gremlin/libs/glfw/lib/x11/x11_init.c

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2011-01-04 17:11:59 +00:00
//========================================================================
// 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.
//
//========================================================================
#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;
}