glfw/lib/window.c
2010-09-08 01:57:24 +02:00

922 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>
//************************************************************************
//**** 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( void )
{
int i;
// Release all keyboard keys
for( i = 0; i <= GLFW_KEY_LAST; i ++ )
{
if( _glfwInput.Key[ i ] == GLFW_PRESS )
_glfwInputKey( i, GLFW_RELEASE );
}
// Release all mouse buttons
for( i = 0; i <= GLFW_MOUSE_BUTTON_LAST; i ++ )
{
if( _glfwInput.MouseButton[ i ] == GLFW_PRESS )
_glfwInputMouseClick( i, GLFW_RELEASE );
}
}
//========================================================================
// Clear all input state
//========================================================================
void _glfwClearInput( void )
{
int i;
// Release all keyboard keys
for( i = 0; i <= GLFW_KEY_LAST; i ++ )
_glfwInput.Key[ i ] = GLFW_RELEASE;
// Clear last character
_glfwInput.LastChar = 0;
// Release all mouse buttons
for( i = 0; i <= GLFW_MOUSE_BUTTON_LAST; i ++ )
_glfwInput.MouseButton[ i ] = GLFW_RELEASE;
// Set mouse position to (0,0)
_glfwInput.MousePosX = 0;
_glfwInput.MousePosY = 0;
// Set mouse wheel position to 0
_glfwInput.WheelPos = 0;
// The default is to use non sticky keys and mouse buttons
_glfwInput.StickyKeys = GL_FALSE;
_glfwInput.StickyMouseButtons = GL_FALSE;
// The default is to disable key repeat
_glfwInput.KeyRepeat = GL_FALSE;
}
//========================================================================
// Register keyboard activity
//========================================================================
void _glfwInputKey( int key, int action )
{
int keyrepeat = 0;
if( key < 0 || key > GLFW_KEY_LAST )
return;
// Are we trying to release an already released key?
if( action == GLFW_RELEASE && _glfwInput.Key[ key ] != GLFW_PRESS )
return;
// Register key action
if( action == GLFW_RELEASE && _glfwInput.StickyKeys )
_glfwInput.Key[ key ] = GLFW_STICK;
else
{
keyrepeat = (_glfwInput.Key[ key ] == GLFW_PRESS) &&
(action == GLFW_PRESS);
_glfwInput.Key[ key ] = (char) action;
}
// Call user callback function
if( _glfwWin.keyCallback && (_glfwInput.KeyRepeat || !keyrepeat) )
_glfwWin.keyCallback( key, action );
}
//========================================================================
// Register (keyboard) character activity
//========================================================================
void _glfwInputChar( 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 && _glfwInput.LastChar == character )
keyrepeat = 1;
// Store this character as last character (or clear it, if released)
if( action == GLFW_PRESS )
_glfwInput.LastChar = character;
else
_glfwInput.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( _glfwWin.charCallback && (_glfwInput.KeyRepeat || !keyrepeat) )
_glfwWin.charCallback( character, action );
}
//========================================================================
// Register mouse button clicks
//========================================================================
void _glfwInputMouseClick( int button, int action )
{
if( button >= 0 && button <= GLFW_MOUSE_BUTTON_LAST )
{
// Register mouse button action
if( action == GLFW_RELEASE && _glfwInput.StickyMouseButtons )
_glfwInput.MouseButton[ button ] = GLFW_STICK;
else
_glfwInput.MouseButton[ button ] = (char) action;
// Call user callback function
if( _glfwWin.mouseButtonCallback )
_glfwWin.mouseButtonCallback( 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 int glfwOpenWindow( int width, int height,
int redbits, int greenbits, int bluebits, int alphabits,
int depthbits, int stencilbits, int mode )
{
_GLFWfbconfig fbconfig;
_GLFWwndconfig wndconfig;
if( !_glfwInitialized || _glfwWin.opened )
return GL_FALSE;
// 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;
if( wndconfig.glMajor == 1 && wndconfig.glMinor > 5 )
{
// OpenGL 1.x series ended with version 1.5
return GL_FALSE;
}
else if( wndconfig.glMajor == 2 && wndconfig.glMinor > 1 )
{
// OpenGL 2.x series ended with version 2.1
return GL_FALSE;
}
else if( wndconfig.glMajor == 3 && wndconfig.glMinor > 3 )
{
// OpenGL 3.x series ended with version 3.3
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
return GL_FALSE;
}
if( wndconfig.glForward && wndconfig.glMajor < 3 )
{
// Forward-compatible contexts are only defined for OpenGL version 3.0 and above
return GL_FALSE;
}
// Clear for next open call
_glfwClearWindowHints();
// Check input arguments
if( mode != GLFW_WINDOW && mode != GLFW_FULLSCREEN )
return GL_FALSE;
// Clear GLFW window state
_glfwWin.active = GL_TRUE;
_glfwWin.iconified = GL_FALSE;
_glfwWin.mouseLock = GL_FALSE;
_glfwWin.autoPollEvents = GL_TRUE;
_glfwClearInput();
// Unregister all callback functions
_glfwWin.windowSizeCallback = NULL;
_glfwWin.windowCloseCallback = NULL;
_glfwWin.windowRefreshCallback = NULL;
_glfwWin.keyCallback = NULL;
_glfwWin.charCallback = NULL;
_glfwWin.mousePosCallback = NULL;
_glfwWin.mouseButtonCallback = NULL;
_glfwWin.mouseWheelCallback = NULL;
// 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
_glfwWin.width = width;
_glfwWin.height = height;
_glfwWin.fullscreen = (mode == GLFW_FULLSCREEN ? GL_TRUE : GL_FALSE);
// Platform specific window opening routine
if( !_glfwPlatformOpenWindow( width, height, &wndconfig, &fbconfig ) )
return GL_FALSE;
// Flag that window is now opened
_glfwWin.opened = GL_TRUE;
// Get window parameters (such as color buffer bits etc)
_glfwPlatformRefreshWindowParams();
// Get OpenGL version
_glfwParseGLVersion( &_glfwWin.glMajor, &_glfwWin.glMinor,
&_glfwWin.glRevision );
if( _glfwWin.glMajor < wndconfig.glMajor ||
( _glfwWin.glMajor == wndconfig.glMajor &&
_glfwWin.glMinor < wndconfig.glMinor ) )
{
_glfwPlatformCloseWindow();
return GL_FALSE;
}
// Do we have non-power-of-two textures (added to core in version 2.0)?
_glfwWin.has_GL_ARB_texture_non_power_of_two =
( _glfwWin.glMajor >= 2 ) ||
glfwExtensionSupported( "GL_ARB_texture_non_power_of_two" );
// Do we have automatic mipmap generation (added to core in version 1.4)?
_glfwWin.has_GL_SGIS_generate_mipmap =
( _glfwWin.glMajor >= 2 ) || ( _glfwWin.glMinor >= 4 ) ||
glfwExtensionSupported( "GL_SGIS_generate_mipmap" );
if( _glfwWin.glMajor > 2 )
{
_glfwWin.GetStringi = (PFNGLGETSTRINGIPROC) glfwGetProcAddress( "glGetStringi" );
if( !_glfwWin.GetStringi )
{
_glfwPlatformCloseWindow();
return GL_FALSE;
}
}
// If full-screen mode was requested, disable mouse cursor
if( mode == GLFW_FULLSCREEN )
glfwDisable( 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 GL_TRUE;
}
//========================================================================
// Set hints for opening the window
//========================================================================
GLFWAPI void glfwOpenWindowHint( int target, int hint )
{
// Is GLFW initialized?
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( void )
{
if( !_glfwInitialized )
return;
// Show mouse pointer again (if hidden)
glfwEnable( GLFW_MOUSE_CURSOR );
_glfwPlatformCloseWindow();
memset( &_glfwWin, 0, sizeof(_glfwWin) );
_glfwWin.opened = GL_FALSE;
}
//========================================================================
// Set the window title
//========================================================================
GLFWAPI void glfwSetWindowTitle( const char *title )
{
if( !_glfwInitialized || !_glfwWin.opened )
return;
// Set window title
_glfwPlatformSetWindowTitle( title );
}
//========================================================================
// Get the window size
//========================================================================
GLFWAPI void glfwGetWindowSize( int *width, int *height )
{
if( width != NULL )
*width = _glfwWin.width;
if( height != NULL )
*height = _glfwWin.height;
}
//========================================================================
// Set the window size
//========================================================================
GLFWAPI void glfwSetWindowSize( int width, int height )
{
if( !_glfwInitialized || !_glfwWin.opened || _glfwWin.iconified )
return;
// Don't do anything if the window size did not change
if( width == _glfwWin.width && height == _glfwWin.height )
return;
// Change window size
_glfwPlatformSetWindowSize( width, height );
// Refresh window parameters (may have changed due to changed video
// modes)
_glfwPlatformRefreshWindowParams();
}
//========================================================================
// Set the window position
//========================================================================
GLFWAPI void glfwSetWindowPos( int x, int y )
{
if( !_glfwInitialized || !_glfwWin.opened || _glfwWin.fullscreen ||
_glfwWin.iconified )
{
return;
}
// Set window position
_glfwPlatformSetWindowPos( x, y );
}
//========================================================================
// Window iconification
//========================================================================
GLFWAPI void glfwIconifyWindow( void )
{
if( !_glfwInitialized || !_glfwWin.opened || _glfwWin.iconified )
return;
// Iconify window
_glfwPlatformIconifyWindow();
}
//========================================================================
// Window un-iconification
//========================================================================
GLFWAPI void glfwRestoreWindow( void )
{
if( !_glfwInitialized || !_glfwWin.opened || !_glfwWin.iconified )
return;
// Restore iconified window
_glfwPlatformRestoreWindow();
// Refresh window parameters
_glfwPlatformRefreshWindowParams();
}
//========================================================================
// Swap buffers (double-buffering) and poll any new events
//========================================================================
GLFWAPI void glfwSwapBuffers( void )
{
if( !_glfwInitialized || !_glfwWin.opened )
return;
// Update display-buffer
if( _glfwWin.opened )
_glfwPlatformSwapBuffers();
// Check for window messages
if( _glfwWin.autoPollEvents )
glfwPollEvents();
}
//========================================================================
// Set double buffering swap interval (0 = vsync off)
//========================================================================
GLFWAPI void glfwSwapInterval( int interval )
{
if( !_glfwInitialized || !_glfwWin.opened )
return;
// Set double buffering swap interval
_glfwPlatformSwapInterval( interval );
}
//========================================================================
// Get window parameter
//========================================================================
GLFWAPI int glfwGetWindowParam( int param )
{
if( !_glfwInitialized )
return 0;
if( !_glfwWin.opened )
{
if( param == GLFW_OPENED )
return GL_FALSE;
return 0;
}
// Window parameters
switch( param )
{
case GLFW_OPENED:
return GL_TRUE;
case GLFW_ACTIVE:
return _glfwWin.active;
case GLFW_ICONIFIED:
return _glfwWin.iconified;
case GLFW_ACCELERATED:
return _glfwWin.accelerated;
case GLFW_RED_BITS:
return _glfwWin.redBits;
case GLFW_GREEN_BITS:
return _glfwWin.greenBits;
case GLFW_BLUE_BITS:
return _glfwWin.blueBits;
case GLFW_ALPHA_BITS:
return _glfwWin.alphaBits;
case GLFW_DEPTH_BITS:
return _glfwWin.depthBits;
case GLFW_STENCIL_BITS:
return _glfwWin.stencilBits;
case GLFW_ACCUM_RED_BITS:
return _glfwWin.accumRedBits;
case GLFW_ACCUM_GREEN_BITS:
return _glfwWin.accumGreenBits;
case GLFW_ACCUM_BLUE_BITS:
return _glfwWin.accumBlueBits;
case GLFW_ACCUM_ALPHA_BITS:
return _glfwWin.accumAlphaBits;
case GLFW_AUX_BUFFERS:
return _glfwWin.auxBuffers;
case GLFW_STEREO:
return _glfwWin.stereo;
case GLFW_REFRESH_RATE:
return _glfwWin.refreshRate;
case GLFW_WINDOW_NO_RESIZE:
return _glfwWin.windowNoResize;
case GLFW_FSAA_SAMPLES:
return _glfwWin.samples;
case GLFW_OPENGL_VERSION_MAJOR:
return _glfwWin.glMajor;
case GLFW_OPENGL_VERSION_MINOR:
return _glfwWin.glMinor;
case GLFW_OPENGL_FORWARD_COMPAT:
return _glfwWin.glForward;
case GLFW_OPENGL_DEBUG_CONTEXT:
return _glfwWin.glDebug;
case GLFW_OPENGL_PROFILE:
return _glfwWin.glProfile;
default:
return 0;
}
}
//========================================================================
// Set callback function for window size changes
//========================================================================
GLFWAPI void glfwSetWindowSizeCallback( GLFWwindowsizefun cbfun )
{
if( !_glfwInitialized || !_glfwWin.opened )
return;
// Set callback function
_glfwWin.windowSizeCallback = cbfun;
// Call the callback function to let the application know the current
// window size
if( cbfun )
cbfun( _glfwWin.width, _glfwWin.height );
}
//========================================================================
// Set callback function for window close events
//========================================================================
GLFWAPI void glfwSetWindowCloseCallback( GLFWwindowclosefun cbfun )
{
if( !_glfwInitialized || !_glfwWin.opened )
return;
// Set callback function
_glfwWin.windowCloseCallback = cbfun;
}
//========================================================================
// Set callback function for window refresh events
//========================================================================
GLFWAPI void glfwSetWindowRefreshCallback( GLFWwindowrefreshfun cbfun )
{
if( !_glfwInitialized || !_glfwWin.opened )
return;
// Set callback function
_glfwWin.windowRefreshCallback = cbfun;
}
//========================================================================
// Poll for new window and input events
//========================================================================
GLFWAPI void glfwPollEvents( void )
{
if( !_glfwInitialized || !_glfwWin.opened )
return;
// Poll for new events
_glfwPlatformPollEvents();
}
//========================================================================
// Wait for new window and input events
//========================================================================
GLFWAPI void glfwWaitEvents( void )
{
if( !_glfwInitialized || !_glfwWin.opened )
return;
// Poll for new events
_glfwPlatformWaitEvents();
}