//======================================================================== // GLFW - An OpenGL library // Platform: Win32/WGL // API version: 3.0 // WWW: http://www.glfw.org/ //------------------------------------------------------------------------ // Copyright (c) 2002-2006 Marcus Geelnard // Copyright (c) 2006-2010 Camilla Berglund // // 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 #include //======================================================================== // Hide mouse cursor //======================================================================== static void hideCursor(_GLFWwindow* window) { } //======================================================================== // Capture mouse cursor //======================================================================== static void captureCursor(_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 //======================================================================== static void showCursor(_GLFWwindow* window) { // Un-capture cursor ReleaseCapture(); // Release the cursor from the window ClipCursor(NULL); ShowCursor(TRUE); } //======================================================================== // Translates a Windows key to the corresponding GLFW key //======================================================================== static int translateKey(WPARAM wParam, LPARAM lParam) { MSG next_msg; DWORD msg_time; DWORD scan_code; // Check for numeric keypad keys. // Note: This way we always force "NumLock = ON", which is intentional // since the returned key code should correspond to a physical // location. int hiFlags = HIWORD(lParam); if (!(hiFlags & 0x100)) { switch (MapVirtualKey(hiFlags & 0xFF, 1)) { case VK_INSERT: return GLFW_KEY_KP_0; case VK_END: return GLFW_KEY_KP_1; case VK_DOWN: return GLFW_KEY_KP_2; case VK_NEXT: return GLFW_KEY_KP_3; case VK_LEFT: return GLFW_KEY_KP_4; case VK_CLEAR: return GLFW_KEY_KP_5; case VK_RIGHT: return GLFW_KEY_KP_6; case VK_HOME: return GLFW_KEY_KP_7; case VK_UP: return GLFW_KEY_KP_8; case VK_PRIOR: return GLFW_KEY_KP_9; case VK_DIVIDE: return GLFW_KEY_KP_DIVIDE; case VK_MULTIPLY: return GLFW_KEY_KP_MULTIPLY; case VK_SUBTRACT: return GLFW_KEY_KP_SUBTRACT; case VK_ADD: return GLFW_KEY_KP_ADD; case VK_DELETE: return GLFW_KEY_KP_DECIMAL; default: break; } } // Check which key was pressed or released switch (wParam) { // The SHIFT keys require special handling case VK_SHIFT: { // Compare scan code for this key with that of VK_RSHIFT in // order to determine which shift key was pressed (left or // right) scan_code = MapVirtualKey(VK_RSHIFT, 0); if (((lParam & 0x01ff0000) >> 16) == scan_code) return GLFW_KEY_RIGHT_SHIFT; return GLFW_KEY_LEFT_SHIFT; } // The CTRL keys require special handling case VK_CONTROL: { // Is this an extended key (i.e. right key)? if (lParam & 0x01000000) return GLFW_KEY_RIGHT_CONTROL; // Here is a trick: "Alt Gr" sends LCTRL, then RALT. We only // want the RALT message, so we try to see if the next message // is a RALT message. In that case, this is a false LCTRL! msg_time = GetMessageTime(); if (PeekMessage(&next_msg, NULL, 0, 0, PM_NOREMOVE)) { if (next_msg.message == WM_KEYDOWN || next_msg.message == WM_SYSKEYDOWN) { if (next_msg.wParam == VK_MENU && (next_msg.lParam & 0x01000000) && next_msg.time == msg_time) { // Next message is a RALT down message, which // means that this is NOT a proper LCTRL message! return -1; } } } return GLFW_KEY_LEFT_CONTROL; } // The ALT keys require special handling case VK_MENU: { // Is this an extended key (i.e. right key)? if (lParam & 0x01000000) return GLFW_KEY_RIGHT_ALT; return GLFW_KEY_LEFT_ALT; } // The ENTER keys require special handling case VK_RETURN: { // Is this an extended key (i.e. right key)? if (lParam & 0x01000000) return GLFW_KEY_KP_ENTER; return GLFW_KEY_ENTER; } // Funcion keys (non-printable keys) case VK_ESCAPE: return GLFW_KEY_ESCAPE; case VK_TAB: return GLFW_KEY_TAB; case VK_BACK: return GLFW_KEY_BACKSPACE; case VK_HOME: return GLFW_KEY_HOME; case VK_END: return GLFW_KEY_END; case VK_PRIOR: return GLFW_KEY_PAGE_UP; case VK_NEXT: return GLFW_KEY_PAGE_DOWN; case VK_INSERT: return GLFW_KEY_INSERT; case VK_DELETE: return GLFW_KEY_DELETE; case VK_LEFT: return GLFW_KEY_LEFT; case VK_UP: return GLFW_KEY_UP; case VK_RIGHT: return GLFW_KEY_RIGHT; case VK_DOWN: return GLFW_KEY_DOWN; case VK_F1: return GLFW_KEY_F1; case VK_F2: return GLFW_KEY_F2; case VK_F3: return GLFW_KEY_F3; case VK_F4: return GLFW_KEY_F4; case VK_F5: return GLFW_KEY_F5; case VK_F6: return GLFW_KEY_F6; case VK_F7: return GLFW_KEY_F7; case VK_F8: return GLFW_KEY_F8; case VK_F9: return GLFW_KEY_F9; case VK_F10: return GLFW_KEY_F10; case VK_F11: return GLFW_KEY_F11; case VK_F12: return GLFW_KEY_F12; case VK_F13: return GLFW_KEY_F13; case VK_F14: return GLFW_KEY_F14; case VK_F15: return GLFW_KEY_F15; case VK_F16: return GLFW_KEY_F16; case VK_F17: return GLFW_KEY_F17; case VK_F18: return GLFW_KEY_F18; case VK_F19: return GLFW_KEY_F19; case VK_F20: return GLFW_KEY_F20; case VK_F21: return GLFW_KEY_F21; case VK_F22: return GLFW_KEY_F22; case VK_F23: return GLFW_KEY_F23; case VK_F24: return GLFW_KEY_F24; case VK_NUMLOCK: return GLFW_KEY_NUM_LOCK; case VK_CAPITAL: return GLFW_KEY_CAPS_LOCK; case VK_SCROLL: return GLFW_KEY_SCROLL_LOCK; case VK_PAUSE: return GLFW_KEY_PAUSE; case VK_LWIN: return GLFW_KEY_LEFT_SUPER; case VK_RWIN: return GLFW_KEY_RIGHT_SUPER; case VK_APPS: return GLFW_KEY_MENU; // Numeric keypad case VK_NUMPAD0: return GLFW_KEY_KP_0; case VK_NUMPAD1: return GLFW_KEY_KP_1; case VK_NUMPAD2: return GLFW_KEY_KP_2; case VK_NUMPAD3: return GLFW_KEY_KP_3; case VK_NUMPAD4: return GLFW_KEY_KP_4; case VK_NUMPAD5: return GLFW_KEY_KP_5; case VK_NUMPAD6: return GLFW_KEY_KP_6; case VK_NUMPAD7: return GLFW_KEY_KP_7; case VK_NUMPAD8: return GLFW_KEY_KP_8; case VK_NUMPAD9: return GLFW_KEY_KP_9; case VK_DIVIDE: return GLFW_KEY_KP_DIVIDE; case VK_MULTIPLY: return GLFW_KEY_KP_MULTIPLY; case VK_SUBTRACT: return GLFW_KEY_KP_SUBTRACT; case VK_ADD: return GLFW_KEY_KP_ADD; case VK_DECIMAL: return GLFW_KEY_KP_DECIMAL; // Printable keys are mapped according to US layout case VK_SPACE: return GLFW_KEY_SPACE; case 0x30: return GLFW_KEY_0; case 0x31: return GLFW_KEY_1; case 0x32: return GLFW_KEY_2; case 0x33: return GLFW_KEY_3; case 0x34: return GLFW_KEY_4; case 0x35: return GLFW_KEY_5; case 0x36: return GLFW_KEY_6; case 0x37: return GLFW_KEY_7; case 0x38: return GLFW_KEY_8; case 0x39: return GLFW_KEY_9; case 0x41: return GLFW_KEY_A; case 0x42: return GLFW_KEY_B; case 0x43: return GLFW_KEY_C; case 0x44: return GLFW_KEY_D; case 0x45: return GLFW_KEY_E; case 0x46: return GLFW_KEY_F; case 0x47: return GLFW_KEY_G; case 0x48: return GLFW_KEY_H; case 0x49: return GLFW_KEY_I; case 0x4A: return GLFW_KEY_J; case 0x4B: return GLFW_KEY_K; case 0x4C: return GLFW_KEY_L; case 0x4D: return GLFW_KEY_M; case 0x4E: return GLFW_KEY_N; case 0x4F: return GLFW_KEY_O; case 0x50: return GLFW_KEY_P; case 0x51: return GLFW_KEY_Q; case 0x52: return GLFW_KEY_R; case 0x53: return GLFW_KEY_S; case 0x54: return GLFW_KEY_T; case 0x55: return GLFW_KEY_U; case 0x56: return GLFW_KEY_V; case 0x57: return GLFW_KEY_W; case 0x58: return GLFW_KEY_X; case 0x59: return GLFW_KEY_Y; case 0x5A: return GLFW_KEY_Z; case 0xBD: return GLFW_KEY_MINUS; case 0xBB: return GLFW_KEY_EQUAL; case 0xDB: return GLFW_KEY_LEFT_BRACKET; case 0xDD: return GLFW_KEY_RIGHT_BRACKET; case 0xDC: return GLFW_KEY_BACKSLASH; case 0xBA: return GLFW_KEY_SEMICOLON; case 0xDE: return GLFW_KEY_APOSTROPHE; case 0xC0: return GLFW_KEY_GRAVE_ACCENT; case 0xBC: return GLFW_KEY_COMMA; case 0xBE: return GLFW_KEY_PERIOD; case 0xBF: return GLFW_KEY_SLASH; case 0xDF: return GLFW_KEY_WORLD_1; case 0xE2: return GLFW_KEY_WORLD_2; default: break; } // No matching translation was found, so return -1 return -1; } //======================================================================== // Translates a Windows key to Unicode //======================================================================== static void translateChar(_GLFWwindow* window, DWORD wParam, DWORD lParam) { BYTE keyboard_state[256]; WCHAR unicode_buf[10]; UINT scan_code; int i, num_chars; GetKeyboardState(keyboard_state); // Derive scan code from lParam and action scan_code = (lParam & 0x01ff0000) >> 16; num_chars = ToUnicode( wParam, // virtual-key code scan_code, // scan code keyboard_state, // key-state array unicode_buf, // buffer for translated key 10, // size of translated key buffer 0 // active-menu flag ); // Report characters for (i = 0; i < num_chars; i++) _glfwInputChar(window, (int) unicode_buf[i]); } //======================================================================== // Window callback function (handles window events) //======================================================================== static LRESULT CALLBACK windowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { _GLFWwindow* window = (_GLFWwindow*) GetWindowLongPtr(hWnd, 0); switch (uMsg) { case WM_CREATE: { CREATESTRUCT* cs = (CREATESTRUCT*) lParam; SetWindowLongPtr(hWnd, 0, (LONG_PTR) cs->lpCreateParams); break; } case WM_ACTIVATE: { // Window was (de)activated and/or (de)iconified BOOL active = LOWORD(wParam) != WA_INACTIVE; BOOL iconified = HIWORD(wParam) ? TRUE : FALSE; if (active && iconified) { // This is a workaround for window iconification using the // taskbar leading to windows being told they're active and // iconified and then never told they're deactivated active = FALSE; } if (!active && _glfwLibrary.activeWindow == window) { // The window was deactivated (or iconified, see above) if (window->cursorMode == GLFW_CURSOR_CAPTURED) showCursor(window); if (window->mode == GLFW_FULLSCREEN) { if (!iconified) { // Iconify the (on top, borderless, oddly positioned) // window or the user will be annoyed _glfwPlatformIconifyWindow(window); } if (_glfwLibrary.Win32.monitor.modeChanged) { _glfwRestoreVideoMode(); _glfwLibrary.Win32.monitor.modeChanged = GL_FALSE; } } } else if (active && _glfwLibrary.activeWindow != window) { // The window was activated if (window->cursorMode == GLFW_CURSOR_CAPTURED) captureCursor(window); if (window->mode == GLFW_FULLSCREEN) { if (!_glfwLibrary.Win32.monitor.modeChanged) { _glfwSetVideoMode(&_glfwLibrary.Win32.monitor.width, &_glfwLibrary.Win32.monitor.height, &_glfwLibrary.Win32.monitor.bitsPerPixel, &_glfwLibrary.Win32.monitor.refreshRate, GL_TRUE); _glfwLibrary.Win32.monitor.modeChanged = GL_TRUE; } } } _glfwInputWindowFocus(window, active); _glfwInputWindowIconify(window, iconified); return 0; } case WM_SHOWWINDOW: { _glfwInputWindowVisibility(window, wParam ? GL_TRUE : GL_FALSE); break; } 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: { _glfwInputWindowCloseRequest(window); return 0; } case WM_KEYDOWN: case WM_SYSKEYDOWN: { _glfwInputKey(window, translateKey(wParam, lParam), GLFW_PRESS); if (_glfwLibrary.charCallback) translateChar(window, (DWORD) wParam, (DWORD) lParam); break; } case WM_KEYUP: case WM_SYSKEYUP: { // Special trick: release both shift keys on SHIFT up event if (wParam == VK_SHIFT) { _glfwInputKey(window, GLFW_KEY_LEFT_SHIFT, GLFW_RELEASE); _glfwInputKey(window, GLFW_KEY_RIGHT_SHIFT, GLFW_RELEASE); } else _glfwInputKey(window, translateKey(wParam, lParam), GLFW_RELEASE); break; } 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 newCursorX, newCursorY; // Get signed (!) cursor position newCursorX = (int)((short)LOWORD(lParam)); newCursorY = (int)((short)HIWORD(lParam)); if (newCursorX != window->Win32.oldCursorX || newCursorY != window->Win32.oldCursorY) { int x, y; if (window->cursorMode == GLFW_CURSOR_CAPTURED) { if (_glfwLibrary.activeWindow != window) return 0; x = newCursorX - window->Win32.oldCursorX; y = newCursorY - window->Win32.oldCursorY; } else { x = newCursorX; y = newCursorY; } window->Win32.oldCursorX = newCursorX; window->Win32.oldCursorY = newCursorY; window->Win32.cursorCentered = GL_FALSE; _glfwInputCursorMotion(window, x, y); } if (!window->Win32.cursorInside) { TRACKMOUSEEVENT tme; ZeroMemory(&tme, sizeof(tme)); tme.cbSize = sizeof(tme); tme.dwFlags = TME_LEAVE; tme.hwndTrack = window->Win32.handle; TrackMouseEvent(&tme); window->Win32.cursorInside = GL_TRUE; _glfwInputCursorEnter(window, GL_TRUE); } return 0; } case WM_MOUSELEAVE: { window->Win32.cursorInside = GL_FALSE; _glfwInputCursorEnter(window, GL_FALSE); return 0; } case WM_MOUSEWHEEL: { _glfwInputScroll(window, 0.0, (SHORT) HIWORD(wParam) / (double) WHEEL_DELTA); return 0; } case WM_MOUSEHWHEEL: { // This message is only sent on Windows Vista and later _glfwInputScroll(window, (SHORT) HIWORD(wParam) / (double) WHEEL_DELTA, 0.0); return 0; } case WM_SIZE: { // If window is in cursor capture mode, update clipping rect if (window->cursorMode == GLFW_CURSOR_CAPTURED) { RECT ClipWindowRect; if (GetWindowRect(window->Win32.handle, &ClipWindowRect)) ClipCursor(&ClipWindowRect); } _glfwInputWindowSize(window, LOWORD(lParam), HIWORD(lParam)); return 0; } case WM_MOVE: { // If window is in cursor capture mode, update clipping rect if (window->cursorMode == GLFW_CURSOR_CAPTURED) { RECT ClipWindowRect; if (GetWindowRect(window->Win32.handle, &ClipWindowRect)) ClipCursor(&ClipWindowRect); } _glfwInputWindowPos(window, LOWORD(lParam), HIWORD(lParam)); return 0; } // Was the window contents damaged? case WM_PAINT: { _glfwInputWindowDamage(window); break; } case WM_DISPLAYCHANGE: { // TODO: Do stuff here. break; } case WM_DEVICECHANGE: { if (DBT_DEVNODES_CHANGED == wParam) { _glfwInputMonitorChange(); return TRUE; } 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; } //======================================================================== // Registers the GLFW window class //======================================================================== static ATOM registerWindowClass(void) { WNDCLASS wc; ATOM classAtom; // Set window class parameters wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw on... wc.lpfnWndProc = (WNDPROC) windowProc; // Message handler wc.cbClsExtra = 0; // No extra class data wc.cbWndExtra = sizeof(void*) + sizeof(int); // Make room for one pointer wc.hInstance = _glfwLibrary.Win32.instance; // Set instance wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load arrow pointer wc.hbrBackground = NULL; // No background wc.lpszMenuName = NULL; // No menu wc.lpszClassName = _GLFW_WNDCLASSNAME; // Set class name // Load user-provided icon if available wc.hIcon = LoadIcon(_glfwLibrary.Win32.instance, L"GLFW_ICON"); if (!wc.hIcon) { // Load default icon wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); } classAtom = RegisterClass(&wc); if (!classAtom) { _glfwSetError(GLFW_PLATFORM_ERROR, "Win32: Failed to register window class"); return 0; } return classAtom; } //======================================================================== // Creates the GLFW window and rendering context //======================================================================== static int createWindow(_GLFWwindow* window, const _GLFWwndconfig* wndconfig, const _GLFWfbconfig* fbconfig) { DWORD dwStyle, dwExStyle; int fullWidth, fullHeight; RECT wa; POINT pos; WCHAR* wideTitle; // Set common window styles dwStyle = WS_CLIPSIBLINGS | WS_CLIPCHILDREN; 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->resizable) { 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); wideTitle = _glfwCreateWideStringFromUTF8(wndconfig->title); if (!wideTitle) { _glfwSetError(GLFW_PLATFORM_ERROR, "Win32: Failed to convert title to wide string"); return GL_FALSE; } window->Win32.handle = CreateWindowEx(window->Win32.dwExStyle, _GLFW_WNDCLASSNAME, wideTitle, window->Win32.dwStyle, wa.left, wa.top, // Window position fullWidth, // Decorated window width fullHeight, // Decorated window height NULL, // No parent window NULL, // No menu _glfwLibrary.Win32.instance, window); // Pass GLFW window to WM_CREATE if (!window->Win32.handle) { _glfwSetError(GLFW_PLATFORM_ERROR, "Win32: Failed to create window"); return GL_FALSE; } free(wideTitle); // Initialize cursor position data GetCursorPos(&pos); ScreenToClient(window->Win32.handle, &pos); window->Win32.oldCursorX = window->cursorPosX = pos.x; window->Win32.oldCursorY = window->cursorPosY = pos.y; if (!_glfwCreateContext(window, wndconfig, fbconfig)) return GL_FALSE; return GL_TRUE; } //======================================================================== // Destroys the GLFW window and rendering context //======================================================================== static void destroyWindow(_GLFWwindow* window) { _glfwDestroyContext(window); // This is duplicated from glfwDestroyWindow // TODO: Stop duplicating code if (window == _glfwLibrary.activeWindow) _glfwLibrary.activeWindow = 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 _glfwPlatformCreateWindow(_GLFWwindow* window, const _GLFWwndconfig* wndconfig, const _GLFWfbconfig* fbconfig) { GLboolean recreateContext = GL_FALSE; window->Win32.desiredRefreshRate = wndconfig->refreshRate; if (!_glfwLibrary.Win32.classAtom) { _glfwLibrary.Win32.classAtom = registerWindowClass(); if (!_glfwLibrary.Win32.classAtom) return GL_FALSE; } if (window->mode == GLFW_FULLSCREEN) { int bpp = fbconfig->redBits + fbconfig->greenBits + fbconfig->blueBits; if (bpp < 15 || bpp >= 24) bpp = 32; _glfwLibrary.Win32.monitor.width = window->width; _glfwLibrary.Win32.monitor.height = window->height; _glfwLibrary.Win32.monitor.refreshRate = wndconfig->refreshRate; _glfwLibrary.Win32.monitor.bitsPerPixel = bpp; _glfwSetVideoMode(&_glfwLibrary.Win32.monitor.width, &_glfwLibrary.Win32.monitor.height, &_glfwLibrary.Win32.monitor.bitsPerPixel, &_glfwLibrary.Win32.monitor.refreshRate, GL_FALSE); _glfwLibrary.Win32.monitor.modeChanged = GL_TRUE; } if (!createWindow(window, wndconfig, fbconfig)) return GL_FALSE; if (wndconfig->glMajor != 1 || wndconfig->glMinor != 0) { if (window->WGL.ARB_create_context) recreateContext = GL_TRUE; } if (wndconfig->glDebug) { if (window->WGL.ARB_create_context) recreateContext = GL_TRUE; } if (wndconfig->glForward) { if (!window->WGL.ARB_create_context) { _glfwSetError(GLFW_VERSION_UNAVAILABLE, "WGL: A forward compatible OpenGL context requested " "but WGL_ARB_create_context is unavailable"); return GL_FALSE; } recreateContext = GL_TRUE; } if (wndconfig->glProfile) { if (!window->WGL.ARB_create_context_profile) { _glfwSetError(GLFW_VERSION_UNAVAILABLE, "WGL: OpenGL profile requested but " "WGL_ARB_create_context_profile is unavailable"); return GL_FALSE; } recreateContext = GL_TRUE; } if (fbconfig->samples > 0) { // We want FSAA, but can we get it? // FSAA is not a hard constraint, so otherwise we just don't care if (window->WGL.ARB_multisample && window->WGL.ARB_pixel_format) { // We appear to have both the FSAA extension and the means to ask for it recreateContext = GL_TRUE; } } if (recreateContext) { // Some window hints require us to re-create the context using WGL // extensions retrieved through the current context, as we cannot check // for WGL extensions or retrieve WGL entry points before we have a // current context (actually until we have implicitly loaded the ICD) // Yes, this is strange, and yes, this is the proper way on Win32 // As Windows only allows you to set the pixel format once for a // window, we need to destroy the current window and create a new one // to be able to use the new pixel format // Technically, it may be possible to keep the old window around if // we're just creating an OpenGL 3.0+ context with the same pixel // format, but it's not worth the added code complexity destroyWindow(window); if (!createWindow(window, wndconfig, fbconfig)) return GL_FALSE; } if (window->mode == GLFW_FULLSCREEN) { // Place the window above all topmost windows SetWindowPos(window->Win32.handle, HWND_TOPMOST, 0,0,0,0, SWP_NOMOVE | SWP_NOSIZE); } return GL_TRUE; } //======================================================================== // Properly kill the window / video display //======================================================================== void _glfwPlatformDestroyWindow(_GLFWwindow* window) { destroyWindow(window); if (window->mode == GLFW_FULLSCREEN) { if (_glfwLibrary.Win32.monitor.modeChanged) { _glfwRestoreVideoMode(); _glfwLibrary.Win32.monitor.modeChanged = GL_FALSE; } } } //======================================================================== // Set the window title //======================================================================== void _glfwPlatformSetWindowTitle(_GLFWwindow* window, const char* title) { WCHAR* wideTitle = _glfwCreateWideStringFromUTF8(title); if (!wideTitle) { _glfwSetError(GLFW_PLATFORM_ERROR, "Win32: Failed to convert title to wide string"); return; } SetWindowText(window->Win32.handle, wideTitle); free(wideTitle); } //======================================================================== // Set the window size. //======================================================================== void _glfwPlatformSetWindowSize(_GLFWwindow* window, int width, int height) { GLboolean sizeChanged = GL_FALSE; if (window->mode == GLFW_FULLSCREEN) { 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; } // TODO: Change video mode } 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) { RECT rect; GetClientRect(window->Win32.handle, &rect); AdjustWindowRectEx(&rect, window->Win32.dwStyle, FALSE, window->Win32.dwExStyle); SetWindowPos(window->Win32.handle, HWND_TOP, x + rect.left, y + rect.top, 0, 0, SWP_NOOWNERZORDER | SWP_NOSIZE | SWP_NOZORDER); } //======================================================================== // Window iconification //======================================================================== void _glfwPlatformIconifyWindow(_GLFWwindow* window) { ShowWindow(window->Win32.handle, SW_MINIMIZE); } //======================================================================== // Window un-iconification //======================================================================== void _glfwPlatformRestoreWindow(_GLFWwindow* window) { ShowWindow(window->Win32.handle, SW_RESTORE); } //======================================================================== // Show or hide window //======================================================================== void _glfwPlatformShowWindow(_GLFWwindow* window) { ShowWindow(window->Win32.handle, SW_SHOWNORMAL); BringWindowToTop(window->Win32.handle); SetForegroundWindow(window->Win32.handle); SetFocus(window->Win32.handle); } //======================================================================== // Show or hide window //======================================================================== void _glfwPlatformHideWindow(_GLFWwindow* window) { ShowWindow(window->Win32.handle, SW_HIDE); } //======================================================================== // Write back window parameters into GLFW window structure //======================================================================== void _glfwPlatformRefreshWindowParams(_GLFWwindow* window) { DEVMODE dm; ZeroMemory(&dm, sizeof(DEVMODE)); dm.dmSize = sizeof(DEVMODE); if (EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &dm)) { window->refreshRate = dm.dmDisplayFrequency; if (window->refreshRate <= 1) window->refreshRate = 0; } else window->refreshRate = 0; } //======================================================================== // Poll for new window and input events //======================================================================== void _glfwPlatformPollEvents(void) { MSG msg; _GLFWwindow* window; window = _glfwLibrary.activeWindow; if (window) { window->Win32.cursorCentered = GL_FALSE; window->Win32.oldCursorX = window->width / 2; window->Win32.oldCursorY = window->height / 2; } else { //window->Win32.oldCursorX = window->cursorPosX; //window->Win32.oldCursorY = window->cursorPosY; } 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) { _glfwInputWindowCloseRequest(window); window = window->next; } break; } default: { DispatchMessage(&msg); break; } } } // LSHIFT/RSHIFT fixup (keys tend to "stick" without this fix) // This is the only async event handling in GLFW, but it solves some // nasty problems. window = _glfwLibrary.activeWindow; if (window) { int lshift_down, rshift_down; // Get current state of left and right shift keys lshift_down = (GetAsyncKeyState(VK_LSHIFT) >> 15) & 1; rshift_down = (GetAsyncKeyState(VK_RSHIFT) >> 15) & 1; // See if this differs from our belief of what has happened // (we only have to check for lost key up events) if (!lshift_down && window->key[GLFW_KEY_LEFT_SHIFT] == 1) _glfwInputKey(window, GLFW_KEY_LEFT_SHIFT, GLFW_RELEASE); if (!rshift_down && window->key[GLFW_KEY_RIGHT_SHIFT] == 1) _glfwInputKey(window, GLFW_KEY_RIGHT_SHIFT, GLFW_RELEASE); } // Did the cursor move in an active window that has captured the cursor window = _glfwLibrary.activeWindow; if (window) { if (window->cursorMode == GLFW_CURSOR_CAPTURED && !window->Win32.cursorCentered) { _glfwPlatformSetCursorPos(window, window->width / 2, window->height / 2); window->Win32.cursorCentered = GL_TRUE; } } } //======================================================================== // Wait for new window and input events //======================================================================== void _glfwPlatformWaitEvents(void) { WaitMessage(); _glfwPlatformPollEvents(); } //======================================================================== // Set physical cursor position //======================================================================== void _glfwPlatformSetCursorPos(_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); } //======================================================================== // Set physical mouse cursor mode //======================================================================== void _glfwPlatformSetCursorMode(_GLFWwindow* window, int mode) { switch (mode) { case GLFW_CURSOR_NORMAL: showCursor(window); break; case GLFW_CURSOR_HIDDEN: hideCursor(window); break; case GLFW_CURSOR_CAPTURED: captureCursor(window); break; } }