AnimTestbed/3rdparty/ozz-animation/extern/glfw/lib/win32/win32_window.c

1891 lines
60 KiB
C
Raw Permalink Normal View History

2021-11-11 21:22:24 +01:00
//========================================================================
// GLFW - An OpenGL framework
// Platform: Win32/WGL
// API version: 2.7
// WWW: http://www.glfw.org/
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would
// be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//
//========================================================================
#include "internal.h"
//************************************************************************
//**** GLFW internal functions ****
//************************************************************************
// We use versioned window class names in order not to cause conflicts
// between applications using different versions of GLFW
#define _GLFW_WNDCLASSNAME "GLFW27"
//========================================================================
// 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
(void) 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(int pixelFormat, int attrib)
{
int value = 0;
if( !_glfwWin.GetPixelFormatAttribivARB( _glfwWin.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( unsigned int *found )
{
_GLFWfbconfig *fbconfigs;
PIXELFORMATDESCRIPTOR pfd;
int i, count;
*found = 0;
if( _glfwWin.has_WGL_ARB_pixel_format )
{
count = getPixelFormatAttrib( 1, WGL_NUMBER_PIXEL_FORMATS_ARB );
}
else
{
count = _glfw_DescribePixelFormat( _glfwWin.DC, 1, sizeof( PIXELFORMATDESCRIPTOR ), NULL );
}
if( !count )
{
fprintf( stderr, "No Win32 pixel formats available\n" );
return NULL;
}
fbconfigs = (_GLFWfbconfig*) malloc( sizeof( _GLFWfbconfig ) * count );
if( !fbconfigs )
{
fprintf(stderr, "Out of memory");
return NULL;
}
for( i = 1; i <= count; i++ )
{
_GLFWfbconfig *fbconfig = fbconfigs + *found;
if( _glfwWin.has_WGL_ARB_pixel_format )
{
// Get pixel format attributes through WGL_ARB_pixel_format
if( !getPixelFormatAttrib( i, WGL_SUPPORT_OPENGL_ARB ) ||
!getPixelFormatAttrib( i, WGL_DRAW_TO_WINDOW_ARB ) ||
!getPixelFormatAttrib( i, WGL_DOUBLE_BUFFER_ARB ) )
{
// Only consider doublebuffered OpenGL pixel formats for windows
continue;
}
if( getPixelFormatAttrib( i, WGL_PIXEL_TYPE_ARB ) != WGL_TYPE_RGBA_ARB )
{
// Only consider RGBA pixel formats
continue;
}
// Only consider "hardware-accelerated" pixel formats
if( getPixelFormatAttrib( i, WGL_ACCELERATION_ARB ) ==
WGL_NO_ACCELERATION_ARB )
{
continue;
}
fbconfig->redBits = getPixelFormatAttrib( i, WGL_RED_BITS_ARB );
fbconfig->greenBits = getPixelFormatAttrib( i, WGL_GREEN_BITS_ARB );
fbconfig->blueBits = getPixelFormatAttrib( i, WGL_BLUE_BITS_ARB );
fbconfig->alphaBits = getPixelFormatAttrib( i, WGL_ALPHA_BITS_ARB );
fbconfig->depthBits = getPixelFormatAttrib( i, WGL_DEPTH_BITS_ARB );
fbconfig->stencilBits = getPixelFormatAttrib( i, WGL_STENCIL_BITS_ARB );
fbconfig->accumRedBits = getPixelFormatAttrib( i, WGL_ACCUM_RED_BITS_ARB );
fbconfig->accumGreenBits = getPixelFormatAttrib( i, WGL_ACCUM_GREEN_BITS_ARB );
fbconfig->accumBlueBits = getPixelFormatAttrib( i, WGL_ACCUM_BLUE_BITS_ARB );
fbconfig->accumAlphaBits = getPixelFormatAttrib( i, WGL_ACCUM_ALPHA_BITS_ARB );
fbconfig->auxBuffers = getPixelFormatAttrib( i, WGL_AUX_BUFFERS_ARB );
fbconfig->stereo = getPixelFormatAttrib( i, WGL_STEREO_ARB );
if( _glfwWin.has_WGL_ARB_multisample )
{
fbconfig->samples = getPixelFormatAttrib( i, WGL_SAMPLES_ARB );
}
else
{
fbconfig->samples = 0;
}
}
else
{
// Get pixel format attributes through old-fashioned PFDs
if( !_glfw_DescribePixelFormat( _glfwWin.DC, i, sizeof( PIXELFORMATDESCRIPTOR ), &pfd ) )
{
continue;
}
if( !( pfd.dwFlags & PFD_DRAW_TO_WINDOW ) ||
!( pfd.dwFlags & PFD_SUPPORT_OPENGL ) ||
!( pfd.dwFlags & PFD_DOUBLEBUFFER ) )
{
// Only consider doublebuffered OpenGL pixel formats for windows
continue;
}
if( !( pfd.dwFlags & PFD_GENERIC_ACCELERATED ) &&
( pfd.dwFlags & PFD_GENERIC_FORMAT ) )
{
// If this is true, this pixel format is only supported by the
// generic software implementation
continue;
}
if( pfd.iPixelType != PFD_TYPE_RGBA )
{
// Only RGBA pixel formats considered
continue;
}
fbconfig->redBits = pfd.cRedBits;
fbconfig->greenBits = pfd.cGreenBits;
fbconfig->blueBits = pfd.cBlueBits;
fbconfig->alphaBits = pfd.cAlphaBits;
fbconfig->depthBits = pfd.cDepthBits;
fbconfig->stencilBits = pfd.cStencilBits;
fbconfig->accumRedBits = pfd.cAccumRedBits;
fbconfig->accumGreenBits = pfd.cAccumGreenBits;
fbconfig->accumBlueBits = pfd.cAccumBlueBits;
fbconfig->accumAlphaBits = pfd.cAccumAlphaBits;
fbconfig->auxBuffers = pfd.cAuxBuffers;
fbconfig->stereo = ( pfd.dwFlags & PFD_STEREO ) ? GL_TRUE : GL_FALSE;
// PFD pixel formats do not support FSAA
fbconfig->samples = 0;
}
fbconfig->platformID = i;
(*found)++;
}
if( *found == 0 )
{
free( fbconfigs );
return NULL;
}
return fbconfigs;
}
//========================================================================
// Creates an OpenGL context on the specified device context
//========================================================================
static GLboolean createContext( HDC dc, const _GLFWwndconfig* wndconfig, int pixelFormat )
{
PIXELFORMATDESCRIPTOR pfd;
int flags, i = 0, attribs[40];
if( !_glfw_DescribePixelFormat( dc, pixelFormat, sizeof(pfd), &pfd ) )
{
return GL_FALSE;
}
if( !_glfw_SetPixelFormat( dc, pixelFormat, &pfd ) )
{
return GL_FALSE;
}
if( _glfwWin.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( !_glfwWin.has_WGL_ARB_create_context_profile )
{
return GL_FALSE;
}
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;
_glfwWin.context = _glfwWin.CreateContextAttribsARB( dc, NULL, attribs );
if( !_glfwWin.context )
{
return GL_FALSE;
}
// Copy the debug context hint as there's no way of verifying it
// This is the only code path capable of creating a debug context,
// so leave it as false (from the earlier memset) otherwise
_glfwWin.glDebug = wndconfig->glDebug;
}
else
{
_glfwWin.context = wglCreateContext( dc );
if( !_glfwWin.context )
{
return GL_FALSE;
}
}
return GL_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 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) == (LONG_PTR)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
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 translateChar( 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;
GetKeyboardState( keyboard_state );
// Derive scan code from lParam and action
scan_code = (lParam & 0x01ff0000) >> 16;
if( action == GLFW_RELEASE )
{
scan_code |= 0x8000000;
}
if( _glfwLibrary.Sys.hasUnicode )
{
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 windowProc( HWND hWnd, UINT uMsg,
WPARAM wParam, LPARAM lParam )
{
int wheelDelta, iconified;
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
ShowWindow( _glfwWin.window, SW_MINIMIZE );
iconified = GL_TRUE;
}
// Restore the original desktop resolution
ChangeDisplaySettings( NULL, CDS_FULLSCREEN );
}
// Unlock mouse if locked
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
ShowWindow( _glfwWin.window, SW_RESTORE );
iconified = GL_FALSE;
// Activate window
ShowWindow( hWnd, SW_SHOW );
setForegroundWindow( _glfwWin.window );
SetFocus( _glfwWin.window );
}
}
// Lock mouse, if necessary
if( _glfwWin.oldMouseLockValid && _glfwWin.oldMouseLock )
{
glfwDisable( GLFW_MOUSE_CURSOR );
}
_glfwWin.oldMouseLockValid = GL_FALSE;
}
_glfwWin.iconified = iconified;
return 0;
}
case WM_SYSCOMMAND:
{
switch( wParam & 0xfff0 )
{
case SC_SCREENSAVE:
case SC_MONITORPOWER:
{
if( _glfwWin.fullscreen )
{
// Disallow screen saver and screen blanking if we are
// running in fullscreen mode
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( translateKey( wParam, lParam ), GLFW_PRESS );
if( _glfwWin.charCallback )
{
translateChar( (DWORD) wParam, (DWORD) lParam, GLFW_PRESS );
}
break;
}
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
{
_glfwInputKey( translateKey( wParam, lParam ), GLFW_RELEASE );
}
if( _glfwWin.charCallback )
{
translateChar( (DWORD) wParam, (DWORD) lParam, GLFW_RELEASE );
}
break;
}
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;
}
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;
}
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;
if( _glfwWin.mousePosCallback )
{
_glfwWin.mousePosCallback( _glfwInput.MousePosX,
_glfwInput.MousePosY );
}
}
return 0;
}
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;
}
case WM_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.window, &ClipWindowRect ) )
{
ClipCursor( &ClipWindowRect );
}
}
if( _glfwWin.windowSizeCallback )
{
_glfwWin.windowSizeCallback( LOWORD(lParam), HIWORD(lParam) );
}
return 0;
}
case WM_MOVE:
{
// If the mouse is locked, update the clipping rect
if( _glfwWin.mouseLock )
{
RECT ClipWindowRect;
if( GetWindowRect( _glfwWin.window, &ClipWindowRect ) )
{
ClipCursor( &ClipWindowRect );
}
}
return 0;
}
// Was the window contents damaged?
case WM_PAINT:
{
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 getFullWindowSize( 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, _glfwWin.dwStyle, FALSE, _glfwWin.dwExStyle );
// Calculate width and height of full window
*fullWidth = rect.right - rect.left + 1;
*fullHeight = rect.bottom - rect.top + 1;
}
//========================================================================
// Initialize WGL-specific extensions
//========================================================================
static void initWGLExtensions( void )
{
// This needs to include every function pointer loaded below, because
// context re-creation means we cannot assume the struct has been cleared
_glfwWin.SwapIntervalEXT = NULL;
_glfwWin.GetPixelFormatAttribivARB = NULL;
_glfwWin.GetExtensionsStringARB = NULL;
_glfwWin.GetExtensionsStringEXT = NULL;
_glfwWin.CreateContextAttribsARB = NULL;
// This needs to include every extension boolean used below, because context
// re-creation means we cannot assume the struct has been cleared
_glfwWin.has_WGL_EXT_swap_control = GL_FALSE;
_glfwWin.has_WGL_ARB_pixel_format = GL_FALSE;
_glfwWin.has_WGL_ARB_multisample = GL_FALSE;
_glfwWin.has_WGL_ARB_create_context = GL_FALSE;
_glfwWin.has_WGL_ARB_create_context_profile = GL_FALSE;
_glfwWin.GetExtensionsStringEXT = (PFNWGLGETEXTENSIONSSTRINGEXTPROC)
wglGetProcAddress( "wglGetExtensionsStringEXT" );
if( !_glfwWin.GetExtensionsStringEXT )
{
_glfwWin.GetExtensionsStringARB = (PFNWGLGETEXTENSIONSSTRINGARBPROC)
wglGetProcAddress( "wglGetExtensionsStringARB" );
if( !_glfwWin.GetExtensionsStringARB )
{
return;
}
}
if( _glfwPlatformExtensionSupported( "WGL_ARB_multisample" ) )
{
_glfwWin.has_WGL_ARB_multisample = GL_TRUE;
}
if( _glfwPlatformExtensionSupported( "WGL_ARB_create_context" ) )
{
_glfwWin.has_WGL_ARB_create_context = GL_TRUE;
_glfwWin.CreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)
wglGetProcAddress( "wglCreateContextAttribsARB" );
}
if( _glfwWin.has_WGL_ARB_create_context )
{
if( _glfwPlatformExtensionSupported( "WGL_ARB_create_context_profile" ) )
{
_glfwWin.has_WGL_ARB_create_context_profile = GL_TRUE;
}
}
if( _glfwPlatformExtensionSupported( "WGL_EXT_swap_control" ) )
{
_glfwWin.has_WGL_EXT_swap_control = GL_TRUE;
_glfwWin.SwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)
wglGetProcAddress( "wglSwapIntervalEXT" );
}
if( _glfwPlatformExtensionSupported( "WGL_ARB_pixel_format" ) )
{
_glfwWin.has_WGL_ARB_pixel_format = GL_TRUE;
_glfwWin.GetPixelFormatAttribivARB = (PFNWGLGETPIXELFORMATATTRIBIVARBPROC)
wglGetProcAddress( "wglGetPixelFormatAttribivARB" );
}
}
//========================================================================
// Registers the GLFW window class
//========================================================================
static ATOM registerWindowClass( void )
{
WNDCLASS wc;
ZeroMemory( &wc, sizeof( wc ) );
// Set window class parameters
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw on...
wc.lpfnWndProc = (WNDPROC) windowProc; // Message handler
wc.hInstance = _glfwLibrary.instance; // Set instance
wc.hCursor = LoadCursor( NULL, IDC_ARROW ); // Load arrow pointer
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 );
}
return RegisterClass( &wc );
}
//========================================================================
// Returns the closest matching pixel format, or zero on error
//========================================================================
static int choosePixelFormat( const _GLFWfbconfig *fbconfig )
{
unsigned int fbcount;
int pixelFormat;
_GLFWfbconfig *fbconfigs;
const _GLFWfbconfig *closest;
fbconfigs = getFBConfigs( &fbcount );
if( !fbconfigs )
{
fprintf( stderr, "Failed to find any usable GLFWFBConfigs\n" );
return 0;
}
closest = _glfwChooseFBConfig( fbconfig, fbconfigs, fbcount );
if( !closest )
{
fprintf( stderr, "Failed to select a GLFWFBConfig from the alternatives\n" );
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( const _GLFWwndconfig *wndconfig,
const _GLFWfbconfig *fbconfig )
{
DWORD dwStyle, dwExStyle;
int pixelFormat, fullWidth, fullHeight;
RECT wa;
POINT pos;
_glfwWin.DC = NULL;
_glfwWin.context = NULL;
_glfwWin.window = NULL;
// Set common window styles
dwStyle = WS_CLIPSIBLINGS | WS_CLIPCHILDREN;
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/.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)
_glfwWin.dwStyle = dwStyle;
_glfwWin.dwExStyle = dwExStyle;
// Adjust window size for frame and title bar
getFullWindowSize( _glfwWin.width, _glfwWin.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( _glfwWin.fullscreen )
{
wa.left = wa.top = 0;
}
else
{
SystemParametersInfo( SPI_GETWORKAREA, 0, &wa, 0 );
}
_glfwWin.window = CreateWindowEx( _glfwWin.dwExStyle, // Extended style
_GLFW_WNDCLASSNAME, // Class name
"GLFW Window", // Window title
_glfwWin.dwStyle, // Defined window style
wa.left, wa.top, // Window position
fullWidth, // Decorated window width
fullHeight, // Decorated window height
NULL, // No parent window
NULL, // No menu
_glfwLibrary.instance, // Instance
NULL ); // Nothing to WM_CREATE
if( !_glfwWin.window )
{
fprintf( stderr, "Unable to create Win32 window\n" );
return GL_FALSE;
}
_glfwWin.DC = GetDC( _glfwWin.window );
if( !_glfwWin.DC )
{
fprintf( stderr, "Unable to retrieve GLFW window DC\n" );
return GL_FALSE;
}
pixelFormat = choosePixelFormat( fbconfig );
if( !pixelFormat )
{
fprintf( stderr, "Unable to find a usable pixel format\n" );
return GL_FALSE;
}
if( !createContext( _glfwWin.DC, wndconfig, pixelFormat ) )
{
fprintf( stderr, "Unable to create OpenGL context\n" );
return GL_FALSE;
}
if( !wglMakeCurrent( _glfwWin.DC, _glfwWin.context ) )
{
fprintf( stderr, "Unable to make OpenGL context current\n" );
return GL_FALSE;
}
initWGLExtensions();
// Initialize mouse position data
GetCursorPos( &pos );
ScreenToClient( _glfwWin.window, &pos );
_glfwInput.OldMouseX = _glfwInput.MousePosX = pos.x;
_glfwInput.OldMouseY = _glfwInput.MousePosY = pos.y;
return GL_TRUE;
}
//========================================================================
// Destroys the GLFW window and rendering context
//========================================================================
static void destroyWindow( void )
{
if( _glfwWin.context )
{
wglMakeCurrent( NULL, NULL );
wglDeleteContext( _glfwWin.context );
_glfwWin.context = NULL;
}
if( _glfwWin.DC )
{
ReleaseDC( _glfwWin.window, _glfwWin.DC );
_glfwWin.DC = NULL;
}
if( _glfwWin.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.window, SW_HIDE );
}
DestroyWindow( _glfwWin.window );
_glfwWin.window = NULL;
}
}
//************************************************************************
//**** Platform implementation functions ****
//************************************************************************
//========================================================================
// Here is where the window is created, and the OpenGL rendering context is
// created
//========================================================================
int _glfwPlatformOpenWindow( int width, int height,
const _GLFWwndconfig *wndconfig,
const _GLFWfbconfig *fbconfig )
{
GLboolean recreateContext = GL_FALSE;
(void)width;
(void)height;
_glfwWin.desiredRefreshRate = wndconfig->refreshRate;
_glfwWin.windowNoResize = wndconfig->windowNoResize;
_glfwWin.classAtom = registerWindowClass();
if( !_glfwWin.classAtom )
{
fprintf( stderr, "Failed to register GLFW window class\n" );
return GL_FALSE;
}
if( _glfwWin.fullscreen )
{
_glfwSetVideoMode( &_glfwWin.width, &_glfwWin.height,
fbconfig->redBits, fbconfig->greenBits, fbconfig->blueBits,
wndconfig->refreshRate );
}
if( !createWindow( wndconfig, fbconfig ) )
{
fprintf( stderr, "Failed to create GLFW window\n" );
return GL_FALSE;
}
_glfwRefreshContextParams();
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( _glfwWin.has_WGL_ARB_multisample && _glfwWin.has_WGL_ARB_pixel_format )
{
// We appear to have both the FSAA extension and the means to ask for it
recreateContext = GL_TRUE;
}
}
if( wndconfig->glDebug )
{
// Debug contexts are not a hard constraint, so we don't fail here if
// the extension isn't available
if( _glfwWin.has_WGL_ARB_create_context )
{
recreateContext = GL_TRUE;
}
}
if( wndconfig->glMajor > 2 )
{
if ( wndconfig->glMajor != _glfwWin.glMajor ||
wndconfig->glMinor != _glfwWin.glMinor )
{
// We want a different OpenGL version, but can we get it?
// Otherwise, if we got a version greater than required, that's fine,
// whereas if we got a version lesser than required, it will be dealt
// with in glfwOpenWindow
if( _glfwWin.has_WGL_ARB_create_context )
{
recreateContext = GL_TRUE;
}
}
if( wndconfig->glForward )
{
if( !_glfwWin.has_WGL_ARB_create_context )
{
// Forward-compatibility is a hard constraint
return GL_FALSE;
}
recreateContext = GL_TRUE;
}
if( wndconfig->glProfile )
{
if( !_glfwWin.has_WGL_ARB_create_context_profile )
{
// Context profile is a hard constraint
return GL_FALSE;
}
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();
if( !createWindow( wndconfig, fbconfig ) )
{
fprintf( stderr, "Unable to re-create GLFW window\n" );
return GL_FALSE;
}
}
if( _glfwWin.fullscreen )
{
// Place the window above all topmost windows
INT_PTR top_most = -1;
SetWindowPos( _glfwWin.window, /*HWND_TOPMOST*/(HWND)top_most, 0,0,0,0,
SWP_NOMOVE | SWP_NOSIZE );
}
ShowWindow( _glfwWin.window, SW_SHOWNORMAL );
setForegroundWindow( _glfwWin.window );
SetFocus( _glfwWin.window );
return GL_TRUE;
}
//========================================================================
// Properly kill the window / video display
//========================================================================
void _glfwPlatformCloseWindow( void )
{
destroyWindow();
if( _glfwWin.classAtom )
{
UnregisterClass( _GLFW_WNDCLASSNAME, _glfwLibrary.instance );
_glfwWin.classAtom = 0;
}
if( _glfwWin.fullscreen )
{
// Restore original desktop resolution
ChangeDisplaySettings( NULL, CDS_FULLSCREEN );
}
}
//========================================================================
// Set the window title
//========================================================================
void _glfwPlatformSetWindowTitle( const char *title )
{
(void) SetWindowText( _glfwWin.window, 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( _glfwWin.fullscreen )
{
// Get some info about the current mode
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
getFullWindowSize( width, height, &width, &height );
}
// Change window size before changing fullscreen mode?
if( _glfwWin.fullscreen && (width > _glfwWin.width) )
{
SetWindowPos( _glfwWin.window, 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 )
{
_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.window, HWND_TOP, 0, 0, width, height,
SWP_NOOWNERZORDER | SWP_NOMOVE | SWP_NOZORDER );
}
}
//========================================================================
// Set the window position
//========================================================================
void _glfwPlatformSetWindowPos( int x, int y )
{
(void) SetWindowPos( _glfwWin.window, HWND_TOP, x, y, 0, 0,
SWP_NOOWNERZORDER | SWP_NOSIZE | SWP_NOZORDER );
}
//========================================================================
// Window iconification
//========================================================================
void _glfwPlatformIconifyWindow( void )
{
// Iconify window
ShowWindow( _glfwWin.window, SW_MINIMIZE );
_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
ShowWindow( _glfwWin.window, SW_RESTORE );
// Make sure that our window ends up on top of things
ShowWindow( _glfwWin.window, SW_SHOW );
setForegroundWindow( _glfwWin.window );
SetFocus( _glfwWin.window );
// 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.has_WGL_EXT_swap_control )
{
_glfwWin.SwapIntervalEXT( 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.has_WGL_ARB_pixel_format )
{
if( getPixelFormatAttrib( pixelFormat, WGL_ACCELERATION_ARB ) !=
WGL_NO_ACCELERATION_ARB )
{
_glfwWin.accelerated = GL_TRUE;
}
else
{
_glfwWin.accelerated = GL_FALSE;
}
_glfwWin.redBits = getPixelFormatAttrib( pixelFormat, WGL_RED_BITS_ARB );
_glfwWin.greenBits = getPixelFormatAttrib( pixelFormat, WGL_GREEN_BITS_ARB );
_glfwWin.blueBits = getPixelFormatAttrib( pixelFormat, WGL_BLUE_BITS_ARB );
_glfwWin.alphaBits = getPixelFormatAttrib( pixelFormat, WGL_ALPHA_BITS_ARB );
_glfwWin.depthBits = getPixelFormatAttrib( pixelFormat, WGL_DEPTH_BITS_ARB );
_glfwWin.stencilBits = getPixelFormatAttrib( pixelFormat, WGL_STENCIL_BITS_ARB );
_glfwWin.accumRedBits = getPixelFormatAttrib( pixelFormat, WGL_ACCUM_RED_BITS_ARB );
_glfwWin.accumGreenBits = getPixelFormatAttrib( pixelFormat, WGL_ACCUM_GREEN_BITS_ARB );
_glfwWin.accumBlueBits = getPixelFormatAttrib( pixelFormat, WGL_ACCUM_BLUE_BITS_ARB );
_glfwWin.accumAlphaBits = getPixelFormatAttrib( pixelFormat, WGL_ACCUM_ALPHA_BITS_ARB );
_glfwWin.auxBuffers = getPixelFormatAttrib( pixelFormat, WGL_AUX_BUFFERS_ARB );
_glfwWin.stereo = getPixelFormatAttrib( pixelFormat, WGL_STEREO_ARB ) ? GL_TRUE : GL_FALSE;
if( _glfwWin.has_WGL_ARB_multisample )
{
_glfwWin.samples = getPixelFormatAttrib( pixelFormat, WGL_SAMPLES_ARB );
// Should we force 1 to 0 here for consistency, or keep 1 for transparency?
}
else
{
_glfwWin.samples = 0;
}
}
else
{
_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) ? 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
_glfwWin.samples = 0;
}
// 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;
// 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();
}
}
//========================================================================
// Wait for new window and input events
//========================================================================
void _glfwPlatformWaitEvents( void )
{
WaitMessage();
_glfwPlatformPollEvents();
}
//========================================================================
// Hide mouse cursor (lock it)
//========================================================================
void _glfwPlatformHideMouseCursor( void )
{
RECT ClipWindowRect;
ShowCursor( FALSE );
// Clip cursor to the window
if( GetWindowRect( _glfwWin.window, &ClipWindowRect ) )
{
ClipCursor( &ClipWindowRect );
}
// Capture cursor to user window
SetCapture( _glfwWin.window );
// Move cursor to the middle of the window
_glfwPlatformSetMouseCursorPos( _glfwWin.width / 2, _glfwWin.height / 2 );
}
//========================================================================
// Show mouse cursor (unlock it)
//========================================================================
void _glfwPlatformShowMouseCursor( void )
{
// Un-capture cursor
ReleaseCapture();
// Release the cursor from the window
ClipCursor( NULL );
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.window, &pos );
_glfwInput.OldMouseX = x;
_glfwInput.OldMouseY = y;
SetCursorPos( pos.x, pos.y );
}