glfw/src/win32_platform.h

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//========================================================================
// GLFW - An OpenGL library
// Platform: Win32
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// API version: 3.0
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// WWW: http://www.glfw.org/
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
//
// 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 _win32_platform_h_
#define _win32_platform_h_
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// We don't need all the fancy stuff
#ifndef NOMINMAX
#define NOMINMAX
#endif
#ifndef VC_EXTRALEAN
#define VC_EXTRALEAN
#endif
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#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
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// This is a workaround for the fact that glfw3.h needs to export APIENTRY (to
// correctly declare a GL_ARB_debug_output callback, for example) but windows.h
// thinks it is the only one that gets to do so
#undef APIENTRY
// GLFW on Windows is Unicode only and does not work in MBCS mode
#ifndef UNICODE
#define UNICODE
#endif
// GLFW requires Windows XP
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#ifndef WINVER
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#define WINVER 0x0501
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#endif
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#include <windows.h>
#include <mmsystem.h>
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//========================================================================
// Hack: Define things that some windows.h variants don't
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//========================================================================
#ifndef WM_MOUSEHWHEEL
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#define WM_MOUSEHWHEEL 0x020E
#endif
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//========================================================================
// DLLs that are loaded at glfwInit()
//========================================================================
// winmm.dll function pointer typedefs
#ifndef _GLFW_NO_DLOAD_WINMM
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typedef MMRESULT (WINAPI * JOYGETDEVCAPS_T) (UINT,LPJOYCAPS,UINT);
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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
// winmm.dll shortcuts
#ifndef _GLFW_NO_DLOAD_WINMM
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#define _glfw_joyGetDevCaps _glfwLibrary.Win32.winmm.joyGetDevCaps
#define _glfw_joyGetPos _glfwLibrary.Win32.winmm.joyGetPos
#define _glfw_joyGetPosEx _glfwLibrary.Win32.winmm.joyGetPosEx
#define _glfw_timeGetTime _glfwLibrary.Win32.winmm.timeGetTime
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#else
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#define _glfw_joyGetDevCaps joyGetDevCaps
#define _glfw_joyGetPos joyGetPos
#define _glfw_joyGetPosEx joyGetPosEx
#define _glfw_timeGetTime timeGetTime
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#endif // _GLFW_NO_DLOAD_WINMM
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// We use versioned window class names in order not to cause conflicts
// between applications using different versions of GLFW
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#define _GLFW_WNDCLASSNAME L"GLFW30"
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#if defined(_GLFW_WIN32_WGL)
#include "wgl_platform.h"
#elif defined(_GLFW_WIN32_EGL)
#define _GLFW_EGL_NATIVE_WINDOW window->Win32.handle
#define _GLFW_EGL_NATIVE_DISPLAY NULL
#include "egl_platform.h"
#endif
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#define _GLFW_PLATFORM_WINDOW_STATE _GLFWwindowWin32 Win32
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#define _GLFW_PLATFORM_LIBRARY_WINDOW_STATE _GLFWlibraryWin32 Win32
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//========================================================================
// GLFW platform specific types
//========================================================================
//------------------------------------------------------------------------
// Pointer length integer
//------------------------------------------------------------------------
typedef INT_PTR GLFWintptr;
//------------------------------------------------------------------------
// Platform-specific window structure
//------------------------------------------------------------------------
typedef struct _GLFWwindowWin32
{
// Platform specific window resources
HWND handle; // Window handle
DWORD dwStyle; // Window styles used for window creation
DWORD dwExStyle; // --"--
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// Various platform specific internal variables
int desiredRefreshRate; // Desired vertical monitor refresh rate
GLboolean cursorCentered;
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GLboolean cursorInside;
int oldCursorX, oldCursorY;
} _GLFWwindowWin32;
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//------------------------------------------------------------------------
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// Platform-specific library global data for Win32
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//------------------------------------------------------------------------
typedef struct _GLFWlibraryWin32
{
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HINSTANCE instance; // Instance of the application
ATOM classAtom; // Window class atom
DWORD foregroundLockTimeout;
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char* clipboardString;
// Default monitor
struct {
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GLboolean modeChanged;
int width;
int height;
int bitsPerPixel;
int refreshRate;
} monitor;
// Timer data
struct {
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GLboolean hasPC;
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double resolution;
unsigned int t0_32;
__int64 t0_64;
} timer;
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#ifndef _GLFW_NO_DLOAD_WINMM
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// winmm.dll
struct {
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HINSTANCE instance;
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JOYGETDEVCAPS_T joyGetDevCaps;
JOYGETPOS_T joyGetPos;
JOYGETPOSEX_T joyGetPosEx;
TIMEGETTIME_T timeGetTime;
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} winmm;
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#endif // _GLFW_NO_DLOAD_WINMM
} _GLFWlibraryWin32;
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//========================================================================
// Prototypes for platform specific internal functions
//========================================================================
// Wide strings
WCHAR* _glfwCreateWideStringFromUTF8(const char* source);
char* _glfwCreateUTF8FromWideString(const WCHAR* source);
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// Time
void _glfwInitTimer(void);
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// OpenGL support
int _glfwCreateContext(_GLFWwindow* window,
const _GLFWwndconfig* wndconfig,
const _GLFWfbconfig* fbconfig);
void _glfwDestroyContext(_GLFWwindow* window);
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// Fullscreen support
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void _glfwSetVideoMode(int* width, int* height,
int* bpp, int* refreshRate,
GLboolean exactBPP);
void _glfwRestoreVideoMode(void);
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#endif // _win32_platform_h_