930 lines
28 KiB
C
930 lines
28 KiB
C
//========================================================================
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// GLFW - An OpenGL framework
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// Platform: Any
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// API version: 3.0
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// WWW: http://www.glfw.org/
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//------------------------------------------------------------------------
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// Copyright (c) 2002-2006 Marcus Geelnard
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// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would
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// be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//========================================================================
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#include "internal.h"
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#include <limits.h>
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#include <string.h>
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#include <stdlib.h>
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//************************************************************************
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//**** GLFW internal functions ****
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//************************************************************************
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static int Max(int a, int b)
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{
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return (a > b) ? a : b;
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}
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//========================================================================
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// Clear all open window hints
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//========================================================================
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void _glfwClearWindowHints(void)
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{
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memset(&_glfwLibrary.hints, 0, sizeof(_glfwLibrary.hints));
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_glfwLibrary.hints.glMajor = 1;
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}
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//========================================================================
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// Handle the input tracking part of window deactivation
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//========================================================================
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void _glfwInputDeactivation(_GLFWwindow* window)
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{
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int i;
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// Release all keyboard keys
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for (i = 0; i <= GLFW_KEY_LAST; i++)
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{
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if (window->key[i] == GLFW_PRESS)
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_glfwInputKey(window, i, GLFW_RELEASE);
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}
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// Release all mouse buttons
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for (i = 0; i <= GLFW_MOUSE_BUTTON_LAST; i++)
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{
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if (window->mouseButton[i] == GLFW_PRESS)
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_glfwInputMouseClick(window, i, GLFW_RELEASE);
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}
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}
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//========================================================================
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// Clear all input state
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//========================================================================
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void _glfwClearInput(_GLFWwindow* window)
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{
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int i;
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// Release all keyboard keys
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for (i = 0; i <= GLFW_KEY_LAST; i++)
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window->key[i] = GLFW_RELEASE;
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// Clear last character
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window->lastChar = 0;
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// Release all mouse buttons
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for (i = 0; i <= GLFW_MOUSE_BUTTON_LAST; i++)
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window->mouseButton[i] = GLFW_RELEASE;
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// Set mouse position to (0,0)
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window->mousePosX = 0;
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window->mousePosY = 0;
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// Set mouse wheel position to 0
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window->wheelPos = 0;
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// The default is to use non sticky keys and mouse buttons
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window->stickyKeys = GL_FALSE;
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window->stickyMouseButtons = GL_FALSE;
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// The default is to disable key repeat
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window->keyRepeat = GL_FALSE;
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}
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//========================================================================
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// Register keyboard activity
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//========================================================================
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void _glfwInputKey(_GLFWwindow* window, int key, int action)
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{
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GLboolean keyrepeat = GL_FALSE;
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if (key < 0 || key > GLFW_KEY_LAST)
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return;
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// Are we trying to release an already released key?
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if (action == GLFW_RELEASE && window->key[key] != GLFW_PRESS)
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return;
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// Register key action
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if(action == GLFW_RELEASE && window->stickyKeys)
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window->key[key] = GLFW_STICK;
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else
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{
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keyrepeat = (window->key[key] == GLFW_PRESS) &&
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(action == GLFW_PRESS);
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window->key[key] = (char) action;
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}
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// Call user callback function
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if (window->keyCallback && (window->keyRepeat || !keyrepeat) )
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window->keyCallback(key, action);
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}
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//========================================================================
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// Register (keyboard) character activity
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//========================================================================
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void _glfwInputChar(_GLFWwindow* window, int character, int action)
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{
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int keyrepeat = 0;
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// Valid Unicode (ISO 10646) character?
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if (!((character >= 32 && character <= 126) || character >= 160))
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return;
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// Is this a key repeat?
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if (action == GLFW_PRESS && window->lastChar == character)
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keyrepeat = 1;
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// Store this character as last character (or clear it, if released)
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if (action == GLFW_PRESS)
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window->lastChar = character;
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else
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window->lastChar = 0;
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if (action != GLFW_PRESS)
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{
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// This intentionally breaks release notifications for Unicode
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// characters, partly to see if anyone cares but mostly because it's
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// a nonsensical concept to begin with
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//
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// It will remain broken either until its removal in the 3.0 API or
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// until someone explains, in a way that makes sense to people outside
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// the US and Scandinavia, what "Unicode character up" actually means
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//
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// If what you want is "physical key up" then you should be using the
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// key functions and/or the key callback, NOT the Unicode input
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//
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// However, if your particular application uses this misfeature for...
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// something, you can re-enable it by removing this if-statement
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return;
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}
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if (window->charCallback && (window->keyRepeat || !keyrepeat))
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window->charCallback(character, action);
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}
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//========================================================================
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// Register mouse button clicks
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//========================================================================
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void _glfwInputMouseClick(_GLFWwindow* window, int button, int action)
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{
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if (button < 0 || button > GLFW_MOUSE_BUTTON_LAST)
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return;
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// Register mouse button action
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if (action == GLFW_RELEASE && window->stickyMouseButtons)
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window->mouseButton[button] = GLFW_STICK;
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else
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window->mouseButton[button] = (char) action;
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if (window->mouseButtonCallback)
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window->mouseButtonCallback(button, action);
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}
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//========================================================================
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// Return the available framebuffer config closest to the desired values
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// This is based on the manual GLX Visual selection from 2.6
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//========================================================================
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const _GLFWfbconfig* _glfwChooseFBConfig(const _GLFWfbconfig* desired,
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const _GLFWfbconfig* alternatives,
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unsigned int count)
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{
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unsigned int i;
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unsigned int missing, leastMissing = UINT_MAX;
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unsigned int colorDiff, leastColorDiff = UINT_MAX;
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unsigned int extraDiff, leastExtraDiff = UINT_MAX;
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GLboolean desiresColor = GL_FALSE;
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const _GLFWfbconfig* current;
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const _GLFWfbconfig* closest = NULL;
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// Cache some long-winded preferences
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if (desired->redBits || desired->greenBits || desired->blueBits ||
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desired->alphaBits)
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{
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desiresColor = GL_TRUE;
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}
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for (i = 0; i < count; i++)
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{
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current = alternatives + i;
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if (desired->stereo > 0 && current->stereo == 0)
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{
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// Stereo is a hard constraint
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continue;
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}
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// Count number of missing buffers
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{
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missing = 0;
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if (desired->alphaBits > 0 && current->alphaBits == 0)
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missing++;
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if (desired->depthBits > 0 && current->depthBits == 0)
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missing++;
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if (desired->stencilBits > 0 && current->stencilBits == 0)
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missing++;
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if (desired->auxBuffers > 0 && current->auxBuffers < desired->auxBuffers)
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missing += desired->auxBuffers - current->auxBuffers;
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if (desired->samples > 0 && current->samples == 0)
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{
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// Technically, several multisampling buffers could be
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// involved, but that's a lower level implementation detail and
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// not important to us here, so we count them as one
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missing++;
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}
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}
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// These polynomials make many small channel size differences matter
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// less than one large channel size difference
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// Calculate color channel size difference value
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{
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colorDiff = 0;
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if (desired->redBits > 0)
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{
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colorDiff += (desired->redBits - current->redBits) *
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(desired->redBits - current->redBits);
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}
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if (desired->greenBits > 0)
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{
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colorDiff += (desired->greenBits - current->greenBits) *
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(desired->greenBits - current->greenBits);
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}
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if (desired->blueBits > 0)
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{
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colorDiff += (desired->blueBits - current->blueBits) *
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(desired->blueBits - current->blueBits);
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}
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}
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// Calculate non-color channel size difference value
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{
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extraDiff = 0;
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if (desired->alphaBits > 0)
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{
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extraDiff += (desired->alphaBits - current->alphaBits) *
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(desired->alphaBits - current->alphaBits);
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}
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if (desired->depthBits > 0)
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{
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extraDiff += (desired->depthBits - current->depthBits) *
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(desired->depthBits - current->depthBits);
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}
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if (desired->stencilBits > 0)
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{
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extraDiff += (desired->stencilBits - current->stencilBits) *
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(desired->stencilBits - current->stencilBits);
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}
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if (desired->accumRedBits > 0)
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{
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extraDiff += (desired->accumRedBits - current->accumRedBits) *
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(desired->accumRedBits - current->accumRedBits);
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}
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if (desired->accumGreenBits > 0)
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{
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extraDiff += (desired->accumGreenBits - current->accumGreenBits) *
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(desired->accumGreenBits - current->accumGreenBits);
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}
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if (desired->accumBlueBits > 0)
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{
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extraDiff += (desired->accumBlueBits - current->accumBlueBits) *
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(desired->accumBlueBits - current->accumBlueBits);
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}
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if (desired->accumAlphaBits > 0)
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{
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extraDiff += (desired->accumAlphaBits - current->accumAlphaBits) *
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(desired->accumAlphaBits - current->accumAlphaBits);
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}
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if (desired->samples > 0)
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{
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extraDiff += (desired->samples - current->samples) *
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(desired->samples - current->samples);
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}
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}
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// Figure out if the current one is better than the best one found so far
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if (missing < leastMissing)
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closest = current;
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else if (missing == leastMissing)
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{
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if (desiresColor)
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{
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if ((colorDiff < leastColorDiff) ||
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(colorDiff == leastColorDiff && extraDiff < leastExtraDiff))
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{
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closest = current;
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}
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}
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else
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{
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if ((extraDiff < leastExtraDiff) ||
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(extraDiff == leastExtraDiff && colorDiff < leastColorDiff))
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{
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closest = current;
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}
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}
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}
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if (current == closest)
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{
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leastMissing = missing;
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leastColorDiff = colorDiff;
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leastExtraDiff = extraDiff;
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}
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}
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return closest;
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}
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//************************************************************************
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//**** GLFW user functions ****
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//************************************************************************
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//========================================================================
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// Create the GLFW window and its associated context
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//========================================================================
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GLFWAPI GLFWwindow glfwOpenWindow(int width, int height,
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int redbits, int greenbits, int bluebits,
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int alphabits, int depthbits, int stencilbits,
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int mode)
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{
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_GLFWfbconfig fbconfig;
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_GLFWwndconfig wndconfig;
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_GLFWwindow* window;
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if (!_glfwInitialized || _glfwLibrary.window)
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return NULL;
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window = (_GLFWwindow*) malloc(sizeof(_GLFWwindow));
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if (!window)
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return NULL;
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_glfwLibrary.window = window;
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memset(window, 0, sizeof(_GLFWwindow));
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// Set up desired framebuffer config
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fbconfig.redBits = Max(redbits, 0);
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fbconfig.greenBits = Max(greenbits, 0);
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fbconfig.blueBits = Max(bluebits, 0);
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fbconfig.alphaBits = Max(alphabits, 0);
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fbconfig.depthBits = Max(depthbits, 0);
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fbconfig.stencilBits = Max(stencilbits, 0);
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fbconfig.accumRedBits = Max(_glfwLibrary.hints.accumRedBits, 0);
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fbconfig.accumGreenBits = Max(_glfwLibrary.hints.accumGreenBits, 0);
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fbconfig.accumBlueBits = Max(_glfwLibrary.hints.accumBlueBits, 0);
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fbconfig.accumAlphaBits = Max(_glfwLibrary.hints.accumAlphaBits, 0);
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fbconfig.auxBuffers = Max(_glfwLibrary.hints.auxBuffers, 0);
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fbconfig.stereo = _glfwLibrary.hints.stereo ? GL_TRUE : GL_FALSE;
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fbconfig.samples = Max(_glfwLibrary.hints.samples, 0);
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// Set up desired window config
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wndconfig.mode = mode;
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wndconfig.refreshRate = Max(_glfwLibrary.hints.refreshRate, 0);
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wndconfig.windowNoResize = _glfwLibrary.hints.windowNoResize ? GL_TRUE : GL_FALSE;
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wndconfig.glMajor = Max(_glfwLibrary.hints.glMajor, 1);
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wndconfig.glMinor = Max(_glfwLibrary.hints.glMinor, 0);
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wndconfig.glForward = _glfwLibrary.hints.glForward ? GL_TRUE : GL_FALSE;
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wndconfig.glDebug = _glfwLibrary.hints.glDebug ? GL_TRUE : GL_FALSE;
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wndconfig.glProfile = _glfwLibrary.hints.glProfile;
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// Clear for next open call
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_glfwClearWindowHints();
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if (wndconfig.glMajor == 1 && wndconfig.glMinor > 5)
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{
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// OpenGL 1.x series ended with version 1.5
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glfwCloseWindow(window);
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return GL_FALSE;
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}
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else if (wndconfig.glMajor == 2 && wndconfig.glMinor > 1)
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{
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// OpenGL 2.x series ended with version 2.1
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glfwCloseWindow(window);
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return GL_FALSE;
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}
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else if (wndconfig.glMajor == 3 && wndconfig.glMinor > 3)
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{
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// OpenGL 3.x series ended with version 3.3
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glfwCloseWindow(window);
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return GL_FALSE;
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}
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else
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{
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// For now, let everything else through
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}
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if (wndconfig.glProfile &&
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(wndconfig.glMajor < 3 || (wndconfig.glMajor == 3 && wndconfig.glMinor < 2)))
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{
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// Context profiles are only defined for OpenGL version 3.2 and above
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glfwCloseWindow(window);
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return GL_FALSE;
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}
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if (wndconfig.glForward && wndconfig.glMajor < 3)
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{
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// Forward-compatible contexts are only defined for OpenGL version 3.0 and above
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glfwCloseWindow(window);
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return GL_FALSE;
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}
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if (mode != GLFW_WINDOW && mode != GLFW_FULLSCREEN)
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{
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// Invalid window mode
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glfwCloseWindow(window);
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return GL_FALSE;
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}
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// Clear GLFW window state
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_glfwClearInput(window);
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// Check width & height
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if (width > 0 && height <= 0)
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{
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// Set the window aspect ratio to 4:3
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height = (width * 3) / 4;
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}
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else if (width <= 0 && height > 0)
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{
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// Set the window aspect ratio to 4:3
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width = (height * 4) / 3;
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}
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else if (width <= 0 && height <= 0)
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{
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// Default window size
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width = 640;
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height = 480;
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}
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// Remember window settings
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window->width = width;
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window->height = height;
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window->mode = mode;
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// Platform specific window opening routine
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if (!_glfwPlatformOpenWindow(window, width, height, &wndconfig, &fbconfig))
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{
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glfwCloseWindow(window);
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return GL_FALSE;
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}
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// Get window parameters (such as color buffer bits etc)
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glfwMakeWindowCurrent(window);
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_glfwPlatformRefreshWindowParams();
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// Get OpenGL version
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_glfwParseGLVersion(&window->glMajor, &window->glMinor, &window->glRevision);
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if (window->glMajor < wndconfig.glMajor ||
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(window->glMajor == wndconfig.glMajor &&
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window->glMinor < wndconfig.glMinor))
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{
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// The desired OpenGL version is greater than the actual version
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// This only happens if the machine lacks {GLX|WGL}_ARB_create_context
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glfwCloseWindow(window);
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return GL_FALSE;
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}
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if (window->glMajor > 2)
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{
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window->GetStringi = (PFNGLGETSTRINGIPROC) glfwGetProcAddress("glGetStringi");
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if (!window->GetStringi)
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{
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glfwCloseWindow(window);
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return GL_FALSE;
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}
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}
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// If full-screen mode was requested, disable mouse cursor
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if (mode == GLFW_FULLSCREEN)
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glfwDisable(window, GLFW_MOUSE_CURSOR);
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// Start by clearing the front buffer to black (avoid ugly desktop
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// remains in our OpenGL window)
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glClear(GL_COLOR_BUFFER_BIT);
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_glfwPlatformSwapBuffers();
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return window;
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}
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//========================================================================
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// Make the OpenGL context associated with the specified window current
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//========================================================================
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GLFWAPI void glfwMakeWindowCurrent(GLFWwindow window)
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{
|
|
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;
|
|
|
|
return window == _glfwLibrary.window;
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// 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->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();
|
|
}
|
|
|