359 lines
12 KiB
C
359 lines
12 KiB
C
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//========================================================================
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// GLFW - An OpenGL framework
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// File: win32_init.c
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// Platform: Windows
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// API version: 2.6
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// WWW: http://glfw.sourceforge.net
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//------------------------------------------------------------------------
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// Copyright (c) 2002-2006 Camilla Berglund
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would
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// be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//------------------------------------------------------------------------
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// $Id: win32_init.c,v 1.9 2007/04/15 22:54:40 elmindreda Exp $
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//========================================================================
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#include "internal.h"
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// With the Borland C++ compiler, we want to disable FPU exceptions
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#ifdef __BORLANDC__
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#include <float.h>
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#endif // __BORLANDC__
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//************************************************************************
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//**** GLFW internal functions ****
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//************************************************************************
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//========================================================================
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// _glfwInitLibraries() - Load necessary libraries (DLLs)
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//========================================================================
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static int _glfwInitLibraries( void )
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{
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// gdi32.dll (OpenGL pixel format functions & SwapBuffers)
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#ifndef _GLFW_NO_DLOAD_GDI32
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_glfwLibrary.Libs.gdi32 = LoadLibrary( "gdi32.dll" );
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if( _glfwLibrary.Libs.gdi32 != NULL )
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{
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_glfwLibrary.Libs.ChoosePixelFormat = (CHOOSEPIXELFORMAT_T)
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GetProcAddress( _glfwLibrary.Libs.gdi32, "ChoosePixelFormat" );
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_glfwLibrary.Libs.DescribePixelFormat = (DESCRIBEPIXELFORMAT_T)
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GetProcAddress( _glfwLibrary.Libs.gdi32, "DescribePixelFormat" );
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_glfwLibrary.Libs.GetPixelFormat = (GETPIXELFORMAT_T)
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GetProcAddress( _glfwLibrary.Libs.gdi32, "GetPixelFormat" );
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_glfwLibrary.Libs.SetPixelFormat = (SETPIXELFORMAT_T)
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GetProcAddress( _glfwLibrary.Libs.gdi32, "SetPixelFormat" );
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_glfwLibrary.Libs.SwapBuffers = (SWAPBUFFERS_T)
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GetProcAddress( _glfwLibrary.Libs.gdi32, "SwapBuffers" );
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if( _glfwLibrary.Libs.ChoosePixelFormat == NULL ||
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_glfwLibrary.Libs.DescribePixelFormat == NULL ||
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_glfwLibrary.Libs.GetPixelFormat == NULL ||
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_glfwLibrary.Libs.SetPixelFormat == NULL ||
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_glfwLibrary.Libs.SwapBuffers == NULL )
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{
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FreeLibrary( _glfwLibrary.Libs.gdi32 );
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_glfwLibrary.Libs.gdi32 = NULL;
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return GL_FALSE;
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}
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}
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else
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{
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return GL_FALSE;
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}
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#endif // _GLFW_NO_DLOAD_GDI32
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// winmm.dll (for joystick and timer support)
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#ifndef _GLFW_NO_DLOAD_WINMM
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_glfwLibrary.Libs.winmm = LoadLibrary( "winmm.dll" );
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if( _glfwLibrary.Libs.winmm != NULL )
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{
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_glfwLibrary.Libs.joyGetDevCapsA = (JOYGETDEVCAPSA_T)
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GetProcAddress( _glfwLibrary.Libs.winmm, "joyGetDevCapsA" );
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_glfwLibrary.Libs.joyGetPos = (JOYGETPOS_T)
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GetProcAddress( _glfwLibrary.Libs.winmm, "joyGetPos" );
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_glfwLibrary.Libs.joyGetPosEx = (JOYGETPOSEX_T)
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GetProcAddress( _glfwLibrary.Libs.winmm, "joyGetPosEx" );
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_glfwLibrary.Libs.timeGetTime = (TIMEGETTIME_T)
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GetProcAddress( _glfwLibrary.Libs.winmm, "timeGetTime" );
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if( _glfwLibrary.Libs.joyGetDevCapsA == NULL ||
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_glfwLibrary.Libs.joyGetPos == NULL ||
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_glfwLibrary.Libs.joyGetPosEx == NULL ||
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_glfwLibrary.Libs.timeGetTime == NULL )
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{
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FreeLibrary( _glfwLibrary.Libs.winmm );
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_glfwLibrary.Libs.winmm = NULL;
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return GL_FALSE;
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}
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}
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else
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{
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return GL_FALSE;
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}
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#endif // _GLFW_NO_DLOAD_WINMM
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return GL_TRUE;
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}
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//========================================================================
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// _glfwFreeLibraries() - Unload used libraries (DLLs)
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//========================================================================
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static void _glfwFreeLibraries( void )
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{
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// gdi32.dll
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#ifndef _GLFW_NO_DLOAD_GDI32
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if( _glfwLibrary.Libs.gdi32 != NULL )
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{
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FreeLibrary( _glfwLibrary.Libs.gdi32 );
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_glfwLibrary.Libs.gdi32 = NULL;
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}
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#endif // _GLFW_NO_DLOAD_GDI32
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// winmm.dll
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#ifndef _GLFW_NO_DLOAD_WINMM
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if( _glfwLibrary.Libs.winmm != NULL )
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{
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FreeLibrary( _glfwLibrary.Libs.winmm );
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_glfwLibrary.Libs.winmm = NULL;
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}
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#endif // _GLFW_NO_DLOAD_WINMM
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}
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//========================================================================
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// _glfwInitThreads() - Initialize GLFW thread package
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//========================================================================
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static void _glfwInitThreads( void )
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{
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// Initialize critical section handle
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InitializeCriticalSection( &_glfwThrd.CriticalSection );
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// The first thread (the main thread) has ID 0
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_glfwThrd.NextID = 0;
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// Fill out information about the main thread (this thread)
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_glfwThrd.First.ID = _glfwThrd.NextID ++;
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_glfwThrd.First.Function = NULL;
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_glfwThrd.First.Handle = GetCurrentThread();
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_glfwThrd.First.WinID = GetCurrentThreadId();
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_glfwThrd.First.Previous = NULL;
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_glfwThrd.First.Next = NULL;
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}
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//========================================================================
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// _glfwTerminateThreads() - Terminate GLFW thread package
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//========================================================================
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static void _glfwTerminateThreads( void )
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{
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_GLFWthread *t, *t_next;
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// Enter critical section
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ENTER_THREAD_CRITICAL_SECTION
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// Kill all threads (NOTE: THE USER SHOULD WAIT FOR ALL THREADS TO
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// DIE, _BEFORE_ CALLING glfwTerminate()!!!)
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t = _glfwThrd.First.Next;
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while( t != NULL )
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{
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// Get pointer to next thread
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t_next = t->Next;
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// Simply murder the process, no mercy!
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if( TerminateThread( t->Handle, 0 ) )
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{
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// Close thread handle
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CloseHandle( t->Handle );
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// Free memory allocated for this thread
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free( (void *) t );
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}
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// Select next thread in list
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t = t_next;
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}
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// Leave critical section
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LEAVE_THREAD_CRITICAL_SECTION
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// Delete critical section handle
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DeleteCriticalSection( &_glfwThrd.CriticalSection );
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}
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//========================================================================
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// _glfwTerminate_atexit() - Terminate GLFW when exiting application
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//========================================================================
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void _glfwTerminate_atexit( void )
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{
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glfwTerminate();
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}
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//************************************************************************
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//**** Platform implementation functions ****
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//************************************************************************
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//========================================================================
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// _glfwPlatformInit() - Initialize various GLFW state
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//========================================================================
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int _glfwPlatformInit( void )
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{
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OSVERSIONINFO osi;
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// To make SetForegroundWindow() work as we want, we need to fiddle
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// with the FOREGROUNDLOCKTIMEOUT system setting (we do this as early
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// as possible in the hope of still being the foreground process)
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SystemParametersInfo( SPI_GETFOREGROUNDLOCKTIMEOUT, 0,
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&_glfwLibrary.Sys.ForegroundLockTimeout, 0 );
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SystemParametersInfo( SPI_SETFOREGROUNDLOCKTIMEOUT, 0, (LPVOID)0,
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SPIF_SENDCHANGE );
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// Check which OS version we are running
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osi.dwOSVersionInfoSize = sizeof( OSVERSIONINFO );
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GetVersionEx( &osi );
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_glfwLibrary.Sys.WinVer = _GLFW_WIN_UNKNOWN;
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if( osi.dwPlatformId == VER_PLATFORM_WIN32_WINDOWS )
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{
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if( osi.dwMajorVersion == 4 && osi.dwMinorVersion < 10 )
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{
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_glfwLibrary.Sys.WinVer = _GLFW_WIN_95;
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}
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else if( osi.dwMajorVersion == 4 && osi.dwMinorVersion < 90 )
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{
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_glfwLibrary.Sys.WinVer = _GLFW_WIN_98;
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}
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else if( osi.dwMajorVersion == 4 && osi.dwMinorVersion == 90 )
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{
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_glfwLibrary.Sys.WinVer = _GLFW_WIN_ME;
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}
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else if( osi.dwMajorVersion >= 4 )
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{
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_glfwLibrary.Sys.WinVer = _GLFW_WIN_UNKNOWN_9x;
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}
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}
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else if( osi.dwPlatformId == VER_PLATFORM_WIN32_NT )
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{
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if( osi.dwMajorVersion == 4 && osi.dwMinorVersion == 0 )
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{
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_glfwLibrary.Sys.WinVer = _GLFW_WIN_NT4;
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}
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else if( osi.dwMajorVersion == 5 && osi.dwMinorVersion == 0 )
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{
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_glfwLibrary.Sys.WinVer = _GLFW_WIN_2K;
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}
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else if( osi.dwMajorVersion == 5 && osi.dwMinorVersion == 1 )
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{
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_glfwLibrary.Sys.WinVer = _GLFW_WIN_XP;
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}
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else if( osi.dwMajorVersion == 5 && osi.dwMinorVersion == 2 )
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{
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_glfwLibrary.Sys.WinVer = _GLFW_WIN_NET_SERVER;
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}
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else if( osi.dwMajorVersion >= 5 )
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{
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_glfwLibrary.Sys.WinVer = _GLFW_WIN_UNKNOWN_NT;
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}
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}
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// Do we have Unicode support?
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if( _glfwLibrary.Sys.WinVer >= _GLFW_WIN_NT4 )
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{
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// Windows NT/2000/XP/.NET has Unicode support
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_glfwLibrary.Sys.HasUnicode = GL_TRUE;
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}
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else
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{
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// Windows 9x/ME does not have Unicode support
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_glfwLibrary.Sys.HasUnicode = GL_FALSE;
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}
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_glfwWin.ChoosePixelFormat = NULL;
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_glfwWin.GetPixelFormatAttribiv = NULL;
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// Load libraries (DLLs)
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if( !_glfwInitLibraries() )
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{
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return GL_FALSE;
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}
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// With the Borland C++ compiler, we want to disable FPU exceptions
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// (this is recommended for OpenGL applications under Windows)
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#ifdef __BORLANDC__
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_control87( MCW_EM, MCW_EM );
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#endif
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// System keys are not disabled
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_glfwWin.KeyboardHook = NULL;
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// Initialise thread package
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_glfwInitThreads();
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// Install atexit() routine
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atexit( _glfwTerminate_atexit );
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// Start the timer
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_glfwInitTimer();
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return GL_TRUE;
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}
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//========================================================================
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// _glfwPlatformTerminate() - Close window and kill all threads
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//========================================================================
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int _glfwPlatformTerminate( void )
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{
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// Only the main thread is allowed to do this...
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if( GetCurrentThreadId() != _glfwThrd.First.WinID )
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{
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return GL_FALSE;
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}
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// Close OpenGL window
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glfwCloseWindow();
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// Kill thread package
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_glfwTerminateThreads();
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// Enable system keys again (if they were disabled)
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glfwEnable( GLFW_SYSTEM_KEYS );
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// Unload libraries (DLLs)
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_glfwFreeLibraries();
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// Restore FOREGROUNDLOCKTIMEOUT system setting
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SystemParametersInfo( SPI_SETFOREGROUNDLOCKTIMEOUT, 0,
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(LPVOID)_glfwLibrary.Sys.ForegroundLockTimeout,
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SPIF_SENDCHANGE );
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return GL_TRUE;
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}
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