730 lines
20 KiB
C
730 lines
20 KiB
C
//========================================================================
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// GLFW - An OpenGL framework
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// File: window.c
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// Platform: Any
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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: window.c,v 1.15 2007/03/15 03:20:19 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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// Clear all open window hints
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//========================================================================
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void _glfwClearWindowHints( void )
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{
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_glfwWinHints.RefreshRate = 0;
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_glfwWinHints.AccumRedBits = 0;
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_glfwWinHints.AccumGreenBits = 0;
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_glfwWinHints.AccumBlueBits = 0;
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_glfwWinHints.AccumAlphaBits = 0;
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_glfwWinHints.AuxBuffers = 0;
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_glfwWinHints.Stereo = 0;
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_glfwWinHints.WindowNoResize = 0;
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_glfwWinHints.Samples = 0;
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}
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//========================================================================
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// Handle the input tracking part of window deactivation
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//========================================================================
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void _glfwInputDeactivation( void )
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{
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int i;
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// Release all keyboard keys
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for( i = 0; i <= GLFW_KEY_LAST; i ++ )
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{
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if( _glfwInput.Key[ i ] == GLFW_PRESS )
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{
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_glfwInputKey( i, GLFW_RELEASE );
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}
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}
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// Release all mouse buttons
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for( i = 0; i <= GLFW_MOUSE_BUTTON_LAST; i ++ )
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{
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if( _glfwInput.MouseButton[ i ] == GLFW_PRESS )
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{
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_glfwInputMouseClick( i, GLFW_RELEASE );
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}
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}
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}
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//========================================================================
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// _glfwClearInput() - Clear all input state
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//========================================================================
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void _glfwClearInput( void )
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{
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int i;
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// Release all keyboard keys
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for( i = 0; i <= GLFW_KEY_LAST; i ++ )
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{
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_glfwInput.Key[ i ] = GLFW_RELEASE;
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}
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// Clear last character
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_glfwInput.LastChar = 0;
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// Release all mouse buttons
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for( i = 0; i <= GLFW_MOUSE_BUTTON_LAST; i ++ )
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{
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_glfwInput.MouseButton[ i ] = GLFW_RELEASE;
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}
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// Set mouse position to (0,0)
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_glfwInput.MousePosX = 0;
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_glfwInput.MousePosY = 0;
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// Set mouse wheel position to 0
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_glfwInput.WheelPos = 0;
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// The default is to use non sticky keys and mouse buttons
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_glfwInput.StickyKeys = GL_FALSE;
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_glfwInput.StickyMouseButtons = GL_FALSE;
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// The default is to disable key repeat
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_glfwInput.KeyRepeat = GL_FALSE;
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}
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//========================================================================
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// _glfwInputKey() - Register keyboard activity
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//========================================================================
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void _glfwInputKey( int key, int action )
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{
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int keyrepeat = 0;
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if( key < 0 || key > GLFW_KEY_LAST )
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{
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return;
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}
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// Are we trying to release an already released key?
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if( action == GLFW_RELEASE && _glfwInput.Key[ key ] != GLFW_PRESS )
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{
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return;
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}
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// Register key action
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if( action == GLFW_RELEASE && _glfwInput.StickyKeys )
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{
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_glfwInput.Key[ key ] = GLFW_STICK;
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}
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else
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{
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keyrepeat = (_glfwInput.Key[ key ] == GLFW_PRESS) &&
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(action == GLFW_PRESS);
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_glfwInput.Key[ key ] = (char) action;
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}
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// Call user callback function
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if( _glfwWin.KeyCallback && (_glfwInput.KeyRepeat || !keyrepeat) )
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{
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_glfwWin.KeyCallback( key, action );
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}
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}
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//========================================================================
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// _glfwInputChar() - Register (keyboard) character activity
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//========================================================================
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void _glfwInputChar( int character, int action )
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{
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int keyrepeat = 0;
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// Valid Unicode (ISO 10646) character?
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if( !( (character >= 32 && character <= 126) || character >= 160 ) )
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{
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return;
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}
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// Is this a key repeat?
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if( action == GLFW_PRESS && _glfwInput.LastChar == character )
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{
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keyrepeat = 1;
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}
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// Store this character as last character (or clear it, if released)
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if( action == GLFW_PRESS )
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{
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_glfwInput.LastChar = character;
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}
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else
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{
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_glfwInput.LastChar = 0;
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}
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// Call user callback function
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if( _glfwWin.CharCallback && (_glfwInput.KeyRepeat || !keyrepeat) )
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{
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_glfwWin.CharCallback( character, action );
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}
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}
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//========================================================================
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// _glfwInputMouseClick() - Register mouse button clicks
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//========================================================================
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void _glfwInputMouseClick( int button, int action )
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{
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if( button >= 0 && button <= GLFW_MOUSE_BUTTON_LAST )
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{
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// Register mouse button action
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if( action == GLFW_RELEASE && _glfwInput.StickyMouseButtons )
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{
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_glfwInput.MouseButton[ button ] = GLFW_STICK;
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}
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else
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{
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_glfwInput.MouseButton[ button ] = (char) action;
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}
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// Call user callback function
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if( _glfwWin.MouseButtonCallback )
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{
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_glfwWin.MouseButtonCallback( button, action );
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}
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}
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}
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//************************************************************************
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//**** GLFW user functions ****
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//************************************************************************
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//========================================================================
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// glfwOpenWindow() - Here is where the window is created, and the OpenGL
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// rendering context is created
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//========================================================================
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GLFWAPI int GLFWAPIENTRY glfwOpenWindow( int width, int height,
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int redbits, int greenbits, int bluebits, int alphabits,
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int depthbits, int stencilbits, int mode )
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{
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int x;
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_GLFWhints hints;
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// Is GLFW initialized?
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if( !_glfwInitialized || _glfwWin.Opened )
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{
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return GL_FALSE;
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}
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// Copy and clear window hints
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hints = _glfwWinHints;
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_glfwClearWindowHints();
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// Check input arguments
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if( mode != GLFW_WINDOW && mode != GLFW_FULLSCREEN )
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{
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return GL_FALSE;
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}
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// Clear GLFW window state
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_glfwWin.Active = GL_TRUE;
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_glfwWin.Iconified = GL_FALSE;
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_glfwWin.MouseLock = GL_FALSE;
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_glfwWin.AutoPollEvents = GL_TRUE;
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_glfwClearInput();
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// Unregister all callback functions
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_glfwWin.WindowSizeCallback = NULL;
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_glfwWin.WindowCloseCallback = NULL;
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_glfwWin.WindowRefreshCallback = NULL;
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_glfwWin.KeyCallback = NULL;
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_glfwWin.CharCallback = NULL;
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_glfwWin.MousePosCallback = NULL;
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_glfwWin.MouseButtonCallback = NULL;
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_glfwWin.MouseWheelCallback = NULL;
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// Check width & height
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if( width > 0 && height <= 0 )
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{
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// Set the window aspect ratio to 4:3
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height = (width * 3) / 4;
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}
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else if( width <= 0 && height > 0 )
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{
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// Set the window aspect ratio to 4:3
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width = (height * 4) / 3;
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}
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else if( width <= 0 && height <= 0 )
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{
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// Default window size
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width = 640;
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height = 480;
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}
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// Remember window settings
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_glfwWin.Width = width;
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_glfwWin.Height = height;
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_glfwWin.Fullscreen = (mode == GLFW_FULLSCREEN ? 1 : 0);
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// Platform specific window opening routine
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if( !_glfwPlatformOpenWindow( width, height, redbits, greenbits,
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bluebits, alphabits, depthbits, stencilbits, mode, &hints ) )
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{
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return GL_FALSE;
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}
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// Flag that window is now opened
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_glfwWin.Opened = GL_TRUE;
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// Get window parameters (such as color buffer bits etc)
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_glfwPlatformRefreshWindowParams();
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// Get OpenGL version
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glfwGetGLVersion( &_glfwWin.GLVerMajor, &_glfwWin.GLVerMinor, &x );
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// Do we have non-power-of-two textures?
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_glfwWin.Has_GL_ARB_texture_non_power_of_two =
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glfwExtensionSupported( "GL_ARB_texture_non_power_of_two" );
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// Do we have automatic mipmap generation?
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_glfwWin.Has_GL_SGIS_generate_mipmap =
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(_glfwWin.GLVerMajor >= 2) || (_glfwWin.GLVerMinor >= 4) ||
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glfwExtensionSupported( "GL_SGIS_generate_mipmap" );
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// If full-screen mode was requested, disable mouse cursor
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if( mode == GLFW_FULLSCREEN )
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{
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glfwDisable( GLFW_MOUSE_CURSOR );
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}
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return GL_TRUE;
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}
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//========================================================================
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// glfwOpenWindowHint() - Set hints for opening the window
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//========================================================================
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GLFWAPI void GLFWAPIENTRY glfwOpenWindowHint( int target, int hint )
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{
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// Is GLFW initialized?
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if( !_glfwInitialized )
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{
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return;
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}
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switch( target )
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{
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case GLFW_REFRESH_RATE:
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_glfwWinHints.RefreshRate = hint;
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break;
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case GLFW_ACCUM_RED_BITS:
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_glfwWinHints.AccumRedBits = hint;
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break;
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case GLFW_ACCUM_GREEN_BITS:
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_glfwWinHints.AccumGreenBits = hint;
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break;
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case GLFW_ACCUM_BLUE_BITS:
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_glfwWinHints.AccumBlueBits = hint;
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break;
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case GLFW_ACCUM_ALPHA_BITS:
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_glfwWinHints.AccumAlphaBits = hint;
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break;
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case GLFW_AUX_BUFFERS:
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_glfwWinHints.AuxBuffers = hint;
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break;
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case GLFW_STEREO:
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_glfwWinHints.Stereo = hint;
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break;
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case GLFW_WINDOW_NO_RESIZE:
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_glfwWinHints.WindowNoResize = hint;
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break;
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case GLFW_FSAA_SAMPLES:
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_glfwWinHints.Samples = hint;
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break;
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default:
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break;
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}
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}
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//========================================================================
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// glfwCloseWindow() - Properly kill the window / video display
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//========================================================================
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GLFWAPI void GLFWAPIENTRY glfwCloseWindow( void )
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{
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// Is GLFW initialized?
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if( !_glfwInitialized )
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{
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return;
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}
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// Show mouse pointer again (if hidden)
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glfwEnable( GLFW_MOUSE_CURSOR );
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// Close window
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_glfwPlatformCloseWindow();
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// Window is no longer opened
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_glfwWin.Opened = GL_FALSE;
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}
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//========================================================================
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// glfwSetWindowTitle() - Set the window title
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//========================================================================
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GLFWAPI void GLFWAPIENTRY glfwSetWindowTitle( const char *title )
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{
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// Is GLFW initialized?
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if( !_glfwInitialized || !_glfwWin.Opened )
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{
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return;
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}
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// Set window title
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_glfwPlatformSetWindowTitle( title );
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}
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//========================================================================
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// glfwGetWindowSize() - Get the window size
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//========================================================================
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GLFWAPI void GLFWAPIENTRY glfwGetWindowSize( int *width, int *height )
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{
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if( width != NULL )
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{
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*width = _glfwWin.Width;
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}
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if( height != NULL )
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{
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*height = _glfwWin.Height;
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}
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}
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//========================================================================
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// glfwSetWindowSize() - Set the window size
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//========================================================================
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GLFWAPI void GLFWAPIENTRY glfwSetWindowSize( int width, int height )
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{
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// Is GLFW initialized?
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if( !_glfwInitialized || !_glfwWin.Opened || _glfwWin.Iconified )
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{
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return;
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}
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// Don't do anything if the window size did not change
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if( width == _glfwWin.Width && height == _glfwWin.Height )
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{
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return;
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}
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// Change window size
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_glfwPlatformSetWindowSize( width, height );
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// Refresh window parameters (may have changed due to changed video
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// modes)
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_glfwPlatformRefreshWindowParams();
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}
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//========================================================================
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// glfwSetWindowPos() - Set the window position
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//========================================================================
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GLFWAPI void GLFWAPIENTRY glfwSetWindowPos( int x, int y )
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{
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// Is GLFW initialized?
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if( !_glfwInitialized || !_glfwWin.Opened || _glfwWin.Fullscreen ||
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_glfwWin.Iconified )
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{
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return;
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}
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// Set window position
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_glfwPlatformSetWindowPos( x, y );
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}
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//========================================================================
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// glfwIconfyWindow() - Window iconification
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//========================================================================
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GLFWAPI void GLFWAPIENTRY glfwIconifyWindow( void )
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{
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// Is GLFW initialized?
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if( !_glfwInitialized || !_glfwWin.Opened || _glfwWin.Iconified )
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{
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return;
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}
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// Iconify window
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_glfwPlatformIconifyWindow();
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}
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//========================================================================
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// glfwRestoreWindow() - Window un-iconification
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//========================================================================
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GLFWAPI void GLFWAPIENTRY glfwRestoreWindow( void )
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{
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// Is GLFW initialized?
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if( !_glfwInitialized || !_glfwWin.Opened || !_glfwWin.Iconified )
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{
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return;
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}
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// Restore iconified window
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_glfwPlatformRestoreWindow();
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// Refresh window parameters
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_glfwPlatformRefreshWindowParams();
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}
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//========================================================================
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// glfwSwapBuffers() - Swap buffers (double-buffering) and poll any new
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// events
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//========================================================================
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GLFWAPI void GLFWAPIENTRY glfwSwapBuffers( void )
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{
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// Is GLFW initialized?
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if( !_glfwInitialized || !_glfwWin.Opened )
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{
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return;
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}
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// Check for window messages
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if( _glfwWin.AutoPollEvents )
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{
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glfwPollEvents();
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}
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// Update display-buffer
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if( _glfwWin.Opened )
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{
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_glfwPlatformSwapBuffers();
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}
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}
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//========================================================================
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// glfwSwapInterval() - Set double buffering swap interval (0 = vsync off)
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//========================================================================
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GLFWAPI void GLFWAPIENTRY glfwSwapInterval( int interval )
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{
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// Is GLFW initialized?
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if( !_glfwInitialized || !_glfwWin.Opened )
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{
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return;
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}
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// Set double buffering swap interval
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_glfwPlatformSwapInterval( interval );
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}
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//========================================================================
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// glfwGetWindowParam() - Get window parameter
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//========================================================================
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GLFWAPI int GLFWAPIENTRY glfwGetWindowParam( int param )
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{
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// Is GLFW initialized?
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if( !_glfwInitialized )
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{
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return 0;
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}
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// Is the window opened?
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if( !_glfwWin.Opened )
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{
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if( param == GLFW_OPENED )
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{
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return GL_FALSE;
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}
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return 0;
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}
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// Window parameters
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switch( param )
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{
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case GLFW_OPENED:
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return GL_TRUE;
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case GLFW_ACTIVE:
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return _glfwWin.Active;
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case GLFW_ICONIFIED:
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return _glfwWin.Iconified;
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case GLFW_ACCELERATED:
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return _glfwWin.Accelerated;
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|
case GLFW_RED_BITS:
|
|
return _glfwWin.RedBits;
|
|
case GLFW_GREEN_BITS:
|
|
return _glfwWin.GreenBits;
|
|
case GLFW_BLUE_BITS:
|
|
return _glfwWin.BlueBits;
|
|
case GLFW_ALPHA_BITS:
|
|
return _glfwWin.AlphaBits;
|
|
case GLFW_DEPTH_BITS:
|
|
return _glfwWin.DepthBits;
|
|
case GLFW_STENCIL_BITS:
|
|
return _glfwWin.StencilBits;
|
|
case GLFW_ACCUM_RED_BITS:
|
|
return _glfwWin.AccumRedBits;
|
|
case GLFW_ACCUM_GREEN_BITS:
|
|
return _glfwWin.AccumGreenBits;
|
|
case GLFW_ACCUM_BLUE_BITS:
|
|
return _glfwWin.AccumBlueBits;
|
|
case GLFW_ACCUM_ALPHA_BITS:
|
|
return _glfwWin.AccumAlphaBits;
|
|
case GLFW_AUX_BUFFERS:
|
|
return _glfwWin.AuxBuffers;
|
|
case GLFW_STEREO:
|
|
return _glfwWin.Stereo;
|
|
case GLFW_REFRESH_RATE:
|
|
return _glfwWin.RefreshRate;
|
|
case GLFW_WINDOW_NO_RESIZE:
|
|
return _glfwWin.WindowNoResize;
|
|
case GLFW_FSAA_SAMPLES:
|
|
return _glfwWin.Samples;
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// glfwSetWindowSizeCallback() - Set callback function for window size
|
|
// changes
|
|
//========================================================================
|
|
|
|
GLFWAPI void GLFWAPIENTRY glfwSetWindowSizeCallback( GLFWwindowsizefun cbfun )
|
|
{
|
|
// Is GLFW initialized?
|
|
if( !_glfwInitialized || !_glfwWin.Opened )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Set callback function
|
|
_glfwWin.WindowSizeCallback = cbfun;
|
|
|
|
// Call the callback function to let the application know the current
|
|
// window size
|
|
if( cbfun )
|
|
{
|
|
cbfun( _glfwWin.Width, _glfwWin.Height );
|
|
}
|
|
}
|
|
|
|
//========================================================================
|
|
// glfwSetWindowCloseCallback() - Set callback function for window close
|
|
// events
|
|
//========================================================================
|
|
|
|
GLFWAPI void GLFWAPIENTRY glfwSetWindowCloseCallback( GLFWwindowclosefun cbfun )
|
|
{
|
|
// Is GLFW initialized?
|
|
if( !_glfwInitialized || !_glfwWin.Opened )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Set callback function
|
|
_glfwWin.WindowCloseCallback = cbfun;
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// glfwSetWindowRefreshCallback() - Set callback function for window
|
|
// refresh events
|
|
//========================================================================
|
|
|
|
GLFWAPI void GLFWAPIENTRY glfwSetWindowRefreshCallback( GLFWwindowrefreshfun cbfun )
|
|
{
|
|
// Is GLFW initialized?
|
|
if( !_glfwInitialized || !_glfwWin.Opened )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Set callback function
|
|
_glfwWin.WindowRefreshCallback = cbfun;
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// glfwPollEvents() - Poll for new window and input events
|
|
//========================================================================
|
|
|
|
GLFWAPI void GLFWAPIENTRY glfwPollEvents( void )
|
|
{
|
|
// Is GLFW initialized?
|
|
if( !_glfwInitialized || !_glfwWin.Opened )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Poll for new events
|
|
_glfwPlatformPollEvents();
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// glfwWaitEvents() - Wait for new window and input events
|
|
//========================================================================
|
|
|
|
GLFWAPI void GLFWAPIENTRY glfwWaitEvents( void )
|
|
{
|
|
// Is GLFW initialized?
|
|
if( !_glfwInitialized || !_glfwWin.Opened )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Poll for new events
|
|
_glfwPlatformWaitEvents();
|
|
}
|
|
|