//======================================================================== // 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. // //------------------------------------------------------------------------ // $Id: win32_window.c,v 1.24 2007/05/05 16:21:57 elmindreda Exp $ //======================================================================== #include "internal.h" //************************************************************************ //**** GLFW internal functions **** //************************************************************************ #define _GLFW_WNDCLASSNAME "GLFW26" //======================================================================== // _glfwMinMaxAnimations() - 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; } //======================================================================== // _glfwSetForegroundWindow() - 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 ); } //======================================================================== // _glfwTranslateKey() - Translates a windows key to an internal coding //======================================================================== static int _glfwTranslateKey( DWORD wParam, DWORD 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( wParam, 2 ) & 0x0000FFFF; // Make sure that the character is uppercase if( _glfwLibrary.Sys.HasUnicode ) { wParam = (DWORD) CharUpperW( (LPWSTR) wParam ); } else { wParam = (DWORD) CharUpperA( (LPSTR) wParam ); } // Valid ISO-8859-1 character? if( (wParam >= 32 && wParam <= 126) || (wParam >= 160 && wParam <= 255) ) { return (int) wParam; } return GLFW_KEY_UNKNOWN; } } //======================================================================== // _glfwTranslateChar() - 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) //======================================================================== 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.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.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( wParam, 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( wParam, 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; } } // Pass all unhandled messages to DefWindowProc return DefWindowProc( hWnd, uMsg, wParam, lParam ); } //======================================================================== // _glfwGetFullWindowSize() - 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; } //======================================================================== // _glfwInitWGLExtensions() - 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; } } //************************************************************************ //**** 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 ) { GLuint PixelFormat; WNDCLASS wc; DWORD dwStyle, dwExStyle; int full_width, full_height; PIXELFORMATDESCRIPTOR pfd; RECT wa; // Clear platform specific GLFW window state _glfwWin.DC = NULL; _glfwWin.RC = NULL; _glfwWin.Wnd = NULL; _glfwWin.Instance = NULL; _glfwWin.OldMouseLockValid = GL_FALSE; // Remember desired refresh rate for this window (used only in // fullscreen mode) _glfwWin.DesiredRefreshRate = hints->RefreshRate; // Grab an instance for our window _glfwWin.Instance = GetModuleHandle( NULL ); // 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 = _glfwWin.Instance; // Set instance wc.hIcon = LoadIcon( NULL, IDI_WINLOGO ); // Load default icon 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 // Register the window class if( !RegisterClass( &wc ) ) { _glfwWin.Instance = NULL; _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; // 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( dwExStyle, // Extended style _GLFW_WNDCLASSNAME, // Class name "GLFW Window", // Window title 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 _glfwWin.Instance, // Instance NULL ); // Nothing to WM_CREATE if( !_glfwWin.Wnd ) { _glfwPlatformCloseWindow(); return GL_FALSE; } // Get a device context _glfwWin.DC = GetDC( _glfwWin.Wnd ); if( !_glfwWin.DC ) { _glfwPlatformCloseWindow(); return GL_FALSE; } // 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 if( !(PixelFormat = _glfw_ChoosePixelFormat( _glfwWin.DC, &pfd )) ) { _glfwPlatformCloseWindow(); return GL_FALSE; } // Get actual pixel format description if( !_glfw_DescribePixelFormat( _glfwWin.DC, PixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &pfd) ) { _glfwPlatformCloseWindow(); return GL_FALSE; } // "stereo" is a strict requirement if( hints->Stereo && !(pfd.dwFlags & PFD_STEREO) ) { _glfwPlatformCloseWindow(); return GL_FALSE; } // Set the pixel-format if( !_glfw_SetPixelFormat( _glfwWin.DC, PixelFormat, &pfd ) ) { _glfwPlatformCloseWindow(); return GL_FALSE; } // Get a rendering context _glfwWin.RC = wglCreateContext(_glfwWin.DC); if( !_glfwWin.RC ) { _glfwPlatformCloseWindow(); return GL_FALSE; } // Activate the OpenGL rendering context if( !wglMakeCurrent( _glfwWin.DC, _glfwWin.RC ) ) { _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 ); // Initialize WGL-specific OpenGL extensions _glfwInitWGLExtensions(); return GL_TRUE; } //======================================================================== // _glfwPlatformCloseWindow() - Properly kill the window / video display //======================================================================== void _glfwPlatformCloseWindow( 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; } // Do we have an instance? if( _glfwWin.Instance ) { // Unregister class UnregisterClass( _GLFW_WNDCLASSNAME, _glfwWin.Instance ); _glfwWin.Instance = NULL; } // Are we in fullscreen mode? if( _glfwWin.Fullscreen ) { // Switch back to desktop resolution ChangeDisplaySettings( NULL, CDS_FULLSCREEN ); } } //======================================================================== // _glfwPlatformSetWindowTitle() - Set the window title //======================================================================== void _glfwPlatformSetWindowTitle( const char *title ) { // Set window title (void) SetWindowText( _glfwWin.Wnd, title ); } //======================================================================== // _glfwPlatformSetWindowSize() - 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; int success; // Get current BPP settings dm.dmSize = sizeof( DEVMODE ); success = EnumDisplaySettings( NULL, _glfwWin.ModeID, &dm ); if( success ) { // 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 ); } } //======================================================================== // _glfwPlatformSetWindowPos() - 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 ); } //======================================================================== // _glfwPlatformIconfyWindow() - 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 ); } } //======================================================================== // _glfwPlatformRestoreWindow() - 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; } //======================================================================== // _glfwPlatformSwapBuffers() - Swap buffers (double-buffering) //======================================================================== void _glfwPlatformSwapBuffers( void ) { _glfw_SwapBuffers( _glfwWin.DC ); } //======================================================================== // _glfwPlatformSwapInterval() - Set double buffering swap interval //======================================================================== void _glfwPlatformSwapInterval( int interval ) { if( _glfwWin.SwapInterval ) { _glfwWin.SwapInterval( interval ); } } //======================================================================== // _glfwPlatformRefreshWindowParams() //======================================================================== void _glfwPlatformRefreshWindowParams( void ) { PIXELFORMATDESCRIPTOR pfd; DEVMODE dm; int iPixelFormat, success, mode; // Obtain a detailed description of current pixel format iPixelFormat = _glfw_GetPixelFormat( _glfwWin.DC ); if( !_glfwWin.GetPixelFormatAttribiv ) { PIXELFORMATDESCRIPTOR pfd; _glfw_DescribePixelFormat( _glfwWin.DC, iPixelFormat, 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, iPixelFormat, 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 ); success = EnumDisplaySettings( NULL, mode, &dm ); if( success ) { _glfwWin.RefreshRate = dm.dmDisplayFrequency; if( _glfwWin.RefreshRate <= 1 ) { _glfwWin.RefreshRate = 0; } } else { _glfwWin.RefreshRate = 0; } } //======================================================================== // _glfwPlatformPollEvents() - 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>>1, _glfwWin.Height>>1 ); } // 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 ); } //======================================================================== // _glfwPlatformSetMouseCursorPos() - 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 ); }