glfw/lib/window.c

933 lines
28 KiB
C

//========================================================================
// GLFW - An OpenGL framework
// Platform: Any
// API version: 3.0
// 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.
//
//========================================================================
#include "internal.h"
#include <limits.h>
#include <string.h>
#include <stdlib.h>
//************************************************************************
//**** GLFW internal functions ****
//************************************************************************
static int Max(int a, int b)
{
return (a > b) ? a : b;
}
//========================================================================
// Clear all open window hints
//========================================================================
void _glfwClearWindowHints(void)
{
memset(&_glfwLibrary.hints, 0, sizeof(_glfwLibrary.hints));
_glfwLibrary.hints.glMajor = 1;
}
//========================================================================
// Handle the input tracking part of window deactivation
//========================================================================
void _glfwInputDeactivation(_GLFWwindow* window)
{
int i;
// Release all keyboard keys
for (i = 0; i <= GLFW_KEY_LAST; i++)
{
if (window->key[i] == GLFW_PRESS)
_glfwInputKey(window, i, GLFW_RELEASE);
}
// Release all mouse buttons
for (i = 0; i <= GLFW_MOUSE_BUTTON_LAST; i++)
{
if (window->mouseButton[i] == GLFW_PRESS)
_glfwInputMouseClick(window, i, GLFW_RELEASE);
}
}
//========================================================================
// Clear all input state
//========================================================================
void _glfwClearInput(_GLFWwindow* window)
{
int i;
// Release all keyboard keys
for (i = 0; i <= GLFW_KEY_LAST; i++)
window->key[i] = GLFW_RELEASE;
// Clear last character
window->lastChar = 0;
// Release all mouse buttons
for (i = 0; i <= GLFW_MOUSE_BUTTON_LAST; i++)
window->mouseButton[i] = GLFW_RELEASE;
// Set mouse position to (0,0)
window->mousePosX = 0;
window->mousePosY = 0;
// Set mouse wheel position to 0
window->wheelPos = 0;
// The default is to use non sticky keys and mouse buttons
window->stickyKeys = GL_FALSE;
window->stickyMouseButtons = GL_FALSE;
// The default is to disable key repeat
window->keyRepeat = GL_FALSE;
}
//========================================================================
// Register keyboard activity
//========================================================================
void _glfwInputKey(_GLFWwindow* window, int key, int action)
{
GLboolean keyrepeat = GL_FALSE;
if (key < 0 || key > GLFW_KEY_LAST)
return;
// Are we trying to release an already released key?
if (action == GLFW_RELEASE && window->key[key] != GLFW_PRESS)
return;
// Register key action
if(action == GLFW_RELEASE && window->stickyKeys)
window->key[key] = GLFW_STICK;
else
{
keyrepeat = (window->key[key] == GLFW_PRESS) &&
(action == GLFW_PRESS);
window->key[key] = (char) action;
}
// Call user callback function
if (window->keyCallback && (window->keyRepeat || !keyrepeat) )
window->keyCallback(window, key, action);
}
//========================================================================
// Register (keyboard) character activity
//========================================================================
void _glfwInputChar(_GLFWwindow* window, int character, int action)
{
int keyrepeat = 0;
// Valid Unicode (ISO 10646) character?
if (!((character >= 32 && character <= 126) || character >= 160))
return;
// Is this a key repeat?
if (action == GLFW_PRESS && window->lastChar == character)
keyrepeat = 1;
// Store this character as last character (or clear it, if released)
if (action == GLFW_PRESS)
window->lastChar = character;
else
window->lastChar = 0;
if (action != GLFW_PRESS)
{
// This intentionally breaks release notifications for Unicode
// characters, partly to see if anyone cares but mostly because it's
// a nonsensical concept to begin with
//
// It will remain broken either until its removal in the 3.0 API or
// until someone explains, in a way that makes sense to people outside
// the US and Scandinavia, what "Unicode character up" actually means
//
// If what you want is "physical key up" then you should be using the
// key functions and/or the key callback, NOT the Unicode input
//
// However, if your particular application uses this misfeature for...
// something, you can re-enable it by removing this if-statement
return;
}
if (window->charCallback && (window->keyRepeat || !keyrepeat))
window->charCallback(window, character, action);
}
//========================================================================
// Register mouse button clicks
//========================================================================
void _glfwInputMouseClick(_GLFWwindow* window, int button, int action)
{
if (button < 0 || button > GLFW_MOUSE_BUTTON_LAST)
return;
// Register mouse button action
if (action == GLFW_RELEASE && window->stickyMouseButtons)
window->mouseButton[button] = GLFW_STICK;
else
window->mouseButton[button] = (char) action;
if (window->mouseButtonCallback)
window->mouseButtonCallback(window, button, action);
}
//========================================================================
// Return the available framebuffer config closest to the desired values
// This is based on the manual GLX Visual selection from 2.6
//========================================================================
const _GLFWfbconfig* _glfwChooseFBConfig(const _GLFWfbconfig* desired,
const _GLFWfbconfig* alternatives,
unsigned int count)
{
unsigned int i;
unsigned int missing, leastMissing = UINT_MAX;
unsigned int colorDiff, leastColorDiff = UINT_MAX;
unsigned int extraDiff, leastExtraDiff = UINT_MAX;
GLboolean desiresColor = GL_FALSE;
const _GLFWfbconfig* current;
const _GLFWfbconfig* closest = NULL;
// Cache some long-winded preferences
if (desired->redBits || desired->greenBits || desired->blueBits ||
desired->alphaBits)
{
desiresColor = GL_TRUE;
}
for (i = 0; i < count; i++)
{
current = alternatives + i;
if (desired->stereo > 0 && current->stereo == 0)
{
// Stereo is a hard constraint
continue;
}
// Count number of missing buffers
{
missing = 0;
if (desired->alphaBits > 0 && current->alphaBits == 0)
missing++;
if (desired->depthBits > 0 && current->depthBits == 0)
missing++;
if (desired->stencilBits > 0 && current->stencilBits == 0)
missing++;
if (desired->auxBuffers > 0 && current->auxBuffers < desired->auxBuffers)
missing += desired->auxBuffers - current->auxBuffers;
if (desired->samples > 0 && current->samples == 0)
{
// Technically, several multisampling buffers could be
// involved, but that's a lower level implementation detail and
// not important to us here, so we count them as one
missing++;
}
}
// These polynomials make many small channel size differences matter
// less than one large channel size difference
// Calculate color channel size difference value
{
colorDiff = 0;
if (desired->redBits > 0)
{
colorDiff += (desired->redBits - current->redBits) *
(desired->redBits - current->redBits);
}
if (desired->greenBits > 0)
{
colorDiff += (desired->greenBits - current->greenBits) *
(desired->greenBits - current->greenBits);
}
if (desired->blueBits > 0)
{
colorDiff += (desired->blueBits - current->blueBits) *
(desired->blueBits - current->blueBits);
}
}
// Calculate non-color channel size difference value
{
extraDiff = 0;
if (desired->alphaBits > 0)
{
extraDiff += (desired->alphaBits - current->alphaBits) *
(desired->alphaBits - current->alphaBits);
}
if (desired->depthBits > 0)
{
extraDiff += (desired->depthBits - current->depthBits) *
(desired->depthBits - current->depthBits);
}
if (desired->stencilBits > 0)
{
extraDiff += (desired->stencilBits - current->stencilBits) *
(desired->stencilBits - current->stencilBits);
}
if (desired->accumRedBits > 0)
{
extraDiff += (desired->accumRedBits - current->accumRedBits) *
(desired->accumRedBits - current->accumRedBits);
}
if (desired->accumGreenBits > 0)
{
extraDiff += (desired->accumGreenBits - current->accumGreenBits) *
(desired->accumGreenBits - current->accumGreenBits);
}
if (desired->accumBlueBits > 0)
{
extraDiff += (desired->accumBlueBits - current->accumBlueBits) *
(desired->accumBlueBits - current->accumBlueBits);
}
if (desired->accumAlphaBits > 0)
{
extraDiff += (desired->accumAlphaBits - current->accumAlphaBits) *
(desired->accumAlphaBits - current->accumAlphaBits);
}
if (desired->samples > 0)
{
extraDiff += (desired->samples - current->samples) *
(desired->samples - current->samples);
}
}
// Figure out if the current one is better than the best one found so far
if (missing < leastMissing)
closest = current;
else if (missing == leastMissing)
{
if (desiresColor)
{
if ((colorDiff < leastColorDiff) ||
(colorDiff == leastColorDiff && extraDiff < leastExtraDiff))
{
closest = current;
}
}
else
{
if ((extraDiff < leastExtraDiff) ||
(extraDiff == leastExtraDiff && colorDiff < leastColorDiff))
{
closest = current;
}
}
}
if (current == closest)
{
leastMissing = missing;
leastColorDiff = colorDiff;
leastExtraDiff = extraDiff;
}
}
return closest;
}
//************************************************************************
//**** GLFW user functions ****
//************************************************************************
//========================================================================
// Create the GLFW window and its associated context
//========================================================================
GLFWAPI GLFWwindow glfwOpenWindow(int width, int height,
int redbits, int greenbits, int bluebits,
int alphabits, int depthbits, int stencilbits,
int mode)
{
_GLFWfbconfig fbconfig;
_GLFWwndconfig wndconfig;
_GLFWwindow* window;
if (!_glfwInitialized || _glfwLibrary.window)
return NULL;
window = (_GLFWwindow*) malloc(sizeof(_GLFWwindow));
if (!window)
return NULL;
_glfwLibrary.window = window;
memset(window, 0, sizeof(_GLFWwindow));
// Set up desired framebuffer config
fbconfig.redBits = Max(redbits, 0);
fbconfig.greenBits = Max(greenbits, 0);
fbconfig.blueBits = Max(bluebits, 0);
fbconfig.alphaBits = Max(alphabits, 0);
fbconfig.depthBits = Max(depthbits, 0);
fbconfig.stencilBits = Max(stencilbits, 0);
fbconfig.accumRedBits = Max(_glfwLibrary.hints.accumRedBits, 0);
fbconfig.accumGreenBits = Max(_glfwLibrary.hints.accumGreenBits, 0);
fbconfig.accumBlueBits = Max(_glfwLibrary.hints.accumBlueBits, 0);
fbconfig.accumAlphaBits = Max(_glfwLibrary.hints.accumAlphaBits, 0);
fbconfig.auxBuffers = Max(_glfwLibrary.hints.auxBuffers, 0);
fbconfig.stereo = _glfwLibrary.hints.stereo ? GL_TRUE : GL_FALSE;
fbconfig.samples = Max(_glfwLibrary.hints.samples, 0);
// Set up desired window config
wndconfig.mode = mode;
wndconfig.refreshRate = Max(_glfwLibrary.hints.refreshRate, 0);
wndconfig.windowNoResize = _glfwLibrary.hints.windowNoResize ? GL_TRUE : GL_FALSE;
wndconfig.glMajor = Max(_glfwLibrary.hints.glMajor, 1);
wndconfig.glMinor = Max(_glfwLibrary.hints.glMinor, 0);
wndconfig.glForward = _glfwLibrary.hints.glForward ? GL_TRUE : GL_FALSE;
wndconfig.glDebug = _glfwLibrary.hints.glDebug ? GL_TRUE : GL_FALSE;
wndconfig.glProfile = _glfwLibrary.hints.glProfile;
// Clear for next open call
_glfwClearWindowHints();
if (wndconfig.glMajor == 1 && wndconfig.glMinor > 5)
{
// OpenGL 1.x series ended with version 1.5
glfwCloseWindow(window);
return GL_FALSE;
}
else if (wndconfig.glMajor == 2 && wndconfig.glMinor > 1)
{
// OpenGL 2.x series ended with version 2.1
glfwCloseWindow(window);
return GL_FALSE;
}
else if (wndconfig.glMajor == 3 && wndconfig.glMinor > 3)
{
// OpenGL 3.x series ended with version 3.3
glfwCloseWindow(window);
return GL_FALSE;
}
else
{
// For now, let everything else through
}
if (wndconfig.glProfile &&
(wndconfig.glMajor < 3 || (wndconfig.glMajor == 3 && wndconfig.glMinor < 2)))
{
// Context profiles are only defined for OpenGL version 3.2 and above
glfwCloseWindow(window);
return GL_FALSE;
}
if (wndconfig.glForward && wndconfig.glMajor < 3)
{
// Forward-compatible contexts are only defined for OpenGL version 3.0 and above
glfwCloseWindow(window);
return GL_FALSE;
}
if (mode != GLFW_WINDOW && mode != GLFW_FULLSCREEN)
{
// Invalid window mode
glfwCloseWindow(window);
return GL_FALSE;
}
// Clear GLFW window state
_glfwClearInput(window);
// Check width & height
if (width > 0 && height <= 0)
{
// Set the window aspect ratio to 4:3
height = (width * 3) / 4;
}
else if (width <= 0 && height > 0)
{
// Set the window aspect ratio to 4:3
width = (height * 4) / 3;
}
else if (width <= 0 && height <= 0)
{
// Default window size
width = 640;
height = 480;
}
// Remember window settings
window->width = width;
window->height = height;
window->mode = mode;
// Platform specific window opening routine
if (!_glfwPlatformOpenWindow(window, width, height, &wndconfig, &fbconfig))
{
glfwCloseWindow(window);
return GL_FALSE;
}
// Get window parameters (such as color buffer bits etc)
glfwMakeWindowCurrent(window);
_glfwPlatformRefreshWindowParams();
// Get OpenGL version
_glfwParseGLVersion(&window->glMajor, &window->glMinor, &window->glRevision);
if (window->glMajor < wndconfig.glMajor ||
(window->glMajor == wndconfig.glMajor &&
window->glMinor < wndconfig.glMinor))
{
// The desired OpenGL version is greater than the actual version
// This only happens if the machine lacks {GLX|WGL}_ARB_create_context
glfwCloseWindow(window);
return GL_FALSE;
}
if (window->glMajor > 2)
{
window->GetStringi = (PFNGLGETSTRINGIPROC) glfwGetProcAddress("glGetStringi");
if (!window->GetStringi)
{
glfwCloseWindow(window);
return GL_FALSE;
}
}
// If full-screen mode was requested, disable mouse cursor
if (mode == GLFW_FULLSCREEN)
glfwDisable(window, GLFW_MOUSE_CURSOR);
// Start by clearing the front buffer to black (avoid ugly desktop
// remains in our OpenGL window)
glClear(GL_COLOR_BUFFER_BIT);
_glfwPlatformSwapBuffers();
return window;
}
//========================================================================
// Make the OpenGL context associated with the specified window current
//========================================================================
GLFWAPI void glfwMakeWindowCurrent(GLFWwindow window)
{
if (!_glfwInitialized || _glfwLibrary.currentWindow == window)
return;
_glfwPlatformMakeWindowCurrent(window);
_glfwLibrary.currentWindow = window;
}
//========================================================================
// Returns GL_TRUE if the specified window handle is an actual window
//========================================================================
GLFWAPI int glfwIsWindow(GLFWwindow window)
{
if (!_glfwInitialized)
return GL_FALSE;
if (window == NULL)
return GL_FALSE;
return (window == _glfwLibrary.window) ? GL_TRUE : GL_FALSE;
}
//========================================================================
// Set hints for opening the window
//========================================================================
GLFWAPI void glfwOpenWindowHint(int target, int hint)
{
if (!_glfwInitialized)
return;
switch (target)
{
case GLFW_REFRESH_RATE:
_glfwLibrary.hints.refreshRate = hint;
break;
case GLFW_ACCUM_RED_BITS:
_glfwLibrary.hints.accumRedBits = hint;
break;
case GLFW_ACCUM_GREEN_BITS:
_glfwLibrary.hints.accumGreenBits = hint;
break;
case GLFW_ACCUM_BLUE_BITS:
_glfwLibrary.hints.accumBlueBits = hint;
break;
case GLFW_ACCUM_ALPHA_BITS:
_glfwLibrary.hints.accumAlphaBits = hint;
break;
case GLFW_AUX_BUFFERS:
_glfwLibrary.hints.auxBuffers = hint;
break;
case GLFW_STEREO:
_glfwLibrary.hints.stereo = hint;
break;
case GLFW_WINDOW_NO_RESIZE:
_glfwLibrary.hints.windowNoResize = hint;
break;
case GLFW_FSAA_SAMPLES:
_glfwLibrary.hints.samples = hint;
break;
case GLFW_OPENGL_VERSION_MAJOR:
_glfwLibrary.hints.glMajor = hint;
break;
case GLFW_OPENGL_VERSION_MINOR:
_glfwLibrary.hints.glMinor = hint;
break;
case GLFW_OPENGL_FORWARD_COMPAT:
_glfwLibrary.hints.glForward = hint;
break;
case GLFW_OPENGL_DEBUG_CONTEXT:
_glfwLibrary.hints.glDebug = hint;
break;
case GLFW_OPENGL_PROFILE:
_glfwLibrary.hints.glProfile = hint;
break;
default:
break;
}
}
//========================================================================
// Properly kill the window / video display
//========================================================================
GLFWAPI void glfwCloseWindow(GLFWwindow window)
{
if (!_glfwInitialized)
return;
// Show mouse pointer again (if hidden)
if (window == _glfwLibrary.cursorLockWindow)
glfwEnable(window, GLFW_MOUSE_CURSOR);
if (window == _glfwLibrary.currentWindow)
glfwMakeWindowCurrent(NULL);
_glfwPlatformCloseWindow(window);
free(window);
// Yuck
_glfwLibrary.window = NULL;
}
//========================================================================
// Set the window title
//========================================================================
GLFWAPI void glfwSetWindowTitle(GLFWwindow window, const char* title)
{
if (!_glfwInitialized)
return;
_glfwPlatformSetWindowTitle(window, title);
}
//========================================================================
// Get the window size
//========================================================================
GLFWAPI void glfwGetWindowSize(GLFWwindow window, int* width, int* height)
{
if (!_glfwInitialized)
return;
if (width != NULL)
*width = window->width;
if (height != NULL)
*height = window->height;
}
//========================================================================
// Set the window size
//========================================================================
GLFWAPI void glfwSetWindowSize(GLFWwindow window, int width, int height)
{
if (!_glfwInitialized || window->iconified)
return;
// Don't do anything if the window size did not change
if (width == window->width && height == window->height)
return;
_glfwPlatformSetWindowSize(window, width, height);
if (window->mode == GLFW_FULLSCREEN)
{
// Refresh window parameters (may have changed due to changed video
// modes)
_glfwPlatformRefreshWindowParams();
}
}
//========================================================================
// Set the window position
//========================================================================
GLFWAPI void glfwSetWindowPos(GLFWwindow window, int x, int y)
{
if (!_glfwInitialized || window->mode == GLFW_FULLSCREEN || window->iconified)
{
return;
}
_glfwPlatformSetWindowPos(window, x, y);
}
//========================================================================
// Window iconification
//========================================================================
GLFWAPI void glfwIconifyWindow(GLFWwindow window)
{
if (!_glfwInitialized || window->iconified)
return;
_glfwPlatformIconifyWindow(window);
}
//========================================================================
// Window un-iconification
//========================================================================
GLFWAPI void glfwRestoreWindow(GLFWwindow window)
{
if (!_glfwInitialized || !window->iconified)
return;
// Restore iconified window
_glfwPlatformRestoreWindow(window);
if (window->mode == GLFW_FULLSCREEN)
_glfwPlatformRefreshWindowParams();
}
//========================================================================
// Swap buffers (double-buffering)
//========================================================================
GLFWAPI void glfwSwapBuffers(void)
{
if (!_glfwInitialized)
return;
if (_glfwLibrary.currentWindow)
_glfwPlatformSwapBuffers();
}
//========================================================================
// Set double buffering swap interval (0 = vsync off)
//========================================================================
GLFWAPI void glfwSwapInterval(int interval)
{
if (!_glfwInitialized)
return;
_glfwPlatformSwapInterval(interval);
}
//========================================================================
// Get window parameter
//========================================================================
GLFWAPI int glfwGetWindowParam(GLFWwindow window, int param)
{
if (!_glfwInitialized)
return 0;
switch (param)
{
case GLFW_ACTIVE:
return window->active;
case GLFW_ICONIFIED:
return window->iconified;
case GLFW_ACCELERATED:
return window->accelerated;
case GLFW_RED_BITS:
return window->redBits;
case GLFW_GREEN_BITS:
return window->greenBits;
case GLFW_BLUE_BITS:
return window->blueBits;
case GLFW_ALPHA_BITS:
return window->alphaBits;
case GLFW_DEPTH_BITS:
return window->depthBits;
case GLFW_STENCIL_BITS:
return window->stencilBits;
case GLFW_ACCUM_RED_BITS:
return window->accumRedBits;
case GLFW_ACCUM_GREEN_BITS:
return window->accumGreenBits;
case GLFW_ACCUM_BLUE_BITS:
return window->accumBlueBits;
case GLFW_ACCUM_ALPHA_BITS:
return window->accumAlphaBits;
case GLFW_AUX_BUFFERS:
return window->auxBuffers;
case GLFW_STEREO:
return window->stereo;
case GLFW_REFRESH_RATE:
return window->refreshRate;
case GLFW_WINDOW_NO_RESIZE:
return window->windowNoResize;
case GLFW_FSAA_SAMPLES:
return window->samples;
case GLFW_OPENGL_VERSION_MAJOR:
return window->glMajor;
case GLFW_OPENGL_VERSION_MINOR:
return window->glMinor;
case GLFW_OPENGL_FORWARD_COMPAT:
return window->glForward;
case GLFW_OPENGL_DEBUG_CONTEXT:
return window->glDebug;
case GLFW_OPENGL_PROFILE:
return window->glProfile;
default:
return 0;
}
}
//========================================================================
// Set callback function for window size changes
//========================================================================
GLFWAPI void glfwSetWindowSizeCallback(GLFWwindow window, GLFWwindowsizefun cbfun)
{
if (!_glfwInitialized)
return;
window->windowSizeCallback = cbfun;
// Call the callback function to let the application know the current
// window size
if (cbfun)
cbfun(window, window->width, window->height);
}
//========================================================================
// Set callback function for window close events
//========================================================================
GLFWAPI void glfwSetWindowCloseCallback(GLFWwindow window, GLFWwindowclosefun cbfun)
{
if (!_glfwInitialized)
return;
window->windowCloseCallback = cbfun;
}
//========================================================================
// Set callback function for window refresh events
//========================================================================
GLFWAPI void glfwSetWindowRefreshCallback(GLFWwindow window, GLFWwindowrefreshfun cbfun)
{
if (!_glfwInitialized)
return;
window->windowRefreshCallback = cbfun;
}
//========================================================================
// Poll for new window and input events
//========================================================================
GLFWAPI void glfwPollEvents(void)
{
if (!_glfwInitialized)
return;
_glfwPlatformPollEvents();
}
//========================================================================
// Wait for new window and input events
//========================================================================
GLFWAPI void glfwWaitEvents(void)
{
if (!_glfwInitialized)
return;
_glfwPlatformWaitEvents();
}