//======================================================================== // GLFW - An OpenGL framework // Platform: Win32/WGL // API version: 3.0 // 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. // //======================================================================== #include "internal.h" #include // We use versioned window class names in order not to cause conflicts // between applications using different versions of GLFW #define _GLFW_WNDCLASSNAME "GLFW30" //======================================================================== // Convert BPP to RGB bits based on "best guess" //======================================================================== static void bpp2rgb(int bpp, int* r, int* g, int* b) { int delta; // We assume that by 32 they really meant 24 if (bpp == 32) bpp = 24; // Convert "bits per pixel" to red, green & blue sizes *r = *g = *b = bpp / 3; delta = bpp - (*r * 3); if (delta >= 1) *g = *g + 1; if (delta == 2) *r = *r + 1; } //======================================================================== // Enable/disable minimize/restore animations //======================================================================== static int setMinMaxAnimations(int enable) { ANIMATIONINFO AI; int old_enable; // Get old animation setting AI.cbSize = sizeof(ANIMATIONINFO); SystemParametersInfo(SPI_GETANIMATION, AI.cbSize, &AI, 0); old_enable = AI.iMinAnimate; // If requested, change setting if (old_enable != enable) { AI.iMinAnimate = enable; SystemParametersInfo(SPI_SETANIMATION, AI.cbSize, &AI, SPIF_SENDCHANGE); } return old_enable; } //======================================================================== // Focus the window and bring it to the top of the stack // Due to some nastiness with how Win98/ME/2k/XP handles SetForegroundWindow, // we have to go through some really bizarre measures to achieve this //======================================================================== static void setForegroundWindow(HWND hWnd) { int try_count = 0; int old_animate; // Try the standard approach first... BringWindowToTop(hWnd); SetForegroundWindow(hWnd); // If it worked, return now if (hWnd == GetForegroundWindow()) { // Try to modify the system settings (since this is the foreground // process, we are allowed to do this) SystemParametersInfo(SPI_SETFOREGROUNDLOCKTIMEOUT, 0, (LPVOID) 0, SPIF_SENDCHANGE); return; } // For other Windows versions than 95 & NT4.0, the standard approach // may not work, so if we failed we have to "trick" Windows into // making our window the foureground window: Iconify and restore // again. It is ugly, but it seems to work (we turn off those annoying // zoom animations to make it look a bit better at least). // Turn off minimize/restore animations old_animate = setMinMaxAnimations(0); // We try this a few times, just to be on the safe side of things... do { // Iconify & restore ShowWindow(hWnd, SW_HIDE); ShowWindow(hWnd, SW_SHOWMINIMIZED); ShowWindow(hWnd, SW_SHOWNORMAL); // Try to get focus BringWindowToTop(hWnd); SetForegroundWindow(hWnd); // We do not want to keep going on forever, so we keep track of // how many times we tried try_count++; } while (hWnd != GetForegroundWindow() && try_count <= 3); // Restore the system minimize/restore animation setting setMinMaxAnimations(old_animate); // Try to modify the system settings (since this is now hopefully the // foreground process, we are probably allowed to do this) SystemParametersInfo(SPI_SETFOREGROUNDLOCKTIMEOUT, 0, (LPVOID) 0, SPIF_SENDCHANGE); } //======================================================================== // Returns the specified attribute of the specified pixel format // NOTE: Do not call this unless we have found WGL_ARB_pixel_format //======================================================================== static int getPixelFormatAttrib(_GLFWwindow* window, int pixelFormat, int attrib) { int value = 0; if (!window->WGL.GetPixelFormatAttribivARB(window->WGL.DC, pixelFormat, 0, 1, &attrib, &value)) { // NOTE: We should probably handle this error somehow return 0; } return value; } //======================================================================== // Return a list of available and usable framebuffer configs //======================================================================== static _GLFWfbconfig* getFBConfigs(_GLFWwindow* window, unsigned int* found) { _GLFWfbconfig* result; PIXELFORMATDESCRIPTOR pfd; int i, count; *found = 0; if (window->WGL.has_WGL_ARB_pixel_format) count = getPixelFormatAttrib(window, 1, WGL_NUMBER_PIXEL_FORMATS_ARB); else count = _glfw_DescribePixelFormat(window->WGL.DC, 1, sizeof(PIXELFORMATDESCRIPTOR), NULL); if (!count) { _glfwSetError(GLFW_NO_PIXEL_FORMAT); return NULL; } result = (_GLFWfbconfig*) malloc(sizeof(_GLFWfbconfig) * count); if (!result) { _glfwSetError(GLFW_OUT_OF_MEMORY); return NULL; } for (i = 1; i <= count; i++) { if (window->WGL.has_WGL_ARB_pixel_format) { // Get pixel format attributes through WGL_ARB_pixel_format // Only consider doublebuffered OpenGL pixel formats for windows if (!getPixelFormatAttrib(window, i, WGL_SUPPORT_OPENGL_ARB) || !getPixelFormatAttrib(window, i, WGL_DRAW_TO_WINDOW_ARB) || !getPixelFormatAttrib(window, i, WGL_DOUBLE_BUFFER_ARB)) { continue; } // Only consider RGBA pixel formats if (getPixelFormatAttrib(window, i, WGL_PIXEL_TYPE_ARB) != WGL_TYPE_RGBA_ARB) { continue; } result[*found].redBits = getPixelFormatAttrib(window, i, WGL_RED_BITS_ARB); result[*found].greenBits = getPixelFormatAttrib(window, i, WGL_GREEN_BITS_ARB); result[*found].blueBits = getPixelFormatAttrib(window, i, WGL_BLUE_BITS_ARB); result[*found].alphaBits = getPixelFormatAttrib(window, i, WGL_ALPHA_BITS_ARB); result[*found].depthBits = getPixelFormatAttrib(window, i, WGL_DEPTH_BITS_ARB); result[*found].stencilBits = getPixelFormatAttrib(window, i, WGL_STENCIL_BITS_ARB); result[*found].accumRedBits = getPixelFormatAttrib(window, i, WGL_ACCUM_RED_BITS_ARB); result[*found].accumGreenBits = getPixelFormatAttrib(window, i, WGL_ACCUM_GREEN_BITS_ARB); result[*found].accumBlueBits = getPixelFormatAttrib(window, i, WGL_ACCUM_BLUE_BITS_ARB); result[*found].accumAlphaBits = getPixelFormatAttrib(window, i, WGL_ACCUM_ALPHA_BITS_ARB); result[*found].auxBuffers = getPixelFormatAttrib(window, i, WGL_AUX_BUFFERS_ARB); result[*found].stereo = getPixelFormatAttrib(window, i, WGL_STEREO_ARB); if (window->WGL.has_WGL_ARB_multisample) { result[*found].samples = getPixelFormatAttrib(window, i, WGL_SAMPLES_ARB); } else result[*found].samples = 0; } else { // Get pixel format attributes through old-fashioned PFDs if (!_glfw_DescribePixelFormat(window->WGL.DC, i, sizeof(PIXELFORMATDESCRIPTOR), &pfd)) continue; // Only consider doublebuffered OpenGL pixel formats for windows if (!(pfd.dwFlags & PFD_DRAW_TO_WINDOW) || !(pfd.dwFlags & PFD_SUPPORT_OPENGL) || !(pfd.dwFlags & PFD_DOUBLEBUFFER)) { continue; } // Only consider "hardware-accelerated" pixel formats if (!(pfd.dwFlags & PFD_GENERIC_ACCELERATED) && (pfd.dwFlags & PFD_GENERIC_FORMAT)) { continue; } // Only RGBA pixel formats considered if (pfd.iPixelType != PFD_TYPE_RGBA) continue; result[*found].redBits = pfd.cRedBits; result[*found].greenBits = pfd.cGreenBits; result[*found].blueBits = pfd.cBlueBits; result[*found].alphaBits = pfd.cAlphaBits; result[*found].depthBits = pfd.cDepthBits; result[*found].stencilBits = pfd.cStencilBits; result[*found].accumRedBits = pfd.cAccumRedBits; result[*found].accumGreenBits = pfd.cAccumGreenBits; result[*found].accumBlueBits = pfd.cAccumBlueBits; result[*found].accumAlphaBits = pfd.cAccumAlphaBits; result[*found].auxBuffers = pfd.cAuxBuffers; result[*found].stereo = (pfd.dwFlags & PFD_STEREO) ? GL_TRUE : GL_FALSE; // PFD pixel formats do not support FSAA result[*found].samples = 0; } result[*found].platformID = i; (*found)++; } return result; } //======================================================================== // Creates an OpenGL context on the specified device context //======================================================================== static HGLRC createContext(_GLFWwindow* window, const _GLFWwndconfig* wndconfig, int pixelFormat) { PIXELFORMATDESCRIPTOR pfd; int flags, i = 0, attribs[7]; if (!_glfw_DescribePixelFormat(window->WGL.DC, pixelFormat, sizeof(pfd), &pfd)) return NULL; if (!_glfw_SetPixelFormat(window->WGL.DC, pixelFormat, &pfd)) return NULL; if (window->WGL.has_WGL_ARB_create_context) { // Use the newer wglCreateContextAttribsARB if (wndconfig->glMajor != 1 || wndconfig->glMinor != 0) { // Request an explicitly versioned context attribs[i++] = WGL_CONTEXT_MAJOR_VERSION_ARB; attribs[i++] = wndconfig->glMajor; attribs[i++] = WGL_CONTEXT_MINOR_VERSION_ARB; attribs[i++] = wndconfig->glMinor; } if (wndconfig->glForward || wndconfig->glDebug) { flags = 0; if (wndconfig->glForward) flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB; if (wndconfig->glDebug) flags |= WGL_CONTEXT_DEBUG_BIT_ARB; attribs[i++] = WGL_CONTEXT_FLAGS_ARB; attribs[i++] = flags; } if (wndconfig->glProfile) { if (wndconfig->glProfile == GLFW_OPENGL_CORE_PROFILE) flags = WGL_CONTEXT_CORE_PROFILE_BIT_ARB; else flags = WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB; attribs[i++] = WGL_CONTEXT_PROFILE_MASK_ARB; attribs[i++] = flags; } attribs[i++] = 0; return window->WGL.CreateContextAttribsARB(window->WGL.DC, NULL, attribs); } return wglCreateContext(window->WGL.DC); } //======================================================================== // Translates a Windows key to the corresponding GLFW key //======================================================================== static int translateKey(WPARAM wParam, LPARAM lParam) { MSG next_msg; DWORD msg_time; DWORD scan_code; // Check for numeric keypad keys // Note: This way we always force "NumLock = ON", which at least // enables GLFW users to detect numeric keypad keys int hiFlags = HIWORD(lParam); if (!(hiFlags & 0x100)) { switch (MapVirtualKey(hiFlags & 0xFF, 1)) { case VK_INSERT: return GLFW_KEY_KP_0; case VK_END: return GLFW_KEY_KP_1; case VK_DOWN: return GLFW_KEY_KP_2; case VK_NEXT: return GLFW_KEY_KP_3; case VK_LEFT: return GLFW_KEY_KP_4; case VK_CLEAR: return GLFW_KEY_KP_5; case VK_RIGHT: return GLFW_KEY_KP_6; case VK_HOME: return GLFW_KEY_KP_7; case VK_UP: return GLFW_KEY_KP_8; case VK_PRIOR: return GLFW_KEY_KP_9; case VK_DIVIDE: return GLFW_KEY_KP_DIVIDE; case VK_MULTIPLY: return GLFW_KEY_KP_MULTIPLY; case VK_SUBTRACT: return GLFW_KEY_KP_SUBTRACT; case VK_ADD: return GLFW_KEY_KP_ADD; case VK_DELETE: return GLFW_KEY_KP_DECIMAL; } } // Check which key was pressed or released switch (wParam) { // The SHIFT keys require special handling case VK_SHIFT: { // Compare scan code for this key with that of VK_RSHIFT in // order to determine which shift key was pressed (left or // right) scan_code = MapVirtualKey(VK_RSHIFT, 0); if (((lParam & 0x01ff0000) >> 16) == scan_code) return GLFW_KEY_RSHIFT; return GLFW_KEY_LSHIFT; } // The CTRL keys require special handling case VK_CONTROL: { // Is this an extended key (i.e. right key)? if (lParam & 0x01000000) return GLFW_KEY_RCTRL; // Here is a trick: "Alt Gr" sends LCTRL, then RALT. We only // want the RALT message, so we try to see if the next message // is a RALT message. In that case, this is a false LCTRL! msg_time = GetMessageTime(); if (PeekMessage(&next_msg, NULL, 0, 0, PM_NOREMOVE)) { if (next_msg.message == WM_KEYDOWN || next_msg.message == WM_SYSKEYDOWN) { if (next_msg.wParam == VK_MENU && (next_msg.lParam & 0x01000000) && next_msg.time == msg_time) { // Next message is a RALT down message, which // means that this is NOT a proper LCTRL message! return GLFW_KEY_UNKNOWN; } } } return GLFW_KEY_LCTRL; } // The ALT keys require special handling case VK_MENU: { // Is this an extended key (i.e. right key)? if (lParam & 0x01000000) return GLFW_KEY_RALT; return GLFW_KEY_LALT; } // The ENTER keys require special handling case VK_RETURN: { // Is this an extended key (i.e. right key)? if (lParam & 0x01000000) return GLFW_KEY_KP_ENTER; return GLFW_KEY_ENTER; } // Special keys (non character keys) case VK_ESCAPE: return GLFW_KEY_ESC; case VK_TAB: return GLFW_KEY_TAB; case VK_BACK: return GLFW_KEY_BACKSPACE; case VK_HOME: return GLFW_KEY_HOME; case VK_END: return GLFW_KEY_END; case VK_PRIOR: return GLFW_KEY_PAGEUP; case VK_NEXT: return GLFW_KEY_PAGEDOWN; case VK_INSERT: return GLFW_KEY_INSERT; case VK_DELETE: return GLFW_KEY_DEL; case VK_LEFT: return GLFW_KEY_LEFT; case VK_UP: return GLFW_KEY_UP; case VK_RIGHT: return GLFW_KEY_RIGHT; case VK_DOWN: return GLFW_KEY_DOWN; case VK_F1: return GLFW_KEY_F1; case VK_F2: return GLFW_KEY_F2; case VK_F3: return GLFW_KEY_F3; case VK_F4: return GLFW_KEY_F4; case VK_F5: return GLFW_KEY_F5; case VK_F6: return GLFW_KEY_F6; case VK_F7: return GLFW_KEY_F7; case VK_F8: return GLFW_KEY_F8; case VK_F9: return GLFW_KEY_F9; case VK_F10: return GLFW_KEY_F10; case VK_F11: return GLFW_KEY_F11; case VK_F12: return GLFW_KEY_F12; case VK_F13: return GLFW_KEY_F13; case VK_F14: return GLFW_KEY_F14; case VK_F15: return GLFW_KEY_F15; case VK_F16: return GLFW_KEY_F16; case VK_F17: return GLFW_KEY_F17; case VK_F18: return GLFW_KEY_F18; case VK_F19: return GLFW_KEY_F19; case VK_F20: return GLFW_KEY_F20; case VK_F21: return GLFW_KEY_F21; case VK_F22: return GLFW_KEY_F22; case VK_F23: return GLFW_KEY_F23; case VK_F24: return GLFW_KEY_F24; case VK_SPACE: return GLFW_KEY_SPACE; // Numeric keypad case VK_NUMPAD0: return GLFW_KEY_KP_0; case VK_NUMPAD1: return GLFW_KEY_KP_1; case VK_NUMPAD2: return GLFW_KEY_KP_2; case VK_NUMPAD3: return GLFW_KEY_KP_3; case VK_NUMPAD4: return GLFW_KEY_KP_4; case VK_NUMPAD5: return GLFW_KEY_KP_5; case VK_NUMPAD6: return GLFW_KEY_KP_6; case VK_NUMPAD7: return GLFW_KEY_KP_7; case VK_NUMPAD8: return GLFW_KEY_KP_8; case VK_NUMPAD9: return GLFW_KEY_KP_9; case VK_DIVIDE: return GLFW_KEY_KP_DIVIDE; case VK_MULTIPLY: return GLFW_KEY_KP_MULTIPLY; case VK_SUBTRACT: return GLFW_KEY_KP_SUBTRACT; case VK_ADD: return GLFW_KEY_KP_ADD; case VK_DECIMAL: return GLFW_KEY_KP_DECIMAL; case VK_NUMLOCK: return GLFW_KEY_KP_NUM_LOCK; case VK_CAPITAL: return GLFW_KEY_CAPS_LOCK; case VK_SCROLL: return GLFW_KEY_SCROLL_LOCK; case VK_PAUSE: return GLFW_KEY_PAUSE; case VK_LWIN: return GLFW_KEY_LSUPER; case VK_RWIN: return GLFW_KEY_RSUPER; case VK_APPS: return GLFW_KEY_MENU; // The rest (should be printable keys) default: { // Convert to printable character (ISO-8859-1 or Unicode) wParam = MapVirtualKey((UINT) wParam, 2) & 0x0000FFFF; // Make sure that the character is uppercase wParam = (WPARAM) CharUpperW((LPWSTR) wParam); // Valid ISO-8859-1 character? if ((wParam >= 32 && wParam <= 126) || (wParam >= 160 && wParam <= 255)) { return (int) wParam; } return GLFW_KEY_UNKNOWN; } } } //======================================================================== // Translates a Windows key to Unicode //======================================================================== static void translateChar(_GLFWwindow* window, DWORD wParam, DWORD lParam) { BYTE keyboard_state[256]; WCHAR unicode_buf[10]; UINT scan_code; int i, num_chars; GetKeyboardState(keyboard_state); // Derive scan code from lParam and action scan_code = (lParam & 0x01ff0000) >> 16; num_chars = ToUnicode( wParam, // virtual-key code scan_code, // scan code keyboard_state, // key-state array unicode_buf, // buffer for translated key 10, // size of translated key buffer 0 // active-menu flag ); // Report characters for (i = 0; i < num_chars; i++) _glfwInputChar(window, (int) unicode_buf[i]); } //======================================================================== // Window callback function (handles window events) //======================================================================== static LRESULT CALLBACK windowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { int wheelDelta, iconified; _GLFWwindow* window = (_GLFWwindow*) GetWindowLongPtr(hWnd, 0); switch (uMsg) { // Window activate message? (iconification?) case WM_ACTIVATE: { if (LOWORD(wParam) != WA_INACTIVE) _glfwLibrary.activeWindow = window; iconified = HIWORD(wParam) ? GL_TRUE : GL_FALSE; // Were we deactivated/iconified? if ((window != _glfwLibrary.activeWindow || iconified) && !window->iconified) { _glfwInputDeactivation(window); // If we are in fullscreen mode we need to iconify if (window->mode == GLFW_FULLSCREEN) { // Do we need to manually iconify? if (!iconified) { // Minimize window CloseWindow(window->Win32.handle); iconified = GL_TRUE; } // Restore the original desktop resolution ChangeDisplaySettings(NULL, CDS_FULLSCREEN); } // Unlock mouse if locked //if (!window->Win32.oldMouseLockValid) //{ //window->Win32.oldMouseLock = window->mouseLock; //window->Win32.oldMouseLockValid = GL_TRUE; //glfwEnable(GLFW_MOUSE_CURSOR); //} } else if (window == _glfwLibrary.activeWindow || !iconified) { // If we are in fullscreen mode we need to maximize if (window->mode == GLFW_FULLSCREEN && window->iconified) { // Change display settings to the user selected mode //_glfwSetVideoModeMODE(window->Win32.modeID); // Do we need to manually restore window? if (iconified) { // Restore window OpenIcon(window->Win32.handle); iconified = GL_FALSE; // Activate window ShowWindow(hWnd, SW_SHOW); setForegroundWindow(window->Win32.handle); SetFocus(window->Win32.handle); } } // Lock mouse, if necessary //if (window->Win32.oldMouseLockValid && window->Win32.oldMouseLock) //glfwDisable(GLFW_MOUSE_CURSOR); //window->Win32.oldMouseLockValid = GL_FALSE; } window->iconified = iconified; return 0; } case WM_SYSCOMMAND: { switch (wParam & 0xfff0) { case SC_SCREENSAVE: case SC_MONITORPOWER: { if (window->mode == GLFW_FULLSCREEN) { // We are running in fullscreen mode, so disallow // screen saver and screen blanking return 0; } else break; } // User trying to access application menu using ALT? case SC_KEYMENU: return 0; } break; } case WM_CLOSE: { // Translate this to WM_QUIT so that we can handle all cases in the // same place PostQuitMessage(0); return 0; } case WM_KEYDOWN: case WM_SYSKEYDOWN: { _glfwInputKey(window, translateKey(wParam, lParam), GLFW_PRESS); if (window->charCallback) translateChar(window, (DWORD) wParam, (DWORD) lParam); return 0; } case WM_KEYUP: case WM_SYSKEYUP: { // Special trick: release both shift keys on SHIFT up event if (wParam == VK_SHIFT) { _glfwInputKey(window, GLFW_KEY_LSHIFT, GLFW_RELEASE); _glfwInputKey(window, GLFW_KEY_RSHIFT, GLFW_RELEASE); } else _glfwInputKey(window, translateKey(wParam, lParam), GLFW_RELEASE); return 0; } case WM_LBUTTONDOWN: { SetCapture(hWnd); _glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_LEFT, GLFW_PRESS); return 0; } case WM_RBUTTONDOWN: { SetCapture(hWnd); _glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_RIGHT, GLFW_PRESS); return 0; } case WM_MBUTTONDOWN: { SetCapture(hWnd); _glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_MIDDLE, GLFW_PRESS); return 0; } case WM_XBUTTONDOWN: { if (HIWORD(wParam) == XBUTTON1) { SetCapture(hWnd); _glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_4, GLFW_PRESS); } else if (HIWORD(wParam) == XBUTTON2) { SetCapture(hWnd); _glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_5, GLFW_PRESS); } return 1; } case WM_LBUTTONUP: { ReleaseCapture(); _glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_LEFT, GLFW_RELEASE); return 0; } case WM_RBUTTONUP: { ReleaseCapture(); _glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_RIGHT, GLFW_RELEASE); return 0; } case WM_MBUTTONUP: { ReleaseCapture(); _glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_MIDDLE, GLFW_RELEASE); return 0; } case WM_XBUTTONUP: { if (HIWORD(wParam) == XBUTTON1) { ReleaseCapture(); _glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_4, GLFW_RELEASE); } else if (HIWORD(wParam) == XBUTTON2) { ReleaseCapture(); _glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_5, GLFW_RELEASE); } return 1; } case WM_MOUSEMOVE: { int newMouseX, newMouseY; // Get signed (!) mouse position newMouseX = (int)((short)LOWORD(lParam)); newMouseY = (int)((short)HIWORD(lParam)); if (newMouseX != window->Win32.oldMouseX || newMouseY != window->Win32.oldMouseY) { if (window == _glfwLibrary.cursorLockWindow) { window->mousePosX += newMouseX - window->Win32.oldMouseX; window->mousePosY += newMouseY - window->Win32.oldMouseY; } else { window->mousePosX = newMouseX; window->mousePosY = newMouseY; } window->Win32.oldMouseX = newMouseX; window->Win32.oldMouseY = newMouseY; window->Win32.mouseMoved = GL_TRUE; if (window->mousePosCallback) { window->mousePosCallback(window, window->mousePosX, window->mousePosY); } } return 0; } case WM_MOUSEWHEEL: { wheelDelta = (((int)wParam) >> 16) / WHEEL_DELTA; window->wheelPos += wheelDelta; if (window->mouseWheelCallback) window->mouseWheelCallback(window, window->wheelPos); return 0; } case WM_SIZE: { window->width = LOWORD(lParam); window->height = HIWORD(lParam); // If the mouse is locked, update the clipping rect if (window == _glfwLibrary.cursorLockWindow) { RECT ClipWindowRect; if (GetWindowRect(window->Win32.handle, &ClipWindowRect)) ClipCursor(&ClipWindowRect); } if (window->windowSizeCallback) window->windowSizeCallback(window, window->width, window->height); return 0; } case WM_MOVE: { // If the mouse is locked, update the clipping rect if (window == _glfwLibrary.cursorLockWindow) { RECT ClipWindowRect; if (GetWindowRect(window->Win32.handle, &ClipWindowRect)) ClipCursor(&ClipWindowRect); } return 0; } // Was the window contents damaged? case WM_PAINT: { if (window->windowRefreshCallback) window->windowRefreshCallback(window); break; } case WM_DISPLAYCHANGE: { // TODO: Do stuff here. break; } } // Pass all unhandled messages to DefWindowProc return DefWindowProc(hWnd, uMsg, wParam, lParam); } //======================================================================== // Translate client window size to full window size (including window borders) //======================================================================== static void getFullWindowSize(_GLFWwindow* window, int clientWidth, int clientHeight, int* fullWidth, int* fullHeight) { RECT rect; // Create a window rectangle rect.left = (long) 0; rect.right = (long) clientWidth - 1; rect.top = (long) 0; rect.bottom = (long) clientHeight - 1; // Adjust according to window styles AdjustWindowRectEx(&rect, window->Win32.dwStyle, FALSE, window->Win32.dwExStyle); // Calculate width and height of full window *fullWidth = rect.right - rect.left + 1; *fullHeight = rect.bottom - rect.top + 1; } //======================================================================== // Initialize WGL-specific extensions // This function is called once before initial context creation, i.e. before // any WGL extensions could be present. This is done in order to have both // extension variable clearing and loading in the same place, hopefully // decreasing the possibility of forgetting to add one without the other. //======================================================================== static void initWGLExtensions(_GLFWwindow* window) { // This needs to include every function pointer loaded below window->WGL.SwapIntervalEXT = NULL; window->WGL.GetPixelFormatAttribivARB = NULL; window->WGL.GetExtensionsStringARB = NULL; window->WGL.GetExtensionsStringEXT = NULL; window->WGL.CreateContextAttribsARB = NULL; // This needs to include every extension used below except for // WGL_ARB_extensions_string and WGL_EXT_extensions_string window->WGL.has_WGL_EXT_swap_control = GL_FALSE; window->WGL.has_WGL_ARB_pixel_format = GL_FALSE; window->WGL.has_WGL_ARB_multisample = GL_FALSE; window->WGL.has_WGL_ARB_create_context = GL_FALSE; window->WGL.GetExtensionsStringEXT = (WGLGETEXTENSIONSSTRINGEXT_T) wglGetProcAddress("wglGetExtensionsStringEXT"); if (!window->WGL.GetExtensionsStringEXT) { window->WGL.GetExtensionsStringARB = (WGLGETEXTENSIONSSTRINGARB_T) wglGetProcAddress("wglGetExtensionsStringARB"); if (!window->WGL.GetExtensionsStringARB) return; } if (_glfwPlatformExtensionSupported("WGL_ARB_multisample")) window->WGL.has_WGL_ARB_multisample = GL_TRUE; if (_glfwPlatformExtensionSupported("WGL_ARB_create_context")) { window->WGL.CreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC) wglGetProcAddress("wglCreateContextAttribsARB"); if (window->WGL.CreateContextAttribsARB) window->WGL.has_WGL_ARB_create_context = GL_TRUE; } if (_glfwPlatformExtensionSupported("WGL_EXT_swap_control")) { window->WGL.SwapIntervalEXT = (WGLSWAPINTERVALEXT_T) wglGetProcAddress("wglSwapIntervalEXT"); if (window->WGL.SwapIntervalEXT) window->WGL.has_WGL_EXT_swap_control = GL_TRUE; } if (_glfwPlatformExtensionSupported("WGL_ARB_pixel_format")) { window->WGL.GetPixelFormatAttribivARB = (WGLGETPIXELFORMATATTRIBIVARB_T) wglGetProcAddress("wglGetPixelFormatAttribivARB"); if (window->WGL.GetPixelFormatAttribivARB) window->WGL.has_WGL_ARB_pixel_format = GL_TRUE; } } //======================================================================== // Registers the GLFW window class //======================================================================== static ATOM registerWindowClass(void) { WNDCLASS wc; // Set window class parameters wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw on... wc.lpfnWndProc = (WNDPROC) windowProc; // Message handler wc.cbClsExtra = 0; // No extra class data wc.cbWndExtra = sizeof(void*) + sizeof(int); // Make room for one pointer wc.hInstance = _glfwLibrary.Win32.instance; // Set instance wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load arrow pointer wc.hbrBackground = NULL; // No background wc.lpszMenuName = NULL; // No menu wc.lpszClassName = _GLFW_WNDCLASSNAME; // Set class name // Load user-provided icon if available wc.hIcon = LoadIcon(_glfwLibrary.Win32.instance, "GLFW_ICON"); if (!wc.hIcon) { // Load default icon wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); } return RegisterClass(&wc); } //======================================================================== // Returns the closest matching pixel format, or zero on error //======================================================================== static int choosePixelFormat(_GLFWwindow* window, const _GLFWfbconfig* fbconfig) { unsigned int fbcount; int pixelFormat; _GLFWfbconfig* fbconfigs; const _GLFWfbconfig* closest; fbconfigs = getFBConfigs(window, &fbcount); if (!fbconfigs) return 0; closest = _glfwChooseFBConfig(fbconfig, fbconfigs, fbcount); if (!closest) { free(fbconfigs); return 0; } pixelFormat = (int) closest->platformID; free(fbconfigs); fbconfigs = NULL; closest = NULL; return pixelFormat; } //======================================================================== // Creates the GLFW window and rendering context //======================================================================== static int createWindow(_GLFWwindow* window, const _GLFWwndconfig* wndconfig, const _GLFWfbconfig* fbconfig) { DWORD dwStyle, dwExStyle; int pixelFormat, fullWidth, fullHeight; RECT wa; POINT pos; window->WGL.DC = NULL; window->WGL.context = NULL; window->Win32.handle = NULL; // Set common window styles dwStyle = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE; dwExStyle = WS_EX_APPWINDOW; // Set window style, depending on fullscreen mode if (window->mode == GLFW_FULLSCREEN) { dwStyle |= WS_POPUP; // Here's a trick for helping us getting window focus // (SetForegroundWindow doesn't work properly under // Win98/ME/2K/.NET/+) /* if (_glfwLibrary.Sys.WinVer != _GLFW_WIN_95 && _glfwLibrary.Sys.WinVer != _GLFW_WIN_NT4 && _glfwLibrary.Sys.WinVer != _GLFW_WIN_XP) { dwStyle |= WS_MINIMIZE; } */ } else { dwStyle |= WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX; if (!wndconfig->windowNoResize) { dwStyle |= (WS_MAXIMIZEBOX | WS_SIZEBOX); dwExStyle |= WS_EX_WINDOWEDGE; } } // Remember window styles (used by getFullWindowSize) window->Win32.dwStyle = dwStyle; window->Win32.dwExStyle = dwExStyle; // Adjust window size for frame and title bar getFullWindowSize(window, window->width, window->height, &fullWidth, &fullHeight); // Adjust window position to working area (e.g. if the task bar is at // the top of the display). Fullscreen windows are always opened in // the upper left corner regardless of the desktop working area. if (window->mode == GLFW_FULLSCREEN) wa.left = wa.top = 0; else SystemParametersInfo(SPI_GETWORKAREA, 0, &wa, 0); window->Win32.handle = CreateWindowEx(window->Win32.dwExStyle, _GLFW_WNDCLASSNAME, "GLFW Window", window->Win32.dwStyle, wa.left, wa.top, // Window position fullWidth, // Decorated window width fullHeight, // Decorated window height NULL, // No parent window NULL, // No menu _glfwLibrary.Win32.instance, NULL); // No lParam to WM_CREATE if (!window->Win32.handle) { _glfwSetError(GLFW_INTERNAL_ERROR); return GL_FALSE; } window->WGL.DC = GetDC(window->Win32.handle); if (!window->WGL.DC) { _glfwSetError(GLFW_INTERNAL_ERROR); return GL_FALSE; } pixelFormat = choosePixelFormat(window, fbconfig); if (!pixelFormat) return GL_FALSE; window->WGL.context = createContext(window, wndconfig, pixelFormat); if (!window->WGL.context) return GL_FALSE; if (!wglMakeCurrent(window->WGL.DC, window->WGL.context)) { _glfwSetError(GLFW_INTERNAL_ERROR); return GL_FALSE; } initWGLExtensions(window); // Initialize mouse position data GetCursorPos(&pos); ScreenToClient(window->Win32.handle, &pos); window->Win32.oldMouseX = window->mousePosX = pos.x; window->Win32.oldMouseY = window->mousePosY = pos.y; return GL_TRUE; } //======================================================================== // Destroys the GLFW window and rendering context //======================================================================== static void destroyWindow(_GLFWwindow* window) { if (window->WGL.context) { wglDeleteContext(window->WGL.context); window->WGL.context = NULL; } if (window->WGL.DC) { ReleaseDC(window->Win32.handle, window->WGL.DC); window->WGL.DC = NULL; } if (window->Win32.handle) { DestroyWindow(window->Win32.handle); window->Win32.handle = NULL; } } ////////////////////////////////////////////////////////////////////////// ////// GLFW platform API ////// ////////////////////////////////////////////////////////////////////////// //======================================================================== // Here is where the window is created, and the OpenGL rendering context is // created //======================================================================== int _glfwPlatformOpenWindow(_GLFWwindow* window, const _GLFWwndconfig* wndconfig, const _GLFWfbconfig* fbconfig) { GLboolean recreateContext = GL_FALSE; window->Win32.desiredRefreshRate = wndconfig->refreshRate; window->Win32.classAtom = registerWindowClass(); if (!window->Win32.classAtom) return GL_FALSE; if (window->mode == GLFW_FULLSCREEN) { int refreshRate = wndconfig->refreshRate; int bpp = fbconfig->redBits + fbconfig->greenBits + fbconfig->blueBits; if (bpp < 15 || bpp >= 24) bpp = 32; _glfwSetVideoMode(&window->width, &window->height, &bpp, &refreshRate, GL_FALSE); } // This call only clears the WGL extension member variables initWGLExtensions(window); if (!createWindow(window, wndconfig, fbconfig)) return GL_FALSE; if (wndconfig->glMajor > 2) { if (!window->WGL.has_WGL_ARB_create_context) { _glfwSetError(GLFW_UNAVAILABLE_VERSION); return GL_FALSE; } recreateContext = GL_TRUE; } if (fbconfig->samples > 0) { // We want FSAA, but can we get it? // FSAA is not a hard constraint, so otherwise we just don't care if (window->WGL.has_WGL_ARB_multisample && window->WGL.has_WGL_ARB_pixel_format) { // We appear to have both the FSAA extension and the means to ask for it recreateContext = GL_TRUE; } } if (recreateContext) { // Some window hints require us to re-create the context using WGL // extensions retrieved through the current context, as we cannot check // for WGL extensions or retrieve WGL entry points before we have a // current context (actually until we have implicitly loaded the ICD) // Yes, this is strange, and yes, this is the proper way on Win32 // As Windows only allows you to set the pixel format once for a // window, we need to destroy the current window and create a new one // to be able to use the new pixel format // Technically, it may be possible to keep the old window around if // we're just creating an OpenGL 3.0+ context with the same pixel // format, but it's not worth the potential compatibility problems destroyWindow(window); if (!createWindow(window, wndconfig, fbconfig)) return GL_FALSE; } if (window->mode == GLFW_FULLSCREEN) { // Place the window above all topmost windows SetWindowPos(window->Win32.handle, HWND_TOPMOST, 0,0,0,0, SWP_NOMOVE | SWP_NOSIZE); } setForegroundWindow(window->Win32.handle); SetFocus(window->Win32.handle); return GL_TRUE; } //======================================================================== // Make the OpenGL context associated with the specified window current //======================================================================== void _glfwPlatformMakeWindowCurrent(_GLFWwindow* window) { if (window) wglMakeCurrent(window->WGL.DC, window->WGL.context); else wglMakeCurrent(NULL, NULL); } //======================================================================== // Properly kill the window / video display //======================================================================== void _glfwPlatformCloseWindow(_GLFWwindow* window) { destroyWindow(window); if (window->Win32.classAtom) { UnregisterClass(_GLFW_WNDCLASSNAME, _glfwLibrary.Win32.instance); window->Win32.classAtom = 0; } if (window->mode == GLFW_FULLSCREEN) { // Restore original desktop resolution ChangeDisplaySettings(NULL, CDS_FULLSCREEN); } } //======================================================================== // Set the window title //======================================================================== void _glfwPlatformSetWindowTitle(_GLFWwindow* window, const char* title) { SetWindowText(window->Win32.handle, title); } //======================================================================== // Set the window size. //======================================================================== void _glfwPlatformSetWindowSize(_GLFWwindow* window, int width, int height) { int bpp, newMode = 0, refresh; GLboolean sizeChanged = GL_FALSE; if (window->mode == GLFW_FULLSCREEN) { // Get some info about the current mode DEVMODE dm; dm.dmSize = sizeof(DEVMODE); //if (EnumDisplaySettings(NULL, window->Win32.modeID, &dm)) //{ // We need to keep BPP the same for the OpenGL context to keep working //bpp = dm.dmBitsPerPel; // Get closest match for target video mode //refresh = window->Win32.desiredRefreshRate; //newMode = _glfwGetClosestVideoModeBPP(&width, &height, &bpp, &refresh); //} //else //newMode = window->Win32.modeID; if (width > window->width || height > window->height) { // The new video mode is larger than the current one, so we resize // the window before switch modes to avoid exposing whatever is // underneath SetWindowPos(window->Win32.handle, HWND_TOP, 0, 0, width, height, SWP_NOOWNERZORDER | SWP_NOMOVE | SWP_NOZORDER); sizeChanged = GL_TRUE; } //if (newMode != window->Win32.modeID) //_glfwSetVideoModeMODE(newMode); } else { // If we are in windowed mode, adjust the window size to // compensate for window decorations getFullWindowSize(window, width, height, &width, &height); } // Set window size (if we haven't already) if (!sizeChanged) { SetWindowPos(window->Win32.handle, HWND_TOP, 0, 0, width, height, SWP_NOOWNERZORDER | SWP_NOMOVE | SWP_NOZORDER); } } //======================================================================== // Set the window position //======================================================================== void _glfwPlatformSetWindowPos(_GLFWwindow* window, int x, int y) { SetWindowPos(window->Win32.handle, HWND_TOP, x, y, 0, 0, SWP_NOOWNERZORDER | SWP_NOSIZE | SWP_NOZORDER); } //======================================================================== // Window iconification //======================================================================== void _glfwPlatformIconifyWindow(_GLFWwindow* window) { // Iconify window CloseWindow(window->Win32.handle); window->iconified = GL_TRUE; // If we are in fullscreen mode we need to change video modes if (window->mode == GLFW_FULLSCREEN) { // Change display settings to the desktop resolution ChangeDisplaySettings(NULL, CDS_FULLSCREEN); } // Unlock mouse //if (!window->Win32.oldMouseLockValid) //{ //window->Win32.oldMouseLock = _glfwWin.mouseLock; //window->Win32.oldMouseLockValid = GL_TRUE; //glfwEnable(window, GLFW_MOUSE_CURSOR); //} } //======================================================================== // Window un-iconification //======================================================================== void _glfwPlatformRestoreWindow(_GLFWwindow* window) { if (window->mode == GLFW_FULLSCREEN) { // Change display settings to the user selected mode //_glfwSetVideoModeMODE(window->Win32.modeID); } // Un-iconify window OpenIcon(window->Win32.handle); // Make sure that our window ends up on top of things ShowWindow(window->Win32.handle, SW_SHOW); setForegroundWindow(window->Win32.handle); SetFocus(window->Win32.handle); // Window is no longer iconified window->iconified = GL_FALSE; // Lock mouse, if necessary //if (window->Win32.oldMouseLockValid && window->Win32.oldMouseLock) //glfwDisable(GLFW_MOUSE_CURSOR); window->Win32.oldMouseLockValid = GL_FALSE; } //======================================================================== // Swap buffers (double-buffering) //======================================================================== void _glfwPlatformSwapBuffers(void) { _GLFWwindow* window = _glfwLibrary.currentWindow; _glfw_SwapBuffers(window->WGL.DC); } //======================================================================== // Set double buffering swap interval //======================================================================== void _glfwPlatformSwapInterval(int interval) { _GLFWwindow* window = _glfwLibrary.currentWindow; if (window->WGL.has_WGL_EXT_swap_control) window->WGL.SwapIntervalEXT(interval); } //======================================================================== // Write back window parameters into GLFW window structure //======================================================================== void _glfwPlatformRefreshWindowParams(void) { PIXELFORMATDESCRIPTOR pfd; DEVMODE dm; int pixelFormat, mode; _GLFWwindow* window = _glfwLibrary.currentWindow; // Obtain a detailed description of current pixel format pixelFormat = _glfw_GetPixelFormat(window->WGL.DC); if (window->WGL.has_WGL_ARB_pixel_format) { if (getPixelFormatAttrib(window, pixelFormat, WGL_ACCELERATION_ARB) != WGL_NO_ACCELERATION_ARB) { window->accelerated = GL_TRUE; } else window->accelerated = GL_FALSE; window->redBits = getPixelFormatAttrib(window, pixelFormat, WGL_RED_BITS_ARB); window->greenBits = getPixelFormatAttrib(window, pixelFormat, WGL_GREEN_BITS_ARB); window->blueBits = getPixelFormatAttrib(window, pixelFormat, WGL_BLUE_BITS_ARB); window->alphaBits = getPixelFormatAttrib(window, pixelFormat, WGL_ALPHA_BITS_ARB); window->depthBits = getPixelFormatAttrib(window, pixelFormat, WGL_DEPTH_BITS_ARB); window->stencilBits = getPixelFormatAttrib(window, pixelFormat, WGL_STENCIL_BITS_ARB); window->accumRedBits = getPixelFormatAttrib(window, pixelFormat, WGL_ACCUM_RED_BITS_ARB); window->accumGreenBits = getPixelFormatAttrib(window, pixelFormat, WGL_ACCUM_GREEN_BITS_ARB); window->accumBlueBits = getPixelFormatAttrib(window, pixelFormat, WGL_ACCUM_BLUE_BITS_ARB); window->accumAlphaBits = getPixelFormatAttrib(window, pixelFormat, WGL_ACCUM_ALPHA_BITS_ARB); window->auxBuffers = getPixelFormatAttrib(window, pixelFormat, WGL_AUX_BUFFERS_ARB); window->stereo = getPixelFormatAttrib(window, pixelFormat, WGL_STEREO_ARB) ? GL_TRUE : GL_FALSE; if (window->WGL.has_WGL_ARB_multisample) { window->samples = getPixelFormatAttrib(window, pixelFormat, WGL_SAMPLES_ARB); // Should we force 1 to 0 here for consistency, or keep 1 for transparency? } else window->samples = 0; } else { _glfw_DescribePixelFormat(window->WGL.DC, pixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &pfd); // Is current OpenGL context accelerated? window->accelerated = (pfd.dwFlags & PFD_GENERIC_ACCELERATED) || !(pfd.dwFlags & PFD_GENERIC_FORMAT) ? 1 : 0; // "Standard" window parameters window->redBits = pfd.cRedBits; window->greenBits = pfd.cGreenBits; window->blueBits = pfd.cBlueBits; window->alphaBits = pfd.cAlphaBits; window->depthBits = pfd.cDepthBits; window->stencilBits = pfd.cStencilBits; window->accumRedBits = pfd.cAccumRedBits; window->accumGreenBits = pfd.cAccumGreenBits; window->accumBlueBits = pfd.cAccumBlueBits; window->accumAlphaBits = pfd.cAccumAlphaBits; window->auxBuffers = pfd.cAuxBuffers; window->stereo = (pfd.dwFlags & PFD_STEREO) ? GL_TRUE : GL_FALSE; // If we don't have WGL_ARB_pixel_format then we can't have created a // multisampling context, so it's safe to hardcode zero here window->samples = 0; } dm.dmSize = sizeof(DEVMODE); if (EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &dm)) { window->refreshRate = dm.dmDisplayFrequency; if (window->refreshRate <= 1) window->refreshRate = 0; } else window->refreshRate = 0; } //======================================================================== // Poll for new window and input events //======================================================================== void _glfwPlatformPollEvents(void) { MSG msg; _GLFWwindow* window; window = _glfwLibrary.cursorLockWindow; if (window) { window->Win32.mouseMoved = GL_FALSE; window->Win32.oldMouseX = window->width / 2; window->Win32.oldMouseY = window->height / 2; } else { //window->Win32.oldMouseX = window->mousePosX; //window->Win32.oldMouseY = window->mousePosY; } while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { switch (msg.message) { case WM_QUIT: { // Treat WM_QUIT as a close on all windows window = _glfwLibrary.windowListHead; while (window) { window->closed = GL_TRUE; window = window->next; } break; } default: { DispatchMessage(&msg); break; } } } // LSHIFT/RSHIFT fixup (keys tend to "stick" without this fix) // This is the only async event handling in GLFW, but it solves some // nasty problems. window = _glfwLibrary.activeWindow; if (window) { int lshift_down, rshift_down; // Get current state of left and right shift keys lshift_down = (GetAsyncKeyState(VK_LSHIFT) >> 15) & 1; rshift_down = (GetAsyncKeyState(VK_RSHIFT) >> 15) & 1; // See if this differs from our belief of what has happened // (we only have to check for lost key up events) if (!lshift_down && window->key[GLFW_KEY_LSHIFT] == 1) _glfwInputKey(window, GLFW_KEY_LSHIFT, GLFW_RELEASE); if (!rshift_down && window->key[GLFW_KEY_RSHIFT] == 1) _glfwInputKey(window, GLFW_KEY_RSHIFT, GLFW_RELEASE); } // Did we have mouse movement in locked cursor mode? window = _glfwLibrary.cursorLockWindow; if (window && window->Win32.mouseMoved) { _glfwPlatformSetMouseCursorPos(window, window->width / 2, window->height / 2); } } //======================================================================== // Wait for new window and input events //======================================================================== void _glfwPlatformWaitEvents(void) { WaitMessage(); _glfwPlatformPollEvents(); } //======================================================================== // Hide mouse cursor (lock it) //======================================================================== void _glfwPlatformHideMouseCursor(_GLFWwindow* window) { RECT ClipWindowRect; ShowCursor(FALSE); // Clip cursor to the window if (GetWindowRect(window->Win32.handle, &ClipWindowRect)) ClipCursor(&ClipWindowRect); // Capture cursor to user window SetCapture(window->Win32.handle); } //======================================================================== // Show mouse cursor (unlock it) //======================================================================== void _glfwPlatformShowMouseCursor(_GLFWwindow* window) { // Un-capture cursor ReleaseCapture(); // Release the cursor from the window ClipCursor(NULL); ShowCursor(TRUE); } //======================================================================== // Set physical mouse cursor position //======================================================================== void _glfwPlatformSetMouseCursorPos(_GLFWwindow* window, int x, int y) { POINT pos; // Convert client coordinates to screen coordinates pos.x = x; pos.y = y; ClientToScreen(window->Win32.handle, &pos); SetCursorPos(pos.x, pos.y); }