//======================================================================== // GLFW - An OpenGL framework // File: x11_init.c // Platform: X11 (Unix) // 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: x11_init.c,v 1.9 2007/03/15 03:20:21 elmindreda Exp $ //======================================================================== #include "internal.h" //************************************************************************ //**** GLFW internal functions **** //************************************************************************ //======================================================================== // Initialize GLFW thread package //======================================================================== static void _glfwInitThreads( void ) { // Initialize critical section handle #ifdef _GLFW_HAS_PTHREAD (void) pthread_mutex_init( &_glfwThrd.CriticalSection, NULL ); #endif // The first thread (the main thread) has ID 0 _glfwThrd.NextID = 0; // Fill out information about the main thread (this thread) _glfwThrd.First.ID = _glfwThrd.NextID++; _glfwThrd.First.Function = NULL; _glfwThrd.First.Previous = NULL; _glfwThrd.First.Next = NULL; #ifdef _GLFW_HAS_PTHREAD _glfwThrd.First.PosixID = pthread_self(); #endif } //======================================================================== // Terminate GLFW thread package //======================================================================== static void _glfwTerminateThreads( void ) { #ifdef _GLFW_HAS_PTHREAD _GLFWthread *t, *t_next; // Enter critical section ENTER_THREAD_CRITICAL_SECTION // Kill all threads (NOTE: THE USER SHOULD WAIT FOR ALL THREADS TO // DIE, _BEFORE_ CALLING glfwTerminate()!!!) t = _glfwThrd.First.Next; while( t != NULL ) { // Get pointer to next thread t_next = t->Next; // Simply murder the process, no mercy! pthread_kill( t->PosixID, SIGKILL ); // Free memory allocated for this thread free( (void *) t ); // Select next thread in list t = t_next; } // Leave critical section LEAVE_THREAD_CRITICAL_SECTION // Delete critical section handle pthread_mutex_destroy( &_glfwThrd.CriticalSection ); #endif // _GLFW_HAS_PTHREAD } //======================================================================== // Dynamically load libraries //======================================================================== #ifdef _GLFW_DLOPEN_LIBGL static char * _glfw_libGL_name[ ] = { "libGL.so", "libGL.so.1", "/usr/lib/libGL.so", "/usr/lib/libGL.so.1", NULL }; #endif static void _glfwInitLibraries( void ) { #ifdef _GLFW_DLOPEN_LIBGL int i; _glfwLibrary.Libs.libGL = NULL; for( i = 0; !_glfw_libGL_name[ i ] != NULL; i ++ ) { _glfwLibrary.Libs.libGL = dlopen( _glfw_libGL_name[ i ], RTLD_LAZY | RTLD_GLOBAL ); if( _glfwLibrary.Libs.libGL ) break; } #endif } //======================================================================== // Terminate GLFW when exiting application //======================================================================== void _glfwTerminate_atexit( void ) { glfwTerminate(); } //======================================================================== // Initialize X11 display //======================================================================== static int _glfwInitDisplay( void ) { // Open display _glfwLibrary.Dpy = XOpenDisplay( 0 ); if( !_glfwLibrary.Dpy ) { return GL_FALSE; } // Check screens _glfwLibrary.NumScreens = ScreenCount( _glfwLibrary.Dpy ); _glfwLibrary.DefaultScreen = DefaultScreen( _glfwLibrary.Dpy ); // Check for XF86VidMode extension #ifdef _GLFW_HAS_XF86VIDMODE _glfwLibrary.XF86VidMode.Available = XF86VidModeQueryExtension( _glfwLibrary.Dpy, &_glfwLibrary.XF86VidMode.EventBase, &_glfwLibrary.XF86VidMode.ErrorBase); #else _glfwLibrary.XF86VidMode.Available = 0; #endif // Check for XRandR extension #ifdef _GLFW_HAS_XRANDR _glfwLibrary.XRandR.Available = XRRQueryExtension( _glfwLibrary.Dpy, &_glfwLibrary.XRandR.EventBase, &_glfwLibrary.XRandR.ErrorBase ); #else _glfwLibrary.XRandR.Available = 0; #endif return GL_TRUE; } //======================================================================== // Terminate X11 display //======================================================================== static void _glfwTerminateDisplay( void ) { // Open display if( _glfwLibrary.Dpy ) { XCloseDisplay( _glfwLibrary.Dpy ); _glfwLibrary.Dpy = NULL; } } //************************************************************************ //**** Platform implementation functions **** //************************************************************************ //======================================================================== // Initialize various GLFW state //======================================================================== int _glfwPlatformInit( void ) { // Initialize display if( !_glfwInitDisplay() ) { return GL_FALSE; } // Initialize thread package _glfwInitThreads(); // Try to load libGL.so if necessary _glfwInitLibraries(); // Install atexit() routine atexit( _glfwTerminate_atexit ); // Initialize joysticks _glfwInitJoysticks(); // Start the timer _glfwInitTimer(); return GL_TRUE; } //======================================================================== // Close window and kill all threads //======================================================================== int _glfwPlatformTerminate( void ) { #ifdef _GLFW_HAS_PTHREAD // Only the main thread is allowed to do this... if( pthread_self() != _glfwThrd.First.PosixID ) { return GL_FALSE; } #endif // _GLFW_HAS_PTHREAD // Close OpenGL window glfwCloseWindow(); // Kill thread package _glfwTerminateThreads(); // Terminate display _glfwTerminateDisplay(); // Terminate joysticks _glfwTerminateJoysticks(); // Unload libGL.so if necessary #ifdef _GLFW_DLOPEN_LIBGL if( _glfwLibrary.Libs.libGL != NULL ) { dlclose( _glfwLibrary.Libs.libGL ); _glfwLibrary.Libs.libGL = NULL; } #endif return GL_TRUE; }