//======================================================================== // GLFW - An OpenGL library // Platform: Win32/WGL // API version: 3.0 // WWW: http://www.glfw.org/ //------------------------------------------------------------------------ // Copyright (c) 2002-2006 Marcus Geelnard // Copyright (c) 2006-2010 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" #include #include #ifdef __BORLANDC__ // With the Borland C++ compiler, we want to disable FPU exceptions #include #endif // __BORLANDC__ //======================================================================== // GLFW DLL entry point //======================================================================== #if defined(_GLFW_BUILD_DLL) BOOL WINAPI DllMain(HINSTANCE instance, DWORD reason, LPVOID reserved) { return TRUE; } #endif // _GLFW_BUILD_DLL //======================================================================== // Load necessary libraries (DLLs) //======================================================================== static GLboolean initLibraries(void) { #ifndef _GLFW_NO_DLOAD_WINMM // winmm.dll (for joystick and timer support) _glfw.win32.winmm.instance = LoadLibrary(L"winmm.dll"); if (!_glfw.win32.winmm.instance) return GL_FALSE; _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) { return GL_FALSE; } #endif // _GLFW_NO_DLOAD_WINMM return GL_TRUE; } //======================================================================== // Unload used libraries (DLLs) //======================================================================== static void freeLibraries(void) { #ifndef _GLFW_NO_DLOAD_WINMM if (_glfw.win32.winmm.instance != NULL) { FreeLibrary(_glfw.win32.winmm.instance); _glfw.win32.winmm.instance = NULL; } #endif // _GLFW_NO_DLOAD_WINMM } ////////////////////////////////////////////////////////////////////////// ////// GLFW internal API ////// ////////////////////////////////////////////////////////////////////////// //======================================================================== // Returns a wide string version of the specified UTF-8 string //======================================================================== WCHAR* _glfwCreateWideStringFromUTF8(const char* source) { WCHAR* target; int length; length = MultiByteToWideChar(CP_UTF8, 0, source, -1, NULL, 0); if (!length) return NULL; target = (WCHAR*) malloc(sizeof(WCHAR) * (length + 1)); 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 //======================================================================== 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 = (char*) malloc(length + 1); if (!WideCharToMultiByte(CP_UTF8, 0, source, -1, target, length + 1, NULL, NULL)) { free(target); return NULL; } return target; } ////////////////////////////////////////////////////////////////////////// ////// GLFW platform API ////// ////////////////////////////////////////////////////////////////////////// //======================================================================== // Initialize various GLFW state //======================================================================== int _glfwPlatformInit(void) { // 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, &_glfw.win32.foregroundLockTimeout, 0); SystemParametersInfo(SPI_SETFOREGROUNDLOCKTIMEOUT, 0, UIntToPtr(0), SPIF_SENDCHANGE); if (!initLibraries()) return GL_FALSE; #ifdef __BORLANDC__ // With the Borland C++ compiler, we want to disable FPU exceptions // (this is recommended for OpenGL applications under Windows) _control87(MCW_EM, MCW_EM); #endif _glfw.win32.instance = GetModuleHandle(NULL); // Save the original gamma ramp _glfw.originalRampSize = 256; _glfwPlatformGetGammaRamp(&_glfw.originalRamp); _glfw.currentRamp = _glfw.originalRamp; if (!_glfwInitOpenGL()) return GL_FALSE; _glfwInitTimer(); _glfwInitJoysticks(); return GL_TRUE; } //======================================================================== // Close window and shut down library //======================================================================== void _glfwPlatformTerminate(void) { // Restore the original gamma ramp if (_glfw.rampChanged) _glfwPlatformSetGammaRamp(&_glfw.originalRamp); if (_glfw.win32.classAtom) { UnregisterClass(_GLFW_WNDCLASSNAME, _glfw.win32.instance); _glfw.win32.classAtom = 0; } _glfwTerminateOpenGL(); _glfwTerminateJoysticks(); freeLibraries(); // Restore previous FOREGROUNDLOCKTIMEOUT system setting SystemParametersInfo(SPI_SETFOREGROUNDLOCKTIMEOUT, 0, UIntToPtr(_glfw.win32.foregroundLockTimeout), SPIF_SENDCHANGE); } //======================================================================== // Get the GLFW version string //======================================================================== const char* _glfwPlatformGetVersionString(void) { const char* version = _GLFW_VERSION_FULL #if defined(_GLFW_WGL) " WGL" #elif defined(_GLFW_EGL) " EGL" #endif #if defined(__MINGW32__) " MinGW" #elif defined(_MSC_VER) " Visual C++ " #elif defined(__BORLANDC__) " Borland C" #else " (unknown compiler)" #endif #if defined(_GLFW_BUILD_DLL) " DLL" #endif #if !defined(_GLFW_NO_DLOAD_WINMM) " load(winmm)" #endif ; return version; }