glfw/src/win32_init.c

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//========================================================================
// GLFW 3.1 Win32 - www.glfw.org
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//------------------------------------------------------------------------
// 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 <stdlib.h>
#include <malloc.h>
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#ifdef __BORLANDC__
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// With the Borland C++ compiler, we want to disable FPU exceptions
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#include <float.h>
#endif // __BORLANDC__
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#if defined(_GLFW_USE_OPTIMUS_HPG)
// Applications exporting this symbol with this value will be automatically
// directed to the high-performance GPU on nVidia Optimus systems
//
GLFWAPI DWORD NvOptimusEnablement = 0x00000001;
#endif // _GLFW_USE_OPTIMUS_HPG
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#if defined(_GLFW_BUILD_DLL)
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// GLFW DLL entry point
//
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BOOL WINAPI DllMain(HINSTANCE instance, DWORD reason, LPVOID reserved)
{
return TRUE;
}
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#endif // _GLFW_BUILD_DLL
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// Load necessary libraries (DLLs)
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//
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static GLboolean initLibraries(void)
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{
#ifndef _GLFW_NO_DLOAD_WINMM
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// winmm.dll (for joystick and timer support)
_glfw.win32.winmm.instance = LoadLibraryW(L"winmm.dll");
if (!_glfw.win32.winmm.instance)
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{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Win32: Failed to load winmm.dll");
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return GL_FALSE;
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}
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_glfw.win32.winmm.joyGetDevCaps = (JOYGETDEVCAPS_T)
GetProcAddress(_glfw.win32.winmm.instance, "joyGetDevCapsW");
_glfw.win32.winmm.joyGetPos = (JOYGETPOS_T)
GetProcAddress(_glfw.win32.winmm.instance, "joyGetPos");
_glfw.win32.winmm.joyGetPosEx = (JOYGETPOSEX_T)
GetProcAddress(_glfw.win32.winmm.instance, "joyGetPosEx");
_glfw.win32.winmm.timeGetTime = (TIMEGETTIME_T)
GetProcAddress(_glfw.win32.winmm.instance, "timeGetTime");
if (!_glfw.win32.winmm.joyGetDevCaps ||
!_glfw.win32.winmm.joyGetPos ||
!_glfw.win32.winmm.joyGetPosEx ||
!_glfw.win32.winmm.timeGetTime)
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{
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_glfwInputError(GLFW_PLATFORM_ERROR,
"Win32: Failed to load winmm functions");
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return GL_FALSE;
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}
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#endif // _GLFW_NO_DLOAD_WINMM
_glfw.win32.user32.instance = LoadLibraryW(L"user32.dll");
if (_glfw.win32.user32.instance)
{
_glfw.win32.user32.SetProcessDPIAware = (SETPROCESSDPIAWARE_T)
GetProcAddress(_glfw.win32.user32.instance, "SetProcessDPIAware");
_glfw.win32.user32.ChangeWindowMessageFilterEx = (CHANGEWINDOWMESSAGEFILTEREX_T)
GetProcAddress(_glfw.win32.user32.instance, "ChangeWindowMessageFilterEx");
}
_glfw.win32.dwmapi.instance = LoadLibraryW(L"dwmapi.dll");
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if (_glfw.win32.dwmapi.instance)
{
_glfw.win32.dwmapi.DwmIsCompositionEnabled = (DWMISCOMPOSITIONENABLED_T)
GetProcAddress(_glfw.win32.dwmapi.instance, "DwmIsCompositionEnabled");
}
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return GL_TRUE;
}
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// Unload used libraries (DLLs)
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//
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static void terminateLibraries(void)
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{
#ifndef _GLFW_NO_DLOAD_WINMM
if (_glfw.win32.winmm.instance != NULL)
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{
FreeLibrary(_glfw.win32.winmm.instance);
_glfw.win32.winmm.instance = NULL;
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}
#endif // _GLFW_NO_DLOAD_WINMM
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if (_glfw.win32.user32.instance)
FreeLibrary(_glfw.win32.user32.instance);
if (_glfw.win32.dwmapi.instance)
FreeLibrary(_glfw.win32.dwmapi.instance);
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}
//////////////////////////////////////////////////////////////////////////
////// GLFW internal API //////
//////////////////////////////////////////////////////////////////////////
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// Returns whether desktop compositing is enabled
//
BOOL _glfwIsCompositionEnabled(void)
{
BOOL enabled;
if (!_glfw_DwmIsCompositionEnabled)
return FALSE;
if (_glfw_DwmIsCompositionEnabled(&enabled) != S_OK)
return FALSE;
return enabled;
}
// Returns a wide string version of the specified UTF-8 string
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//
WCHAR* _glfwCreateWideStringFromUTF8(const char* source)
{
WCHAR* target;
int length;
length = MultiByteToWideChar(CP_UTF8, 0, source, -1, NULL, 0);
if (!length)
return NULL;
target = calloc(length + 1, sizeof(WCHAR));
if (!MultiByteToWideChar(CP_UTF8, 0, source, -1, target, length + 1))
{
free(target);
return NULL;
}
return target;
}
// Returns a UTF-8 string version of the specified wide string
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//
char* _glfwCreateUTF8FromWideString(const WCHAR* source)
{
char* target;
int length;
length = WideCharToMultiByte(CP_UTF8, 0, source, -1, NULL, 0, NULL, NULL);
if (!length)
return NULL;
target = calloc(length + 1, sizeof(char));
if (!WideCharToMultiByte(CP_UTF8, 0, source, -1, target, length + 1, NULL, NULL))
{
free(target);
return NULL;
}
return target;
}
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//////////////////////////////////////////////////////////////////////////
////// GLFW platform API //////
//////////////////////////////////////////////////////////////////////////
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int _glfwPlatformInit(void)
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{
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// To make SetForegroundWindow work as we want, we need to fiddle
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// with the FOREGROUNDLOCKTIMEOUT system setting (we do this as early
// as possible in the hope of still being the foreground process)
SystemParametersInfoW(SPI_GETFOREGROUNDLOCKTIMEOUT, 0,
&_glfw.win32.foregroundLockTimeout, 0);
SystemParametersInfoW(SPI_SETFOREGROUNDLOCKTIMEOUT, 0, UIntToPtr(0),
SPIF_SENDCHANGE);
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if (!initLibraries())
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return GL_FALSE;
if (_glfw_SetProcessDPIAware)
_glfw_SetProcessDPIAware();
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#ifdef __BORLANDC__
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// With the Borland C++ compiler, we want to disable FPU exceptions
// (this is recommended for OpenGL applications under Windows)
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_control87(MCW_EM, MCW_EM);
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#endif
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if (!_glfwInitContextAPI())
return GL_FALSE;
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_glfwInitTimer();
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_glfwInitJoysticks();
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return GL_TRUE;
}
void _glfwPlatformTerminate(void)
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{
if (_glfw.win32.classAtom)
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{
UnregisterClassW(_GLFW_WNDCLASSNAME, GetModuleHandleW(NULL));
_glfw.win32.classAtom = 0;
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}
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// Restore previous foreground lock timeout system setting
SystemParametersInfoW(SPI_SETFOREGROUNDLOCKTIMEOUT, 0,
UIntToPtr(_glfw.win32.foregroundLockTimeout),
SPIF_SENDCHANGE);
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free(_glfw.win32.clipboardString);
_glfwTerminateJoysticks();
_glfwTerminateContextAPI();
terminateLibraries();
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}
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const char* _glfwPlatformGetVersionString(void)
{
const char* version = _GLFW_VERSION_NUMBER " Win32"
#if defined(_GLFW_WGL)
" WGL"
#elif defined(_GLFW_EGL)
" EGL"
#endif
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#if defined(__MINGW32__)
" MinGW"
#elif defined(_MSC_VER)
" VisualC"
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#elif defined(__BORLANDC__)
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" BorlandC"
#endif
#if !defined(_GLFW_NO_DLOAD_WINMM)
" LoadLibrary(winmm)"
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#endif
#if defined(_GLFW_BUILD_DLL)
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" DLL"
#endif
;
return version;
}