SGIS_generate_mipmap;
int has_GL_ARB_texture_non_power_of_two;
int glMajor, glMinor, glRevision;
int glForward, glDebug, glProfile;
PFNGLGETSTRINGIPROC GetStringi;
// ========= PLATFORM SPECIFIC PART ======================================
id window;
id pixelFormat;
id context;
id delegate;
unsigned int modifierFlags;
};
GLFWGLOBAL _GLFWwin _glfwWin;
//------------------------------------------------------------------------
// Library global data
//------------------------------------------------------------------------
GLFWGLOBAL struct {
// ========= PLATFORM INDEPENDENT MANDATORY PART =========================
// Window opening hints
_GLFWhints hints;
// ========= PLATFORM SPECIFIC PART ======================================
// Timer data
struct {
double t0;
} Timer;
// dlopen handle for dynamically-loading extension function pointers
void *OpenGLFramework;
int Unbundled;
id DesktopMode;
id AutoreleasePool;
} _glfwLibrary;
//------------------------------------------------------------------------
// User input status (some of this should go in _GLFWwin)
//------------------------------------------------------------------------
GLFWGLOBAL struct {
// ========= PLATFORM INDEPENDENT MANDATORY PART =========================
// Mouse status
int MousePosX, MousePosY;
int WheelPos;
char MouseButton[ GLFW_MOUSE_BUTTON_LAST+1 ];
// Keyboard status
char Key[ GLFW_KEY_LAST+1 ];
int LastChar;
// User selected settings
int StickyKeys;
int StickyMouseButtons;
int KeyRepeat;
// ========= PLATFORM SPECIFIC PART ======================================
double WheelPosFloating;
} _glfwInput;
#endif // _platform_h_

310
lib/enable.c Normal file
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//========================================================================
// GLFW - An OpenGL framework
// Platform: Any
// API version: 2.7
// 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"
//************************************************************************
//**** GLFW internal functions ****
//************************************************************************
//========================================================================
// Enable (show) mouse cursor
//========================================================================
static void enableMouseCursor( void )
{
int centerPosX, centerPosY;
if( !_glfwWin.opened || !_glfwWin.mouseLock )
{
return;
}
// Show mouse cursor
_glfwPlatformShowMouseCursor();
centerPosX = _glfwWin.width / 2;
centerPosY = _glfwWin.height / 2;
if( centerPosX != _glfwInput.MousePosX || centerPosY != _glfwInput.MousePosY )
{
_glfwPlatformSetMouseCursorPos( centerPosX, centerPosY );
_glfwInput.MousePosX = centerPosX;
_glfwInput.MousePosY = centerPosY;
if( _glfwWin.mousePosCallback )
{
_glfwWin.mousePosCallback( _glfwInput.MousePosX,
_glfwInput.MousePosY );
}
}
// From now on the mouse is unlocked
_glfwWin.mouseLock = GL_FALSE;
}
//========================================================================
// Disable (hide) mouse cursor
//========================================================================
static void disableMouseCursor( void )
{
if( !_glfwWin.opened || _glfwWin.mouseLock )
{
return;
}
// Hide mouse cursor
_glfwPlatformHideMouseCursor();
// Move cursor to the middle of the window
_glfwPlatformSetMouseCursorPos( _glfwWin.width >> 1,
_glfwWin.height >> 1 );
// From now on the mouse is locked
_glfwWin.mouseLock = GL_TRUE;
}
//========================================================================
// Enable sticky keys
//========================================================================
static void enableStickyKeys( void )
{
_glfwInput.StickyKeys = 1;
}
//========================================================================
// Disable sticky keys
//========================================================================
static void disableStickyKeys( void )
{
int i;
_glfwInput.StickyKeys = 0;
// Release all sticky keys
for( i = 0; i <= GLFW_KEY_LAST; i++ )
{
if( _glfwInput.Key[ i ] == 2 )
{
_glfwInput.Key[ i ] = 0;
}
}
}
//========================================================================
// Enable sticky mouse buttons
//========================================================================
static void enableStickyMouseButtons( void )
{
_glfwInput.StickyMouseButtons = 1;
}
//========================================================================
// Disable sticky mouse buttons
//========================================================================
static void disableStickyMouseButtons( void )
{
int i;
_glfwInput.StickyMouseButtons = 0;
// Release all sticky mouse buttons
for( i = 0; i <= GLFW_MOUSE_BUTTON_LAST; i++ )
{
if( _glfwInput.MouseButton[ i ] == 2 )
{
_glfwInput.MouseButton[ i ] = 0;
}
}
}
//========================================================================
// Enable system keys
//========================================================================
static void enableSystemKeys( void )
{
if( !_glfwWin.sysKeysDisabled )
{
return;
}
_glfwPlatformEnableSystemKeys();
// Indicate that system keys are no longer disabled
_glfwWin.sysKeysDisabled = GL_FALSE;
}
//========================================================================
// Disable system keys
//========================================================================
static void disableSystemKeys( void )
{
if( _glfwWin.sysKeysDisabled )
{
return;
}
_glfwPlatformDisableSystemKeys();
// Indicate that system keys are now disabled
_glfwWin.sysKeysDisabled = GL_TRUE;
}
//========================================================================
// Enable key repeat
//========================================================================
static void enableKeyRepeat( void )
{
_glfwInput.KeyRepeat = 1;
}
//========================================================================
// Disable key repeat
//========================================================================
static void disableKeyRepeat( void )
{
_glfwInput.KeyRepeat = 0;
}
//========================================================================
// Enable automatic event polling
//========================================================================
static void enableAutoPollEvents( void )
{
_glfwWin.autoPollEvents = 1;
}
//========================================================================
// Disable automatic event polling
//========================================================================
static void disableAutoPollEvents( void )
{
_glfwWin.autoPollEvents = 0;
}
//************************************************************************
//**** GLFW user functions ****
//************************************************************************
//========================================================================
// Enable certain GLFW/window/system functions.
//========================================================================
GLFWAPI void glfwEnable( int token )
{
// Is GLFW initialized?
if( !_glfwInitialized )
{
return;
}
switch( token )
{
case GLFW_MOUSE_CURSOR:
enableMouseCursor();
break;
case GLFW_STICKY_KEYS:
enableStickyKeys();
break;
case GLFW_STICKY_MOUSE_BUTTONS:
enableStickyMouseButtons();
break;
case GLFW_SYSTEM_KEYS:
enableSystemKeys();
break;
case GLFW_KEY_REPEAT:
enableKeyRepeat();
break;
case GLFW_AUTO_POLL_EVENTS:
enableAutoPollEvents();
break;
default:
break;
}
}
//========================================================================
// Disable certain GLFW/window/system functions.
//========================================================================
GLFWAPI void glfwDisable( int token )
{
// Is GLFW initialized?
if( !_glfwInitialized )
{
return;
}
switch( token )
{
case GLFW_MOUSE_CURSOR:
disableMouseCursor();
break;
case GLFW_STICKY_KEYS:
disableStickyKeys();
break;
case GLFW_STICKY_MOUSE_BUTTONS:
disableStickyMouseButtons();
break;
case GLFW_SYSTEM_KEYS:
disableSystemKeys();
break;
case GLFW_KEY_REPEAT:
disableKeyRepeat();
break;
case GLFW_AUTO_POLL_EVENTS:
disableAutoPollEvents();
break;
default:
break;
}
}

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Any
// API version: 2.7
// 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"
//************************************************************************
//**** GLFW user functions ****
//************************************************************************
//========================================================================
// glfwGetVideoModes() - Get a list of available video modes
//========================================================================
GLFWAPI int glfwGetVideoModes( GLFWvidmode *list, int maxcount )
{
int count, i, swap, res1, res2, depth1, depth2;
GLFWvidmode vm;
if( !_glfwInitialized || maxcount <= 0 || list == (GLFWvidmode*) 0 )
{
return 0;
}
// Get list of video modes
count = _glfwPlatformGetVideoModes( list, maxcount );
// Sort list (bubble sort)
do
{
swap = 0;
for( i = 0; i < count-1; ++ i )
{
res1 = list[i].Width*list[i].Height;
depth1 = list[i].RedBits+list[i].GreenBits+list[i].BlueBits;
res2 = list[i+1].Width*list[i+1].Height;
depth2 = list[i+1].RedBits+list[i+1].GreenBits+
list[i+1].BlueBits;
if( (depth2<depth1) || ((depth2==depth1) && (res2<res1)) )
{
vm = list[i];
list[i] = list[i+1];
list[i+1] = vm;
swap = 1;
}
}
}
while( swap );
return count;
}
//========================================================================
// glfwGetDesktopMode() - Get the desktop video mode
//========================================================================
GLFWAPI void glfwGetDesktopMode( GLFWvidmode *mode )
{
if( !_glfwInitialized || mode == (GLFWvidmode*) 0 )
{
return;
}
_glfwPlatformGetDesktopMode( mode );
}

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Any
// API version: 2.7
// 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"
//************************************************************************
//**** GLFW internal functions ****
//************************************************************************
#ifndef GL_VERSION_3_0
#define GL_NUM_EXTENSIONS 0x821D
#endif
//========================================================================
// Parses the OpenGL version string and extracts the version number
//========================================================================
void _glfwParseGLVersion( int *major, int *minor, int *rev )
{
GLuint _major, _minor = 0, _rev = 0;
const GLubyte *version;
const GLubyte *ptr;
// Get OpenGL version string
version = glGetString( GL_VERSION );
if( !version )
{
return;
}
// Parse string
ptr = version;
for( _major = 0; *ptr >= '0' && *ptr <= '9'; ptr ++ )
{
_major = 10*_major + (*ptr - '0');
}
if( *ptr == '.' )
{
ptr ++;
for( _minor = 0; *ptr >= '0' && *ptr <= '9'; ptr ++ )
{
_minor = 10*_minor + (*ptr - '0');
}
if( *ptr == '.' )
{
ptr ++;
for( _rev = 0; *ptr >= '0' && *ptr <= '9'; ptr ++ )
{
_rev = 10*_rev + (*ptr - '0');
}
}
}
// Return parsed values
*major = _major;
*minor = _minor;
*rev = _rev;
}
//========================================================================
// _glfwStringInExtensionString() - Check if a string can be found in an
// OpenGL extension string
//========================================================================
int _glfwStringInExtensionString( const char *string,
const GLubyte *extensions )
{
const GLubyte *start;
GLubyte *where, *terminator;
// It takes a bit of care to be fool-proof about parsing the
// OpenGL extensions string. Don't be fooled by sub-strings,
// etc.
start = extensions;
while( 1 )
{
where = (GLubyte *) strstr( (const char *) start, string );
if( !where )
{
return GL_FALSE;
}
terminator = where + strlen( string );
if( where == start || *(where - 1) == ' ' )
{
if( *terminator == ' ' || *terminator == '\0' )
{
break;
}
}
start = terminator;
}
return GL_TRUE;
}
//************************************************************************
//**** GLFW user functions ****
//************************************************************************
//========================================================================
// Check if an OpenGL extension is available at runtime
//========================================================================
GLFWAPI int glfwExtensionSupported( const char *extension )
{
const GLubyte *extensions;
GLubyte *where;
GLint count;
int i;
// Is GLFW initialized?
if( !_glfwInitialized || !_glfwWin.opened )
{
return GL_FALSE;
}
// Extension names should not have spaces
where = (GLubyte *) strchr( extension, ' ' );
if( where || *extension == '\0' )
{
return GL_FALSE;
}
if( _glfwWin.glMajor < 3 )
{
// Check if extension is in the old style OpenGL extensions string
extensions = glGetString( GL_EXTENSIONS );
if( extensions != NULL )
{
if( _glfwStringInExtensionString( extension, extensions ) )
{
return GL_TRUE;
}
}
}
else
{
// Check if extension is in the modern OpenGL extensions string list
glGetIntegerv( GL_NUM_EXTENSIONS, &count );
for( i = 0; i < count; i++ )
{
if( strcmp( (const char*) _glfwWin.GetStringi( GL_EXTENSIONS, i ),
extension ) == 0 )
{
return GL_TRUE;
}
}
}
// Additional platform specific extension checking (e.g. WGL)
if( _glfwPlatformExtensionSupported( extension ) )
{
return GL_TRUE;
}
return GL_FALSE;
}
//========================================================================
// glfwGetProcAddress() - Get the function pointer to an OpenGL function.
// This function can be used to get access to extended OpenGL functions.
//========================================================================
GLFWAPI void * glfwGetProcAddress( const char *procname )
{
// Is GLFW initialized?
if( !_glfwInitialized || !_glfwWin.opened )
{
return NULL;
}
return _glfwPlatformGetProcAddress( procname );
}
//========================================================================
// Returns the OpenGL version
//========================================================================
GLFWAPI void glfwGetGLVersion( int *major, int *minor, int *rev )
{
// Is GLFW initialized?
if( !_glfwInitialized || !_glfwWin.opened )
{
return;
}
if( major != NULL )
{
*major = _glfwWin.glMajor;
}
if( minor != NULL )
{
*minor = _glfwWin.glMinor;
}
if( rev != NULL )
{
*rev = _glfwWin.glRevision;
}
}

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Any
// API version: 2.7
// 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.
//
//========================================================================
#define _init_c_
#include "internal.h"
//************************************************************************
//**** GLFW user functions ****
//************************************************************************
//========================================================================
// glfwInit() - Initialize various GLFW state
//========================================================================
GLFWAPI int glfwInit( void )
{
// Is GLFW already initialized?
if( _glfwInitialized )
{
return GL_TRUE;
}
memset( &_glfwLibrary, 0, sizeof( _glfwLibrary ) );
memset( &_glfwWin, 0, sizeof( _glfwWin ) );
// Window is not yet opened
_glfwWin.opened = GL_FALSE;
// Default enable/disable settings
_glfwWin.sysKeysDisabled = GL_FALSE;
// Clear window hints
_glfwClearWindowHints();
// Platform specific initialization
if( !_glfwPlatformInit() )
{
return GL_FALSE;
}
// Form now on, GLFW state is valid
_glfwInitialized = GL_TRUE;
return GL_TRUE;
}
//========================================================================
// Close window and shut down library
//========================================================================
GLFWAPI void glfwTerminate( void )
{
// Is GLFW initialized?
if( !_glfwInitialized )
{
return;
}
// Platform specific termination
if( !_glfwPlatformTerminate() )
{
return;
}
// GLFW is no longer initialized
_glfwInitialized = GL_FALSE;
}
//========================================================================
// glfwGetVersion() - Get GLFW version
//========================================================================
GLFWAPI void glfwGetVersion( int *major, int *minor, int *rev )
{
if( major != NULL ) *major = GLFW_VERSION_MAJOR;
if( minor != NULL ) *minor = GLFW_VERSION_MINOR;
if( rev != NULL ) *rev = GLFW_VERSION_REVISION;
}

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Any
// API version: 2.7
// 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"
//========================================================================
// glfwGetKey()
//========================================================================
GLFWAPI int glfwGetKey( int key )
{
// Is GLFW initialized?
if( !_glfwInitialized || !_glfwWin.opened )
{
return GLFW_RELEASE;
}
// Is it a valid key?
if( key < 0 || key > GLFW_KEY_LAST )
{
return GLFW_RELEASE;
}
if( _glfwInput.Key[ key ] == GLFW_STICK )
{
// Sticky mode: release key now
_glfwInput.Key[ key ] = GLFW_RELEASE;
return GLFW_PRESS;
}
return (int) _glfwInput.Key[ key ];
}
//========================================================================
// glfwGetMouseButton()
//========================================================================
GLFWAPI int glfwGetMouseButton( int button )
{
// Is GLFW initialized?
if( !_glfwInitialized || !_glfwWin.opened )
{
return GLFW_RELEASE;
}
// Is it a valid mouse button?
if( button < 0 || button > GLFW_MOUSE_BUTTON_LAST )
{
return GLFW_RELEASE;
}
if( _glfwInput.MouseButton[ button ] == GLFW_STICK )
{
// Sticky mode: release mouse button now
_glfwInput.MouseButton[ button ] = GLFW_RELEASE;
return GLFW_PRESS;
}
return (int) _glfwInput.MouseButton[ button ];
}
//========================================================================
// glfwGetMousePos()
//========================================================================
GLFWAPI void glfwGetMousePos( int *xpos, int *ypos )
{
// Is GLFW initialized?
if( !_glfwInitialized || !_glfwWin.opened )
{
return;
}
// Return mouse position
if( xpos != NULL )
{
*xpos = _glfwInput.MousePosX;
}
if( ypos != NULL )
{
*ypos = _glfwInput.MousePosY;
}
}
//========================================================================
// glfwSetMousePos()
//========================================================================
GLFWAPI void glfwSetMousePos( int xpos, int ypos )
{
// Is GLFW initialized?
if( !_glfwInitialized || !_glfwWin.opened )
{
return;
}
// Don't do anything if the mouse position did not change
if( xpos == _glfwInput.MousePosX && ypos == _glfwInput.MousePosY )
{
return;
}
// Set GLFW mouse position
_glfwInput.MousePosX = xpos;
_glfwInput.MousePosY = ypos;
// If we have a locked mouse, do not change cursor position
if( _glfwWin.mouseLock )
{
return;
}
// Update physical cursor position
_glfwPlatformSetMouseCursorPos( xpos, ypos );
}
//========================================================================
// glfwGetMouseWheel()
//========================================================================
GLFWAPI int glfwGetMouseWheel( void )
{
// Is GLFW initialized?
if( !_glfwInitialized || !_glfwWin.opened )
{
return 0;
}
// Return mouse wheel position
return _glfwInput.WheelPos;
}
//========================================================================
// glfwSetMouseWheel()
//========================================================================
GLFWAPI void glfwSetMouseWheel( int pos )
{
// Is GLFW initialized?
if( !_glfwInitialized || !_glfwWin.opened )
{
return;
}
// Set mouse wheel position
_glfwInput.WheelPos = pos;
}
//========================================================================
// glfwSetKeyCallback() - Set callback function for keyboard input
//========================================================================
GLFWAPI void glfwSetKeyCallback( GLFWkeyfun cbfun )
{
// Is GLFW initialized?
if( !_glfwInitialized || !_glfwWin.opened )
{
return;
}
// Set callback function
_glfwWin.keyCallback = cbfun;
}
//========================================================================
// glfwSetCharCallback() - Set callback function for character input
//========================================================================
GLFWAPI void glfwSetCharCallback( GLFWcharfun cbfun )
{
// Is GLFW initialized?
if( !_glfwInitialized || !_glfwWin.opened )
{
return;
}
// Set callback function
_glfwWin.charCallback = cbfun;
}
//========================================================================
// glfwSetMouseButtonCallback() - Set callback function for mouse clicks
//========================================================================
GLFWAPI void glfwSetMouseButtonCallback( GLFWmousebuttonfun cbfun )
{
// Is GLFW initialized?
if( !_glfwInitialized || !_glfwWin.opened )
{
return;
}
// Set callback function
_glfwWin.mouseButtonCallback = cbfun;
}
//========================================================================
// glfwSetMousePosCallback() - Set callback function for mouse moves
//========================================================================
GLFWAPI void glfwSetMousePosCallback( GLFWmouseposfun cbfun )
{
// Is GLFW initialized?
if( !_glfwInitialized || !_glfwWin.opened )
{
return;
}
// Set callback function
_glfwWin.mousePosCallback = cbfun;
// Call the callback function to let the application know the current
// mouse position
if( cbfun )
{
cbfun( _glfwInput.MousePosX, _glfwInput.MousePosY );
}
}
//========================================================================
// glfwSetMouseWheelCallback() - Set callback function for mouse wheel
//========================================================================
GLFWAPI void glfwSetMouseWheelCallback( GLFWmousewheelfun cbfun )
{
// Is GLFW initialized?
if( !_glfwInitialized || !_glfwWin.opened )
{
return;
}
// Set callback function
_glfwWin.mouseWheelCallback = cbfun;
// Call the callback function to let the application know the current
// mouse wheel position
if( cbfun )
{
cbfun( _glfwInput.WheelPos );
}
}

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Any
// API version: 2.7
// 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
//========================================================================
// System independent include files
//========================================================================
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
//------------------------------------------------------------------------
// Window opening hints (set by glfwOpenWindowHint)
// A bucket of semi-random stuff bunched together for historical reasons
// This is used only by the platform independent code and only to store
// parameters passed to us by glfwOpenWindowHint
//------------------------------------------------------------------------
typedef struct {
int refreshRate;
int accumRedBits;
int accumGreenBits;
int accumBlueBits;
int accumAlphaBits;
int auxBuffers;
int stereo;
int windowNoResize;
int samples;
int glMajor;
int glMinor;
int glForward;
int glDebug;
int glProfile;
} _GLFWhints;
//------------------------------------------------------------------------
// Platform specific definitions goes in platform.h (which also includes
// glfw.h)
//------------------------------------------------------------------------
#include "platform.h"
//------------------------------------------------------------------------
// 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
//------------------------------------------------------------------------
typedef struct {
int mode;
int refreshRate;
int windowNoResize;
int glMajor;
int glMinor;
int glForward;
int glDebug;
int glProfile;
} _GLFWwndconfig;
//------------------------------------------------------------------------
// 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
//------------------------------------------------------------------------
typedef struct {
int redBits;
int greenBits;
int blueBits;
int alphaBits;
int depthBits;
int stencilBits;
int accumRedBits;
int accumGreenBits;
int accumBlueBits;
int accumAlphaBits;
int auxBuffers;
int stereo;
int samples;
GLFWintptr platformID;
} _GLFWfbconfig;
//========================================================================
// System independent global variables (GLFW internals)
//========================================================================
// Flag indicating if GLFW has been initialized
#if defined( _init_c_ )
int _glfwInitialized = 0;
#else
GLFWGLOBAL int _glfwInitialized;
#endif
//========================================================================
// Prototypes for platform specific implementation functions
//========================================================================
// Init/terminate
int _glfwPlatformInit( void );
int _glfwPlatformTerminate( void );
// Enable/Disable
void _glfwPlatformEnableSystemKeys( void );
void _glfwPlatformDisableSystemKeys( void );
// Fullscreen
int _glfwPlatformGetVideoModes( GLFWvidmode *list, int maxcount );
void _glfwPlatformGetDesktopMode( GLFWvidmode *mode );
// OpenGL extensions
int _glfwPlatformExtensionSupported( const char *extension );
void * _glfwPlatformGetProcAddress( const char *procname );
// 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( int width, int height, const _GLFWwndconfig *wndconfig, const _GLFWfbconfig *fbconfig );
void _glfwPlatformCloseWindow( void );
void _glfwPlatformSetWindowTitle( const char *title );
void _glfwPlatformSetWindowSize( int width, int height );
void _glfwPlatformSetWindowPos( int x, int y );
void _glfwPlatformIconifyWindow( void );
void _glfwPlatformRestoreWindow( void );
void _glfwPlatformSwapBuffers( void );
void _glfwPlatformSwapInterval( int interval );
void _glfwPlatformRefreshWindowParams( void );
void _glfwPlatformPollEvents( void );
void _glfwPlatformWaitEvents( void );
void _glfwPlatformHideMouseCursor( void );
void _glfwPlatformShowMouseCursor( void );
void _glfwPlatformSetMouseCursorPos( int x, int y );
//========================================================================
// Prototypes for platform independent internal functions
//========================================================================
// Window management (window.c)
void _glfwClearWindowHints( void );
// Input handling (window.c)
void _glfwClearInput( void );
void _glfwInputDeactivation( void );
void _glfwInputKey( int key, int action );
void _glfwInputChar( int character, int action );
void _glfwInputMouseClick( int button, int action );
// OpenGL extensions (glext.c)
void _glfwParseGLVersion( int *major, int *minor, int *rev );
int _glfwStringInExtensionString( const char *string, const GLubyte *extensions );
// Framebuffer configs
const _GLFWfbconfig *_glfwChooseFBConfig( const _GLFWfbconfig *desired,
const _GLFWfbconfig *alternatives,
unsigned int count );
#endif // _internal_h_

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Any
// API version: 2.7
// 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"
//************************************************************************
//**** GLFW user functions ****
//************************************************************************
//========================================================================
// glfwGetJoystickParam() - Determine joystick capabilities
//========================================================================
GLFWAPI int glfwGetJoystickParam( int joy, int param )
{
// Is GLFW initialized?
if( !_glfwInitialized )
{
return 0;
}
return _glfwPlatformGetJoystickParam( joy, param );
}
//========================================================================
// glfwGetJoystickPos() - Get joystick axis positions
//========================================================================
GLFWAPI int glfwGetJoystickPos( int joy, float *pos, int numaxes )
{
int i;
// Is GLFW initialized?
if( !_glfwInitialized )
{
return 0;
}
// Clear positions
for( i = 0; i < numaxes; i++ )
{
pos[ i ] = 0.0f;
}
return _glfwPlatformGetJoystickPos( joy, pos, numaxes );
}
//========================================================================
// glfwGetJoystickButtons() - Get joystick button states
//========================================================================
GLFWAPI int glfwGetJoystickButtons( int joy,
unsigned char *buttons,
int numbuttons )
{
int i;
// Is GLFW initialized?
if( !_glfwInitialized )
{
return 0;
}
// Clear button states
for( i = 0; i < numbuttons; i++ )
{
buttons[ i ] = GLFW_RELEASE;
}
return _glfwPlatformGetJoystickButtons( joy, buttons, numbuttons );
}

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Any
// API version: 2.7
// 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"
//************************************************************************
//**** GLFW user functions ****
//************************************************************************
//========================================================================
// glfwGetTime() - Return timer value in seconds
//========================================================================
GLFWAPI double glfwGetTime( void )
{
// Is GLFW initialized?
if( !_glfwInitialized )
{
return 0.0;
}
return _glfwPlatformGetTime();
}
//========================================================================
// glfwSetTime() - Set timer value in seconds
//========================================================================
GLFWAPI void glfwSetTime( double time )
{
// Is GLFW initialized?
if( !_glfwInitialized )
{
return;
}
_glfwPlatformSetTime( time );
}

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if(CYGWIN)
configure_file(
${CMAKE_CURRENT_SOURCE_DIR}/libglfw.pc.cmake
${CMAKE_CURRENT_BINARY_DIR}/libglfw.pc @ONLY)
# These lines are intended to remove the --export-all-symbols
# flag added in the Modules/Platform/CYGWIN.cmake file of the
# CMake distribution.
# This is a HACK. If you have trouble _linking_ the GLFW
# _shared_ library on Cygwin, try disabling this.
set(CMAKE_SHARED_LIBRARY_CREATE_C_FLAGS "-shared")
set(CMAKE_SHARED_MODULE_CREATE_C_FLAGS ${CMAKE_SHARED_LIBRARY_CREATE_C_FLAGS})
endif(CYGWIN)
include_directories(${CMAKE_CURRENT_SOURCE_DIR} ${CMAKE_SOURCE_DIR}/lib)
set(libglfw_SOURCES
${common_SOURCES}
win32_enable.c
win32_fullscreen.c
win32_glext.c
win32_init.c
win32_joystick.c
win32_time.c
win32_window.c
win32_dllmain.c)
add_library(libglfwStatic STATIC ${libglfw_SOURCES})
add_library(libglfwShared SHARED glfwdll.def ${libglfw_SOURCES})
target_link_libraries(libglfwShared ${OPENGL_gl_LIBRARY})
set_target_properties(libglfwShared PROPERTIES
DEFINE_SYMBOL GLFW_BUILD_DLL
PREFIX ""
IMPORT_PREFIX ""
IMPORT_SUFFIX "dll.lib")
set_target_properties(libglfwStatic libglfwShared PROPERTIES
CLEAN_DIRECT_OUTPUT 1
OUTPUT_NAME glfw)
if(CYGWIN)
# Build for the regular Win32 environment (not Cygwin)
set_target_properties(libglfwStatic libglfwShared PROPERTIES COMPILE_FLAGS "-mwin32 -mno-cygwin")
set_target_properties(libglfwStatic libglfwShared PROPERTIES LINK_FLAGS "-mwin32 -mno-cygwin")
endif(CYGWIN)
install(TARGETS libglfwStatic libglfwShared DESTINATION lib)
if(CYGWIN)
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/libglfw.pc DESTINATION lib/pkgconfig)
endif(CYGWIN)

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LIBRARY GLFW.DLL
EXPORTS
glfwCloseWindow
glfwDisable
glfwEnable
glfwExtensionSupported
glfwGetDesktopMode
glfwGetGLVersion
glfwGetJoystickButtons
glfwGetJoystickParam
glfwGetJoystickPos
glfwGetKey
glfwGetMouseButton
glfwGetMousePos
glfwGetMouseWheel
glfwGetProcAddress
glfwGetTime
glfwGetVersion
glfwGetVideoModes
glfwGetWindowParam
glfwGetWindowSize
glfwIconifyWindow
glfwInit
glfwOpenWindow
glfwOpenWindowHint
glfwPollEvents
glfwRestoreWindow
glfwSetCharCallback
glfwSetKeyCallback
glfwSetMouseButtonCallback
glfwSetMousePos
glfwSetMousePosCallback
glfwSetMouseWheel
glfwSetMouseWheelCallback
glfwSetTime
glfwSetWindowCloseCallback
glfwSetWindowRefreshCallback
glfwSetWindowPos
glfwSetWindowSize
glfwSetWindowSizeCallback
glfwSetWindowTitle
glfwSwapBuffers
glfwSwapInterval
glfwTerminate
glfwWaitEvents

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LIBRARY GLFW.DLL
EXPORTS
glfwCloseWindow = glfwCloseWindow@0
glfwDisable = glfwDisable@4
glfwEnable = glfwEnable@4
glfwExtensionSupported = glfwExtensionSupported@4
glfwGetDesktopMode = glfwGetDesktopMode@4
glfwGetGLVersion = glfwGetGLVersion@12
glfwGetJoystickButtons = glfwGetJoystickButtons@12
glfwGetJoystickParam = glfwGetJoystickParam@8
glfwGetJoystickPos = glfwGetJoystickPos@12
glfwGetKey = glfwGetKey@4
glfwGetMouseButton = glfwGetMouseButton@4
glfwGetMousePos = glfwGetMousePos@8
glfwGetMouseWheel = glfwGetMouseWheel@0
glfwGetProcAddress = glfwGetProcAddress@4
glfwGetTime = glfwGetTime@0
glfwGetVersion = glfwGetVersion@12
glfwGetVideoModes = glfwGetVideoModes@8
glfwGetWindowParam = glfwGetWindowParam@4
glfwGetWindowSize = glfwGetWindowSize@8
glfwIconifyWindow = glfwIconifyWindow@0
glfwInit = glfwInit@0
glfwOpenWindow = glfwOpenWindow@36
glfwOpenWindowHint = glfwOpenWindowHint@8
glfwPollEvents = glfwPollEvents@0
glfwRestoreWindow = glfwRestoreWindow@0
glfwSetCharCallback = glfwSetCharCallback@4
glfwSetKeyCallback = glfwSetKeyCallback@4
glfwSetMouseButtonCallback = glfwSetMouseButtonCallback@4
glfwSetMousePos = glfwSetMousePos@8
glfwSetMousePosCallback = glfwSetMousePosCallback@4
glfwSetMouseWheel = glfwSetMouseWheel@4
glfwSetMouseWheelCallback = glfwSetMouseWheelCallback@4
glfwSetTime = glfwSetTime@8
glfwSetWindowCloseCallback = glfwSetWindowCloseCallback@4
glfwSetWindowRefreshCallback = glfwSetWindowRefreshCallback@4
glfwSetWindowPos = glfwSetWindowPos@8
glfwSetWindowSize = glfwSetWindowSize@8
glfwSetWindowSizeCallback = glfwSetWindowSizeCallback@4
glfwSetWindowTitle = glfwSetWindowTitle@4
glfwSwapBuffers = glfwSwapBuffers@0
glfwSwapInterval = glfwSwapInterval@4
glfwTerminate = glfwTerminate@0
glfwWaitEvents = glfwWaitEvents@0

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LIBRARY GLFW.DLL
EXPORTS
glfwCloseWindow@0
glfwDisable@4
glfwEnable@4
glfwExtensionSupported@4
glfwGetDesktopMode@4
glfwGetGLVersion@12
glfwGetJoystickButtons@12
glfwGetJoystickParam@8
glfwGetJoystickPos@12
glfwGetKey@4
glfwGetMouseButton@4
glfwGetMousePos@8
glfwGetMouseWheel@0
glfwGetProcAddress@4
glfwGetTime@0
glfwGetVersion@12
glfwGetVideoModes@8
glfwGetWindowParam@4
glfwGetWindowSize@8
glfwIconifyWindow@0
glfwInit@0
glfwOpenWindow@36
glfwOpenWindowHint@8
glfwPollEvents@0
glfwRestoreWindow@0
glfwSetCharCallback@4
glfwSetKeyCallback@4
glfwSetMouseButtonCallback@4
glfwSetMousePos@8
glfwSetMousePosCallback@4
glfwSetMouseWheel@4
glfwSetMouseWheelCallback@4
glfwSetTime@8
glfwSetWindowCloseCallback@4
glfwSetWindowRefreshCallback@4
glfwSetWindowPos@8
glfwSetWindowSize@8
glfwSetWindowSizeCallback@4
glfwSetWindowTitle@4
glfwSwapBuffers@0
glfwSwapInterval@4
glfwTerminate@0
glfwWaitEvents@0

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prefix=@CMAKE_INSTALL_PREFIX@
exec_prefix=${prefix}
libdir=${exec_prefix}/lib
includedir=${prefix}/include
Name: GLFW
Description: A portable framework for OpenGL development
Version: 2.7
URL: http://glfw.sourceforge.net/
Libs: -L${libdir} -lglfw @GLFW_LIBRARIES@
Cflags: -I${includedir} -mwin32

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Win32/WGL
// API version: 2.7
// 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 _platform_h_
#define _platform_h_
// This is the Windows version of GLFW
#define _GLFW_WIN32
// We don't need all the fancy stuff
#define NOMINMAX
#define WIN32_LEAN_AND_MEAN
#define VC_EXTRALEAN
// Include files
#include <windows.h>
#include <mmsystem.h>
#include "../../include/GL/glfw.h"
//========================================================================
// Hack: Define things that some <windows.h>'s do not define
//========================================================================
// Some old versions of w32api (used by MinGW and Cygwin) define
// WH_KEYBOARD_LL without typedef:ing KBDLLHOOKSTRUCT (!)
#if defined(__MINGW32__) || defined(__CYGWIN__)
#include <w32api.h>
#if defined(WH_KEYBOARD_LL) && (__W32API_MAJOR_VERSION == 1) && (__W32API_MINOR_VERSION <= 2)
#undef WH_KEYBOARD_LL
#endif
#endif
//------------------------------------------------------------------------
// ** NOTE ** If this gives you compiler errors and you are using MinGW
// (or Dev-C++), update to w32api version 1.3 or later:
// http://sourceforge.net/project/showfiles.php?group_id=2435
//------------------------------------------------------------------------
#ifndef WH_KEYBOARD_LL
#define WH_KEYBOARD_LL 13
typedef struct tagKBDLLHOOKSTRUCT {
DWORD vkCode;
DWORD scanCode;
DWORD flags;
DWORD time;
DWORD dwExtraInfo;
} KBDLLHOOKSTRUCT, FAR *LPKBDLLHOOKSTRUCT, *PKBDLLHOOKSTRUCT;
#endif // WH_KEYBOARD_LL
#ifndef LLKHF_ALTDOWN
#define LLKHF_ALTDOWN 0x00000020
#endif
#ifndef SPI_SETSCREENSAVERRUNNING
#define SPI_SETSCREENSAVERRUNNING 97
#endif
#ifndef SPI_GETANIMATION
#define SPI_GETANIMATION 72
#endif
#ifndef SPI_SETANIMATION
#define SPI_SETANIMATION 73
#endif
#ifndef SPI_GETFOREGROUNDLOCKTIMEOUT
#define SPI_GETFOREGROUNDLOCKTIMEOUT 0x2000
#endif
#ifndef SPI_SETFOREGROUNDLOCKTIMEOUT
#define SPI_SETFOREGROUNDLOCKTIMEOUT 0x2001
#endif
#ifndef CDS_FULLSCREEN
#define CDS_FULLSCREEN 4
#endif
#ifndef PFD_GENERIC_ACCELERATED
#define PFD_GENERIC_ACCELERATED 0x00001000
#endif
#ifndef PFD_DEPTH_DONTCARE
#define PFD_DEPTH_DONTCARE 0x20000000
#endif
#ifndef ENUM_CURRENT_SETTINGS
#define ENUM_CURRENT_SETTINGS -1
#endif
#ifndef ENUM_REGISTRY_SETTINGS
#define ENUM_REGISTRY_SETTINGS -2
#endif
#ifndef WM_MOUSEWHEEL
#define WM_MOUSEWHEEL 0x020A
#endif
#ifndef WHEEL_DELTA
#define WHEEL_DELTA 120
#endif
#ifndef WM_XBUTTONDOWN
#define WM_XBUTTONDOWN 0x020B
#endif
#ifndef WM_XBUTTONUP
#define WM_XBUTTONUP 0x020C
#endif
#ifndef XBUTTON1
#define XBUTTON1 1
#endif
#ifndef XBUTTON2
#define XBUTTON2 2
#endif
#ifndef WGL_ARB_pixel_format
// wglSwapIntervalEXT typedef (Win32 buffer-swap interval control)
typedef int (APIENTRY * WGLSWAPINTERVALEXT_T) (int);
// wglGetPixelFormatAttribivARB typedef
typedef BOOL (WINAPI * WGLGETPIXELFORMATATTRIBIVARB_T) (HDC, int, int, UINT, const int *, int *);
// wglGetExtensionStringEXT typedef
typedef const char *(APIENTRY * WGLGETEXTENSIONSSTRINGEXT_T)( void );
// wglGetExtensionStringARB typedef
typedef const char *(APIENTRY * WGLGETEXTENSIONSSTRINGARB_T)( HDC );
/* Constants for wglGetPixelFormatAttribivARB */
#define WGL_NUMBER_PIXEL_FORMATS_ARB 0x2000
#define WGL_DRAW_TO_WINDOW_ARB 0x2001
#define WGL_SUPPORT_OPENGL_ARB 0x2010
#define WGL_ACCELERATION_ARB 0x2003
#define WGL_DOUBLE_BUFFER_ARB 0x2011
#define WGL_STEREO_ARB 0x2012
#define WGL_PIXEL_TYPE_ARB 0x2013
#define WGL_COLOR_BITS_ARB 0x2014
#define WGL_RED_BITS_ARB 0x2015
#define WGL_GREEN_BITS_ARB 0x2017
#define WGL_BLUE_BITS_ARB 0x2019
#define WGL_ALPHA_BITS_ARB 0x201B
#define WGL_ACCUM_BITS_ARB 0x201D
#define WGL_ACCUM_RED_BITS_ARB 0x201E
#define WGL_ACCUM_GREEN_BITS_ARB 0x201F
#define WGL_ACCUM_BLUE_BITS_ARB 0x2020
#define WGL_ACCUM_ALPHA_BITS_ARB 0x2021
#define WGL_DEPTH_BITS_ARB 0x2022
#define WGL_STENCIL_BITS_ARB 0x2023
#define WGL_AUX_BUFFERS_ARB 0x2024
#define WGL_SAMPLE_BUFFERS_ARB 0x2041
#define WGL_SAMPLES_ARB 0x2042
/* Constants for WGL_ACCELERATION_ARB */
#define WGL_NO_ACCELERATION_ARB 0x2025
#define WGL_GENERIC_ACCELERATION_ARB 0x2026
#define WGL_FULL_ACCELERATION_ARB 0x2027
/* Constants for WGL_PIXEL_TYPE_ARB */
#define WGL_TYPE_RGBA_ARB 0x202B
#define WGL_TYPE_COLORINDEX_ARB 0x202C
#endif /*WGL_ARB_pixel_format*/
#ifndef WGL_ARB_create_context
/* wglCreateContextAttribsARB */
typedef HGLRC (WINAPI * PFNWGLCREATECONTEXTATTRIBSARBPROC) (HDC, HGLRC, const int *);
/* Tokens for wglCreateContextAttribsARB attributes */
#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091
#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092
#define WGL_CONTEXT_LAYER_PLANE_ARB 0x2093
#define WGL_CONTEXT_FLAGS_ARB 0x2094
#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126
/* Bits for WGL_CONTEXT_FLAGS_ARB */
#define WGL_CONTEXT_DEBUG_BIT_ARB 0x0001
#define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002
/* Bits for WGL_CONTEXT_PROFILE_MASK_ARB */
#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001
#define WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002
#endif /*WGL_ARB_create_context*/
#ifndef GL_VERSION_3_0
typedef const GLubyte * (APIENTRY *PFNGLGETSTRINGIPROC) (GLenum, GLuint);
#endif /*GL_VERSION_3_0*/
//========================================================================
// DLLs that are loaded at glfwInit()
//========================================================================
// gdi32.dll function pointer typedefs
#ifndef _GLFW_NO_DLOAD_GDI32
typedef int (WINAPI * CHOOSEPIXELFORMAT_T) (HDC,CONST PIXELFORMATDESCRIPTOR*);
typedef int (WINAPI * DESCRIBEPIXELFORMAT_T) (HDC,int,UINT,LPPIXELFORMATDESCRIPTOR);
typedef int (WINAPI * GETPIXELFORMAT_T) (HDC);
typedef BOOL (WINAPI * SETPIXELFORMAT_T) (HDC,int,const PIXELFORMATDESCRIPTOR*);
typedef BOOL (WINAPI * SWAPBUFFERS_T) (HDC);
#endif // _GLFW_NO_DLOAD_GDI32
// winmm.dll function pointer typedefs
#ifndef _GLFW_NO_DLOAD_WINMM
typedef MMRESULT (WINAPI * JOYGETDEVCAPSA_T) (UINT,LPJOYCAPSA,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
// gdi32.dll shortcuts
#ifndef _GLFW_NO_DLOAD_GDI32
#define _glfw_ChoosePixelFormat _glfwLibrary.Libs.ChoosePixelFormat
#define _glfw_DescribePixelFormat _glfwLibrary.Libs.DescribePixelFormat
#define _glfw_GetPixelFormat _glfwLibrary.Libs.GetPixelFormat
#define _glfw_SetPixelFormat _glfwLibrary.Libs.SetPixelFormat
#define _glfw_SwapBuffers _glfwLibrary.Libs.SwapBuffers
#else
#define _glfw_ChoosePixelFormat ChoosePixelFormat
#define _glfw_DescribePixelFormat DescribePixelFormat
#define _glfw_GetPixelFormat GetPixelFormat
#define _glfw_SetPixelFormat SetPixelFormat
#define _glfw_SwapBuffers SwapBuffers
#endif // _GLFW_NO_DLOAD_GDI32
// winmm.dll shortcuts
#ifndef _GLFW_NO_DLOAD_WINMM
#define _glfw_joyGetDevCaps _glfwLibrary.Libs.joyGetDevCapsA
#define _glfw_joyGetPos _glfwLibrary.Libs.joyGetPos
#define _glfw_joyGetPosEx _glfwLibrary.Libs.joyGetPosEx
#define _glfw_timeGetTime _glfwLibrary.Libs.timeGetTime
#else
#define _glfw_joyGetDevCaps joyGetDevCapsA
#define _glfw_joyGetPos joyGetPos
#define _glfw_joyGetPosEx joyGetPosEx
#define _glfw_timeGetTime timeGetTime
#endif // _GLFW_NO_DLOAD_WINMM
//========================================================================
// GLFW platform specific types
//========================================================================
//------------------------------------------------------------------------
// Pointer length integer
//------------------------------------------------------------------------
typedef INT_PTR GLFWintptr;
//------------------------------------------------------------------------
// Window structure
//------------------------------------------------------------------------
typedef struct _GLFWwin_struct _GLFWwin;
struct _GLFWwin_struct {
// ========= PLATFORM INDEPENDENT MANDATORY PART =========================
// User callback functions
GLFWwindowsizefun windowSizeCallback;
GLFWwindowclosefun windowCloseCallback;
GLFWwindowrefreshfun windowRefreshCallback;
GLFWmousebuttonfun mouseButtonCallback;
GLFWmouseposfun mousePosCallback;
GLFWmousewheelfun mouseWheelCallback;
GLFWkeyfun keyCallback;
GLFWcharfun charCallback;
// User selected window settings
int fullscreen; // Fullscreen flag
int mouseLock; // Mouse-lock flag
int autoPollEvents; // Auto polling flag
int sysKeysDisabled; // System keys disabled flag
int windowNoResize; // Resize- and maximize gadgets disabled flag
int refreshRate; // Vertical monitor refresh rate
// Window status & parameters
int opened; // Flag telling if window is opened or not
int active; // Application active flag
int iconified; // Window iconified flag
int width, height; // Window width and heigth
int accelerated; // GL_TRUE if window is HW accelerated
// Framebuffer attributes
int redBits;
int greenBits;
int blueBits;
int alphaBits;
int depthBits;
int stencilBits;
int accumRedBits;
int accumGreenBits;
int accumBlueBits;
int accumAlphaBits;
int auxBuffers;
int stereo;
int samples;
// OpenGL extensions and context attributes
int has_GL_SGIS_generate_mipmap;
int has_GL_ARB_texture_non_power_of_two;
int glMajor, glMinor, glRevision;
int glForward, glDebug, glProfile;
PFNGLGETSTRINGIPROC GetStringi;
// ========= PLATFORM SPECIFIC PART ======================================
// Platform specific window resources
HDC DC; // Private GDI device context
HGLRC context; // Permanent rendering context
HWND window; // Window handle
ATOM classAtom; // Window class atom
int modeID; // Mode ID for fullscreen mode
HHOOK keyboardHook; // Keyboard hook handle
DWORD dwStyle; // Window styles used for window creation
DWORD dwExStyle; // --"--
// Platform specific extensions (context specific)
WGLSWAPINTERVALEXT_T SwapIntervalEXT;
WGLGETPIXELFORMATATTRIBIVARB_T GetPixelFormatAttribivARB;
WGLGETEXTENSIONSSTRINGEXT_T GetExtensionsStringEXT;
WGLGETEXTENSIONSSTRINGARB_T GetExtensionsStringARB;
PFNWGLCREATECONTEXTATTRIBSARBPROC CreateContextAttribsARB;
GLboolean has_WGL_EXT_swap_control;
GLboolean has_WGL_ARB_multisample;
GLboolean has_WGL_ARB_pixel_format;
GLboolean has_WGL_ARB_create_context;
// Various platform specific internal variables
int oldMouseLock; // Old mouse-lock flag (used for remembering
// mouse-lock state when iconifying)
int oldMouseLockValid;
int desiredRefreshRate; // Desired vertical monitor refresh rate
};
GLFWGLOBAL _GLFWwin _glfwWin;
//------------------------------------------------------------------------
// User input status (most of this should go in _GLFWwin)
//------------------------------------------------------------------------
GLFWGLOBAL struct {
// ========= PLATFORM INDEPENDENT MANDATORY PART =========================
// Mouse status
int MousePosX, MousePosY;
int WheelPos;
char MouseButton[ GLFW_MOUSE_BUTTON_LAST+1 ];
// Keyboard status
char Key[ GLFW_KEY_LAST+1 ];
int LastChar;
// User selected settings
int StickyKeys;
int StickyMouseButtons;
int KeyRepeat;
// ========= PLATFORM SPECIFIC PART ======================================
// Platform specific internal variables
int MouseMoved, OldMouseX, OldMouseY;
} _glfwInput;
//------------------------------------------------------------------------
// Library global data
//------------------------------------------------------------------------
GLFWGLOBAL struct {
// Window opening hints
_GLFWhints hints;
// ========= PLATFORM SPECIFIC PART ======================================
HINSTANCE instance; // Instance of the application
// Timer data
struct {
int HasPerformanceCounter;
double Resolution;
unsigned int t0_32;
__int64 t0_64;
} Timer;
// System information
struct {
int winVer;
int hasUnicode;
DWORD foregroundLockTimeout;
} Sys;
#if !defined(_GLFW_NO_DLOAD_WINMM) || !defined(_GLFW_NO_DLOAD_GDI32)
// Library handles and function pointers
struct {
#ifndef _GLFW_NO_DLOAD_GDI32
// gdi32.dll
HINSTANCE gdi32;
CHOOSEPIXELFORMAT_T ChoosePixelFormat;
DESCRIBEPIXELFORMAT_T DescribePixelFormat;
GETPIXELFORMAT_T GetPixelFormat;
SETPIXELFORMAT_T SetPixelFormat;
SWAPBUFFERS_T SwapBuffers;
#endif // _GLFW_NO_DLOAD_GDI32
// winmm.dll
#ifndef _GLFW_NO_DLOAD_WINMM
HINSTANCE winmm;
JOYGETDEVCAPSA_T joyGetDevCapsA;
JOYGETPOS_T joyGetPos;
JOYGETPOSEX_T joyGetPosEx;
TIMEGETTIME_T timeGetTime;
#endif // _GLFW_NO_DLOAD_WINMM
} Libs;
#endif
} _glfwLibrary;
//========================================================================
// Various Windows version constants
//========================================================================
#define _GLFW_WIN_UNKNOWN 0x0000 // Earlier than 95 or NT4
#define _GLFW_WIN_95 0x0001
#define _GLFW_WIN_98 0x0002
#define _GLFW_WIN_ME 0x0003
#define _GLFW_WIN_UNKNOWN_9x 0x0004 // Later than ME
#define _GLFW_WIN_NT4 0x0101
#define _GLFW_WIN_2K 0x0102
#define _GLFW_WIN_XP 0x0103
#define _GLFW_WIN_NET_SERVER 0x0104
#define _GLFW_WIN_UNKNOWN_NT 0x0105 // Later than .NET Server
//========================================================================
// Prototypes for platform specific internal functions
//========================================================================
// Time
void _glfwInitTimer( void );
// Fullscreen support
int _glfwGetClosestVideoModeBPP( int *w, int *h, int *bpp, int *refresh );
int _glfwGetClosestVideoMode( int *w, int *h, int *r, int *g, int *b, int *refresh );
void _glfwSetVideoModeMODE( int mode );
void _glfwSetVideoMode( int *w, int *h, int r, int g, int b, int refresh );
#endif // _platform_h_

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Win32/WGL
// API version: 2.7
// 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"
#if defined(GLFW_BUILD_DLL)
//========================================================================
// GLFW DLL entry point
//========================================================================
BOOL WINAPI DllMain( HINSTANCE instance, DWORD reason, LPVOID reserved )
{
// NOTE: Some compilers complains about instance and x never being used -
// never mind that (we don't want to use them)!
return TRUE;
}
#endif // GLFW_BUILD_DLL

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Win32/WGL
// API version: 2.7
// 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"
//************************************************************************
//**** GLFW internal functions ****
//************************************************************************
//========================================================================
// Low level keyboard hook (system callback) function
// Used to disable system keys under Windows NT
//========================================================================
static LRESULT CALLBACK keyboardHook( int nCode, WPARAM wParam, LPARAM lParam )
{
BOOL syskeys = FALSE;
PKBDLLHOOKSTRUCT p;
// We are only looking for keyboard events - interpret lParam as a
// pointer to a KBDLLHOOKSTRUCT
p = (PKBDLLHOOKSTRUCT) lParam;
if( nCode == HC_ACTION )
{
// We have a keyboard event
switch( wParam )
{
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
case WM_KEYUP:
case WM_SYSKEYUP:
// Detect: ALT+TAB, ALT+ESC, ALT+F4, CTRL+ESC,
// LWIN, RWIN, APPS (mysterious menu key)
syskeys = ( p->vkCode == VK_TAB &&
p->flags & LLKHF_ALTDOWN ) ||
( p->vkCode == VK_ESCAPE &&
p->flags & LLKHF_ALTDOWN ) ||
( p->vkCode == VK_F4 &&
p->flags & LLKHF_ALTDOWN ) ||
( p->vkCode == VK_ESCAPE &&
(GetKeyState(VK_CONTROL) & 0x8000)) ||
p->vkCode == VK_LWIN ||
p->vkCode == VK_RWIN ||
p->vkCode == VK_APPS;
break;
default:
break;
}
}
// Was it a system key combination (e.g. ALT+TAB)?
if( syskeys )
{
// Pass the key event to our window message loop
if( _glfwWin.opened )
{
PostMessage( _glfwWin.window, (UINT) wParam, p->vkCode, 0 );
}
// We've taken care of it - don't let the system know about this
// key event
return 1;
}
else
{
// It's a harmless key press, let the system deal with it
return CallNextHookEx( _glfwWin.keyboardHook, nCode, wParam, lParam );
}
}
//************************************************************************
//**** Platform implementation functions ****
//************************************************************************
//========================================================================
// Enable system keys
//========================================================================
void _glfwPlatformEnableSystemKeys( void )
{
BOOL dummy;
// Use different methods depending on operating system version
if( _glfwLibrary.Sys.winVer >= _GLFW_WIN_NT4 )
{
if( _glfwWin.keyboardHook != NULL )
{
UnhookWindowsHookEx( _glfwWin.keyboardHook );
_glfwWin.keyboardHook = NULL;
}
}
else
{
(void) SystemParametersInfo( SPI_SETSCREENSAVERRUNNING, FALSE, &dummy, 0 );
}
}
//========================================================================
// Disable system keys
//========================================================================
void _glfwPlatformDisableSystemKeys( void )
{
BOOL dummy;
// Use different methods depending on operating system version
if( _glfwLibrary.Sys.winVer >= _GLFW_WIN_NT4 )
{
// Under Windows NT, install a low level keyboard hook
_glfwWin.keyboardHook = SetWindowsHookEx( WH_KEYBOARD_LL,
keyboardHook,
_glfwLibrary.instance,
0 );
}
else
{
// Under Windows 95/98/ME, fool Windows that a screensaver
// is running => prevents ALT+TAB, CTRL+ESC and CTRL+ALT+DEL
(void) SystemParametersInfo( SPI_SETSCREENSAVERRUNNING, TRUE, &dummy, 0 );
}
}

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Win32/WGL
// API version: 2.7
// 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"
//************************************************************************
//**** GLFW internal functions ****
//************************************************************************
//========================================================================
// 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;
}
}
//========================================================================
// Return closest video mode by dimensions, refresh rate and bits per pixel
//========================================================================
int _glfwGetClosestVideoModeBPP( int *w, int *h, int *bpp, int *refresh )
{
int mode, bestmode, match, bestmatch, rr, bestrr, success;
DEVMODE dm;
// Find best match
bestmatch = 0x7fffffff;
bestrr = 0x7fffffff;
mode = bestmode = 0;
do
{
dm.dmSize = sizeof( DEVMODE );
success = EnumDisplaySettings( NULL, mode, &dm );
if( success )
{
match = dm.dmBitsPerPel - *bpp;
if( match < 0 ) match = -match;
match = ( match << 25 ) |
( (dm.dmPelsWidth - *w) *
(dm.dmPelsWidth - *w) +
(dm.dmPelsHeight - *h) *
(dm.dmPelsHeight - *h) );
if( match < bestmatch )
{
bestmatch = match;
bestmode = mode;
bestrr = (dm.dmDisplayFrequency - *refresh) *
(dm.dmDisplayFrequency - *refresh);
}
else if( match == bestmatch && *refresh > 0 )
{
rr = (dm.dmDisplayFrequency - *refresh) *
(dm.dmDisplayFrequency - *refresh);
if( rr < bestrr )
{
bestmatch = match;
bestmode = mode;
bestrr = rr;
}
}
}
mode ++;
}
while( success );
// Get the parameters for the best matching display mode
dm.dmSize = sizeof( DEVMODE );
(void) EnumDisplaySettings( NULL, bestmode, &dm );
// Fill out actual width and height
*w = dm.dmPelsWidth;
*h = dm.dmPelsHeight;
// Return bits per pixel
*bpp = dm.dmBitsPerPel;
// Return vertical refresh rate
*refresh = dm.dmDisplayFrequency;
return bestmode;
}
//========================================================================
// Return closest video mode by dimensions, refresh rate and channel sizes
//========================================================================
static int getClosestVideoMode( int *w, int *h,
int *r, int *g, int *b,
int *refresh )
{
int bpp, bestmode;
// Colorbits = sum of red/green/blue bits
bpp = *r + *g + *b;
// If colorbits < 15 (e.g. 0) or >= 24, default to 32 bpp
if( bpp < 15 || bpp >= 24 )
{
bpp = 32;
}
// Find best match
bestmode = _glfwGetClosestVideoModeBPP( w, h, &bpp, refresh );
// Convert "bits per pixel" to red, green & blue sizes
bpp2rgb( bpp, r, g, b );
return bestmode;
}
//========================================================================
// Change the current video mode
//========================================================================
void _glfwSetVideoModeMODE( int mode )
{
DEVMODE dm;
int success;
// Get the parameters for the best matching display mode
dm.dmSize = sizeof( DEVMODE );
(void) EnumDisplaySettings( NULL, mode, &dm );
// Set which fields we want to specify
dm.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL;
// Do we have a prefered refresh rate?
if( _glfwWin.desiredRefreshRate > 0 )
{
dm.dmFields = dm.dmFields | DM_DISPLAYFREQUENCY;
dm.dmDisplayFrequency = _glfwWin.desiredRefreshRate;
}
// Change display setting
dm.dmSize = sizeof( DEVMODE );
success = ChangeDisplaySettings( &dm, CDS_FULLSCREEN );
// If the mode change was not possible, query the current display
// settings (we'll use the desktop resolution for fullscreen mode)
if( success == DISP_CHANGE_SUCCESSFUL )
{
_glfwWin.modeID = mode;
}
else
{
_glfwWin.modeID = ENUM_REGISTRY_SETTINGS;
EnumDisplaySettings( NULL, ENUM_REGISTRY_SETTINGS, &dm );
}
// Set the window size to that of the display mode
_glfwWin.width = dm.dmPelsWidth;
_glfwWin.height = dm.dmPelsHeight;
}
//========================================================================
// _glfwSetVideoMode() - Change the current video mode
//========================================================================
void _glfwSetVideoMode( int *w, int *h, int r, int g, int b, int refresh )
{
int bestmode;
// Find a best match mode
bestmode = getClosestVideoMode( w, h, &r, &g, &b, &refresh );
// Change mode
_glfwSetVideoModeMODE( bestmode );
}
//************************************************************************
//**** GLFW user functions ****
//************************************************************************
//========================================================================
// _glfwPlatformGetVideoModes() - Get a list of available video modes
//========================================================================
int _glfwPlatformGetVideoModes( GLFWvidmode *list, int maxcount )
{
int count, success, mode, i, j;
int m1, m2, bpp, r, g, b;
DEVMODE dm;
// Loop through all video modes and extract all the UNIQUE modes
count = 0;
mode = 0;
do
{
// Get video mode properties
dm.dmSize = sizeof( DEVMODE );
success = EnumDisplaySettings( NULL, mode, &dm );
// Is it a valid mode? (only list depths >= 15 bpp)
if( success && dm.dmBitsPerPel >= 15 )
{
// Convert to RGB, and back to bpp ("mask out" alpha bits etc)
bpp2rgb( dm.dmBitsPerPel, &r, &g, &b );
bpp = r + g + b;
// Mode "code" for this mode
m1 = (bpp << 25) | (dm.dmPelsWidth * dm.dmPelsHeight);
// Insert mode in list (sorted), and avoid duplicates
for( i = 0; i < count; i ++ )
{
// Mode "code" for already listed mode
bpp = list[i].RedBits + list[i].GreenBits +
list[i].BlueBits;
m2 = (bpp << 25) | (list[i].Width * list[i].Height);
if( m1 <= m2 )
{
break;
}
}
// New entry at the end of the list?
if( i >= count )
{
list[count].Width = dm.dmPelsWidth;
list[count].Height = dm.dmPelsHeight;
list[count].RedBits = r;
list[count].GreenBits = g;
list[count].BlueBits = b;
count ++;
}
// Insert new entry in the list?
else if( m1 < m2 )
{
for( j = count; j > i; j -- )
{
list[j] = list[j-1];
}
list[i].Width = dm.dmPelsWidth;
list[i].Height = dm.dmPelsHeight;
list[i].RedBits = r;
list[i].GreenBits = g;
list[i].BlueBits = b;
count ++;
}
}
mode ++;
}
while( success && (count < maxcount) );
return count;
}
//========================================================================
// Get the desktop video mode
//========================================================================
void _glfwPlatformGetDesktopMode( GLFWvidmode *mode )
{
DEVMODE dm;
// Get desktop display mode
dm.dmSize = sizeof( DEVMODE );
(void) EnumDisplaySettings( NULL, ENUM_REGISTRY_SETTINGS, &dm );
// Return desktop mode parameters
mode->Width = dm.dmPelsWidth;
mode->Height = dm.dmPelsHeight;
bpp2rgb( dm.dmBitsPerPel, &mode->RedBits, &mode->GreenBits, &mode->BlueBits );
}

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Win32/WGL
// API version: 2.7
// 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"
//************************************************************************
//**** Platform implementation functions ****
//************************************************************************
//========================================================================
// Check if the current context supports the specified WGL extension
//========================================================================
int _glfwPlatformExtensionSupported( const char *extension )
{
const GLubyte *extensions;
if( _glfwWin.GetExtensionsStringEXT != NULL )
{
extensions = (GLubyte *) _glfwWin.GetExtensionsStringEXT();
if( extensions != NULL )
{
if( _glfwStringInExtensionString( extension, extensions ) )
{
return GL_TRUE;
}
}
}
if( _glfwWin.GetExtensionsStringARB != NULL )
{
extensions = (GLubyte *) _glfwWin.GetExtensionsStringARB( _glfwWin.DC );
if( extensions != NULL )
{
if( _glfwStringInExtensionString( extension, extensions ) )
{
return GL_TRUE;
}
}
}
return GL_FALSE;
}
//========================================================================
// Get the function pointer to an OpenGL function
//========================================================================
void *_glfwPlatformGetProcAddress( const char *procname )
{
return (void *) wglGetProcAddress( procname );
}

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Win32/WGL
// API version: 2.7
// 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"
// With the Borland C++ compiler, we want to disable FPU exceptions
#ifdef __BORLANDC__
#include <float.h>
#endif // __BORLANDC__
//************************************************************************
//**** GLFW internal functions ****
//************************************************************************
//========================================================================
// _glfwInitLibraries() - Load necessary libraries (DLLs)
//========================================================================
static int _glfwInitLibraries( void )
{
// gdi32.dll (OpenGL pixel format functions & SwapBuffers)
#ifndef _GLFW_NO_DLOAD_GDI32
_glfwLibrary.Libs.gdi32 = LoadLibrary( "gdi32.dll" );
if( _glfwLibrary.Libs.gdi32 != NULL )
{
_glfwLibrary.Libs.ChoosePixelFormat = (CHOOSEPIXELFORMAT_T)
GetProcAddress( _glfwLibrary.Libs.gdi32, "ChoosePixelFormat" );
_glfwLibrary.Libs.DescribePixelFormat = (DESCRIBEPIXELFORMAT_T)
GetProcAddress( _glfwLibrary.Libs.gdi32, "DescribePixelFormat" );
_glfwLibrary.Libs.GetPixelFormat = (GETPIXELFORMAT_T)
GetProcAddress( _glfwLibrary.Libs.gdi32, "GetPixelFormat" );
_glfwLibrary.Libs.SetPixelFormat = (SETPIXELFORMAT_T)
GetProcAddress( _glfwLibrary.Libs.gdi32, "SetPixelFormat" );
_glfwLibrary.Libs.SwapBuffers = (SWAPBUFFERS_T)
GetProcAddress( _glfwLibrary.Libs.gdi32, "SwapBuffers" );
if( _glfwLibrary.Libs.ChoosePixelFormat == NULL ||
_glfwLibrary.Libs.DescribePixelFormat == NULL ||
_glfwLibrary.Libs.GetPixelFormat == NULL ||
_glfwLibrary.Libs.SetPixelFormat == NULL ||
_glfwLibrary.Libs.SwapBuffers == NULL )
{
FreeLibrary( _glfwLibrary.Libs.gdi32 );
_glfwLibrary.Libs.gdi32 = NULL;
return GL_FALSE;
}
}
else
{
return GL_FALSE;
}
#endif // _GLFW_NO_DLOAD_GDI32
// winmm.dll (for joystick and timer support)
#ifndef _GLFW_NO_DLOAD_WINMM
_glfwLibrary.Libs.winmm = LoadLibrary( "winmm.dll" );
if( _glfwLibrary.Libs.winmm != NULL )
{
_glfwLibrary.Libs.joyGetDevCapsA = (JOYGETDEVCAPSA_T)
GetProcAddress( _glfwLibrary.Libs.winmm, "joyGetDevCapsA" );
_glfwLibrary.Libs.joyGetPos = (JOYGETPOS_T)
GetProcAddress( _glfwLibrary.Libs.winmm, "joyGetPos" );
_glfwLibrary.Libs.joyGetPosEx = (JOYGETPOSEX_T)
GetProcAddress( _glfwLibrary.Libs.winmm, "joyGetPosEx" );
_glfwLibrary.Libs.timeGetTime = (TIMEGETTIME_T)
GetProcAddress( _glfwLibrary.Libs.winmm, "timeGetTime" );
if( _glfwLibrary.Libs.joyGetDevCapsA == NULL ||
_glfwLibrary.Libs.joyGetPos == NULL ||
_glfwLibrary.Libs.joyGetPosEx == NULL ||
_glfwLibrary.Libs.timeGetTime == NULL )
{
FreeLibrary( _glfwLibrary.Libs.winmm );
_glfwLibrary.Libs.winmm = NULL;
return GL_FALSE;
}
}
else
{
return GL_FALSE;
}
#endif // _GLFW_NO_DLOAD_WINMM
return GL_TRUE;
}
//========================================================================
// _glfwFreeLibraries() - Unload used libraries (DLLs)
//========================================================================
static void _glfwFreeLibraries( void )
{
// gdi32.dll
#ifndef _GLFW_NO_DLOAD_GDI32
if( _glfwLibrary.Libs.gdi32 != NULL )
{
FreeLibrary( _glfwLibrary.Libs.gdi32 );
_glfwLibrary.Libs.gdi32 = NULL;
}
#endif // _GLFW_NO_DLOAD_GDI32
// winmm.dll
#ifndef _GLFW_NO_DLOAD_WINMM
if( _glfwLibrary.Libs.winmm != NULL )
{
FreeLibrary( _glfwLibrary.Libs.winmm );
_glfwLibrary.Libs.winmm = NULL;
}
#endif // _GLFW_NO_DLOAD_WINMM
}
//========================================================================
// _glfwTerminate_atexit() - Terminate GLFW when exiting application
//========================================================================
void _glfwTerminate_atexit( void )
{
glfwTerminate();
}
//************************************************************************
//**** Platform implementation functions ****
//************************************************************************
//========================================================================
// _glfwPlatformInit() - Initialize various GLFW state
//========================================================================
int _glfwPlatformInit( void )
{
OSVERSIONINFO osi;
// To make SetForegroundWindow() work as we want, we need to fiddle
// with the FOREGROUNDLOCKTIMEOUT system setting (we do this as early
// as possible in the hope of still being the foreground process)
SystemParametersInfo( SPI_GETFOREGROUNDLOCKTIMEOUT, 0,
&_glfwLibrary.Sys.foregroundLockTimeout, 0 );
SystemParametersInfo( SPI_SETFOREGROUNDLOCKTIMEOUT, 0, (LPVOID)0,
SPIF_SENDCHANGE );
// Check which OS version we are running
osi.dwOSVersionInfoSize = sizeof( OSVERSIONINFO );
GetVersionEx( &osi );
_glfwLibrary.Sys.winVer = _GLFW_WIN_UNKNOWN;
if( osi.dwPlatformId == VER_PLATFORM_WIN32_WINDOWS )
{
if( osi.dwMajorVersion == 4 && osi.dwMinorVersion < 10 )
{
_glfwLibrary.Sys.winVer = _GLFW_WIN_95;
}
else if( osi.dwMajorVersion == 4 && osi.dwMinorVersion < 90 )
{
_glfwLibrary.Sys.winVer = _GLFW_WIN_98;
}
else if( osi.dwMajorVersion == 4 && osi.dwMinorVersion == 90 )
{
_glfwLibrary.Sys.winVer = _GLFW_WIN_ME;
}
else if( osi.dwMajorVersion >= 4 )
{
_glfwLibrary.Sys.winVer = _GLFW_WIN_UNKNOWN_9x;
}
}
else if( osi.dwPlatformId == VER_PLATFORM_WIN32_NT )
{
if( osi.dwMajorVersion == 4 && osi.dwMinorVersion == 0 )
{
_glfwLibrary.Sys.winVer = _GLFW_WIN_NT4;
}
else if( osi.dwMajorVersion == 5 && osi.dwMinorVersion == 0 )
{
_glfwLibrary.Sys.winVer = _GLFW_WIN_2K;
}
else if( osi.dwMajorVersion == 5 && osi.dwMinorVersion == 1 )
{
_glfwLibrary.Sys.winVer = _GLFW_WIN_XP;
}
else if( osi.dwMajorVersion == 5 && osi.dwMinorVersion == 2 )
{
_glfwLibrary.Sys.winVer = _GLFW_WIN_NET_SERVER;
}
else if( osi.dwMajorVersion >= 5 )
{
_glfwLibrary.Sys.winVer = _GLFW_WIN_UNKNOWN_NT;
}
}
// Do we have Unicode support?
if( _glfwLibrary.Sys.winVer >= _GLFW_WIN_NT4 )
{
// Windows NT/2000/XP/.NET has Unicode support
_glfwLibrary.Sys.hasUnicode = GL_TRUE;
}
else
{
// Windows 9x/ME does not have Unicode support
_glfwLibrary.Sys.hasUnicode = GL_FALSE;
}
// Load libraries (DLLs)
if( !_glfwInitLibraries() )
{
return GL_FALSE;
}
// With the Borland C++ compiler, we want to disable FPU exceptions
// (this is recommended for OpenGL applications under Windows)
#ifdef __BORLANDC__
_control87( MCW_EM, MCW_EM );
#endif
// Retrieve GLFW instance handle
_glfwLibrary.instance = GetModuleHandle( NULL );
// System keys are not disabled
_glfwWin.keyboardHook = NULL;
// Install atexit() routine
atexit( _glfwTerminate_atexit );
// Start the timer
_glfwInitTimer();
return GL_TRUE;
}
//========================================================================
// Close window and shut down library
//========================================================================
int _glfwPlatformTerminate( void )
{
// Close OpenGL window
glfwCloseWindow();
// Enable system keys again (if they were disabled)
glfwEnable( GLFW_SYSTEM_KEYS );
// Unload libraries (DLLs)
_glfwFreeLibraries();
// Restore FOREGROUNDLOCKTIMEOUT system setting
SystemParametersInfo( SPI_SETFOREGROUNDLOCKTIMEOUT, 0,
(LPVOID)_glfwLibrary.Sys.foregroundLockTimeout,
SPIF_SENDCHANGE );
return GL_TRUE;
}

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Win32/WGL
// API version: 2.7
// 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"
//************************************************************************
//**** GLFW internal functions ****
//************************************************************************
//========================================================================
// _glfwJoystickPresent() - Return GL_TRUE if joystick is present,
// else return GL_FALSE.
//========================================================================
static int _glfwJoystickPresent( int joy )
{
JOYINFO ji;
// Windows NT 4.0 MMSYSTEM only supports 2 sticks (other Windows
// versions support 16 sticks)
if( _glfwLibrary.Sys.winVer == _GLFW_WIN_NT4 && joy > GLFW_JOYSTICK_2 )
{
return GL_FALSE;
}
// Is it a valid stick ID (Windows don't support more than 16 sticks)?
if( joy < GLFW_JOYSTICK_1 || joy > GLFW_JOYSTICK_16 )
{
return GL_FALSE;
}
// Is the joystick present?
if( _glfw_joyGetPos( joy - GLFW_JOYSTICK_1, &ji ) != JOYERR_NOERROR )
{
return GL_FALSE;
}
return GL_TRUE;
}
//========================================================================
// _glfwCalcJoystickPos() - Calculate joystick position
//========================================================================
static float _glfwCalcJoystickPos( DWORD pos, DWORD min, DWORD max )
{
float fpos = (float) pos;
float fmin = (float) min;
float fmax = (float) max;
return (2.0f*(fpos - fmin) / (fmax - fmin)) - 1.0f;
}
//************************************************************************
//**** Platform implementation functions ****
//************************************************************************
//========================================================================
// _glfwPlatformGetJoystickParam() - Determine joystick capabilities
//========================================================================
int _glfwPlatformGetJoystickParam( int joy, int param )
{
JOYCAPS jc;
// return 0;
// Is joystick present?
if( !_glfwJoystickPresent( joy ) )
{
return 0;
}
// We got this far, the joystick is present
if( param == GLFW_PRESENT )
{
return GL_TRUE;
}
// Get joystick capabilities
_glfw_joyGetDevCaps( joy - GLFW_JOYSTICK_1, &jc, sizeof(JOYCAPS) );
switch( param )
{
case GLFW_AXES:
// Return number of joystick axes
return jc.wNumAxes;
case GLFW_BUTTONS:
// Return number of joystick axes
return jc.wNumButtons;
default:
break;
}
return 0;
}
//========================================================================
// _glfwPlatformGetJoystickPos() - Get joystick axis positions
//========================================================================
int _glfwPlatformGetJoystickPos( int joy, float *pos, int numaxes )
{
JOYCAPS jc;
JOYINFOEX ji;
int axis;
// return 0;
// Is joystick present?
if( !_glfwJoystickPresent( joy ) )
{
return 0;
}
// Get joystick capabilities
_glfw_joyGetDevCaps( joy - GLFW_JOYSTICK_1, &jc, sizeof(JOYCAPS) );
// Get joystick state
ji.dwSize = sizeof( JOYINFOEX );
ji.dwFlags = JOY_RETURNX | JOY_RETURNY | JOY_RETURNZ |
JOY_RETURNR | JOY_RETURNU | JOY_RETURNV;
_glfw_joyGetPosEx( joy - GLFW_JOYSTICK_1, &ji );
// Get position values for all axes
axis = 0;
if( axis < numaxes )
{
pos[ axis++ ] = _glfwCalcJoystickPos( ji.dwXpos, jc.wXmin,
jc.wXmax );
}
if( axis < numaxes )
{
pos[ axis++ ] = -_glfwCalcJoystickPos( ji.dwYpos, jc.wYmin,
jc.wYmax );
}
if( axis < numaxes && jc.wCaps & JOYCAPS_HASZ )
{
pos[ axis++ ] = _glfwCalcJoystickPos( ji.dwZpos, jc.wZmin,
jc.wZmax );
}
if( axis < numaxes && jc.wCaps & JOYCAPS_HASR )
{
pos[ axis++ ] = _glfwCalcJoystickPos( ji.dwRpos, jc.wRmin,
jc.wRmax );
}
if( axis < numaxes && jc.wCaps & JOYCAPS_HASU )
{
pos[ axis++ ] = _glfwCalcJoystickPos( ji.dwUpos, jc.wUmin,
jc.wUmax );
}
if( axis < numaxes && jc.wCaps & JOYCAPS_HASV )
{
pos[ axis++ ] = -_glfwCalcJoystickPos( ji.dwVpos, jc.wVmin,
jc.wVmax );
}
// Return number of returned axes
return axis;
}
//========================================================================
// _glfwPlatformGetJoystickButtons() - Get joystick button states
//========================================================================
int _glfwPlatformGetJoystickButtons( int joy, unsigned char *buttons,
int numbuttons )
{
JOYCAPS jc;
JOYINFOEX ji;
int button;
// return 0;
// Is joystick present?
if( !_glfwJoystickPresent( joy ) )
{
return 0;
}
// Get joystick capabilities
_glfw_joyGetDevCaps( joy - GLFW_JOYSTICK_1, &jc, sizeof(JOYCAPS) );
// Get joystick state
ji.dwSize = sizeof( JOYINFOEX );
ji.dwFlags = JOY_RETURNBUTTONS;
_glfw_joyGetPosEx( joy - GLFW_JOYSTICK_1, &ji );
// Get states of all requested buttons
button = 0;
while( button < numbuttons && button < (int) jc.wNumButtons )
{
buttons[ button ] = (unsigned char)
(ji.dwButtons & (1UL << button) ? GLFW_PRESS : GLFW_RELEASE);
button ++;
}
return button;
}

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Win32/WGL
// API version: 2.7
// 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"
//************************************************************************
//**** GLFW internal functions ****
//************************************************************************
//========================================================================
// _glfwInitTimer() - Initialise timer
//========================================================================
void _glfwInitTimer( void )
{
__int64 freq;
// Check if we have a performance counter
if( QueryPerformanceFrequency( (LARGE_INTEGER *)&freq ) )
{
// Performance counter is available => use it!
_glfwLibrary.Timer.HasPerformanceCounter = GL_TRUE;
// Counter resolution is 1 / counter frequency
_glfwLibrary.Timer.Resolution = 1.0 / (double)freq;
// Set start time for timer
QueryPerformanceCounter( (LARGE_INTEGER *)&_glfwLibrary.Timer.t0_64 );
}
else
{
// No performace counter available => use the tick counter
_glfwLibrary.Timer.HasPerformanceCounter = GL_FALSE;
// Counter resolution is 1 ms
_glfwLibrary.Timer.Resolution = 0.001;
// Set start time for timer
_glfwLibrary.Timer.t0_32 = _glfw_timeGetTime();
}
}
//************************************************************************
//**** Platform implementation functions ****
//************************************************************************
//========================================================================
// Return timer value in seconds
//========================================================================
double _glfwPlatformGetTime( void )
{
double t;
__int64 t_64;
if( _glfwLibrary.Timer.HasPerformanceCounter )
{
QueryPerformanceCounter( (LARGE_INTEGER *)&t_64 );
t = (double)(t_64 - _glfwLibrary.Timer.t0_64);
}
else
{
t = (double)(_glfw_timeGetTime() - _glfwLibrary.Timer.t0_32);
}
// Calculate the current time in seconds
return t * _glfwLibrary.Timer.Resolution;
}
//========================================================================
// Set timer value in seconds
//========================================================================
void _glfwPlatformSetTime( double t )
{
__int64 t_64;
if( _glfwLibrary.Timer.HasPerformanceCounter )
{
QueryPerformanceCounter( (LARGE_INTEGER *)&t_64 );
_glfwLibrary.Timer.t0_64 = t_64 - (__int64)(t/_glfwLibrary.Timer.Resolution);
}
else
{
_glfwLibrary.Timer.t0_32 = _glfw_timeGetTime() - (int)(t*1000.0);
}
}

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configure_file(
${CMAKE_CURRENT_SOURCE_DIR}/x11_config.h.cmake
${CMAKE_CURRENT_BINARY_DIR}/x11_config.h @ONLY)
configure_file(
${CMAKE_CURRENT_SOURCE_DIR}/libglfw.pc.cmake
${CMAKE_CURRENT_BINARY_DIR}/libglfw.pc @ONLY)
include_directories(
${CMAKE_CURRENT_BINARY_DIR}
${CMAKE_CURRENT_SOURCE_DIR}
${CMAKE_CURRENT_SOURCE_DIR}/..
${GLFW_INCLUDE_DIR})
set(libglfw_SOURCES
${common_SOURCES}
x11_enable.c
x11_fullscreen.c
x11_glext.c
x11_init.c
x11_joystick.c
x11_keysym2unicode.c
x11_time.c
x11_window.c)
add_library(libglfwStatic STATIC ${libglfw_SOURCES})
add_library(libglfwShared SHARED ${libglfw_SOURCES})
target_link_libraries(libglfwShared ${GLFW_LIBRARIES})
set_target_properties(libglfwStatic libglfwShared PROPERTIES
CLEAN_DIRECT_OUTPUT 1
OUTPUT_NAME glfw
)
install(TARGETS libglfwStatic libglfwShared DESTINATION lib)
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/libglfw.pc DESTINATION lib/pkgconfig)

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prefix=@CMAKE_INSTALL_PREFIX@
exec_prefix=${prefix}
libdir=${exec_prefix}/lib
includedir=${prefix}/include
Name: GLFW
Description: A portable framework for OpenGL development
Version: 2.7
URL: http://glfw.sourceforge.net/
Libs: -L${libdir} -lglfw @GLFW_LIBRARIES@
Cflags: -I${includedir}

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//========================================================================
// GLFW - An OpenGL framework
// Platform: X11/GLX
// API version: 2.7
// 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 _platform_h_
#define _platform_h_
// This is the X11 version of GLFW
#define _GLFW_X11
// Include files
#include <sys/time.h>
#include <unistd.h>
#include <signal.h>
#include <X11/Xlib.h>
#include <X11/keysym.h>
#include <X11/Xatom.h>
#include <GL/glx.h>
#include "../../include/GL/glfw.h"
#include "x11_config.h"
// We need declarations for GLX version 1.3 or above even if the server doesn't
// support version 1.3
#ifndef GLX_VERSION_1_3
#error "GLX header version 1.3 or above is required"
#endif
#if defined( _GLFW_HAS_XF86VIDMODE ) && defined( _GLFW_HAS_XRANDR )
#error "Xf86VidMode and RandR extensions cannot both be enabled"
#endif
// With XFree86, we can use the XF86VidMode extension
#if defined( _GLFW_HAS_XF86VIDMODE )
#include <X11/extensions/xf86vmode.h>
#endif
#if defined( _GLFW_HAS_XRANDR )
#include <X11/extensions/Xrandr.h>
#endif
// Do we have support for dlopen/dlsym?
#if defined( _GLFW_HAS_DLOPEN )
#include <dlfcn.h>
#endif
// We support two different ways for getting the number of processors in
// the system: sysconf (POSIX) and sysctl (BSD?)
#if defined( _GLFW_HAS_SYSCONF )
// Use a single constant for querying number of online processors using
// the sysconf function (e.g. SGI defines _SC_NPROC_ONLN instead of
// _SC_NPROCESSORS_ONLN)
#ifndef _SC_NPROCESSORS_ONLN
#ifdef _SC_NPROC_ONLN
#define _SC_NPROCESSORS_ONLN _SC_NPROC_ONLN
#else
#error POSIX constant _SC_NPROCESSORS_ONLN not defined!
#endif
#endif
// Macro for querying the number of processors
#define _glfw_numprocessors(n) n=(int)sysconf(_SC_NPROCESSORS_ONLN)
#elif defined( _GLFW_HAS_SYSCTL )
#include <sys/types.h>
#include <sys/sysctl.h>
// Macro for querying the number of processors
#define _glfw_numprocessors(n) { \
int mib[2], ncpu; \
size_t len = 1; \
mib[0] = CTL_HW; \
mib[1] = HW_NCPU; \
n = 1; \
if( sysctl( mib, 2, &ncpu, &len, NULL, 0 ) != -1 ) \
{ \
if( len > 0 ) \
{ \
n = ncpu; \
} \
} \
}
#else
// If neither sysconf nor sysctl is supported, assume single processor
// system
#define _glfw_numprocessors(n) n=1
#endif
// Pointer length integer
// One day, this will most likely move into glfw.h
typedef intptr_t GLFWintptr;
#ifndef GLX_SGI_swap_control
// Function signature for GLX_SGI_swap_control
typedef int ( * PFNGLXSWAPINTERVALSGIPROC) (int interval);
#endif /*GLX_SGI_swap_control*/
#ifndef GLX_SGIX_fbconfig
/* Type definitions for GLX_SGIX_fbconfig */
typedef XID GLXFBConfigIDSGIX;
typedef struct __GLXFBConfigRec *GLXFBConfigSGIX;
/* Function signatures for GLX_SGIX_fbconfig */
typedef int ( * PFNGLXGETFBCONFIGATTRIBSGIXPROC) (Display *dpy, GLXFBConfigSGIX config, int attribute, int *value);
typedef GLXFBConfigSGIX * ( * PFNGLXCHOOSEFBCONFIGSGIXPROC) (Display *dpy, int screen, int *attrib_list, int *nelements);
typedef GLXContext ( * PFNGLXCREATECONTEXTWITHCONFIGSGIXPROC) (Display *dpy, GLXFBConfigSGIX config, int render_type, GLXContext share_list, Bool direct);
typedef XVisualInfo * ( * PFNGLXGETVISUALFROMFBCONFIGSGIXPROC) (Display *dpy, GLXFBConfigSGIX config);
/* Tokens for GLX_SGIX_fbconfig */
#define GLX_WINDOW_BIT_SGIX 0x00000001
#define GLX_PIXMAP_BIT_SGIX 0x00000002
#define GLX_RGBA_BIT_SGIX 0x00000001
#define GLX_COLOR_INDEX_BIT_SGIX 0x00000002
#define GLX_DRAWABLE_TYPE_SGIX 0x8010
#define GLX_RENDER_TYPE_SGIX 0x8011
#define GLX_X_RENDERABLE_SGIX 0x8012
#define GLX_FBCONFIG_ID_SGIX 0x8013
#define GLX_RGBA_TYPE_SGIX 0x8014
#define GLX_COLOR_INDEX_TYPE_SGIX 0x8015
#define GLX_SCREEN_EXT 0x800C
#endif /*GLX_SGIX_fbconfig*/
#ifndef GLX_ARB_create_context
/* Tokens for glXCreateContextAttribsARB attributes */
#define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091
#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092
#define GLX_CONTEXT_FLAGS_ARB 0x2094
/* Bits for WGL_CONTEXT_FLAGS_ARB */
#define GLX_CONTEXT_DEBUG_BIT_ARB 0x0001
#define GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002
/* Prototype for glXCreateContextAttribs */
typedef GLXContext (*PFNGLXCREATECONTEXTATTRIBSARBPROC)( Display *display, GLXFBConfig config, GLXContext share_context, Bool direct, const int *attrib_list);
#endif /*GLX_ARB_create_context*/
#ifndef GLX_ARB_create_context_profile
/* Tokens for glXCreateContextAttribsARB attributes */
#define GLX_CONTEXT_PROFILE_MASK_ARB 0x9126
/* BIts for GLX_CONTEXT_PROFILE_MASK_ARB */
#define GLX_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001
#define GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002
#endif /*GLX_ARB_create_context_profile*/
#ifndef GL_VERSION_3_0
typedef const GLubyte * (APIENTRY *PFNGLGETSTRINGIPROC) (GLenum, GLuint);
#endif /*GL_VERSION_3_0*/
//========================================================================
// Global variables (GLFW internals)
//========================================================================
//------------------------------------------------------------------------
// Window structure
//------------------------------------------------------------------------
typedef struct _GLFWwin_struct _GLFWwin;
struct _GLFWwin_struct {
// ========= PLATFORM INDEPENDENT MANDATORY PART =========================
// User callback functions
GLFWwindowsizefun windowSizeCallback;
GLFWwindowclosefun windowCloseCallback;
GLFWwindowrefreshfun windowRefreshCallback;
GLFWmousebuttonfun mouseButtonCallback;
GLFWmouseposfun mousePosCallback;
GLFWmousewheelfun mouseWheelCallback;
GLFWkeyfun keyCallback;
GLFWcharfun charCallback;
// User selected window settings
int fullscreen; // Fullscreen flag
int mouseLock; // Mouse-lock flag
int autoPollEvents; // Auto polling flag
int sysKeysDisabled; // System keys disabled flag
int windowNoResize; // Resize- and maximize gadgets disabled flag
int refreshRate; // Vertical monitor refresh rate
// Window status & parameters
int opened; // Flag telling if window is opened or not
int active; // Application active flag
int iconified; // Window iconified flag
int width, height; // Window width and heigth
int accelerated; // GL_TRUE if window is HW accelerated
// Framebuffer attributes
int redBits;
int greenBits;
int blueBits;
int alphaBits;
int depthBits;
int stencilBits;
int accumRedBits;
int accumGreenBits;
int accumBlueBits;
int accumAlphaBits;
int auxBuffers;
int stereo;
int samples;
// OpenGL extensions and context attributes
int has_GL_SGIS_generate_mipmap;
int has_GL_ARB_texture_non_power_of_two;
int glMajor, glMinor, glRevision;
int glForward, glDebug, glProfile;
PFNGLGETSTRINGIPROC GetStringi;
// ========= PLATFORM SPECIFIC PART ======================================
// Platform specific window resources
Colormap colormap; // Window colormap
Window window; // Window
Window root; // Root window for screen
int screen; // Screen ID
XVisualInfo *visual; // Visual for selected GLXFBConfig
GLXFBConfigID fbconfigID; // ID of selected GLXFBConfig
GLXContext context; // OpenGL rendering context
Atom wmDeleteWindow; // WM_DELETE_WINDOW atom
Atom wmPing; // _NET_WM_PING atom
Atom wmState; // _NET_WM_STATE atom
Atom wmStateFullscreen; // _NET_WM_STATE_FULLSCREEN atom
Atom wmActiveWindow; // _NET_ACTIVE_WINDOW atom
Cursor cursor; // Invisible cursor for hidden cursor
// GLX extensions
PFNGLXSWAPINTERVALSGIPROC SwapIntervalSGI;
PFNGLXGETFBCONFIGATTRIBSGIXPROC GetFBConfigAttribSGIX;
PFNGLXCHOOSEFBCONFIGSGIXPROC ChooseFBConfigSGIX;
PFNGLXCREATECONTEXTWITHCONFIGSGIXPROC CreateContextWithConfigSGIX;
PFNGLXGETVISUALFROMFBCONFIGSGIXPROC GetVisualFromFBConfigSGIX;
PFNGLXCREATECONTEXTATTRIBSARBPROC CreateContextAttribsARB;
GLboolean has_GLX_SGIX_fbconfig;
GLboolean has_GLX_SGI_swap_control;
GLboolean has_GLX_ARB_multisample;
GLboolean has_GLX_ARB_create_context;
GLboolean has_GLX_ARB_create_context_profile;
// Various platform specific internal variables
GLboolean hasEWMH; // True if window manager supports EWMH
GLboolean overrideRedirect; // True if window is OverrideRedirect
GLboolean keyboardGrabbed; // True if keyboard is currently grabbed
GLboolean pointerGrabbed; // True if pointer is currently grabbed
GLboolean pointerHidden; // True if pointer is currently hidden
// Screensaver data
struct {
int changed;
int timeout;
int interval;
int blanking;
int exposure;
} Saver;
// Fullscreen data
struct {
int modeChanged;
#if defined( _GLFW_HAS_XF86VIDMODE )
XF86VidModeModeInfo oldMode;
#endif
#if defined( _GLFW_HAS_XRANDR )
SizeID oldSizeID;
int oldWidth;
int oldHeight;
Rotation oldRotation;
#endif
} FS;
};
GLFWGLOBAL _GLFWwin _glfwWin;
//------------------------------------------------------------------------
// User input status (most of this should go in _GLFWwin)
//------------------------------------------------------------------------
GLFWGLOBAL struct {
// ========= PLATFORM INDEPENDENT MANDATORY PART =========================
// Mouse status
int MousePosX, MousePosY;
int WheelPos;
char MouseButton[ GLFW_MOUSE_BUTTON_LAST+1 ];
// Keyboard status
char Key[ GLFW_KEY_LAST+1 ];
int LastChar;
// User selected settings
int StickyKeys;
int StickyMouseButtons;
int KeyRepeat;
// ========= PLATFORM SPECIFIC PART ======================================
// Platform specific internal variables
int MouseMoved, CursorPosX, CursorPosY;
} _glfwInput;
//------------------------------------------------------------------------
// Library global data
//------------------------------------------------------------------------
GLFWGLOBAL struct {
// ========= PLATFORM INDEPENDENT MANDATORY PART =========================
// Window opening hints
_GLFWhints hints;
// ========= PLATFORM SPECIFIC PART ======================================
Display *display;
// Server-side GLX version
int glxMajor, glxMinor;
struct {
int available;
int eventBase;
int errorBase;
} XF86VidMode;
struct {
int available;
int eventBase;
int errorBase;
} XRandR;
// Timer data
struct {
double resolution;
long long t0;
} Timer;
#if defined(_GLFW_DLOPEN_LIBGL)
struct {
void *libGL; // dlopen handle for libGL.so
} Libs;
#endif
} _glfwLibrary;
//------------------------------------------------------------------------
// Joystick information & state
//------------------------------------------------------------------------
GLFWGLOBAL struct {
int Present;
int fd;
int NumAxes;
int NumButtons;
float *Axis;
unsigned char *Button;
} _glfwJoy[ GLFW_JOYSTICK_LAST + 1 ];
//========================================================================
// Prototypes for platform specific internal functions
//========================================================================
// Time
void _glfwInitTimer( void );
// Fullscreen support
int _glfwGetClosestVideoMode( int screen, int *width, int *height, int *rate );
void _glfwSetVideoModeMODE( int screen, int mode, int rate );
void _glfwSetVideoMode( int screen, int *width, int *height, int *rate );
void _glfwRestoreVideoMode( void );
// Joystick input
void _glfwInitJoysticks( void );
void _glfwTerminateJoysticks( void );
// Unicode support
long _glfwKeySym2Unicode( KeySym keysym );
#endif // _platform_h_

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/* Configure build time options of GLFW */
/* Define this to 1 if XRandR is available */
#cmakedefine _GLFW_HAS_XRANDR 1
/* Define this to 1 if Xf86VidMode is available */
#cmakedefine _GLFW_HAS_XF86VIDMODE 1
/* Define this to 1 if glXGetProcAddress is available */
#cmakedefine _GLFW_HAS_GLXGETPROCADDRESS 1
/* Define this to 1 if glXGetProcAddressARB is available */
#cmakedefine _GLFW_HAS_GLXGETPROCADDRESSARB 1
/* Define this to 1 if glXGetProcAddressEXT is available */
#cmakedefine _GLFW_HAS_GLXGETPROCADDRESSEXT 1

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//========================================================================
// GLFW - An OpenGL framework
// Platform: X11 (Unix)
// API version: 2.7
// 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"
//************************************************************************
//**** Platform implementation functions ****
//************************************************************************
//========================================================================
// Enable system keys
//========================================================================
void _glfwPlatformEnableSystemKeys( void )
{
if( _glfwWin.keyboardGrabbed )
{
XUngrabKeyboard( _glfwLibrary.display, CurrentTime );
_glfwWin.keyboardGrabbed = GL_FALSE;
}
}
//========================================================================
// Disable system keys
//========================================================================
void _glfwPlatformDisableSystemKeys( void )
{
if( XGrabKeyboard( _glfwLibrary.display, _glfwWin.window, True,
GrabModeAsync, GrabModeAsync, CurrentTime ) ==
GrabSuccess )
{
_glfwWin.keyboardGrabbed = GL_TRUE;
}
}

572
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//========================================================================
// GLFW - An OpenGL framework
// Platform: X11/GLX
// API version: 2.7
// 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 <limits.h>
//************************************************************************
//**** GLFW internal functions ****
//************************************************************************
//========================================================================
// Convert BPP to RGB bits (based on "best guess")
//========================================================================
static void BPP2RGB( int bpp, int *r, int *g, int *b )
{
int delta;
// Special case: BPP = 32 (I don't think this is necessary for X11??)
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;
}
}
//========================================================================
// Finds the video mode closest in size to the specified desired size
//========================================================================
int _glfwGetClosestVideoMode( int screen, int *width, int *height, int *rate )
{
#if defined( _GLFW_HAS_XRANDR )
int i, match, bestmatch;
int sizecount, bestsize;
int ratecount, bestrate;
short *ratelist;
XRRScreenConfiguration *sc;
XRRScreenSize *sizelist;
if( _glfwLibrary.XRandR.available )
{
sc = XRRGetScreenInfo( _glfwLibrary.display,
RootWindow( _glfwLibrary.display, screen ) );
sizelist = XRRConfigSizes( sc, &sizecount );
// Find the best matching mode
bestsize = -1;
bestmatch = INT_MAX;
for( i = 0; i < sizecount; i++ )
{
match = (*width - sizelist[i].width) *
(*width - sizelist[i].width) +
(*height - sizelist[i].height) *
(*height - sizelist[i].height);
if( match < bestmatch )
{
bestmatch = match;
bestsize = i;
}
}
if( bestsize != -1 )
{
// Report width & height of best matching mode
*width = sizelist[bestsize].width;
*height = sizelist[bestsize].height;
if( *rate > 0 )
{
ratelist = XRRConfigRates( sc, bestsize, &ratecount );
bestrate = -1;
bestmatch = INT_MAX;
for( i = 0; i < ratecount; i++ )
{
match = abs( ratelist[i] - *rate );
if( match < bestmatch )
{
bestmatch = match;
bestrate = ratelist[i];
}
}
if( bestrate != -1 )
{
*rate = bestrate;
}
}
}
// Free modelist
XRRFreeScreenConfigInfo( sc );
if( bestsize != -1 )
{
return bestsize;
}
}
#elif defined( _GLFW_HAS_XF86VIDMODE )
XF86VidModeModeInfo **modelist;
int modecount, i, bestmode, bestmatch, match;
// Use the XF86VidMode extension to control video resolution
if( _glfwLibrary.XF86VidMode.available )
{
// Get a list of all available display modes
XF86VidModeGetAllModeLines( _glfwLibrary.display, screen,
&modecount, &modelist );
// Find the best matching mode
bestmode = -1;
bestmatch = INT_MAX;
for( i = 0; i < modecount; i++ )
{
match = (*width - modelist[i]->hdisplay) *
(*width - modelist[i]->hdisplay) +
(*height - modelist[i]->vdisplay) *
(*height - modelist[i]->vdisplay);
if( match < bestmatch )
{
bestmatch = match;
bestmode = i;
}
}
if( bestmode != -1 )
{
// Report width & height of best matching mode
*width = modelist[ bestmode ]->hdisplay;
*height = modelist[ bestmode ]->vdisplay;
}
// Free modelist
XFree( modelist );
if( bestmode != -1 )
{
return bestmode;
}
}
#endif
// Default: Simply use the screen resolution
*width = DisplayWidth( _glfwLibrary.display, screen );
*height = DisplayHeight( _glfwLibrary.display, screen );
return 0;
}
//========================================================================
// Change the current video mode
//========================================================================
void _glfwSetVideoModeMODE( int screen, int mode, int rate )
{
#if defined( _GLFW_HAS_XRANDR )
XRRScreenConfiguration *sc;
Window root;
if( _glfwLibrary.XRandR.available )
{
root = RootWindow( _glfwLibrary.display, screen );
sc = XRRGetScreenInfo( _glfwLibrary.display, root );
// Remember old size and flag that we have changed the mode
if( !_glfwWin.FS.modeChanged )
{
_glfwWin.FS.oldSizeID = XRRConfigCurrentConfiguration( sc, &_glfwWin.FS.oldRotation );
_glfwWin.FS.oldWidth = DisplayWidth( _glfwLibrary.display, screen );
_glfwWin.FS.oldHeight = DisplayHeight( _glfwLibrary.display, screen );
_glfwWin.FS.modeChanged = GL_TRUE;
}
if( rate > 0 )
{
// Set desired configuration
XRRSetScreenConfigAndRate( _glfwLibrary.display,
sc,
root,
mode,
RR_Rotate_0,
(short) rate,
CurrentTime );
}
else
{
// Set desired configuration
XRRSetScreenConfig( _glfwLibrary.display,
sc,
root,
mode,
RR_Rotate_0,
CurrentTime );
}
XRRFreeScreenConfigInfo( sc );
}
#elif defined( _GLFW_HAS_XF86VIDMODE )
XF86VidModeModeInfo **modelist;
int modecount;
// Use the XF86VidMode extension to control video resolution
if( _glfwLibrary.XF86VidMode.available )
{
// Get a list of all available display modes
XF86VidModeGetAllModeLines( _glfwLibrary.display, screen,
&modecount, &modelist );
// Unlock mode switch if necessary
if( _glfwWin.FS.modeChanged )
{
XF86VidModeLockModeSwitch( _glfwLibrary.display, screen, 0 );
}
// Change the video mode to the desired mode
XF86VidModeSwitchToMode( _glfwLibrary.display, screen,
modelist[ mode ] );
// Set viewport to upper left corner (where our window will be)
XF86VidModeSetViewPort( _glfwLibrary.display, screen, 0, 0 );
// Lock mode switch
XF86VidModeLockModeSwitch( _glfwLibrary.display, screen, 1 );
// Remember old mode and flag that we have changed the mode
if( !_glfwWin.FS.modeChanged )
{
_glfwWin.FS.oldMode = *modelist[ 0 ];
_glfwWin.FS.modeChanged = GL_TRUE;
}
// Free mode list
XFree( modelist );
}
#endif
}
//========================================================================
// Change the current video mode
//========================================================================
void _glfwSetVideoMode( int screen, int *width, int *height, int *rate )
{
int bestmode;
// Find a best match mode
bestmode = _glfwGetClosestVideoMode( screen, width, height, rate );
// Change mode
_glfwSetVideoModeMODE( screen, bestmode, *rate );
}
//========================================================================
// Restore the previously saved (original) video mode
//========================================================================
void _glfwRestoreVideoMode( void )
{
if( _glfwWin.FS.modeChanged )
{
#if defined( _GLFW_HAS_XRANDR )
if( _glfwLibrary.XRandR.available )
{
XRRScreenConfiguration *sc;
if( _glfwLibrary.XRandR.available )
{
sc = XRRGetScreenInfo( _glfwLibrary.display, _glfwWin.root );
XRRSetScreenConfig( _glfwLibrary.display,
sc,
_glfwWin.root,
_glfwWin.FS.oldSizeID,
_glfwWin.FS.oldRotation,
CurrentTime );
XRRFreeScreenConfigInfo( sc );
}
}
#elif defined( _GLFW_HAS_XF86VIDMODE )
if( _glfwLibrary.XF86VidMode.available )
{
// Unlock mode switch
XF86VidModeLockModeSwitch( _glfwLibrary.display, _glfwWin.screen, 0 );
// Change the video mode back to the old mode
XF86VidModeSwitchToMode( _glfwLibrary.display,
_glfwWin.screen,
&_glfwWin.FS.oldMode );
}
#endif
_glfwWin.FS.modeChanged = GL_FALSE;
}
}
//************************************************************************
//**** Platform implementation functions ****
//************************************************************************
struct _glfwResolution
{
int width;
int height;
};
//========================================================================
// List available video modes
//========================================================================
int _glfwPlatformGetVideoModes( GLFWvidmode *list, int maxcount )
{
int count, k, l, r, g, b, rgba, gl;
int depth, screen;
Display *dpy;
XVisualInfo *vislist, dummy;
int viscount, rgbcount, rescount;
int *rgbarray;
struct _glfwResolution *resarray;
#if defined( _GLFW_HAS_XRANDR )
XRRScreenConfiguration *sc;
XRRScreenSize *sizelist;
int sizecount;
#elif defined( _GLFW_HAS_XF86VIDMODE )
XF86VidModeModeInfo **modelist;
int modecount, width, height;
#endif
// Get display and screen
dpy = _glfwLibrary.display;
screen = DefaultScreen( dpy );
// Get list of visuals
vislist = XGetVisualInfo( dpy, 0, &dummy, &viscount );
if( vislist == NULL )
{
return 0;
}
rgbarray = (int*) malloc( sizeof(int) * viscount );
rgbcount = 0;
// Build RGB array
for( k = 0; k < viscount; k++ )
{
// Does the visual support OpenGL & true color?
glXGetConfig( dpy, &vislist[k], GLX_USE_GL, &gl );
glXGetConfig( dpy, &vislist[k], GLX_RGBA, &rgba );
if( gl && rgba )
{
// Get color depth for this visual
depth = vislist[k].depth;
// Convert to RGB
BPP2RGB( depth, &r, &g, &b );
depth = (r<<16) | (g<<8) | b;
// Is this mode unique?
for( l = 0; l < rgbcount; l++ )
{
if( depth == rgbarray[ l ] )
{
break;
}
}
if( l >= rgbcount )
{
rgbarray[ rgbcount ] = depth;
rgbcount++;
}
}
}
rescount = 0;
resarray = NULL;
// Build resolution array
#if defined( _GLFW_HAS_XRANDR )
if( _glfwLibrary.XRandR.available )
{
sc = XRRGetScreenInfo( dpy, RootWindow( dpy, screen ) );
sizelist = XRRConfigSizes( sc, &sizecount );
resarray = (struct _glfwResolution*) malloc( sizeof(struct _glfwResolution) * sizecount );
for( k = 0; k < sizecount; k++ )
{
resarray[ rescount ].width = sizelist[ k ].width;
resarray[ rescount ].height = sizelist[ k ].height;
rescount++;
}
XRRFreeScreenConfigInfo( sc );
}
#elif defined( _GLFW_HAS_XF86VIDMODE )
if( _glfwLibrary.XF86VidMode.available )
{
XF86VidModeGetAllModeLines( dpy, screen, &modecount, &modelist );
resarray = (struct _glfwResolution*) malloc( sizeof(struct _glfwResolution) * modecount );
for( k = 0; k < modecount; k++ )
{
width = modelist[ k ]->hdisplay;
height = modelist[ k ]->vdisplay;
// Is this mode unique?
for( l = 0; l < rescount; l++ )
{
if( width == resarray[ l ].width && height == resarray[ l ].height )
{
break;
}
}
if( l >= rescount )
{
resarray[ rescount ].width = width;
resarray[ rescount ].height = height;
rescount++;
}
}
XFree( modelist );
}
#endif
if( !resarray )
{
rescount = 1;
resarray = (struct _glfwResolution*) malloc( sizeof(struct _glfwResolution) * rescount );
resarray[ 0 ].width = DisplayWidth( dpy, screen );
resarray[ 0 ].height = DisplayHeight( dpy, screen );
}
// Build permutations of colors and resolutions
count = 0;
for( k = 0; k < rgbcount && count < maxcount; k++ )
{
for( l = 0; l < rescount && count < maxcount; l++ )
{
list[count].Width = resarray[ l ].width;
list[count].Height = resarray[ l ].height;
list[count].RedBits = (rgbarray[ k ] >> 16) & 255;
list[count].GreenBits = (rgbarray[ k ] >> 8) & 255;
list[count].BlueBits = rgbarray[ k ] & 255;
count++;
}
}
// Free visuals list
XFree( vislist );
free( resarray );
free( rgbarray );
return count;
}
//========================================================================
// Get the desktop video mode
//========================================================================
void _glfwPlatformGetDesktopMode( GLFWvidmode *mode )
{
Display *dpy;
int bpp, screen;
#if defined( _GLFW_HAS_XF86VIDMODE )
XF86VidModeModeInfo **modelist;
int modecount;
#endif
// Get display and screen
dpy = _glfwLibrary.display;
screen = DefaultScreen( dpy );
// Get display depth
bpp = DefaultDepth( dpy, screen );
// Convert BPP to RGB bits
BPP2RGB( bpp, &mode->RedBits, &mode->GreenBits, &mode->BlueBits );
#if defined( _GLFW_HAS_XRANDR )
if( _glfwLibrary.XRandR.available )
{
if( _glfwWin.FS.modeChanged )
{
mode->Width = _glfwWin.FS.oldWidth;
mode->Height = _glfwWin.FS.oldHeight;
return;
}
}
#elif defined( _GLFW_HAS_XF86VIDMODE )
if( _glfwLibrary.XF86VidMode.available )
{
if( _glfwWin.FS.modeChanged )
{
// The old (desktop) mode is stored in _glfwWin.FS.oldMode
mode->Width = _glfwWin.FS.oldMode.hdisplay;
mode->Height = _glfwWin.FS.oldMode.vdisplay;
}
else
{
// Use the XF86VidMode extension to get list of video modes
XF86VidModeGetAllModeLines( dpy, screen, &modecount,
&modelist );
// The first mode in the list is the current (desktio) mode
mode->Width = modelist[ 0 ]->hdisplay;
mode->Height = modelist[ 0 ]->vdisplay;
// Free list
XFree( modelist );
}
return;
}
#endif
// Get current display width and height
mode->Width = DisplayWidth( dpy, screen );
mode->Height = DisplayHeight( dpy, screen );
}

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//========================================================================
// GLFW - An OpenGL framework
// Platform: X11/GLX
// API version: 2.7
// 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"
void (*glXGetProcAddress(const GLubyte *procName))();
void (*glXGetProcAddressARB(const GLubyte *procName))();
void (*glXGetProcAddressEXT(const GLubyte *procName))();
// We support four different ways for getting addresses for GL/GLX
// extension functions: glXGetProcAddress, glXGetProcAddressARB,
// glXGetProcAddressEXT, and dlsym
#if defined( _GLFW_HAS_GLXGETPROCADDRESSARB )
#define _glfw_glXGetProcAddress(x) glXGetProcAddressARB(x)
#elif defined( _GLFW_HAS_GLXGETPROCADDRESS )
#define _glfw_glXGetProcAddress(x) glXGetProcAddress(x)
#elif defined( _GLFW_HAS_GLXGETPROCADDRESSEXT )
#define _glfw_glXGetProcAddress(x) glXGetProcAddressEXT(x)
#elif defined( _GLFW_HAS_DLOPEN )
#define _glfw_glXGetProcAddress(x) dlsym(_glfwLibs.libGL,x)
#define _GLFW_DLOPEN_LIBGL
#else
#define _glfw_glXGetProcAddress(x) NULL
#endif
//************************************************************************
//**** Platform implementation functions ****
//************************************************************************
//========================================================================
// Check if an OpenGL extension is available at runtime
//========================================================================
int _glfwPlatformExtensionSupported( const char *extension )
{
const GLubyte *extensions;
// Get list of GLX extensions
extensions = (const GLubyte*) glXQueryExtensionsString( _glfwLibrary.display,
_glfwWin.screen );
if( extensions != NULL )
{
if( _glfwStringInExtensionString( extension, extensions ) )
{
return GL_TRUE;
}
}
return GL_FALSE;
}
//========================================================================
// Get the function pointer to an OpenGL function
//========================================================================
void * _glfwPlatformGetProcAddress( const char *procname )
{
return (void *) _glfw_glXGetProcAddress( (const GLubyte *) procname );
}

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//========================================================================
// GLFW - An OpenGL framework
// Platform: X11/GLX
// API version: 2.7
// 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"
//************************************************************************
//**** GLFW internal functions ****
//************************************************************************
//========================================================================
// Dynamically load libraries
//========================================================================
static void initLibraries( void )
{
#ifdef _GLFW_DLOPEN_LIBGL
int i;
char *libGL_names[ ] =
{
"libGL.so",
"libGL.so.1",
"/usr/lib/libGL.so",
"/usr/lib/libGL.so.1",
NULL
};
_glfwLibrary.Libs.libGL = NULL;
for( i = 0; !libGL_names[ i ] != NULL; i ++ )
{
_glfwLibrary.Libs.libGL = dlopen( libGL_names[ i ],
RTLD_LAZY | RTLD_GLOBAL );
if( _glfwLibrary.Libs.libGL )
break;
}
#endif
}
//========================================================================
// Terminate GLFW when exiting application
//========================================================================
static void glfw_atexit( void )
{
glfwTerminate();
}
//========================================================================
// Initialize X11 display
//========================================================================
static int initDisplay( void )
{
// Open display
_glfwLibrary.display = XOpenDisplay( 0 );
if( !_glfwLibrary.display )
{
fprintf(stderr, "Failed to open X display\n");
return GL_FALSE;
}
// Check for XF86VidMode extension
#ifdef _GLFW_HAS_XF86VIDMODE
_glfwLibrary.XF86VidMode.available =
XF86VidModeQueryExtension( _glfwLibrary.display,
&_glfwLibrary.XF86VidMode.eventBase,
&_glfwLibrary.XF86VidMode.errorBase);
#else
_glfwLibrary.XF86VidMode.available = 0;
#endif
// Check for XRandR extension
#ifdef _GLFW_HAS_XRANDR
_glfwLibrary.XRandR.available =
XRRQueryExtension( _glfwLibrary.display,
&_glfwLibrary.XRandR.eventBase,
&_glfwLibrary.XRandR.errorBase );
#else
_glfwLibrary.XRandR.available = 0;
#endif
// Fullscreen & screen saver settings
// Check if GLX is supported on this display
if( !glXQueryExtension( _glfwLibrary.display, NULL, NULL ) )
{
fprintf(stderr, "GLX not supported\n");
return GL_FALSE;
}
// Retrieve GLX version
if( !glXQueryVersion( _glfwLibrary.display,
&_glfwLibrary.glxMajor,
&_glfwLibrary.glxMinor ) )
{
fprintf(stderr, "Unable to query GLX version\n");
return GL_FALSE;
}
return GL_TRUE;
}
//========================================================================
// Terminate X11 display
//========================================================================
static void terminateDisplay( void )
{
// Open display
if( _glfwLibrary.display )
{
XCloseDisplay( _glfwLibrary.display );
_glfwLibrary.display = NULL;
}
}
//************************************************************************
//**** Platform implementation functions ****
//************************************************************************
//========================================================================
// Initialize various GLFW state
//========================================================================
int _glfwPlatformInit( void )
{
// Initialize display
if( !initDisplay() )
{
return GL_FALSE;
}
// Try to load libGL.so if necessary
initLibraries();
// Install atexit() routine
atexit( glfw_atexit );
// Initialize joysticks
_glfwInitJoysticks();
// Start the timer
_glfwInitTimer();
return GL_TRUE;
}
//========================================================================
// Close window and shut down library
//========================================================================
int _glfwPlatformTerminate( void )
{
// Close OpenGL window
glfwCloseWindow();
// Terminate display
terminateDisplay();
// Terminate joysticks
_glfwTerminateJoysticks();
// Unload libGL.so if necessary
#ifdef _GLFW_DLOPEN_LIBGL
if( _glfwLibrary.Libs.libGL != NULL )
{
dlclose( _glfwLibrary.Libs.libGL );
_glfwLibrary.Libs.libGL = NULL;
}
#endif
return GL_TRUE;
}

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//========================================================================
// GLFW - An OpenGL framework
// Platform: X11/GLX
// API version: 2.7
// 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"
//========================================================================
// Note: Only Linux joystick input is supported at the moment. Other
// systems will behave as if there are no joysticks connected.
//========================================================================
//************************************************************************
//**** GLFW internal functions ****
//************************************************************************
#ifdef _GLFW_USE_LINUX_JOYSTICKS
//------------------------------------------------------------------------
// Here are the Linux joystick driver v1.x interface definitions that we
// use (we do not want to rely on <linux/joystick.h>):
//------------------------------------------------------------------------
#include <sys/ioctl.h>
#include <fcntl.h>
#include <errno.h>
// Joystick event types
#define JS_EVENT_BUTTON 0x01 /* button pressed/released */
#define JS_EVENT_AXIS 0x02 /* joystick moved */
#define JS_EVENT_INIT 0x80 /* initial state of device */
// Joystick event structure
struct js_event {
unsigned int time; /* (u32) event timestamp in milliseconds */
signed short value; /* (s16) value */
unsigned char type; /* (u8) event type */
unsigned char number; /* (u8) axis/button number */
};
// Joystick IOCTL commands
#define JSIOCGVERSION _IOR('j', 0x01, int) /* get driver version (u32) */
#define JSIOCGAXES _IOR('j', 0x11, char) /* get number of axes (u8) */
#define JSIOCGBUTTONS _IOR('j', 0x12, char) /* get number of buttons (u8) */
#endif // _GLFW_USE_LINUX_JOYSTICKS
//========================================================================
// _glfwInitJoysticks() - Initialize joystick interface
//========================================================================
void _glfwInitJoysticks( void )
{
#ifdef _GLFW_USE_LINUX_JOYSTICKS
int k, n, fd, joy_count;
char *joy_base_name, joy_dev_name[ 20 ];
int driver_version = 0x000800;
char ret_data;
#endif // _GLFW_USE_LINUX_JOYSTICKS
int i;
// Start by saying that there are no sticks
for( i = 0; i <= GLFW_JOYSTICK_LAST; ++ i )
{
_glfwJoy[ i ].Present = GL_FALSE;
}
#ifdef _GLFW_USE_LINUX_JOYSTICKS
// Try to open joysticks (nonblocking)
joy_count = 0;
for( k = 0; k <= 1 && joy_count <= GLFW_JOYSTICK_LAST; ++ k )
{
// Pick joystick base name
switch( k )
{
case 0:
joy_base_name = "/dev/input/js"; // USB sticks
break;
case 1:
joy_base_name = "/dev/js"; // "Legacy" sticks
break;
default:
continue; // (should never happen)
}
// Try to open a few of these sticks
for( i = 0; i <= 50 && joy_count <= GLFW_JOYSTICK_LAST; ++ i )
{
sprintf( joy_dev_name, "%s%d", joy_base_name, i );
fd = open( joy_dev_name, O_NONBLOCK );
if( fd != -1 )
{
// Remember fd
_glfwJoy[ joy_count ].fd = fd;
// Check that the joystick driver version is 1.0+
ioctl( fd, JSIOCGVERSION, &driver_version );
if( driver_version < 0x010000 )
{
// It's an old 0.x interface (we don't support it)
close( fd );
continue;
}
// Get number of joystick axes
ioctl( fd, JSIOCGAXES, &ret_data );
_glfwJoy[ joy_count ].NumAxes = (int) ret_data;
// Get number of joystick buttons
ioctl( fd, JSIOCGBUTTONS, &ret_data );
_glfwJoy[ joy_count ].NumButtons = (int) ret_data;
// Allocate memory for joystick state
_glfwJoy[ joy_count ].Axis =
(float *) malloc( sizeof(float) *
_glfwJoy[ joy_count ].NumAxes );
if( _glfwJoy[ joy_count ].Axis == NULL )
{
close( fd );
continue;
}
_glfwJoy[ joy_count ].Button =
(unsigned char *) malloc( sizeof(char) *
_glfwJoy[ joy_count ].NumButtons );
if( _glfwJoy[ joy_count ].Button == NULL )
{
free( _glfwJoy[ joy_count ].Axis );
close( fd );
continue;
}
// Clear joystick state
for( n = 0; n < _glfwJoy[ joy_count ].NumAxes; ++ n )
{
_glfwJoy[ joy_count ].Axis[ n ] = 0.0f;
}
for( n = 0; n < _glfwJoy[ joy_count ].NumButtons; ++ n )
{
_glfwJoy[ joy_count ].Button[ n ] = GLFW_RELEASE;
}
// The joystick is supported and connected
_glfwJoy[ joy_count ].Present = GL_TRUE;
joy_count ++;
}
}
}
#endif // _GLFW_USE_LINUX_JOYSTICKS
}
//========================================================================
// _glfwTerminateJoysticks() - Close all opened joystick handles
//========================================================================
void _glfwTerminateJoysticks( void )
{
#ifdef _GLFW_USE_LINUX_JOYSTICKS
int i;
// Close any opened joysticks
for( i = 0; i <= GLFW_JOYSTICK_LAST; ++ i )
{
if( _glfwJoy[ i ].Present )
{
close( _glfwJoy[ i ].fd );
free( _glfwJoy[ i ].Axis );
free( _glfwJoy[ i ].Button );
_glfwJoy[ i ].Present = GL_FALSE;
}
}
#endif // _GLFW_USE_LINUX_JOYSTICKS
}
//========================================================================
// Empty joystick event queue
//========================================================================
static void pollJoystickEvents( void )
{
#ifdef _GLFW_USE_LINUX_JOYSTICKS
struct js_event e;
int i;
// Get joystick events for all GLFW joysticks
for( i = 0; i <= GLFW_JOYSTICK_LAST; ++ i )
{
// Is the stick present?
if( _glfwJoy[ i ].Present )
{
// Read all queued events (non-blocking)
while( read(_glfwJoy[i].fd, &e, sizeof(struct js_event)) > 0 )
{
// We don't care if it's an init event or not
e.type &= ~JS_EVENT_INIT;
// Check event type
switch( e.type )
{
case JS_EVENT_AXIS:
_glfwJoy[ i ].Axis[ e.number ] = (float) e.value /
32767.0f;
// We need to change the sign for the Y axes, so that
// positive = up/forward, according to the GLFW spec.
if( e.number & 1 )
{
_glfwJoy[ i ].Axis[ e.number ] =
-_glfwJoy[ i ].Axis[ e.number ];
}
break;
case JS_EVENT_BUTTON:
_glfwJoy[ i ].Button[ e.number ] =
e.value ? GLFW_PRESS : GLFW_RELEASE;
break;
default:
break;
}
}
}
}
#endif // _GLFW_USE_LINUX_JOYSTICKS
}
//************************************************************************
//**** Platform implementation functions ****
//************************************************************************
//========================================================================
// _glfwPlatformGetJoystickParam() - Determine joystick capabilities
//========================================================================
int _glfwPlatformGetJoystickParam( int joy, int param )
{
// Is joystick present?
if( !_glfwJoy[ joy ].Present )
{
return 0;
}
switch( param )
{
case GLFW_PRESENT:
return GL_TRUE;
case GLFW_AXES:
return _glfwJoy[ joy ].NumAxes;
case GLFW_BUTTONS:
return _glfwJoy[ joy ].NumButtons;
default:
break;
}
return 0;
}
//========================================================================
// _glfwPlatformGetJoystickPos() - Get joystick axis positions
//========================================================================
int _glfwPlatformGetJoystickPos( int joy, float *pos, int numaxes )
{
int i;
// Is joystick present?
if( !_glfwJoy[ joy ].Present )
{
return 0;
}
// Update joystick state
pollJoystickEvents();
// Does the joystick support less axes than requested?
if( _glfwJoy[ joy ].NumAxes < numaxes )
{
numaxes = _glfwJoy[ joy ].NumAxes;
}
// Copy axis positions from internal state
for( i = 0; i < numaxes; ++ i )
{
pos[ i ] = _glfwJoy[ joy ].Axis[ i ];
}
return numaxes;
}
//========================================================================
// _glfwPlatformGetJoystickButtons() - Get joystick button states
//========================================================================
int _glfwPlatformGetJoystickButtons( int joy, unsigned char *buttons,
int numbuttons )
{
int i;
// Is joystick present?
if( !_glfwJoy[ joy ].Present )
{
return 0;
}
// Update joystick state
pollJoystickEvents();
// Does the joystick support less buttons than requested?
if( _glfwJoy[ joy ].NumButtons < numbuttons )
{
numbuttons = _glfwJoy[ joy ].NumButtons;
}
// Copy button states from internal state
for( i = 0; i < numbuttons; ++ i )
{
buttons[ i ] = _glfwJoy[ joy ].Button[ i ];
}
return numbuttons;
}

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@ -0,0 +1,901 @@
//========================================================================
// GLFW - An OpenGL framework
// Platform: X11/GLX
// API version: 2.7
// 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"
/*
* Marcus: This code was originally written by Markus G. Kuhn.
* I have made some slight changes (trimmed it down a bit from >60 KB to
* 20 KB), but the functionality is the same.
*/
/*
* This module converts keysym values into the corresponding ISO 10646
* (UCS, Unicode) values.
*
* The array keysymtab[] contains pairs of X11 keysym values for graphical
* characters and the corresponding Unicode value. The function
* _glfwKeySym2Unicode() maps a keysym onto a Unicode value using a binary
* search, therefore keysymtab[] must remain SORTED by keysym value.
*
* We allow to represent any UCS character in the range U-00000000 to
* U-00FFFFFF by a keysym value in the range 0x01000000 to 0x01ffffff.
* This admittedly does not cover the entire 31-bit space of UCS, but
* it does cover all of the characters up to U-10FFFF, which can be
* represented by UTF-16, and more, and it is very unlikely that higher
* UCS codes will ever be assigned by ISO. So to get Unicode character
* U+ABCD you can directly use keysym 0x0100abcd.
*
* Original author: Markus G. Kuhn <mkuhn@acm.org>, University of
* Cambridge, April 2001
*
* Special thanks to Richard Verhoeven <river@win.tue.nl> for preparing
* an initial draft of the mapping table.
*
*/
//************************************************************************
//**** KeySym to Unicode mapping table ****
//************************************************************************
static struct codepair {
unsigned short keysym;
unsigned short ucs;
} keysymtab[] = {
{ 0x01a1, 0x0104 },
{ 0x01a2, 0x02d8 },
{ 0x01a3, 0x0141 },
{ 0x01a5, 0x013d },
{ 0x01a6, 0x015a },
{ 0x01a9, 0x0160 },
{ 0x01aa, 0x015e },
{ 0x01ab, 0x0164 },
{ 0x01ac, 0x0179 },
{ 0x01ae, 0x017d },
{ 0x01af, 0x017b },
{ 0x01b1, 0x0105 },
{ 0x01b2, 0x02db },
{ 0x01b3, 0x0142 },
{ 0x01b5, 0x013e },
{ 0x01b6, 0x015b },
{ 0x01b7, 0x02c7 },
{ 0x01b9, 0x0161 },
{ 0x01ba, 0x015f },
{ 0x01bb, 0x0165 },
{ 0x01bc, 0x017a },
{ 0x01bd, 0x02dd },
{ 0x01be, 0x017e },
{ 0x01bf, 0x017c },
{ 0x01c0, 0x0154 },
{ 0x01c3, 0x0102 },
{ 0x01c5, 0x0139 },
{ 0x01c6, 0x0106 },
{ 0x01c8, 0x010c },
{ 0x01ca, 0x0118 },
{ 0x01cc, 0x011a },
{ 0x01cf, 0x010e },
{ 0x01d0, 0x0110 },
{ 0x01d1, 0x0143 },
{ 0x01d2, 0x0147 },
{ 0x01d5, 0x0150 },
{ 0x01d8, 0x0158 },
{ 0x01d9, 0x016e },
{ 0x01db, 0x0170 },
{ 0x01de, 0x0162 },
{ 0x01e0, 0x0155 },
{ 0x01e3, 0x0103 },
{ 0x01e5, 0x013a },
{ 0x01e6, 0x0107 },
{ 0x01e8, 0x010d },
{ 0x01ea, 0x0119 },
{ 0x01ec, 0x011b },
{ 0x01ef, 0x010f },
{ 0x01f0, 0x0111 },
{ 0x01f1, 0x0144 },
{ 0x01f2, 0x0148 },
{ 0x01f5, 0x0151 },
{ 0x01f8, 0x0159 },
{ 0x01f9, 0x016f },
{ 0x01fb, 0x0171 },
{ 0x01fe, 0x0163 },
{ 0x01ff, 0x02d9 },
{ 0x02a1, 0x0126 },
{ 0x02a6, 0x0124 },
{ 0x02a9, 0x0130 },
{ 0x02ab, 0x011e },
{ 0x02ac, 0x0134 },
{ 0x02b1, 0x0127 },
{ 0x02b6, 0x0125 },
{ 0x02b9, 0x0131 },
{ 0x02bb, 0x011f },
{ 0x02bc, 0x0135 },
{ 0x02c5, 0x010a },
{ 0x02c6, 0x0108 },
{ 0x02d5, 0x0120 },
{ 0x02d8, 0x011c },
{ 0x02dd, 0x016c },
{ 0x02de, 0x015c },
{ 0x02e5, 0x010b },
{ 0x02e6, 0x0109 },
{ 0x02f5, 0x0121 },
{ 0x02f8, 0x011d },
{ 0x02fd, 0x016d },
{ 0x02fe, 0x015d },
{ 0x03a2, 0x0138 },
{ 0x03a3, 0x0156 },
{ 0x03a5, 0x0128 },
{ 0x03a6, 0x013b },
{ 0x03aa, 0x0112 },
{ 0x03ab, 0x0122 },
{ 0x03ac, 0x0166 },
{ 0x03b3, 0x0157 },
{ 0x03b5, 0x0129 },
{ 0x03b6, 0x013c },
{ 0x03ba, 0x0113 },
{ 0x03bb, 0x0123 },
{ 0x03bc, 0x0167 },
{ 0x03bd, 0x014a },
{ 0x03bf, 0x014b },
{ 0x03c0, 0x0100 },
{ 0x03c7, 0x012e },
{ 0x03cc, 0x0116 },
{ 0x03cf, 0x012a },
{ 0x03d1, 0x0145 },
{ 0x03d2, 0x014c },
{ 0x03d3, 0x0136 },
{ 0x03d9, 0x0172 },
{ 0x03dd, 0x0168 },
{ 0x03de, 0x016a },
{ 0x03e0, 0x0101 },
{ 0x03e7, 0x012f },
{ 0x03ec, 0x0117 },
{ 0x03ef, 0x012b },
{ 0x03f1, 0x0146 },
{ 0x03f2, 0x014d },
{ 0x03f3, 0x0137 },
{ 0x03f9, 0x0173 },
{ 0x03fd, 0x0169 },
{ 0x03fe, 0x016b },
{ 0x047e, 0x203e },
{ 0x04a1, 0x3002 },
{ 0x04a2, 0x300c },
{ 0x04a3, 0x300d },
{ 0x04a4, 0x3001 },
{ 0x04a5, 0x30fb },
{ 0x04a6, 0x30f2 },
{ 0x04a7, 0x30a1 },
{ 0x04a8, 0x30a3 },
{ 0x04a9, 0x30a5 },
{ 0x04aa, 0x30a7 },
{ 0x04ab, 0x30a9 },
{ 0x04ac, 0x30e3 },
{ 0x04ad, 0x30e5 },
{ 0x04ae, 0x30e7 },
{ 0x04af, 0x30c3 },
{ 0x04b0, 0x30fc },
{ 0x04b1, 0x30a2 },
{ 0x04b2, 0x30a4 },
{ 0x04b3, 0x30a6 },
{ 0x04b4, 0x30a8 },
{ 0x04b5, 0x30aa },
{ 0x04b6, 0x30ab },
{ 0x04b7, 0x30ad },
{ 0x04b8, 0x30af },
{ 0x04b9, 0x30b1 },
{ 0x04ba, 0x30b3 },
{ 0x04bb, 0x30b5 },
{ 0x04bc, 0x30b7 },
{ 0x04bd, 0x30b9 },
{ 0x04be, 0x30bb },
{ 0x04bf, 0x30bd },
{ 0x04c0, 0x30bf },
{ 0x04c1, 0x30c1 },
{ 0x04c2, 0x30c4 },
{ 0x04c3, 0x30c6 },
{ 0x04c4, 0x30c8 },
{ 0x04c5, 0x30ca },
{ 0x04c6, 0x30cb },
{ 0x04c7, 0x30cc },
{ 0x04c8, 0x30cd },
{ 0x04c9, 0x30ce },
{ 0x04ca, 0x30cf },
{ 0x04cb, 0x30d2 },
{ 0x04cc, 0x30d5 },
{ 0x04cd, 0x30d8 },
{ 0x04ce, 0x30db },
{ 0x04cf, 0x30de },
{ 0x04d0, 0x30df },
{ 0x04d1, 0x30e0 },
{ 0x04d2, 0x30e1 },
{ 0x04d3, 0x30e2 },
{ 0x04d4, 0x30e4 },
{ 0x04d5, 0x30e6 },
{ 0x04d6, 0x30e8 },
{ 0x04d7, 0x30e9 },
{ 0x04d8, 0x30ea },
{ 0x04d9, 0x30eb },
{ 0x04da, 0x30ec },
{ 0x04db, 0x30ed },
{ 0x04dc, 0x30ef },
{ 0x04dd, 0x30f3 },
{ 0x04de, 0x309b },
{ 0x04df, 0x309c },
{ 0x05ac, 0x060c },
{ 0x05bb, 0x061b },
{ 0x05bf, 0x061f },
{ 0x05c1, 0x0621 },
{ 0x05c2, 0x0622 },
{ 0x05c3, 0x0623 },
{ 0x05c4, 0x0624 },
{ 0x05c5, 0x0625 },
{ 0x05c6, 0x0626 },
{ 0x05c7, 0x0627 },
{ 0x05c8, 0x0628 },
{ 0x05c9, 0x0629 },
{ 0x05ca, 0x062a },
{ 0x05cb, 0x062b },
{ 0x05cc, 0x062c },
{ 0x05cd, 0x062d },
{ 0x05ce, 0x062e },
{ 0x05cf, 0x062f },
{ 0x05d0, 0x0630 },
{ 0x05d1, 0x0631 },
{ 0x05d2, 0x0632 },
{ 0x05d3, 0x0633 },
{ 0x05d4, 0x0634 },
{ 0x05d5, 0x0635 },
{ 0x05d6, 0x0636 },
{ 0x05d7, 0x0637 },
{ 0x05d8, 0x0638 },
{ 0x05d9, 0x0639 },
{ 0x05da, 0x063a },
{ 0x05e0, 0x0640 },
{ 0x05e1, 0x0641 },
{ 0x05e2, 0x0642 },
{ 0x05e3, 0x0643 },
{ 0x05e4, 0x0644 },
{ 0x05e5, 0x0645 },
{ 0x05e6, 0x0646 },
{ 0x05e7, 0x0647 },
{ 0x05e8, 0x0648 },
{ 0x05e9, 0x0649 },
{ 0x05ea, 0x064a },
{ 0x05eb, 0x064b },
{ 0x05ec, 0x064c },
{ 0x05ed, 0x064d },
{ 0x05ee, 0x064e },
{ 0x05ef, 0x064f },
{ 0x05f0, 0x0650 },
{ 0x05f1, 0x0651 },
{ 0x05f2, 0x0652 },
{ 0x06a1, 0x0452 },
{ 0x06a2, 0x0453 },
{ 0x06a3, 0x0451 },
{ 0x06a4, 0x0454 },
{ 0x06a5, 0x0455 },
{ 0x06a6, 0x0456 },
{ 0x06a7, 0x0457 },
{ 0x06a8, 0x0458 },
{ 0x06a9, 0x0459 },
{ 0x06aa, 0x045a },
{ 0x06ab, 0x045b },
{ 0x06ac, 0x045c },
{ 0x06ae, 0x045e },
{ 0x06af, 0x045f },
{ 0x06b0, 0x2116 },
{ 0x06b1, 0x0402 },
{ 0x06b2, 0x0403 },
{ 0x06b3, 0x0401 },
{ 0x06b4, 0x0404 },
{ 0x06b5, 0x0405 },
{ 0x06b6, 0x0406 },
{ 0x06b7, 0x0407 },
{ 0x06b8, 0x0408 },
{ 0x06b9, 0x0409 },
{ 0x06ba, 0x040a },
{ 0x06bb, 0x040b },
{ 0x06bc, 0x040c },
{ 0x06be, 0x040e },
{ 0x06bf, 0x040f },
{ 0x06c0, 0x044e },
{ 0x06c1, 0x0430 },
{ 0x06c2, 0x0431 },
{ 0x06c3, 0x0446 },
{ 0x06c4, 0x0434 },
{ 0x06c5, 0x0435 },
{ 0x06c6, 0x0444 },
{ 0x06c7, 0x0433 },
{ 0x06c8, 0x0445 },
{ 0x06c9, 0x0438 },
{ 0x06ca, 0x0439 },
{ 0x06cb, 0x043a },
{ 0x06cc, 0x043b },
{ 0x06cd, 0x043c },
{ 0x06ce, 0x043d },
{ 0x06cf, 0x043e },
{ 0x06d0, 0x043f },
{ 0x06d1, 0x044f },
{ 0x06d2, 0x0440 },
{ 0x06d3, 0x0441 },
{ 0x06d4, 0x0442 },
{ 0x06d5, 0x0443 },
{ 0x06d6, 0x0436 },
{ 0x06d7, 0x0432 },
{ 0x06d8, 0x044c },
{ 0x06d9, 0x044b },
{ 0x06da, 0x0437 },
{ 0x06db, 0x0448 },
{ 0x06dc, 0x044d },
{ 0x06dd, 0x0449 },
{ 0x06de, 0x0447 },
{ 0x06df, 0x044a },
{ 0x06e0, 0x042e },
{ 0x06e1, 0x0410 },
{ 0x06e2, 0x0411 },
{ 0x06e3, 0x0426 },
{ 0x06e4, 0x0414 },
{ 0x06e5, 0x0415 },
{ 0x06e6, 0x0424 },
{ 0x06e7, 0x0413 },
{ 0x06e8, 0x0425 },
{ 0x06e9, 0x0418 },
{ 0x06ea, 0x0419 },
{ 0x06eb, 0x041a },
{ 0x06ec, 0x041b },
{ 0x06ed, 0x041c },
{ 0x06ee, 0x041d },
{ 0x06ef, 0x041e },
{ 0x06f0, 0x041f },
{ 0x06f1, 0x042f },
{ 0x06f2, 0x0420 },
{ 0x06f3, 0x0421 },
{ 0x06f4, 0x0422 },
{ 0x06f5, 0x0423 },
{ 0x06f6, 0x0416 },
{ 0x06f7, 0x0412 },
{ 0x06f8, 0x042c },
{ 0x06f9, 0x042b },
{ 0x06fa, 0x0417 },
{ 0x06fb, 0x0428 },
{ 0x06fc, 0x042d },
{ 0x06fd, 0x0429 },
{ 0x06fe, 0x0427 },
{ 0x06ff, 0x042a },
{ 0x07a1, 0x0386 },
{ 0x07a2, 0x0388 },
{ 0x07a3, 0x0389 },
{ 0x07a4, 0x038a },
{ 0x07a5, 0x03aa },
{ 0x07a7, 0x038c },
{ 0x07a8, 0x038e },
{ 0x07a9, 0x03ab },
{ 0x07ab, 0x038f },
{ 0x07ae, 0x0385 },
{ 0x07af, 0x2015 },
{ 0x07b1, 0x03ac },
{ 0x07b2, 0x03ad },
{ 0x07b3, 0x03ae },
{ 0x07b4, 0x03af },
{ 0x07b5, 0x03ca },
{ 0x07b6, 0x0390 },
{ 0x07b7, 0x03cc },
{ 0x07b8, 0x03cd },
{ 0x07b9, 0x03cb },
{ 0x07ba, 0x03b0 },
{ 0x07bb, 0x03ce },
{ 0x07c1, 0x0391 },
{ 0x07c2, 0x0392 },
{ 0x07c3, 0x0393 },
{ 0x07c4, 0x0394 },
{ 0x07c5, 0x0395 },
{ 0x07c6, 0x0396 },
{ 0x07c7, 0x0397 },
{ 0x07c8, 0x0398 },
{ 0x07c9, 0x0399 },
{ 0x07ca, 0x039a },
{ 0x07cb, 0x039b },
{ 0x07cc, 0x039c },
{ 0x07cd, 0x039d },
{ 0x07ce, 0x039e },
{ 0x07cf, 0x039f },
{ 0x07d0, 0x03a0 },
{ 0x07d1, 0x03a1 },
{ 0x07d2, 0x03a3 },
{ 0x07d4, 0x03a4 },
{ 0x07d5, 0x03a5 },
{ 0x07d6, 0x03a6 },
{ 0x07d7, 0x03a7 },
{ 0x07d8, 0x03a8 },
{ 0x07d9, 0x03a9 },
{ 0x07e1, 0x03b1 },
{ 0x07e2, 0x03b2 },
{ 0x07e3, 0x03b3 },
{ 0x07e4, 0x03b4 },
{ 0x07e5, 0x03b5 },
{ 0x07e6, 0x03b6 },
{ 0x07e7, 0x03b7 },
{ 0x07e8, 0x03b8 },
{ 0x07e9, 0x03b9 },
{ 0x07ea, 0x03ba },
{ 0x07eb, 0x03bb },
{ 0x07ec, 0x03bc },
{ 0x07ed, 0x03bd },
{ 0x07ee, 0x03be },
{ 0x07ef, 0x03bf },
{ 0x07f0, 0x03c0 },
{ 0x07f1, 0x03c1 },
{ 0x07f2, 0x03c3 },
{ 0x07f3, 0x03c2 },
{ 0x07f4, 0x03c4 },
{ 0x07f5, 0x03c5 },
{ 0x07f6, 0x03c6 },
{ 0x07f7, 0x03c7 },
{ 0x07f8, 0x03c8 },
{ 0x07f9, 0x03c9 },
{ 0x08a1, 0x23b7 },
{ 0x08a2, 0x250c },
{ 0x08a3, 0x2500 },
{ 0x08a4, 0x2320 },
{ 0x08a5, 0x2321 },
{ 0x08a6, 0x2502 },
{ 0x08a7, 0x23a1 },
{ 0x08a8, 0x23a3 },
{ 0x08a9, 0x23a4 },
{ 0x08aa, 0x23a6 },
{ 0x08ab, 0x239b },
{ 0x08ac, 0x239d },
{ 0x08ad, 0x239e },
{ 0x08ae, 0x23a0 },
{ 0x08af, 0x23a8 },
{ 0x08b0, 0x23ac },
{ 0x08bc, 0x2264 },
{ 0x08bd, 0x2260 },
{ 0x08be, 0x2265 },
{ 0x08bf, 0x222b },
{ 0x08c0, 0x2234 },
{ 0x08c1, 0x221d },
{ 0x08c2, 0x221e },
{ 0x08c5, 0x2207 },
{ 0x08c8, 0x223c },
{ 0x08c9, 0x2243 },
{ 0x08cd, 0x21d4 },
{ 0x08ce, 0x21d2 },
{ 0x08cf, 0x2261 },
{ 0x08d6, 0x221a },
{ 0x08da, 0x2282 },
{ 0x08db, 0x2283 },
{ 0x08dc, 0x2229 },
{ 0x08dd, 0x222a },
{ 0x08de, 0x2227 },
{ 0x08df, 0x2228 },
{ 0x08ef, 0x2202 },
{ 0x08f6, 0x0192 },
{ 0x08fb, 0x2190 },
{ 0x08fc, 0x2191 },
{ 0x08fd, 0x2192 },
{ 0x08fe, 0x2193 },
{ 0x09e0, 0x25c6 },
{ 0x09e1, 0x2592 },
{ 0x09e2, 0x2409 },
{ 0x09e3, 0x240c },
{ 0x09e4, 0x240d },
{ 0x09e5, 0x240a },
{ 0x09e8, 0x2424 },
{ 0x09e9, 0x240b },
{ 0x09ea, 0x2518 },
{ 0x09eb, 0x2510 },
{ 0x09ec, 0x250c },
{ 0x09ed, 0x2514 },
{ 0x09ee, 0x253c },
{ 0x09ef, 0x23ba },
{ 0x09f0, 0x23bb },
{ 0x09f1, 0x2500 },
{ 0x09f2, 0x23bc },
{ 0x09f3, 0x23bd },
{ 0x09f4, 0x251c },
{ 0x09f5, 0x2524 },
{ 0x09f6, 0x2534 },
{ 0x09f7, 0x252c },
{ 0x09f8, 0x2502 },
{ 0x0aa1, 0x2003 },
{ 0x0aa2, 0x2002 },
{ 0x0aa3, 0x2004 },
{ 0x0aa4, 0x2005 },
{ 0x0aa5, 0x2007 },
{ 0x0aa6, 0x2008 },
{ 0x0aa7, 0x2009 },
{ 0x0aa8, 0x200a },
{ 0x0aa9, 0x2014 },
{ 0x0aaa, 0x2013 },
{ 0x0aae, 0x2026 },
{ 0x0aaf, 0x2025 },
{ 0x0ab0, 0x2153 },
{ 0x0ab1, 0x2154 },
{ 0x0ab2, 0x2155 },
{ 0x0ab3, 0x2156 },
{ 0x0ab4, 0x2157 },
{ 0x0ab5, 0x2158 },
{ 0x0ab6, 0x2159 },
{ 0x0ab7, 0x215a },
{ 0x0ab8, 0x2105 },
{ 0x0abb, 0x2012 },
{ 0x0abc, 0x2329 },
{ 0x0abe, 0x232a },
{ 0x0ac3, 0x215b },
{ 0x0ac4, 0x215c },
{ 0x0ac5, 0x215d },
{ 0x0ac6, 0x215e },
{ 0x0ac9, 0x2122 },
{ 0x0aca, 0x2613 },
{ 0x0acc, 0x25c1 },
{ 0x0acd, 0x25b7 },
{ 0x0ace, 0x25cb },
{ 0x0acf, 0x25af },
{ 0x0ad0, 0x2018 },
{ 0x0ad1, 0x2019 },
{ 0x0ad2, 0x201c },
{ 0x0ad3, 0x201d },
{ 0x0ad4, 0x211e },
{ 0x0ad6, 0x2032 },
{ 0x0ad7, 0x2033 },
{ 0x0ad9, 0x271d },
{ 0x0adb, 0x25ac },
{ 0x0adc, 0x25c0 },
{ 0x0add, 0x25b6 },
{ 0x0ade, 0x25cf },
{ 0x0adf, 0x25ae },
{ 0x0ae0, 0x25e6 },
{ 0x0ae1, 0x25ab },
{ 0x0ae2, 0x25ad },
{ 0x0ae3, 0x25b3 },
{ 0x0ae4, 0x25bd },
{ 0x0ae5, 0x2606 },
{ 0x0ae6, 0x2022 },
{ 0x0ae7, 0x25aa },
{ 0x0ae8, 0x25b2 },
{ 0x0ae9, 0x25bc },
{ 0x0aea, 0x261c },
{ 0x0aeb, 0x261e },
{ 0x0aec, 0x2663 },
{ 0x0aed, 0x2666 },
{ 0x0aee, 0x2665 },
{ 0x0af0, 0x2720 },
{ 0x0af1, 0x2020 },
{ 0x0af2, 0x2021 },
{ 0x0af3, 0x2713 },
{ 0x0af4, 0x2717 },
{ 0x0af5, 0x266f },
{ 0x0af6, 0x266d },
{ 0x0af7, 0x2642 },
{ 0x0af8, 0x2640 },
{ 0x0af9, 0x260e },
{ 0x0afa, 0x2315 },
{ 0x0afb, 0x2117 },
{ 0x0afc, 0x2038 },
{ 0x0afd, 0x201a },
{ 0x0afe, 0x201e },
{ 0x0ba3, 0x003c },
{ 0x0ba6, 0x003e },
{ 0x0ba8, 0x2228 },
{ 0x0ba9, 0x2227 },
{ 0x0bc0, 0x00af },
{ 0x0bc2, 0x22a5 },
{ 0x0bc3, 0x2229 },
{ 0x0bc4, 0x230a },
{ 0x0bc6, 0x005f },
{ 0x0bca, 0x2218 },
{ 0x0bcc, 0x2395 },
{ 0x0bce, 0x22a4 },
{ 0x0bcf, 0x25cb },
{ 0x0bd3, 0x2308 },
{ 0x0bd6, 0x222a },
{ 0x0bd8, 0x2283 },
{ 0x0bda, 0x2282 },
{ 0x0bdc, 0x22a2 },
{ 0x0bfc, 0x22a3 },
{ 0x0cdf, 0x2017 },
{ 0x0ce0, 0x05d0 },
{ 0x0ce1, 0x05d1 },
{ 0x0ce2, 0x05d2 },
{ 0x0ce3, 0x05d3 },
{ 0x0ce4, 0x05d4 },
{ 0x0ce5, 0x05d5 },
{ 0x0ce6, 0x05d6 },
{ 0x0ce7, 0x05d7 },
{ 0x0ce8, 0x05d8 },
{ 0x0ce9, 0x05d9 },
{ 0x0cea, 0x05da },
{ 0x0ceb, 0x05db },
{ 0x0cec, 0x05dc },
{ 0x0ced, 0x05dd },
{ 0x0cee, 0x05de },
{ 0x0cef, 0x05df },
{ 0x0cf0, 0x05e0 },
{ 0x0cf1, 0x05e1 },
{ 0x0cf2, 0x05e2 },
{ 0x0cf3, 0x05e3 },
{ 0x0cf4, 0x05e4 },
{ 0x0cf5, 0x05e5 },
{ 0x0cf6, 0x05e6 },
{ 0x0cf7, 0x05e7 },
{ 0x0cf8, 0x05e8 },
{ 0x0cf9, 0x05e9 },
{ 0x0cfa, 0x05ea },
{ 0x0da1, 0x0e01 },
{ 0x0da2, 0x0e02 },
{ 0x0da3, 0x0e03 },
{ 0x0da4, 0x0e04 },
{ 0x0da5, 0x0e05 },
{ 0x0da6, 0x0e06 },
{ 0x0da7, 0x0e07 },
{ 0x0da8, 0x0e08 },
{ 0x0da9, 0x0e09 },
{ 0x0daa, 0x0e0a },
{ 0x0dab, 0x0e0b },
{ 0x0dac, 0x0e0c },
{ 0x0dad, 0x0e0d },
{ 0x0dae, 0x0e0e },
{ 0x0daf, 0x0e0f },
{ 0x0db0, 0x0e10 },
{ 0x0db1, 0x0e11 },
{ 0x0db2, 0x0e12 },
{ 0x0db3, 0x0e13 },
{ 0x0db4, 0x0e14 },
{ 0x0db5, 0x0e15 },
{ 0x0db6, 0x0e16 },
{ 0x0db7, 0x0e17 },
{ 0x0db8, 0x0e18 },
{ 0x0db9, 0x0e19 },
{ 0x0dba, 0x0e1a },
{ 0x0dbb, 0x0e1b },
{ 0x0dbc, 0x0e1c },
{ 0x0dbd, 0x0e1d },
{ 0x0dbe, 0x0e1e },
{ 0x0dbf, 0x0e1f },
{ 0x0dc0, 0x0e20 },
{ 0x0dc1, 0x0e21 },
{ 0x0dc2, 0x0e22 },
{ 0x0dc3, 0x0e23 },
{ 0x0dc4, 0x0e24 },
{ 0x0dc5, 0x0e25 },
{ 0x0dc6, 0x0e26 },
{ 0x0dc7, 0x0e27 },
{ 0x0dc8, 0x0e28 },
{ 0x0dc9, 0x0e29 },
{ 0x0dca, 0x0e2a },
{ 0x0dcb, 0x0e2b },
{ 0x0dcc, 0x0e2c },
{ 0x0dcd, 0x0e2d },
{ 0x0dce, 0x0e2e },
{ 0x0dcf, 0x0e2f },
{ 0x0dd0, 0x0e30 },
{ 0x0dd1, 0x0e31 },
{ 0x0dd2, 0x0e32 },
{ 0x0dd3, 0x0e33 },
{ 0x0dd4, 0x0e34 },
{ 0x0dd5, 0x0e35 },
{ 0x0dd6, 0x0e36 },
{ 0x0dd7, 0x0e37 },
{ 0x0dd8, 0x0e38 },
{ 0x0dd9, 0x0e39 },
{ 0x0dda, 0x0e3a },
{ 0x0ddf, 0x0e3f },
{ 0x0de0, 0x0e40 },
{ 0x0de1, 0x0e41 },
{ 0x0de2, 0x0e42 },
{ 0x0de3, 0x0e43 },
{ 0x0de4, 0x0e44 },
{ 0x0de5, 0x0e45 },
{ 0x0de6, 0x0e46 },
{ 0x0de7, 0x0e47 },
{ 0x0de8, 0x0e48 },
{ 0x0de9, 0x0e49 },
{ 0x0dea, 0x0e4a },
{ 0x0deb, 0x0e4b },
{ 0x0dec, 0x0e4c },
{ 0x0ded, 0x0e4d },
{ 0x0df0, 0x0e50 },
{ 0x0df1, 0x0e51 },
{ 0x0df2, 0x0e52 },
{ 0x0df3, 0x0e53 },
{ 0x0df4, 0x0e54 },
{ 0x0df5, 0x0e55 },
{ 0x0df6, 0x0e56 },
{ 0x0df7, 0x0e57 },
{ 0x0df8, 0x0e58 },
{ 0x0df9, 0x0e59 },
{ 0x0ea1, 0x3131 },
{ 0x0ea2, 0x3132 },
{ 0x0ea3, 0x3133 },
{ 0x0ea4, 0x3134 },
{ 0x0ea5, 0x3135 },
{ 0x0ea6, 0x3136 },
{ 0x0ea7, 0x3137 },
{ 0x0ea8, 0x3138 },
{ 0x0ea9, 0x3139 },
{ 0x0eaa, 0x313a },
{ 0x0eab, 0x313b },
{ 0x0eac, 0x313c },
{ 0x0ead, 0x313d },
{ 0x0eae, 0x313e },
{ 0x0eaf, 0x313f },
{ 0x0eb0, 0x3140 },
{ 0x0eb1, 0x3141 },
{ 0x0eb2, 0x3142 },
{ 0x0eb3, 0x3143 },
{ 0x0eb4, 0x3144 },
{ 0x0eb5, 0x3145 },
{ 0x0eb6, 0x3146 },
{ 0x0eb7, 0x3147 },
{ 0x0eb8, 0x3148 },
{ 0x0eb9, 0x3149 },
{ 0x0eba, 0x314a },
{ 0x0ebb, 0x314b },
{ 0x0ebc, 0x314c },
{ 0x0ebd, 0x314d },
{ 0x0ebe, 0x314e },
{ 0x0ebf, 0x314f },
{ 0x0ec0, 0x3150 },
{ 0x0ec1, 0x3151 },
{ 0x0ec2, 0x3152 },
{ 0x0ec3, 0x3153 },
{ 0x0ec4, 0x3154 },
{ 0x0ec5, 0x3155 },
{ 0x0ec6, 0x3156 },
{ 0x0ec7, 0x3157 },
{ 0x0ec8, 0x3158 },
{ 0x0ec9, 0x3159 },
{ 0x0eca, 0x315a },
{ 0x0ecb, 0x315b },
{ 0x0ecc, 0x315c },
{ 0x0ecd, 0x315d },
{ 0x0ece, 0x315e },
{ 0x0ecf, 0x315f },
{ 0x0ed0, 0x3160 },
{ 0x0ed1, 0x3161 },
{ 0x0ed2, 0x3162 },
{ 0x0ed3, 0x3163 },
{ 0x0ed4, 0x11a8 },
{ 0x0ed5, 0x11a9 },
{ 0x0ed6, 0x11aa },
{ 0x0ed7, 0x11ab },
{ 0x0ed8, 0x11ac },
{ 0x0ed9, 0x11ad },
{ 0x0eda, 0x11ae },
{ 0x0edb, 0x11af },
{ 0x0edc, 0x11b0 },
{ 0x0edd, 0x11b1 },
{ 0x0ede, 0x11b2 },
{ 0x0edf, 0x11b3 },
{ 0x0ee0, 0x11b4 },
{ 0x0ee1, 0x11b5 },
{ 0x0ee2, 0x11b6 },
{ 0x0ee3, 0x11b7 },
{ 0x0ee4, 0x11b8 },
{ 0x0ee5, 0x11b9 },
{ 0x0ee6, 0x11ba },
{ 0x0ee7, 0x11bb },
{ 0x0ee8, 0x11bc },
{ 0x0ee9, 0x11bd },
{ 0x0eea, 0x11be },
{ 0x0eeb, 0x11bf },
{ 0x0eec, 0x11c0 },
{ 0x0eed, 0x11c1 },
{ 0x0eee, 0x11c2 },
{ 0x0eef, 0x316d },
{ 0x0ef0, 0x3171 },
{ 0x0ef1, 0x3178 },
{ 0x0ef2, 0x317f },
{ 0x0ef3, 0x3181 },
{ 0x0ef4, 0x3184 },
{ 0x0ef5, 0x3186 },
{ 0x0ef6, 0x318d },
{ 0x0ef7, 0x318e },
{ 0x0ef8, 0x11eb },
{ 0x0ef9, 0x11f0 },
{ 0x0efa, 0x11f9 },
{ 0x0eff, 0x20a9 },
{ 0x13a4, 0x20ac },
{ 0x13bc, 0x0152 },
{ 0x13bd, 0x0153 },
{ 0x13be, 0x0178 },
{ 0x20ac, 0x20ac },
// Numeric keypad with numlock on
{ XK_KP_Space, ' ' },
{ XK_KP_Equal, '=' },
{ XK_KP_Multiply, '*' },
{ XK_KP_Add, '+' },
{ XK_KP_Separator, ',' },
{ XK_KP_Subtract, '-' },
{ XK_KP_Decimal, '.' },
{ XK_KP_Divide, '/' },
{ XK_KP_0, 0x0030 },
{ XK_KP_1, 0x0031 },
{ XK_KP_2, 0x0032 },
{ XK_KP_3, 0x0033 },
{ XK_KP_4, 0x0034 },
{ XK_KP_5, 0x0035 },
{ XK_KP_6, 0x0036 },
{ XK_KP_7, 0x0037 },
{ XK_KP_8, 0x0038 },
{ XK_KP_9, 0x0039 }
};
//************************************************************************
//**** GLFW internal functions ****
//************************************************************************
//========================================================================
// _glfwKeySym2Unicode() - Convert X11 KeySym to Unicode
//========================================================================
long _glfwKeySym2Unicode( KeySym keysym )
{
int min = 0;
int max = sizeof(keysymtab) / sizeof(struct codepair) - 1;
int mid;
/* First check for Latin-1 characters (1:1 mapping) */
if( (keysym >= 0x0020 && keysym <= 0x007e) ||
(keysym >= 0x00a0 && keysym <= 0x00ff) )
{ return keysym;
}
/* Also check for directly encoded 24-bit UCS characters */
if( (keysym & 0xff000000) == 0x01000000 )
{
return keysym & 0x00ffffff;
}
/* Binary search in table */
while( max >= min )
{
mid = (min + max) / 2;
if( keysymtab[mid].keysym < keysym )
{
min = mid + 1;
}
else if( keysymtab[mid].keysym > keysym )
{
max = mid - 1;
}
else
{
/* Found it! */
return keysymtab[mid].ucs;
}
}
/* No matching Unicode value found */
return -1;
}

89
lib/x11/x11_time.c Normal file
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@ -0,0 +1,89 @@
//========================================================================
// GLFW - An OpenGL framework
// Platform: X11/GLX
// API version: 2.7
// 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"
//========================================================================
// Initialise timer
//========================================================================
void _glfwInitTimer( void )
{
struct timeval tv;
// "Resolution" is 1 us
_glfwLibrary.Timer.resolution = 1e-6;
// Set start-time for timer
gettimeofday( &tv, NULL );
_glfwLibrary.Timer.t0 = (long long) tv.tv_sec * (long long) 1000000 +
(long long) tv.tv_usec;
}
//************************************************************************
//**** Platform implementation functions ****
//************************************************************************
//========================================================================
// Return timer value in seconds
//========================================================================
double _glfwPlatformGetTime( void )
{
long long t;
struct timeval tv;
gettimeofday( &tv, NULL );
t = (long long) tv.tv_sec * (long long) 1000000 +
(long long) tv.tv_usec;
return (double)(t - _glfwLibrary.Timer.t0) * _glfwLibrary.Timer.resolution;
}
//========================================================================
// Set timer value in seconds
//========================================================================
void _glfwPlatformSetTime( double t )
{
long long t0;
struct timeval tv;
gettimeofday( &tv, NULL );
t0 = (long long) tv.tv_sec * (long long) 1000000 +
(long long) tv.tv_usec;
// Calulate new starting time
_glfwLibrary.Timer.t0 = t0 - (long long)(t/_glfwLibrary.Timer.resolution);
}

1875
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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
<head>
<title>GLFW Readme File</title>
<style type="text/css">
table { margin-left: 2em; border-style: solid; border-width: thin; }
tr.header { font-weight: bold; }
td { padding: 0.2em; border-style: solid; border-width: thin; }
pre { margin-left: 2em; }
</style>
</head>
<body>
<h1>GLFW 2.7 <i>Lite</i></h1>
<ol>
<li><a href="#sec1">Introduction</a></li>
<li><a href="#sec2">Compiling GLFW and the example programs</a></li>
<li><a href="#sec3">Installing GLFW</a></li>
<li><a href="#sec4">Using GLFW</a></li>
<li><a href="#sec9">Frequently Asked Questions</a></li>
<li><a href="#sec5">Version history</a></li>
<li><a href="#sec6">Directory structure of the GLFW distribution</a></li>
<li><a href="#sec7">Contacting the project</a></li>
<li><a href="#sec8">Acknowledgements</a></li>
</ol>
<a name="sec1">
<h2>1. Introduction</h2>
<p>Welcome to version 2.7 <i>Lite</i> of the GLFW OpenGL framework. GLFW is
a free, open source, portable framework for OpenGL application development. In
short, it is a library that constitutes a powerful API for handling operating
system specific tasks, such as opening an OpenGL window, reading keyboard and
mouse input, and more.</p>
<p><em>Please note</em> that this is the <i>Lite</i> version of GLFW, which
means that some areas of functionality present in 2.x mainline versions of GLFW
have been removed.</p>
<a name="sec2">
<h2>2. Compiling GLFW and the example programs</h2>
<p>To compile GLFW and the accompanying example programs, you will need the <a
href="http://www.cmake.org/">CMake</a> build system.</p>
<a name="sec3">
<h2>3. Installing GLFW</h2>
<p>A rudimentary installation target is provided for all supported platforms
via the CMake build system.</p>
<p>For Unix-like platforms, the command is:</p>
<p class="pre"><pre>$ make install</pre></p>
<p>Note that you may need to run this command as root or via
<code>sudo(1)</code> in order to install GLFW into the various system
directories.</p>
<p>For Visual C++ and other integrated development environments, an installation
target should appear in the by CMake generated project files.</p>
<a name="sec4">
<h2>4. Using GLFW</h2>
<p>There are two aspects to using GLFW:
<p>
<ol>
<li>How the GLFW API works</li>
<li>How to compile programs that use GLFW</li>
</ol>
<p>The first point is covered in the <a href="docs/UsersGuide.pdf">GLFW
Users Guide</a> and the <a href="docs/Reference.pdf">GLFW Reference
Manual</a>, and we suggest that you read at least the Users Guide, since
it's a good introduction to the GLFW API.</p>
<p>Designing and compiling programs that use GLFW is not very difficult.
A few rules for successfully designing GLFW-based programs are presented
in the following sections.</p>
<h3>4.1 Include <code>GL/glfw.h</code></h3>
<p>In your program, you should include <code>GL/glfw.h</code> like this:</p>
<p><pre>#include &lt;GL/glfw.h&gt;</pre></p>
<p>This include file defines all the necessary constants, types and prototypes
that are used to interact with the GLFW API. It also includes
<code>GL/gl.h</code> and <code>GL/glu.h</code>, and - <em>it defines all the
necessary constants and types that are necessary for OpenGL to work on
different platforms</em>.</p>
<p>For instance, under Windows you are normally required to include
<code>windows.h</code> before you include <code>GL/gl.h</code>. If you write
such a program, it would not compile under e.g. Linux since
<code>windows.h</code> does not exist under Linux. <code>GL/glfw.h</code>
takes care of these things for you. Note however that it does not actually
include <code>windows.h</code>, it merely mimics the parts of it that are
needed for <code>GL/gl.h</code> and <code>GL/glu.h</code> (this way we do not
get the thousands of constants, types and prototypes that could otherwise
possibly interfere with our own declarations).</p>
<p>In other words:
<ul>
<li>Do <em>not</em> include <code>GL/gl.h</code> or <code>GL/glu.h</code>
(GLFW does it for you)</li>
<li>Do <em>not</em> include <code>windows.h</code> unless you need
to write Win32-specific code</li>
<li>If you <em>do</em> need to include <code>windows.h</code>, do it
<em>before</em> including <code>GL/glfw.h</code>.</li>
</ul>
<h3>4.2 Link with the correct libraries</h3>
<h4>4.2.1 Windows static library</h4>
<p>If you link with the static version of GLFW, it is also necessary to
link with some system libraries that GLFW uses.</p>
<p>When linking a program under Windows that uses the static version of GLFW,
you must also link with the following libraries: <code>opengl32</code>,
<code>user32</code> and <code>kernel32</code>. Some of these libraries may be
linked with by default by your compiler. In the table below you can see the
minimum required link options for each supported Windows compiler (you may want
to add other libraries as well, such as <code>glu32</code>):</p>
<table>
<tr class="header">
<td>Compiler</td>
<td>Link options</td>
</tr>
<tr>
<td>Borland C++ Builder</td>
<td><code>glfw.lib opengl32.lib</code></td>
</tr>
<tr>
<td>Cygwin</td>
<td><i>See Unix static library below</i></td>
</tr>
<tr>
<td>LCC-Win32</td>
<td><code>glfw.lib opengl32.lib</code></td>
</tr>
<tr>
<td>Microsoft Visual C++</td>
<td><code>glfw.lib opengl32.lib user32.lib</code></td>
</tr>
<tr>
<td>MinGW32</td>
<td><code>-lglfw -lopengl32</code></td>
</tr>
<tr>
<td>OpenWatcom</td>
<td><code>glfw.lib opengl32.lib user32.lib</code></td>
</tr>
<tr>
<td>Pelles C</td>
<td><code>glfw.lib opengl32.lib user32.lib kernel32.lib</code></td>
</tr>
</table>
<h4>4.2.2 Windows DLL</h4>
<p>To compile a program that uses the DLL version of GLFW, you need to define
the <code>GLFW_DLL</code> constant. This can either be done with a compiler switch,
typically by adding <code>-DGLFW_DLL</code> to the list of compiler options. You can
also do it by adding the following line to all your source files that include
<code>glfw.h</code>, <em>before</em> including it:</p>
<p><pre>#define GLFW_DLL</pre></p>
<p>When linking a program under Windows that uses the DLL version of GLFW,
the only library you need to link with for GLFW to work is <code>glfwdll</code>.
In the table below you can see the minimum required link options for each
supported Windows compiler (you may want to add other libraries as well,
such as <code>opengl32</code> and <code>glu32</code>):</p>
<table>
<tr class="header">
<td>Compiler</td>
<td>Link options</td>
</tr>
<tr>
<td>Borland C++ Builder</td>
<td><code>glfwdll.lib</code></td>
</tr>
<tr>
<td>Cygwin</td>
<td><code>-lglfwdll</code></td>
</tr>
<tr>
<td>LCC-Win32</td>
<td><code>glfwdll.lib</code></td>
</tr>
<tr>
<td>Microsoft Visual C++</td>
<td><code>glfwdll.lib</code></td>
</tr>
<tr>
<td>MinGW32</td>
<td><code>-lglfwdll</code></td>
</tr>
<tr>
<td>OpenWatcom</td>
<td><code>glfwdll.lib</code></td>
</tr>
<tr>
<td>Pelles C</td>
<td><code>glfwdll.lib</code></td>
</tr>
</table>
<h4>4.2.3 Unix static library</h4>
<p>GLFW now supports
<a href="http://pkgconfig.freedesktop.org/wiki/">pkgconfig</a>,
and a libglfw.pc file is generated and installed when you install the library.
For systems that do not provide pkgconfig, you should look in this file for the
proper compile and link flags for your system, as determined by compile.sh at
compile time.</p>
<p>A typical compile and link command line may look like this (using GCC):</p>
<p><pre>gcc `pkg-config --cflags libglfw` -o myprog myprog.c `pkg-config --libs libglfw`</pre></p>
<p>If you use GLU functions in your program then you should also add the
<code>-lGLU</code> flag.
<h4>4.2.5 Mac OS X static library</h4>
<p>When compiling and linking a program under Mac OS X that uses GLFW, you
must also link with the following frameworks: <code>Carbon.framework</code>,
<code>AGL.framework</code> and <code>OpenGL.framework</code>.
<p>If you are using Xcode, you simply add the GLFW library
<code>libglfw.a</code> and these frameworks to your project. If, however, you
are building your program from the command line, there are two methods for
correctly linking your GLFW program.</p>
<p>GLFW now supports <a
href="http://pkgconfig.freedesktop.org/wiki/">pkgconfig</a>, and a pkgconfig
file named libglfw.pc is generated and installed when you install the library.
You can find pkgconfig in most packaging systems, such as <a
href="http://www.finkproject.org/">Fink</a> and <a
href="http://darwinports.opendarwin.org/">DarwinPorts</a>, so if you have one
of them installed, simply install pkgconfig. Once you have pkgconfig available,
the command line for compiling and linking your program is:</p>
<p><pre>gcc `pkg-config --cflags libglfw` -o myprog myprog.c `pkg-config --libs libglfw`</pre></p>
<p>If you do not wish to use pkgconfig, you will need to add the required
frameworks and libraries to your command line using the <code>-l</code> and
<code>-framework</code> switches, i.e.:</p>
<p><pre>gcc -o myprog myprog.c -lglfw -framework Carbon -framework AGL -framework OpenGL</pre></p>
<p>Note that you do not add the .framework extension to a framework when adding
it from the command line.</p>
<p>These frameworks contain all GL and GLU functions, so there is no need to
add additional libraries or frameworks when using GLU functionality. Also note
that even though your machine may have Unix-style GL libraries, they are for
use with the X Window System, and will <em>not</em> work with the Mac OS X
native version of GLFW.</p>
<a name="#sec9" />
<h2>9. Frequently Asked Questions</h2>
<a name="sec5" />
<h2>5. Version history</h2>
<h3>2.7 <i>Lite</i></h3>
<ul>
<li>Removed all threading support</li>
<li>Removed all image and texture loading support</li>
<li>Removed all build files not related to CMake</li>
<li>Removed D, Delphi and Lua bindings</li>
<li>Imported CMake work from pre-3.0 branch</li>
</ul>
<h3>2.7</h3>
<ul>
<li>Added <code>GLFW_OPENGL_VERSION_MAJOR</code>,
<code>GLFW_OPENGL_VERSION_MINOR</code> and
<code>GLFW_OPENGL_FORWARD_COMPAT</code> hints for versioned context
creation support</li>
<li>Added <code>GLFW_NO_GLU</code> macro for disabling the inclusion of the
GLU header</li>
<li>Added the proper DEF file to the Visual C++ DLL project file</li>
<li>Added a rudimentary joystick API testing example</li>
<li>Changed all comments in public header file to plain C style</li>
<li>Removed all deprecated platforms</li>
<li>[X11] Added <code>x11-distro-install</code> install target, intended for packagers</li>
<li>[X11] Removed support for GLX version 1.3 and below</li>
<li>[X11] Bugfix: Misspelt struct member in XF86VidMode code path</li>
<li>[MacOSX] Bugfix: Key repeat events were ignored on 10.5 Leopard</li>
<li>[Win32] Bugfix: Improper use of wParam for <code>WM_SYSCOMMAND</code></li>
<li>[Win32] Bugfix: Derivatives of stream.c not cleaned up by compile.bat</li>
<li>[Win32] Bugfix: Pointer for <code>GetExtensionsStringARB</code> was not initialized</li>
<li>[Win32] Bugfix: Updated API version in makefiles</li>
</ul>
<h3>2.6</h3>
<ul>
<li>Added <code>GLFW_FSAA_SAMPLES</code> multi-sampling hint</li>
<li>Added <code>GLFW_WINDOW_NO_RESIZE</code> hint for non-resizable windows</li>
<li>Added install targets for all Unix-like build targets</li>
<li>Added <code>glfwReadMemoryImage</code> function for creating a
<code>GLFWImage</code> object from an image file in a memory buffer</li>
<li>Added <code>glfwLoadMemoryTexture2D</code> function for decoding an image
file in a memory buffer into a texture</li>
<li>Added <code>glfwLoadTextureImage2D</code> function for loading a
<code>GLFWImage</code> object into a texture</li>
<li>Added cross-compilation support for MinGW under a Unix-like host</li>
<li>D bindings updated and all examples ported to modern D</li>
<li>Delphi bindings updated to reflect API additions</li>
<li>Bugfix: The interaction between key repeat and window focus code caused duplicate presses</li>
<li>Bugfix: The mouse position was not properly updated when re-enabling the mouse cursor</li>
<li>[Win32] Added pkgconfig file generation for Cygwin</li>
<li>[Win32] Added version number to window class name</li>
<li>[Win32] Added optional loading of user provided window icon resource</li>
<li>[Win32] Bugfix: Very small sleep periods were forced to higher value</li>
<li>[Win32] Bugfix: The nmake makefile did not handle paths with spaces correctly</li>
<li>[Win32] Bugfix: Removed assembly RDTSC timing code</li>
<li>[Win32] Bugfix: Hidden cursor was not clipped to windowed windows</li>
<li>[X11] Added XRandR code path for fullscreen windows</li>
<li>[X11] Added building of shared library</li>
<li>[X11] Added <a href="http://tronche.com/gui/x/icccm/">ICCCM</a> WM fullscreen hints</li>
<li>[X11] Added support for the <code>_NET_WM_PING</code> protocol</li>
<li>[X11] Added pkgconfig file generation</li>
<li>[X11] Added setting of WM size hints</li>
<li>[X11] Bugfix: Removed assembly RDTSC timing code</li>
<li>[X11] Bugfix: Window re-opening now works properly (including fullscreen windows)</li>
<li>[X11] Bugfix: Potential crash bug in video mode matching code</li>
<li>[X11] Bugfix: Static buffers imposed an invisible limit on reported video mode count</li>
<li>[X11] Bugfix: Interaction with certain window managers when setting input
focus would cause termination with a BadMatch error</li>
<li>[X11] Bugfix: Keypad keys did not trigger the character callback</li>
<li>[MacOSX] Added pkgconfig file generation</li>
<li>[MacOSX] Added building of shared library</li>
<li>[MacOSX] Added building of Universal Binary libraries</li>
<li>[MacOSX] Replaced fullscreen code path with CGL version</li>
<li>[MacOSX] Bugfix: Binaries without bundles or resource forks now interact
properly with the WM</li>
<li>[MacOSX] Bugfix: Replaced Carbon event time source with <code>gettimeofday</code></li>
<li>[MacOSX] Bugfix: Added code to minimize the dreaded OpenGL application startup jump</li>
<li>[MacOSX] Bugfix: Fixed broken implementation of
<code>glfwSetMousePos</code> for windowed mode</li>
<li>[MacOSX] Bugfix: Fixed broken implementation of hidden cursor</li>
<li>[MacOSX] Bugfix: Capturing all displays and not just the main one</li>
<li>[AmigaOS] Obsoleted platform due to lack of maintainer and community interest</li>
<li>[DOS] Obsoleted platform due to lack of maintainer and community interest</li>
</ul>
<h3>2.5</h3>
<ul>
<li>Added the function glfwWaitEvents</li>
<li>Added window close callback, which enables a program to prevent a user
from closing a window with the window manager</li>
<li>Added window refresh callback, which is called when the window needs
to be refreshed</li>
<li>Added support for loading alpha textures (GLFW_ALPHA_MAP_BIT)</li>
<li>Added support for the Lua programming language</li>
<li>Added support for the D programming language</li>
<li>Added support for the Pelles C compiler for Windows</li>
<li>Added API level support for up to eight mouse buttons</li>
<li>[Win32] Added support for up to five mouse buttons</li>
<li>[Win32] Mouse down events capture mouse input</li>
<li>[Win32] Bugfix: The DLL now exports glfwSetTime</li>
<li>[Win32] Fix: The GLFW window is now placed in the upper left corner
of the desktop working area</li>
<li>[Win32/X11] Bugfix: More robust check for SwapInterval</li>
<li>[X11] Added support for USB joysticks under Linux (/dev/input/js*)</li>
<li>[X11] Bugfix: Added support for GLX extensions in glfwExtensionSupported</li>
<li>[X11] Bugfix: More robust fullscreen mode (?)</li>
<li>[X11] Bugfix: Runtime check of XF86VidMode support for the active
display</li>
<li>[X11] Bugfix: Some mouse button events were reported incorrectly</li>
<li>[MacOSX] Added support for the input char callback.</li>
<li>[MacOSX] Added video mode validation and duplicate elimination.</li>
<li>[MacOSX] Switched to a new MakeBundle.sh script.</li>
<li>[MacOSX] Added emulation of the window refresh callback.</li>
<li>[MacOSX] Bugfix: The window and its associated resources are now
properly released.</li>
<li>[MacOSX] Bugfix: Removed support for more than eight mouse buttons.</li>
<li>[x86 CPUs] Improved Intel mobile CPU detection (e.g. disables RDTSC
timing on Centrino systems)</li>
</ul>
<h3>2.4.2</h3>
<ul>
<li>Preliminary native Mac OS X support (via the Carbon interface)</li>
<li>Preliminary DOS support (DJGPP + Mesa)</li>
<li>Changed license to the zlib license (almost identical to the previous
GLFW license), so now GLFW is OSI Certified</li>
<li>Rewrote the GLFW documentation in LaTeX, meaning several improvements
(both visual and practical)</li>
<li>Added the <b>support</b> folder to the distribution, which includes
support for various languages</li>
<li>[Win32] Added OpenWatcom compiler support (thanks Sebastian
Schuberth!)</li>
<li>[Win32] Changed fallback timer from GetTickCount to timeGetTime,
which usually provides better resolution</li>
<li>[Win32] Bugfix: Accumulator buffer selection should be more
robust</li>
<li>[Win32] Bugfix: If stereo rendering is requested, and no stereo pixel
format could be created, glfwOpenWindow now fails</li>
<li>[Win32] Bugfix: glfwSetWindowSize now sets the size of the client
area, NOT the entire window, meaning that there is a 1:1 relationship
between glfwSetWindowSize and glfwGetWindowSize</li>
<li>[X11] Added FreeBSD and QNX support</li>
<li>[X11] Added support for non-pthread capable systems</li>
<li>[X11] Hopefully more robust configuration script (compile.sh)</li>
<li>[X11] Bugfix: When mouse cursor is hidden, mouse sensitivity is no
longer degraded</li>
<li>[X11] Bugfix: Source files EOL was PC style (CR/LF) in 2.4.1 (blame
my WinCVS configuration)</li>
<li>[X11] Bugfix: When a GLFW window is closed, input focus is properly
released</li>
<li>[X11] Bugfix: Iconification of fullscreen windows should now work
properly</li>
<li>[x86 CPUs] Improved RDTSC timing (e.g. RDTSC support on single-CPU
Intel Hyper-Threading enabled systems)</li>
<li>[AmigaOS] Added joystick support</li>
<li>[AmigaOS] Mouse cursor positioning is now implemented</li>
<li>[AmigaOS] Added support for Geek Gadgets GCC</li>
<li>[AmigaOS] Bugfix: glfwGetWindowParam now returns proper values for
all parameters (except for GLFW_ACCELERATED)</li>
</ul>
<h3>2.4.1</h3>
<ul>
<li>Added AmigaOS support (preliminary)</li>
<li>GLFW for the X Window System now works under Mac OS X</li>
<li>[Win32] Bugfix: glfwWaitCond treated the timeout as milliseconds
instead of seconds</li>
<li>[X11] Bugfix: GLFW should now compile under IRIX v5.3</li>
<li>[X11] Bugfix: GLFW should now compile with Kylix</li>
</ul>
<h3>2.4</h3>
<ul>
<li>Major source code rearrangement - much code is now shared between
different platforms, and it should be easier to port GLFW to new
platforms</li>
<li>Added a Unicode keyboard text input interface (CharCallback)</li>
<li>Keyboard key input is now slightly more internationalized: GLFW now
uses 8-bit ISO-8859-1 encoding for keys representing printable
characters (e.g. &quot;&Ouml;&quot;, &quot;&#167;&quot;, etc.), as
opposed to the previous 7-bit US-ASCII encoding</li>
<li>Added more key constants (F13-F25, keypad '=')</li>
<li>Added an enable/disable switch for automatic event polling from
glfwSwapBuffers</li>
<li>[X11] Added support for sysctl for querying the number of processors
in the system (if POSIX sysconf is not supported)</li>
<li>[X11] Bugfix: compile.sh now works with Sun sh (and hopefully others
too)</li>
<li>[X11] Bugfix: compile.sh now detects the need for -ldl when dlopen is
used</li>
<li>[Win32] Bugfix: When closing a fullscreen window under Win 9x/NT4,
the task bar icon now disappears properly</li>
<li>[Win32] Bugfix: GLFW should now compile on a wider range of MSVC
compilers (e.g. .NET) - Thanks Tim Little!</li>
</ul>
<h3>2.3.2</h3>
<ul>
<li>Removed the silly limitation of 100 threads (the thread information
is now kept in a linked list)</li>
<li>General source cleanup (window state is now kept in a single
struct, plus some other minor changes)</li>
<li>[X11] Added Solaris gethrtime() support (not tested yet), which
should give an improved timer for Sun/Solaris stations</li>
<li>[X11] Some fixes to the 'compile.sh' script (-O for non-gcc compilers
and 'make x11-gcc' should now really force GCC)</li>
</ul>
<h3>2.3.1</h3>
<ul>
<li>[X11] A minimalist configuration script was added that solves the
issue with glXGetProcAddressARB, and unifies all Unix/X11 Makefiles
into one template Makefile (well, one for GLFW, and one for the
examples)</li>
</ul>
<h3>2.3</h3>
<ul>
<li>Added OpenGL stereo rendering support</li>
<li>Added a function for parsing the OpenGL version string
(glfwGetGLVersion)</li>
<li>[x86] Bugfix: Hopefully the CPU core clock dependent timer RDTSC will
never be used on CPUs with variable core frequencies anymore</li>
<li>[X11] Bugfix: GLFW could create stereo rendering capable windows,
even if it was not requested (GLFW 2.2.x did not support selection
of stereo rendering)</li>
<li>[X11] Bugfix: glfwGetProcAddress returned NULL on most systems (even
on those that supported glXGetProcAddressARB). Now GLFW assumes that
glXGetProcAddressARB is supported on all systems, which solves the
bug, but may result in compiler errors on some systems (please let me
know if you have any related problems).</li>
</ul>
<h3>2.2.3</h3>
<ul>
<li>Bugfix: Checking for GL_SGIS_generate_mipmap is more robust</li>
<li>Bugfix: glfwLoadTexture2D will now fail if no window is opened</li>
<li>[Win32] Bugfix: Right shift was not detected under Win 9x/ME (it is
still not as good as under NT/2K/XP, but at least you get right
shifts)</li>
<li>[X11] Bugfix: Visuals are now selected more accurately. For instance,
glfwOpenWindow will no longer fail if you request a 24-bit color
buffer if only 16-bit color visuals are available (which means that
pong3d should work on 16-bit displays).</li>
</ul>
<h3>2.2.2</h3>
<ul>
<li>[Win32] Bugfix: Windows did not always get focus (this was a tough
one!)</li>
<li>[Win32] Bugfix: glfwGetWindowParam did not work with
GLFW_ACCUM_*_BITS or GLFW_AUX_BUFFERS</li>
<li>[X11] Bugfix: Linux joystick Y axis positions were reversed</li>
</ul>
<h3>2.2.1</h3>
<ul>
<li>[X11] Added joystick support for Linux</li>
</ul>
<h3>2.2</h3>
<ul>
<li>Added joystick support (only supported under Windows so far)</li>
<li>Added joystick controls to pong3d.c (only 3 more lines of code)</li>
<li>Added glfwOpenWindowHint() function</li>
<li>It is now possible to specify a desired vertical monitor refresh
rate (for fullscreen windows)</li>
<li>It is now possible to request an accumulator buffer and auxiliary
buffers</li>
<li>Added glfwSetTime() function</li>
<li>Added a GLFW conversion of the MESA/GLUT gears.c demo to the example
programs</li>
<li>[Win32] gdi32.dll and winmm.dll are now loaded dynamically when
glfwInit() is called. This means that there is no need to link with
gdi32.lib or winmm.lib when using the static version of GLFW, which
should make GLFW usage more convenient.</li>
<li>[Win32] Bugfix: Greatly improved keyboard input (detect left/right
CTRL etc)</li>
<li>[Win32] Bugfix: glfwExtensionSupported now detects all WGL extensions
(e.g. WGL_ARB_pbuffer)</li>
<li>[Win32] Bugfix: Mouse cursor was not re-hidden when a GLFW window was
deselected and then selected again (with ALT+TAB)</li>
<li>[X11] Bugfix: Minor bug in the SGI timer - and ugly (unintended) SGI
timer debug info removed</li>
<li>[X11] Bugfix: glfwGetDesktopMode and glfwGetVideoModes no longer give
segmentation faults if no X server is available</li>
</ul>
<h3>2.1</h3>
<ul>
<li>Added image and texture loading capabilities (support for the TGA
file format at the moment)</li>
<li>Added a new example program (mipmaps.c) for showing off the automatic
mipmap generation and texture loading capabilities of GLFW 2.1</li>
<li>Removed the separate TGA loader (tga.c in the examples directory)
since texture loading is supported natively by GLFW. Also updated the
Pong3D demo to use GLFW texture loading instead of tga.c.</li>
<li>Improved keyboard handling (e.g. numeric keypad keys can be
detected)</li>
<li>Added a new example program, keytest.c</li>
<li>Changed the GLFWvidmode structure and the corresponding API functions
to report pure color bits instead of the confusing (and unportable)
"BPP" field</li>
<li>Changed glfwSetWindowSize so that it operates in fullscreen mode
too</li>
<li>Added mouse wheel support under Windows (not Win95) and X11</li>
<li>Added window iconification functions (glfwInconifyWindow and
glfwRestoreWindow)</li>
<li>Improved iconification and deactivation handling under both Windows
and X11</li>
<li>Made it possible to turn on/off key repeat (the default is now no key
repeat)</li>
<li>Added SGI hardware timer support (CLOCK_SGI_CYCLE) for improved
timer resolution for SGI computers</li>
<li>Added support for the free Borland C++ Builder 5.x compiler for
Windows</li>
<li>Made it possible to compiler GLFW as a Windows DLL using any of the
supported compilers</li>
<li>Some constants have changed names (e.g. GLFW_REDBITS is now called
GLFW_RED_BITS)</li>
<li>Updated GLFW documentation (GLFW Users Guide and GLFW Reference
Manual) to reflect the changes in the API</li>
<li>[Win32] Bugfix: Corrected Cygwin toplevel makefile entry</li>
<li>[Win32] Bugfix: Fixed event lag bug</li>
<li>[Win32] Bugfix: Fixed Radeon 8500 crash</li>
<li>[X11] Bugfix: Fixed the window close bug</li>
<li>[X11] Bugfix: Iconification/deactivation is now detected</li>
<li>[X11] Bugfix: Non-OpenGL visuals are not listed anymore</li>
<li>[XFree86] Bugfix: Undesired video mode changes are now prevented</li>
</ul>
<h3>2.0.3</h3>
<ul>
<li>Added precise CPU cycle based timing support (RDTSC) for x86
CPUs (under both Windows and Unix)</li>
<li>Added a makefile option for building for Windows with Cygwin</li>
<li>Corrected the CC for Unix/X11 makefiles (-Wall is usually not a
supported flag for CC, so it was removed from the CFLAGS list)</li>
</ul>
<h3>2.0.2</h3>
<ul>
<li>Added a makefile option for building for X11 with 'cc' rather than
'gcc' (useful for IRIX users for instance).</li>
<li>[Win32] Bugfix: Mouse coordinates are now relative to the window
upper left corner, which also means that disabling the mouse cursor
in windowed mode should work much better.</li>
<li>[X11] Bugfix: Added a bunch of more keys that are recognized by
GLFW.</li>
<li>[X11] Bugfix: glfwGetNumberOfProcessors now works for IRIX (earlier
versions of GLFW would not compile under IRIX).</li>
</ul>
<h3>2.0.1</h3>
<ul>
<li>glfwTerminate() will now be called automatically upon normal program
termination (using atexit())</li>
<li>[Win32] Bugfix: Buffer-swapping did not work if a window lost
focus.</li>
<li>[Win32] Bugfix: Top level Makefile did not work under Windows
9x.</li>
<li>[Win32] Bugfix: NULL declaration in glfw.h was not MSVC 7.x
compatible.</li>
<li>[X11] Bugfix: GLFW would not build with C++ (e.g. g++).</li>
</ul>
<h3>2.0</h3>
<ul>
<li>GLFW is no longer a single source file, but an entire link library.</li>
<li>Added multi threading support.</li>
<li>Added more window control.</li>
<li>New distribution layout (both Win32 and X11 version in same archive).</li>
<li>Added GLFW Users Manual and GLFW Reference Manual as PDF files.</li>
<li>Some bugfixes.</li>
</ul>
<h3>1.0.2</h3>
<ul>
<li>Improved fullscreen functionality.</li>
<li>Added fullscreen support for X11.</li>
</ul>
<h3>1.0.1</h3>
<ul>
<li>Added support for the X Window System.</li>
<li>Fixed bugs.</li>
</ul>
<h3>1.0.0</h3>
<ul>
<li>First release.</li>
<li>Only supported Windows.</li>
</ul>
<a name="sec6">
<h2>6. Directory structure of the GLFW distribution</h2>
<p>Here is an overview of the directory structure of the GLFW distribution:
<table>
<tr class="header">
<td>Directory</td>
<td>Contents</td>
</tr>
<tr>
<td><code>docs</code></td>
<td>GLFW manuals in PDF format</td>
</tr>
<tr>
<td><code>examples</code></td>
<td>Several example programs in C</td>
</tr>
<tr>
<td><code>include/GL</code></td>
<td>The GLFW C/C++ header file</td>
</tr>
<tr>
<td><code>lib</code></td>
<td>The source code for GLFW</td>
</tr>
<tr>
<td><code>lib/macosx</code>
<td>Mac OS X-specific code</td>
</tr>
<tr>
<td><code>lib/win32</code>
<td>Windows-specific code</td>
</tr>
<tr>
<td><code>lib/x11</code></td>
<td>Unix/X11-specific code</td>
</tr>
</table>
<a name="sec7">
<h2>7. Contacting the project</h2>
<p>The official GLFW web site can be found here: <a
href="http://glfw.sourceforge.net/">http://glfw.sourceforge.net/</a>. It
contains the latest version of GLFW, news and other information that is useful
for OpenGL development.</p>
<p>If you have questions related to the use of GLFW, we have a <a
href="https://sourceforge.net/forum/forum.php?forum_id=247562">user's web
forum</a>, and a <a
href="https://lists.sourceforge.net/lists/listinfo/glfw-user">user's mailing
list</a> on SF.net, and the IRC channel <code>#glfw</code> on <a
href="http://freenode.net/">Freenode</a>.</p>
<p>If you have a bug to report or a feature you'd like to request, please file
it in the <a href="http://sourceforge.net/tracker/?group_id=72569">SF.net
trackers</a>.</p>
Finally, if you're interested in helping out with the development of GLFW or
porting it to your favorite platform, we have a <a
href="https://lists.stacken.kth.se/mailman/listinfo/glfw-dev">developer's
mailing list</a>, or you could join us on <code>#glfw</code>.
<a name="sec8">
<h2>8. Acknowledgements</h2>
<p>GLFW would not be what it is today without the help from:
<ul>
<li>Marcus Geelnard, the original author and long-time maintainer of GLFW,
without whose brilliant work none of this would have happened.</li><br>
<li>Robin Leffmann, for his work on Mac OS X and other platforms, and his
invaluable support.</li><br>
<li>Keith Bauer, for his invaluable help with porting and maintaining GLFW on
Mac OS X, and for his many ideas.</li><br>
<li>Ozzy @ <a href="http://www.orkysquad.org">Orkysquad</a>,
for his dedication to GLFW, for debugging my source, and for his
valuable experience with game development.</li><br>
<li>Jeff Molofee, the author of the excellent OpenGL tutorials at <a
href="http://nehe.gamedev.net/">NeHe Productions</a>.
Much of the Windows code of GLFW was originally based on Jeff's
code.</li><br>
<li>Douglas C. Schmidt and Irfan Pyarali, for their excellent article <a
href="http://www.cs.wustl.edu/~schmidt/win32-cv-1.html">Strategies for
Implementing POSIX Condition Variables on Win32</a>, which was the basis for
the Win32 condition variable implementation in GLFW.</li><br>
<li>Bobyshev Alexander and Martins Mozeiko, for the original proposal of
an FSAA hint and their work on the Win32 implementation of FSAA.</li><br>
<li>Gerald Franz, who made GLFW compile under IRIX, and supplied patches
for the X11 keyboard translation routine.</li><br>
<li>Bradley Smith, for his updates of the D support and his ports of the
remaining examples to the D language.</li><br>
<li>Olivier Delannoy, for the initial implementation of FSAA support on
X11, cross-compiling support for MinGW and general extreme usefulness.</li>
<li>Glenn Lewis, for helping out with support for the D programming
language.</li><br>
<li>David Medlock, for doing the initial Lua port.</li><br>
<li>Frank Wille, for helping me with the AmigaOS port and making GLFW
compile under IRIX 5.3.</li><br>
<li>Matt Sealey, for helping me with the MorphOS port.</li><br />
<li>Paul R. Deppe, who helped me with Cygwin support, and made an
adaption of <a href="http://plib.sourceforge.net/">PLIB</a>
so that it can use GLFW (instead of GLUT).</li><br />
<li>Jarrod Davis, for the Delphi port of GLFW.</li><br />
<li>Toni Jovanoski, for helping me with the MASM32 port of GLFW, and
supplying the example program and fixed OpenGL and GLU bindings for
MASM32.</li><br />
<li>Sebastian Schuberth, for the OpenWatcom makefiles.</li><br />
<li>Dmitri Shuralyov, Samuli Tuomola, Santi Zupancic, Sylvain
Hellegouarch, and many others for support, bug reports and
testing.</li><br />
<li>Дмитри Малышев, for the idea of a GLFW_NO_GLU macro.</li><br />
<li><a href="http://www.opengl.org/">OpenGL.org</a>, and all the people on
the discussion forums there that have provided help during the development of
GLFW.</li><br />
<li>The <a href="http://msdn.microsoft.com/library/">MSDN Online Library</a>,
which was used extensively for Windows development.</li><br />
<li>All the feedback from the GLFW community - thank you!</li><br />
<li>Everyone we forgot to thank - thank you!</li><br />
</ul>
</body>
</html>

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link_libraries(libglfwStatic ${GLFW_LIBRARIES} ${OPENGL_glu_LIBRARY})
include_directories(${CMAKE_CURRENT_SOURCE_DIR}/../include ${OPENGL_INCLUDE_DIR})
add_executable(defaults defaults.c)
add_executable(events events.c)
add_executable(joysticks joysticks.c)
add_executable(peter peter.c)
add_executable(reopen reopen.c)
add_executable(version version.c)
if(APPLE)
# Set fancy names for bundles
add_executable(Accuracy MACOSX_BUNDLE accuracy.c)
add_executable(FSAA MACOSX_BUNDLE fsaa.c)
add_executable(Tearing MACOSX_BUNDLE tearing.c)
else()
# Set boring names for executables
add_executable(accuracy WIN32 accuracy.c)
add_executable(tearing WIN32 tearing.c)
add_executable(fsaa WIN32 fsaa.c)
endif(APPLE)
if(MSVC)
# Tell MSVC to use main instead of WinMain for Windows subsystem executables
set_target_properties(accuracy defaults events fsaa peter reopen tearing version PROPERTIES LINK_FLAGS "/ENTRY:mainCRTStartup")
endif(MSVC)
if(CYGWIN)
# Set cross-compile and subsystem compile and link flags
set_target_properties(accuracy defaults events fsaa joysticks peter reopen tearing version PROPERTIES COMPILE_FLAGS "-mno-cygwin")
set_target_properties(accuracy fsaa tearing PROPERTIES LINK_FLAGS "-mno-cygwin -mwindows")
set_target_properties(events defaults joysticks peter reopen version PROPERTIES LINK_FLAGS "-mno-cygwin -mconsole")
endif(CYGWIN)

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//========================================================================
// Mouse cursor accuracy test
// Copyright (c) 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.
//
//========================================================================
//
// This test came about as the result of bug #1867804
//
// No sign of said bug has so far been detected
//
//========================================================================
#include <GL/glfw.h>
#include <stdio.h>
#include <stdlib.h>
static int cursor_x = 0, cursor_y = 0;
static int window_width = 640, window_height = 480;
static void GLFWCALL window_size_callback(int width, int height)
{
window_width = width;
window_height = height;
glViewport(0, 0, window_width, window_height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.f, window_width, 0.f, window_height);
}
static void GLFWCALL mouse_position_callback(int x, int y)
{
cursor_x = x;
cursor_y = y;
}
int main(void)
{
if (!glfwInit())
{
fprintf(stderr, "Failed to initialize GLFW\n");
exit(EXIT_FAILURE);
}
if (!glfwOpenWindow(window_width, window_height, 0, 0, 0, 0, 0, 0, GLFW_WINDOW))
{
glfwTerminate();
fprintf(stderr, "Failed to open GLFW window\n");
exit(EXIT_FAILURE);
}
glfwSetWindowTitle("Cursor Inaccuracy Detector");
glfwSetMousePosCallback(mouse_position_callback);
glfwSetWindowSizeCallback(window_size_callback);
glfwSwapInterval(1);
glClearColor(0, 0, 0, 0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
while (glfwGetWindowParam(GLFW_OPENED))
{
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1.f, 1.f, 1.f);
glBegin(GL_LINES);
glVertex2f(0.f, (GLfloat) window_height - cursor_y);
glVertex2f((GLfloat) window_width, (GLfloat) window_height - cursor_y);
glVertex2f((GLfloat) cursor_x, 0.f);
glVertex2f((GLfloat) cursor_x, (GLfloat) window_height);
glEnd();
glfwSwapBuffers();
}
glfwTerminate();
exit(EXIT_SUCCESS);
}

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//========================================================================
// Default window/context test
// Copyright (c) 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.
//
//========================================================================
//
// This test creates a windowed mode window with all parameters set to
// default values and then reports the actual parameters of the created
// window and context
//
//========================================================================
#include <GL/glfw.h>
#include <stdio.h>
#include <stdlib.h>
typedef struct
{
int param;
char* name;
} Param;
static Param parameters[] =
{
{ GLFW_ACCELERATED, "accelerated" },
{ GLFW_RED_BITS, "red bits" },
{ GLFW_GREEN_BITS, "green bits" },
{ GLFW_BLUE_BITS, "blue bits" },
{ GLFW_ALPHA_BITS, "alpha bits" },
{ GLFW_DEPTH_BITS, "depth bits" },
{ GLFW_STENCIL_BITS, "stencil bits" },
{ GLFW_REFRESH_RATE, "refresh rate" },
{ GLFW_ACCUM_RED_BITS, "accum red bits" },
{ GLFW_ACCUM_GREEN_BITS, "accum green bits" },
{ GLFW_ACCUM_BLUE_BITS, "accum blue bits" },
{ GLFW_ACCUM_ALPHA_BITS, "accum alpha bits" },
{ GLFW_AUX_BUFFERS, "aux buffers" },
{ GLFW_STEREO, "stereo" },
{ GLFW_FSAA_SAMPLES, "FSAA samples" },
{ GLFW_OPENGL_VERSION_MAJOR, "OpenGL major" },
{ GLFW_OPENGL_VERSION_MINOR, "OpenGL minor" },
{ GLFW_OPENGL_FORWARD_COMPAT, "OpenGL forward compatible" },
{ GLFW_OPENGL_DEBUG_CONTEXT, "OpenGL debug context" },
{ GLFW_OPENGL_PROFILE, "OpenGL profile" },
};
int main(void)
{
int i, width, height;
if (!glfwInit())
{
fprintf(stderr, "Failed to initialize GLFW\n");
exit(1);
}
if (!glfwOpenWindow(0, 0, 0, 0, 0, 0, 0, 0, GLFW_WINDOW))
{
glfwTerminate();
fprintf(stderr, "Failed to open GLFW default window\n");
exit(1);
}
glfwGetWindowSize(&width, &height);
printf("window size: %ix%i\n", width, height);
for (i = 0; (size_t) i < sizeof(parameters) / sizeof(parameters[0]); i++)
{
printf("%s: %i\n", parameters[i].name, glfwGetWindowParam(parameters[i].param));
}
glfwCloseWindow();
glfwTerminate();
exit(0);
}

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//========================================================================
// Event linter (event spewer)
// Copyright (c) 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.
//
//========================================================================
//
// This test hooks every available callback and outputs their arguments
//
// Log messages go to stdout, error messages to stderr
//
// Every event also gets a (sequential) number to aid discussion of logs
//
//========================================================================
#include <GL/glfw.h>
#include <stdio.h>
#include <stdlib.h>
#include <ctype.h>
#include <locale.h>
static GLboolean keyrepeat = 0;
static GLboolean systemkeys = 1;
static unsigned int counter = 0;
static const char* get_key_name(int key)
{
switch (key)
{
case GLFW_KEY_UNKNOWN: return "unknown";
case GLFW_KEY_SPACE: return "space";
case GLFW_KEY_ESC: return "escape";
case GLFW_KEY_F1: return "F1";
case GLFW_KEY_F2: return "F2";
case GLFW_KEY_F3: return "F3";
case GLFW_KEY_F4: return "F4";
case GLFW_KEY_F5: return "F5";
case GLFW_KEY_F6: return "F6";
case GLFW_KEY_F7: return "F7";
case GLFW_KEY_F8: return "F8";
case GLFW_KEY_F9: return "F9";
case GLFW_KEY_F10: return "F10";
case GLFW_KEY_F11: return "F11";
case GLFW_KEY_F12: return "F12";
case GLFW_KEY_F13: return "F13";
case GLFW_KEY_F14: return "F14";
case GLFW_KEY_F15: return "F15";
case GLFW_KEY_F16: return "F16";
case GLFW_KEY_F17: return "F17";
case GLFW_KEY_F18: return "F18";
case GLFW_KEY_F19: return "F19";
case GLFW_KEY_F20: return "F20";
case GLFW_KEY_F21: return "F21";
case GLFW_KEY_F22: return "F22";
case GLFW_KEY_F23: return "F23";
case GLFW_KEY_F24: return "F24";
case GLFW_KEY_F25: return "F25";
case GLFW_KEY_UP: return "up";
case GLFW_KEY_DOWN: return "down";
case GLFW_KEY_LEFT: return "left";
case GLFW_KEY_RIGHT: return "right";
case GLFW_KEY_LSHIFT: return "left shift";
case GLFW_KEY_RSHIFT: return "right shift";
case GLFW_KEY_LCTRL: return "left control";
case GLFW_KEY_RCTRL: return "right control";
case GLFW_KEY_LALT: return "left alt";
case GLFW_KEY_RALT: return "right alt";
case GLFW_KEY_TAB: return "tab";
case GLFW_KEY_ENTER: return "enter";
case GLFW_KEY_BACKSPACE: return "backspace";
case GLFW_KEY_INSERT: return "insert";
case GLFW_KEY_DEL: return "delete";
case GLFW_KEY_PAGEUP: return "page up";
case GLFW_KEY_PAGEDOWN: return "page down";
case GLFW_KEY_HOME: return "home";
case GLFW_KEY_END: return "end";
case GLFW_KEY_KP_0: return "keypad 0";
case GLFW_KEY_KP_1: return "keypad 1";
case GLFW_KEY_KP_2: return "keypad 2";
case GLFW_KEY_KP_3: return "keypad 3";
case GLFW_KEY_KP_4: return "keypad 4";
case GLFW_KEY_KP_5: return "keypad 5";
case GLFW_KEY_KP_6: return "keypad 6";
case GLFW_KEY_KP_7: return "keypad 7";
case GLFW_KEY_KP_8: return "keypad 8";
case GLFW_KEY_KP_9: return "keypad 9";
case GLFW_KEY_KP_DIVIDE: return "keypad divide";
case GLFW_KEY_KP_MULTIPLY: return "keypad multiply";
case GLFW_KEY_KP_SUBTRACT: return "keypad subtract";
case GLFW_KEY_KP_ADD: return "keypad add";
case GLFW_KEY_KP_DECIMAL: return "keypad decimal";
case GLFW_KEY_KP_EQUAL: return "keypad equal";
case GLFW_KEY_KP_ENTER: return "keypad enter";
case GLFW_KEY_KP_NUM_LOCK: return "keypad num lock";
case GLFW_KEY_CAPS_LOCK: return "caps lock";
case GLFW_KEY_SCROLL_LOCK: return "scroll lock";
case GLFW_KEY_PAUSE: return "pause";
case GLFW_KEY_LSUPER: return "left super";
case GLFW_KEY_RSUPER: return "right super";
case GLFW_KEY_MENU: return "menu";
}
return NULL;
}
static const char* get_action_name(int action)
{
switch (action)
{
case GLFW_PRESS:
return "was pressed";
case GLFW_RELEASE:
return "was released";
}
return "caused unknown action";
}
static const char* get_button_name(int button)
{
switch (button)
{
case GLFW_MOUSE_BUTTON_LEFT:
return "left";
case GLFW_MOUSE_BUTTON_RIGHT:
return "right";
case GLFW_MOUSE_BUTTON_MIDDLE:
return "middle";
}
return NULL;
}
static const char* get_character_string(int character)
{
static char result[6 + 1];
int length = wctomb(result, character);
if (length == -1)
length = 0;
result[length] = '\0';
return result;
}
static void GLFWCALL window_size_callback(int width, int height)
{
printf("%08x at %0.3f: Window size: %i %i\n",
counter++,
glfwGetTime(),
width,
height);
glViewport(0, 0, width, height);
}
static int GLFWCALL window_close_callback(void)
{
printf("%08x at %0.3f: Window close\n", counter++, glfwGetTime());
return 1;
}
static void GLFWCALL window_refresh_callback(void)
{
printf("%08x at %0.3f: Window refresh\n", counter++, glfwGetTime());
}
static void GLFWCALL mouse_button_callback(int button, int action)
{
const char* name = get_button_name(button);
printf("%08x at %0.3f: Mouse button %i", counter++, glfwGetTime(), button);
if (name)
printf(" (%s) was %s\n", name, get_action_name(action));
else
printf(" was %s\n", get_action_name(action));
}
static void GLFWCALL mouse_position_callback(int x, int y)
{
printf("%08x at %0.3f: Mouse position: %i %i\n", counter++, glfwGetTime(), x, y);
}
static void GLFWCALL mouse_wheel_callback(int position)
{
printf("%08x at %0.3f: Mouse wheel: %i\n", counter++, glfwGetTime(), position);
}
static void GLFWCALL key_callback(int key, int action)
{
const char* name = get_key_name(key);
printf("%08x at %0.3f: Key 0x%04x", counter++, glfwGetTime(), key);
if (name)
printf(" (%s) was %s\n", name, get_action_name(action));
else if (isgraph(key))
printf(" (%c) was %s\n", key, get_action_name(action));
else
printf(" was %s\n", get_action_name(action));
if (action != GLFW_PRESS)
return;
switch (key)
{
case 'R':
{
keyrepeat = !keyrepeat;
if (keyrepeat)
glfwEnable(GLFW_KEY_REPEAT);
else
glfwDisable(GLFW_KEY_REPEAT);
printf("(( key repeat %s ))\n", keyrepeat ? "enabled" : "disabled");
break;
}
case 'S':
{
systemkeys = !systemkeys;
if( systemkeys )
glfwEnable(GLFW_SYSTEM_KEYS);
else
glfwDisable(GLFW_SYSTEM_KEYS);
printf("(( system keys %s ))\n", systemkeys ? "enabled" : "disabled");
break;
}
}
}
static void GLFWCALL char_callback(int character, int action)
{
printf("%08x at %0.3f: Character 0x%04x", counter++, glfwGetTime(), character);
printf(" (%s) %s\n", get_character_string(character), get_action_name(action));
}
int main(void)
{
setlocale(LC_ALL, "");
if (!glfwInit())
{
fprintf(stderr, "Failed to initialize GLFW\n");
exit(1);
}
printf("Library initialized\n");
if (!glfwOpenWindow(0, 0, 0, 0, 0, 0, 0, 0, GLFW_WINDOW))
{
glfwTerminate();
fprintf(stderr, "Failed to create GLFW window");
exit(1);
}
printf("Window opened\n");
glfwSetWindowTitle("Event Linter");
glfwSwapInterval(1);
glfwSetWindowSizeCallback(window_size_callback);
glfwSetWindowCloseCallback(window_close_callback);
glfwSetWindowRefreshCallback(window_refresh_callback);
glfwSetMouseButtonCallback(mouse_button_callback);
glfwSetMousePosCallback(mouse_position_callback);
glfwSetMouseWheelCallback(mouse_wheel_callback);
glfwSetKeyCallback(key_callback);
glfwSetCharCallback(char_callback);
printf("Key repeat should be %s\n", keyrepeat ? "enabled" : "disabled");
printf("System keys should be %s\n", systemkeys ? "enabled" : "disabled");
printf("Main loop starting\n");
while (glfwGetWindowParam(GLFW_OPENED) == GL_TRUE)
{
glfwWaitEvents();
glClear(GL_COLOR_BUFFER_BIT);
glfwSwapBuffers();
}
glfwTerminate();
exit(0);
}

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//========================================================================
// Fullscreen multisampling anti-aliasing test
// Copyright (c) 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.
//
//========================================================================
//
// This test renders two high contrast, slowly rotating quads, one aliased
// and one (hopefully) anti-aliased, thus allowing for visual verification
// of whether FSAA is indeed enabled
//
//========================================================================
#include <GL/glfw.h>
#include <stdio.h>
#include <stdlib.h>
#ifndef GL_ARB_multisample
#define GL_MULTISAMPLE_ARB 0x809D
#endif
static void GLFWCALL window_size_callback(int width, int height)
{
glViewport(0, 0, width, height);
}
int main(void)
{
if (!glfwInit())
{
fprintf(stderr, "Failed to initialize GLFW\n");
exit(EXIT_FAILURE);
}
glfwOpenWindowHint(GLFW_FSAA_SAMPLES, 4);
if (!glfwOpenWindow(400, 400, 0, 0, 0, 0, 0, 0, GLFW_WINDOW))
{
glfwTerminate();
fprintf(stderr, "Failed to open GLFW window\n");
exit(EXIT_FAILURE);
}
glfwSetWindowTitle("Aliasing Detector");
glfwSetWindowSizeCallback(window_size_callback);
glfwSwapInterval(1);
int samples = glfwGetWindowParam(GLFW_FSAA_SAMPLES);
if (samples)
printf("Context reports FSAA is supported with %i samples\n", samples);
else
printf("Context reports FSAA is unsupported\n");
glMatrixMode(GL_PROJECTION);
gluOrtho2D(0.f, 1.f, 0.f, 1.f);
while (glfwGetWindowParam(GLFW_OPENED))
{
GLfloat time = (GLfloat) glfwGetTime();
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.5f, 0.f, 0.f);
glRotatef(time, 0.f, 0.f, 1.f);
glEnable(GL_MULTISAMPLE_ARB);
glColor3f(1.f, 1.f, 1.f);
glRectf(-0.25f, -0.25f, 0.25f, 0.25f);
glLoadIdentity();
glTranslatef(-0.5f, 0.f, 0.f);
glRotatef(time, 0.f, 0.f, 1.f);
glDisable(GL_MULTISAMPLE_ARB);
glColor3f(1.f, 1.f, 1.f);
glRectf(-0.25f, -0.25f, 0.25f, 0.25f);
glfwSwapBuffers();
}
glfwTerminate();
exit(EXIT_SUCCESS);
}

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/*****************************************************************************
* getopt.c - competent and free getopt library.
* $Header: /cvsroot/freegetopt/freegetopt/getopt.c,v 1.2 2003/10/26 03:10:20 vindaci Exp $
*
* Copyright (c)2002-2003 Mark K. Kim
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in
* the documentation and/or other materials provided with the
* distribution.
*
* * Neither the original author of this software nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
* OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
* AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
* OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF
* THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
* DAMAGE.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "getopt.h"
/* 2009-10-12 Camilla Berglund <elmindreda@elmindreda.org>
*
* Removed unused global static variable 'ID'.
*/
char* optarg = NULL;
int optind = 0;
int opterr = 1;
int optopt = '?';
static char** prev_argv = NULL; /* Keep a copy of argv and argc to */
static int prev_argc = 0; /* tell if getopt params change */
static int argv_index = 0; /* Option we're checking */
static int argv_index2 = 0; /* Option argument we're checking */
static int opt_offset = 0; /* Index into compounded "-option" */
static int dashdash = 0; /* True if "--" option reached */
static int nonopt = 0; /* How many nonopts we've found */
static void increment_index()
{
/* Move onto the next option */
if(argv_index < argv_index2)
{
while(prev_argv[++argv_index] && prev_argv[argv_index][0] != '-'
&& argv_index < argv_index2+1);
}
else argv_index++;
opt_offset = 1;
}
/*
* Permutes argv[] so that the argument currently being processed is moved
* to the end.
*/
static int permute_argv_once()
{
/* Movability check */
if(argv_index + nonopt >= prev_argc) return 1;
/* Move the current option to the end, bring the others to front */
else
{
char* tmp = prev_argv[argv_index];
/* Move the data */
memmove(&prev_argv[argv_index], &prev_argv[argv_index+1],
sizeof(char**) * (prev_argc - argv_index - 1));
prev_argv[prev_argc - 1] = tmp;
nonopt++;
return 0;
}
}
int getopt(int argc, char** argv, char* optstr)
{
int c = 0;
/* If we have new argv, reinitialize */
if(prev_argv != argv || prev_argc != argc)
{
/* Initialize variables */
prev_argv = argv;
prev_argc = argc;
argv_index = 1;
argv_index2 = 1;
opt_offset = 1;
dashdash = 0;
nonopt = 0;
}
/* Jump point in case we want to ignore the current argv_index */
getopt_top:
/* Misc. initializations */
optarg = NULL;
/* Dash-dash check */
if(argv[argv_index] && !strcmp(argv[argv_index], "--"))
{
dashdash = 1;
increment_index();
}
/* If we're at the end of argv, that's it. */
if(argv[argv_index] == NULL)
{
c = -1;
}
/* Are we looking at a string? Single dash is also a string */
else if(dashdash || argv[argv_index][0] != '-' || !strcmp(argv[argv_index], "-"))
{
/* If we want a string... */
if(optstr[0] == '-')
{
c = 1;
optarg = argv[argv_index];
increment_index();
}
/* If we really don't want it (we're in POSIX mode), we're done */
else if(optstr[0] == '+' || getenv("POSIXLY_CORRECT"))
{
c = -1;
/* Everything else is a non-opt argument */
nonopt = argc - argv_index;
}
/* If we mildly don't want it, then move it back */
else
{
if(!permute_argv_once()) goto getopt_top;
else c = -1;
}
}
/* Otherwise we're looking at an option */
else
{
char* opt_ptr = NULL;
/* Grab the option */
c = argv[argv_index][opt_offset++];
/* Is the option in the optstr? */
if(optstr[0] == '-') opt_ptr = strchr(optstr+1, c);
else opt_ptr = strchr(optstr, c);
/* Invalid argument */
if(!opt_ptr)
{
if(opterr)
{
fprintf(stderr, "%s: invalid option -- %c\n", argv[0], c);
}
optopt = c;
c = '?';
/* Move onto the next option */
increment_index();
}
/* Option takes argument */
else if(opt_ptr[1] == ':')
{
/* ie, -oARGUMENT, -xxxoARGUMENT, etc. */
if(argv[argv_index][opt_offset] != '\0')
{
optarg = &argv[argv_index][opt_offset];
increment_index();
}
/* ie, -o ARGUMENT (only if it's a required argument) */
else if(opt_ptr[2] != ':')
{
/* One of those "you're not expected to understand this" moment */
if(argv_index2 < argv_index) argv_index2 = argv_index;
while(argv[++argv_index2] && argv[argv_index2][0] == '-');
optarg = argv[argv_index2];
/* Don't cross into the non-option argument list */
if(argv_index2 + nonopt >= prev_argc) optarg = NULL;
/* Move onto the next option */
increment_index();
}
else
{
/* Move onto the next option */
increment_index();
}
/* In case we got no argument for an option with required argument */
if(optarg == NULL && opt_ptr[2] != ':')
{
optopt = c;
c = '?';
if(opterr)
{
fprintf(stderr,"%s: option requires an argument -- %c\n",
argv[0], optopt);
}
}
}
/* Option does not take argument */
else
{
/* Next argv_index */
if(argv[argv_index][opt_offset] == '\0')
{
increment_index();
}
}
}
/* Calculate optind */
if(c == -1)
{
optind = argc - nonopt;
}
else
{
optind = argv_index;
}
return c;
}
/* vim:ts=3
*/

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/*****************************************************************************
* getopt.h - competent and free getopt library.
* $Header: /cvsroot/freegetopt/freegetopt/getopt.h,v 1.2 2003/10/26 03:10:20 vindaci Exp $
*
* Copyright (c)2002-2003 Mark K. Kim
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in
* the documentation and/or other materials provided with the
* distribution.
*
* * Neither the original author of this software nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
* OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
* AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
* OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF
* THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
* DAMAGE.
*/
#ifndef GETOPT_H_
#define GETOPT_H_
#ifdef __cplusplus
extern "C" {
#endif
extern char* optarg;
extern int optind;
extern int opterr;
extern int optopt;
int getopt(int argc, char** argv, char* optstr);
#ifdef __cplusplus
}
#endif
#endif /* GETOPT_H_ */
/* vim:ts=3
*/

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//========================================================================
// Iconify/restore test program
// Copyright (c) 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.
//
//========================================================================
//
// This program is used to test the iconify/restore functionality for
// both fullscreen and windowed mode windows
//
//========================================================================
#include <GL/glfw.h>
#include <stdio.h>
#include <stdlib.h>
#include "getopt.h"
static void usage(void)
{
printf("iconify [-h] [-f]\n");
}
static void GLFWCALL key_callback(int key, int action)
{
printf("%0.2f Key %s\n",
glfwGetTime(),
action == GLFW_PRESS ? "pressed" : "released");
if (action != GLFW_PRESS)
return;
switch (key)
{
case GLFW_KEY_SPACE:
glfwIconifyWindow();
break;
case GLFW_KEY_ESC:
glfwCloseWindow();
break;
}
}
static void GLFWCALL size_callback(int width, int height)
{
glViewport(0, 0, width, height);
}
int main(int argc, char** argv)
{
int width, height, ch;
int mode = GLFW_WINDOW;
GLboolean active = -1, iconified = -1;
while ((ch = getopt(argc, argv, "fh")) != -1)
{
switch (ch)
{
case 'h':
usage();
exit(EXIT_SUCCESS);
case 'f':
mode = GLFW_FULLSCREEN;
break;
default:
usage();
exit(EXIT_FAILURE);
}
}
if (!glfwInit())
{
fprintf(stderr, "Failed to initialize GLFW\n");
exit(EXIT_FAILURE);
}
if (mode == GLFW_FULLSCREEN)
{
GLFWvidmode mode;
glfwGetDesktopMode(&mode);
width = mode.Width;
height = mode.Height;
}
else
{
width = 0;
height = 0;
}
if (!glfwOpenWindow(width, height, 0, 0, 0, 0, 0, 0, mode))
{
glfwTerminate();
fprintf(stderr, "Failed to open GLFW window\n");
exit(EXIT_FAILURE);
}
glfwSetWindowTitle("Iconify");
glfwSwapInterval(1);
glfwSetKeyCallback(key_callback);
glfwSetWindowSizeCallback(size_callback);
glEnable(GL_SCISSOR_TEST);
while (glfwGetWindowParam(GLFW_OPENED))
{
int width, height;
if (iconified != glfwGetWindowParam(GLFW_ICONIFIED) ||
active != glfwGetWindowParam(GLFW_ACTIVE))
{
iconified = glfwGetWindowParam(GLFW_ICONIFIED);
active = glfwGetWindowParam(GLFW_ACTIVE);
printf("%0.2f %s %s\n",
glfwGetTime(),
iconified ? "Iconified" : "Restored",
active ? "Active" : "Inactive");
}
glfwGetWindowSize(&width, &height);
glScissor(0, 0, width, height);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glScissor(0, 0, 640, 480);
glClearColor(1, 1, 1, 0);
glClear(GL_COLOR_BUFFER_BIT);
glfwSwapBuffers();
}
glfwTerminate();
exit(EXIT_SUCCESS);
}

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/*========================================================================
* This is a small test application for GLFW.
* joystick input test.
*========================================================================*/
#include <GL/glfw.h>
#include <stdio.h>
#include <math.h>
#define MAX_AXES 10
#define MAX_BUTTONS 30
struct JoystickState
{
int present;
int num_axes;
int num_buttons;
float axes[MAX_AXES];
unsigned char buttons[MAX_BUTTONS];
};
static struct JoystickState states[GLFW_JOYSTICK_LAST + 1];
int running;
int keyrepeat = 0;
int systemkeys = 1;
/*========================================================================
* Retrieve joystick states
*========================================================================*/
static void updateJoysticksState(void)
{
int joy;
for (joy = GLFW_JOYSTICK_1; joy < GLFW_JOYSTICK_LAST + 1; joy++)
{
printf("Updating information for joystick %d\n", joy);
states[joy].present = glfwGetJoystickParam(joy, GLFW_PRESENT);
if (states[joy].present == GL_TRUE)
{
states[joy].num_axes = glfwGetJoystickPos(joy, states[joy].axes, MAX_AXES);
states[joy].num_buttons = glfwGetJoystickButtons(joy, states[joy].buttons, MAX_BUTTONS);
}
}
}
/*========================================================================
* Print out the state of all joysticks on the standard output
*========================================================================*/
static void displayJoysticksState(void)
{
int joy;
int i;
for (joy = GLFW_JOYSTICK_1; joy < GLFW_JOYSTICK_LAST + 1; joy++)
{
printf("Joystick %d: %s\n", joy, (states[joy].present == GL_TRUE ? "present" : "not connected"));
if (states[joy].present == GL_TRUE)
{
if (states[joy].num_axes > 0)
{
printf(" axes: %.3f", states[joy].axes[0]);
for (i = 1; i < states[joy].num_axes; i++)
printf(", %.3f", states[joy].axes[i]);
printf("\n");
}
else
printf(" axes: none\n");
if (states[joy].num_buttons > 0)
{
printf(" buttons: 00 => %c", ((states[joy].buttons[0] == GLFW_PRESS) ? 'P' : 'R'));
for (i = 1; i < states[joy].num_buttons; i++)
printf(", %02d => %c", i, ((states[joy].buttons[i] == GLFW_PRESS) ? 'P' : 'R'));
printf("\n");
}
else
printf(" buttons: none\n");
}
}
}
int main(void)
{
double start;
double t;
double update;
/* Initialise GLFW */
glfwInit();
printf("The program will work for 20 seconds and display every seconds the state of the joysticks\n");
printf("Your computer is going to be very slow as the program is doing an active loop .....\n");
start = glfwGetTime();
update = start;
/* print the initial state of all joysticks */
updateJoysticksState();
printf("\n");
displayJoysticksState();
running = GL_TRUE;
/* Main loop */
while (running)
{
/* Get time */
t = glfwGetTime();
/* Display the state of all connected joysticks every secons */
if ((t - update) > 1.0)
{
update = t;
printf("\n");
updateJoysticksState();
printf("\n");
displayJoysticksState();
}
/* Check if the window was closed */
if ((t - start) > 20.0)
running = GL_FALSE;
}
/* Close OpenGL window and terminate GLFW */
glfwTerminate();
return 0;
}

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//========================================================================
// Mouse cursor bug test
// Copyright (c) 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.
//
//========================================================================
//
// This test came about as the result of bugs #1262764, #1726540 and
// #1726592, all reported by the user peterpp, hence the name
//
// The utility of this test outside of these bugs is uncertain
//
//========================================================================
#include <GL/glfw.h>
#include <stdio.h>
#include <stdlib.h>
static GLboolean cursor_enabled = GL_TRUE;
static GLboolean open_window(void);
static void toggle_mouse_cursor(void)
{
if (cursor_enabled)
glfwDisable(GLFW_MOUSE_CURSOR);
else
glfwEnable(GLFW_MOUSE_CURSOR);
cursor_enabled = !cursor_enabled;
}
static void GLFWCALL mouse_position_callback(int x, int y)
{
printf("Mouse moved to: %i %i\n", x, y);
}
static void GLFWCALL key_callback(int key, int action)
{
switch (key)
{
case GLFW_KEY_SPACE:
{
if (action == GLFW_PRESS)
toggle_mouse_cursor();
break;
}
case 'R':
{
if (action == GLFW_PRESS)
{
glfwCloseWindow();
open_window();
}
break;
}
}
}
static void GLFWCALL window_size_callback(int width, int height)
{
glViewport(0, 0, width, height);
}
static GLboolean open_window(void)
{
int x, y;
if (!glfwOpenWindow(0, 0, 0, 0, 0, 0, 0, 0, GLFW_WINDOW))
return GL_FALSE;
glfwSetWindowTitle("Peter Detector");
glfwGetMousePos(&x, &y);
printf("Mouse position: %i %i\n", x, y);
glfwDisable(GLFW_AUTO_POLL_EVENTS);
glfwSetWindowSizeCallback(window_size_callback);
glfwSetMousePosCallback(mouse_position_callback);
glfwSetKeyCallback(key_callback);
glfwSwapInterval(1);
return GL_TRUE;
}
int main(void)
{
if (!glfwInit())
{
fprintf(stderr, "Failed to initialize GLFW\n");
exit(1);
}
if (!open_window())
{
glfwTerminate();
fprintf(stderr, "Failed to open GLFW window\n");
exit(1);
}
glClearColor(0.f, 0.f, 0.f, 0.f);
while (glfwGetWindowParam(GLFW_OPENED))
{
glClear(GL_COLOR_BUFFER_BIT);
glfwSwapBuffers();
glfwWaitEvents();
}
glfwTerminate();
exit(0);
}

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//========================================================================
// Window re-opener (open/close stress test)
// Copyright (c) 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.
//
//========================================================================
//
// This test came about as the result of bug #1262773
//
// It closes and re-opens the GLFW window every five seconds, alternating
// between windowed and fullscreen mode
//
// It also times and logs opening and closing actions and attempts to separate
// user initiated window closing from its own
//
//========================================================================
#include <GL/glfw.h>
#include <stdio.h>
#include <stdlib.h>
static GLboolean closed = GL_FALSE;
static const char* get_mode_name(int mode)
{
switch (mode)
{
case GLFW_WINDOW:
return "windowed";
case GLFW_FULLSCREEN:
return "fullscreen";
default:
return "unknown";
}
}
static void GLFWCALL window_size_callback(int width, int height)
{
glViewport(0, 0, width, height);
}
static int GLFWCALL window_close_callback(void)
{
printf("Close callback triggered\n");
closed = GL_TRUE;
return 0;
}
static void GLFWCALL key_callback(int key, int action)
{
if (action != GLFW_PRESS)
return;
switch (key)
{
case 'Q':
case GLFW_KEY_ESC:
closed = GL_TRUE;
break;
}
}
static int open_window(int width, int height, int mode)
{
double base = glfwGetTime();
if (!glfwOpenWindow(width, height, 0, 0, 0, 0, 16, 0, mode))
{
fprintf(stderr, "Failed to create %s mode GLFW window\n", get_mode_name(mode));
return 0;
}
glfwSetWindowTitle("Window Re-opener");
glfwSetWindowSizeCallback(window_size_callback);
glfwSetWindowCloseCallback(window_close_callback);
glfwSetKeyCallback(key_callback);
glfwSwapInterval(1);
printf("Opening %s mode window took %0.3f seconds\n",
get_mode_name(mode),
glfwGetTime() - base);
return 1;
}
static void close_window(void)
{
double base = glfwGetTime();
glfwCloseWindow();
printf("Closing window took %0.3f seconds\n", glfwGetTime() - base);
}
int main(int argc, char** argv)
{
int count = 0;
if (!glfwInit())
{
fprintf(stderr, "Failed to initialize GLFW\n");
exit(1);
}
for (;;)
{
if (!open_window(640, 480, (count & 1) ? GLFW_FULLSCREEN : GLFW_WINDOW))
{
glfwTerminate();
exit(1);
}
glMatrixMode(GL_PROJECTION);
glOrtho(-1.f, 1.f, -1.f, 1.f, 1.f, -1.f);
glMatrixMode(GL_MODELVIEW);
glClearColor(0.f, 0.f, 0.f, 0.f);
glColor3f(1.f, 1.f, 1.f);
glfwSetTime(0.0);
while (glfwGetTime() < 5.0)
{
glClear(GL_COLOR_BUFFER_BIT);
glPushMatrix();
glRotatef((GLfloat) glfwGetTime() * 100.f, 0.f, 0.f, 1.f);
glRectf(-0.5f, -0.5f, 1.f, 1.f);
glPopMatrix();
glfwSwapBuffers();
if (closed)
close_window();
if (!glfwGetWindowParam(GLFW_OPENED))
{
printf("User closed window\n");
glfwTerminate();
exit(0);
}
}
printf("Closing window\n");
close_window();
count++;
}
}

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//========================================================================
// Vsync enabling test
// Copyright (c) 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.
//
//========================================================================
//
// This test renders a high contrast, horizontally moving bar, allowing for
// visual verification of whether the set swap interval is indeed obeyed
//
//========================================================================
#include <GL/glfw.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
static void GLFWCALL window_size_callback(int width, int height)
{
glViewport(0, 0, width, height);
}
int main(void)
{
float position;
if (!glfwInit())
{
fprintf(stderr, "Failed to initialize GLFW\n");
exit(1);
}
if (!glfwOpenWindow(0, 0, 0, 0, 0, 0, 0, 0, GLFW_WINDOW))
{
glfwTerminate();
fprintf(stderr, "Failed to open GLFW window\n");
exit(1);
}
glfwSetWindowTitle("Tearing Detector");
glfwSetWindowSizeCallback(window_size_callback);
glfwSwapInterval(1);
glClearColor(0.f, 0.f, 0.f, 0.f);
glColor3f(1.f, 1.f, 1.f);
glMatrixMode(GL_PROJECTION);
glOrtho(-1.f, 1.f, -1.f, 1.f, 1.f, -1.f);
glMatrixMode(GL_MODELVIEW);
while (glfwGetWindowParam(GLFW_OPENED) == GL_TRUE)
{
glClear(GL_COLOR_BUFFER_BIT);
position = cosf(glfwGetTime() * 4.f) * 0.75f;
glRectf(position - 0.25f, -1.f, position + 0.25f, 1.f);
glfwSwapBuffers();
}
glfwTerminate();
exit(0);
}

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//========================================================================
// Version information dumper
// Copyright (c) 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.
//
//========================================================================
//
// This test is a pale imitation of glxinfo(1), except not really
//
// It dumps GLFW and OpenGL version information
//
//========================================================================
#include <GL/glfw.h>
#ifndef GL_VERSION_3_2
#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001
#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
#define GL_CONTEXT_PROFILE_MASK 0x9126
#define GL_NUM_EXTENSIONS 0x821D
#define GL_CONTEXT_FLAGS 0x821E
#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x0001
#endif
typedef const GLubyte * (APIENTRY *PFNGLGETSTRINGI) (GLenum, GLuint);
#ifndef GL_VERSION_2_0
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
#endif
#ifdef _MSC_VER
#define strcasecmp(x, y) _stricmp(x, y)
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "getopt.h"
static void usage(void)
{
printf("version [-h] [-m MAJOR] [-n MINOR] [-d] [-l] [-f] [-p PROFILE]\n");
printf("available profiles: core compat\n");
}
static const char* get_profile_name(GLint mask)
{
if (mask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT)
return "compatibility";
if (mask & GL_CONTEXT_CORE_PROFILE_BIT)
return "core";
return "unknown";
}
static void list_extensions(int major, int minor)
{
int i;
GLint count;
const GLubyte* extensions;
printf("OpenGL context supported extensions:\n");
if (major > 2)
{
PFNGLGETSTRINGI glGetStringi = (PFNGLGETSTRINGI) glfwGetProcAddress("glGetStringi");
if (!glGetStringi)
{
fprintf(stderr, "Failed to retrieve glGetStringi entry point");
exit(EXIT_FAILURE);
}
glGetIntegerv(GL_NUM_EXTENSIONS, &count);
for (i = 0; i < count; i++)
puts((const char*) glGetStringi(GL_EXTENSIONS, i));
}
else
{
extensions = glGetString(GL_EXTENSIONS);
while (*extensions != '\0')
{
if (*extensions == ' ')
putchar('\n');
else
putchar(*extensions);
extensions++;
}
}
putchar('\n');
}
int main(int argc, char** argv)
{
int ch, profile = 0, major = 1, minor = 1, revision;
GLboolean debug = GL_FALSE, forward = GL_FALSE, list = GL_FALSE;
GLint flags, mask;
while ((ch = getopt(argc, argv, "dfhlm:n:p:")) != -1)
{
switch (ch)
{
case 'd':
debug = GL_TRUE;
break;
case 'f':
forward = GL_TRUE;
break;
case 'h':
usage();
exit(0);
case 'l':
list = GL_TRUE;
break;
case 'm':
major = atoi(optarg);
break;
case 'n':
minor = atoi(optarg);
break;
case 'p':
if (strcasecmp(optarg, "core") == 0)
profile = GLFW_OPENGL_CORE_PROFILE;
else if (strcasecmp(optarg, "compat") == 0)
profile = GLFW_OPENGL_COMPAT_PROFILE;
else
{
usage();
exit(EXIT_FAILURE);
}
break;
default:
usage();
exit(EXIT_FAILURE);
}
}
argc -= optind;
argv += optind;
if (!glfwInit())
{
fprintf(stderr, "Failed to initialize GLFW\n");
exit(EXIT_FAILURE);
}
if (major != 1 || minor != 1)
{
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, major);
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, minor);
}
if (debug)
glfwOpenWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
if (forward)
glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
if (profile != 0)
glfwOpenWindowHint(GLFW_OPENGL_PROFILE, profile);
// We assume here that we stand a better chance of success by leaving all
// possible details of pixel format selection to GLFW
if (!glfwOpenWindow(0, 0, 0, 0, 0, 0, 0, 0, GLFW_WINDOW))
{
glfwTerminate();
fprintf(stderr, "Failed to open GLFW window\n");
exit(EXIT_FAILURE);
}
// Report GLFW version
glfwGetVersion(&major, &minor, &revision);
printf("GLFW header version: %u.%u.%u\n",
GLFW_VERSION_MAJOR,
GLFW_VERSION_MINOR,
GLFW_VERSION_REVISION);
printf("GLFW library version: %u.%u.%u\n", major, minor, revision);
if (major != GLFW_VERSION_MAJOR ||
minor != GLFW_VERSION_MINOR ||
revision != GLFW_VERSION_REVISION)
printf("*** WARNING: GLFW version mismatch! ***\n");
// Report OpenGL version
printf("OpenGL context version string: \"%s\"\n", glGetString(GL_VERSION));
glfwGetGLVersion(&major, &minor, &revision);
printf("OpenGL context version parsed by GLFW: %u.%u.%u\n", major, minor, revision);
// Report OpenGL context properties
if (major >= 3)
{
glGetIntegerv(GL_CONTEXT_FLAGS, &flags);
printf("OpenGL context flags:");
if (flags & GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT)
puts(" forward-compatible");
else
puts(" none");
}
if (major > 3 || (major == 3 && minor >= 2))
{
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &mask);
printf("OpenGL profile mask: 0x%08x (%s)\n", mask, get_profile_name(mask));
}
printf("OpenGL context renderer string: \"%s\"\n", glGetString(GL_RENDERER));
printf("OpenGL context vendor string: \"%s\"\n", glGetString(GL_VENDOR));
if (major > 1)
{
printf("OpenGL context shading language version: \"%s\"\n",
glGetString(GL_SHADING_LANGUAGE_VERSION));
}
// Report OpenGL extensions
if (list)
list_extensions(major, minor);
glfwTerminate();
exit(EXIT_SUCCESS);
}