278 lines
7.5 KiB
C
278 lines
7.5 KiB
C
//========================================================================
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// GLFW - An OpenGL framework
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// File: x11_init.c
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// Platform: X11 (Unix)
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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: x11_init.c,v 1.9 2007/03/15 03:20:21 elmindreda Exp $
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//========================================================================
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#include "internal.h"
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//************************************************************************
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//**** GLFW internal functions ****
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//************************************************************************
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//========================================================================
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// 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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#ifdef _GLFW_HAS_PTHREAD
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(void) pthread_mutex_init( &_glfwThrd.CriticalSection, NULL );
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#endif
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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.Previous = NULL;
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_glfwThrd.First.Next = NULL;
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#ifdef _GLFW_HAS_PTHREAD
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_glfwThrd.First.PosixID = pthread_self();
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#endif
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}
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//========================================================================
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// Terminate GLFW thread package
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//========================================================================
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static void _glfwTerminateThreads( void )
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{
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#ifdef _GLFW_HAS_PTHREAD
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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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pthread_kill( t->PosixID, SIGKILL );
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// Free memory allocated for this thread
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free( (void *) t );
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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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pthread_mutex_destroy( &_glfwThrd.CriticalSection );
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#endif // _GLFW_HAS_PTHREAD
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}
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//========================================================================
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// Dynamically load libraries
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//========================================================================
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#ifdef _GLFW_DLOPEN_LIBGL
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static char * _glfw_libGL_name[ ] =
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{
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"libGL.so",
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"libGL.so.1",
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"/usr/lib/libGL.so",
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"/usr/lib/libGL.so.1",
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NULL
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};
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#endif
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static void _glfwInitLibraries( void )
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{
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#ifdef _GLFW_DLOPEN_LIBGL
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int i;
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_glfwLibrary.Libs.libGL = NULL;
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for( i = 0; !_glfw_libGL_name[ i ] != NULL; i ++ )
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{
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_glfwLibrary.Libs.libGL = dlopen( _glfw_libGL_name[ i ],
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RTLD_LAZY | RTLD_GLOBAL );
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if( _glfwLibrary.Libs.libGL )
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break;
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}
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#endif
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}
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//========================================================================
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// 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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// Initialize X11 display
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//========================================================================
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static int _glfwInitDisplay( void )
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{
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// Open display
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_glfwLibrary.Dpy = XOpenDisplay( 0 );
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if( !_glfwLibrary.Dpy )
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{
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return GL_FALSE;
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}
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// Check screens
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_glfwLibrary.NumScreens = ScreenCount( _glfwLibrary.Dpy );
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_glfwLibrary.DefaultScreen = DefaultScreen( _glfwLibrary.Dpy );
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// Check for XF86VidMode extension
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#ifdef _GLFW_HAS_XF86VIDMODE
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_glfwLibrary.XF86VidMode.Available =
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XF86VidModeQueryExtension( _glfwLibrary.Dpy,
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&_glfwLibrary.XF86VidMode.EventBase,
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&_glfwLibrary.XF86VidMode.ErrorBase);
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#else
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_glfwLibrary.XF86VidMode.Available = 0;
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#endif
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// Check for XRandR extension
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#ifdef _GLFW_HAS_XRANDR
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_glfwLibrary.XRandR.Available =
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XRRQueryExtension( _glfwLibrary.Dpy,
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&_glfwLibrary.XRandR.EventBase,
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&_glfwLibrary.XRandR.ErrorBase );
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#else
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_glfwLibrary.XRandR.Available = 0;
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#endif
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return GL_TRUE;
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}
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//========================================================================
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// Terminate X11 display
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//========================================================================
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static void _glfwTerminateDisplay( void )
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{
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// Open display
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if( _glfwLibrary.Dpy )
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{
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XCloseDisplay( _glfwLibrary.Dpy );
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_glfwLibrary.Dpy = NULL;
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}
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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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// Initialize various GLFW state
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//========================================================================
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int _glfwPlatformInit( void )
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{
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// Initialize display
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if( !_glfwInitDisplay() )
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{
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return GL_FALSE;
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}
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// Initialize thread package
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_glfwInitThreads();
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// Try to load libGL.so if necessary
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_glfwInitLibraries();
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// Install atexit() routine
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atexit( _glfwTerminate_atexit );
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// Initialize joysticks
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_glfwInitJoysticks();
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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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// 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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#ifdef _GLFW_HAS_PTHREAD
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// Only the main thread is allowed to do this...
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if( pthread_self() != _glfwThrd.First.PosixID )
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{
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return GL_FALSE;
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}
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#endif // _GLFW_HAS_PTHREAD
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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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// Terminate display
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_glfwTerminateDisplay();
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// Terminate joysticks
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_glfwTerminateJoysticks();
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// Unload libGL.so if necessary
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#ifdef _GLFW_DLOPEN_LIBGL
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if( _glfwLibrary.Libs.libGL != NULL )
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{
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dlclose( _glfwLibrary.Libs.libGL );
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_glfwLibrary.Libs.libGL = NULL;
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}
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#endif
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return GL_TRUE;
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}
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