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| author | Magnus Auvinen <magnus.auvinen@gmail.com> | 2007-08-22 07:52:33 +0000 |
|---|---|---|
| committer | Magnus Auvinen <magnus.auvinen@gmail.com> | 2007-08-22 07:52:33 +0000 |
| commit | 8b3c16e6152a527f9aec1a88a9eed74119de7000 (patch) | |
| tree | f0bde5cea15e696e42cade06a3b12ff6b13acc57 /src/engine/external/glfw/lib/win32/win32_window.c | |
| parent | 9899666a7ce6679a3b9667ab09f615f4d0769c16 (diff) | |
| download | zcatch-8b3c16e6152a527f9aec1a88a9eed74119de7000.tar.gz zcatch-8b3c16e6152a527f9aec1a88a9eed74119de7000.zip | |
major engine cleanup. dependency on baselib removed. engine is now C code (not ansi tho). some other cruft removed aswell
Diffstat (limited to 'src/engine/external/glfw/lib/win32/win32_window.c')
| -rw-r--r-- | src/engine/external/glfw/lib/win32/win32_window.c | 1697 |
1 files changed, 1697 insertions, 0 deletions
diff --git a/src/engine/external/glfw/lib/win32/win32_window.c b/src/engine/external/glfw/lib/win32/win32_window.c new file mode 100644 index 00000000..83c0eeae --- /dev/null +++ b/src/engine/external/glfw/lib/win32/win32_window.c @@ -0,0 +1,1697 @@ +//======================================================================== +// GLFW - An OpenGL framework +// File: win32_window.c +// Platform: Windows +// API version: 2.6 +// WWW: http://glfw.sourceforge.net +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 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" + + + +//************************************************************************ +//**** GLFW internal functions **** +//************************************************************************ + +#define _GLFW_WNDCLASSNAME "GLFW26" + + +//======================================================================== +// Enable/disable minimize/restore animations +//======================================================================== + +static int _glfwMinMaxAnimations( 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; +} + + +//======================================================================== +// Function for bringing a window into focus and placing it on top of the +// window z 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 (thanks again, MS, for making life so much easier)! +//======================================================================== + +static void _glfwSetForegroundWindow( 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 = _glfwMinMaxAnimations( 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 + (void) _glfwMinMaxAnimations( 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 ); +} + + +//======================================================================== +// Sets the device context pixel format using a PFD +//======================================================================== + +static int _glfwSetPixelFormatPFD( int redbits, int greenbits, int bluebits, + int alphabits, int depthbits, int stencilbits, + int mode, _GLFWhints* hints ) +{ + int PixelFormat; + PIXELFORMATDESCRIPTOR pfd; + + // Set required pixel format + pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR); + pfd.nVersion = 1; + pfd.dwFlags = PFD_DRAW_TO_WINDOW | // Draw to window + PFD_SUPPORT_OPENGL | // Support OpenGL + PFD_DOUBLEBUFFER; // Double buffered window + pfd.iPixelType = PFD_TYPE_RGBA; // Request an RGBA format + pfd.cColorBits = (BYTE) (redbits + + greenbits + + bluebits); // Color bits (ex. alpha) + pfd.cRedBits = (BYTE) redbits; // Red bits + pfd.cRedShift = 0; // Red shift ignored + pfd.cGreenBits = (BYTE) greenbits; // Green bits + pfd.cGreenShift = 0; // Green shift ignored + pfd.cBlueBits = (BYTE) bluebits; // Blue bits + pfd.cBlueShift = 0; // Blue shift ignored + pfd.cAlphaBits = (BYTE) alphabits; // Alpha bits + pfd.cAlphaShift = 0; // Alpha shift ignored + pfd.cAccumBits = (BYTE) (hints->AccumRedBits + + hints->AccumGreenBits + + hints->AccumBlueBits + + hints->AccumAlphaBits); // Accum. bits + pfd.cAccumRedBits = (BYTE) hints->AccumRedBits; // Accum. red bits + pfd.cAccumGreenBits = (BYTE) hints->AccumGreenBits; // Accum. green bits + pfd.cAccumBlueBits = (BYTE) hints->AccumBlueBits; // Accum. blue bits + pfd.cAccumAlphaBits = (BYTE) hints->AccumAlphaBits; // Accum. alpha bits + pfd.cDepthBits = (BYTE) depthbits; // Depth buffer bits + pfd.cStencilBits = (BYTE) stencilbits; // Stencil buffer bits + pfd.cAuxBuffers = (BYTE) hints->AuxBuffers; // No. of aux buffers + pfd.iLayerType = PFD_MAIN_PLANE; // Drawing layer: main + pfd.bReserved = 0; // (reserved) + pfd.dwLayerMask = 0; // Ignored + pfd.dwVisibleMask = 0; // " + pfd.dwDamageMask = 0; // " + + if( depthbits <= 0 ) + { + // We do not need a depth buffer + pfd.dwFlags |= PFD_DEPTH_DONTCARE; + } + + if( hints->Stereo ) + { + // Request a stereo mode + pfd.dwFlags |= PFD_STEREO; + } + + // Find a matching pixel format + PixelFormat = _glfw_ChoosePixelFormat( _glfwWin.DC, &pfd ); + if( !PixelFormat ) + { + return GL_FALSE; + } + + // Get actual pixel format description + if( !_glfw_DescribePixelFormat( _glfwWin.DC, PixelFormat, sizeof(pfd), &pfd ) ) + { + return GL_FALSE; + } + + // "stereo" is a strict requirement + if( hints->Stereo && !(pfd.dwFlags & PFD_STEREO) ) + { + return GL_FALSE; + } + + // Set the pixel-format + if( !_glfw_SetPixelFormat( _glfwWin.DC, PixelFormat, &pfd ) ) + { + return GL_FALSE; + } + + return GL_TRUE; +} + + +//======================================================================== +// Sets the device context pixel format using attributes +//======================================================================== + +#define _glfwSetWGLAttribute( _glfwName, _glfwValue ) \ + attribs[ count++ ] = _glfwName; \ + attribs[ count++ ] = _glfwValue; + +static int _glfwSetPixelFormatAttrib( int redbits, int greenbits, int bluebits, + int alphabits, int depthbits, int stencilbits, + int mode, _GLFWhints* hints ) +{ + int PixelFormat, dummy, count = 0; + int attribs[128]; + PIXELFORMATDESCRIPTOR pfd; + + int accumredbits = hints->AccumRedBits; + int accumgreenbits = hints->AccumGreenBits; + int accumbluebits = hints->AccumBlueBits; + int accumalphabits = hints->AccumAlphaBits; + + _glfwSetWGLAttribute( WGL_DRAW_TO_WINDOW_ARB, GL_TRUE ); + _glfwSetWGLAttribute( WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB ); + _glfwSetWGLAttribute( WGL_SUPPORT_OPENGL_ARB, GL_TRUE ); + _glfwSetWGLAttribute( WGL_DOUBLE_BUFFER_ARB, GL_TRUE ); + _glfwSetWGLAttribute( WGL_COLOR_BITS_ARB, redbits + greenbits + bluebits ); + _glfwSetWGLAttribute( WGL_RED_BITS_ARB, redbits ); + _glfwSetWGLAttribute( WGL_GREEN_BITS_ARB, greenbits ); + _glfwSetWGLAttribute( WGL_BLUE_BITS_ARB, bluebits ); + _glfwSetWGLAttribute( WGL_ALPHA_BITS_ARB, alphabits ); + _glfwSetWGLAttribute( WGL_DEPTH_BITS_ARB, depthbits ); + _glfwSetWGLAttribute( WGL_STENCIL_BITS_ARB, stencilbits ); + _glfwSetWGLAttribute( WGL_AUX_BUFFERS_ARB, hints->AuxBuffers ); + + if( accumredbits || accumgreenbits || accumbluebits || accumalphabits ) + { + _glfwSetWGLAttribute( WGL_ACCUM_BITS_ARB, accumredbits + + accumgreenbits + + accumbluebits + + accumalphabits ); + + _glfwSetWGLAttribute( WGL_ACCUM_RED_BITS_ARB, accumredbits ); + _glfwSetWGLAttribute( WGL_ACCUM_GREEN_BITS_ARB, accumgreenbits ); + _glfwSetWGLAttribute( WGL_ACCUM_BLUE_BITS_ARB, accumbluebits ); + _glfwSetWGLAttribute( WGL_ACCUM_ALPHA_BITS_ARB, accumalphabits ); + } + + if( hints->Stereo ) + { + _glfwSetWGLAttribute( WGL_STEREO_ARB, GL_TRUE ); + } + + if( hints->Samples > 0 ) + { + _glfwSetWGLAttribute( WGL_SAMPLE_BUFFERS_ARB, 1 ); + _glfwSetWGLAttribute( WGL_SAMPLES_ARB, hints->Samples ); + } + + _glfwSetWGLAttribute( 0, 0 ); + + if( !_glfwWin.ChoosePixelFormat( _glfwWin.DC, attribs, NULL, 1, &PixelFormat, &dummy ) ) + { + return GL_FALSE; + } + + if( !_glfw_DescribePixelFormat( _glfwWin.DC, PixelFormat, sizeof(pfd), &pfd ) ) + { + return GL_FALSE; + } + + // Set the pixel-format + if( !_glfw_SetPixelFormat( _glfwWin.DC, PixelFormat, &pfd ) ) + { + return GL_FALSE; + } + + return GL_TRUE; +} + +#undef _glfwSetWGLAttribute + + +//======================================================================== +// Translates a Windows key to the corresponding GLFW key +//======================================================================== + +static int _glfwTranslateKey( WPARAM wParam, LPARAM lParam ) +{ + MSG next_msg; + DWORD msg_time; + DWORD scan_code; + + // 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; + + // 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 + if( _glfwLibrary.Sys.HasUnicode ) + { + wParam = (WPARAM) CharUpperW( (LPWSTR) wParam ); + } + else + { + wParam = (WPARAM) CharUpperA( (LPSTR) 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 _glfwTranslateChar( DWORD wParam, DWORD lParam, int action ) +{ + BYTE keyboard_state[ 256 ]; + UCHAR char_buf[ 10 ]; + WCHAR unicode_buf[ 10 ]; + UINT scan_code; + int i, num_chars, unicode; + + // Get keyboard state + GetKeyboardState( keyboard_state ); + + // Derive scan code from lParam and action + scan_code = (lParam & 0x01ff0000) >> 16; + if( action == GLFW_RELEASE ) + { + scan_code |= 0x8000000; + } + + // Do we have Unicode support? + if( _glfwLibrary.Sys.HasUnicode ) + { + // Convert to Unicode + 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 + ); + unicode = 1; + } + else + { + // Convert to ISO-8859-1 + num_chars = ToAscii( + wParam, // virtual-key code + scan_code, // scan code + keyboard_state, // key-state array + (LPWORD) char_buf, // buffer for translated key + 0 // active-menu flag + ); + unicode = 0; + } + + // Report characters + for( i = 0; i < num_chars; i++ ) + { + // Get next character from buffer + if( unicode ) + { + _glfwInputChar( (int) unicode_buf[ i ], action ); + } + else + { + _glfwInputChar( (int) char_buf[ i ], action ); + } + } +} + + +//======================================================================== +// Window callback function (handles window events) +//======================================================================== + +static LRESULT CALLBACK _glfwWindowCallback( HWND hWnd, UINT uMsg, + WPARAM wParam, LPARAM lParam ) +{ + int WheelDelta, Iconified; + + // Handle certain window messages + switch( uMsg ) + { + // Window activate message? (iconification?) + case WM_ACTIVATE: + { + _glfwWin.Active = LOWORD(wParam) != WA_INACTIVE ? GL_TRUE : GL_FALSE; + + Iconified = HIWORD(wParam) ? GL_TRUE : GL_FALSE; + + // Were we deactivated/iconified? + if( (!_glfwWin.Active || Iconified) && !_glfwWin.Iconified ) + { + _glfwInputDeactivation(); + + // If we are in fullscreen mode we need to iconify + if( _glfwWin.Opened && _glfwWin.Fullscreen ) + { + // Do we need to manually iconify? + if( !Iconified ) + { + // Minimize window + CloseWindow( _glfwWin.Wnd ); + + // The window is now iconified + Iconified = GL_TRUE; + } + + // Change display settings to the desktop resolution + ChangeDisplaySettings( NULL, CDS_FULLSCREEN ); + } + + // Unlock mouse + if( !_glfwWin.OldMouseLockValid ) + { + _glfwWin.OldMouseLock = _glfwWin.MouseLock; + _glfwWin.OldMouseLockValid = GL_TRUE; + glfwEnable( GLFW_MOUSE_CURSOR ); + } + } + else if( _glfwWin.Active || !Iconified ) + { + // If we are in fullscreen mode we need to maximize + if( _glfwWin.Opened && _glfwWin.Fullscreen && _glfwWin.Iconified ) + { + // Change display settings to the user selected mode + _glfwSetVideoModeMODE( _glfwWin.ModeID ); + + // Do we need to manually restore window? + if( Iconified ) + { + // Restore window + OpenIcon( _glfwWin.Wnd ); + + // The window is no longer iconified + Iconified = GL_FALSE; + + // Activate window + ShowWindow( hWnd, SW_SHOW ); + _glfwSetForegroundWindow( _glfwWin.Wnd ); + SetFocus( _glfwWin.Wnd ); + } + } + + // Lock mouse, if necessary + if( _glfwWin.OldMouseLockValid && _glfwWin.OldMouseLock ) + { + glfwDisable( GLFW_MOUSE_CURSOR ); + } + _glfwWin.OldMouseLockValid = GL_FALSE; + } + + _glfwWin.Iconified = Iconified; + return 0; + } + + // Intercept system commands (forbid certain actions/events) + case WM_SYSCOMMAND: + { + switch( wParam ) + { + // Screensaver trying to start or monitor trying to enter + // powersave? + case SC_SCREENSAVE: + case SC_MONITORPOWER: + if( _glfwWin.Fullscreen ) + { + return 0; + } + else + { + break; + } + + // User trying to access application menu using ALT? + case SC_KEYMENU: + return 0; + } + break; + } + + // Did we receive a close message? + case WM_CLOSE: + PostQuitMessage( 0 ); + return 0; + + // Is a key being pressed? + case WM_KEYDOWN: + case WM_SYSKEYDOWN: + { + // Translate and report key press + _glfwInputKey( _glfwTranslateKey( wParam, lParam ), + GLFW_PRESS ); + + // Translate and report character input + if( _glfwWin.CharCallback ) + { + _glfwTranslateChar( (DWORD) wParam, (DWORD) lParam, GLFW_PRESS ); + } + return 0; + } + + // Is a key being released? + case WM_KEYUP: + case WM_SYSKEYUP: + { + // Special trick: release both shift keys on SHIFT up event + if( wParam == VK_SHIFT ) + { + _glfwInputKey( GLFW_KEY_LSHIFT, GLFW_RELEASE ); + _glfwInputKey( GLFW_KEY_RSHIFT, GLFW_RELEASE ); + } + else + { + // Translate and report key release + _glfwInputKey( _glfwTranslateKey( wParam, lParam ), + GLFW_RELEASE ); + } + + // Translate and report character input + if( _glfwWin.CharCallback ) + { + _glfwTranslateChar( (DWORD) wParam, (DWORD) lParam, GLFW_RELEASE ); + } + + return 0; + } + + // Were any of the mouse-buttons pressed? + case WM_LBUTTONDOWN: + SetCapture(hWnd); + _glfwInputMouseClick( GLFW_MOUSE_BUTTON_LEFT, GLFW_PRESS ); + return 0; + case WM_RBUTTONDOWN: + SetCapture(hWnd); + _glfwInputMouseClick( GLFW_MOUSE_BUTTON_RIGHT, GLFW_PRESS ); + return 0; + case WM_MBUTTONDOWN: + SetCapture(hWnd); + _glfwInputMouseClick( GLFW_MOUSE_BUTTON_MIDDLE, GLFW_PRESS ); + return 0; + case WM_XBUTTONDOWN: + { + if( HIWORD(wParam) == XBUTTON1 ) + { + SetCapture(hWnd); + _glfwInputMouseClick( GLFW_MOUSE_BUTTON_4, GLFW_PRESS ); + } + else if( HIWORD(wParam) == XBUTTON2 ) + { + SetCapture(hWnd); + _glfwInputMouseClick( GLFW_MOUSE_BUTTON_5, GLFW_PRESS ); + } + return 1; + } + + // Were any of the mouse-buttons released? + case WM_LBUTTONUP: + ReleaseCapture(); + _glfwInputMouseClick( GLFW_MOUSE_BUTTON_LEFT, GLFW_RELEASE ); + return 0; + case WM_RBUTTONUP: + ReleaseCapture(); + _glfwInputMouseClick( GLFW_MOUSE_BUTTON_RIGHT, GLFW_RELEASE ); + return 0; + case WM_MBUTTONUP: + ReleaseCapture(); + _glfwInputMouseClick( GLFW_MOUSE_BUTTON_MIDDLE, GLFW_RELEASE ); + return 0; + case WM_XBUTTONUP: + { + if( HIWORD(wParam) == XBUTTON1 ) + { + ReleaseCapture(); + _glfwInputMouseClick( GLFW_MOUSE_BUTTON_4, GLFW_RELEASE ); + } + else if( HIWORD(wParam) == XBUTTON2 ) + { + ReleaseCapture(); + _glfwInputMouseClick( GLFW_MOUSE_BUTTON_5, GLFW_RELEASE ); + } + return 1; + } + + // Did the mouse move? + case WM_MOUSEMOVE: + { + { + int NewMouseX, NewMouseY; + + // Get signed (!) mouse position + NewMouseX = (int)((short)LOWORD(lParam)); + NewMouseY = (int)((short)HIWORD(lParam)); + + if( NewMouseX != _glfwInput.OldMouseX || + NewMouseY != _glfwInput.OldMouseY ) + { + if( _glfwWin.MouseLock ) + { + _glfwInput.MousePosX += NewMouseX - + _glfwInput.OldMouseX; + _glfwInput.MousePosY += NewMouseY - + _glfwInput.OldMouseY; + } + else + { + _glfwInput.MousePosX = NewMouseX; + _glfwInput.MousePosY = NewMouseY; + } + _glfwInput.OldMouseX = NewMouseX; + _glfwInput.OldMouseY = NewMouseY; + _glfwInput.MouseMoved = GL_TRUE; + + // Call user callback function + if( _glfwWin.MousePosCallback ) + { + _glfwWin.MousePosCallback( _glfwInput.MousePosX, + _glfwInput.MousePosY ); + } + } + } + return 0; + } + + // Mouse wheel action? + case WM_MOUSEWHEEL: + { + // WM_MOUSEWHEEL is not supported under Windows 95 + if( _glfwLibrary.Sys.WinVer != _GLFW_WIN_95 ) + { + WheelDelta = (((int)wParam) >> 16) / WHEEL_DELTA; + _glfwInput.WheelPos += WheelDelta; + if( _glfwWin.MouseWheelCallback ) + { + _glfwWin.MouseWheelCallback( _glfwInput.WheelPos ); + } + return 0; + } + break; + } + + // Resize the window? + case WM_SIZE: + { + // get the new size + _glfwWin.Width = LOWORD(lParam); + _glfwWin.Height = HIWORD(lParam); + + // If the mouse is locked, update the clipping rect + if( _glfwWin.MouseLock ) + { + RECT ClipWindowRect; + if( GetWindowRect( _glfwWin.Wnd, &ClipWindowRect ) ) + { + ClipCursor( &ClipWindowRect ); + } + } + + // Call the user-supplied callback, if it exists + if( _glfwWin.WindowSizeCallback ) + { + _glfwWin.WindowSizeCallback( LOWORD(lParam), + HIWORD(lParam) ); + } + return 0; + } + + // Move the window? + case WM_MOVE: + { + // If the mouse is locked, update the clipping rect + if( _glfwWin.MouseLock ) + { + RECT ClipWindowRect; + if( GetWindowRect( _glfwWin.Wnd, &ClipWindowRect ) ) + { + ClipCursor( &ClipWindowRect ); + } + } + return 0; + } + + // Was the window contents damaged? + case WM_PAINT: + { + // Call user callback function + if( _glfwWin.WindowRefreshCallback ) + { + _glfwWin.WindowRefreshCallback(); + } + 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 _glfwGetFullWindowSize( int w, int h, int *w2, int *h2 ) +{ + RECT rect; + + // Create a window rectangle + rect.left = (long)0; + rect.right = (long)w-1; + rect.top = (long)0; + rect.bottom = (long)h-1; + + // Adjust according to window styles + AdjustWindowRectEx( &rect, _glfwWin.dwStyle, FALSE, + _glfwWin.dwExStyle ); + + // Calculate width and height of full window + *w2 = rect.right-rect.left+1; + *h2 = rect.bottom-rect.top+1; +} + + +//======================================================================== +// Initialize WGL-specific extensions +//======================================================================== + +static void _glfwInitWGLExtensions( void ) +{ + GLubyte *extensions; + int has_swap_control, has_pixel_format; + + // Initialize OpenGL extension: WGL_EXT_swap_control + has_swap_control = GL_FALSE; + has_pixel_format = GL_FALSE; + extensions = (GLubyte *) glGetString( GL_EXTENSIONS ); + + if( extensions != NULL ) + { + has_swap_control = _glfwStringInExtensionString( + "WGL_EXT_swap_control", + extensions + ); + has_pixel_format = _glfwStringInExtensionString( + "WGL_ARB_pixel_format", + extensions + ); + } + + if( !has_swap_control ) + { + has_swap_control = _glfwPlatformExtensionSupported( + "WGL_EXT_swap_control" + ); + } + + if( !has_pixel_format ) + { + has_pixel_format = _glfwPlatformExtensionSupported( + "WGL_ARB_pixel_format" + ); + } + + if( has_swap_control ) + { + _glfwWin.SwapInterval = (WGLSWAPINTERVALEXT_T) + wglGetProcAddress( "wglSwapIntervalEXT" ); + } + else + { + _glfwWin.SwapInterval = NULL; + } + + if( has_pixel_format ) + { + _glfwWin.ChoosePixelFormat = (WGLCHOOSEPIXELFORMATARB_T) + wglGetProcAddress( "wglChoosePixelFormatARB" ); + _glfwWin.GetPixelFormatAttribiv = (WGLGETPIXELFORMATATTRIBIVARB_T) + wglGetProcAddress( "wglGetPixelFormatAttribivARB" ); + } + else + { + _glfwWin.ChoosePixelFormat = NULL; + _glfwWin.GetPixelFormatAttribiv = NULL; + } +} + + +//======================================================================== +// Creates the GLFW window and rendering context +//======================================================================== + +static int _glfwCreateWindow( int redbits, int greenbits, int bluebits, + int alphabits, int depthbits, int stencilbits, + int mode, _GLFWhints* hints ) +{ + int full_width, full_height; + RECT wa; + + _glfwWin.DC = NULL; + _glfwWin.RC = NULL; + _glfwWin.Wnd = NULL; + + // Set window size to true requested size (adjust for window borders) + _glfwGetFullWindowSize( _glfwWin.Width, _glfwWin.Height, &full_width, + &full_height ); + + // 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( _glfwWin.Fullscreen ) + { + wa.left = wa.top = 0; + } + else + { + SystemParametersInfo( SPI_GETWORKAREA, 0, &wa, 0 ); + } + + // Create window + _glfwWin.Wnd = CreateWindowEx( + _glfwWin.dwExStyle, // Extended style + _GLFW_WNDCLASSNAME, // Class name + "GLFW Window", // Window title + _glfwWin.dwStyle, // Defined window style + wa.left, wa.top, // Window position + full_width, // Decorated window width + full_height, // Decorated window height + NULL, // No parent window + NULL, // No menu + _glfwLibrary.Instance, // Instance + NULL ); // Nothing to WM_CREATE + + if( !_glfwWin.Wnd ) + { + return GL_FALSE; + } + + // Get a device context + _glfwWin.DC = GetDC( _glfwWin.Wnd ); + if( !_glfwWin.DC ) + { + return GL_FALSE; + } + + if( _glfwWin.ChoosePixelFormat ) + { + if( !_glfwSetPixelFormatAttrib( redbits, greenbits, bluebits, alphabits, + depthbits, stencilbits, mode, hints ) ) + { + return GL_FALSE; + } + } + else + { + if( !_glfwSetPixelFormatPFD( redbits, greenbits, bluebits, alphabits, + depthbits, stencilbits, mode, hints ) ) + { + return GL_FALSE; + } + } + + // Get a rendering context + _glfwWin.RC = wglCreateContext( _glfwWin.DC ); + if( !_glfwWin.RC ) + { + return GL_FALSE; + } + + // Activate the OpenGL rendering context + if( !wglMakeCurrent( _glfwWin.DC, _glfwWin.RC ) ) + { + return GL_FALSE; + } + + // Initialize WGL-specific OpenGL extensions + _glfwInitWGLExtensions(); + + return GL_TRUE; +} + + +//======================================================================== +// Destroys the GLFW window and rendering context +//======================================================================== + +static void _glfwDestroyWindow( void ) +{ + // Do we have a rendering context? + if( _glfwWin.RC ) + { + // Release the DC and RC contexts + wglMakeCurrent( NULL, NULL ); + + // Delete the rendering context + wglDeleteContext( _glfwWin.RC ); + _glfwWin.RC = NULL; + } + + // Do we have a device context? + if( _glfwWin.DC ) + { + // Release the device context + ReleaseDC( _glfwWin.Wnd, _glfwWin.DC ); + _glfwWin.DC = NULL; + } + + // Do we have a window? + if( _glfwWin.Wnd ) + { + // Destroy the window + if( _glfwLibrary.Sys.WinVer <= _GLFW_WIN_NT4 ) + { + // Note: Hiding the window first fixes an annoying W98/NT4 + // remaining icon bug for fullscreen displays + ShowWindow( _glfwWin.Wnd, SW_HIDE ); + } + + DestroyWindow( _glfwWin.Wnd ); + _glfwWin.Wnd = NULL; + } +} + + + +//************************************************************************ +//**** Platform implementation functions **** +//************************************************************************ + +//======================================================================== +// Here is where the window is created, and the OpenGL rendering context is +// created +//======================================================================== + +int _glfwPlatformOpenWindow( int width, int height, + int redbits, int greenbits, int bluebits, + int alphabits, int depthbits, int stencilbits, + int mode, _GLFWhints* hints ) +{ + WNDCLASS wc; + DWORD dwStyle, dwExStyle; + + // Clear platform specific GLFW window state + _glfwWin.ClassAtom = 0; + _glfwWin.OldMouseLockValid = GL_FALSE; + _glfwWin.ChoosePixelFormat = NULL; + _glfwWin.GetPixelFormatAttribiv = NULL; + + // Remember desired refresh rate for this window (used only in + // fullscreen mode) + _glfwWin.DesiredRefreshRate = hints->RefreshRate; + + // Set window class parameters + wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw on... + wc.lpfnWndProc = (WNDPROC)_glfwWindowCallback; // Message handler + wc.cbClsExtra = 0; // No extra class data + wc.cbWndExtra = 0; // No extra window data + wc.hInstance = _glfwLibrary.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.Instance, "GLFW_ICON" ); + if( !wc.hIcon ) + { + // Load default icon + wc.hIcon = LoadIcon( NULL, IDI_WINLOGO ); + } + + // Register the window class + _glfwWin.ClassAtom = RegisterClass( &wc ); + if( !_glfwWin.ClassAtom ) + { + _glfwPlatformCloseWindow(); + return GL_FALSE; + } + + // Do we want full-screen mode? + if( _glfwWin.Fullscreen ) + { + _glfwSetVideoMode( &_glfwWin.Width, &_glfwWin.Height, + redbits, greenbits, bluebits, + hints->RefreshRate ); + } + + // Set common window styles + dwStyle = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE; + dwExStyle = WS_EX_APPWINDOW; + + // Set window style, depending on fullscreen mode + if( _glfwWin.Fullscreen ) + { + dwStyle |= WS_POPUP; + + // Here's a trick for helping us getting window focus + // (SetForegroundWindow doesn't work properly under + // Win98/ME/2K/XP/.NET/+) + + /* + if( _glfwLibrary.Sys.WinVer == _GLFW_WIN_95 || + _glfwLibrary.Sys.WinVer == _GLFW_WIN_NT4 || + _glfwLibrary.Sys.WinVer == _GLFW_WIN_XP ) + { + dwStyle |= WS_VISIBLE; + } + else + { + dwStyle |= WS_MINIMIZE; + } + */ + } + else + { + dwStyle |= WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX; + + if( !hints->WindowNoResize ) + { + dwStyle |= ( WS_MAXIMIZEBOX | WS_SIZEBOX ); + dwExStyle |= WS_EX_WINDOWEDGE; + } + } + + // Remember window styles (used by _glfwGetFullWindowSize) + _glfwWin.dwStyle = dwStyle; + _glfwWin.dwExStyle = dwExStyle; + + if( !_glfwCreateWindow( redbits, greenbits, bluebits, alphabits, + depthbits, stencilbits, mode, hints ) ) + { + _glfwPlatformCloseWindow(); + return GL_FALSE; + } + + if( _glfwWin.ChoosePixelFormat && hints->Samples > 0 ) + { + for (;;) + { + _glfwDestroyWindow(); + + if( _glfwCreateWindow( redbits, greenbits, bluebits, alphabits, + depthbits, stencilbits, mode, hints ) ) + { + break; + } + + if( hints->Samples > 0 ) + { + hints->Samples--; + } + else + { + _glfwPlatformCloseWindow(); + return GL_FALSE; + } + } + } + + // Make sure that our window ends up on top of things + if( _glfwWin.Fullscreen ) + { + // Place the window above all topmost windows + SetWindowPos( _glfwWin.Wnd, HWND_TOPMOST, 0,0,0,0, + SWP_NOMOVE | SWP_NOSIZE ); + } + _glfwSetForegroundWindow( _glfwWin.Wnd ); + SetFocus( _glfwWin.Wnd ); + + // Start by clearing the front buffer to black (avoid ugly desktop + // remains in our OpenGL window) + glClear( GL_COLOR_BUFFER_BIT ); + _glfw_SwapBuffers( _glfwWin.DC ); + + return GL_TRUE; +} + + +//======================================================================== +// Properly kill the window / video display +//======================================================================== + +void _glfwPlatformCloseWindow( void ) +{ + _glfwDestroyWindow(); + + // Do we have an instance? + if( _glfwWin.ClassAtom ) + { + // Unregister class + UnregisterClass( _GLFW_WNDCLASSNAME, _glfwLibrary.Instance ); + _glfwWin.ClassAtom = 0; + } + + // Are we in fullscreen mode? + if( _glfwWin.Fullscreen ) + { + // Switch back to desktop resolution + ChangeDisplaySettings( NULL, CDS_FULLSCREEN ); + } + +} + + +//======================================================================== +// Set the window title +//======================================================================== + +void _glfwPlatformSetWindowTitle( const char *title ) +{ + // Set window title + (void) SetWindowText( _glfwWin.Wnd, title ); +} + + +//======================================================================== +// Set the window size. +//======================================================================== + +void _glfwPlatformSetWindowSize( int width, int height ) +{ + int bpp, mode = 0, refresh; + int sizechanged = GL_FALSE; + GLint drawbuffer; + GLfloat clearcolor[4]; + + // If we are in fullscreen mode, get some info about the current mode + if( _glfwWin.Fullscreen ) + { + DEVMODE dm; + + // Get current BPP settings + dm.dmSize = sizeof( DEVMODE ); + if( EnumDisplaySettings( NULL, _glfwWin.ModeID, &dm ) ) + { + // Get bpp + bpp = dm.dmBitsPerPel; + + // Get closest match for target video mode + refresh = _glfwWin.DesiredRefreshRate; + mode = _glfwGetClosestVideoModeBPP( &width, &height, &bpp, + &refresh ); + } + else + { + mode = _glfwWin.ModeID; + } + } + else + { + // If we are in windowed mode, adjust the window size to + // compensate for window decorations + _glfwGetFullWindowSize( width, height, &width, &height ); + } + + // Change window size before changing fullscreen mode? + if( _glfwWin.Fullscreen && (width > _glfwWin.Width) ) + { + SetWindowPos( _glfwWin.Wnd, HWND_TOP, 0, 0, width, height, + SWP_NOOWNERZORDER | SWP_NOMOVE | SWP_NOZORDER ); + sizechanged = GL_TRUE; + } + + // Change fullscreen video mode? + if( _glfwWin.Fullscreen && mode != _glfwWin.ModeID ) + { + // Change video mode + _glfwSetVideoModeMODE( mode ); + + // Clear the front buffer to black (avoid ugly desktop remains in + // our OpenGL window) + glGetIntegerv( GL_DRAW_BUFFER, &drawbuffer ); + glGetFloatv( GL_COLOR_CLEAR_VALUE, clearcolor ); + glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); + glClear( GL_COLOR_BUFFER_BIT ); + if( drawbuffer == GL_BACK ) + { + _glfw_SwapBuffers( _glfwWin.DC ); + } + glClearColor( clearcolor[0], clearcolor[1], clearcolor[2], + clearcolor[3] ); + } + + // Set window size (if not already changed) + if( !sizechanged ) + { + SetWindowPos( _glfwWin.Wnd, HWND_TOP, 0, 0, width, height, + SWP_NOOWNERZORDER | SWP_NOMOVE | SWP_NOZORDER ); + } +} + + +//======================================================================== +// Set the window position +//======================================================================== + +void _glfwPlatformSetWindowPos( int x, int y ) +{ + // Set window position + (void) SetWindowPos( _glfwWin.Wnd, HWND_TOP, x, y, 0, 0, + SWP_NOOWNERZORDER | SWP_NOSIZE | SWP_NOZORDER ); +} + + +//======================================================================== +// Window iconification +//======================================================================== + +void _glfwPlatformIconifyWindow( void ) +{ + // Iconify window + CloseWindow( _glfwWin.Wnd ); + + // Window is now iconified + _glfwWin.Iconified = GL_TRUE; + + // If we are in fullscreen mode we need to change video modes + if( _glfwWin.Fullscreen ) + { + // Change display settings to the desktop resolution + ChangeDisplaySettings( NULL, CDS_FULLSCREEN ); + } + + // Unlock mouse + if( !_glfwWin.OldMouseLockValid ) + { + _glfwWin.OldMouseLock = _glfwWin.MouseLock; + _glfwWin.OldMouseLockValid = GL_TRUE; + glfwEnable( GLFW_MOUSE_CURSOR ); + } +} + + +//======================================================================== +// Window un-iconification +//======================================================================== + +void _glfwPlatformRestoreWindow( void ) +{ + // If we are in fullscreen mode we need to change video modes + if( _glfwWin.Fullscreen ) + { + // Change display settings to the user selected mode + _glfwSetVideoModeMODE( _glfwWin.ModeID ); + } + + // Un-iconify window + OpenIcon( _glfwWin.Wnd ); + + // Make sure that our window ends up on top of things + ShowWindow( _glfwWin.Wnd, SW_SHOW ); + _glfwSetForegroundWindow( _glfwWin.Wnd ); + SetFocus( _glfwWin.Wnd ); + + // Window is no longer iconified + _glfwWin.Iconified = GL_FALSE; + + // Lock mouse, if necessary + if( _glfwWin.OldMouseLockValid && _glfwWin.OldMouseLock ) + { + glfwDisable( GLFW_MOUSE_CURSOR ); + } + _glfwWin.OldMouseLockValid = GL_FALSE; +} + + +//======================================================================== +// Swap buffers (double-buffering) +//======================================================================== + +void _glfwPlatformSwapBuffers( void ) +{ + _glfw_SwapBuffers( _glfwWin.DC ); +} + + +//======================================================================== +// Set double buffering swap interval +//======================================================================== + +void _glfwPlatformSwapInterval( int interval ) +{ + if( _glfwWin.SwapInterval ) + { + _glfwWin.SwapInterval( interval ); + } +} + + +//======================================================================== +// Write back window parameters into GLFW window structure +//======================================================================== + +void _glfwPlatformRefreshWindowParams( void ) +{ + PIXELFORMATDESCRIPTOR pfd; + DEVMODE dm; + int PixelFormat, mode; + + // Obtain a detailed description of current pixel format + PixelFormat = _glfw_GetPixelFormat( _glfwWin.DC ); + + if( !_glfwWin.GetPixelFormatAttribiv ) + { + _glfw_DescribePixelFormat( _glfwWin.DC, PixelFormat, + sizeof(PIXELFORMATDESCRIPTOR), &pfd ); + + // Is current OpenGL context accelerated? + _glfwWin.Accelerated = (pfd.dwFlags & PFD_GENERIC_ACCELERATED) || + !(pfd.dwFlags & PFD_GENERIC_FORMAT) ? 1 : 0; + + // "Standard" window parameters + _glfwWin.RedBits = pfd.cRedBits; + _glfwWin.GreenBits = pfd.cGreenBits; + _glfwWin.BlueBits = pfd.cBlueBits; + _glfwWin.AlphaBits = pfd.cAlphaBits; + _glfwWin.DepthBits = pfd.cDepthBits; + _glfwWin.StencilBits = pfd.cStencilBits; + _glfwWin.AccumRedBits = pfd.cAccumRedBits; + _glfwWin.AccumGreenBits = pfd.cAccumGreenBits; + _glfwWin.AccumBlueBits = pfd.cAccumBlueBits; + _glfwWin.AccumAlphaBits = pfd.cAccumAlphaBits; + _glfwWin.AuxBuffers = pfd.cAuxBuffers; + _glfwWin.Stereo = pfd.dwFlags & PFD_STEREO ? 1 : 0; + _glfwWin.Samples = 0; + } + else + { + const int attribs[] = { + WGL_ACCELERATION_ARB, + WGL_RED_BITS_ARB, + WGL_GREEN_BITS_ARB, + WGL_BLUE_BITS_ARB, + WGL_ALPHA_BITS_ARB, + WGL_DEPTH_BITS_ARB, + WGL_STENCIL_BITS_ARB, + WGL_ACCUM_RED_BITS_ARB, + WGL_ACCUM_GREEN_BITS_ARB, + WGL_ACCUM_BLUE_BITS_ARB, + WGL_ACCUM_ALPHA_BITS_ARB, + WGL_AUX_BUFFERS_ARB, + WGL_STEREO_ARB, + WGL_SAMPLES_ARB + }; + + int values[sizeof(attribs) / sizeof(attribs[0])]; + + _glfwWin.GetPixelFormatAttribiv( _glfwWin.DC, PixelFormat, 0, + sizeof(attribs) / sizeof(attribs[0]), + attribs, values); + + // Is current OpenGL context accelerated? + _glfwWin.Accelerated = (values[0] == WGL_FULL_ACCELERATION_ARB); + + // "Standard" window parameters + _glfwWin.RedBits = values[1]; + _glfwWin.GreenBits = values[2]; + _glfwWin.BlueBits = values[3]; + _glfwWin.AlphaBits = values[4]; + _glfwWin.DepthBits = values[5]; + _glfwWin.StencilBits = values[6]; + _glfwWin.AccumRedBits = values[7]; + _glfwWin.AccumGreenBits = values[8]; + _glfwWin.AccumBlueBits = values[9]; + _glfwWin.AccumAlphaBits = values[10]; + _glfwWin.AuxBuffers = values[11]; + _glfwWin.Stereo = values[12]; + _glfwWin.Samples = values[13]; + } + + // Get refresh rate + mode = _glfwWin.Fullscreen ? _glfwWin.ModeID : ENUM_CURRENT_SETTINGS; + dm.dmSize = sizeof( DEVMODE ); + + if( EnumDisplaySettings( NULL, mode, &dm ) ) + { + _glfwWin.RefreshRate = dm.dmDisplayFrequency; + if( _glfwWin.RefreshRate <= 1 ) + { + _glfwWin.RefreshRate = 0; + } + } + else + { + _glfwWin.RefreshRate = 0; + } +} + + +//======================================================================== +// Poll for new window and input events +//======================================================================== + +void _glfwPlatformPollEvents( void ) +{ + MSG msg; + int winclosed = GL_FALSE; + + // Flag: mouse was not moved (will be changed by _glfwGetNextEvent if + // there was a mouse move event) + _glfwInput.MouseMoved = GL_FALSE; + if( _glfwWin.MouseLock ) + { + _glfwInput.OldMouseX = _glfwWin.Width/2; + _glfwInput.OldMouseY = _glfwWin.Height/2; + } + else + { + _glfwInput.OldMouseX = _glfwInput.MousePosX; + _glfwInput.OldMouseY = _glfwInput.MousePosY; + } + + // Check for new window messages + while( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) ) + { + switch( msg.message ) + { + // QUIT-message (from close window)? + case WM_QUIT: + winclosed = GL_TRUE; + break; + + // Ok, send it to the window message handler + 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. + // Caveat: Does not work under Win 9x/ME. + if( _glfwLibrary.Sys.WinVer >= _GLFW_WIN_NT4 ) + { + 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 && _glfwInput.Key[ GLFW_KEY_LSHIFT ] == 1 ) + { + _glfwInputKey( GLFW_KEY_LSHIFT, GLFW_RELEASE ); + } + if( !rshift_down && _glfwInput.Key[ GLFW_KEY_RSHIFT ] == 1 ) + { + _glfwInputKey( GLFW_KEY_RSHIFT, GLFW_RELEASE ); + } + } + + // Did we have mouse movement in locked cursor mode? + if( _glfwInput.MouseMoved && _glfwWin.MouseLock ) + { + _glfwPlatformSetMouseCursorPos( _glfwWin.Width / 2, + _glfwWin.Height / 2 ); + } + + // Was there a window close request? + if( winclosed && _glfwWin.WindowCloseCallback ) + { + // Check if the program wants us to close the window + winclosed = _glfwWin.WindowCloseCallback(); + } + if( winclosed ) + { + glfwCloseWindow(); + } +} + + +//======================================================================== +// _glfwPlatformWaitEvents() - Wait for new window and input events +//======================================================================== + +void _glfwPlatformWaitEvents( void ) +{ + // Wait for new events + WaitMessage(); + + // Poll new events + _glfwPlatformPollEvents(); +} + + +//======================================================================== +// Hide mouse cursor (lock it) +//======================================================================== + +void _glfwPlatformHideMouseCursor( void ) +{ + RECT ClipWindowRect; + + // Hide cursor + ShowCursor( FALSE ); + + // Clip cursor to the window + if( GetWindowRect( _glfwWin.Wnd, &ClipWindowRect ) ) + { + ClipCursor( &ClipWindowRect ); + } + + // Capture cursor to user window + SetCapture( _glfwWin.Wnd ); +} + + +//======================================================================== +// Show mouse cursor (unlock it) +//======================================================================== + +void _glfwPlatformShowMouseCursor( void ) +{ + // Un-capture cursor + ReleaseCapture(); + + // Disable cursor clipping + ClipCursor( NULL ); + + // Show cursor + ShowCursor( TRUE ); +} + + +//======================================================================== +// Set physical mouse cursor position +//======================================================================== + +void _glfwPlatformSetMouseCursorPos( int x, int y ) +{ + POINT pos; + + // Convert client coordinates to screen coordinates + pos.x = x; + pos.y = y; + ClientToScreen( _glfwWin.Wnd, &pos ); + + // Change cursor position + SetCursorPos( pos.x, pos.y ); +} + |