gremlin/libs/glfw/lib/win32/win32_window.c

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2011-01-04 17:11:59 +00:00
//========================================================================
// 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.
//
//========================================================================
#include "internal.h"
//************************************************************************
//**** GLFW internal functions ****
//************************************************************************
#define _GLFW_WNDCLASSNAME "GLFW26"
//========================================================================
// 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;
}
//========================================================================
// 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 );
}
//========================================================================
// Sets the device context pixel format using a PFD
//========================================================================
static int _glfwSetPixelFormatPFD( int redbits, int greenbits, int bluebits,
int alphabits, int depthbits, int stencilbits,
int mode, _GLFWhints* hints )
{
int PixelFormat;
PIXELFORMATDESCRIPTOR pfd;
// 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
PixelFormat = _glfw_ChoosePixelFormat( _glfwWin.DC, &pfd );
if( !PixelFormat )
{
return GL_FALSE;
}
// Get actual pixel format description
if( !_glfw_DescribePixelFormat( _glfwWin.DC, PixelFormat, sizeof(pfd), &pfd ) )
{
return GL_FALSE;
}
// "stereo" is a strict requirement
if( hints->Stereo && !(pfd.dwFlags & PFD_STEREO) )
{
return GL_FALSE;
}
// Set the pixel-format
if( !_glfw_SetPixelFormat( _glfwWin.DC, PixelFormat, &pfd ) )
{
return GL_FALSE;
}
return GL_TRUE;
}
//========================================================================
// Sets the device context pixel format using attributes
//========================================================================
#define _glfwSetWGLAttribute( _glfwName, _glfwValue ) \
attribs[ count++ ] = _glfwName; \
attribs[ count++ ] = _glfwValue;
static int _glfwSetPixelFormatAttrib( int redbits, int greenbits, int bluebits,
int alphabits, int depthbits, int stencilbits,
int mode, _GLFWhints* hints )
{
int PixelFormat, dummy, count = 0;
int attribs[128];
PIXELFORMATDESCRIPTOR pfd;
int accumredbits = hints->AccumRedBits;
int accumgreenbits = hints->AccumGreenBits;
int accumbluebits = hints->AccumBlueBits;
int accumalphabits = hints->AccumAlphaBits;
_glfwSetWGLAttribute( WGL_DRAW_TO_WINDOW_ARB, GL_TRUE );
_glfwSetWGLAttribute( WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB );
_glfwSetWGLAttribute( WGL_SUPPORT_OPENGL_ARB, GL_TRUE );
_glfwSetWGLAttribute( WGL_DOUBLE_BUFFER_ARB, GL_TRUE );
_glfwSetWGLAttribute( WGL_COLOR_BITS_ARB, redbits + greenbits + bluebits );
_glfwSetWGLAttribute( WGL_RED_BITS_ARB, redbits );
_glfwSetWGLAttribute( WGL_GREEN_BITS_ARB, greenbits );
_glfwSetWGLAttribute( WGL_BLUE_BITS_ARB, bluebits );
_glfwSetWGLAttribute( WGL_ALPHA_BITS_ARB, alphabits );
_glfwSetWGLAttribute( WGL_DEPTH_BITS_ARB, depthbits );
_glfwSetWGLAttribute( WGL_STENCIL_BITS_ARB, stencilbits );
_glfwSetWGLAttribute( WGL_AUX_BUFFERS_ARB, hints->AuxBuffers );
if( accumredbits || accumgreenbits || accumbluebits || accumalphabits )
{
_glfwSetWGLAttribute( WGL_ACCUM_BITS_ARB, accumredbits +
accumgreenbits +
accumbluebits +
accumalphabits );
_glfwSetWGLAttribute( WGL_ACCUM_RED_BITS_ARB, accumredbits );
_glfwSetWGLAttribute( WGL_ACCUM_GREEN_BITS_ARB, accumgreenbits );
_glfwSetWGLAttribute( WGL_ACCUM_BLUE_BITS_ARB, accumbluebits );
_glfwSetWGLAttribute( WGL_ACCUM_ALPHA_BITS_ARB, accumalphabits );
}
if( hints->Stereo )
{
_glfwSetWGLAttribute( WGL_STEREO_ARB, GL_TRUE );
}
if( hints->Samples > 0 )
{
_glfwSetWGLAttribute( WGL_SAMPLE_BUFFERS_ARB, 1 );
_glfwSetWGLAttribute( WGL_SAMPLES_ARB, hints->Samples );
}
_glfwSetWGLAttribute( 0, 0 );
if( !_glfwWin.ChoosePixelFormat( _glfwWin.DC, attribs, NULL, 1, &PixelFormat, &dummy ) )
{
return GL_FALSE;
}
if( !_glfw_DescribePixelFormat( _glfwWin.DC, PixelFormat, sizeof(pfd), &pfd ) )
{
return GL_FALSE;
}
// Set the pixel-format
if( !_glfw_SetPixelFormat( _glfwWin.DC, PixelFormat, &pfd ) )
{
return GL_FALSE;
}
return GL_TRUE;
}
#undef _glfwSetWGLAttribute
//========================================================================
// Translates a Windows key to the corresponding GLFW key
//========================================================================
static int _glfwTranslateKey( WPARAM wParam, LPARAM 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( (UINT) wParam, 2 ) & 0x0000FFFF;
// Make sure that the character is uppercase
if( _glfwLibrary.Sys.HasUnicode )
{
wParam = (WPARAM) CharUpperW( (LPWSTR) wParam );
}
else
{
wParam = (WPARAM) CharUpperA( (LPSTR) wParam );
}
// Valid ISO-8859-1 character?
if( (wParam >= 32 && wParam <= 126) ||
(wParam >= 160 && wParam <= 255) )
{
return (int) wParam;
}
return GLFW_KEY_UNKNOWN;
}
}
//========================================================================
// 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)
//========================================================================
static 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.Opened && _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.Opened && _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( (DWORD) wParam, (DWORD) 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( (DWORD) wParam, (DWORD) 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;
}
case WM_DISPLAYCHANGE:
{
// TODO: Do stuff here.
break;
}
}
// Pass all unhandled messages to DefWindowProc
return DefWindowProc( hWnd, uMsg, wParam, lParam );
}
//========================================================================
// 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;
}
//========================================================================
// Initialize WGL-specific extensions
//========================================================================
static void _glfwInitWGLExtensions( void )
{
GLubyte *extensions;
int has_swap_control, has_pixel_format;
_glfwWin.GetExtensionsStringEXT = (WGLGETEXTENSIONSSTRINGEXT_T)
wglGetProcAddress( "wglGetExtensionsStringEXT" );
if( !_glfwWin.GetExtensionsStringEXT )
{
// Try wglGetExtensionsStringARB
_glfwWin.GetExtensionsStringARB = (WGLGETEXTENSIONSSTRINGARB_T)
wglGetProcAddress( "wglGetExtensionsStringARB" );
if( !_glfwWin.GetExtensionsStringARB )
{
return;
}
}
// 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;
}
}
//========================================================================
// Creates the GLFW window and rendering context
//========================================================================
static int _glfwCreateWindow( int redbits, int greenbits, int bluebits,
int alphabits, int depthbits, int stencilbits,
int mode, _GLFWhints* hints )
{
int full_width, full_height;
RECT wa;
POINT pos;
_glfwWin.DC = NULL;
_glfwWin.RC = NULL;
_glfwWin.Wnd = NULL;
// 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(
_glfwWin.dwExStyle, // Extended style
_GLFW_WNDCLASSNAME, // Class name
"GLFW Window", // Window title
_glfwWin.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
_glfwLibrary.Instance, // Instance
NULL ); // Nothing to WM_CREATE
if( !_glfwWin.Wnd )
{
return GL_FALSE;
}
// Get a device context
_glfwWin.DC = GetDC( _glfwWin.Wnd );
if( !_glfwWin.DC )
{
return GL_FALSE;
}
if( _glfwWin.ChoosePixelFormat )
{
if( !_glfwSetPixelFormatAttrib( redbits, greenbits, bluebits, alphabits,
depthbits, stencilbits, mode, hints ) )
{
return GL_FALSE;
}
}
else
{
if( !_glfwSetPixelFormatPFD( redbits, greenbits, bluebits, alphabits,
depthbits, stencilbits, mode, hints ) )
{
return GL_FALSE;
}
}
// Get a rendering context
_glfwWin.RC = wglCreateContext( _glfwWin.DC );
if( !_glfwWin.RC )
{
return GL_FALSE;
}
// Activate the OpenGL rendering context
if( !wglMakeCurrent( _glfwWin.DC, _glfwWin.RC ) )
{
return GL_FALSE;
}
// Initialize WGL-specific OpenGL extensions
_glfwInitWGLExtensions();
// Initialize mouse position
GetCursorPos( &pos );
ScreenToClient( _glfwWin.Wnd, &pos );
_glfwInput.OldMouseX = _glfwInput.MousePosX = pos.x;
_glfwInput.OldMouseY = _glfwInput.MousePosY = pos.y;
return GL_TRUE;
}
//========================================================================
// Destroys the GLFW window and rendering context
//========================================================================
static void _glfwDestroyWindow( 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;
}
}
//************************************************************************
//**** 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 )
{
WNDCLASS wc;
DWORD dwStyle, dwExStyle;
// Clear platform specific GLFW window state
_glfwWin.ClassAtom = 0;
_glfwWin.OldMouseLockValid = GL_FALSE;
_glfwWin.ChoosePixelFormat = NULL;
_glfwWin.GetPixelFormatAttribiv = NULL;
// Remember desired refresh rate for this window (used only in
// fullscreen mode)
_glfwWin.DesiredRefreshRate = hints->RefreshRate;
// 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 = _glfwLibrary.Instance; // Set instance
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
// Load user-provided icon if available
wc.hIcon = LoadIcon( _glfwLibrary.Instance, "GLFW_ICON" );
if( !wc.hIcon )
{
// Load default icon
wc.hIcon = LoadIcon( NULL, IDI_WINLOGO );
}
// Register the window class
_glfwWin.ClassAtom = RegisterClass( &wc );
if( !_glfwWin.ClassAtom )
{
_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/.NET/+)
/*
if( _glfwLibrary.Sys.WinVer != _GLFW_WIN_95 &&
_glfwLibrary.Sys.WinVer != _GLFW_WIN_NT4 &&
_glfwLibrary.Sys.WinVer != _GLFW_WIN_XP )
{
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;
if( !_glfwCreateWindow( redbits, greenbits, bluebits, alphabits,
depthbits, stencilbits, mode, hints ) )
{
_glfwPlatformCloseWindow();
return GL_FALSE;
}
if( _glfwWin.ChoosePixelFormat && hints->Samples > 0 )
{
// Iteratively try to create a context with a decreasing number of
// FSAA samples (requires window recreation).
for (;;)
{
_glfwDestroyWindow();
if( _glfwCreateWindow( redbits, greenbits, bluebits, alphabits,
depthbits, stencilbits, mode, hints ) )
{
break;
}
if( hints->Samples > 0 )
{
hints->Samples--;
}
else
{
_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 );
return GL_TRUE;
}
//========================================================================
// Properly kill the window / video display
//========================================================================
void _glfwPlatformCloseWindow( void )
{
_glfwDestroyWindow();
// Do we have an instance?
if( _glfwWin.ClassAtom )
{
// Unregister class
UnregisterClass( _GLFW_WNDCLASSNAME, _glfwLibrary.Instance );
_glfwWin.ClassAtom = 0;
}
// Are we in fullscreen mode?
if( _glfwWin.Fullscreen )
{
// Switch back to desktop resolution
ChangeDisplaySettings( NULL, CDS_FULLSCREEN );
}
}
//========================================================================
// Set the window title
//========================================================================
void _glfwPlatformSetWindowTitle( const char *title )
{
// Set window title
(void) SetWindowText( _glfwWin.Wnd, title );
}
//========================================================================
// 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;
// Get current BPP settings
dm.dmSize = sizeof( DEVMODE );
if( EnumDisplaySettings( NULL, _glfwWin.ModeID, &dm ) )
{
// 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 );
}
}
//========================================================================
// 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 );
}
//========================================================================
// 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 );
}
}
//========================================================================
// 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;
}
//========================================================================
// Swap buffers (double-buffering)
//========================================================================
void _glfwPlatformSwapBuffers( void )
{
_glfw_SwapBuffers( _glfwWin.DC );
}
//========================================================================
// Set double buffering swap interval
//========================================================================
void _glfwPlatformSwapInterval( int interval )
{
if( _glfwWin.SwapInterval )
{
_glfwWin.SwapInterval( interval );
}
}
//========================================================================
// Write back window parameters into GLFW window structure
//========================================================================
void _glfwPlatformRefreshWindowParams( void )
{
PIXELFORMATDESCRIPTOR pfd;
DEVMODE dm;
int PixelFormat, mode;
// Obtain a detailed description of current pixel format
PixelFormat = _glfw_GetPixelFormat( _glfwWin.DC );
if( !_glfwWin.GetPixelFormatAttribiv )
{
_glfw_DescribePixelFormat( _glfwWin.DC, PixelFormat,
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, PixelFormat, 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 );
if( EnumDisplaySettings( NULL, mode, &dm ) )
{
_glfwWin.RefreshRate = dm.dmDisplayFrequency;
if( _glfwWin.RefreshRate <= 1 )
{
_glfwWin.RefreshRate = 0;
}
}
else
{
_glfwWin.RefreshRate = 0;
}
}
//========================================================================
// 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 / 2,
_glfwWin.Height / 2 );
}
// 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 );
}
//========================================================================
// 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 );
}