initial commit

This commit is contained in:
Gero Müller
2011-01-04 18:11:59 +01:00
commit cb7368c138
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//========================================================================
// GLFW - An OpenGL framework
// File: platform.h
// 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.
//
//========================================================================
#ifndef _platform_h_
#define _platform_h_
// This is the Windows version of GLFW
#define _GLFW_WIN32
// Include files
#include <windows.h>
#include <mmsystem.h>
#include "../../include/GL/glfw.h"
//========================================================================
// Hack: Define things that some <windows.h>'s do not define
//========================================================================
// Some old versions of w32api (used by MinGW and Cygwin) define
// WH_KEYBOARD_LL without typedef:ing KBDLLHOOKSTRUCT (!)
#if defined(__MINGW32__) || defined(__CYGWIN__)
#include <w32api.h>
#if defined(WH_KEYBOARD_LL) && (__W32API_MAJOR_VERSION == 1) && (__W32API_MINOR_VERSION <= 2)
#undef WH_KEYBOARD_LL
#endif
#endif
//------------------------------------------------------------------------
// ** NOTE ** If this gives you compiler errors and you are using MinGW
// (or Dev-C++), update to w32api version 1.3 or later:
// http://sourceforge.net/project/showfiles.php?group_id=2435
//------------------------------------------------------------------------
#ifndef WH_KEYBOARD_LL
#define WH_KEYBOARD_LL 13
typedef struct tagKBDLLHOOKSTRUCT {
DWORD vkCode;
DWORD scanCode;
DWORD flags;
DWORD time;
DWORD dwExtraInfo;
} KBDLLHOOKSTRUCT, FAR *LPKBDLLHOOKSTRUCT, *PKBDLLHOOKSTRUCT;
#endif // WH_KEYBOARD_LL
#ifndef LLKHF_ALTDOWN
#define LLKHF_ALTDOWN 0x00000020
#endif
#ifndef SPI_SETSCREENSAVERRUNNING
#define SPI_SETSCREENSAVERRUNNING 97
#endif
#ifndef SPI_GETANIMATION
#define SPI_GETANIMATION 72
#endif
#ifndef SPI_SETANIMATION
#define SPI_SETANIMATION 73
#endif
#ifndef SPI_GETFOREGROUNDLOCKTIMEOUT
#define SPI_GETFOREGROUNDLOCKTIMEOUT 0x2000
#endif
#ifndef SPI_SETFOREGROUNDLOCKTIMEOUT
#define SPI_SETFOREGROUNDLOCKTIMEOUT 0x2001
#endif
#ifndef CDS_FULLSCREEN
#define CDS_FULLSCREEN 4
#endif
#ifndef PFD_GENERIC_ACCELERATED
#define PFD_GENERIC_ACCELERATED 0x00001000
#endif
#ifndef PFD_DEPTH_DONTCARE
#define PFD_DEPTH_DONTCARE 0x20000000
#endif
#ifndef ENUM_CURRENT_SETTINGS
#define ENUM_CURRENT_SETTINGS -1
#endif
#ifndef ENUM_REGISTRY_SETTINGS
#define ENUM_REGISTRY_SETTINGS -2
#endif
#ifndef WM_MOUSEWHEEL
#define WM_MOUSEWHEEL 0x020A
#endif
#ifndef WHEEL_DELTA
#define WHEEL_DELTA 120
#endif
#ifndef WM_XBUTTONDOWN
#define WM_XBUTTONDOWN 0x020B
#endif
#ifndef WM_XBUTTONUP
#define WM_XBUTTONUP 0x020C
#endif
#ifndef XBUTTON1
#define XBUTTON1 1
#endif
#ifndef XBUTTON2
#define XBUTTON2 2
#endif
// wglSwapIntervalEXT typedef (Win32 buffer-swap interval control)
typedef int (APIENTRY * WGLSWAPINTERVALEXT_T) (int);
// wglChoosePixelFormatARB typedef
typedef BOOL (WINAPI * WGLCHOOSEPIXELFORMATARB_T) (HDC, const int *, const FLOAT *, UINT, int *, UINT *);
// wglGetPixelFormatAttribivARB typedef
typedef BOOL (WINAPI * WGLGETPIXELFORMATATTRIBIVARB_T) (HDC, int, int, UINT, const int *, int *);
// wglGetExtensionStringEXT typedef
typedef const char *(APIENTRY * WGLGETEXTENSIONSSTRINGEXT_T)( void );
// wglGetExtensionStringARB typedef
typedef const char *(APIENTRY * WGLGETEXTENSIONSSTRINGARB_T)( HDC );
#define WGL_DRAW_TO_WINDOW_ARB 0x2001
#define WGL_SUPPORT_OPENGL_ARB 0x2010
#define WGL_ACCELERATION_ARB 0x2003
#define WGL_FULL_ACCELERATION_ARB 0x2027
#define WGL_DOUBLE_BUFFER_ARB 0x2011
#define WGL_STEREO_ARB 0x2012
#define WGL_COLOR_BITS_ARB 0x2014
#define WGL_RED_BITS_ARB 0x2015
#define WGL_GREEN_BITS_ARB 0x2017
#define WGL_BLUE_BITS_ARB 0x2019
#define WGL_ALPHA_BITS_ARB 0x201B
#define WGL_ACCUM_BITS_ARB 0x201D
#define WGL_ACCUM_RED_BITS_ARB 0x201E
#define WGL_ACCUM_GREEN_BITS_ARB 0x201F
#define WGL_ACCUM_BLUE_BITS_ARB 0x2020
#define WGL_ACCUM_ALPHA_BITS_ARB 0x2021
#define WGL_DEPTH_BITS_ARB 0x2022
#define WGL_STENCIL_BITS_ARB 0x2023
#define WGL_AUX_BUFFERS_ARB 0x2024
#define WGL_SAMPLE_BUFFERS_ARB 0x2041
#define WGL_SAMPLES_ARB 0x2042
//========================================================================
// DLLs that are loaded at glfwInit()
//========================================================================
// gdi32.dll function pointer typedefs
#ifndef _GLFW_NO_DLOAD_GDI32
typedef int (WINAPI * CHOOSEPIXELFORMAT_T) (HDC,CONST PIXELFORMATDESCRIPTOR*);
typedef int (WINAPI * DESCRIBEPIXELFORMAT_T) (HDC,int,UINT,LPPIXELFORMATDESCRIPTOR);
typedef int (WINAPI * GETPIXELFORMAT_T) (HDC);
typedef BOOL (WINAPI * SETPIXELFORMAT_T) (HDC,int,const PIXELFORMATDESCRIPTOR*);
typedef BOOL (WINAPI * SWAPBUFFERS_T) (HDC);
#endif // _GLFW_NO_DLOAD_GDI32
// winmm.dll function pointer typedefs
#ifndef _GLFW_NO_DLOAD_WINMM
typedef MMRESULT (WINAPI * JOYGETDEVCAPSA_T) (UINT,LPJOYCAPSA,UINT);
typedef MMRESULT (WINAPI * JOYGETPOS_T) (UINT,LPJOYINFO);
typedef MMRESULT (WINAPI * JOYGETPOSEX_T) (UINT,LPJOYINFOEX);
typedef DWORD (WINAPI * TIMEGETTIME_T) (void);
#endif // _GLFW_NO_DLOAD_WINMM
// gdi32.dll shortcuts
#ifndef _GLFW_NO_DLOAD_GDI32
#define _glfw_ChoosePixelFormat _glfwLibrary.Libs.ChoosePixelFormat
#define _glfw_DescribePixelFormat _glfwLibrary.Libs.DescribePixelFormat
#define _glfw_GetPixelFormat _glfwLibrary.Libs.GetPixelFormat
#define _glfw_SetPixelFormat _glfwLibrary.Libs.SetPixelFormat
#define _glfw_SwapBuffers _glfwLibrary.Libs.SwapBuffers
#else
#define _glfw_ChoosePixelFormat ChoosePixelFormat
#define _glfw_DescribePixelFormat DescribePixelFormat
#define _glfw_GetPixelFormat GetPixelFormat
#define _glfw_SetPixelFormat SetPixelFormat
#define _glfw_SwapBuffers SwapBuffers
#endif // _GLFW_NO_DLOAD_GDI32
// winmm.dll shortcuts
#ifndef _GLFW_NO_DLOAD_WINMM
#define _glfw_joyGetDevCaps _glfwLibrary.Libs.joyGetDevCapsA
#define _glfw_joyGetPos _glfwLibrary.Libs.joyGetPos
#define _glfw_joyGetPosEx _glfwLibrary.Libs.joyGetPosEx
#define _glfw_timeGetTime _glfwLibrary.Libs.timeGetTime
#else
#define _glfw_joyGetDevCaps joyGetDevCapsA
#define _glfw_joyGetPos joyGetPos
#define _glfw_joyGetPosEx joyGetPosEx
#define _glfw_timeGetTime timeGetTime
#endif // _GLFW_NO_DLOAD_WINMM
//========================================================================
// Global variables (GLFW internals)
//========================================================================
//------------------------------------------------------------------------
// Window structure
//------------------------------------------------------------------------
typedef struct _GLFWwin_struct _GLFWwin;
struct _GLFWwin_struct {
// ========= PLATFORM INDEPENDENT MANDATORY PART =========================
// User callback functions
GLFWwindowsizefun WindowSizeCallback;
GLFWwindowclosefun WindowCloseCallback;
GLFWwindowrefreshfun WindowRefreshCallback;
GLFWmousebuttonfun MouseButtonCallback;
GLFWmouseposfun MousePosCallback;
GLFWmousewheelfun MouseWheelCallback;
GLFWkeyfun KeyCallback;
GLFWcharfun CharCallback;
// User selected window settings
int Fullscreen; // Fullscreen flag
int MouseLock; // Mouse-lock flag
int AutoPollEvents; // Auto polling flag
int SysKeysDisabled; // System keys disabled flag
int WindowNoResize; // Resize- and maximize gadgets disabled flag
// Window status & parameters
int Opened; // Flag telling if window is opened or not
int Active; // Application active flag
int Iconified; // Window iconified flag
int Width, Height; // Window width and heigth
int Accelerated; // GL_TRUE if window is HW accelerated
int RedBits;
int GreenBits;
int BlueBits;
int AlphaBits;
int DepthBits;
int StencilBits;
int AccumRedBits;
int AccumGreenBits;
int AccumBlueBits;
int AccumAlphaBits;
int AuxBuffers;
int Stereo;
int RefreshRate; // Vertical monitor refresh rate
int Samples;
// Extensions & OpenGL version
int Has_GL_SGIS_generate_mipmap;
int Has_GL_ARB_texture_non_power_of_two;
int GLVerMajor,GLVerMinor;
// ========= PLATFORM SPECIFIC PART ======================================
// Platform specific window resources
HDC DC; // Private GDI device context
HGLRC RC; // Permanent rendering context
HWND Wnd; // Window handle
ATOM ClassAtom; // Window class atom
int ModeID; // Mode ID for fullscreen mode
HHOOK KeyboardHook; // Keyboard hook handle
DWORD dwStyle; // Window styles used for window creation
DWORD dwExStyle; // --"--
// Platform specific extensions (context specific)
WGLSWAPINTERVALEXT_T SwapInterval;
WGLCHOOSEPIXELFORMATARB_T ChoosePixelFormat;
WGLGETPIXELFORMATATTRIBIVARB_T GetPixelFormatAttribiv;
WGLGETEXTENSIONSSTRINGEXT_T GetExtensionsStringEXT;
WGLGETEXTENSIONSSTRINGARB_T GetExtensionsStringARB;
// Various platform specific internal variables
int OldMouseLock; // Old mouse-lock flag (used for remembering
// mouse-lock state when iconifying)
int OldMouseLockValid;
int DesiredRefreshRate; // Desired vertical monitor refresh rate
};
GLFWGLOBAL _GLFWwin _glfwWin;
//------------------------------------------------------------------------
// User input status (most of this should go in _GLFWwin)
//------------------------------------------------------------------------
GLFWGLOBAL struct {
// ========= PLATFORM INDEPENDENT MANDATORY PART =========================
// Mouse status
int MousePosX, MousePosY;
int WheelPos;
char MouseButton[ GLFW_MOUSE_BUTTON_LAST+1 ];
// Keyboard status
char Key[ GLFW_KEY_LAST+1 ];
int LastChar;
// User selected settings
int StickyKeys;
int StickyMouseButtons;
int KeyRepeat;
// ========= PLATFORM SPECIFIC PART ======================================
// Platform specific internal variables
int MouseMoved, OldMouseX, OldMouseY;
} _glfwInput;
//------------------------------------------------------------------------
// Library global data
//------------------------------------------------------------------------
GLFWGLOBAL struct {
// ========= PLATFORM SPECIFIC PART ======================================
HINSTANCE Instance; // Instance of the application
// Timer data
struct {
int HasPerformanceCounter;
double Resolution;
unsigned int t0_32;
__int64 t0_64;
} Timer;
// System information
struct {
int WinVer;
int HasUnicode;
DWORD ForegroundLockTimeout;
} Sys;
#if !defined(_GLFW_NO_DLOAD_WINMM) || !defined(_GLFW_NO_DLOAD_GDI32)
// Library handles and function pointers
struct {
#ifndef _GLFW_NO_DLOAD_GDI32
// gdi32.dll
HINSTANCE gdi32;
CHOOSEPIXELFORMAT_T ChoosePixelFormat;
DESCRIBEPIXELFORMAT_T DescribePixelFormat;
GETPIXELFORMAT_T GetPixelFormat;
SETPIXELFORMAT_T SetPixelFormat;
SWAPBUFFERS_T SwapBuffers;
#endif // _GLFW_NO_DLOAD_GDI32
// winmm.dll
#ifndef _GLFW_NO_DLOAD_WINMM
HINSTANCE winmm;
JOYGETDEVCAPSA_T joyGetDevCapsA;
JOYGETPOS_T joyGetPos;
JOYGETPOSEX_T joyGetPosEx;
TIMEGETTIME_T timeGetTime;
#endif // _GLFW_NO_DLOAD_WINMM
} Libs;
#endif
} _glfwLibrary;
//------------------------------------------------------------------------
// Thread record (one for each thread)
//------------------------------------------------------------------------
typedef struct _GLFWthread_struct _GLFWthread;
struct _GLFWthread_struct {
// ========= PLATFORM INDEPENDENT MANDATORY PART =========================
// Pointer to previous and next threads in linked list
_GLFWthread *Previous, *Next;
// GLFW user side thread information
GLFWthread ID;
GLFWthreadfun Function;
// ========= PLATFORM SPECIFIC PART ======================================
// System side thread information
HANDLE Handle;
DWORD WinID;
};
//------------------------------------------------------------------------
// General thread information
//------------------------------------------------------------------------
GLFWGLOBAL struct {
// ========= PLATFORM INDEPENDENT MANDATORY PART =========================
// Next thread ID to use (increments for every created thread)
GLFWthread NextID;
// First thread in linked list (always the main thread)
_GLFWthread First;
// ========= PLATFORM SPECIFIC PART ======================================
// Critical section lock
CRITICAL_SECTION CriticalSection;
} _glfwThrd;
//========================================================================
// Macros for encapsulating critical code sections (i.e. making parts
// of GLFW thread safe)
//========================================================================
// Thread list management
#define ENTER_THREAD_CRITICAL_SECTION \
EnterCriticalSection( &_glfwThrd.CriticalSection );
#define LEAVE_THREAD_CRITICAL_SECTION \
LeaveCriticalSection( &_glfwThrd.CriticalSection );
//========================================================================
// Various Windows version constants
//========================================================================
#define _GLFW_WIN_UNKNOWN 0x0000 // Earlier than 95 or NT4
#define _GLFW_WIN_95 0x0001
#define _GLFW_WIN_98 0x0002
#define _GLFW_WIN_ME 0x0003
#define _GLFW_WIN_UNKNOWN_9x 0x0004 // Later than ME
#define _GLFW_WIN_NT4 0x0101
#define _GLFW_WIN_2K 0x0102
#define _GLFW_WIN_XP 0x0103
#define _GLFW_WIN_NET_SERVER 0x0104
#define _GLFW_WIN_UNKNOWN_NT 0x0105 // Later than .NET Server
//========================================================================
// Prototypes for platform specific internal functions
//========================================================================
// Time
void _glfwInitTimer( void );
// Fullscreen support
int _glfwGetClosestVideoModeBPP( int *w, int *h, int *bpp, int *refresh );
int _glfwGetClosestVideoMode( int *w, int *h, int *r, int *g, int *b, int *refresh );
void _glfwSetVideoModeMODE( int mode );
void _glfwSetVideoMode( int *w, int *h, int r, int g, int b, int refresh );
#endif // _platform_h_

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//========================================================================
// GLFW - An OpenGL framework
// File: win32_dllmain.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"
#if defined(GLFW_BUILD_DLL)
//========================================================================
// DllMain()
//========================================================================
int WINAPI DllMain( HINSTANCE hinst, unsigned long reason, void *x )
{
// NOTE: Some compilers complains about hinst and x never being used -
// never mind that (we don't want to use them)!
switch( reason )
{
case DLL_PROCESS_ATTACH:
// Initializations
//glfwInit(); // We don't want to do that now!
break;
case DLL_PROCESS_DETACH:
// Do some cleanup
glfwTerminate();
break;
};
return 1;
}
#endif // GLFW_BUILD_DLL

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//========================================================================
// GLFW - An OpenGL framework
// File: win32_enable.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 ****
//************************************************************************
//========================================================================
// _glfwLLKeyboardProc() - Low level keyboard callback function (used to
// disable system keys under Windows NT).
//========================================================================
LRESULT CALLBACK _glfwLLKeyboardProc( int nCode, WPARAM wParam,
LPARAM lParam )
{
BOOL syskeys = 0;
PKBDLLHOOKSTRUCT p;
// We are only looking for keyboard events - interpret lParam as a
// pointer to a KBDLLHOOKSTRUCT
p = (PKBDLLHOOKSTRUCT) lParam;
// If nCode == HC_ACTION, then we have a keyboard event
if( nCode == HC_ACTION )
{
switch( wParam )
{
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
case WM_KEYUP:
case WM_SYSKEYUP:
// Detect: ALT+TAB, ALT+ESC, ALT+F4, CTRL+ESC,
// LWIN, RWIN, APPS (mysterious menu key)
syskeys = ( p->vkCode == VK_TAB &&
p->flags & LLKHF_ALTDOWN ) ||
( p->vkCode == VK_ESCAPE &&
p->flags & LLKHF_ALTDOWN ) ||
( p->vkCode == VK_F4 &&
p->flags & LLKHF_ALTDOWN ) ||
( p->vkCode == VK_ESCAPE &&
(GetKeyState(VK_CONTROL) & 0x8000)) ||
p->vkCode == VK_LWIN ||
p->vkCode == VK_RWIN ||
p->vkCode == VK_APPS;
break;
default:
break;
}
}
// Was it a system key combination (e.g. ALT+TAB)?
if( syskeys )
{
// Pass the key event to our window message loop
if( _glfwWin.Opened )
{
PostMessage( _glfwWin.Wnd, (UINT) wParam, p->vkCode, 0 );
}
// We've taken care of it - don't let the system know about this
// key event
return 1;
}
else
{
// It's a harmless key press, let the system deal with it
return CallNextHookEx( _glfwWin.KeyboardHook, nCode, wParam,
lParam );
}
}
//************************************************************************
//**** Platform implementation functions ****
//************************************************************************
//========================================================================
// _glfwPlatformEnableSystemKeys() - Enable system keys
// _glfwPlatformDisableSystemKeys() - Disable system keys
//========================================================================
void _glfwPlatformEnableSystemKeys( void )
{
BOOL bOld;
// Use different methods depending on operating system version
if( _glfwLibrary.Sys.WinVer >= _GLFW_WIN_NT4 )
{
if( _glfwWin.KeyboardHook != NULL )
{
UnhookWindowsHookEx( _glfwWin.KeyboardHook );
_glfwWin.KeyboardHook = NULL;
}
}
else
{
(void) SystemParametersInfo( SPI_SETSCREENSAVERRUNNING, FALSE,
&bOld, 0 );
}
}
void _glfwPlatformDisableSystemKeys( void )
{
BOOL bOld;
// Use different methods depending on operating system version
if( _glfwLibrary.Sys.WinVer >= _GLFW_WIN_NT4 )
{
// Under Windows NT, install a low level keyboard hook
_glfwWin.KeyboardHook = SetWindowsHookEx( WH_KEYBOARD_LL,
_glfwLLKeyboardProc,
_glfwLibrary.Instance,
0 );
}
else
{
// Under Windows 95/98/ME, fool Windows that a screensaver
// is running => prevents ALT+TAB, CTRL+ESC and CTRL+ALT+DEL
(void) SystemParametersInfo( SPI_SETSCREENSAVERRUNNING, TRUE,
&bOld, 0 );
}
}

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//========================================================================
// GLFW - An OpenGL framework
// File: win32_fullscreen.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 ****
//************************************************************************
//========================================================================
// _glfwBPP2RGB() - Convert BPP to RGB bits (based on "best guess")
//========================================================================
static void _glfwBPP2RGB( int bpp, int *r, int *g, int *b )
{
int delta;
// Special case: BPP = 32
if( bpp == 32 ) bpp = 24;
// Convert "bits per pixel" to red, green & blue sizes
*r = *g = *b = bpp / 3;
delta = bpp - (*r * 3);
if( delta >= 1 )
{
*g = *g + 1;
}
if( delta == 2 )
{
*r = *r + 1;
}
}
//========================================================================
// _glfwGetClosestVideoModeBPP()
//========================================================================
int _glfwGetClosestVideoModeBPP( int *w, int *h, int *bpp, int *refresh )
{
int mode, bestmode, match, bestmatch, rr, bestrr, success;
DEVMODE dm;
// Find best match
bestmatch = 0x7fffffff;
bestrr = 0x7fffffff;
mode = bestmode = 0;
do
{
dm.dmSize = sizeof( DEVMODE );
success = EnumDisplaySettings( NULL, mode, &dm );
if( success )
{
match = dm.dmBitsPerPel - *bpp;
if( match < 0 ) match = -match;
match = ( match << 25 ) |
( (dm.dmPelsWidth - *w) *
(dm.dmPelsWidth - *w) +
(dm.dmPelsHeight - *h) *
(dm.dmPelsHeight - *h) );
if( match < bestmatch )
{
bestmatch = match;
bestmode = mode;
bestrr = (dm.dmDisplayFrequency - *refresh) *
(dm.dmDisplayFrequency - *refresh);
}
else if( match == bestmatch && *refresh > 0 )
{
rr = (dm.dmDisplayFrequency - *refresh) *
(dm.dmDisplayFrequency - *refresh);
if( rr < bestrr )
{
bestmatch = match;
bestmode = mode;
bestrr = rr;
}
}
}
mode ++;
}
while( success );
// Get the parameters for the best matching display mode
dm.dmSize = sizeof( DEVMODE );
(void) EnumDisplaySettings( NULL, bestmode, &dm );
// Fill out actual width and height
*w = dm.dmPelsWidth;
*h = dm.dmPelsHeight;
// Return bits per pixel
*bpp = dm.dmBitsPerPel;
// Return vertical refresh rate
*refresh = dm.dmDisplayFrequency;
return bestmode;
}
//========================================================================
// _glfwGetClosestVideoMode()
//========================================================================
int _glfwGetClosestVideoMode( int *w, int *h, int *r, int *g, int *b,
int *refresh )
{
int bpp, bestmode;
// Colorbits = sum of red/green/blue bits
bpp = *r + *g + *b;
// If colorbits < 15 (e.g. 0) or >= 24, default to 32 bpp
if( bpp < 15 || bpp >= 24 )
{
bpp = 32;
}
// Find best match
bestmode = _glfwGetClosestVideoModeBPP( w, h, &bpp, refresh );
// Convert "bits per pixel" to red, green & blue sizes
_glfwBPP2RGB( bpp, r, g, b );
return bestmode;
}
//========================================================================
// Change the current video mode
//========================================================================
void _glfwSetVideoModeMODE( int mode )
{
DEVMODE dm;
int success;
// Get the parameters for the best matching display mode
dm.dmSize = sizeof( DEVMODE );
(void) EnumDisplaySettings( NULL, mode, &dm );
// Set which fields we want to specify
dm.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL;
// Do we have a prefered refresh rate?
if( _glfwWin.DesiredRefreshRate > 0 )
{
dm.dmFields = dm.dmFields | DM_DISPLAYFREQUENCY;
dm.dmDisplayFrequency = _glfwWin.DesiredRefreshRate;
}
// Change display setting
dm.dmSize = sizeof( DEVMODE );
success = ChangeDisplaySettings( &dm, CDS_FULLSCREEN );
// If the mode change was not possible, query the current display
// settings (we'll use the desktop resolution for fullscreen mode)
if( success == DISP_CHANGE_SUCCESSFUL )
{
_glfwWin.ModeID = mode;
}
else
{
_glfwWin.ModeID = ENUM_REGISTRY_SETTINGS;
EnumDisplaySettings( NULL, ENUM_REGISTRY_SETTINGS, &dm );
}
// Set the window size to that of the display mode
_glfwWin.Width = dm.dmPelsWidth;
_glfwWin.Height = dm.dmPelsHeight;
}
//========================================================================
// _glfwSetVideoMode() - Change the current video mode
//========================================================================
void _glfwSetVideoMode( int *w, int *h, int r, int g, int b, int refresh )
{
int bestmode;
// Find a best match mode
bestmode = _glfwGetClosestVideoMode( w, h, &r, &g, &b, &refresh );
// Change mode
_glfwSetVideoModeMODE( bestmode );
}
//************************************************************************
//**** GLFW user functions ****
//************************************************************************
//========================================================================
// _glfwPlatformGetVideoModes() - Get a list of available video modes
//========================================================================
int _glfwPlatformGetVideoModes( GLFWvidmode *list, int maxcount )
{
int count, success, mode, i, j;
int m1, m2, bpp, r, g, b;
DEVMODE dm;
// Loop through all video modes and extract all the UNIQUE modes
count = 0;
mode = 0;
do
{
// Get video mode properties
dm.dmSize = sizeof( DEVMODE );
success = EnumDisplaySettings( NULL, mode, &dm );
// Is it a valid mode? (only list depths >= 15 bpp)
if( success && dm.dmBitsPerPel >= 15 )
{
// Convert to RGB, and back to bpp ("mask out" alpha bits etc)
_glfwBPP2RGB( dm.dmBitsPerPel, &r, &g, &b );
bpp = r + g + b;
// Mode "code" for this mode
m1 = (bpp << 25) | (dm.dmPelsWidth * dm.dmPelsHeight);
// Insert mode in list (sorted), and avoid duplicates
for( i = 0; i < count; i ++ )
{
// Mode "code" for already listed mode
bpp = list[i].RedBits + list[i].GreenBits +
list[i].BlueBits;
m2 = (bpp << 25) | (list[i].Width * list[i].Height);
if( m1 <= m2 )
{
break;
}
}
// New entry at the end of the list?
if( i >= count )
{
list[count].Width = dm.dmPelsWidth;
list[count].Height = dm.dmPelsHeight;
list[count].RedBits = r;
list[count].GreenBits = g;
list[count].BlueBits = b;
count ++;
}
// Insert new entry in the list?
else if( m1 < m2 )
{
for( j = count; j > i; j -- )
{
list[j] = list[j-1];
}
list[i].Width = dm.dmPelsWidth;
list[i].Height = dm.dmPelsHeight;
list[i].RedBits = r;
list[i].GreenBits = g;
list[i].BlueBits = b;
count ++;
}
}
mode ++;
}
while( success && (count < maxcount) );
return count;
}
//========================================================================
// _glfwPlatformGetDesktopMode() - Get the desktop video mode
//========================================================================
void _glfwPlatformGetDesktopMode( GLFWvidmode *mode )
{
DEVMODE dm;
// Get desktop display mode
dm.dmSize = sizeof( DEVMODE );
(void) EnumDisplaySettings( NULL, ENUM_REGISTRY_SETTINGS, &dm );
// Return desktop mode parameters
mode->Width = dm.dmPelsWidth;
mode->Height = dm.dmPelsHeight;
_glfwBPP2RGB( dm.dmBitsPerPel, &mode->RedBits, &mode->GreenBits,
&mode->BlueBits );
}

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//========================================================================
// GLFW - An OpenGL framework
// File: win32_glext.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"
//************************************************************************
//**** Platform implementation functions ****
//************************************************************************
//========================================================================
// Check if an OpenGL extension is available at runtime (Windows version checks
// for WGL extensions)
//========================================================================
int _glfwPlatformExtensionSupported( const char *extension )
{
const GLubyte *extensions;
// Try wglGetExtensionsStringEXT
if( _glfwWin.GetExtensionsStringEXT != NULL )
{
extensions = (GLubyte *) _glfwWin.GetExtensionsStringEXT();
if( extensions != NULL )
{
if( _glfwStringInExtensionString( extension, extensions ) )
{
return GL_TRUE;
}
}
}
// Try wglGetExtensionsStringARB
if( _glfwWin.GetExtensionsStringARB != NULL )
{
extensions = (GLubyte *) _glfwWin.GetExtensionsStringARB( _glfwWin.DC );
if( extensions != NULL )
{
if( _glfwStringInExtensionString( extension, extensions ) )
{
return GL_TRUE;
}
}
}
return GL_FALSE;
}
//========================================================================
// Get the function pointer to an OpenGL function
//========================================================================
void * _glfwPlatformGetProcAddress( const char *procname )
{
return (void *) wglGetProcAddress( procname );
}

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//========================================================================
// GLFW - An OpenGL framework
// File: win32_init.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"
// With the Borland C++ compiler, we want to disable FPU exceptions
#ifdef __BORLANDC__
#include <float.h>
#endif // __BORLANDC__
//************************************************************************
//**** GLFW internal functions ****
//************************************************************************
//========================================================================
// _glfwInitLibraries() - Load necessary libraries (DLLs)
//========================================================================
static int _glfwInitLibraries( void )
{
// gdi32.dll (OpenGL pixel format functions & SwapBuffers)
#ifndef _GLFW_NO_DLOAD_GDI32
_glfwLibrary.Libs.gdi32 = LoadLibrary( "gdi32.dll" );
if( _glfwLibrary.Libs.gdi32 != NULL )
{
_glfwLibrary.Libs.ChoosePixelFormat = (CHOOSEPIXELFORMAT_T)
GetProcAddress( _glfwLibrary.Libs.gdi32, "ChoosePixelFormat" );
_glfwLibrary.Libs.DescribePixelFormat = (DESCRIBEPIXELFORMAT_T)
GetProcAddress( _glfwLibrary.Libs.gdi32, "DescribePixelFormat" );
_glfwLibrary.Libs.GetPixelFormat = (GETPIXELFORMAT_T)
GetProcAddress( _glfwLibrary.Libs.gdi32, "GetPixelFormat" );
_glfwLibrary.Libs.SetPixelFormat = (SETPIXELFORMAT_T)
GetProcAddress( _glfwLibrary.Libs.gdi32, "SetPixelFormat" );
_glfwLibrary.Libs.SwapBuffers = (SWAPBUFFERS_T)
GetProcAddress( _glfwLibrary.Libs.gdi32, "SwapBuffers" );
if( _glfwLibrary.Libs.ChoosePixelFormat == NULL ||
_glfwLibrary.Libs.DescribePixelFormat == NULL ||
_glfwLibrary.Libs.GetPixelFormat == NULL ||
_glfwLibrary.Libs.SetPixelFormat == NULL ||
_glfwLibrary.Libs.SwapBuffers == NULL )
{
FreeLibrary( _glfwLibrary.Libs.gdi32 );
_glfwLibrary.Libs.gdi32 = NULL;
return GL_FALSE;
}
}
else
{
return GL_FALSE;
}
#endif // _GLFW_NO_DLOAD_GDI32
// winmm.dll (for joystick and timer support)
#ifndef _GLFW_NO_DLOAD_WINMM
_glfwLibrary.Libs.winmm = LoadLibrary( "winmm.dll" );
if( _glfwLibrary.Libs.winmm != NULL )
{
_glfwLibrary.Libs.joyGetDevCapsA = (JOYGETDEVCAPSA_T)
GetProcAddress( _glfwLibrary.Libs.winmm, "joyGetDevCapsA" );
_glfwLibrary.Libs.joyGetPos = (JOYGETPOS_T)
GetProcAddress( _glfwLibrary.Libs.winmm, "joyGetPos" );
_glfwLibrary.Libs.joyGetPosEx = (JOYGETPOSEX_T)
GetProcAddress( _glfwLibrary.Libs.winmm, "joyGetPosEx" );
_glfwLibrary.Libs.timeGetTime = (TIMEGETTIME_T)
GetProcAddress( _glfwLibrary.Libs.winmm, "timeGetTime" );
if( _glfwLibrary.Libs.joyGetDevCapsA == NULL ||
_glfwLibrary.Libs.joyGetPos == NULL ||
_glfwLibrary.Libs.joyGetPosEx == NULL ||
_glfwLibrary.Libs.timeGetTime == NULL )
{
FreeLibrary( _glfwLibrary.Libs.winmm );
_glfwLibrary.Libs.winmm = NULL;
return GL_FALSE;
}
}
else
{
return GL_FALSE;
}
#endif // _GLFW_NO_DLOAD_WINMM
return GL_TRUE;
}
//========================================================================
// _glfwFreeLibraries() - Unload used libraries (DLLs)
//========================================================================
static void _glfwFreeLibraries( void )
{
// gdi32.dll
#ifndef _GLFW_NO_DLOAD_GDI32
if( _glfwLibrary.Libs.gdi32 != NULL )
{
FreeLibrary( _glfwLibrary.Libs.gdi32 );
_glfwLibrary.Libs.gdi32 = NULL;
}
#endif // _GLFW_NO_DLOAD_GDI32
// winmm.dll
#ifndef _GLFW_NO_DLOAD_WINMM
if( _glfwLibrary.Libs.winmm != NULL )
{
FreeLibrary( _glfwLibrary.Libs.winmm );
_glfwLibrary.Libs.winmm = NULL;
}
#endif // _GLFW_NO_DLOAD_WINMM
}
//========================================================================
// _glfwInitThreads() - Initialize GLFW thread package
//========================================================================
static void _glfwInitThreads( void )
{
// Initialize critical section handle
InitializeCriticalSection( &_glfwThrd.CriticalSection );
// 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.Handle = GetCurrentThread();
_glfwThrd.First.WinID = GetCurrentThreadId();
_glfwThrd.First.Previous = NULL;
_glfwThrd.First.Next = NULL;
}
//========================================================================
// _glfwTerminateThreads() - Terminate GLFW thread package
//========================================================================
static void _glfwTerminateThreads( void )
{
_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!
if( TerminateThread( t->Handle, 0 ) )
{
// Close thread handle
CloseHandle( t->Handle );
// 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
DeleteCriticalSection( &_glfwThrd.CriticalSection );
}
//========================================================================
// _glfwTerminate_atexit() - Terminate GLFW when exiting application
//========================================================================
void _glfwTerminate_atexit( void )
{
glfwTerminate();
}
//************************************************************************
//**** Platform implementation functions ****
//************************************************************************
//========================================================================
// _glfwPlatformInit() - Initialize various GLFW state
//========================================================================
int _glfwPlatformInit( void )
{
OSVERSIONINFO osi;
// To make SetForegroundWindow() work as we want, we need to fiddle
// with the FOREGROUNDLOCKTIMEOUT system setting (we do this as early
// as possible in the hope of still being the foreground process)
SystemParametersInfo( SPI_GETFOREGROUNDLOCKTIMEOUT, 0,
&_glfwLibrary.Sys.ForegroundLockTimeout, 0 );
SystemParametersInfo( SPI_SETFOREGROUNDLOCKTIMEOUT, 0, (LPVOID)0,
SPIF_SENDCHANGE );
// Check which OS version we are running
osi.dwOSVersionInfoSize = sizeof( OSVERSIONINFO );
GetVersionEx( &osi );
_glfwLibrary.Sys.WinVer = _GLFW_WIN_UNKNOWN;
if( osi.dwPlatformId == VER_PLATFORM_WIN32_WINDOWS )
{
if( osi.dwMajorVersion == 4 && osi.dwMinorVersion < 10 )
{
_glfwLibrary.Sys.WinVer = _GLFW_WIN_95;
}
else if( osi.dwMajorVersion == 4 && osi.dwMinorVersion < 90 )
{
_glfwLibrary.Sys.WinVer = _GLFW_WIN_98;
}
else if( osi.dwMajorVersion == 4 && osi.dwMinorVersion == 90 )
{
_glfwLibrary.Sys.WinVer = _GLFW_WIN_ME;
}
else if( osi.dwMajorVersion >= 4 )
{
_glfwLibrary.Sys.WinVer = _GLFW_WIN_UNKNOWN_9x;
}
}
else if( osi.dwPlatformId == VER_PLATFORM_WIN32_NT )
{
if( osi.dwMajorVersion == 4 && osi.dwMinorVersion == 0 )
{
_glfwLibrary.Sys.WinVer = _GLFW_WIN_NT4;
}
else if( osi.dwMajorVersion == 5 && osi.dwMinorVersion == 0 )
{
_glfwLibrary.Sys.WinVer = _GLFW_WIN_2K;
}
else if( osi.dwMajorVersion == 5 && osi.dwMinorVersion == 1 )
{
_glfwLibrary.Sys.WinVer = _GLFW_WIN_XP;
}
else if( osi.dwMajorVersion == 5 && osi.dwMinorVersion == 2 )
{
_glfwLibrary.Sys.WinVer = _GLFW_WIN_NET_SERVER;
}
else if( osi.dwMajorVersion >= 5 )
{
_glfwLibrary.Sys.WinVer = _GLFW_WIN_UNKNOWN_NT;
}
}
// Do we have Unicode support?
if( _glfwLibrary.Sys.WinVer >= _GLFW_WIN_NT4 )
{
// Windows NT/2000/XP/.NET has Unicode support
_glfwLibrary.Sys.HasUnicode = GL_TRUE;
}
else
{
// Windows 9x/ME does not have Unicode support
_glfwLibrary.Sys.HasUnicode = GL_FALSE;
}
// Load libraries (DLLs)
if( !_glfwInitLibraries() )
{
return GL_FALSE;
}
// With the Borland C++ compiler, we want to disable FPU exceptions
// (this is recommended for OpenGL applications under Windows)
#ifdef __BORLANDC__
_control87( MCW_EM, MCW_EM );
#endif
// Retrieve GLFW instance handle
_glfwLibrary.Instance = GetModuleHandle( NULL );
// System keys are not disabled
_glfwWin.KeyboardHook = NULL;
// Initialise thread package
_glfwInitThreads();
// Install atexit() routine
atexit( _glfwTerminate_atexit );
// Start the timer
_glfwInitTimer();
return GL_TRUE;
}
//========================================================================
// _glfwPlatformTerminate() - Close window and kill all threads
//========================================================================
int _glfwPlatformTerminate( void )
{
// Only the main thread is allowed to do this...
if( GetCurrentThreadId() != _glfwThrd.First.WinID )
{
return GL_FALSE;
}
// Close OpenGL window
glfwCloseWindow();
// Kill thread package
_glfwTerminateThreads();
// Enable system keys again (if they were disabled)
glfwEnable( GLFW_SYSTEM_KEYS );
// Unload libraries (DLLs)
_glfwFreeLibraries();
// Restore FOREGROUNDLOCKTIMEOUT system setting
SystemParametersInfo( SPI_SETFOREGROUNDLOCKTIMEOUT, 0,
(LPVOID)_glfwLibrary.Sys.ForegroundLockTimeout,
SPIF_SENDCHANGE );
return GL_TRUE;
}

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//========================================================================
// GLFW - An OpenGL framework
// File: win32_joystick.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 ****
//************************************************************************
//========================================================================
// _glfwJoystickPresent() - Return GL_TRUE if joystick is present,
// else return GL_FALSE.
//========================================================================
static int _glfwJoystickPresent( int joy )
{
JOYINFO ji;
// Windows NT 4.0 MMSYSTEM only supports 2 sticks (other Windows
// versions support 16 sticks)
if( _glfwLibrary.Sys.WinVer == _GLFW_WIN_NT4 && joy > GLFW_JOYSTICK_2 )
{
return GL_FALSE;
}
// Is it a valid stick ID (Windows don't support more than 16 sticks)?
if( joy < GLFW_JOYSTICK_1 || joy > GLFW_JOYSTICK_16 )
{
return GL_FALSE;
}
// Is the joystick present?
if( _glfw_joyGetPos( joy - GLFW_JOYSTICK_1, &ji ) != JOYERR_NOERROR )
{
return GL_FALSE;
}
return GL_TRUE;
}
//========================================================================
// _glfwCalcJoystickPos() - Calculate joystick position
//========================================================================
static float _glfwCalcJoystickPos( DWORD pos, DWORD min, DWORD max )
{
float fpos = (float) pos;
float fmin = (float) min;
float fmax = (float) max;
return (2.0f*(fpos - fmin) / (fmax - fmin)) - 1.0f;
}
//************************************************************************
//**** Platform implementation functions ****
//************************************************************************
//========================================================================
// _glfwPlatformGetJoystickParam() - Determine joystick capabilities
//========================================================================
int _glfwPlatformGetJoystickParam( int joy, int param )
{
JOYCAPS jc;
// return 0;
// Is joystick present?
if( !_glfwJoystickPresent( joy ) )
{
return 0;
}
// We got this far, the joystick is present
if( param == GLFW_PRESENT )
{
return GL_TRUE;
}
// Get joystick capabilities
_glfw_joyGetDevCaps( joy - GLFW_JOYSTICK_1, &jc, sizeof(JOYCAPS) );
switch( param )
{
case GLFW_AXES:
// Return number of joystick axes
return jc.wNumAxes;
case GLFW_BUTTONS:
// Return number of joystick axes
return jc.wNumButtons;
default:
break;
}
return 0;
}
//========================================================================
// _glfwPlatformGetJoystickPos() - Get joystick axis positions
//========================================================================
int _glfwPlatformGetJoystickPos( int joy, float *pos, int numaxes )
{
JOYCAPS jc;
JOYINFOEX ji;
int axis;
// return 0;
// Is joystick present?
if( !_glfwJoystickPresent( joy ) )
{
return 0;
}
// Get joystick capabilities
_glfw_joyGetDevCaps( joy - GLFW_JOYSTICK_1, &jc, sizeof(JOYCAPS) );
// Get joystick state
ji.dwSize = sizeof( JOYINFOEX );
ji.dwFlags = JOY_RETURNX | JOY_RETURNY | JOY_RETURNZ |
JOY_RETURNR | JOY_RETURNU | JOY_RETURNV;
_glfw_joyGetPosEx( joy - GLFW_JOYSTICK_1, &ji );
// Get position values for all axes
axis = 0;
if( axis < numaxes )
{
pos[ axis++ ] = _glfwCalcJoystickPos( ji.dwXpos, jc.wXmin,
jc.wXmax );
}
if( axis < numaxes )
{
pos[ axis++ ] = -_glfwCalcJoystickPos( ji.dwYpos, jc.wYmin,
jc.wYmax );
}
if( axis < numaxes && jc.wCaps & JOYCAPS_HASZ )
{
pos[ axis++ ] = _glfwCalcJoystickPos( ji.dwZpos, jc.wZmin,
jc.wZmax );
}
if( axis < numaxes && jc.wCaps & JOYCAPS_HASR )
{
pos[ axis++ ] = _glfwCalcJoystickPos( ji.dwRpos, jc.wRmin,
jc.wRmax );
}
if( axis < numaxes && jc.wCaps & JOYCAPS_HASU )
{
pos[ axis++ ] = _glfwCalcJoystickPos( ji.dwUpos, jc.wUmin,
jc.wUmax );
}
if( axis < numaxes && jc.wCaps & JOYCAPS_HASV )
{
pos[ axis++ ] = -_glfwCalcJoystickPos( ji.dwVpos, jc.wVmin,
jc.wVmax );
}
// Return number of returned axes
return axis;
}
//========================================================================
// _glfwPlatformGetJoystickButtons() - Get joystick button states
//========================================================================
int _glfwPlatformGetJoystickButtons( int joy, unsigned char *buttons,
int numbuttons )
{
JOYCAPS jc;
JOYINFOEX ji;
int button;
// return 0;
// Is joystick present?
if( !_glfwJoystickPresent( joy ) )
{
return 0;
}
// Get joystick capabilities
_glfw_joyGetDevCaps( joy - GLFW_JOYSTICK_1, &jc, sizeof(JOYCAPS) );
// Get joystick state
ji.dwSize = sizeof( JOYINFOEX );
ji.dwFlags = JOY_RETURNBUTTONS;
_glfw_joyGetPosEx( joy - GLFW_JOYSTICK_1, &ji );
// Get states of all requested buttons
button = 0;
while( button < numbuttons && button < (int) jc.wNumButtons )
{
buttons[ button ] = (unsigned char)
(ji.dwButtons & (1UL << button) ? GLFW_PRESS : GLFW_RELEASE);
button ++;
}
return button;
}

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//========================================================================
// GLFW - An OpenGL framework
// File: win32_thread.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"
//************************************************************************
// This is an implementation of POSIX "compatible" condition variables for
// Win32, as described by Douglas C. Schmidt and Irfan Pyarali:
// http://www.cs.wustl.edu/~schmidt/win32-cv-1.html
//************************************************************************
enum {
_GLFW_COND_SIGNAL = 0,
_GLFW_COND_BROADCAST = 1
};
typedef struct {
// Signal and broadcast event HANDLEs
HANDLE events[ 2 ];
// Count of the number of waiters
unsigned int waiters_count;
// Serialize access to <waiters_count>
CRITICAL_SECTION waiters_count_lock;
} _GLFWcond;
//************************************************************************
//**** GLFW internal functions ****
//************************************************************************
//========================================================================
// _glfwNewThread() - This is simply a "wrapper" for calling the user
// thread function.
//========================================================================
DWORD WINAPI _glfwNewThread( LPVOID lpParam )
{
GLFWthreadfun threadfun;
_GLFWthread *t;
// Get pointer to thread information for current thread
t = _glfwGetThreadPointer( _glfwPlatformGetThreadID() );
if( t == NULL )
{
return 0;
}
// Get user thread function pointer
threadfun = t->Function;
// Call the user thread function
threadfun( (void *) lpParam );
// Remove thread from thread list
ENTER_THREAD_CRITICAL_SECTION
_glfwRemoveThread( t );
LEAVE_THREAD_CRITICAL_SECTION
// When the thread function returns, the thread will die...
return 0;
}
//************************************************************************
//**** GLFW user functions ****
//************************************************************************
//========================================================================
// _glfwPlatformCreateThread() - Create a new thread
//========================================================================
GLFWthread _glfwPlatformCreateThread( GLFWthreadfun fun, void *arg )
{
GLFWthread ID;
_GLFWthread *t, *t_tmp;
HANDLE hThread;
DWORD dwThreadId;
// Enter critical section
ENTER_THREAD_CRITICAL_SECTION
// Create a new thread information memory area
t = (_GLFWthread *) malloc( sizeof(_GLFWthread) );
if( t == NULL )
{
// Leave critical section
LEAVE_THREAD_CRITICAL_SECTION
return -1;
}
// Get a new unique thread id
ID = _glfwThrd.NextID ++;
// Store thread information in the thread list
t->Function = fun;
t->ID = ID;
// Create thread
hThread = CreateThread(
NULL, // Default security attributes
0, // Default stack size (1 MB)
_glfwNewThread, // Thread function (a wrapper function)
(LPVOID)arg, // Argument to thread is the user argument
0, // Default creation flags
&dwThreadId // Returned thread identifier
);
// Did the thread creation fail?
if( hThread == NULL )
{
free( (void *) t );
LEAVE_THREAD_CRITICAL_SECTION
return -1;
}
// Store more thread information in the thread list
t->Handle = hThread;
t->WinID = dwThreadId;
// Append thread to thread list
t_tmp = &_glfwThrd.First;
while( t_tmp->Next != NULL )
{
t_tmp = t_tmp->Next;
}
t_tmp->Next = t;
t->Previous = t_tmp;
t->Next = NULL;
// Leave critical section
LEAVE_THREAD_CRITICAL_SECTION
// Return the GLFW thread ID
return ID;
}
//========================================================================
// _glfwPlatformDestroyThread() - Kill a thread. NOTE: THIS IS A VERY
// DANGEROUS OPERATION, AND SHOULD NOT BE USED EXCEPT IN EXTREME
// SITUATIONS!
//========================================================================
void _glfwPlatformDestroyThread( GLFWthread ID )
{
_GLFWthread *t;
// Enter critical section
ENTER_THREAD_CRITICAL_SECTION
// Get thread information pointer
t = _glfwGetThreadPointer( ID );
if( t == NULL )
{
LEAVE_THREAD_CRITICAL_SECTION
return;
}
// Simply murder the process, no mercy!
if( TerminateThread( t->Handle, 0 ) )
{
// Close thread handle
CloseHandle( t->Handle );
// Remove thread from thread list
_glfwRemoveThread( t );
}
// Leave critical section
LEAVE_THREAD_CRITICAL_SECTION
}
//========================================================================
// _glfwPlatformWaitThread() - Wait for a thread to die
//========================================================================
int _glfwPlatformWaitThread( GLFWthread ID, int waitmode )
{
DWORD result;
HANDLE hThread;
_GLFWthread *t;
// Enter critical section
ENTER_THREAD_CRITICAL_SECTION
// Get thread information pointer
t = _glfwGetThreadPointer( ID );
// Is the thread already dead?
if( t == NULL )
{
LEAVE_THREAD_CRITICAL_SECTION
return GL_TRUE;
}
// Get thread handle
hThread = t->Handle;
// Leave critical section
LEAVE_THREAD_CRITICAL_SECTION
// Wait for thread to die
if( waitmode == GLFW_WAIT )
{
result = WaitForSingleObject( hThread, INFINITE );
}
else if( waitmode == GLFW_NOWAIT )
{
result = WaitForSingleObject( hThread, 0 );
}
else
{
return GL_FALSE;
}
// Did we have a time-out?
if( result == WAIT_TIMEOUT )
{
return GL_FALSE;
}
return GL_TRUE;
}
//========================================================================
// _glfwPlatformGetThreadID() - Return the thread ID for the current
// thread
//========================================================================
GLFWthread _glfwPlatformGetThreadID( void )
{
_GLFWthread *t;
GLFWthread ID = -1;
DWORD WinID;
// Get Windows thread ID
WinID = GetCurrentThreadId();
// Enter critical section (to avoid an inconsistent thread list)
ENTER_THREAD_CRITICAL_SECTION
// Loop through entire list of threads to find the matching Windows
// thread ID
for( t = &_glfwThrd.First; t != NULL; t = t->Next )
{
if( t->WinID == WinID )
{
ID = t->ID;
break;
}
}
// Leave critical section
LEAVE_THREAD_CRITICAL_SECTION
// Return the found GLFW thread identifier
return ID;
}
//========================================================================
// _glfwPlatformCreateMutex() - Create a mutual exclusion object
//========================================================================
GLFWmutex _glfwPlatformCreateMutex( void )
{
CRITICAL_SECTION *mutex;
// Allocate memory for mutex
mutex = (CRITICAL_SECTION *) malloc( sizeof(CRITICAL_SECTION) );
if( !mutex )
{
return NULL;
}
// Initialize mutex
InitializeCriticalSection( mutex );
// Cast to GLFWmutex and return
return (GLFWmutex) mutex;
}
//========================================================================
// glfwDestroyMutex() - Destroy a mutual exclusion object
//========================================================================
void _glfwPlatformDestroyMutex( GLFWmutex mutex )
{
// Destroy mutex
DeleteCriticalSection( (CRITICAL_SECTION *) mutex );
free( mutex );
}
//========================================================================
// _glfwPlatformLockMutex() - Request access to a mutex
//========================================================================
void _glfwPlatformLockMutex( GLFWmutex mutex )
{
// Wait for mutex to be released
EnterCriticalSection( (CRITICAL_SECTION *) mutex );
}
//========================================================================
// _glfwPlatformUnlockMutex() - Release a mutex
//========================================================================
void _glfwPlatformUnlockMutex( GLFWmutex mutex )
{
// Release mutex
LeaveCriticalSection( (CRITICAL_SECTION *) mutex );
}
//========================================================================
// _glfwPlatformCreateCond() - Create a new condition variable object
//========================================================================
GLFWcond _glfwPlatformCreateCond( void )
{
_GLFWcond *cond;
// Allocate memory for condition variable
cond = (_GLFWcond *) malloc( sizeof(_GLFWcond) );
if( !cond )
{
return NULL;
}
// Initialize condition variable
cond->waiters_count = 0;
cond->events[ _GLFW_COND_SIGNAL ] = CreateEvent( NULL, FALSE,
FALSE, NULL );
cond->events[ _GLFW_COND_BROADCAST ] = CreateEvent( NULL, TRUE,
FALSE, NULL );
InitializeCriticalSection( &cond->waiters_count_lock );
// Cast to GLFWcond and return
return (GLFWcond) cond;
}
//========================================================================
// _glfwPlatformDestroyCond() - Destroy a condition variable object
//========================================================================
void _glfwPlatformDestroyCond( GLFWcond cond )
{
// Close the condition variable handles
CloseHandle( ((_GLFWcond *)cond)->events[ _GLFW_COND_SIGNAL ] );
CloseHandle( ((_GLFWcond *)cond)->events[ _GLFW_COND_BROADCAST ] );
// Delete critical section
DeleteCriticalSection( &((_GLFWcond *)cond)->waiters_count_lock );
// Free memory for condition variable
free( (void *) cond );
}
//========================================================================
// _glfwPlatformWaitCond() - Wait for a condition to be raised
//========================================================================
void _glfwPlatformWaitCond( GLFWcond cond, GLFWmutex mutex,
double timeout )
{
_GLFWcond *cv = (_GLFWcond *) cond;
int result, last_waiter;
DWORD timeout_ms;
// Avoid race conditions
EnterCriticalSection( &cv->waiters_count_lock );
cv->waiters_count ++;
LeaveCriticalSection( &cv->waiters_count_lock );
// It's ok to release the mutex here since Win32 manual-reset events
// maintain state when used with SetEvent()
LeaveCriticalSection( (CRITICAL_SECTION *) mutex );
// Translate timeout into milliseconds
if( timeout >= GLFW_INFINITY )
{
timeout_ms = INFINITE;
}
else
{
timeout_ms = (DWORD) (1000.0 * timeout + 0.5);
if( timeout_ms <= 0 )
{
timeout_ms = 1;
}
}
// Wait for either event to become signaled due to glfwSignalCond or
// glfwBroadcastCond being called
result = WaitForMultipleObjects( 2, cv->events, FALSE, timeout_ms );
// Check if we are the last waiter
EnterCriticalSection( &cv->waiters_count_lock );
cv->waiters_count --;
last_waiter = (result == WAIT_OBJECT_0 + _GLFW_COND_BROADCAST) &&
(cv->waiters_count == 0);
LeaveCriticalSection( &cv->waiters_count_lock );
// Some thread called glfwBroadcastCond
if( last_waiter )
{
// We're the last waiter to be notified or to stop waiting, so
// reset the manual event
ResetEvent( cv->events[ _GLFW_COND_BROADCAST ] );
}
// Reacquire the mutex
EnterCriticalSection( (CRITICAL_SECTION *) mutex );
}
//========================================================================
// _glfwPlatformSignalCond() - Signal a condition to one waiting thread
//========================================================================
void _glfwPlatformSignalCond( GLFWcond cond )
{
_GLFWcond *cv = (_GLFWcond *) cond;
int have_waiters;
// Avoid race conditions
EnterCriticalSection( &cv->waiters_count_lock );
have_waiters = cv->waiters_count > 0;
LeaveCriticalSection( &cv->waiters_count_lock );
if( have_waiters )
{
SetEvent( cv->events[ _GLFW_COND_SIGNAL ] );
}
}
//========================================================================
// _glfwPlatformBroadcastCond() - Broadcast a condition to all waiting
// threads
//========================================================================
void _glfwPlatformBroadcastCond( GLFWcond cond )
{
_GLFWcond *cv = (_GLFWcond *) cond;
int have_waiters;
// Avoid race conditions
EnterCriticalSection( &cv->waiters_count_lock );
have_waiters = cv->waiters_count > 0;
LeaveCriticalSection( &cv->waiters_count_lock );
if( have_waiters )
{
SetEvent( cv->events[ _GLFW_COND_BROADCAST ] );
}
}
//========================================================================
// _glfwPlatformGetNumberOfProcessors() - Return the number of processors
// in the system.
//========================================================================
int _glfwPlatformGetNumberOfProcessors( void )
{
SYSTEM_INFO si;
// Get hardware system information
GetSystemInfo( &si );
return (int) si.dwNumberOfProcessors;
}

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@ -0,0 +1,146 @@
//========================================================================
// GLFW - An OpenGL framework
// File: win32_time.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 ****
//************************************************************************
//========================================================================
// _glfwInitTimer() - Initialise timer
//========================================================================
void _glfwInitTimer( void )
{
__int64 freq;
// Check if we have a performance counter
if( QueryPerformanceFrequency( (LARGE_INTEGER *)&freq ) )
{
// Performance counter is available => use it!
_glfwLibrary.Timer.HasPerformanceCounter = GL_TRUE;
// Counter resolution is 1 / counter frequency
_glfwLibrary.Timer.Resolution = 1.0 / (double)freq;
// Set start time for timer
QueryPerformanceCounter( (LARGE_INTEGER *)&_glfwLibrary.Timer.t0_64 );
}
else
{
// No performace counter available => use the tick counter
_glfwLibrary.Timer.HasPerformanceCounter = GL_FALSE;
// Counter resolution is 1 ms
_glfwLibrary.Timer.Resolution = 0.001;
// Set start time for timer
_glfwLibrary.Timer.t0_32 = _glfw_timeGetTime();
}
}
//************************************************************************
//**** Platform implementation functions ****
//************************************************************************
//========================================================================
// Return timer value in seconds
//========================================================================
double _glfwPlatformGetTime( void )
{
double t;
__int64 t_64;
if( _glfwLibrary.Timer.HasPerformanceCounter )
{
QueryPerformanceCounter( (LARGE_INTEGER *)&t_64 );
t = (double)(t_64 - _glfwLibrary.Timer.t0_64);
}
else
{
t = (double)(_glfw_timeGetTime() - _glfwLibrary.Timer.t0_32);
}
// Calculate the current time in seconds
return t * _glfwLibrary.Timer.Resolution;
}
//========================================================================
// Set timer value in seconds
//========================================================================
void _glfwPlatformSetTime( double t )
{
__int64 t_64;
if( _glfwLibrary.Timer.HasPerformanceCounter )
{
QueryPerformanceCounter( (LARGE_INTEGER *)&t_64 );
_glfwLibrary.Timer.t0_64 = t_64 - (__int64)(t/_glfwLibrary.Timer.Resolution);
}
else
{
_glfwLibrary.Timer.t0_32 = _glfw_timeGetTime() - (int)(t*1000.0);
}
}
//========================================================================
// Put a thread to sleep for a specified amount of time
//========================================================================
void _glfwPlatformSleep( double time )
{
DWORD t;
if( time == 0.0 )
{
t = 0;
}
else if( time < 0.001 )
{
t = 1;
}
else if( time > 2147483647.0 )
{
t = 2147483647;
}
else
{
t = (DWORD)(time*1000.0 + 0.5);
}
Sleep( t );
}

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