Updating glfw.

This commit is contained in:
Faerbit 2014-12-01 12:32:04 +01:00
parent 0865c356be
commit 21db09af94
131 changed files with 25419 additions and 5532 deletions

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@ -21,7 +21,7 @@ cmake_uninstall.cmake
docs/Doxyfile
docs/html
docs/warnings.txt
src/config.h
src/glfw_config.h
src/glfw3.pc
src/glfwConfig.cmake
src/glfwConfigVersion.cmake
@ -44,6 +44,7 @@ examples/*.exe
examples/boing
examples/gears
examples/heightmap
examples/particles
examples/splitview
examples/simple
examples/wave
@ -51,7 +52,10 @@ tests/*.app
tests/*.exe
tests/accuracy
tests/clipboard
tests/cursor
tests/cursoranim
tests/defaults
tests/empty
tests/events
tests/fsaa
tests/gamma

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@ -4,10 +4,10 @@
# EGL_LIBRARY
# EGL_FOUND
find_path(EGL_INCLUDE_DIR NAMES EGL/egl.h)
find_path(EGL_INCLUDE_DIR NAMES EGL/egl.h PATHS /opt/vc/include)
set(EGL_NAMES ${EGL_NAMES} egl EGL)
find_library(EGL_LIBRARY NAMES ${EGL_NAMES})
find_library(EGL_LIBRARY NAMES ${EGL_NAMES} PATHS /opt/vc/lib)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(EGL DEFAULT_MSG EGL_LIBRARY EGL_INCLUDE_DIR)

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@ -4,10 +4,10 @@
# GLESv1_LIBRARY
# GLESv1_FOUND
find_path(GLESv1_INCLUDE_DIR NAMES GLES/gl.h)
find_path(GLESv1_INCLUDE_DIR NAMES GLES/gl.h PATHS /opt/vc/include)
set(GLESv1_NAMES ${GLESv1_NAMES} GLESv1_CM)
find_library(GLESv1_LIBRARY NAMES ${GLESv1_NAMES})
find_library(GLESv1_LIBRARY NAMES ${GLESv1_NAMES} PATHS /opt/vc/lib)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(GLESv1 DEFAULT_MSG GLESv1_LIBRARY GLESv1_INCLUDE_DIR)

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@ -4,10 +4,10 @@
# GLESv2_LIBRARY
# GLESv2_FOUND
find_path(GLESv2_INCLUDE_DIR NAMES GLES2/gl2.h)
find_path(GLESv2_INCLUDE_DIR NAMES GLES2/gl2.h PATHS /opt/vc/include)
set(GLESv2_NAMES ${GLESv2_NAMES} GLESv2)
find_library(GLESv2_LIBRARY NAMES ${GLESv2_NAMES})
find_library(GLESv2_LIBRARY NAMES ${GLESv2_NAMES} PATHS /opt/vc/lib)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(GLESv2 DEFAULT_MSG GLESv2_LIBRARY GLESv2_INCLUDE_DIR)

18
extern/glfw/CMake/modules/FindMir.cmake vendored Normal file
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@ -0,0 +1,18 @@
# Try to find Mir on a Unix system
#
# This will define:
#
# MIR_LIBRARIES - Link these to use Wayland
# MIR_INCLUDE_DIR - Include directory for Wayland
#
# Copyright (c) 2014 Brandon Schaefer <brandon.schaefer@canonical.com>
if (NOT WIN32)
find_package (PkgConfig)
pkg_check_modules (PKG_MIR QUIET mirclient)
set (MIR_INCLUDE_DIR ${PKG_MIR_INCLUDE_DIRS})
set (MIR_LIBRARIES ${PKG_MIR_LIBRARIES})
endif ()

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@ -0,0 +1,66 @@
# Try to find Wayland on a Unix system
#
# This will define:
#
# WAYLAND_FOUND - True if Wayland is found
# WAYLAND_LIBRARIES - Link these to use Wayland
# WAYLAND_INCLUDE_DIR - Include directory for Wayland
# WAYLAND_DEFINITIONS - Compiler flags for using Wayland
#
# In addition the following more fine grained variables will be defined:
#
# WAYLAND_CLIENT_FOUND WAYLAND_CLIENT_INCLUDE_DIR WAYLAND_CLIENT_LIBRARIES
# WAYLAND_SERVER_FOUND WAYLAND_SERVER_INCLUDE_DIR WAYLAND_SERVER_LIBRARIES
# WAYLAND_EGL_FOUND WAYLAND_EGL_INCLUDE_DIR WAYLAND_EGL_LIBRARIES
#
# Copyright (c) 2013 Martin Gräßlin <mgraesslin@kde.org>
#
# Redistribution and use is allowed according to the terms of the BSD license.
# For details see the accompanying COPYING-CMAKE-SCRIPTS file.
IF (NOT WIN32)
IF (WAYLAND_INCLUDE_DIR AND WAYLAND_LIBRARIES)
# In the cache already
SET(WAYLAND_FIND_QUIETLY TRUE)
ENDIF ()
# Use pkg-config to get the directories and then use these values
# in the FIND_PATH() and FIND_LIBRARY() calls
FIND_PACKAGE(PkgConfig)
PKG_CHECK_MODULES(PKG_WAYLAND QUIET wayland-client wayland-server wayland-egl wayland-cursor)
SET(WAYLAND_DEFINITIONS ${PKG_WAYLAND_CFLAGS})
FIND_PATH(WAYLAND_CLIENT_INCLUDE_DIR NAMES wayland-client.h HINTS ${PKG_WAYLAND_INCLUDE_DIRS})
FIND_PATH(WAYLAND_SERVER_INCLUDE_DIR NAMES wayland-server.h HINTS ${PKG_WAYLAND_INCLUDE_DIRS})
FIND_PATH(WAYLAND_EGL_INCLUDE_DIR NAMES wayland-egl.h HINTS ${PKG_WAYLAND_INCLUDE_DIRS})
FIND_PATH(WAYLAND_CURSOR_INCLUDE_DIR NAMES wayland-cursor.h HINTS ${PKG_WAYLAND_INCLUDE_DIRS})
FIND_LIBRARY(WAYLAND_CLIENT_LIBRARIES NAMES wayland-client HINTS ${PKG_WAYLAND_LIBRARY_DIRS})
FIND_LIBRARY(WAYLAND_SERVER_LIBRARIES NAMES wayland-server HINTS ${PKG_WAYLAND_LIBRARY_DIRS})
FIND_LIBRARY(WAYLAND_EGL_LIBRARIES NAMES wayland-egl HINTS ${PKG_WAYLAND_LIBRARY_DIRS})
FIND_LIBRARY(WAYLAND_CURSOR_LIBRARIES NAMES wayland-cursor HINTS ${PKG_WAYLAND_LIBRARY_DIRS})
set(WAYLAND_INCLUDE_DIR ${WAYLAND_CLIENT_INCLUDE_DIR} ${WAYLAND_SERVER_INCLUDE_DIR} ${WAYLAND_EGL_INCLUDE_DIR} ${WAYLAND_CURSOR_INCLUDE_DIR})
set(WAYLAND_LIBRARIES ${WAYLAND_CLIENT_LIBRARIES} ${WAYLAND_SERVER_LIBRARIES} ${WAYLAND_EGL_LIBRARIES} ${WAYLAND_CURSOR_LIBRARIES})
list(REMOVE_DUPLICATES WAYLAND_INCLUDE_DIR)
include(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(WAYLAND_CLIENT DEFAULT_MSG WAYLAND_CLIENT_LIBRARIES WAYLAND_CLIENT_INCLUDE_DIR)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(WAYLAND_SERVER DEFAULT_MSG WAYLAND_SERVER_LIBRARIES WAYLAND_SERVER_INCLUDE_DIR)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(WAYLAND_EGL DEFAULT_MSG WAYLAND_EGL_LIBRARIES WAYLAND_EGL_INCLUDE_DIR)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(WAYLAND_CURSOR DEFAULT_MSG WAYLAND_CURSOR_LIBRARIES WAYLAND_CURSOR_INCLUDE_DIR)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(WAYLAND DEFAULT_MSG WAYLAND_LIBRARIES WAYLAND_INCLUDE_DIR)
MARK_AS_ADVANCED(
WAYLAND_INCLUDE_DIR WAYLAND_LIBRARIES
WAYLAND_CLIENT_INCLUDE_DIR WAYLAND_CLIENT_LIBRARIES
WAYLAND_SERVER_INCLUDE_DIR WAYLAND_SERVER_LIBRARIES
WAYLAND_EGL_INCLUDE_DIR WAYLAND_EGL_LIBRARIES
WAYLAND_CURSOR_INCLUDE_DIR WAYLAND_CURSOR_LIBRARIES
)
ENDIF ()

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@ -0,0 +1,34 @@
# - Try to find XKBCommon
# Once done, this will define
#
# XKBCOMMON_FOUND - System has XKBCommon
# XKBCOMMON_INCLUDE_DIRS - The XKBCommon include directories
# XKBCOMMON_LIBRARIES - The libraries needed to use XKBCommon
# XKBCOMMON_DEFINITIONS - Compiler switches required for using XKBCommon
find_package(PkgConfig)
pkg_check_modules(PC_XKBCOMMON QUIET xkbcommon)
set(XKBCOMMON_DEFINITIONS ${PC_XKBCOMMON_CFLAGS_OTHER})
find_path(XKBCOMMON_INCLUDE_DIR
NAMES xkbcommon/xkbcommon.h
HINTS ${PC_XKBCOMMON_INCLUDE_DIR} ${PC_XKBCOMMON_INCLUDE_DIRS}
)
find_library(XKBCOMMON_LIBRARY
NAMES xkbcommon
HINTS ${PC_XKBCOMMON_LIBRARY} ${PC_XKBCOMMON_LIBRARY_DIRS}
)
set(XKBCOMMON_LIBRARIES ${XKBCOMMON_LIBRARY})
set(XKBCOMMON_LIBRARY_DIRS ${XKBCOMMON_LIBRARY_DIRS})
set(XKBCOMMON_INCLUDE_DIRS ${XKBCOMMON_INCLUDE_DIR})
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(XKBCommon DEFAULT_MSG
XKBCOMMON_LIBRARY
XKBCOMMON_INCLUDE_DIR
)
mark_as_advanced(XKBCOMMON_LIBRARY XKBCOMMON_INCLUDE_DIR)

View File

@ -1,18 +1,19 @@
project(GLFW C)
cmake_minimum_required(VERSION 2.8)
cmake_minimum_required(VERSION 2.8.9)
set(GLFW_VERSION_MAJOR "3")
set(GLFW_VERSION_MINOR "0")
set(GLFW_VERSION_PATCH "2")
set(GLFW_VERSION_MINOR "1")
set(GLFW_VERSION_PATCH "0")
set(GLFW_VERSION_EXTRA "")
set(GLFW_VERSION "${GLFW_VERSION_MAJOR}.${GLFW_VERSION_MINOR}")
set(GLFW_VERSION_FULL "${GLFW_VERSION}.${GLFW_VERSION_PATCH}${GLFW_VERSION_EXTRA}")
set(LIB_SUFFIX "" CACHE STRING "Takes an empty string or 64. Directory where lib will be installed: lib or lib64")
option(BUILD_SHARED_LIBS "Build shared libraries" OFF)
option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" OFF)
option(GLFW_BUILD_TESTS "Build the GLFW test programs" OFF)
option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" ON)
option(GLFW_BUILD_TESTS "Build the GLFW test programs" ON)
option(GLFW_BUILD_DOCS "Build the GLFW documentation" ON)
option(GLFW_INSTALL "Generate installation target" ON)
option(GLFW_DOCUMENT_INTERNALS "Include internals in documentation" OFF)
@ -25,10 +26,16 @@ if (APPLE)
option(GLFW_BUILD_UNIVERSAL "Build GLFW as a Universal Binary" OFF)
option(GLFW_USE_CHDIR "Make glfwInit chdir to Contents/Resources" ON)
option(GLFW_USE_MENUBAR "Populate the menu bar on first window creation" ON)
option(GLFW_USE_RETINA "Use the full resolution of Retina displays" ON)
else()
option(GLFW_USE_EGL "Use EGL for context creation" OFF)
endif()
if (UNIX AND NOT APPLE)
option(GLFW_USE_WAYLAND "Use Wayland for context creation (implies EGL as well)" OFF)
option(GLFW_USE_MIR "Use Mir for context creation (implies EGL as well)" OFF)
endif()
if (MSVC)
option(USE_MSVC_RUNTIME_LIBRARY_DLL "Use MSVC runtime library DLL" ON)
endif()
@ -37,6 +44,12 @@ if (BUILD_SHARED_LIBS)
set(_GLFW_BUILD_DLL 1)
endif()
if (GLFW_USE_WAYLAND)
set(GLFW_USE_EGL ON)
elseif (GLFW_USE_MIR)
set(GLFW_USE_EGL ON)
endif()
if (GLFW_USE_EGL)
set(GLFW_CLIENT_LIBRARY "opengl" CACHE STRING
"The client library to use; one of opengl, glesv1 or glesv2")
@ -51,7 +64,7 @@ if (GLFW_USE_EGL)
message(FATAL_ERROR "Unsupported client library")
endif()
set(CMAKE_MODULE_PATH ${PROJECT_SOURCE_DIR}/CMake/modules)
set(CMAKE_MODULE_PATH "${PROJECT_SOURCE_DIR}/CMake/modules")
find_package(EGL REQUIRED)
if (NOT _GLFW_USE_OPENGL)
@ -73,11 +86,13 @@ endif()
find_package(Threads REQUIRED)
set(DOXYGEN_SKIP_DOT TRUE)
find_package(Doxygen)
if (GLFW_BUILD_DOCS)
set(DOXYGEN_SKIP_DOT TRUE)
find_package(Doxygen)
if (GLFW_DOCUMENT_INTERNALS)
set(GLFW_INTERNAL_DOCS "${GLFW_SOURCE_DIR}/src/internal.h ${GLFW_SOURCE_DIR}/docs/internal.dox")
if (GLFW_DOCUMENT_INTERNALS)
set(GLFW_INTERNAL_DOCS "${GLFW_SOURCE_DIR}/src/internal.h ${GLFW_SOURCE_DIR}/docs/internal.dox")
endif()
endif()
#--------------------------------------------------------------------
@ -112,12 +127,39 @@ if (MSVC)
endif()
endif()
if (MINGW)
# Enable link-time exploit mitigation features enabled by default on MSVC
include(CheckCCompilerFlag)
# Compatibility with data execution prevention (DEP)
set(CMAKE_REQUIRED_FLAGS "-Wl,--nxcompat")
check_c_compiler_flag("" _GLFW_HAS_DEP)
if (_GLFW_HAS_DEP)
set(CMAKE_SHARED_LINKER_FLAGS "-Wl,--nxcompat ${CMAKE_SHARED_LINKER_FLAGS}")
endif()
# Compatibility with address space layout randomization (ASLR)
set(CMAKE_REQUIRED_FLAGS "-Wl,--dynamicbase")
check_c_compiler_flag("" _GLFW_HAS_ASLR)
if (_GLFW_HAS_ASLR)
set(CMAKE_SHARED_LINKER_FLAGS "-Wl,--dynamicbase ${CMAKE_SHARED_LINKER_FLAGS}")
endif()
# Compatibility with 64-bit address space layout randomization (ASLR)
set(CMAKE_REQUIRED_FLAGS "-Wl,--high-entropy-va")
check_c_compiler_flag("" _GLFW_HAS_64ASLR)
if (_GLFW_HAS_64ASLR)
set(CMAKE_SHARED_LINKER_FLAGS "-Wl,--high-entropy-va ${CMAKE_SHARED_LINKER_FLAGS}")
endif()
endif()
#--------------------------------------------------------------------
# Detect and select backend APIs
#--------------------------------------------------------------------
if (WIN32)
set(_GLFW_WIN32 1)
message(STATUS "Using Win32 for window creation")
message(STATUS "Using Win32 for window creation")
if (GLFW_USE_EGL)
set(_GLFW_EGL 1)
@ -132,8 +174,16 @@ elseif (APPLE)
set(_GLFW_NSGL 1)
message(STATUS "Using NSGL for context creation")
elseif (UNIX)
set(_GLFW_X11 1)
message(STATUS "Using X11 for window creation")
if (GLFW_USE_WAYLAND)
set(_GLFW_WAYLAND 1)
message(STATUS "Using Wayland for window creation")
elseif (GLFW_USE_MIR)
set(_GLFW_MIR 1)
message(STATUS "Using Mir for window creation")
else()
set(_GLFW_X11 1)
message(STATUS "Using X11 for window creation")
endif()
if (GLFW_USE_EGL)
set(_GLFW_EGL 1)
@ -150,12 +200,8 @@ endif()
# Use Win32 for window creation
#--------------------------------------------------------------------
if (_GLFW_WIN32)
# The DLL links against winmm; the static library loads it
# That way, both code paths receive testing
if (BUILD_SHARED_LIBS)
set(_GLFW_NO_DLOAD_WINMM 1)
list(APPEND glfw_LIBRARIES winmm)
endif()
set(GLFW_PKG_LIBS "${GLFW_PKG_LIBS} -lgdi32")
if (GLFW_USE_DWM_SWAP_INTERVAL)
set(_GLFW_USE_DWM_SWAP_INTERVAL 1)
@ -163,14 +209,25 @@ if (_GLFW_WIN32)
if (GLFW_USE_OPTIMUS_HPG)
set(_GLFW_USE_OPTIMUS_HPG 1)
endif()
# HACK: When building on MinGW, WINVER and UNICODE need to be defined before
# the inclusion of stddef.h (by glfw3.h), which is itself included before
# win32_platform.h. We define them here until a saner solution can be found
# NOTE: MinGW-w64 and Visual C++ do /not/ need this hack.
if (${CMAKE_C_COMPILER_ID} STREQUAL "GNU")
add_definitions(-DUNICODE -DWINVER=0x0501)
endif()
endif()
#--------------------------------------------------------------------
# Use WGL for context creation
#--------------------------------------------------------------------
if (_GLFW_WGL)
list(APPEND glfw_INCLUDE_DIRS ${OPENGL_INCLUDE_DIR})
list(APPEND glfw_LIBRARIES ${OPENGL_gl_LIBRARY})
set(GLFW_PKG_LIBS "${GLFW_PKG_LIBS} -lopengl32")
list(APPEND glfw_INCLUDE_DIRS "${OPENGL_INCLUDE_DIR}")
list(APPEND glfw_LIBRARIES "${OPENGL_gl_LIBRARY}")
endif()
#--------------------------------------------------------------------
@ -183,10 +240,10 @@ if (_GLFW_X11)
set(GLFW_PKG_DEPS "${GLFW_PKG_DEPS} x11")
# Set up library and include paths
list(APPEND glfw_INCLUDE_DIRS ${X11_X11_INCLUDE_PATH})
list(APPEND glfw_LIBRARIES ${X11_X11_LIB} ${CMAKE_THREAD_LIBS_INIT})
list(APPEND glfw_INCLUDE_DIRS "${X11_X11_INCLUDE_PATH}")
list(APPEND glfw_LIBRARIES "${X11_X11_LIB}" "${CMAKE_THREAD_LIBS_INIT}")
if (UNIX AND NOT APPLE)
list(APPEND glfw_LIBRARIES ${RT_LIBRARY})
list(APPEND glfw_LIBRARIES "${RT_LIBRARY}")
endif()
# Check for XRandR (modern resolution switching and gamma control)
@ -194,17 +251,32 @@ if (_GLFW_X11)
message(FATAL_ERROR "The RandR library and headers were not found")
endif()
list(APPEND glfw_INCLUDE_DIRS ${X11_Xrandr_INCLUDE_PATH})
list(APPEND glfw_LIBRARIES ${X11_Xrandr_LIB})
list(APPEND glfw_INCLUDE_DIRS "${X11_Xrandr_INCLUDE_PATH}")
list(APPEND glfw_LIBRARIES "${X11_Xrandr_LIB}")
set(GLFW_PKG_DEPS "${GLFW_PKG_DEPS} xrandr")
# Check for Xinerama (legacy multi-monitor support)
if (NOT X11_Xinerama_FOUND)
message(FATAL_ERROR "The Xinerama library and headers were not found")
endif()
list(APPEND glfw_INCLUDE_DIRS "${X11_Xinerama_INCLUDE_PATH}")
list(APPEND glfw_LIBRARIES "${X11_Xinerama_LIB}")
set(GLFW_PKG_DEPS "${GLFW_PKG_DEPS} xinerama")
# Check for XInput (high-resolution cursor motion)
if (NOT X11_Xinput_FOUND)
message(FATAL_ERROR "The XInput library and headers were not found")
endif()
list(APPEND glfw_INCLUDE_DIRS ${X11_Xinput_INCLUDE_PATH})
list(APPEND glfw_LIBRARIES ${X11_Xinput_LIB})
list(APPEND glfw_INCLUDE_DIRS "${X11_Xinput_INCLUDE_PATH}")
if (X11_Xinput_LIB)
list(APPEND glfw_LIBRARIES "${X11_Xinput_LIB}")
else()
# Backwards compatibility (bug in CMake 2.8.7)
list(APPEND glfw_LIBRARIES Xi)
endif()
set(GLFW_PKG_DEPS "${GLFW_PKG_DEPS} xi")
# Check for Xf86VidMode (fallback gamma control)
@ -212,11 +284,11 @@ if (_GLFW_X11)
message(FATAL_ERROR "The Xf86VidMode library and headers were not found")
endif()
list(APPEND glfw_INCLUDE_DIRS ${X11_xf86vmode_INCLUDE_PATH})
list(APPEND glfw_INCLUDE_DIRS "${X11_xf86vmode_INCLUDE_PATH}")
set(GLFW_PKG_DEPS "${GLFW_PKG_DEPS} xxf86vm")
if (X11_Xxf86vm_LIB)
list(APPEND glfw_LIBRARIES ${X11_Xxf86vm_LIB})
list(APPEND glfw_LIBRARIES "${X11_Xxf86vm_LIB}")
else()
# Backwards compatibility (see CMake bug 0006976)
list(APPEND glfw_LIBRARIES Xxf86vm)
@ -225,24 +297,79 @@ if (_GLFW_X11)
# Check for Xkb (X keyboard extension)
if (NOT X11_Xkb_FOUND)
message(FATAL_ERROR "The X keyboard extension headers were not found")
endif()
endif()
list(APPEND glfw_INCLUDE_DIR ${X11_Xkb_INCLUDE_PATH})
list(APPEND glfw_INCLUDE_DIR "${X11_Xkb_INCLUDE_PATH}")
find_library(RT_LIBRARY rt)
mark_as_advanced(RT_LIBRARY)
if (RT_LIBRARY)
list(APPEND glfw_LIBRARIES ${RT_LIBRARY})
list(APPEND glfw_LIBRARIES "${RT_LIBRARY}")
set(GLFW_PKG_LIBS "${GLFW_PKG_LIBS} -lrt")
endif()
find_library(MATH_LIBRARY m)
mark_as_advanced(MATH_LIBRARY)
if (MATH_LIBRARY)
list(APPEND glfw_LIBRARIES ${MATH_LIBRARY})
list(APPEND glfw_LIBRARIES "${MATH_LIBRARY}")
set(GLFW_PKG_LIBS "${GLFW_PKG_LIBS} -lm")
endif()
# Check for Xcursor
if (NOT X11_Xcursor_FOUND)
message(FATAL_ERROR "The Xcursor libraries and headers were not found")
endif()
list(APPEND glfw_INCLUDE_DIR "${X11_Xcursor_INCLUDE_PATH}")
list(APPEND glfw_LIBRARIES "${X11_Xcursor_LIB}")
set(GLFW_PKG_DEPS "${GLFW_PKG_DEPS} xcursor")
endif()
#--------------------------------------------------------------------
# Use Wayland for window creation
#--------------------------------------------------------------------
if (_GLFW_WAYLAND)
find_package(Wayland REQUIRED)
set(GLFW_PKG_DEPS "${GLFW_PKG_DEPS} wayland-egl")
list(APPEND glfw_INCLUDE_DIRS "${WAYLAND_INCLUDE_DIR}")
list(APPEND glfw_LIBRARIES "${WAYLAND_LIBRARIES}" "${CMAKE_THREAD_LIBS_INIT}")
find_package(XKBCommon REQUIRED)
set(GLFW_PKG_DEPS "${GLFW_PKG_DEPS} xkbcommon")
list(APPEND glfw_INCLUDE_DIRS "${XKBCOMMON_INCLUDE_DIRS}")
list(APPEND glfw_LIBRARIES "${XKBCOMMON_LIBRARY}")
find_library(MATH_LIBRARY m)
mark_as_advanced(MATH_LIBRARY)
if (MATH_LIBRARY)
list(APPEND glfw_LIBRARIES "${MATH_LIBRARY}")
set(GLFW_PKG_LIBS "${GLFW_PKG_LIBS} -lm")
endif()
endif()
#--------------------------------------------------------------------
# Use Mir for window creation
#--------------------------------------------------------------------
if (_GLFW_MIR)
find_package(Mir REQUIRED)
set(GLFW_PKG_DEPS "${GLFW_PKG_DEPS} mirclient")
list(APPEND glfw_INCLUDE_DIRS "${MIR_INCLUDE_DIR}")
list(APPEND glfw_LIBRARIES "${MIR_LIBRARIES}" "${CMAKE_THREAD_LIBS_INIT}")
find_package(XKBCommon REQUIRED)
set(GLFW_PKG_DEPS "${GLFW_PKG_DEPS} xkbcommon")
list(APPEND glfw_INCLUDE_DIRS "${XKBCOMMON_INCLUDE_DIRS}")
list(APPEND glfw_LIBRARIES "${XKBCOMMON_LIBRARY}")
find_library(MATH_LIBRARY m)
mark_as_advanced(MATH_LIBRARY)
if (MATH_LIBRARY)
list(APPEND glfw_LIBRARIES "${MATH_LIBRARY}")
set(GLFW_PKG_LIBS "${GLFW_PKG_LIBS} -lm")
endif()
endif()
#--------------------------------------------------------------------
@ -250,14 +377,14 @@ endif()
#--------------------------------------------------------------------
if (_GLFW_GLX)
list(APPEND glfw_INCLUDE_DIRS ${OPENGL_INCLUDE_DIR})
list(APPEND glfw_LIBRARIES ${OPENGL_gl_LIBRARY})
list(APPEND glfw_INCLUDE_DIRS "${OPENGL_INCLUDE_DIR}")
list(APPEND glfw_LIBRARIES "${OPENGL_gl_LIBRARY}")
set(GLFW_PKG_DEPS "${GLFW_PKG_DEPS} gl")
include(CheckFunctionExists)
set(CMAKE_REQUIRED_LIBRARIES ${OPENGL_gl_LIBRARY})
set(CMAKE_REQUIRED_LIBRARIES "${OPENGL_gl_LIBRARY}")
check_function_exists(glXGetProcAddress _GLFW_HAS_GLXGETPROCADDRESS)
check_function_exists(glXGetProcAddressARB _GLFW_HAS_GLXGETPROCADDRESSARB)
check_function_exists(glXGetProcAddressEXT _GLFW_HAS_GLXGETPROCADDRESSEXT)
@ -269,23 +396,15 @@ if (_GLFW_GLX)
# Check for dlopen support as a fallback
find_library(DL_LIBRARY dl)
mark_as_advanced(DL_LIBRARY)
if (DL_LIBRARY)
set(CMAKE_REQUIRED_LIBRARIES ${DL_LIBRARY})
else()
set(CMAKE_REQUIRED_LIBRARIES "")
endif()
set(CMAKE_REQUIRED_LIBRARIES "${CMAKE_DL_LIBS}")
check_function_exists(dlopen _GLFW_HAS_DLOPEN)
if (NOT _GLFW_HAS_DLOPEN)
message(FATAL_ERROR "No entry point retrieval mechanism found")
endif()
if (DL_LIBRARY)
list(APPEND glfw_LIBRARIES ${DL_LIBRARY})
set(GLFW_PKG_LIBS "${GLFW_PKG_LIBS} -ldl")
if (CMAKE_DL_LIBS)
list(APPEND glfw_LIBRARIES "${CMAKE_DL_LIBS}")
set(GLFW_PKG_LIBS "${GLFW_PKG_LIBS} -l${CMAKE_DL_LIBS}")
endif()
endif()
@ -296,24 +415,22 @@ endif()
#--------------------------------------------------------------------
if (_GLFW_EGL)
list(APPEND glfw_INCLUDE_DIRS ${EGL_INCLUDE_DIR})
list(APPEND glfw_LIBRARIES ${EGL_LIBRARY})
list(APPEND glfw_INCLUDE_DIRS "${EGL_INCLUDE_DIR}")
list(APPEND glfw_LIBRARIES "${EGL_LIBRARY}")
if (UNIX)
set(GLFW_PKG_DEPS "${GLFW_PKG_DEPS} egl")
endif()
set(GLFW_PKG_DEPS "${GLFW_PKG_DEPS} egl")
if (_GLFW_USE_OPENGL)
list(APPEND glfw_LIBRARIES ${OPENGL_gl_LIBRARY})
list(APPEND glfw_INCLUDE_DIRS ${OPENGL_INCLUDE_DIR})
list(APPEND glfw_LIBRARIES "${OPENGL_gl_LIBRARY}")
list(APPEND glfw_INCLUDE_DIRS "${OPENGL_INCLUDE_DIR}")
set(GLFW_PKG_DEPS "${GLFW_PKG_DEPS} gl")
elseif (_GLFW_USE_GLESV1)
list(APPEND glfw_LIBRARIES ${GLESv1_LIBRARY})
list(APPEND glfw_INCLUDE_DIRS ${GLESv1_INCLUDE_DIR})
list(APPEND glfw_LIBRARIES "${GLESv1_LIBRARY}")
list(APPEND glfw_INCLUDE_DIRS "${GLESv1_INCLUDE_DIR}")
set(GLFW_PKG_DEPS "${GLFW_PKG_DEPS} glesv1_cm")
elseif (_GLFW_USE_GLESV2)
list(APPEND glfw_LIBRARIES ${GLESv2_LIBRARY})
list(APPEND glfw_INCLUDE_DIRS ${GLESv2_INCLUDE_DIR})
list(APPEND glfw_LIBRARIES "${GLESv2_LIBRARY}")
list(APPEND glfw_INCLUDE_DIRS "${GLESv2_INCLUDE_DIR}")
set(GLFW_PKG_DEPS "${GLFW_PKG_DEPS} glesv2")
endif()
@ -323,7 +440,7 @@ endif()
# Use Cocoa for window creation and NSOpenGL for context creation
#--------------------------------------------------------------------
if (_GLFW_COCOA AND _GLFW_NSGL)
if (GLFW_USE_MENUBAR)
set(_GLFW_USE_MENUBAR 1)
endif()
@ -332,24 +449,30 @@ if (_GLFW_COCOA AND _GLFW_NSGL)
set(_GLFW_USE_CHDIR 1)
endif()
if (GLFW_USE_RETINA)
set(_GLFW_USE_RETINA 1)
endif()
if (GLFW_BUILD_UNIVERSAL)
message(STATUS "Building GLFW as Universal Binaries")
set(CMAKE_OSX_ARCHITECTURES i386;x86_64)
else()
message(STATUS "Building GLFW only for the native architecture")
endif()
# Set up library and include paths
find_library(COCOA_FRAMEWORK Cocoa)
find_library(IOKIT_FRAMEWORK IOKit)
find_library(CORE_FOUNDATION_FRAMEWORK CoreFoundation)
list(APPEND glfw_LIBRARIES ${COCOA_FRAMEWORK}
${OPENGL_gl_LIBRARY}
${IOKIT_FRAMEWORK}
${CORE_FOUNDATION_FRAMEWORK})
find_library(CORE_VIDEO_FRAMEWORK CoreVideo)
list(APPEND glfw_LIBRARIES "${COCOA_FRAMEWORK}"
"${OPENGL_gl_LIBRARY}"
"${IOKIT_FRAMEWORK}"
"${CORE_FOUNDATION_FRAMEWORK}"
"${CORE_VIDEO_FRAMEWORK}")
set(GLFW_PKG_DEPS "")
set(GLFW_PKG_LIBS "-framework Cocoa -framework OpenGL -framework IOKit -framework CoreFoundation")
set(GLFW_PKG_LIBS "-framework Cocoa -framework OpenGL -framework IOKit -framework CoreFoundation -framework CoreVideo")
endif()
#--------------------------------------------------------------------
@ -370,66 +493,64 @@ endif()
#--------------------------------------------------------------------
# Create generated files
#--------------------------------------------------------------------
configure_file(${GLFW_SOURCE_DIR}/docs/Doxyfile.in
${GLFW_BINARY_DIR}/docs/Doxyfile @ONLY)
configure_file(${GLFW_SOURCE_DIR}/src/config.h.in
${GLFW_BINARY_DIR}/src/config.h @ONLY)
configure_file(${GLFW_SOURCE_DIR}/src/glfwConfig.cmake.in
${GLFW_BINARY_DIR}/src/glfwConfig.cmake @ONLY)
configure_file(${GLFW_SOURCE_DIR}/src/glfwConfigVersion.cmake.in
${GLFW_BINARY_DIR}/src/glfwConfigVersion.cmake @ONLY)
if (UNIX)
configure_file(${GLFW_SOURCE_DIR}/src/glfw3.pc.in
${GLFW_BINARY_DIR}/src/glfw3.pc @ONLY)
if (GLFW_BUILD_DOCS)
configure_file("${GLFW_SOURCE_DIR}/docs/Doxyfile.in"
"${GLFW_BINARY_DIR}/docs/Doxyfile" @ONLY)
endif()
configure_file("${GLFW_SOURCE_DIR}/src/glfw_config.h.in"
"${GLFW_BINARY_DIR}/src/glfw_config.h" @ONLY)
configure_file("${GLFW_SOURCE_DIR}/src/glfwConfig.cmake.in"
"${GLFW_BINARY_DIR}/src/glfwConfig.cmake" @ONLY)
configure_file("${GLFW_SOURCE_DIR}/src/glfwConfigVersion.cmake.in"
"${GLFW_BINARY_DIR}/src/glfwConfigVersion.cmake" @ONLY)
configure_file("${GLFW_SOURCE_DIR}/src/glfw3.pc.in"
"${GLFW_BINARY_DIR}/src/glfw3.pc" @ONLY)
#--------------------------------------------------------------------
# Add subdirectories
#--------------------------------------------------------------------
add_subdirectory(src)
#if (GLFW_BUILD_EXAMPLES)
# add_subdirectory(examples)
#endif()
if (GLFW_BUILD_EXAMPLES)
add_subdirectory(examples)
endif()
#if (GLFW_BUILD_TESTS)
# add_subdirectory(tests)
#endif()
if (GLFW_BUILD_TESTS)
add_subdirectory(tests)
endif()
#if (DOXYGEN_FOUND)
# add_subdirectory(docs)
#endif()
if (DOXYGEN_FOUND AND GLFW_BUILD_DOCS)
add_subdirectory(docs)
endif()
#--------------------------------------------------------------------
# Install files other than the library
# The library is installed by src/CMakeLists.txt
#--------------------------------------------------------------------
if (GLFW_INSTALL)
install(DIRECTORY include/GLFW DESTINATION include
install(DIRECTORY include/GLFW DESTINATION include
FILES_MATCHING PATTERN glfw3.h PATTERN glfw3native.h)
install(FILES ${GLFW_BINARY_DIR}/src/glfwConfig.cmake
${GLFW_BINARY_DIR}/src/glfwConfigVersion.cmake
install(FILES "${GLFW_BINARY_DIR}/src/glfwConfig.cmake"
"${GLFW_BINARY_DIR}/src/glfwConfigVersion.cmake"
DESTINATION lib${LIB_SUFFIX}/cmake/glfw)
if (UNIX)
install(EXPORT glfwTargets DESTINATION lib${LIB_SUFFIX}/cmake/glfw)
install(FILES ${GLFW_BINARY_DIR}/src/glfw3.pc
DESTINATION lib${LIB_SUFFIX}/pkgconfig)
endif()
install(EXPORT glfwTargets DESTINATION lib${LIB_SUFFIX}/cmake/glfw)
install(FILES "${GLFW_BINARY_DIR}/src/glfw3.pc"
DESTINATION lib${LIB_SUFFIX}/pkgconfig)
# Only generate this target if no higher-level project already has
if (NOT TARGET uninstall)
configure_file(${GLFW_SOURCE_DIR}/cmake_uninstall.cmake.in
${GLFW_BINARY_DIR}/cmake_uninstall.cmake IMMEDIATE @ONLY)
configure_file("${GLFW_SOURCE_DIR}/cmake_uninstall.cmake.in"
"${GLFW_BINARY_DIR}/cmake_uninstall.cmake" IMMEDIATE @ONLY)
add_custom_target(uninstall
${CMAKE_COMMAND} -P
${GLFW_BINARY_DIR}/cmake_uninstall.cmake)
"${CMAKE_COMMAND}" -P
"${GLFW_BINARY_DIR}/cmake_uninstall.cmake")
endif()
endif()

351
extern/glfw/README.md vendored
View File

@ -2,13 +2,11 @@
## Introduction
GLFW is a free, Open Source, portable library for OpenGL and OpenGL ES
GLFW is a free, Open Source, multi-platform library for OpenGL and OpenGL ES
application development. It provides a simple, platform-independent API for
creating windows and contexts, reading input, handling events, etc.
Version 3.0.2 adds support for OpenGL 4 on and precise scrolling deltas on OS
X and fixes for a number of bugs that together affect all supported platforms.
As this is a patch release, there are no API changes.
Version 3.1 is *not yet described*.
If you are new to GLFW, you may find the
[introductory tutorial](http://www.glfw.org/docs/latest/quick.html) for GLFW
@ -16,224 +14,135 @@ If you are new to GLFW, you may find the
[transition guide](http://www.glfw.org/docs/latest/moving.html) for moving to
the GLFW 3 API.
Note that a number of source files have been added or renamed in 3.1, which may
require you to update any custom build files you have.
## Compiling GLFW
### Dependencies
To compile GLFW and the accompanying example programs, you will need **CMake**,
which will generate the project files or makefiles for your particular
development environment. If you are on a Unix-like system such as Linux or
FreeBSD or have a package system like Fink, MacPorts, Cygwin or Homebrew, you
can simply install its CMake package. If not, you can get installers for
Windows and OS X from the [CMake website](http://www.cmake.org/).
Additional dependencies are listed below.
#### Visual C++ on Windows
The Microsoft Platform SDK that is installed along with Visual C++ contains all
the necessary headers, link libraries and tools except for CMake.
#### MinGW or MinGW-w64 on Windows
These packages contain all the necessary headers, link libraries and tools
except for CMake.
#### MinGW or MinGW-w64 cross-compilation
Both Cygwin and many Linux distributions have MinGW or MinGW-w64 packages. For
example, Cygwin has the `mingw64-i686-gcc` and `mingw64-x86_64-gcc` packages
for 32- and 64-bit version of MinGW-w64, while Debian GNU/Linux and derivatives
like Ubuntu have the `mingw-w64` package for both.
GLFW has CMake toolchain files in the `CMake/` directory that allow for easy
cross-compilation of Windows binaries. To use these files you need to add a
special parameter when generating the project files or makefiles:
cmake -DCMAKE_TOOLCHAIN_FILE=<toolchain-file> .
The exact toolchain file to use depends on the prefix used by the MinGW or
MinGW-w64 binaries on your system. You can usually see this in the /usr
directory. For example, both the Debian/Ubuntu and Cygwin MinGW-w64 packages
have `/usr/x86_64-w64-mingw32` for the 64-bit compilers, so the correct
invocation would be:
cmake -DCMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake .
For more details see the article
[CMake Cross Compiling](http://www.paraview.org/Wiki/CMake_Cross_Compiling) on
the CMake wiki.
#### Xcode on OS X
Xcode contains all necessary tools except for CMake. The necessary headers and
libraries are included in the core OS frameworks. Xcode can be downloaded from
the Mac App Store.
#### Unix-like systems with X11
To compile GLFW for X11, you need to have the X11 and OpenGL header packages
installed, as well as the basic development tools like GCC and make. For
example, on Ubuntu and other distributions based on Debian GNU/Linux, you need
to install the `xorg-dev` and `libglu1-mesa-dev` packages. The former pulls in
all X.org header packages and the latter pulls in the Mesa OpenGL and GLU
packages. Note that using header files and libraries from Mesa during
compilation *will not* tie your binaries to the Mesa implementation of OpenGL.
### Generating with CMake
Once you have all necessary dependencies, it is time to generate the project
files or makefiles for your development environment. CMake needs to know two
paths for this: the path to the source directory and the target path for the
generated files and compiled binaries. If these are the same, it is called an
in-tree build, otherwise it is called an out-of-tree build.
One of several advantages of out-of-tree builds is that you can generate files
and compile for different development environments using a single source tree.
#### Using CMake from the command-line
To make an in-tree build, enter the root directory of the GLFW source tree and
run CMake. The current directory is used as target path, while the path
provided as an argument is used to find the source tree.
cd <glfw-root-dir>
cmake .
To make an out-of-tree build, make another directory, enter it and run CMake
with the (relative or absolute) path to the root of the source tree as an
argument.
cd <glfw-root-dir>
mkdir build
cd build
cmake ..
#### Using the CMake GUI
If you are using the GUI version, choose the root of the GLFW source tree as
source location and the same directory or another, empty directory as the
destination for binaries. Choose *Configure*, change any options you wish to,
*Configure* again to let the changes take effect and then *Generate*.
### CMake options
The CMake files for GLFW provide a number of options, although not all are
available on all supported platforms. Some of these are de facto standards
among CMake users and so have no `GLFW_` prefix.
If you are using the GUI version of CMake, these are listed and can be changed
from there. If you are using the command-line version, use the `ccmake` tool.
Some package systems like Ubuntu and other distributions based on Debian
GNU/Linux have this tool in a separate `cmake-curses-gui` package.
#### Shared options
`BUILD_SHARED_LIBS` determines whether GLFW is built as a static
library or as a DLL / shared library / dynamic library.
`LIB_SUFFIX` affects where the GLFW shared /dynamic library is
installed. If it is empty, it is installed to `$PREFIX/lib`. If it is set to
`64`, it is installed to `$PREFIX/lib64`.
`GLFW_BUILD_EXAMPLES` determines whether the GLFW examples are built
along with the library.
`GLFW_BUILD_TESTS` determines whether the GLFW test programs are
built along with the library.
#### OS X specific options
`GLFW_USE_CHDIR` determines whether `glfwInit` changes the current
directory of bundled applications to the `Contents/Resources` directory.
`GLFW_USE_MENUBAR` determines whether the first call to
`glfwCreateWindow` sets up a minimal menu bar.
`GLFW_BUILD_UNIVERSAL` determines whether to build Universal Binaries.
#### Windows specific options
`USE_MSVC_RUNTIME_LIBRARY_DLL` determines whether to use the DLL version or the
static library version of the Visual C++ runtime library.
`GLFW_USE_DWM_SWAP_INTERVAL` determines whether the swap interval is set even
when DWM compositing is enabled. This can lead to severe jitter and is not
usually recommended.
`GLFW_USE_OPTIMUS_HPG` determines whether to export the `NvOptimusEnablement`
symbol, which forces the use of the high-performance GPU on nVidia Optimus
systems.
#### EGL specific options
`GLFW_USE_EGL` determines whether to use EGL instead of the platform-specific
context creation API. Note that EGL is not yet provided on all supported
platforms.
`GLFW_CLIENT_LIBRARY` determines which client API library to use. If set to
`opengl` the OpenGL library is used, if set to `glesv1` for the OpenGL ES 1.x
library is used, or if set to `glesv2` the OpenGL ES 2.0 library is used. The
selected library and its header files must be present on the system for this to
work.
## Installing GLFW
A rudimentary installation target is provided for all supported platforms via
CMake.
See the [Compiling GLFW](http://www.glfw.org/docs/latest/compile.html) guide in
the GLFW documentation.
## Using GLFW
See the [GLFW documentation](http://www.glfw.org/docs/latest/).
See the
[Building programs that use GLFW](http://www.glfw.org/docs/latest/build.html)
guide in the GLFW documentation.
## Reporting bugs
Bugs are reported to our [issue tracker](https://github.com/glfw/glfw/issues).
Please always include the name and version of the OS where the bug occurs and
the version of GLFW used. If you have cloned it, include the commit ID used.
If it's a build issue, please also include the build log and the name and
version of your development environment.
If it's a context creation issue, please also include the make and model of your
graphics card and the version of your driver.
This will help both us and other people experiencing the same bug.
## Dependencies
GLFW bundles a number of dependencies in the `deps/` directory.
- [Khronos extension headers](https://www.opengl.org/registry/) for API
extension symbols used by GLFW
- [getopt\_port](https://github.com/kimgr/getopt_port/) for examples
with command-line options
- [TinyCThread](https://github.com/tinycthread/tinycthread) for threaded
examples
- An OpenGL 3.2 core loader generated by
[glad](https://github.com/Dav1dde/glad) for examples using modern OpenGL
## Changelog
- Allowed character callback to be triggered regardless of modifier keys
- Bugfix: The `-Wall` flag was not used with Clang and other GCC compatibles
- Bugfix: The default for `GLFW_ALPHA_BITS` was set to zero
- Bugfix: `glfwInit` would segfault if monitor enumeration failed and no error
callback was set
- [Win32] Added `_GLFW_USE_DWM_SWAP_INTERVAL` for forcing the swap interval
to be set even when DWM compositing is enabled
- [Win32] Added support for forcing the use of the high-performance GPU
on nVidia Optimus systems
- [Win32] Bugfix: The clipboard string was not freed on terminate
- [Win32] Bugfix: Entry points for OpenGL 1.0 and 1.1 functions were not
returned by `glfwGetProcAddress`
- [Win32] Bugfix: The `user32` and `dwmapi` module handles were not freed on
library termination
- [Cocoa] Added support for precise scrolling deltas on OS X 10.7 and later
- [Cocoa] Enabled explicit creation of OpenGL 3.x and 4.x contexts as supported
by OS X 10.9
- [Cocoa] Bugfix: The clipboard string was not freed on terminate
- [Cocoa] Bugfix: Selectors were used that are not declared by the 10.6 SDK
- [Cocoa] Bugfix: The position set by `glfwSetWindowPos` was incorrect
- [X11] Bugfix: Override-redirect windows were resized to the desired instead
of the actual resolution of the selected video mode
- [X11] Bugfix: Screensaver override for full screen windows had a possible
race condition
- [X11] Bugfix: The reported window position did not account for the size of
the window frame on some WMs
- [X11] Bugfix: The original video mode of a monitor was overwritten by calls
to `glfwSetWindowSize`
- [X11] Bugfix: Key release events for `GLFW_KEY_KP_5` were discarded.
- Added `GLFWcursor` custom system cursor handle
- Added `glfwCreateCursor`, `glfwDestroyCursor` and `glfwSetCursor` for
managing custom system cursors
- Added `GLFWimage` struct for passing 32-bit RGBA images
- Added monitor and adapter identifier access to native API
- Added `glfwSetDropCallback` and `GLFWdropfun` for receiving dropped files
- Added `glfwPostEmptyEvent` for allowing secondary threads to cause
`glfwWaitEvents` to return
- Added `empty` test program for verifying posting of empty events
- Added `glfwSetCharModsCallback` for receiving character events with modifiers
- Added `glfwGetWindowFrameSize` for retrieving the size of the frame around
the client area of a window
- Added `GLFW_AUTO_ICONIFY` for controlling whether full screen windows
automatically iconify (and restore the previous video mode) on focus loss
- Added `GLFW_DONT_CARE` for indicating that any value is acceptable
- Added `GLFW_DOUBLEBUFFER` for controlling whether to use double buffering
- Added `GLFW_CONTEXT_RELEASE_BEHAVIOR` and values
`GLFW_ANY_RELEASE_BEHAVIOR`, `GLFW_RELEASE_BEHAVIOR_FLUSH` and
`GLFW_RELEASE_BEHAVIOR_NONE` for `GL_KHR_context_flush_control` support
- Added `GLFW_INCLUDE_ES31` for including the OpenGL ES 3.1 header
- Added `GLFW_FLOATING` for creating always-on-top windowed mode windows
- Added `GLFW_FOCUSED` window hint for controlling initial input focus
- Added *partial and experimental* support for Wayland
- Added *partial and experimental* support for Mir
- Changed the default of `GLFW_REFRESH_RATE` to `GLFW_DONT_CARE` to maintain
the default behavior
- Changed static library to build as position independent code for easier use
from the Rust language
- Bugfix: The debug context attribute was set from `GL_ARB_debug_output` even
when a debug context had not been requested
- Bugfix: The particles example was not linked against the threading library
- Bugfix: The cursor was not positioned over newly created full screen windows
- [Cocoa] Added `_GLFW_USE_RETINA` to control whether windows will use the full
resolution on Retina displays
- [Cocoa] Bugfix: Using a 1x1 cursor for hidden mode caused some screen
recorders to fail
- [Cocoa] Bugfix: Some Core Foundation objects were leaked during joystick
enumeration and termination
- [Cocoa] Bugfix: One copy of each display name string was leaked
- [Cocoa] Bugfix: Monitor enumeration caused a segfault if no `NSScreen` was
found for a given `CGDisplay`
- [Cocoa] Bugfix: Modifier key events were lost if the corresponding modifier
bit field was unchanged
- [Cocoa] Bugfix: Joystick enumeration took hundreds of ms on some systems
- [Cocoa] Bugfix: The cursor was hidden when the user resized a GLFW window
- [Win32] Enabled generation of pkg-config file for MinGW
- [Win32] Removed option to require explicitly linking against `winmm.dll`
- [Win32] Bugfix: Failure to load winmm or its functions was not reported to
the error callback
- [Win32] Bugfix: Some keys were reported based on the current layout instead
of their physical location
- [Win32] Bugfix: Maximized hidden windows were restored by `glfwShowWindow`
- [Win32] Bugfix: Context re-creation was not triggered by sRGB hint
- [Win32] Bugfix: Full screen windows were incorrectly sized and placed on some
systems
- [Win32] Bugfix: Gamma ramp functions acted on entire desktop instead of the
specified monitor
- [Win32] Bugfix: The wrong incorrect physical size was returned for
non-primary monitors
- [Win32] Bugfix: X-axis scroll offsets were inverted
- [X11] Added run-time support for systems lacking the XKB extension
- [X11] Made GLX 1.3 the minimum supported version
- [X11] Replaced `XRRGetScreenResources` with `XRRGetScreenResourcesCurrent`
for monitor property retrieval
- [X11] Bugfix: The case of finding no usable CRTCs was not detected
- [X11] Bugfix: Detection of broken Nvidia RandR gamma support did not verify
that at least one CRTC was present
- [X11] Bugfix: A stale `_NET_SUPPORTING_WM_CHECK` root window property would
cause an uncaught `BadWindow` error
- [X11] Bugfix: No check was made for the presence of GLX 1.3 when
`GLX_SGIX_fbconfig` was unavailable
- [X11] Bugfix: The message type of ICCCM protocol events was not checked
- [X11] Bugfix: `glfwDestroyWindow` did not flush the output buffer
- [X11] Bugfix: Window frame interactions were reported as focus events
- [X11] Bugfix: Workaround for legacy Compiz caused flickering during resize
- [X11] Bugfix: The name pointer of joysticks were not cleared on disconnection
- [X11] Bugfix: Video mode dimensions were not rotated to match the CRTC
- [X11] Bugfix: Unicode character input ignored dead keys
- [X11] Bugfix: X-axis scroll offsets were inverted
- [X11] Bugfix: Full screen override redirect windows were not always
positioned over the specified monitor
## Contact
@ -271,21 +180,29 @@ skills.
- Niklas Bergström
- Doug Binks
- blanco
- Martin Capitanio
- Lambert Clara
- Andrew Corrigan
- Noel Cower
- Jarrod Davis
- Olivier Delannoy
- Paul R. Deppe
- Michael Dickens
- Jonathan Dummer
- Ralph Eastwood
- Michael Fogleman
- Gerald Franz
- GeO4d
- Marcus Geelnard
- Eloi Marín Gratacós
- Stefan Gustavson
- Sylvain Hellegouarch
- Matthew Henry
- heromyth
- Lucas Hinderberger
- Paul Holden
- Toni Jovanoski
- Arseny Kapoulkine
- Osman Keskin
- Cameron King
- Peter Knut
@ -302,20 +219,28 @@ skills.
- Marcel Metz
- Kenneth Miller
- Bruce Mitchener
- Jack Moffitt
- Jeff Molofee
- Jon Morton
- Pierre Moulon
- Julian Møller
- Kamil Nowakowski
- Ozzy
- Andri Pálsson
- Peoro
- Braden Pellett
- Arturo J. Pérez
- Cyril Pichard
- Pieroman
- Jorge Rodriguez
- Ed Ropple
- Riku Salminen
- Brandon Schaefer
- Sebastian Schuberth
- Matt Sealey
- SephiRok
- Steve Sexton
- Systemcluster
- Dmitri Shuralyov
- Daniel Skorupski
- Bradley Smith
@ -326,13 +251,17 @@ skills.
- TTK-Bandit
- Sergey Tikhomirov
- Samuli Tuomola
- urraka
- Jari Vetoniemi
- Ricardo Vieira
- Simon Voordouw
- Torsten Walluhn
- Patrick Walton
- Jay Weisskopf
- Frank Wille
- yuriks
- Santi Zupancic
- Jonas Ådahl
- Lasse Öörni
- All the unmentioned and anonymous contributors in the GLFW community, for bug
reports, patches, feedback, testing and encouragement

File diff suppressed because it is too large Load Diff

View File

@ -6,7 +6,7 @@ extern "C" {
#endif
/*
** Copyright (c) 2013 The Khronos Group Inc.
** Copyright (c) 2013-2014 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
@ -33,10 +33,10 @@ extern "C" {
** used to make the header, and the header can be found at
** http://www.opengl.org/registry/
**
** Khronos $Revision$ on $Date$
** Khronos $Revision: 27684 $ on $Date: 2014-08-11 01:21:35 -0700 (Mon, 11 Aug 2014) $
*/
#define GLX_GLXEXT_VERSION 20130710
#define GLX_GLXEXT_VERSION 20140810
/* Generated C header for:
* API: glx
@ -49,6 +49,7 @@ extern "C" {
#ifndef GLX_VERSION_1_3
#define GLX_VERSION_1_3 1
typedef XID GLXContextID;
typedef struct __GLXFBConfigRec *GLXFBConfig;
typedef XID GLXWindow;
typedef XID GLXPbuffer;
@ -157,6 +158,13 @@ __GLXextFuncPtr glXGetProcAddress (const GLubyte *procName);
#endif
#endif /* GLX_VERSION_1_4 */
#ifndef GLX_ARB_context_flush_control
#define GLX_ARB_context_flush_control 1
#define GLX_CONTEXT_RELEASE_BEHAVIOR_ARB 0x2097
#define GLX_CONTEXT_RELEASE_BEHAVIOR_NONE_ARB 0
#define GLX_CONTEXT_RELEASE_BEHAVIOR_FLUSH_ARB 0x2098
#endif /* GLX_ARB_context_flush_control */
#ifndef GLX_ARB_create_context
#define GLX_ARB_create_context 1
#define GLX_CONTEXT_DEBUG_BIT_ARB 0x00000001
@ -272,7 +280,6 @@ __GLXextFuncPtr glXGetProcAddressARB (const GLubyte *procName);
#ifndef GLX_EXT_import_context
#define GLX_EXT_import_context 1
typedef XID GLXContextID;
#define GLX_SHARE_CONTEXT_EXT 0x800A
#define GLX_VISUAL_ID_EXT 0x800B
#define GLX_SCREEN_EXT 0x800C
@ -290,6 +297,23 @@ void glXFreeContextEXT (Display *dpy, GLXContext context);
#endif
#endif /* GLX_EXT_import_context */
#ifndef GLX_EXT_stereo_tree
#define GLX_EXT_stereo_tree 1
typedef struct {
int type;
unsigned long serial;
Bool send_event;
Display *display;
int extension;
int evtype;
GLXDrawable window;
Bool stereo_tree;
} GLXStereoNotifyEventEXT;
#define GLX_STEREO_TREE_EXT 0x20F5
#define GLX_STEREO_NOTIFY_MASK_EXT 0x00000001
#define GLX_STEREO_NOTIFY_EXT 0x00000000
#endif /* GLX_EXT_stereo_tree */
#ifndef GLX_EXT_swap_control
#define GLX_EXT_swap_control 1
#define GLX_SWAP_INTERVAL_EXT 0x20F1
@ -407,6 +431,32 @@ GLXPixmap glXCreateGLXPixmapMESA (Display *dpy, XVisualInfo *visual, Pixmap pixm
#endif
#endif /* GLX_MESA_pixmap_colormap */
#ifndef GLX_MESA_query_renderer
#define GLX_MESA_query_renderer 1
#define GLX_RENDERER_VENDOR_ID_MESA 0x8183
#define GLX_RENDERER_DEVICE_ID_MESA 0x8184
#define GLX_RENDERER_VERSION_MESA 0x8185
#define GLX_RENDERER_ACCELERATED_MESA 0x8186
#define GLX_RENDERER_VIDEO_MEMORY_MESA 0x8187
#define GLX_RENDERER_UNIFIED_MEMORY_ARCHITECTURE_MESA 0x8188
#define GLX_RENDERER_PREFERRED_PROFILE_MESA 0x8189
#define GLX_RENDERER_OPENGL_CORE_PROFILE_VERSION_MESA 0x818A
#define GLX_RENDERER_OPENGL_COMPATIBILITY_PROFILE_VERSION_MESA 0x818B
#define GLX_RENDERER_OPENGL_ES_PROFILE_VERSION_MESA 0x818C
#define GLX_RENDERER_OPENGL_ES2_PROFILE_VERSION_MESA 0x818D
#define GLX_RENDERER_ID_MESA 0x818E
typedef Bool ( *PFNGLXQUERYCURRENTRENDERERINTEGERMESAPROC) (int attribute, unsigned int *value);
typedef const char *( *PFNGLXQUERYCURRENTRENDERERSTRINGMESAPROC) (int attribute);
typedef Bool ( *PFNGLXQUERYRENDERERINTEGERMESAPROC) (Display *dpy, int screen, int renderer, int attribute, unsigned int *value);
typedef const char *( *PFNGLXQUERYRENDERERSTRINGMESAPROC) (Display *dpy, int screen, int renderer, int attribute);
#ifdef GLX_GLXEXT_PROTOTYPES
Bool glXQueryCurrentRendererIntegerMESA (int attribute, unsigned int *value);
const char *glXQueryCurrentRendererStringMESA (int attribute);
Bool glXQueryRendererIntegerMESA (Display *dpy, int screen, int renderer, int attribute, unsigned int *value);
const char *glXQueryRendererStringMESA (Display *dpy, int screen, int renderer, int attribute);
#endif
#endif /* GLX_MESA_query_renderer */
#ifndef GLX_MESA_release_buffers
#define GLX_MESA_release_buffers 1
typedef Bool ( *PFNGLXRELEASEBUFFERSMESAPROC) (Display *dpy, GLXDrawable drawable);
@ -425,6 +475,16 @@ Bool glXSet3DfxModeMESA (int mode);
#endif
#endif /* GLX_MESA_set_3dfx_mode */
#ifndef GLX_NV_copy_buffer
#define GLX_NV_copy_buffer 1
typedef void ( *PFNGLXCOPYBUFFERSUBDATANVPROC) (Display *dpy, GLXContext readCtx, GLXContext writeCtx, GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
typedef void ( *PFNGLXNAMEDCOPYBUFFERSUBDATANVPROC) (Display *dpy, GLXContext readCtx, GLXContext writeCtx, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
#ifdef GLX_GLXEXT_PROTOTYPES
void glXCopyBufferSubDataNV (Display *dpy, GLXContext readCtx, GLXContext writeCtx, GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
void glXNamedCopyBufferSubDataNV (Display *dpy, GLXContext readCtx, GLXContext writeCtx, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
#endif
#endif /* GLX_NV_copy_buffer */
#ifndef GLX_NV_copy_image
#define GLX_NV_copy_image 1
typedef void ( *PFNGLXCOPYIMAGESUBDATANVPROC) (Display *dpy, GLXContext srcCtx, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLXContext dstCtx, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);
@ -433,6 +493,14 @@ void glXCopyImageSubDataNV (Display *dpy, GLXContext srcCtx, GLuint srcName, GLe
#endif
#endif /* GLX_NV_copy_image */
#ifndef GLX_NV_delay_before_swap
#define GLX_NV_delay_before_swap 1
typedef Bool ( *PFNGLXDELAYBEFORESWAPNVPROC) (Display *dpy, GLXDrawable drawable, GLfloat seconds);
#ifdef GLX_GLXEXT_PROTOTYPES
Bool glXDelayBeforeSwapNV (Display *dpy, GLXDrawable drawable, GLfloat seconds);
#endif
#endif /* GLX_NV_delay_before_swap */
#ifndef GLX_NV_float_buffer
#define GLX_NV_float_buffer 1
#define GLX_FLOAT_COMPONENTS_NV 0x20B0
@ -493,8 +561,8 @@ void glXReleaseVideoCaptureDeviceNV (Display *dpy, GLXVideoCaptureDeviceNV devic
#endif
#endif /* GLX_NV_video_capture */
#ifndef GLX_NV_video_output
#define GLX_NV_video_output 1
#ifndef GLX_NV_video_out
#define GLX_NV_video_out 1
typedef unsigned int GLXVideoDeviceNV;
#define GLX_VIDEO_OUT_COLOR_NV 0x20C3
#define GLX_VIDEO_OUT_ALPHA_NV 0x20C4
@ -520,7 +588,7 @@ int glXReleaseVideoImageNV (Display *dpy, GLXPbuffer pbuf);
int glXSendPbufferToVideoNV (Display *dpy, GLXPbuffer pbuf, int iBufferType, unsigned long *pulCounterPbuffer, GLboolean bBlock);
int glXGetVideoInfoNV (Display *dpy, int screen, GLXVideoDeviceNV VideoDevice, unsigned long *pulCounterOutputPbuffer, unsigned long *pulCounterOutputVideo);
#endif
#endif /* GLX_NV_video_output */
#endif /* GLX_NV_video_out */
#ifndef GLX_OML_swap_method
#define GLX_OML_swap_method 1

View File

@ -6,7 +6,7 @@ extern "C" {
#endif
/*
** Copyright (c) 2013 The Khronos Group Inc.
** Copyright (c) 2013-2014 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
@ -33,7 +33,7 @@ extern "C" {
** used to make the header, and the header can be found at
** http://www.opengl.org/registry/
**
** Khronos $Revision$ on $Date$
** Khronos $Revision: 27684 $ on $Date: 2014-08-11 01:21:35 -0700 (Mon, 11 Aug 2014) $
*/
#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
@ -41,7 +41,7 @@ extern "C" {
#include <windows.h>
#endif
#define WGL_WGLEXT_VERSION 20130710
#define WGL_WGLEXT_VERSION 20140810
/* Generated C header for:
* API: wgl
@ -70,6 +70,13 @@ BOOL WINAPI wglRestoreBufferRegionARB (HANDLE hRegion, int x, int y, int width,
#endif
#endif /* WGL_ARB_buffer_region */
#ifndef WGL_ARB_context_flush_control
#define WGL_ARB_context_flush_control 1
#define WGL_CONTEXT_RELEASE_BEHAVIOR_ARB 0x2097
#define WGL_CONTEXT_RELEASE_BEHAVIOR_NONE_ARB 0
#define WGL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_ARB 0x2098
#endif /* WGL_ARB_context_flush_control */
#ifndef WGL_ARB_create_context
#define WGL_ARB_create_context 1
#define WGL_CONTEXT_DEBUG_BIT_ARB 0x00000001
@ -645,6 +652,14 @@ BOOL WINAPI wglCopyImageSubDataNV (HGLRC hSrcRC, GLuint srcName, GLenum srcTarge
#endif
#endif /* WGL_NV_copy_image */
#ifndef WGL_NV_delay_before_swap
#define WGL_NV_delay_before_swap 1
typedef BOOL (WINAPI * PFNWGLDELAYBEFORESWAPNVPROC) (HDC hDC, GLfloat seconds);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglDelayBeforeSwapNV (HDC hDC, GLfloat seconds);
#endif
#endif /* WGL_NV_delay_before_swap */
#ifndef WGL_NV_float_buffer
#define WGL_NV_float_buffer 1
#define WGL_FLOAT_COMPONENTS_NV 0x20B0

282
extern/glfw/deps/KHR/khrplatform.h vendored Normal file
View File

@ -0,0 +1,282 @@
#ifndef __khrplatform_h_
#define __khrplatform_h_
/*
** Copyright (c) 2008-2009 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
/* Khronos platform-specific types and definitions.
*
* $Revision: 23298 $ on $Date: 2013-09-30 17:07:13 -0700 (Mon, 30 Sep 2013) $
*
* Adopters may modify this file to suit their platform. Adopters are
* encouraged to submit platform specific modifications to the Khronos
* group so that they can be included in future versions of this file.
* Please submit changes by sending them to the public Khronos Bugzilla
* (http://khronos.org/bugzilla) by filing a bug against product
* "Khronos (general)" component "Registry".
*
* A predefined template which fills in some of the bug fields can be
* reached using http://tinyurl.com/khrplatform-h-bugreport, but you
* must create a Bugzilla login first.
*
*
* See the Implementer's Guidelines for information about where this file
* should be located on your system and for more details of its use:
* http://www.khronos.org/registry/implementers_guide.pdf
*
* This file should be included as
* #include <KHR/khrplatform.h>
* by Khronos client API header files that use its types and defines.
*
* The types in khrplatform.h should only be used to define API-specific types.
*
* Types defined in khrplatform.h:
* khronos_int8_t signed 8 bit
* khronos_uint8_t unsigned 8 bit
* khronos_int16_t signed 16 bit
* khronos_uint16_t unsigned 16 bit
* khronos_int32_t signed 32 bit
* khronos_uint32_t unsigned 32 bit
* khronos_int64_t signed 64 bit
* khronos_uint64_t unsigned 64 bit
* khronos_intptr_t signed same number of bits as a pointer
* khronos_uintptr_t unsigned same number of bits as a pointer
* khronos_ssize_t signed size
* khronos_usize_t unsigned size
* khronos_float_t signed 32 bit floating point
* khronos_time_ns_t unsigned 64 bit time in nanoseconds
* khronos_utime_nanoseconds_t unsigned time interval or absolute time in
* nanoseconds
* khronos_stime_nanoseconds_t signed time interval in nanoseconds
* khronos_boolean_enum_t enumerated boolean type. This should
* only be used as a base type when a client API's boolean type is
* an enum. Client APIs which use an integer or other type for
* booleans cannot use this as the base type for their boolean.
*
* Tokens defined in khrplatform.h:
*
* KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values.
*
* KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0.
* KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0.
*
* Calling convention macros defined in this file:
* KHRONOS_APICALL
* KHRONOS_APIENTRY
* KHRONOS_APIATTRIBUTES
*
* These may be used in function prototypes as:
*
* KHRONOS_APICALL void KHRONOS_APIENTRY funcname(
* int arg1,
* int arg2) KHRONOS_APIATTRIBUTES;
*/
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APICALL
*-------------------------------------------------------------------------
* This precedes the return type of the function in the function prototype.
*/
#if defined(_WIN32) && !defined(__SCITECH_SNAP__)
# define KHRONOS_APICALL __declspec(dllimport)
#elif defined (__SYMBIAN32__)
# define KHRONOS_APICALL IMPORT_C
#else
# define KHRONOS_APICALL
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIENTRY
*-------------------------------------------------------------------------
* This follows the return type of the function and precedes the function
* name in the function prototype.
*/
#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__)
/* Win32 but not WinCE */
# define KHRONOS_APIENTRY __stdcall
#else
# define KHRONOS_APIENTRY
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIATTRIBUTES
*-------------------------------------------------------------------------
* This follows the closing parenthesis of the function prototype arguments.
*/
#if defined (__ARMCC_2__)
#define KHRONOS_APIATTRIBUTES __softfp
#else
#define KHRONOS_APIATTRIBUTES
#endif
/*-------------------------------------------------------------------------
* basic type definitions
*-----------------------------------------------------------------------*/
#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__)
/*
* Using <stdint.h>
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(__VMS ) || defined(__sgi)
/*
* Using <inttypes.h>
*/
#include <inttypes.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(_WIN32) && !defined(__SCITECH_SNAP__)
/*
* Win32
*/
typedef __int32 khronos_int32_t;
typedef unsigned __int32 khronos_uint32_t;
typedef __int64 khronos_int64_t;
typedef unsigned __int64 khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(__sun__) || defined(__digital__)
/*
* Sun or Digital
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#if defined(__arch64__) || defined(_LP64)
typedef long int khronos_int64_t;
typedef unsigned long int khronos_uint64_t;
#else
typedef long long int khronos_int64_t;
typedef unsigned long long int khronos_uint64_t;
#endif /* __arch64__ */
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif 0
/*
* Hypothetical platform with no float or int64 support
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#define KHRONOS_SUPPORT_INT64 0
#define KHRONOS_SUPPORT_FLOAT 0
#else
/*
* Generic fallback
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#endif
/*
* Types that are (so far) the same on all platforms
*/
typedef signed char khronos_int8_t;
typedef unsigned char khronos_uint8_t;
typedef signed short int khronos_int16_t;
typedef unsigned short int khronos_uint16_t;
/*
* Types that differ between LLP64 and LP64 architectures - in LLP64,
* pointers are 64 bits, but 'long' is still 32 bits. Win64 appears
* to be the only LLP64 architecture in current use.
*/
#ifdef _WIN64
typedef signed long long int khronos_intptr_t;
typedef unsigned long long int khronos_uintptr_t;
typedef signed long long int khronos_ssize_t;
typedef unsigned long long int khronos_usize_t;
#else
typedef signed long int khronos_intptr_t;
typedef unsigned long int khronos_uintptr_t;
typedef signed long int khronos_ssize_t;
typedef unsigned long int khronos_usize_t;
#endif
#if KHRONOS_SUPPORT_FLOAT
/*
* Float type
*/
typedef float khronos_float_t;
#endif
#if KHRONOS_SUPPORT_INT64
/* Time types
*
* These types can be used to represent a time interval in nanoseconds or
* an absolute Unadjusted System Time. Unadjusted System Time is the number
* of nanoseconds since some arbitrary system event (e.g. since the last
* time the system booted). The Unadjusted System Time is an unsigned
* 64 bit value that wraps back to 0 every 584 years. Time intervals
* may be either signed or unsigned.
*/
typedef khronos_uint64_t khronos_utime_nanoseconds_t;
typedef khronos_int64_t khronos_stime_nanoseconds_t;
#endif
/*
* Dummy value used to pad enum types to 32 bits.
*/
#ifndef KHRONOS_MAX_ENUM
#define KHRONOS_MAX_ENUM 0x7FFFFFFF
#endif
/*
* Enumerated boolean type
*
* Values other than zero should be considered to be true. Therefore
* comparisons should not be made against KHRONOS_TRUE.
*/
typedef enum {
KHRONOS_FALSE = 0,
KHRONOS_TRUE = 1,
KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM
} khronos_boolean_enum_t;
#endif /* __khrplatform_h_ */

View File

@ -1,267 +1,230 @@
/*****************************************************************************
* getopt.c - competent and free getopt library.
* $Header: /cvsroot/freegetopt/freegetopt/getopt.c,v 1.2 2003/10/26 03:10:20 vindaci Exp $
*
* Copyright (c)2002-2003 Mark K. Kim
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in
* the documentation and/or other materials provided with the
* distribution.
*
* * Neither the original author of this software nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
* OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
* AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
* OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF
* THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
* DAMAGE.
*/
#ifndef _CRT_SECURE_NO_WARNINGS
#define _CRT_SECURE_NO_WARNINGS
#endif
/* Copyright (c) 2012, Kim Gräsman
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* * Neither the name of Kim Gräsman nor the names of contributors may be used
* to endorse or promote products derived from this software without specific
* prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL KIM GRÄSMAN BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "getopt.h"
/* 2013-01-06 Camilla Berglund <elmindreda@elmindreda.org>
*
* Only define _CRT_SECURE_NO_WARNINGS if not already defined.
*/
/* 2012-08-12 Lambert Clara <lambert.clara@yahoo.fr>
*
* Constify third argument of getopt.
*/
/* 2011-07-27 Camilla Berglund <elmindreda@elmindreda.org>
*
* Added _CRT_SECURE_NO_WARNINGS macro.
*/
/* 2009-10-12 Camilla Berglund <elmindreda@elmindreda.org>
*
* Removed unused global static variable 'ID'.
*/
#include <stddef.h>
#include <string.h>
char* optarg = NULL;
int optind = 0;
int opterr = 1;
int optopt = '?';
const int no_argument = 0;
const int required_argument = 1;
const int optional_argument = 2;
char* optarg;
int optopt;
/* The variable optind [...] shall be initialized to 1 by the system. */
int optind = 1;
int opterr;
static char** prev_argv = NULL; /* Keep a copy of argv and argc to */
static int prev_argc = 0; /* tell if getopt params change */
static int argv_index = 0; /* Option we're checking */
static int argv_index2 = 0; /* Option argument we're checking */
static int opt_offset = 0; /* Index into compounded "-option" */
static int dashdash = 0; /* True if "--" option reached */
static int nonopt = 0; /* How many nonopts we've found */
static char* optcursor = NULL;
static void increment_index()
{
/* Move onto the next option */
if(argv_index < argv_index2)
{
while(prev_argv[++argv_index] && prev_argv[argv_index][0] != '-'
&& argv_index < argv_index2+1);
}
else argv_index++;
opt_offset = 1;
}
/* Implemented based on [1] and [2] for optional arguments.
optopt is handled FreeBSD-style, per [3].
Other GNU and FreeBSD extensions are purely accidental.
/*
* Permutes argv[] so that the argument currently being processed is moved
* to the end.
[1] http://pubs.opengroup.org/onlinepubs/000095399/functions/getopt.html
[2] http://www.kernel.org/doc/man-pages/online/pages/man3/getopt.3.html
[3] http://www.freebsd.org/cgi/man.cgi?query=getopt&sektion=3&manpath=FreeBSD+9.0-RELEASE
*/
static int permute_argv_once()
{
/* Movability check */
if(argv_index + nonopt >= prev_argc) return 1;
/* Move the current option to the end, bring the others to front */
else
{
char* tmp = prev_argv[argv_index];
int getopt(int argc, char* const argv[], const char* optstring) {
int optchar = -1;
const char* optdecl = NULL;
/* Move the data */
memmove(&prev_argv[argv_index], &prev_argv[argv_index+1],
sizeof(char**) * (prev_argc - argv_index - 1));
prev_argv[prev_argc - 1] = tmp;
optarg = NULL;
opterr = 0;
optopt = 0;
nonopt++;
return 0;
}
/* Unspecified, but we need it to avoid overrunning the argv bounds. */
if (optind >= argc)
goto no_more_optchars;
/* If, when getopt() is called argv[optind] is a null pointer, getopt()
shall return -1 without changing optind. */
if (argv[optind] == NULL)
goto no_more_optchars;
/* If, when getopt() is called *argv[optind] is not the character '-',
getopt() shall return -1 without changing optind. */
if (*argv[optind] != '-')
goto no_more_optchars;
/* If, when getopt() is called argv[optind] points to the string "-",
getopt() shall return -1 without changing optind. */
if (strcmp(argv[optind], "-") == 0)
goto no_more_optchars;
/* If, when getopt() is called argv[optind] points to the string "--",
getopt() shall return -1 after incrementing optind. */
if (strcmp(argv[optind], "--") == 0) {
++optind;
goto no_more_optchars;
}
if (optcursor == NULL || *optcursor == '\0')
optcursor = argv[optind] + 1;
optchar = *optcursor;
/* FreeBSD: The variable optopt saves the last known option character
returned by getopt(). */
optopt = optchar;
/* The getopt() function shall return the next option character (if one is
found) from argv that matches a character in optstring, if there is
one that matches. */
optdecl = strchr(optstring, optchar);
if (optdecl) {
/* [I]f a character is followed by a colon, the option takes an
argument. */
if (optdecl[1] == ':') {
optarg = ++optcursor;
if (*optarg == '\0') {
/* GNU extension: Two colons mean an option takes an
optional arg; if there is text in the current argv-element
(i.e., in the same word as the option name itself, for example,
"-oarg"), then it is returned in optarg, otherwise optarg is set
to zero. */
if (optdecl[2] != ':') {
/* If the option was the last character in the string pointed to by
an element of argv, then optarg shall contain the next element
of argv, and optind shall be incremented by 2. If the resulting
value of optind is greater than argc, this indicates a missing
option-argument, and getopt() shall return an error indication.
Otherwise, optarg shall point to the string following the
option character in that element of argv, and optind shall be
incremented by 1.
*/
if (++optind < argc) {
optarg = argv[optind];
} else {
/* If it detects a missing option-argument, it shall return the
colon character ( ':' ) if the first character of optstring
was a colon, or a question-mark character ( '?' ) otherwise.
*/
optarg = NULL;
optchar = (optstring[0] == ':') ? ':' : '?';
}
} else {
optarg = NULL;
}
}
optcursor = NULL;
}
} else {
/* If getopt() encounters an option character that is not contained in
optstring, it shall return the question-mark ( '?' ) character. */
optchar = '?';
}
if (optcursor == NULL || *++optcursor == '\0')
++optind;
return optchar;
no_more_optchars:
optcursor = NULL;
return -1;
}
/* Implementation based on [1].
int getopt(int argc, char** argv, const char* optstr)
{
int c = 0;
/* If we have new argv, reinitialize */
if(prev_argv != argv || prev_argc != argc)
{
/* Initialize variables */
prev_argv = argv;
prev_argc = argc;
argv_index = 1;
argv_index2 = 1;
opt_offset = 1;
dashdash = 0;
nonopt = 0;
}
/* Jump point in case we want to ignore the current argv_index */
getopt_top:
/* Misc. initializations */
optarg = NULL;
/* Dash-dash check */
if(argv[argv_index] && !strcmp(argv[argv_index], "--"))
{
dashdash = 1;
increment_index();
}
/* If we're at the end of argv, that's it. */
if(argv[argv_index] == NULL)
{
c = -1;
}
/* Are we looking at a string? Single dash is also a string */
else if(dashdash || argv[argv_index][0] != '-' || !strcmp(argv[argv_index], "-"))
{
/* If we want a string... */
if(optstr[0] == '-')
{
c = 1;
optarg = argv[argv_index];
increment_index();
}
/* If we really don't want it (we're in POSIX mode), we're done */
else if(optstr[0] == '+' || getenv("POSIXLY_CORRECT"))
{
c = -1;
/* Everything else is a non-opt argument */
nonopt = argc - argv_index;
}
/* If we mildly don't want it, then move it back */
else
{
if(!permute_argv_once()) goto getopt_top;
else c = -1;
}
}
/* Otherwise we're looking at an option */
else
{
char* opt_ptr = NULL;
/* Grab the option */
c = argv[argv_index][opt_offset++];
/* Is the option in the optstr? */
if(optstr[0] == '-') opt_ptr = strchr(optstr+1, c);
else opt_ptr = strchr(optstr, c);
/* Invalid argument */
if(!opt_ptr)
{
if(opterr)
{
fprintf(stderr, "%s: invalid option -- %c\n", argv[0], c);
}
optopt = c;
c = '?';
/* Move onto the next option */
increment_index();
}
/* Option takes argument */
else if(opt_ptr[1] == ':')
{
/* ie, -oARGUMENT, -xxxoARGUMENT, etc. */
if(argv[argv_index][opt_offset] != '\0')
{
optarg = &argv[argv_index][opt_offset];
increment_index();
}
/* ie, -o ARGUMENT (only if it's a required argument) */
else if(opt_ptr[2] != ':')
{
/* One of those "you're not expected to understand this" moment */
if(argv_index2 < argv_index) argv_index2 = argv_index;
while(argv[++argv_index2] && argv[argv_index2][0] == '-');
optarg = argv[argv_index2];
/* Don't cross into the non-option argument list */
if(argv_index2 + nonopt >= prev_argc) optarg = NULL;
/* Move onto the next option */
increment_index();
}
else
{
/* Move onto the next option */
increment_index();
}
/* In case we got no argument for an option with required argument */
if(optarg == NULL && opt_ptr[2] != ':')
{
optopt = c;
c = '?';
if(opterr)
{
fprintf(stderr,"%s: option requires an argument -- %c\n",
argv[0], optopt);
}
}
}
/* Option does not take argument */
else
{
/* Next argv_index */
if(argv[argv_index][opt_offset] == '\0')
{
increment_index();
}
}
}
/* Calculate optind */
if(c == -1)
{
optind = argc - nonopt;
}
else
{
optind = argv_index;
}
return c;
}
/* vim:ts=3
[1] http://www.kernel.org/doc/man-pages/online/pages/man3/getopt.3.html
*/
int getopt_long(int argc, char* const argv[], const char* optstring,
const struct option* longopts, int* longindex) {
const struct option* o = longopts;
const struct option* match = NULL;
int num_matches = 0;
size_t argument_name_length = 0;
const char* current_argument = NULL;
int retval = -1;
optarg = NULL;
optopt = 0;
if (optind >= argc)
return -1;
if (strlen(argv[optind]) < 3 || strncmp(argv[optind], "--", 2) != 0)
return getopt(argc, argv, optstring);
/* It's an option; starts with -- and is longer than two chars. */
current_argument = argv[optind] + 2;
argument_name_length = strcspn(current_argument, "=");
for (; o->name; ++o) {
if (strncmp(o->name, current_argument, argument_name_length) == 0) {
match = o;
++num_matches;
}
}
if (num_matches == 1) {
/* If longindex is not NULL, it points to a variable which is set to the
index of the long option relative to longopts. */
if (longindex)
*longindex = (int) (match - longopts);
/* If flag is NULL, then getopt_long() shall return val.
Otherwise, getopt_long() returns 0, and flag shall point to a variable
which shall be set to val if the option is found, but left unchanged if
the option is not found. */
if (match->flag)
*(match->flag) = match->val;
retval = match->flag ? 0 : match->val;
if (match->has_arg != no_argument) {
optarg = strchr(argv[optind], '=');
if (optarg != NULL)
++optarg;
if (match->has_arg == required_argument) {
/* Only scan the next argv for required arguments. Behavior is not
specified, but has been observed with Ubuntu and Mac OSX. */
if (optarg == NULL && ++optind < argc) {
optarg = argv[optind];
}
if (optarg == NULL)
retval = ':';
}
} else if (strchr(argv[optind], '=')) {
/* An argument was provided to a non-argument option.
I haven't seen this specified explicitly, but both GNU and BSD-based
implementations show this behavior.
*/
retval = '?';
}
} else {
/* Unknown option or ambiguous match. */
retval = '?';
}
++optind;
return retval;
}

View File

@ -1,63 +1,57 @@
/*****************************************************************************
* getopt.h - competent and free getopt library.
* $Header: /cvsroot/freegetopt/freegetopt/getopt.h,v 1.2 2003/10/26 03:10:20 vindaci Exp $
*
* Copyright (c)2002-2003 Mark K. Kim
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in
* the documentation and/or other materials provided with the
* distribution.
*
* * Neither the original author of this software nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
* OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
* AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
* OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF
* THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
* DAMAGE.
*/
#ifndef GETOPT_H_
#define GETOPT_H_
/* Copyright (c) 2012, Kim Gräsman
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* * Neither the name of Kim Gräsman nor the names of contributors may be used
* to endorse or promote products derived from this software without specific
* prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL KIM GRÄSMAN BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef INCLUDED_GETOPT_PORT_H
#define INCLUDED_GETOPT_PORT_H
#ifdef __cplusplus
#if defined(__cplusplus)
extern "C" {
#endif
extern const int no_argument;
extern const int required_argument;
extern const int optional_argument;
extern char* optarg;
extern int optind;
extern int opterr;
extern int optopt;
extern int optind, opterr, optopt;
int getopt(int argc, char** argv, const char* optstr);
struct option {
const char* name;
int has_arg;
int* flag;
int val;
};
int getopt(int argc, char* const argv[], const char* optstring);
#ifdef __cplusplus
int getopt_long(int argc, char* const argv[],
const char* optstring, const struct option* longopts, int* longindex);
#if defined(__cplusplus)
}
#endif
#endif /* GETOPT_H_ */
/* vim:ts=3
*/
#endif // INCLUDED_GETOPT_PORT_H

728
extern/glfw/deps/glad.c vendored Normal file
View File

@ -0,0 +1,728 @@
#include <string.h>
#include <glad/glad.h>
struct gladGLversionStruct GLVersion;
#if defined(GL_ES_VERSION_3_0) || defined(GL_VERSION_3_0)
#define _GLAD_IS_SOME_NEW_VERSION 1
#endif
int GLAD_GL_VERSION_1_0;
int GLAD_GL_VERSION_1_1;
int GLAD_GL_VERSION_1_2;
int GLAD_GL_VERSION_1_3;
int GLAD_GL_VERSION_1_4;
int GLAD_GL_VERSION_1_5;
int GLAD_GL_VERSION_2_0;
int GLAD_GL_VERSION_2_1;
int GLAD_GL_VERSION_3_0;
int GLAD_GL_VERSION_3_1;
int GLAD_GL_VERSION_3_2;
PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays;
PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback;
PFNGLFLUSHPROC glad_glFlush;
PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D;
PFNGLCLEARCOLORPROC glad_glClearColor;
PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui;
PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex;
PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv;
PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv;
PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate;
PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv;
PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv;
PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation;
PFNGLLINKPROGRAMPROC glad_glLinkProgram;
PFNGLBINDTEXTUREPROC glad_glBindTexture;
PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName;
PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv;
PFNGLFENCESYNCPROC glad_glFenceSync;
PFNGLUNIFORM3UIPROC glad_glUniform3ui;
PFNGLUNIFORM2UIVPROC glad_glUniform2uiv;
PFNGLGETSTRINGPROC glad_glGetString;
PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D;
PFNGLDETACHSHADERPROC glad_glDetachShader;
PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv;
PFNGLGENBUFFERSPROC glad_glGenBuffers;
PFNGLENDQUERYPROC glad_glEndQuery;
PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv;
PFNGLLINEWIDTHPROC glad_glLineWidth;
PFNGLUNIFORM2FVPROC glad_glUniform2fv;
PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced;
PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v;
PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation;
PFNGLCOMPILESHADERPROC glad_glCompileShader;
PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying;
PFNGLDELETETEXTURESPROC glad_glDeleteTextures;
PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate;
PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv;
PFNGLPOLYGONMODEPROC glad_glPolygonMode;
PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange;
PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f;
PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers;
PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d;
PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f;
PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v;
PFNGLISSYNCPROC glad_glIsSync;
PFNGLCLAMPCOLORPROC glad_glClampColor;
PFNGLUNIFORM4IVPROC glad_glUniform4iv;
PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv;
PFNGLCLEARSTENCILPROC glad_glClearStencil;
PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture;
PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv;
PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s;
PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex;
PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv;
PFNGLENABLEIPROC glad_glEnablei;
PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage;
PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv;
PFNGLGENTEXTURESPROC glad_glGenTextures;
PFNGLDEPTHFUNCPROC glad_glDepthFunc;
PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D;
PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv;
PFNGLUNIFORM1FPROC glad_glUniform1f;
PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv;
PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv;
PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv;
PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv;
PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage;
PFNGLISVERTEXARRAYPROC glad_glIsVertexArray;
PFNGLCREATESHADERPROC glad_glCreateShader;
PFNGLISBUFFERPROC glad_glIsBuffer;
PFNGLUNIFORM1IPROC glad_glUniform1i;
PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s;
PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib;
PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D;
PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv;
PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D;
PFNGLDISABLEPROC glad_glDisable;
PFNGLUNIFORM2IPROC glad_glUniform2i;
PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate;
PFNGLLOGICOPPROC glad_glLogicOp;
PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv;
PFNGLGETPROGRAMIVPROC glad_glGetProgramiv;
PFNGLCOLORMASKPROC glad_glColorMask;
PFNGLHINTPROC glad_glHint;
PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s;
PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer;
PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv;
PFNGLBLENDEQUATIONPROC glad_glBlendEquation;
PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation;
PFNGLSAMPLEMASKIPROC glad_glSampleMaski;
PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer;
PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback;
PFNGLCULLFACEPROC glad_glCullFace;
PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv;
PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv;
PFNGLUNIFORM4FVPROC glad_glUniform4fv;
PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv;
PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers;
PFNGLUNIFORM1UIVPROC glad_glUniform1uiv;
PFNGLPOINTSIZEPROC glad_glPointSize;
PFNGLGETSTRINGIPROC glad_glGetStringi;
PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv;
PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv;
PFNGLDELETEPROGRAMPROC glad_glDeleteProgram;
PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv;
PFNGLGENQUERIESPROC glad_glGenQueries;
PFNGLWAITSYNCPROC glad_glWaitSync;
PFNGLATTACHSHADERPROC glad_glAttachShader;
PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer;
PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage;
PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv;
PFNGLUNIFORM3IPROC glad_glUniform3i;
PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D;
PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D;
PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex;
PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus;
PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D;
PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v;
PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex;
PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv;
PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D;
PFNGLUNIFORM3FPROC glad_glUniform3f;
PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv;
PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv;
PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv;
PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender;
PFNGLDRAWELEMENTSPROC glad_glDrawElements;
PFNGLCOLORMASKIPROC glad_glColorMaski;
PFNGLISENABLEDIPROC glad_glIsEnabledi;
PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv;
PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements;
PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv;
PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays;
PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase;
PFNGLBUFFERSUBDATAPROC glad_glBufferSubData;
PFNGLUNIFORM1IVPROC glad_glUniform1iv;
PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv;
PFNGLUNIFORM4UIVPROC glad_glUniform4uiv;
PFNGLREADBUFFERPROC glad_glReadBuffer;
PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData;
PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray;
PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync;
PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender;
PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv;
PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui;
PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap;
PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays;
PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D;
PFNGLGETSHADERIVPROC glad_glGetShaderiv;
PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv;
PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv;
PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f;
PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv;
PFNGLPOINTPARAMETERIPROC glad_glPointParameteri;
PFNGLBLENDCOLORPROC glad_glBlendColor;
PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray;
PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer;
PFNGLDEPTHMASKPROC glad_glDepthMask;
PFNGLPOINTPARAMETERFPROC glad_glPointParameterf;
PFNGLDISABLEIPROC glad_glDisablei;
PFNGLGETDOUBLEVPROC glad_glGetDoublev;
PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv;
PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv;
PFNGLSHADERSOURCEPROC glad_glShaderSource;
PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer;
PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D;
PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv;
PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv;
PFNGLDRAWARRAYSPROC glad_glDrawArrays;
PFNGLUNIFORM1UIPROC glad_glUniform1ui;
PFNGLISPROGRAMPROC glad_glIsProgram;
PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv;
PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation;
PFNGLGETSYNCIVPROC glad_glGetSynciv;
PFNGLGETUNIFORMIVPROC glad_glGetUniformiv;
PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i;
PFNGLUNIFORM4IPROC glad_glUniform4i;
PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d;
PFNGLCLEARPROC glad_glClear;
PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv;
PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName;
PFNGLUNIFORM2FPROC glad_glUniform2f;
PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample;
PFNGLACTIVETEXTUREPROC glad_glActiveTexture;
PFNGLBEGINQUERYPROC glad_glBeginQuery;
PFNGLUNIFORM2IVPROC glad_glUniform2iv;
PFNGLBINDBUFFERPROC glad_glBindBuffer;
PFNGLISENABLEDPROC glad_glIsEnabled;
PFNGLSTENCILOPPROC glad_glStencilOp;
PFNGLREADPIXELSPROC glad_glReadPixels;
PFNGLCLEARDEPTHPROC glad_glClearDepth;
PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv;
PFNGLUNIFORM4FPROC glad_glUniform4f;
PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D;
PFNGLMAPBUFFERPROC glad_glMapBuffer;
PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d;
PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub;
PFNGLUNIFORM3FVPROC glad_glUniform3fv;
PFNGLGETUNIFORMFVPROC glad_glGetUniformfv;
PFNGLBUFFERDATAPROC glad_glBufferData;
PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv;
PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D;
PFNGLTEXIMAGE1DPROC glad_glTexImage1D;
PFNGLDELETESYNCPROC glad_glDeleteSync;
PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D;
PFNGLGETERRORPROC glad_glGetError;
PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers;
PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv;
PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv;
PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements;
PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv;
PFNGLGETFLOATVPROC glad_glGetFloatv;
PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D;
PFNGLUNIFORM3IVPROC glad_glUniform3iv;
PFNGLGETTEXIMAGEPROC glad_glGetTexImage;
PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv;
PFNGLUSEPROGRAMPROC glad_glUseProgram;
PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv;
PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv;
PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i;
PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers;
PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer;
PFNGLDRAWBUFFERSPROC glad_glDrawBuffers;
PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv;
PFNGLSTENCILFUNCPROC glad_glStencilFunc;
PFNGLGETINTEGERVPROC glad_glGetIntegerv;
PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders;
PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding;
PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer;
PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv;
PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv;
PFNGLDRAWBUFFERPROC glad_glDrawBuffer;
PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D;
PFNGLUNIFORM1FVPROC glad_glUniform1fv;
PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample;
PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange;
PFNGLISQUERYPROC glad_glIsQuery;
PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv;
PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv;
PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray;
PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv;
PFNGLGETQUERYIVPROC glad_glGetQueryiv;
PFNGLTEXIMAGE2DPROC glad_glTexImage2D;
PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog;
PFNGLSTENCILMASKPROC glad_glStencilMask;
PFNGLUNIFORM4UIPROC glad_glUniform4ui;
PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv;
PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog;
PFNGLISTEXTUREPROC glad_glIsTexture;
PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices;
PFNGLISSHADERPROC glad_glIsShader;
PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource;
PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv;
PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv;
PFNGLGETINTEGER64VPROC glad_glGetInteger64v;
PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer;
PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv;
PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData;
PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv;
PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv;
PFNGLENABLEPROC glad_glEnable;
PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv;
PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced;
PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i;
PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate;
PFNGLDELETEQUERIESPROC glad_glDeleteQueries;
PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv;
PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate;
PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui;
PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D;
PFNGLFINISHPROC glad_glFinish;
PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation;
PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv;
PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv;
PFNGLDELETESHADERPROC glad_glDeleteShader;
PFNGLBLENDFUNCPROC glad_glBlendFunc;
PFNGLCREATEPROGRAMPROC glad_glCreateProgram;
PFNGLTEXIMAGE3DPROC glad_glTexImage3D;
PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv;
PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer;
PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui;
PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange;
PFNGLVIEWPORTPROC glad_glViewport;
PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv;
PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d;
PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings;
PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f;
PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv;
PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex;
PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex;
PFNGLUNIFORM2UIPROC glad_glUniform2ui;
PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset;
PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv;
PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i;
PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s;
PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample;
PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv;
PFNGLDEPTHRANGEPROC glad_glDepthRange;
PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform;
PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv;
PFNGLTEXPARAMETERFPROC glad_glTexParameterf;
PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi;
PFNGLTEXPARAMETERIPROC glad_glTexParameteri;
PFNGLFRONTFACEPROC glad_glFrontFace;
PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers;
PFNGLSCISSORPROC glad_glScissor;
PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex;
PFNGLGETBOOLEANVPROC glad_glGetBooleanv;
PFNGLTEXBUFFERPROC glad_glTexBuffer;
PFNGLPIXELSTOREIPROC glad_glPixelStorei;
PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram;
PFNGLPIXELSTOREFPROC glad_glPixelStoref;
PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv;
PFNGLUNIFORM3UIVPROC glad_glUniform3uiv;
PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v;
PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer;
static void load_GL_VERSION_1_0(GLADloadproc load) {
if(!GLAD_GL_VERSION_1_0) return;
glad_glCullFace = (PFNGLCULLFACEPROC)load("glCullFace");
glad_glFrontFace = (PFNGLFRONTFACEPROC)load("glFrontFace");
glad_glHint = (PFNGLHINTPROC)load("glHint");
glad_glLineWidth = (PFNGLLINEWIDTHPROC)load("glLineWidth");
glad_glPointSize = (PFNGLPOINTSIZEPROC)load("glPointSize");
glad_glPolygonMode = (PFNGLPOLYGONMODEPROC)load("glPolygonMode");
glad_glScissor = (PFNGLSCISSORPROC)load("glScissor");
glad_glTexParameterf = (PFNGLTEXPARAMETERFPROC)load("glTexParameterf");
glad_glTexParameterfv = (PFNGLTEXPARAMETERFVPROC)load("glTexParameterfv");
glad_glTexParameteri = (PFNGLTEXPARAMETERIPROC)load("glTexParameteri");
glad_glTexParameteriv = (PFNGLTEXPARAMETERIVPROC)load("glTexParameteriv");
glad_glTexImage1D = (PFNGLTEXIMAGE1DPROC)load("glTexImage1D");
glad_glTexImage2D = (PFNGLTEXIMAGE2DPROC)load("glTexImage2D");
glad_glDrawBuffer = (PFNGLDRAWBUFFERPROC)load("glDrawBuffer");
glad_glClear = (PFNGLCLEARPROC)load("glClear");
glad_glClearColor = (PFNGLCLEARCOLORPROC)load("glClearColor");
glad_glClearStencil = (PFNGLCLEARSTENCILPROC)load("glClearStencil");
glad_glClearDepth = (PFNGLCLEARDEPTHPROC)load("glClearDepth");
glad_glStencilMask = (PFNGLSTENCILMASKPROC)load("glStencilMask");
glad_glColorMask = (PFNGLCOLORMASKPROC)load("glColorMask");
glad_glDepthMask = (PFNGLDEPTHMASKPROC)load("glDepthMask");
glad_glDisable = (PFNGLDISABLEPROC)load("glDisable");
glad_glEnable = (PFNGLENABLEPROC)load("glEnable");
glad_glFinish = (PFNGLFINISHPROC)load("glFinish");
glad_glFlush = (PFNGLFLUSHPROC)load("glFlush");
glad_glBlendFunc = (PFNGLBLENDFUNCPROC)load("glBlendFunc");
glad_glLogicOp = (PFNGLLOGICOPPROC)load("glLogicOp");
glad_glStencilFunc = (PFNGLSTENCILFUNCPROC)load("glStencilFunc");
glad_glStencilOp = (PFNGLSTENCILOPPROC)load("glStencilOp");
glad_glDepthFunc = (PFNGLDEPTHFUNCPROC)load("glDepthFunc");
glad_glPixelStoref = (PFNGLPIXELSTOREFPROC)load("glPixelStoref");
glad_glPixelStorei = (PFNGLPIXELSTOREIPROC)load("glPixelStorei");
glad_glReadBuffer = (PFNGLREADBUFFERPROC)load("glReadBuffer");
glad_glReadPixels = (PFNGLREADPIXELSPROC)load("glReadPixels");
glad_glGetBooleanv = (PFNGLGETBOOLEANVPROC)load("glGetBooleanv");
glad_glGetDoublev = (PFNGLGETDOUBLEVPROC)load("glGetDoublev");
glad_glGetError = (PFNGLGETERRORPROC)load("glGetError");
glad_glGetFloatv = (PFNGLGETFLOATVPROC)load("glGetFloatv");
glad_glGetIntegerv = (PFNGLGETINTEGERVPROC)load("glGetIntegerv");
glad_glGetString = (PFNGLGETSTRINGPROC)load("glGetString");
glad_glGetTexImage = (PFNGLGETTEXIMAGEPROC)load("glGetTexImage");
glad_glGetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC)load("glGetTexParameterfv");
glad_glGetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC)load("glGetTexParameteriv");
glad_glGetTexLevelParameterfv = (PFNGLGETTEXLEVELPARAMETERFVPROC)load("glGetTexLevelParameterfv");
glad_glGetTexLevelParameteriv = (PFNGLGETTEXLEVELPARAMETERIVPROC)load("glGetTexLevelParameteriv");
glad_glIsEnabled = (PFNGLISENABLEDPROC)load("glIsEnabled");
glad_glDepthRange = (PFNGLDEPTHRANGEPROC)load("glDepthRange");
glad_glViewport = (PFNGLVIEWPORTPROC)load("glViewport");
}
static void load_GL_VERSION_1_1(GLADloadproc load) {
if(!GLAD_GL_VERSION_1_1) return;
glad_glDrawArrays = (PFNGLDRAWARRAYSPROC)load("glDrawArrays");
glad_glDrawElements = (PFNGLDRAWELEMENTSPROC)load("glDrawElements");
glad_glPolygonOffset = (PFNGLPOLYGONOFFSETPROC)load("glPolygonOffset");
glad_glCopyTexImage1D = (PFNGLCOPYTEXIMAGE1DPROC)load("glCopyTexImage1D");
glad_glCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC)load("glCopyTexImage2D");
glad_glCopyTexSubImage1D = (PFNGLCOPYTEXSUBIMAGE1DPROC)load("glCopyTexSubImage1D");
glad_glCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC)load("glCopyTexSubImage2D");
glad_glTexSubImage1D = (PFNGLTEXSUBIMAGE1DPROC)load("glTexSubImage1D");
glad_glTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC)load("glTexSubImage2D");
glad_glBindTexture = (PFNGLBINDTEXTUREPROC)load("glBindTexture");
glad_glDeleteTextures = (PFNGLDELETETEXTURESPROC)load("glDeleteTextures");
glad_glGenTextures = (PFNGLGENTEXTURESPROC)load("glGenTextures");
glad_glIsTexture = (PFNGLISTEXTUREPROC)load("glIsTexture");
}
static void load_GL_VERSION_1_2(GLADloadproc load) {
if(!GLAD_GL_VERSION_1_2) return;
glad_glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)load("glDrawRangeElements");
glad_glTexImage3D = (PFNGLTEXIMAGE3DPROC)load("glTexImage3D");
glad_glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC)load("glTexSubImage3D");
glad_glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC)load("glCopyTexSubImage3D");
}
static void load_GL_VERSION_1_3(GLADloadproc load) {
if(!GLAD_GL_VERSION_1_3) return;
glad_glActiveTexture = (PFNGLACTIVETEXTUREPROC)load("glActiveTexture");
glad_glSampleCoverage = (PFNGLSAMPLECOVERAGEPROC)load("glSampleCoverage");
glad_glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC)load("glCompressedTexImage3D");
glad_glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)load("glCompressedTexImage2D");
glad_glCompressedTexImage1D = (PFNGLCOMPRESSEDTEXIMAGE1DPROC)load("glCompressedTexImage1D");
glad_glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)load("glCompressedTexSubImage3D");
glad_glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)load("glCompressedTexSubImage2D");
glad_glCompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)load("glCompressedTexSubImage1D");
glad_glGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC)load("glGetCompressedTexImage");
}
static void load_GL_VERSION_1_4(GLADloadproc load) {
if(!GLAD_GL_VERSION_1_4) return;
glad_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)load("glBlendFuncSeparate");
glad_glMultiDrawArrays = (PFNGLMULTIDRAWARRAYSPROC)load("glMultiDrawArrays");
glad_glMultiDrawElements = (PFNGLMULTIDRAWELEMENTSPROC)load("glMultiDrawElements");
glad_glPointParameterf = (PFNGLPOINTPARAMETERFPROC)load("glPointParameterf");
glad_glPointParameterfv = (PFNGLPOINTPARAMETERFVPROC)load("glPointParameterfv");
glad_glPointParameteri = (PFNGLPOINTPARAMETERIPROC)load("glPointParameteri");
glad_glPointParameteriv = (PFNGLPOINTPARAMETERIVPROC)load("glPointParameteriv");
glad_glBlendColor = (PFNGLBLENDCOLORPROC)load("glBlendColor");
glad_glBlendEquation = (PFNGLBLENDEQUATIONPROC)load("glBlendEquation");
}
static void load_GL_VERSION_1_5(GLADloadproc load) {
if(!GLAD_GL_VERSION_1_5) return;
glad_glGenQueries = (PFNGLGENQUERIESPROC)load("glGenQueries");
glad_glDeleteQueries = (PFNGLDELETEQUERIESPROC)load("glDeleteQueries");
glad_glIsQuery = (PFNGLISQUERYPROC)load("glIsQuery");
glad_glBeginQuery = (PFNGLBEGINQUERYPROC)load("glBeginQuery");
glad_glEndQuery = (PFNGLENDQUERYPROC)load("glEndQuery");
glad_glGetQueryiv = (PFNGLGETQUERYIVPROC)load("glGetQueryiv");
glad_glGetQueryObjectiv = (PFNGLGETQUERYOBJECTIVPROC)load("glGetQueryObjectiv");
glad_glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC)load("glGetQueryObjectuiv");
glad_glBindBuffer = (PFNGLBINDBUFFERPROC)load("glBindBuffer");
glad_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)load("glDeleteBuffers");
glad_glGenBuffers = (PFNGLGENBUFFERSPROC)load("glGenBuffers");
glad_glIsBuffer = (PFNGLISBUFFERPROC)load("glIsBuffer");
glad_glBufferData = (PFNGLBUFFERDATAPROC)load("glBufferData");
glad_glBufferSubData = (PFNGLBUFFERSUBDATAPROC)load("glBufferSubData");
glad_glGetBufferSubData = (PFNGLGETBUFFERSUBDATAPROC)load("glGetBufferSubData");
glad_glMapBuffer = (PFNGLMAPBUFFERPROC)load("glMapBuffer");
glad_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)load("glUnmapBuffer");
glad_glGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC)load("glGetBufferParameteriv");
glad_glGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC)load("glGetBufferPointerv");
}
static void load_GL_VERSION_2_0(GLADloadproc load) {
if(!GLAD_GL_VERSION_2_0) return;
glad_glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)load("glBlendEquationSeparate");
glad_glDrawBuffers = (PFNGLDRAWBUFFERSPROC)load("glDrawBuffers");
glad_glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)load("glStencilOpSeparate");
glad_glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)load("glStencilFuncSeparate");
glad_glStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC)load("glStencilMaskSeparate");
glad_glAttachShader = (PFNGLATTACHSHADERPROC)load("glAttachShader");
glad_glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)load("glBindAttribLocation");
glad_glCompileShader = (PFNGLCOMPILESHADERPROC)load("glCompileShader");
glad_glCreateProgram = (PFNGLCREATEPROGRAMPROC)load("glCreateProgram");
glad_glCreateShader = (PFNGLCREATESHADERPROC)load("glCreateShader");
glad_glDeleteProgram = (PFNGLDELETEPROGRAMPROC)load("glDeleteProgram");
glad_glDeleteShader = (PFNGLDELETESHADERPROC)load("glDeleteShader");
glad_glDetachShader = (PFNGLDETACHSHADERPROC)load("glDetachShader");
glad_glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)load("glDisableVertexAttribArray");
glad_glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)load("glEnableVertexAttribArray");
glad_glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC)load("glGetActiveAttrib");
glad_glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)load("glGetActiveUniform");
glad_glGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC)load("glGetAttachedShaders");
glad_glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)load("glGetAttribLocation");
glad_glGetProgramiv = (PFNGLGETPROGRAMIVPROC)load("glGetProgramiv");
glad_glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)load("glGetProgramInfoLog");
glad_glGetShaderiv = (PFNGLGETSHADERIVPROC)load("glGetShaderiv");
glad_glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)load("glGetShaderInfoLog");
glad_glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)load("glGetShaderSource");
glad_glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)load("glGetUniformLocation");
glad_glGetUniformfv = (PFNGLGETUNIFORMFVPROC)load("glGetUniformfv");
glad_glGetUniformiv = (PFNGLGETUNIFORMIVPROC)load("glGetUniformiv");
glad_glGetVertexAttribdv = (PFNGLGETVERTEXATTRIBDVPROC)load("glGetVertexAttribdv");
glad_glGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC)load("glGetVertexAttribfv");
glad_glGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC)load("glGetVertexAttribiv");
glad_glGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC)load("glGetVertexAttribPointerv");
glad_glIsProgram = (PFNGLISPROGRAMPROC)load("glIsProgram");
glad_glIsShader = (PFNGLISSHADERPROC)load("glIsShader");
glad_glLinkProgram = (PFNGLLINKPROGRAMPROC)load("glLinkProgram");
glad_glShaderSource = (PFNGLSHADERSOURCEPROC)load("glShaderSource");
glad_glUseProgram = (PFNGLUSEPROGRAMPROC)load("glUseProgram");
glad_glUniform1f = (PFNGLUNIFORM1FPROC)load("glUniform1f");
glad_glUniform2f = (PFNGLUNIFORM2FPROC)load("glUniform2f");
glad_glUniform3f = (PFNGLUNIFORM3FPROC)load("glUniform3f");
glad_glUniform4f = (PFNGLUNIFORM4FPROC)load("glUniform4f");
glad_glUniform1i = (PFNGLUNIFORM1IPROC)load("glUniform1i");
glad_glUniform2i = (PFNGLUNIFORM2IPROC)load("glUniform2i");
glad_glUniform3i = (PFNGLUNIFORM3IPROC)load("glUniform3i");
glad_glUniform4i = (PFNGLUNIFORM4IPROC)load("glUniform4i");
glad_glUniform1fv = (PFNGLUNIFORM1FVPROC)load("glUniform1fv");
glad_glUniform2fv = (PFNGLUNIFORM2FVPROC)load("glUniform2fv");
glad_glUniform3fv = (PFNGLUNIFORM3FVPROC)load("glUniform3fv");
glad_glUniform4fv = (PFNGLUNIFORM4FVPROC)load("glUniform4fv");
glad_glUniform1iv = (PFNGLUNIFORM1IVPROC)load("glUniform1iv");
glad_glUniform2iv = (PFNGLUNIFORM2IVPROC)load("glUniform2iv");
glad_glUniform3iv = (PFNGLUNIFORM3IVPROC)load("glUniform3iv");
glad_glUniform4iv = (PFNGLUNIFORM4IVPROC)load("glUniform4iv");
glad_glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)load("glUniformMatrix2fv");
glad_glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)load("glUniformMatrix3fv");
glad_glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)load("glUniformMatrix4fv");
glad_glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)load("glValidateProgram");
glad_glVertexAttrib1d = (PFNGLVERTEXATTRIB1DPROC)load("glVertexAttrib1d");
glad_glVertexAttrib1dv = (PFNGLVERTEXATTRIB1DVPROC)load("glVertexAttrib1dv");
glad_glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)load("glVertexAttrib1f");
glad_glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)load("glVertexAttrib1fv");
glad_glVertexAttrib1s = (PFNGLVERTEXATTRIB1SPROC)load("glVertexAttrib1s");
glad_glVertexAttrib1sv = (PFNGLVERTEXATTRIB1SVPROC)load("glVertexAttrib1sv");
glad_glVertexAttrib2d = (PFNGLVERTEXATTRIB2DPROC)load("glVertexAttrib2d");
glad_glVertexAttrib2dv = (PFNGLVERTEXATTRIB2DVPROC)load("glVertexAttrib2dv");
glad_glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)load("glVertexAttrib2f");
glad_glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)load("glVertexAttrib2fv");
glad_glVertexAttrib2s = (PFNGLVERTEXATTRIB2SPROC)load("glVertexAttrib2s");
glad_glVertexAttrib2sv = (PFNGLVERTEXATTRIB2SVPROC)load("glVertexAttrib2sv");
glad_glVertexAttrib3d = (PFNGLVERTEXATTRIB3DPROC)load("glVertexAttrib3d");
glad_glVertexAttrib3dv = (PFNGLVERTEXATTRIB3DVPROC)load("glVertexAttrib3dv");
glad_glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC)load("glVertexAttrib3f");
glad_glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)load("glVertexAttrib3fv");
glad_glVertexAttrib3s = (PFNGLVERTEXATTRIB3SPROC)load("glVertexAttrib3s");
glad_glVertexAttrib3sv = (PFNGLVERTEXATTRIB3SVPROC)load("glVertexAttrib3sv");
glad_glVertexAttrib4Nbv = (PFNGLVERTEXATTRIB4NBVPROC)load("glVertexAttrib4Nbv");
glad_glVertexAttrib4Niv = (PFNGLVERTEXATTRIB4NIVPROC)load("glVertexAttrib4Niv");
glad_glVertexAttrib4Nsv = (PFNGLVERTEXATTRIB4NSVPROC)load("glVertexAttrib4Nsv");
glad_glVertexAttrib4Nub = (PFNGLVERTEXATTRIB4NUBPROC)load("glVertexAttrib4Nub");
glad_glVertexAttrib4Nubv = (PFNGLVERTEXATTRIB4NUBVPROC)load("glVertexAttrib4Nubv");
glad_glVertexAttrib4Nuiv = (PFNGLVERTEXATTRIB4NUIVPROC)load("glVertexAttrib4Nuiv");
glad_glVertexAttrib4Nusv = (PFNGLVERTEXATTRIB4NUSVPROC)load("glVertexAttrib4Nusv");
glad_glVertexAttrib4bv = (PFNGLVERTEXATTRIB4BVPROC)load("glVertexAttrib4bv");
glad_glVertexAttrib4d = (PFNGLVERTEXATTRIB4DPROC)load("glVertexAttrib4d");
glad_glVertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC)load("glVertexAttrib4dv");
glad_glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)load("glVertexAttrib4f");
glad_glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)load("glVertexAttrib4fv");
glad_glVertexAttrib4iv = (PFNGLVERTEXATTRIB4IVPROC)load("glVertexAttrib4iv");
glad_glVertexAttrib4s = (PFNGLVERTEXATTRIB4SPROC)load("glVertexAttrib4s");
glad_glVertexAttrib4sv = (PFNGLVERTEXATTRIB4SVPROC)load("glVertexAttrib4sv");
glad_glVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)load("glVertexAttrib4ubv");
glad_glVertexAttrib4uiv = (PFNGLVERTEXATTRIB4UIVPROC)load("glVertexAttrib4uiv");
glad_glVertexAttrib4usv = (PFNGLVERTEXATTRIB4USVPROC)load("glVertexAttrib4usv");
glad_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)load("glVertexAttribPointer");
}
static void load_GL_VERSION_2_1(GLADloadproc load) {
if(!GLAD_GL_VERSION_2_1) return;
glad_glUniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC)load("glUniformMatrix2x3fv");
glad_glUniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC)load("glUniformMatrix3x2fv");
glad_glUniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC)load("glUniformMatrix2x4fv");
glad_glUniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC)load("glUniformMatrix4x2fv");
glad_glUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC)load("glUniformMatrix3x4fv");
glad_glUniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC)load("glUniformMatrix4x3fv");
}
static void load_GL_VERSION_3_0(GLADloadproc load) {
if(!GLAD_GL_VERSION_3_0) return;
glad_glColorMaski = (PFNGLCOLORMASKIPROC)load("glColorMaski");
glad_glGetBooleani_v = (PFNGLGETBOOLEANI_VPROC)load("glGetBooleani_v");
glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v");
glad_glEnablei = (PFNGLENABLEIPROC)load("glEnablei");
glad_glDisablei = (PFNGLDISABLEIPROC)load("glDisablei");
glad_glIsEnabledi = (PFNGLISENABLEDIPROC)load("glIsEnabledi");
glad_glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)load("glBeginTransformFeedback");
glad_glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)load("glEndTransformFeedback");
glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange");
glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase");
glad_glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)load("glTransformFeedbackVaryings");
glad_glGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)load("glGetTransformFeedbackVarying");
glad_glClampColor = (PFNGLCLAMPCOLORPROC)load("glClampColor");
glad_glBeginConditionalRender = (PFNGLBEGINCONDITIONALRENDERPROC)load("glBeginConditionalRender");
glad_glEndConditionalRender = (PFNGLENDCONDITIONALRENDERPROC)load("glEndConditionalRender");
glad_glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)load("glVertexAttribIPointer");
glad_glGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC)load("glGetVertexAttribIiv");
glad_glGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC)load("glGetVertexAttribIuiv");
glad_glVertexAttribI1i = (PFNGLVERTEXATTRIBI1IPROC)load("glVertexAttribI1i");
glad_glVertexAttribI2i = (PFNGLVERTEXATTRIBI2IPROC)load("glVertexAttribI2i");
glad_glVertexAttribI3i = (PFNGLVERTEXATTRIBI3IPROC)load("glVertexAttribI3i");
glad_glVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC)load("glVertexAttribI4i");
glad_glVertexAttribI1ui = (PFNGLVERTEXATTRIBI1UIPROC)load("glVertexAttribI1ui");
glad_glVertexAttribI2ui = (PFNGLVERTEXATTRIBI2UIPROC)load("glVertexAttribI2ui");
glad_glVertexAttribI3ui = (PFNGLVERTEXATTRIBI3UIPROC)load("glVertexAttribI3ui");
glad_glVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC)load("glVertexAttribI4ui");
glad_glVertexAttribI1iv = (PFNGLVERTEXATTRIBI1IVPROC)load("glVertexAttribI1iv");
glad_glVertexAttribI2iv = (PFNGLVERTEXATTRIBI2IVPROC)load("glVertexAttribI2iv");
glad_glVertexAttribI3iv = (PFNGLVERTEXATTRIBI3IVPROC)load("glVertexAttribI3iv");
glad_glVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC)load("glVertexAttribI4iv");
glad_glVertexAttribI1uiv = (PFNGLVERTEXATTRIBI1UIVPROC)load("glVertexAttribI1uiv");
glad_glVertexAttribI2uiv = (PFNGLVERTEXATTRIBI2UIVPROC)load("glVertexAttribI2uiv");
glad_glVertexAttribI3uiv = (PFNGLVERTEXATTRIBI3UIVPROC)load("glVertexAttribI3uiv");
glad_glVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC)load("glVertexAttribI4uiv");
glad_glVertexAttribI4bv = (PFNGLVERTEXATTRIBI4BVPROC)load("glVertexAttribI4bv");
glad_glVertexAttribI4sv = (PFNGLVERTEXATTRIBI4SVPROC)load("glVertexAttribI4sv");
glad_glVertexAttribI4ubv = (PFNGLVERTEXATTRIBI4UBVPROC)load("glVertexAttribI4ubv");
glad_glVertexAttribI4usv = (PFNGLVERTEXATTRIBI4USVPROC)load("glVertexAttribI4usv");
glad_glGetUniformuiv = (PFNGLGETUNIFORMUIVPROC)load("glGetUniformuiv");
glad_glBindFragDataLocation = (PFNGLBINDFRAGDATALOCATIONPROC)load("glBindFragDataLocation");
glad_glGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC)load("glGetFragDataLocation");
glad_glUniform1ui = (PFNGLUNIFORM1UIPROC)load("glUniform1ui");
glad_glUniform2ui = (PFNGLUNIFORM2UIPROC)load("glUniform2ui");
glad_glUniform3ui = (PFNGLUNIFORM3UIPROC)load("glUniform3ui");
glad_glUniform4ui = (PFNGLUNIFORM4UIPROC)load("glUniform4ui");
glad_glUniform1uiv = (PFNGLUNIFORM1UIVPROC)load("glUniform1uiv");
glad_glUniform2uiv = (PFNGLUNIFORM2UIVPROC)load("glUniform2uiv");
glad_glUniform3uiv = (PFNGLUNIFORM3UIVPROC)load("glUniform3uiv");
glad_glUniform4uiv = (PFNGLUNIFORM4UIVPROC)load("glUniform4uiv");
glad_glTexParameterIiv = (PFNGLTEXPARAMETERIIVPROC)load("glTexParameterIiv");
glad_glTexParameterIuiv = (PFNGLTEXPARAMETERIUIVPROC)load("glTexParameterIuiv");
glad_glGetTexParameterIiv = (PFNGLGETTEXPARAMETERIIVPROC)load("glGetTexParameterIiv");
glad_glGetTexParameterIuiv = (PFNGLGETTEXPARAMETERIUIVPROC)load("glGetTexParameterIuiv");
glad_glClearBufferiv = (PFNGLCLEARBUFFERIVPROC)load("glClearBufferiv");
glad_glClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC)load("glClearBufferuiv");
glad_glClearBufferfv = (PFNGLCLEARBUFFERFVPROC)load("glClearBufferfv");
glad_glClearBufferfi = (PFNGLCLEARBUFFERFIPROC)load("glClearBufferfi");
glad_glGetStringi = (PFNGLGETSTRINGIPROC)load("glGetStringi");
glad_glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)load("glIsRenderbuffer");
glad_glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)load("glBindRenderbuffer");
glad_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)load("glDeleteRenderbuffers");
glad_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)load("glGenRenderbuffers");
glad_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)load("glRenderbufferStorage");
glad_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)load("glGetRenderbufferParameteriv");
glad_glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)load("glIsFramebuffer");
glad_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)load("glBindFramebuffer");
glad_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)load("glDeleteFramebuffers");
glad_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)load("glGenFramebuffers");
glad_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)load("glCheckFramebufferStatus");
glad_glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)load("glFramebufferTexture1D");
glad_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)load("glFramebufferTexture2D");
glad_glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)load("glFramebufferTexture3D");
glad_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)load("glFramebufferRenderbuffer");
glad_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)load("glGetFramebufferAttachmentParameteriv");
glad_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)load("glGenerateMipmap");
glad_glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)load("glBlitFramebuffer");
glad_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)load("glRenderbufferStorageMultisample");
glad_glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)load("glFramebufferTextureLayer");
glad_glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)load("glMapBufferRange");
glad_glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)load("glFlushMappedBufferRange");
glad_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)load("glBindVertexArray");
glad_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)load("glDeleteVertexArrays");
glad_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)load("glGenVertexArrays");
glad_glIsVertexArray = (PFNGLISVERTEXARRAYPROC)load("glIsVertexArray");
}
static void load_GL_VERSION_3_1(GLADloadproc load) {
if(!GLAD_GL_VERSION_3_1) return;
glad_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)load("glDrawArraysInstanced");
glad_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)load("glDrawElementsInstanced");
glad_glTexBuffer = (PFNGLTEXBUFFERPROC)load("glTexBuffer");
glad_glPrimitiveRestartIndex = (PFNGLPRIMITIVERESTARTINDEXPROC)load("glPrimitiveRestartIndex");
glad_glCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC)load("glCopyBufferSubData");
glad_glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC)load("glGetUniformIndices");
glad_glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)load("glGetActiveUniformsiv");
glad_glGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC)load("glGetActiveUniformName");
glad_glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)load("glGetUniformBlockIndex");
glad_glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)load("glGetActiveUniformBlockiv");
glad_glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)load("glGetActiveUniformBlockName");
glad_glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)load("glUniformBlockBinding");
}
static void load_GL_VERSION_3_2(GLADloadproc load) {
if(!GLAD_GL_VERSION_3_2) return;
glad_glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)load("glDrawElementsBaseVertex");
glad_glDrawRangeElementsBaseVertex = (PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)load("glDrawRangeElementsBaseVertex");
glad_glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)load("glDrawElementsInstancedBaseVertex");
glad_glMultiDrawElementsBaseVertex = (PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC)load("glMultiDrawElementsBaseVertex");
glad_glProvokingVertex = (PFNGLPROVOKINGVERTEXPROC)load("glProvokingVertex");
glad_glFenceSync = (PFNGLFENCESYNCPROC)load("glFenceSync");
glad_glIsSync = (PFNGLISSYNCPROC)load("glIsSync");
glad_glDeleteSync = (PFNGLDELETESYNCPROC)load("glDeleteSync");
glad_glClientWaitSync = (PFNGLCLIENTWAITSYNCPROC)load("glClientWaitSync");
glad_glWaitSync = (PFNGLWAITSYNCPROC)load("glWaitSync");
glad_glGetInteger64v = (PFNGLGETINTEGER64VPROC)load("glGetInteger64v");
glad_glGetSynciv = (PFNGLGETSYNCIVPROC)load("glGetSynciv");
glad_glGetInteger64i_v = (PFNGLGETINTEGER64I_VPROC)load("glGetInteger64i_v");
glad_glGetBufferParameteri64v = (PFNGLGETBUFFERPARAMETERI64VPROC)load("glGetBufferParameteri64v");
glad_glFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC)load("glFramebufferTexture");
glad_glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC)load("glTexImage2DMultisample");
glad_glTexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC)load("glTexImage3DMultisample");
glad_glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC)load("glGetMultisamplefv");
glad_glSampleMaski = (PFNGLSAMPLEMASKIPROC)load("glSampleMaski");
}
static void find_extensionsGL(void) {
}
static void find_coreGL(void) {
const char *v = (const char *)glGetString(GL_VERSION);
int major = v[0] - '0';
int minor = v[2] - '0';
GLVersion.major = major; GLVersion.minor = minor;
GLAD_GL_VERSION_1_0 = (major == 1 && minor >= 0) || major > 1;
GLAD_GL_VERSION_1_1 = (major == 1 && minor >= 1) || major > 1;
GLAD_GL_VERSION_1_2 = (major == 1 && minor >= 2) || major > 1;
GLAD_GL_VERSION_1_3 = (major == 1 && minor >= 3) || major > 1;
GLAD_GL_VERSION_1_4 = (major == 1 && minor >= 4) || major > 1;
GLAD_GL_VERSION_1_5 = (major == 1 && minor >= 5) || major > 1;
GLAD_GL_VERSION_2_0 = (major == 2 && minor >= 0) || major > 2;
GLAD_GL_VERSION_2_1 = (major == 2 && minor >= 1) || major > 2;
GLAD_GL_VERSION_3_0 = (major == 3 && minor >= 0) || major > 3;
GLAD_GL_VERSION_3_1 = (major == 3 && minor >= 1) || major > 3;
GLAD_GL_VERSION_3_2 = (major == 3 && minor >= 2) || major > 3;
}
void gladLoadGLLoader(GLADloadproc load) {
GLVersion.major = 0; GLVersion.minor = 0;
glGetString = (PFNGLGETSTRINGPROC)load("glGetString");
if(glGetString == NULL) return;
find_coreGL();
load_GL_VERSION_1_0(load);
load_GL_VERSION_1_1(load);
load_GL_VERSION_1_2(load);
load_GL_VERSION_1_3(load);
load_GL_VERSION_1_4(load);
load_GL_VERSION_1_5(load);
load_GL_VERSION_2_0(load);
load_GL_VERSION_2_1(load);
load_GL_VERSION_3_0(load);
load_GL_VERSION_3_1(load);
load_GL_VERSION_3_2(load);
find_extensionsGL();
return;
}

1925
extern/glfw/deps/glad/glad.h vendored Normal file

File diff suppressed because it is too large Load Diff

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@ -122,6 +122,7 @@ typedef int _tthread_clockid_t;
/* Emulate clock_gettime */
int _tthread_clock_gettime(clockid_t clk_id, struct timespec *ts);
#define clock_gettime _tthread_clock_gettime
#define CLOCK_REALTIME 0
#endif

View File

@ -1,5 +1,5 @@
add_custom_target(docs ALL ${DOXYGEN_EXECUTABLE}
WORKING_DIRECTORY ${GLFW_BINARY_DIR}/docs
COMMENT "Generating HTML documentation" VERBATIM)
add_custom_target(docs ALL ${DOXYGEN_EXECUTABLE}
WORKING_DIRECTORY ${GLFW_BINARY_DIR}/docs
COMMENT "Generating HTML documentation" VERBATIM)

View File

@ -657,12 +657,16 @@ INPUT = @GLFW_INTERNAL_DOCS@ \
@GLFW_SOURCE_DIR@/include/GLFW/glfw3native.h \
@GLFW_SOURCE_DIR@/docs/main.dox \
@GLFW_SOURCE_DIR@/docs/news.dox \
@GLFW_SOURCE_DIR@/docs/quick.dox \
@GLFW_SOURCE_DIR@/docs/moving.dox \
@GLFW_SOURCE_DIR@/docs/quick.dox \
@GLFW_SOURCE_DIR@/docs/compile.dox \
@GLFW_SOURCE_DIR@/docs/build.dox \
@GLFW_SOURCE_DIR@/docs/intro.dox \
@GLFW_SOURCE_DIR@/docs/context.dox \
@GLFW_SOURCE_DIR@/docs/monitor.dox \
@GLFW_SOURCE_DIR@/docs/window.dox \
@GLFW_SOURCE_DIR@/docs/input.dox \
@GLFW_SOURCE_DIR@/docs/rift.dox \
@GLFW_SOURCE_DIR@/docs/compat.dox
# This tag can be used to specify the character encoding of the source files
@ -899,13 +903,13 @@ HTML_FILE_EXTENSION = .html
# have to redo this when upgrading to a newer version of doxygen or when
# changing the value of configuration settings such as GENERATE_TREEVIEW!
HTML_HEADER =
HTML_HEADER = @GLFW_SOURCE_DIR@/docs/header.html
# The HTML_FOOTER tag can be used to specify a personal HTML footer for
# each generated HTML page. If it is left blank doxygen will generate a
# standard footer.
HTML_FOOTER =
HTML_FOOTER = @GLFW_SOURCE_DIR@/docs/footer.html
# The HTML_STYLESHEET tag can be used to specify a user-defined cascading
# style sheet that is used by each HTML page. It can be used to
@ -924,7 +928,7 @@ HTML_STYLESHEET =
# robust against future updates. Doxygen will copy the style sheet file to
# the output directory.
HTML_EXTRA_STYLESHEET =
HTML_EXTRA_STYLESHEET = @GLFW_SOURCE_DIR@/docs/extra.css
# The HTML_EXTRA_FILES tag can be used to specify one or more extra images or
# other source files which should be copied to the HTML output directory. Note
@ -933,7 +937,7 @@ HTML_EXTRA_STYLESHEET =
# files. In the HTML_STYLESHEET file, use the file name only. Also note that
# the files will be copied as-is; there are no commands or markers available.
HTML_EXTRA_FILES =
HTML_EXTRA_FILES = @GLFW_SOURCE_DIR@/docs/spaces.svg
# The HTML_COLORSTYLE_HUE tag controls the color of the HTML output.
# Doxygen will adjust the colors in the style sheet and background images
@ -1466,18 +1470,6 @@ GENERATE_XML = NO
XML_OUTPUT = xml
# The XML_SCHEMA tag can be used to specify an XML schema,
# which can be used by a validating XML parser to check the
# syntax of the XML files.
XML_SCHEMA =
# The XML_DTD tag can be used to specify an XML DTD,
# which can be used by a validating XML parser to check the
# syntax of the XML files.
XML_DTD =
# If the XML_PROGRAMLISTING tag is set to YES Doxygen will
# dump the program listings (including syntax highlighting
# and cross-referencing information) to the XML output. Note that

188
extern/glfw/docs/DoxygenLayout.xml vendored Normal file
View File

@ -0,0 +1,188 @@
<doxygenlayout version="1.0">
<!-- Generated by doxygen 1.8.3.1 -->
<!-- Navigation index tabs for HTML output -->
<navindex>
<tab type="mainpage" visible="yes" title="Introduction"/>
<tab type="pages" visible="yes" title="Guides" intro=""/>
<tab type="modules" visible="yes" title="Reference" intro=""/>
<tab type="namespaces" visible="yes" title="">
<tab type="namespacelist" visible="yes" title="" intro=""/>
<tab type="namespacemembers" visible="yes" title="" intro=""/>
</tab>
<tab type="classes" visible="no" title="">
<tab type="classlist" visible="yes" title="" intro=""/>
<tab type="classindex" visible="$ALPHABETICAL_INDEX" title=""/>
<tab type="hierarchy" visible="yes" title="" intro=""/>
<tab type="classmembers" visible="yes" title="" intro=""/>
</tab>
<tab type="files" visible="yes" title="Header Files">
<tab type="filelist" visible="yes" title="" intro=""/>
<tab type="globals" visible="yes" title="" intro=""/>
</tab>
<tab type="examples" visible="yes" title="" intro=""/>
</navindex>
<!-- Layout definition for a class page -->
<class>
<briefdescription visible="yes"/>
<includes visible="$SHOW_INCLUDE_FILES"/>
<inheritancegraph visible="$CLASS_GRAPH"/>
<collaborationgraph visible="$COLLABORATION_GRAPH"/>
<memberdecl>
<nestedclasses visible="yes" title=""/>
<publictypes title=""/>
<publicslots title=""/>
<signals title=""/>
<publicmethods title=""/>
<publicstaticmethods title=""/>
<publicattributes title=""/>
<publicstaticattributes title=""/>
<protectedtypes title=""/>
<protectedslots title=""/>
<protectedmethods title=""/>
<protectedstaticmethods title=""/>
<protectedattributes title=""/>
<protectedstaticattributes title=""/>
<packagetypes title=""/>
<packagemethods title=""/>
<packagestaticmethods title=""/>
<packageattributes title=""/>
<packagestaticattributes title=""/>
<properties title=""/>
<events title=""/>
<privatetypes title=""/>
<privateslots title=""/>
<privatemethods title=""/>
<privatestaticmethods title=""/>
<privateattributes title=""/>
<privatestaticattributes title=""/>
<friends title=""/>
<related title="" subtitle=""/>
<membergroups visible="yes"/>
</memberdecl>
<detaileddescription title=""/>
<memberdef>
<inlineclasses title=""/>
<typedefs title=""/>
<enums title=""/>
<constructors title=""/>
<functions title=""/>
<related title=""/>
<variables title=""/>
<properties title=""/>
<events title=""/>
</memberdef>
<allmemberslink visible="yes"/>
<usedfiles visible="$SHOW_USED_FILES"/>
<authorsection visible="yes"/>
</class>
<!-- Layout definition for a namespace page -->
<namespace>
<briefdescription visible="yes"/>
<memberdecl>
<nestednamespaces visible="yes" title=""/>
<classes visible="yes" title=""/>
<typedefs title=""/>
<enums title=""/>
<functions title=""/>
<variables title=""/>
<membergroups visible="yes"/>
</memberdecl>
<detaileddescription title=""/>
<memberdef>
<inlineclasses title=""/>
<typedefs title=""/>
<enums title=""/>
<functions title=""/>
<variables title=""/>
</memberdef>
<authorsection visible="yes"/>
</namespace>
<!-- Layout definition for a file page -->
<file>
<briefdescription visible="yes"/>
<includes visible="$SHOW_INCLUDE_FILES"/>
<includegraph visible="$INCLUDE_GRAPH"/>
<includedbygraph visible="$INCLUDED_BY_GRAPH"/>
<sourcelink visible="yes"/>
<memberdecl>
<classes visible="yes" title=""/>
<namespaces visible="yes" title=""/>
<defines title=""/>
<typedefs title=""/>
<enums title=""/>
<functions title=""/>
<variables title=""/>
<membergroups visible="yes"/>
</memberdecl>
<detaileddescription title=""/>
<memberdef>
<inlineclasses title=""/>
<defines title=""/>
<typedefs title=""/>
<enums title=""/>
<functions title=""/>
<variables title=""/>
</memberdef>
<authorsection/>
</file>
<!-- Layout definition for a group page -->
<group>
<briefdescription visible="yes"/>
<detaileddescription title="Description"/>
<groupgraph visible="$GROUP_GRAPHS"/>
<memberdecl>
<nestedgroups visible="yes" title=""/>
<dirs visible="yes" title=""/>
<files visible="yes" title=""/>
<namespaces visible="yes" title=""/>
<classes visible="yes" title=""/>
<defines title=""/>
<typedefs title=""/>
<enums title=""/>
<enumvalues title=""/>
<functions title=""/>
<variables title=""/>
<signals title=""/>
<publicslots title=""/>
<protectedslots title=""/>
<privateslots title=""/>
<events title=""/>
<properties title=""/>
<friends title=""/>
<membergroups visible="yes"/>
</memberdecl>
<memberdef>
<pagedocs/>
<inlineclasses title=""/>
<defines title=""/>
<typedefs title=""/>
<enums title=""/>
<enumvalues title=""/>
<functions title=""/>
<variables title=""/>
<signals title=""/>
<publicslots title=""/>
<protectedslots title=""/>
<privateslots title=""/>
<events title=""/>
<properties title=""/>
<friends title=""/>
</memberdef>
<authorsection visible="yes"/>
</group>
<!-- Layout definition for a directory page -->
<directory>
<briefdescription visible="yes"/>
<directorygraph visible="yes"/>
<memberdecl>
<dirs visible="yes"/>
<files visible="yes"/>
</memberdecl>
<detaileddescription title=""/>
</directory>
</doxygenlayout>

View File

@ -1,126 +1,177 @@
/*!
@page build Building programs using GLFW
@page build Building applications
@tableofcontents
This is about compiling and linking programs that use GLFW. For information on
how to *write* such programs, start with the [introductory tutorial](@ref quick).
This is about compiling and linking applications that use GLFW. For information on
how to write such applications, start with the [introductory tutorial](@ref quick).
For information on how to compile the GLFW library itself, see the @ref compile
guide.
This is not a tutorial on compilation or linking. It assumes basic
understanding of how to compile and link a C program as well as how to use the
specific compiler of your chosen development environment. The compilation
and linking process should be explained in your C programming material and in
the documentation for your development environment.
@section build_include Including the GLFW header file
In the files of your program where you use OpenGL or GLFW, you should include
the GLFW 3 header file, i.e.:
In the source files of your application where you use OpenGL or GLFW, you should
include the GLFW header file, i.e.:
@code
#include <GLFW/glfw3.h>
@endcode
This defines all the constants, types and function prototypes of the GLFW API.
It also includes the chosen client API header files (by default OpenGL), and
defines all the constants and types necessary for those headers to work on that
platform.
The GLFW header declares the GLFW API and by default also includes the OpenGL
header of your development environment, which in turn defines all the constants,
types and function prototypes of the OpenGL API.
For example, under Windows you are normally required to include `windows.h`
before including `GL/gl.h`. This would make your source file tied to Windows
and pollute your code's namespace with the whole Win32 API.
The GLFW header also defines everything necessary for your OpenGL header to
function. For example, under Windows you are normally required to include
`windows.h` before the OpenGL header, which would pollute your code namespace
with the entire Win32 API.
Instead, the GLFW header takes care of this for you, not by including
`windows.h`, but rather by itself duplicating only the necessary parts of it.
It does this only where needed, so if `windows.h` *is* included, the GLFW header
does not try to redefine those symbols.
`windows.h`, but by duplicating only the very few necessary parts of it. It
does this only when needed, so if `windows.h` _is_ included, the GLFW header
does not try to redefine those symbols. The reverse is not true, i.e.
`windows.h` cannot cope if any of its symbols have already been defined.
In other words:
- Do *not* include the OpenGL headers yourself, as GLFW does this for you
- Do *not* include `windows.h` or other platform-specific headers unless you
- Do _not_ include the OpenGL headers yourself, as GLFW does this for you
- Do _not_ include `windows.h` or other platform-specific headers unless you
plan on using those APIs directly
- If you *do* need to include such headers, do it *before* including
the GLFW one and it will detect this
- If you _do_ need to include such headers, do it _before_ including
the GLFW header and it will handle this
If you are using an OpenGL extension loading library such as
[GLEW](http://glew.sourceforge.net/), the GLEW header should also be included
*before* the GLFW one. The GLEW header defines macros that disable any OpenGL
header that the GLFW header includes and GLEW will work as expected.
[glad](https://github.com/Dav1dde/glad), the extension loader header should
either be included _before_ the GLFW one, or the `GLFW_INCLUDE_NONE` macro
(described below) should be defined.
@subsection build_macros GLFW header option macros
These macros may be defined before the inclusion of the GLFW header and affect
how that header behaves.
its behavior.
`GLFW_INCLUDE_GLCOREARB` makes the header include the modern `GL/glcorearb.h`
header (`OpenGL/gl3.h` on OS X) instead of the regular OpenGL header.
`GLFW_DLL` is required on Windows when using the GLFW DLL, to tell the compiler
that the GLFW functions are defined in a DLL.
`GLFW_INCLUDE_ES1` makes the header include the OpenGL ES 1.x `GLES/gl.h` header
instead of the regular OpenGL header.
The following macros control which OpenGL or OpenGL ES API header is included.
`GLFW_INCLUDE_ES2` makes the header include the OpenGL ES 2.0 `GLES2/gl2.h`
`GLFW_INCLUDE_GLCOREARB` makes the GLFW header include the modern
`GL/glcorearb.h` header (`OpenGL/gl3.h` on OS X) instead of the regular OpenGL
header.
`GLFW_INCLUDE_ES1` makes the GLFW header include the OpenGL ES 1.x `GLES/gl.h`
header instead of the regular OpenGL header.
`GLFW_INCLUDE_ES3` makes the header include the OpenGL ES 3.0 `GLES3/gl3.h`
`GLFW_INCLUDE_ES2` makes the GLFW header include the OpenGL ES 2.0 `GLES2/gl2.h`
header instead of the regular OpenGL header.
`GLFW_INCLUDE_NONE` makes the header not include any client API header.
`GLFW_INCLUDE_ES3` makes the GLFW header include the OpenGL ES 3.0 `GLES3/gl3.h`
header instead of the regular OpenGL header.
`GLFW_INCLUDE_GLU` makes the header include the GLU header *in addition to* the
OpenGL header. This should only be used with the default `GL/gl.h` header
(`OpenGL/gl.h` on OS X), i.e. if you are not using any of the above macros.
`GLFW_INCLUDE_ES31` makes the GLFW header include the OpenGL ES 3.1 `GLES3/gl31.h`
header instead of the regular OpenGL header.
`GLFW_DLL` is necessary when using the GLFW DLL on Windows, in order to explain
to the compiler that the GLFW functions will be coming from another executable.
It has no function on other platforms.
`GLFW_INCLUDE_NONE` makes the GLFW header not include any OpenGL or OpenGL ES API
header. This is useful in combination with an extension loading library.
If none of the above inclusion macros are defined, the standard OpenGL `GL/gl.h`
header (`OpenGL/gl.h` on OS X) is included.
`GLFW_INCLUDE_GLEXT` makes the GLFW header include the appropriate extension
header for the OpenGL or OpenGL ES header selected above after and _in addition
to_ that header.
`GLFW_INCLUDE_GLU` makes the header include the GLU header _in addition to_ the
header selected above. This should only be used with the standard OpenGL header
and only for legacy code. GLU has been deprecated and should not be used in new
code.
@note GLFW does not provide any of the API headers mentioned above. They must
be provided by your development environment or your OpenGL or OpenGL ES SDK.
@section build_link Link with the right libraries
GLFW is essentially a wrapper of various platform-specific APIs and therefore
needs to link against many different system libraries. If you are using GLFW as
a shared library / dynamic library / DLL then it takes care of these links.
However, if you are using GLFW as a static library then your executable will
need to link against these libraries.
On Windows and OS X, the list of system libraries is static and can be
hard-coded into your build environment. See the section for your development
environment below. On Linux and other Unix-like operating systems, the list
varies but can be retrieved in various ways as described below.
A good general introduction to linking is
[Beginner's Guide to Linkers](http://www.lurklurk.org/linkers/linkers.html) by
David Drysdale.
@subsection build_link_win32 With MinGW or Visual C++ on Windows
The static version of the GLFW library is named `glfw3`. When using this
version, it is also necessary to link with some libraries that GLFW uses.
When linking a program under Windows that uses the static version of GLFW, you
must link with `opengl32`. If you are using GLU, you must also link with
`glu32`.
When linking an application under Windows that uses the static version of GLFW,
you must link with `opengl32`. On some versions of MinGW, you must also
explicitly link with `gdi32`, while other versions of MinGW include it in the
set of default libraries along with other dependencies like `user32` and
`kernel32`. If you are using GLU, you must also link with `glu32`.
The link library for the GLFW DLL is named `glfw3dll`. When compiling a program
that uses the DLL version of GLFW, you need to define the `GLFW_DLL` macro
*before* any inclusion of the GLFW header. This can be done either with
The link library for the GLFW DLL is named `glfw3dll`. When compiling an
application that uses the DLL version of GLFW, you need to define the `GLFW_DLL`
macro _before_ any inclusion of the GLFW header. This can be done either with
a compiler switch or by defining it in your source code.
A program using the GLFW DLL does not need to link against any of its
dependencies, but you still have to link against `opengl32` if your program uses
OpenGL and `glu32` if it uses GLU.
An application using the GLFW DLL does not need to link against any of its
dependencies, but you still have to link against `opengl32` if your application
uses OpenGL and `glu32` if it uses GLU.
@subsection build_link_cmake_source With CMake and GLFW source
You can use the GLFW source tree directly from a project that uses CMake. This
way, GLFW will be built along with your application as needed.
With just a few changes to your `CMakeLists.txt` you can have the GLFW source
tree built along with your application.
Firstly, add the root directory of the GLFW source tree to your project. This
will add the `glfw` target and the necessary cache variables to your project.
add_subdirectory(path/to/glfw)
@code{.cmake}
add_subdirectory(path/to/glfw)
@endcode
To be able to include the GLFW header from your code, you need to tell the
compiler where to find it.
include_directories(path/to/glfw/include)
@code{.cmake}
include_directories(path/to/glfw/include)
@endcode
Once GLFW has been added to the project, the `GLFW_LIBRARIES` cache variable
contains all link-time dependencies of GLFW as it is currently configured. To
link against GLFW, link against them and the `glfw` target.
target_link_libraries(myapp glfw ${GLFW_LIBRARIES})
@code{.cmake}
target_link_libraries(myapp glfw ${GLFW_LIBRARIES})
@endcode
Note that `GLFW_LIBRARIES` does not include GLU, as GLFW does not use it. If
your application needs GLU, you can add it to the list of dependencies with the
`OPENGL_glu_LIBRARY` cache variable, which is implicitly created when the GLFW
CMake files look for OpenGL.
target_link_libraries(myapp glfw ${OPENGL_glu_LIBRARY} ${GLFW_LIBRARIES})
@code{.cmake}
target_link_libraries(myapp glfw ${OPENGL_glu_LIBRARY} ${GLFW_LIBRARIES})
@endcode
@subsection build_link_cmake_pkgconfig With CMake on Unix and installed GLFW binaries
@ -131,56 +182,83 @@ installed GLFW, the pkg-config file `glfw3.pc` was installed along with it.
First you need to find the PkgConfig package. If this fails, you may need to
install the pkg-config package for your distribution.
find_package(PkgConfig REQUIRED)
@code{.cmake}
find_package(PkgConfig REQUIRED)
@endcode
This creates the CMake commands to find pkg-config packages. Then you need to
find the GLFW package.
pkg_search_module(GLFW REQUIRED glfw3)
@code{.cmake}
pkg_search_module(GLFW REQUIRED glfw3)
@endcode
This creates the CMake variables you need to use GLFW. To be able to include
the GLFW header, you need to tell your compiler where it is.
include_directories(${GLFW_INCLUDE_DIRS})
@code{.cmake}
include_directories(${GLFW_INCLUDE_DIRS})
@endcode
You also need to link against the correct libraries. If you are using the
shared library version of GLFW, use the `GLFW_LIBRARIES` variable.
target_link_libraries(simple ${GLFW_LIBRARIES})
@code{.cmake}
target_link_libraries(simple ${GLFW_LIBRARIES})
@endcode
If you are using the static library version of GLFW, use the
`GLFW_STATIC_LIBRARIES` variable instead.
target_link_libraries(simple ${GLFW_STATIC_LIBRARIES})
@code{.cmake}
target_link_libraries(simple ${GLFW_STATIC_LIBRARIES})
@endcode
@subsection build_link_pkgconfig With pkg-config on OS X or other Unix
GLFW supports [pkg-config](http://www.freedesktop.org/wiki/Software/pkg-config/),
and `glfw3.pc` file is generated when the GLFW library is built and installed
along with it.
and the `glfw3.pc` pkf-config file is generated when the GLFW library is built
and is installed along with it. A pkg-config file describes all necessary
compile-time and link-time flags and dependencies needed to use a library. When
they are updated or if they differ between systems, you will get the correct
ones automatically.
A typical compile and link command-line when using the static may look like this:
A typical compile and link command-line when using the static version of the
GLFW library may look like this:
cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --static --libs glfw3`
@code{.sh}
cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --static --libs glfw3`
@endcode
If you are using the shared library, simply omit the `--static` flag.
If you are using the shared version of the GLFW library, simply omit the
`--static` flag.
cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --libs glfw3`
@code{.sh}
cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --libs glfw3`
@endcode
You can also use the `glfw3.pc` file without installing it first, by using the
`PKG_CONFIG_PATH` environment variable.
env PKG_CONFIG_PATH=path/to/glfw/src cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --static --libs glfw3`
@code{.sh}
env PKG_CONFIG_PATH=path/to/glfw/src cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --libs glfw3`
@endcode
The dependencies do not include GLU, as GLFW does not need it. On OS X, GLU is
built into the OpenGL framework, so if you need GLU you don't need to do
anything extra. If you need GLU and are using Linux or BSD, you should add
`-lGLU` to your link flags.
anything extra. If you need GLU and are using Linux or BSD, you should add the
`glu` pkg-config module.
See the manpage and other documentation for pkg-config and your compiler and
linker for more information on how to link programs.
@code{.sh}
cc `pkg-config --cflags glfw3 glu` -o myprog myprog.c `pkg-config --libs glfw3 glu`
@endcode
If you are using the static version of the GLFW library, make sure you don't link statically against GLU.
@code{.sh}
cc `pkg-config --cflags glfw3 glu` -o myprog myprog.c `pkg-config --static --libs glfw3` `pkg-config --libs glu`
@endcode
@subsection build_link_xcode With Xcode on OS X
@ -189,23 +267,37 @@ If you are using the dynamic library version of GLFW, simply add it to the
project dependencies.
If you are using the static library version of GLFW, add it and the Cocoa,
OpenGL and IOKit frameworks to the project as dependencies.
OpenGL, IOKit, CoreVideo and Carbon frameworks to the project as dependencies.
They can all be found in `/System/Library/Frameworks`.
@note GLFW needs the Carbon framework only to access the current keyboard layout
via the Text Input Source Services. This is one of the non-deprecated parts of
the Carbon API and the only way to access this information on OS X.
@subsection build_link_osx With command-line on OS X
If you do not wish to use pkg-config, you need to add the required frameworks
and libraries to your command-line using the `-l` and `-framework` switches,
i.e.:
It is recommended that you use [pkg-config](@ref build_link_pkgconfig) when
building from the command line on OS X. That way you will get any new
dependencies added automatically. If you still wish to build manually, you need
to add the required frameworks and libraries to your command-line yourself using
the `-l` and `-framework` switches.
cc -o myprog myprog.c -lglfw -framework Cocoa -framework OpenGL -framework IOKit
If you are using the dynamic GLFW library, which is named `libglfw.3.dylib`, do:
Note that you do not add the `.framework` extension to a framework when adding
it from the command-line.
@code{.sh}
cc -o myprog myprog.c -lglfw -framework Cocoa -framework OpenGL -framework IOKit -framework CoreVideo
@endcode
If you are using the static library, named `libglfw3.a`, substitute `-lglfw3`
for `-lglfw`.
Note that you do not add the `.framework` extension to a framework when linking
against it from the command-line.
The OpenGL framework contains both the OpenGL and GLU APIs, so there is nothing
special to do when using GLU. Also note that even though your machine may have
`libGL`-style OpenGL libraries, they are for use with the X Window System and
will *not* work with the OS X native version of GLFW.
will _not_ work with the OS X native version of GLFW.
*/

View File

@ -4,19 +4,20 @@
@tableofcontents
This chapter describes the various API extensions used by this version of GLFW.
This guide describes the various API extensions used by this version of GLFW.
It lists what are essentially implementation details, but which are nonetheless
vital knowledge for developers wishing to deploy their applications on machines
with varied specifications.
vital knowledge for developers intending to deploy their applications on a wide
range of machines.
Note that the information in this appendix is not a part of the API
specification but merely list some of the preconditions for certain parts of the
API to function on a given machine. As such, any part of it may change in
future versions without this being considered a breaking API change.
The information in this guide is not a part of GLFW API, but merely
preconditions for some parts of the library to function on a given machine. Any
part of this information may change in future versions of GLFW and that will not
be considered a breaking API change.
@section compat_wm ICCCM and EWMH conformance
As GLFW uses Xlib, directly, without any intervening toolkit
@section compat_x11 X11 extensions, protocols and IPC standards
As GLFW uses Xlib directly, without any intervening toolkit
library, it has sole responsibility for interacting well with the many and
varied window managers in use on Unix-like systems. In order for applications
and window managers to work well together, a number of standards and
@ -27,6 +28,10 @@ X11 API; most importantly the
[Extended Window Manager Hints](http://standards.freedesktop.org/wm-spec/wm-spec-latest.html)
(EWMH) standards.
GLFW uses the `_MOTIF_WM_HINTS` window property to support borderless windows.
If the running window manager does not support this property, the
`GLFW_DECORATED` hint will have no effect.
GLFW uses the ICCCM `WM_DELETE_WINDOW` protocol to intercept the user
attempting to close the GLFW window. If the running window manager does not
support this protocol, the close callback will never be called.
@ -36,11 +41,16 @@ the user when the application has stopped responding, i.e. when it has ceased to
process events. If the running window manager does not support this protocol,
the user will not be notified if the application locks up.
GLFW uses the EWMH `_NET_WM_STATE` protocol to tell the window manager to make
the GLFW window full screen. If the running window manager does not support this
protocol, full screen windows may not work properly. GLFW has a fallback code
path in case this protocol is unavailable, but every window manager behaves
slightly differently in this regard.
GLFW uses the EWMH `_NET_WM_STATE_FULLSCREEN` window state to tell the window
manager to make the GLFW window full screen. If the running window manager does
not support this state, full screen windows may not work properly. GLFW has
a fallback code path in case this state is unavailable, but every window manager
behaves slightly differently in this regard.
GLFW uses the EWMH `_NET_WM_BYPASS_COMPOSITOR` window property to tell a
compositing window manager to un-redirect full screen GLFW windows. If the
running window manager uses compositing but does not support this property then
additional copying may be performed for each buffer swap of full screen windows.
GLFW uses the
[clipboard manager protocol](http://www.freedesktop.org/wiki/ClipboardManager/)
@ -48,15 +58,36 @@ to push a clipboard string (i.e. selection) owned by a GLFW window about to be
destroyed to the clipboard manager. If there is no running clipboard manager,
the clipboard string will be unavailable once the window has been destroyed.
GLFW uses the
[X drag-and-drop protocol](http://www.freedesktop.org/wiki/Specifications/XDND/)
to provide file drop events. If the application originating the drag does not
support this protocol, drag and drop will not work.
GLFW uses the XInput 2 extension to provide sub-pixel cursor motion events. If
the running X server does not support this version of this extension, cursor
motion will be snapped to the pixel grid.
GLFW uses the XRandR 1.3 extension to provide multi-monitor support. If the
running X server does not support this version of this extension, multi-monitor
support will not function and only a single, desktop-spanning monitor will be
reported.
GLFW uses the XRandR 1.3 and Xf86vidmode extensions to provide gamma ramp
support. If the running X server does not support either or both of these
extensions, gamma ramp support will not function.
GLFW requires the Xkb extension with detectable auto-repeat to provide keyboard
input. If the running X server does not support this extension, a non-Xkb
fallback path is used.
@section compat_glx GLX extensions
The GLX API is the default API used to create OpenGL contexts on Unix-like
systems using the X Window System.
GLFW uses the `GLXFBConfig` API to enumerate and select framebuffer pixel
formats. This requires either GLX 1.3 or greater, or the `GLX_SGIX_fbconfig`
extension. Where both are available, the SGIX extension is preferred. If
neither is available, GLFW will be unable to create windows.
GLFW uses the GLX 1.3 `GLXFBConfig` functions to enumerate and select framebuffer pixel
formats. If GLX 1.3 is not supported, @ref glfwInit will fail.
GLFW uses the `GLX_MESA_swap_control,` `GLX_EXT_swap_control` and
`GLX_SGI_swap_control` extensions to provide vertical retrace synchronization
@ -80,6 +111,11 @@ context profiles. Where this extension is unavailable, setting the
`GLFW_OPENGL_PROFILE` hint to anything but zero, or setting `GLFW_CLIENT_API` to
anything but `GLFW_OPENGL_API` will cause @ref glfwCreateWindow to fail.
GLFW uses the `GLX_ARB_context_flush_control` extension to provide control over
whether a context is flushed when it is released (made non-current). Where this
extension is unavailable, the `GLFW_CONTEXT_RELEASE_BEHAVIOR` hint will have no
effect and the context will always be flushed when released.
@section compat_wgl WGL extensions
The WGL API is used to create OpenGL contexts on Microsoft Windows and other
@ -112,6 +148,11 @@ context profiles. Where this extension is unavailable, setting the
`GLFW_OPENGL_PROFILE` hint to anything but zero will cause @ref glfwCreateWindow
to fail.
GLFW uses the `WGL_ARB_context_flush_control` extension to provide control over
whether a context is flushed when it is released (made non-current). Where this
extension is unavailable, the `GLFW_CONTEXT_RELEASE_BEHAVIOR` hint will have no
effect and the context will always be flushed when released.
@section compat_osx OpenGL 3.2 and later on OS X
Support for OpenGL 3.2 and above was introduced with OS X 10.7 and even then
@ -123,15 +164,15 @@ version 2.1.
Because of this, on OS X 10.7 and later, the `GLFW_CONTEXT_VERSION_MAJOR` and
`GLFW_CONTEXT_VERSION_MINOR` hints will cause @ref glfwCreateWindow to fail if
given version 3.0 or 3.1, the `GLFW_OPENGL_FORWARD_COMPAT` is required for
creating contexts for OpenGL 3.2 and later, the `GLFW_OPENGL_DEBUG_CONTEXT` hint
is ignored and setting the `GLFW_OPENGL_PROFILE` hint to anything except
`GLFW_OPENGL_CORE_PROFILE` will cause @ref glfwCreateWindow to fail.
given version 3.0 or 3.1, the `GLFW_OPENGL_FORWARD_COMPAT` hint must be set to
non-zero and the `GLFW_OPENGL_PROFILE` hint must be set to
`GLFW_OPENGL_CORE_PROFILE` when creating OpenGL 3.2 and later contexts and the
`GLFW_OPENGL_DEBUG_CONTEXT` hint is ignored.
Also, on Mac OS X 10.6 and below, the `GLFW_CONTEXT_VERSION_MAJOR` and
`GLFW_CONTEXT_VERSION_MINOR` hints will fail if given a version above 2.1, the
`GLFW_OPENGL_DEBUG_CONTEXT` hint will have no effect, and setting the
`GLFW_OPENGL_PROFILE` or `GLFW_OPENGL_FORWARD_COMPAT` hints to a non-zero value
will cause @ref glfwCreateWindow to fail.
`GLFW_CONTEXT_VERSION_MINOR` hints will fail if given a version above 2.1,
setting the `GLFW_OPENGL_PROFILE` or `GLFW_OPENGL_FORWARD_COMPAT` hints to
a non-default value will cause @ref glfwCreateWindow to fail and the
`GLFW_OPENGL_DEBUG_CONTEXT` hint is ignored.
*/

313
extern/glfw/docs/compile.dox vendored Normal file
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@ -0,0 +1,313 @@
/*!
@page compile Compiling GLFW
@tableofcontents
This is about compiling the GLFW library itself. For information on how to
build applications that use GLFW, see the @ref build guide.
@section compile_cmake Using CMake
GLFW uses [CMake](http://www.cmake.org/) to generate project files or makefiles
for a particular development environment. If you are on a Unix-like system such
as Linux or FreeBSD or have a package system like Fink, MacPorts, Cygwin or
Homebrew, you can simply install its CMake package. If not, you can download
installers for Windows and OS X from the [CMake website](http://www.cmake.org/).
@note CMake only generates project files or makefiles. It does not compile the
actual GLFW library. To compile GLFW, first generate these files and then use
them in your chosen development environment to compile the actual GLFW library.
@subsection compile_deps Dependencies
Once you have installed CMake, make sure that all other dependencies are
available. On some platforms, GLFW needs a few additional packages to be
installed. See the section for your chosen platform and development environment
below.
@subsubsection compile_deps_msvc Dependencies for Visual C++ on Windows
The Microsoft Platform SDK that is installed along with Visual C++ already
contains all the necessary headers, link libraries and tools except for CMake.
Move on to @ref compile_generate.
@subsubsection compile_deps_mingw Dependencies for MinGW or MinGW-w64 on Windows
Both the MinGW and the MinGW-w64 packages already contain all the necessary
headers, link libraries and tools except for CMake. Move on to @ref
compile_generate.
@subsubsection compile_deps_mingw_cross Dependencies for MinGW or MinGW-w64 cross-compilation
Both Cygwin and many Linux distributions have MinGW or MinGW-w64 packages. For
example, Cygwin has the `mingw64-i686-gcc` and `mingw64-x86_64-gcc` packages
for 32- and 64-bit version of MinGW-w64, while Debian GNU/Linux and derivatives
like Ubuntu have the `mingw-w64` package for both.
GLFW has CMake toolchain files in the `CMake/` directory that allow for easy
cross-compilation of Windows binaries. To use these files you need to add a
special parameter when generating the project files or makefiles:
@code{.sh}
cmake -DCMAKE_TOOLCHAIN_FILE=<toolchain-file> .
@endcode
The exact toolchain file to use depends on the prefix used by the MinGW or
MinGW-w64 binaries on your system. You can usually see this in the /usr
directory. For example, both the Debian/Ubuntu and Cygwin MinGW-w64 packages
have `/usr/x86_64-w64-mingw32` for the 64-bit compilers, so the correct
invocation would be:
@code{.sh}
cmake -DCMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake .
@endcode
For more details see the article
[CMake Cross Compiling](http://www.paraview.org/Wiki/CMake_Cross_Compiling) on
the CMake wiki.
Once you have this set up, move on to @ref compile_generate.
@subsubsection compile_deps_xcode Dependencies for Xcode on OS X
Xcode comes with all necessary tools except for CMake. The required headers
and libraries are included in the core OS X frameworks. Xcode can be downloaded
from the Mac App Store or from the ADC Member Center.
Once you have Xcode installed, move on to @ref compile_generate.
@subsubsection compile_deps_x11 Dependencies for Linux and X11
To compile GLFW for X11, you need to have the X11 and OpenGL header packages
installed, as well as the basic development tools like GCC and make. For
example, on Ubuntu and other distributions based on Debian GNU/Linux, you need
to install the `xorg-dev` and `libglu1-mesa-dev` packages. The former pulls in
all X.org header packages and the latter pulls in the Mesa OpenGL and GLU
packages. GLFW itself doesn't need or use GLU, but some of the examples do.
Note that using header files and libraries from Mesa during compilation
_will not_ tie your binaries to the Mesa implementation of OpenGL.
Once you have installed the necessary packages, move on to @ref
compile_generate.
@subsection compile_generate Generating build files with CMake
Once you have all necessary dependencies it is time to generate the project
files or makefiles for your development environment. CMake needs to know two
paths for this: the path to the _root_ directory of the GLFW source tree (i.e.
_not_ the `src` subdirectory) and the target path for the generated files and
compiled binaries. If these are the same, it is called an in-tree build,
otherwise it is called an out-of-tree build.
One of several advantages of out-of-tree builds is that you can generate files
and compile for different development environments using a single source tree.
@note This section is about generating the project files or makefiles necessary
to compile the GLFW library, not about compiling the actual library.
@subsubsection compile_generate_cli Generating files with the CMake command-line tool
To make an in-tree build, enter the _root_ directory of the GLFW source tree
(i.e. _not_ the `src` subdirectory) and run CMake. The current directory is
used as target path, while the path provided as an argument is used to find the
source tree.
@code{.sh}
cd <glfw-root-dir>
cmake .
@endcode
To make an out-of-tree build, make another directory, enter it and run CMake
with the (relative or absolute) path to the root of the source tree as an
argument.
@code{.sh}
cd <glfw-root-dir>
mkdir build
cd build
cmake ..
@endcode
Once you have generated the project files or makefiles for your chosen
development environment, move on to @ref compile_compile.
@subsubsection compile_generate_gui Generating files with the CMake GUI
If you are using the GUI version, choose the root of the GLFW source tree as
source location and the same directory or another, empty directory as the
destination for binaries. Choose _Configure_, change any options you wish to,
_Configure_ again to let the changes take effect and then _Generate_.
Once you have generated the project files or makefiles for your chosen
development environment, move on to @ref compile_compile.
@subsection compile_compile Compiling the library
You should now have all required dependencies and the project files or makefiles
necessary to compile GLFW. Go ahead and compile the actual GLFW library with
these files, as you would with any other project.
Once the GLFW library is compiled, you are ready to build your applications,
linking it to the GLFW library. See the @ref build guide for more information.
@subsection compile_options CMake options
The CMake files for GLFW provide a number of options, although not all are
available on all supported platforms. Some of these are de facto standards
among projects using CMake and so have no `GLFW_` prefix.
If you are using the GUI version of CMake, these are listed and can be changed
from there. If you are using the command-line version, use the `ccmake` tool.
Some package systems like Ubuntu and other distributions based on Debian
GNU/Linux have this tool in a separate `cmake-curses-gui` package.
@subsubsection compile_options_shared Shared CMake options
`BUILD_SHARED_LIBS` determines whether GLFW is built as a static
library or as a DLL / shared library / dynamic library.
`LIB_SUFFIX` affects where the GLFW shared /dynamic library is installed. If it
is empty, it is installed to `${CMAKE_INSTALL_PREFIX}/lib`. If it is set to
`64`, it is installed to `${CMAKE_INSTALL_PREFIX}/lib64`.
`GLFW_CLIENT_LIBRARY` determines which client API library to use. If set to
`opengl` the OpenGL library is used, if set to `glesv1` for the OpenGL ES 1.x
library is used, or if set to `glesv2` the OpenGL ES 2.0 library is used. The
selected library and its header files must be present on the system for this to
work.
`GLFW_BUILD_EXAMPLES` determines whether the GLFW examples are built
along with the library.
`GLFW_BUILD_TESTS` determines whether the GLFW test programs are
built along with the library.
`GLFW_BUILD_DOCS` determines whether the GLFW documentation is built along with
the library.
@subsubsection compile_options_osx OS X specific CMake options
`GLFW_USE_CHDIR` determines whether `glfwInit` changes the current
directory of bundled applications to the `Contents/Resources` directory.
`GLFW_USE_MENUBAR` determines whether the first call to
`glfwCreateWindow` sets up a minimal menu bar.
`GLFW_USE_RETINA` determines whether windows will use the full resolution of
Retina displays.
`GLFW_BUILD_UNIVERSAL` determines whether to build Universal Binaries.
@subsubsection compile_options_win32 Windows specific CMake options
`USE_MSVC_RUNTIME_LIBRARY_DLL` determines whether to use the DLL version or the
static library version of the Visual C++ runtime library. If set to `ON`, the
DLL version of the Visual C++ library is used. It is recommended to set this to
`ON`, as this keeps the executable smaller and benefits from security and bug
fix updates of the Visual C++ runtime.
`GLFW_USE_DWM_SWAP_INTERVAL` determines whether the swap interval is set even
when DWM compositing is enabled. If this is `ON`, the swap interval is set even
if DWM is enabled. It is recommended to set this to `OFF`, as doing otherwise
can lead to severe jitter.
`GLFW_USE_OPTIMUS_HPG` determines whether to export the `NvOptimusEnablement`
symbol, which forces the use of the high-performance GPU on nVidia Optimus
systems.
@subsubsection compile_options_egl EGL specific CMake options
`GLFW_USE_EGL` determines whether to use EGL instead of the platform-specific
context creation API. Note that EGL is not yet provided on all supported
platforms.
@section compile_manual Compiling GLFW manually
If you wish to compile GLFW without its CMake build environment then you will
have to do at least some of the platform detection yourself. GLFW needs
a number of configuration macros to be defined in order to know what it's being
compiled for and has many optional, platform-specific ones for various features.
When building with CMake, the `glfw_config.h` configuration header is generated
based on the current platform and CMake options. The GLFW CMake environment
defines `_GLFW_USE_CONFIG_H`, which causes this header to be included by
`internal.h`. Without this macro, GLFW will expect the necessary configuration
macros to be defined on the command-line.
Three macros _must_ be defined when compiling GLFW: one selecting the window
creation API, one selecting the context creation API and one client library.
Exactly one of each kind must be defined for GLFW to compile and link.
The window creation API is used to create windows, handle input, monitors, gamma
ramps and clipboard. The options are:
- `_GLFW_COCOA` to use the Cocoa frameworks
- `_GLFW_WIN32` to use the Win32 API
- `_GLFW_X11` to use the X Window System
- `_GLFW_WAYLAND` to use the Wayland API (experimental and incomplete)
- `_GLFW_MIR` to use the Mir API (experimental and incomplete)
The context creation API is used to enumerate pixel formats / framebuffer
configurations and to create contexts. The options are:
- `_GLFW_NSGL` to use the Cocoa OpenGL framework
- `_GLFW_WGL` to use the Win32 WGL API
- `_GLFW_GLX` to use the X11 GLX API
- `_GLFW_EGL` to use the EGL API
Wayland and Mir both require the EGL backend.
The client library is the one providing the OpenGL or OpenGL ES API, which is
used by GLFW to probe the created context. This is not the same thing as the
client API, as many desktop OpenGL client libraries now expose the OpenGL ES API
through extensions. The options are:
- `_GLFW_USE_OPENGL` for the desktop OpenGL (opengl32.dll, libGL.so or
OpenGL.framework)
- `_GLFW_USE_GLESV1` for OpenGL ES 1.x (experimental)
- `_GLFW_USE_GLESV2` for OpenGL ES 2.x (experimental)
Note that `_GLFW_USE_GLESV1` and `_GLFW_USE_GLESV2` may only be used with EGL,
as the other context creation APIs do not interface with OpenGL ES client
libraries.
If you are building GLFW as a shared library / dynamic library / DLL then you
must also define `_GLFW_BUILD_DLL`. Otherwise, you may not define it.
If you are using the X11 window creation API then you _must_ also select an entry
point retrieval mechanism.
- `_GLFW_HAS_GLXGETPROCADDRESS` to use `glXGetProcAddress` (recommended)
- `_GLFW_HAS_GLXGETPROCADDRESSARB` to use `glXGetProcAddressARB` (legacy)
- `_GLFW_HAS_GLXGETPROCADDRESSEXT` to use `glXGetProcAddressEXT` (legacy)
- `_GLFW_HAS_DLOPEN` to do manual retrieval with `dlopen` (fallback)
If you are using the Cocoa window creation API, the following options are
available:
- `_GLFW_USE_CHDIR` to `chdir` to the `Resources` subdirectory of the
application bundle during @ref glfwInit (recommended)
- `_GLFW_USE_MENUBAR` to create and populate the menu bar when the first window
is created (recommended)
- `_GLFW_USE_RETINA` to have windows use the full resolution of Retina displays
(recommended)
*/

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@ -1,37 +1,90 @@
/*!
@page context Context handling guide
@page context Context guide
@tableofcontents
The primary purpose of GLFW is to provide a simple interface to window
management and OpenGL and OpenGL ES context creation. GLFW supports
multiple windows, each of which has its own context.
multiple windows, with each window having its own context.
This guide introduces the functions related to managing OpenGL and OpenGL ES
contexts. There are also guides for the other areas of the GLFW API.
- @ref intro
- @ref window
- @ref monitor
- @ref input
@section context_object Context handles
@section context_object Context objects
The @ref GLFWwindow object encapsulates both a window and a context. They are
created with @ref glfwCreateWindow and destroyed with @ref glfwDestroyWindow (or
@ref glfwTerminate, if any remain). As the window and context are inseparably
linked, the object pointer is used as both a context and window handle.
A window object encapsulates both a top-level window and an OpenGL or OpenGL ES
context. It is created with @ref glfwCreateWindow and destroyed with @ref
glfwDestroyWindow or @ref glfwTerminate. See @ref window_creation for more
information.
As the window and context are inseparably linked, the window object also serves
as the context handle.
@section context_hints Context creation hints
@subsection context_hints Context creation hints
There are a number of hints, specified using @ref glfwWindowHint, related to
what kind of context is created. See
[context related hints](@ref window_hints_ctx) in the window handling guide.
[context related hints](@ref window_hints_ctx) in the window guide.
@subsection context_sharing Context object sharing
When creating a window and its OpenGL or OpenGL ES context with @ref
glfwCreateWindow, you can specify another window whose context the new one
should share its objects (textures, vertex and element buffers, etc.) with.
@code
GLFWwindow* second_window = glfwCreateWindow(640, 480, "Second Window", NULL, first_window);
@endcode
Object sharing is implemented by the operating system and graphics driver. On
platforms where it is possible to choose which types of objects are shared, GLFW
requests that all types are shared.
See the relevant chapter of the [OpenGL](https://www.opengl.org/registry/) or
[OpenGL ES](http://www.khronos.org/opengles/) reference documents for more
information. The name and number of this chapter unfortunately varies between
versions and APIs, but has at times been named _Shared Objects and Multiple
Contexts_.
GLFW comes with a simple object sharing test program called `sharing`.
@subsection context_offscreen Offscreen contexts
GLFW doesn't support creating contexts without an associated window. However,
contexts with hidden windows can be created with the
[GLFW_VISIBLE](@ref window_hints_wnd) window hint.
@code
glfwWindowHint(GLFW_VISIBLE, GL_FALSE);
GLFWwindow* offscreen_context = glfwCreateWindow(640, 480, "", NULL, NULL);
@endcode
The window never needs to be shown and its context can be used as a plain
offscreen context. Depending on the window manager, the size of a hidden
window's framebuffer may not be usable or modifiable, so framebuffer
objects are recommended for rendering with such contexts.
__OS X:__ The first time a window is created the menu bar is populated with
common commands like Hide, Quit and About. This is not desirable for example
when writing a command-line only application. The menu bar setup can be
disabled with a [compile-time option](@ref compile_options_osx).
@section context_current Current context
Before you can use the OpenGL or OpenGL ES APIs, you need to have a current
context of the proper type. The context encapsulates all render state and all
objects like textures and shaders.
Note that a context can only be current for a single thread at a time, and
a thread can only have a single context at a time.
Before you can make OpenGL or OpenGL ES calls, you need to have a current
context of the correct type. A context can only be current for a single thread
at a time, and a thread can only have a single context current at a time.
A context is made current with @ref glfwMakeContextCurrent.
@ -45,18 +98,28 @@ The current context is returned by @ref glfwGetCurrentContext.
GLFWwindow* window = glfwGetCurrentContext();
@endcode
The following GLFW functions require a context to be current:
@section context_swap Swapping buffers
- @ref glfwSwapInterval
- @ref glfwExtensionSupported
- @ref glfwGetProcAddress
See [swapping buffers](@ref window_swap) in the window handling guide.
Calling any these functions without a current context will generate a @ref
GLFW_NO_CURRENT_CONTEXT error.
@section context_swap Buffer swapping
Buffer swapping is part of the window and framebuffer, not the context. See
@ref window_swap in the window guide.
@section context_glext OpenGL extension handling
@section context_glext OpenGL and OpenGL ES extensions
One of the benefits of OpenGL is its extensibility. Independent hardware
vendors (IHVs) may include functionality in their OpenGL implementations that
expand upon the OpenGL standard before that functionality is included in a new
version of the OpenGL specification.
One of the benefits of OpenGL and OpenGL ES are their extensibility.
Hardware vendors may include extensions in their implementations that extend the
API before that functionality is included in a new version of the OpenGL or
OpenGL ES specification, and some extensions are never included and remain
as extensions until they become obsolete.
An extension is defined by:
@ -65,23 +128,103 @@ An extension is defined by:
- New OpenGL functions (e.g. `glGetDebugMessageLogARB`)
Note the `ARB` affix, which stands for Architecture Review Board and is used
for official extensions. There are many different affixes, depending on who
wrote the extension. A list of extensions, together with their specifications,
can be found at the [OpenGL Registry](http://www.opengl.org/registry/).
for official extensions. The extension above was created by the ARB, but there
are many different affixes, like `NV` for Nvidia and `AMD` for, well, AMD. Any
group may also use the generic `EXT` affix. Lists of extensions, together with
their specifications, can be found at the
[OpenGL Registry](http://www.opengl.org/registry/) and
[OpenGL ES Registry](https://www.khronos.org/registry/gles/).
@subsection context_glext_auto Using an extension loader library
This is the easiest and best way to load extensions and newer versions of the
OpenGL or OpenGL ES API. One such library is
[glad](https://github.com/Dav1dde/glad) and there are several others. They will
take care of all the details of declaring and loading everything you need.
The following example will use glad, but other extension loader libraries work
similary.
First you need to generate the source files using the glad Python script. This
example generates a loader for any version of OpenGL, which is the default for
both GLFW and glad, but loaders for OpenGL ES, as well as loaders for specific
API versions and extension sets can be generated. The generated files are
written to the `output` directory.
@code{.sh}
python main.py --no-loader --out-path output
@endcode
The `--no-loader` option is added because GLFW already provides a function for
loading OpenGL and OpenGL ES function pointers and glad can call this instead of
having to implement its own.
Add the generated `output/src/glad.c`, `output/include/glad/glad.h` and
`output/include/KHR/khrplatform.h` files to your build. Then you need to
include the glad header file, which will replace the OpenGL header of your
development environment.
@code
#include <glad/glad.h>
#include <GLFW/glfw3.h>
@endcode
Finally you need to initialize glad once you have a matching current context.
@code
window = glfwCreateWindow(640, 480, "My Window", NULL, NULL);
if (!window)
{
...
}
glfwMakeContextCurrent(window);
gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
@endcode
Once glad has been loaded, you have access to all OpenGL core and extension
functions supported by the context you created and you are ready to start
rendering.
You can specify a minimum required OpenGL or OpenGL ES version with
[context hints](@ref window_hints_ctx). If your needs are more complex, you can
check the actual OpenGL or OpenGL ES version with
[context attributes](@ref window_attribs_context), or you can check whether
a specific version is supported by the current context with the
`GLAD_GL_VERSION_x_x` booleans.
@code
if (GLAD_GL_VERSION_3_2)
{
// Call OpenGL 3.2+ specific code
}
@endcode
To check whether a specific extension is supported, use the `GLAD_GL_xxx`
booleans.
@code
if (GLAD_GL_ARB_debug_output)
{
// Use GL_ARB_debug_output
}
@endcode
@subsection context_glext_manual Loading extensions manually
To use a certain extension, you must first check whether the context supports
that extension and then, if it introduces new functions, retrieve the pointers
to those functions.
to those functions. GLFW provides @ref glfwExtensionSupported and @ref
glfwGetProcAddress for manual loading of extensions and new API functions.
This can be done with GLFW, as will be described in this section, but usually
you will instead want to use a dedicated extension loading library such as
[GLEW](http://glew.sourceforge.net/). This kind of library greatly reduces the
amount of work necessary to use both OpenGL extensions and modern versions of
the OpenGL API. GLEW in particular has been extensively tested with and works
well with GLFW.
@note It is recommended that you use an existing extension loader library, as
described above, instead of loading manually.
@subsection context_glext_header The glext.h header
@subsubsection context_glext_header The glext.h header
The `glext.h` header is a continually updated file that defines the interfaces
for all OpenGL extensions. The latest version of this can always be found at
@ -92,11 +235,11 @@ you wish to use.
The header defines function pointer types for all functions of all extensions it
supports. These have names like `PFNGLGETDEBUGMESSAGELOGARB` (for
`glGetDebugMessageLogARB`), i.e. the name is made uppercase and `PFN` and `PROC`
are added to the ends.
`glGetDebugMessageLogARB`), i.e. the name is made uppercase and `PFN` (pointer
to function) and `PROC` (procedure) are added to the ends.
@subsection context_glext_string Checking for extensions
@subsubsection context_glext_string Checking for extensions
A given machine may not actually support the extension (it may have older
drivers or a graphics card that lacks the necessary hardware features), so it
@ -115,12 +258,12 @@ extension is supported, @ref glfwExtensionSupported returns non-zero, otherwise
it returns zero.
@subsection context_glext_proc Fetching function pointers
@subsubsection context_glext_proc Fetching function pointers
Many extensions, though not all, require the use of new OpenGL functions.
These entry points are often not exposed by your link libraries, making
it necessary to fetch them at run time. With @ref glfwGetProcAddress you can
retrieve the address of extension and non-extension OpenGL functions.
These functions often do not have entry points in the client API libraries of
your operating system, making it necessary to fetch them at run time. You can
retreive pointers to these functions with @ref glfwGetProcAddress.
@code
PFNGLGETDEBUGMESSAGELOGARB pfnGetDebugMessageLog = glfwGetProcAddress("glGetDebugMessageLogARB");

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@ -0,0 +1,370 @@
// NOTE: Please use this file to perform modifications on default style sheets.
//
// You need to install a few Ruby gems to generate extra.css from this file:
// gem install less therubyracer
//
// Run this command to regenerate extra.css after you're finished with changes:
// lessc --compress extra.less > extra.css
//
// Alternatively you can use online services to regenerate extra.css.
// Default text color for page contents
@default-text-color: hsl(0,0%,30%);
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// Doxygen navigation bar links
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// Page content background color
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// Bold, italic, h1, h2, ... and table of contents
@heading-color: hsl(0,0%,10%);
// Function, enum and macro definition separator
@def-separator-color: @header-footer-background-color;
// Base color hue
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// Default color used for links
@default-link-color: hsl(@base-hue,100%,50%);
// Doxygen navigation bar active tab
@tab-text-color: hsl(0,0%,100%);
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@tab-background-color2: lighten(spin(@tab-background-color1, 10), 10%);
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// Table header
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@table-background-color1: @tab-background-color1;
@table-background-color2: @tab-background-color2;
// Table of contents, data structure index and prototypes
@toc-background-color1: hsl(0,0%,90%);
@toc-background-color2: lighten(@toc-background-color1, 5%);
// Function prototype parameters color
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// Message box color: note, pre, post and invariant
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// Message box color: warning and attention
@box-warning-color: hsl(34,80%,85%);
// Message box color: deprecated and bug
@box-bug-color: hsl(333,80%,85%);
// Message box color: todo and test
@box-todo-color: hsl(200,80%,85%);
// Message box helper function
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box-shadow:inset 0 0 32px darken(@base-color, 5%);
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#glfwhome {
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font-size:2.5em;
background:url("http://www.glfw.org/css/arrow.png") no-repeat right;
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.glfwnavbar {
list-style-type:none;
margin:0 auto;
float:right;
}
#glfwhome,.glfwnavbar li {
float:left;
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.glfwnavbar a,.glfwnavbar a:visited {
line-height:64px;
margin-left:2em;
display:block;
color:@header-footer-link-color;
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#glfwhome,.glfwnavbar a,.glfwnavbar a:visited {
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#titlearea,.footer {
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address.footer {
text-align:center;
padding:2em;
margin-top:3em;
}
#top {
background:@header-footer-link-color;
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#navrow1,#navrow2,#navrow3,#navrow4 {
max-width:920px;
min-width:800px;
margin:0 auto;
font-size:13px;
}
.tablist {
height:36px;
display:block;
position:relative;
}
.tablist a,.tablist a:visited,.tablist a:hover,.tablist li,.tablist li.current a {
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.tablist li.current a {
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box-shadow:inset 0 0 32px @tab-background-color1;
text-shadow:0 -1px 1px darken(@tab-background-color1, 15%);
color:@tab-text-color;
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}
div.contents,div.header {
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table.doxtable th,dl.reflist dt {
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div.toc,.memproto,div.qindex,div.ah {
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table.doxtable {
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div.directory {
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}
div.fragment,pre.fragment {
background:hsl(0,0%,95%);
border-radius:4px;
border:none;
padding:1em;
overflow:auto;
border-left:4px solid hsl(0,0%,80%);
margin:1em 0;
}
.lineno a,.lineno a:visited,.line,pre.fragment {
color:@default-text-color;
}
span.preprocessor,span.comment {
color:hsl(193,100%,30%);
}
a.code,a.code:visited {
color:hsl(18,100%,45%);
}
span.keyword,span.keywordtype,span.keywordflow {
color:darken(@default-text-color, 5%);
font-weight:bold;
}
span.stringliteral {
color:hsl(261,100%,30%);
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code {
padding:.1em;
border-radius:4px;
}

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<address class="footer">
<p>
Last update on $date for $projectname $projectnumber
</p>
</address>
</body>
</html>

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen $doxygenversion"/>
<!--BEGIN PROJECT_NAME--><title>$projectname: $title</title><!--END PROJECT_NAME-->
<!--BEGIN !PROJECT_NAME--><title>$title</title><!--END !PROJECT_NAME-->
<link href="$relpath^tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="$relpath^jquery.js"></script>
<script type="text/javascript" src="$relpath^dynsections.js"></script>
$treeview
$search
$mathjax
<link href="$relpath^$stylesheet" rel="stylesheet" type="text/css" />
$extrastylesheet
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<!--BEGIN TITLEAREA-->
<div id="titlearea">
<div class="glfwheader">
<a href="http://www.glfw.org/" id="glfwhome">GLFW</a>
<ul class="glfwnavbar">
<li><a href="http://www.glfw.org/documentation.html">Documentation</a></li>
<li><a href="http://www.glfw.org/download.html">Download</a></li>
<li><a href="http://www.glfw.org/media.html">Media</a></li>
<li><a href="http://www.glfw.org/community.html">Community</a></li>
</ul>
</div>
</div>
<!--END TITLEAREA-->
<!-- end header part -->

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/*!
@page input Input guide
@tableofcontents
This guide introduces the input related functions of GLFW. There are also
guides for the other areas of GLFW.
- @ref intro
- @ref window
- @ref context
- @ref monitor
GLFW provides many kinds of input. While some can only be polled, like time, or
only received via callbacks, like scrolling, there are those that provide both
callbacks and polling. Where a callback is provided, that is the recommended
way to receive that kind of input. The more you can use callbacks the less time
your users' machines will need to spend polling.
All input callbacks receive a window handle. By using the
[window user pointer](@ref window_userptr), you can access non-global structures
or objects from your callbacks.
To get a better feel for how the various events callbacks behave, run the
`events` test program. It register every callback supported by GLFW and prints
out all arguments provided for every event, along with time and sequence
information.
@section input_event Event processing
GLFW needs to communicate regularly with the window system both in order to
receive events and to show that the application hasn't locked up. Event
processing must be done regularly while you have visible windows and is normally
done each frame after [buffer swapping](@ref window_swap).
There are two functions for processing pending events. @ref glfwPollEvents,
processes only those events that have already been received and then returns
immediately.
@code
glfwPollEvents();
@endcode
This is the best choice when rendering continually, like most games do.
If you only need to update the contents of the window when you receive new
input, @ref glfwWaitEvents is a better choice.
@code
glfwWaitEvents();
@endcode
It puts the thread to sleep until at least one event has been received and then
processes all received events. This saves a great deal of CPU cycles and is
useful for, for example, editing tools. There must be at least one GLFW window
for this function to sleep.
If the main thread is sleeping in @ref glfwWaitEvents, you can wake it from
another thread by posting an empty event to the event queue with @ref
glfwPostEmptyEvent.
@code
glfwPostEmptyEvent();
@endcode
Do not assume that callbacks will _only_ be called through either of the above
functions. While it is necessary to process events in the event queue, some
window systems will send some events directly to the application, which in turn
causes callbacks to be called outside of regular event processing.
@section input_keyboard Keyboard input
GLFW divides keyboard input into two categories; key events and character
events. Key events relate to actual physical keyboard keys, whereas character
events relate to the Unicode code points generated by pressing some of them.
Keys and characters do not map 1:1. A single key press may produce several
characters, and a single character may require several keys to produce. This
may not be the case on your machine, but your users are likely not all using the
same keyboard layout, input method or even operating system as you.
@subsection input_key Key input
If you wish to be notified when a physical key is pressed or released or when it
repeats, set a key callback.
@code
glfwSetKeyCallback(window, key_callback);
@endcode
The callback function receives the [keyboard key](@ref keys), platform-specific
scancode, key action and [modifier bits](@ref mods).
@code
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_E && action == GLFW_PRESS)
activate_airship();
}
@endcode
The action is one of `GLFW_PRESS`, `GLFW_REPEAT` or `GLFW_RELEASE`. The key
will be `GLFW_KEY_UNKNOWN` if GLFW lacks a key token for it. These keys still
have unique, if platform-specific scancodes.
The scancode is unique for every key but is platform-specific, so a scancode
will map to different keys on different platforms.
The key will be `GLFW_KEY_UNKNOWN` for special keys like _E-mail_ or _Play_ that
don't have a key token. Those keys will still have unique, if platform-specific
scancodes.
Key states for [named keys](@ref keys) are also saved in per-window state arrays
that can be polled with @ref glfwGetKey.
@code
int state = glfwGetKey(window, GLFW_KEY_E);
if (state == GLFW_PRESS)
activate_airship();
@endcode
The returned state is one of `GLFW_PRESS` or `GLFW_RELEASE`.
This function only returns cached key event state. It does not poll the
system for the current state of the key.
Whenever you poll state, you risk missing the state change you are looking for.
If a pressed key is released again before you poll its state, you will have
missed the key press. The recommended solution for this is to use a
key callback, but there is also the `GLFW_STICKY_KEYS` input mode.
@code
glfwSetInputMode(window, GLFW_STICKY_KEYS, 1);
@endcode
When sticky keys mode is enabled, the pollable state of a key will remain
`GLFW_PRESS` until the state of that key is polled with @ref glfwGetKey. Once
it has been polled, if a key release event had been processed in the meantime,
the state will reset to `GLFW_RELEASE`, otherwise it will remain `GLFW_PRESS`.
The `GLFW_KEY_LAST` constant holds the highest value of any
[named key](@ref keys).
@subsection input_char Text input
GLFW supports text input in the form of a stream of
[Unicode code points](https://en.wikipedia.org/wiki/Unicode), as produced by the
operating system text input system. Unlike key input, text input obeys keyboard
layouts and modifier keys and supports composing characters using
[dead keys](https://en.wikipedia.org/wiki/Dead_key). Once received, you can
encode the code points into
[UTF-8](https://en.wikipedia.org/wiki/UTF-8) or any other encoding you prefer.
Because an `unsigned int` is 32 bits long on all platforms supported by GLFW,
you can treat the code point argument as native endian
[UTF-32](https://en.wikipedia.org/wiki/UTF-32).
There are two callbacks for receiving Unicode code points. If you wish to
offer regular text input, set a character callback.
@code
glfwSetCharCallback(window, character_callback);
@endcode
The callback function receives Unicode code points for key events that would
have led to regular text input and generally behaves as a standard text field on
that platform.
@code
void character_callback(GLFWwindow* window, unsigned int codepoint)
{
}
@endcode
If you wish to receive even those Unicode code points generated with modifier
key combinations that a plain text field would ignore, or just want to know
exactly what modifier keys were used, set a character with modifiers callback.
@code
glfwSetCharCallback(window, charmods_callback);
@endcode
The callback function receives Unicode code points and
[modifier bits](@ref mods).
@code
void charmods_callback(GLFWwindow* window, unsigned int codepoint, int mods)
{
}
@endcode
@section input_mouse Mouse input
Mouse input comes in many forms, including of mouse motion and button presses,
system cursor appearance and behavior, and two-dimensional scrolling. All of
these are supported by GLFW.
@subsection input_cursor_pos Cursor position
If you wish to be notified when the system cursor moves over the window, set
a cursor position callback.
@code
glfwSetCursorPosCallback(window, cursor_pos_callback);
@endcode
The callback functions receives the cursor position. On platforms that provide
it, the full sub-pixel cursor position is passed on.
@code
static void cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
{
}
@endcode
The cursor position is also saved per-window and can be polled with @ref
glfwGetCursorPos.
@code
double xpos, ypos;
glfwGetCursorPos(window, &xpos, &ypos);
@endcode
This function only returns cached cursor positions. It does not poll the
system for the current position. Whenever you poll state, you risk missing the
state change you are looking for.
@subsection input_cursor_mode Cursor modes
The `GLFW_CURSOR` input mode provides several cursor modes for special forms of
mouse motion input. By default, the `GLFW_CURSOR_NORMAL` cursor mode is used,
meaning the regular arrow cursor or a [custom cursor](@ref input_cursor) is used
and cursor motion is not limited.
If you wish to implement mouse motion based camera controls or other input
schemes that require unlimited mouse movement, set the cursor mode to
`GLFW_CURSOR_DISABLED`.
@code
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
@endcode
This will hide the cursor and lock it to the specified window. GLFW will then
take care of all the details of cursor re-centering and offset calculation and
providing the application with a virtual cursor position. This virtual position
is provided normally, both via the cursor position callback and via position
polling.
@note You should not implement your own version of this functionality using
other features of GLFW. It will not work as robustly as `GLFW_CURSOR_DISABLED`,
as those features are not intended for this purpose.
If you just wish the cursor to become hidden when it is over a window, set
the cursor mode to `GLFW_CURSOR_HIDDEN`.
@code
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
@endcode
This mode puts no limit on the motion of the cursor.
To exit out of either of these special modes, restore the `GLFW_CURSOR_NORMAL`
cursor mode.
@code
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
@endcode
@subsection input_cursor Cursor objects
GLFW supports creating custom system cursor images, encapsulated as @ref
GLFWcursor objects. They are created with @ref glfwCreateCursor and destroyed
with @ref glfwDestroyCursor (or @ref glfwTerminate, if any remain).
@subsubsection input_cursor_creation Cursor creation
A cursor is created with @ref glfwCreateCursor, which returns a handle to the
created cursor object. For example, this creates a 16x16 white square cursor
with the hot-spot in the upper-left corner:
@code
unsigned char pixels[16 * 16 * 4];
memset(pixels, 0xff, sizeof(pixels));
GLFWimage image;
image.width = 16;
image.height = 16;
image.pixels = pixels;
GLFWcursor* cursor = glfwCreateCursor(&image, 0, 0);
@endcode
If cursor creation fails, `NULL` will be returned, so it is necessary to check
the return value.
The image data is 32-bit RGBA, i.e. eight bits per channel. The pixels are
arranged canonically as sequental rows, starting from the top-left corner.
@subsubsection input_cursor_destruction Cursor destruction
When a cursor is no longer needed, destroy it with @ref glfwDestroyCursor.
@code
glfwDestroyCursor(cursor);
@endcode
Cursor destruction always succeeds. All cursors remaining when @ref
glfwTerminate is called are destroyed as well.
@subsubsection input_cursor_set Cursor setting
A cursor can be set as current for a window with @ref glfwSetCursor.
@code
glfwSetCursor(window, cursor);
@endcode
Once set, the cursor image will be used as long as the system cursor is over the
client area of the window and the [cursor mode](@ref input_cursor_mode) is set
to `GLFW_CURSOR_NORMAL`.
A single cursor may be set for any number of windows.
To remove a cursor from a window, set the cursor of that window to `NULL`.
@code
glfwSetCursor(window, NULL);
@endcode
When a cursor is destroyed, it is removed from any window where it is set. This
does not affect the cursor modes of those windows.
@subsection input_cursor_enter Cursor enter/leave events
If you wish to be notified when the cursor enters or leaves the client area of
a window, set a cursor enter/leave callback.
@code
glfwSetCursorEnterCallback(window, cursor_enter_callback);
@endcode
The callback function receives the new classification of the cursor.
@code
void cursor_enter_callback(GLFWwindow* window, int entered)
{
if (entered)
{
// The cursor entered the client area of the window
}
else
{
// The cursor left the client area of the window
}
}
@endcode
@subsection input_mouse_button Mouse button input
If you wish to be notified when a mouse button is pressed or released, set
a mouse button callback.
@code
glfwSetMouseButtonCallback(window, mouse_button_callback);
@endcode
The callback function receives the [mouse button](@ref buttons), button action
and [modifier bits](@ref mods).
@code
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
{
if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS)
popup_menu();
}
@endcode
The action is one of `GLFW_PRESS` or `GLFW_RELEASE`.
Mouse button states for [named buttons](@ref buttons) are also saved in
per-window state arrays that can be polled with @ref glfwGetMouseButton.
@code
int state = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT);
if (state == GLFW_PRESS)
upgrade_cow();
@endcode
The returned state is one of `GLFW_PRESS` or `GLFW_RELEASE`.
This function only returns cached mouse button event state. It does not poll
the system for the current state of the mouse button.
Whenever you poll state, you risk missing the state change you are looking for.
If a pressed mouse button is released again before you poll its state, you will have
missed the button press. The recommended solution for this is to use a
mouse button callback, but there is also the `GLFW_STICKY_MOUSE_BUTTONS`
input mode.
@code
glfwSetInputMode(window, GLFW_STICKY_MOUSE_BUTTONS, 1);
@endcode
When sticky mouse buttons mode is enabled, the pollable state of a mouse button
will remain `GLFW_PRESS` until the state of that button is polled with @ref
glfwGetMouseButton. Once it has been polled, if a mouse button release event
had been processed in the meantime, the state will reset to `GLFW_RELEASE`,
otherwise it will remain `GLFW_PRESS`.
The `GLFW_MOUSE_BUTTON_LAST` constant holds the highest value of any
[named button](@ref buttons).
@subsection input_scroll Scroll input
If you wish to be notified when the user scrolls, whether with a mouse wheel or
touchpad gesture, set a scroll callback.
@code
glfwSetScrollCallback(window, scroll_callback);
@endcode
The callback function receives two-dimensional scroll offsets.
@code
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
}
@endcode
A simple mouse wheel, being vertical, provides offsets along the Y-axis.
@section input_joy Joystick input
The joystick functions expose connected joysticks and controllers, with both
referred to as joysticks. It supports up to sixteen joysticks, ranging from
`GLFW_JOYSTICK_1`, `GLFW_JOYSTICK_2` up to `GLFW_JOYSTICK_LAST`. You can test
whether a [joystick](@ref joysticks) is present with @ref glfwJoystickPresent.
@code
int present = glfwJoystickPresent(GLFW_JOYSTICK_1);
@endcode
When GLFW is initialized, detected joysticks are added to to the beginning of
the array, starting with `GLFW_JOYSTICK_1`. Once a joystick is detected, it
keeps its assigned index until it is disconnected, so as joysticks are connected
and disconnected, they will become spread out.
Joystick state is updated as needed when a joystick function is called and does
not require a window to be created or @ref glfwPollEvents or @ref glfwWaitEvents
to be called.
@subsection input_joy_axis Joystick axis states
The positions of all axes of a joystick are returned by @ref
glfwGetJoystickAxes. See the reference documentation for the lifetime of the
returned array.
@code
int count;
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &count);
@endcode
Each element in the returned array is a value between -1.0 and 1.0.
@subsection input_joy_button Joystick button states
The states of all buttons of a joystick are returned by @ref
glfwGetJoystickButtons. See the reference documentation for the lifetime of the
returned array.
@code
int count;
const unsigned char* axes = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &count);
@endcode
Each element in the returned array is either `GLFW_PRESS` or `GLFW_RELEASE`.
@subsection input_joy_name Joystick name
The human-readable, UTF-8 encoded name of a joystick is returned by @ref
glfwGetJoystickName. See the reference documentation for the lifetime of the
returned string.
@code
const char* name = glfwGetJoystickName(GLFW_JOYSTICK_1);
@endcode
Joystick names are not guaranteed to be unique. Two joysticks of the same model
and make may have the same name. Only the [joystick token](@ref joysticks) is
guaranteed to be unique, and only until that joystick is disconnected.
@section input_time Time input
GLFW provides high-resolution time input, in seconds, with @ref glfwGetTime.
@code
double seconds = glfwGetTime();
@endcode
It returns the number of seconds since the timer was started when the library
was initialized with @ref glfwInit. The platform-specific time sources used
usually have micro- or nanosecond resolution.
You can modify the reference time with @ref glfwSetTime.
@code
glfwSetTime(4.0);
@endcode
This sets the timer to the specified time, in seconds.
@section input_clipboard Clipboard input and output
If the system clipboard contains a UTF-8 encoded string or if it can be
converted to one, you can retrieve it with @ref glfwGetClipboardString. See the
reference documentation for the lifetime of the returned string.
@code
const char* clipboard = glfwGetClipboardString(window);
@endcode
The contents of the system clipboard can be set to a UTF-8 encoded string with
@ref glfwSetClipboardString.
@code
glfwSetClipboardString(window, "A string with words in it");
@endcode
The clipboard functions take a window handle argument because some window
systems require a window to communicate with the system clipboard. Any valid
window may be used.
@section input_drop Path drop input
If you wish to receive the paths of files and/or directories dropped on
a window, set a file drop callback.
@code
glfwSetDropCallback(window, drop_callback);
@endcode
The callback function receives an array of paths encoded as UTF-8.
@code
void drop_callback(GLFWwindow* window, int count, const char** paths)
{
int i;
for (i = 0; i < count; i++)
handle_dropped_file(paths[i]);
}
@endcode
The path array and its strings are only valid until the file drop callback
returns, as they may have been generated specifically for that event. You need
to make a deep copy of the array if you want to keep the paths.
*/

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@ -57,10 +57,10 @@ Examples: @ref _glfwIsValidContextConfig, @ref _GLFWwindow, `_glfw.currentRamp`
The platform interface implements all platform-specific operations as a service
to the public interface. This includes event processing. The platform
interface is never directly called by users of GLFW and never directly calls the
user's code. It is also prohibited from modifying the platform-independent part
of the internal structs. Instead, it calls the event interface when events
interesting to GLFW are received.
interface is never directly called by application code and never directly calls
application-provided callbacks. It is also prohibited from modifying the
platform-independent part of the internal structs. Instead, it calls the event
interface when events interesting to GLFW are received.
The platform interface mirrors those parts of the public interface that needs to
perform platform-specific operations on some or all platforms. The are also
@ -85,8 +85,8 @@ Examples: `window.win32.handle`, `_glfw.x11.display`
@section internals_event Event interface
The event interface is implemented in the same shared source files as the public
interface and is responsible for delivering the events it receives to the user,
either via callbacks, via window state changes or both.
interface and is responsible for delivering the events it receives to the
application, either via callbacks, via window state changes or both.
The function names of the event interface use a `_glfwInput` prefix and the
ObjectEvent pattern.
@ -105,8 +105,8 @@ Examples: `clearScrollOffsets`
@section internals_config Configuration macros
GLFW uses a number of configuration macros to select at compile time which
interfaces and code paths to use. They are defined in the config.h header file,
which is generated from the `config.h.in` file by CMake.
interfaces and code paths to use. They are defined in the glfw_config.h header file,
which is generated from the `glfw_config.h.in` file by CMake.
Configuration macros the same style as tokens in the public interface, except
with a leading underscore.

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/*!
@page intro Introduction to the API
@tableofcontents
This guide introduces the basic concepts of GLFW and describes initialization,
error handling and API guarantees and limitations. For a broad but shallow
tutorial, see @ref quick instead. There are also guides for the other areas of
GLFW.
- @ref window
- @ref context
- @ref monitor
- @ref input
@section intro_init Initialization and termination
Before most GLFW functions may be called, the library must be initialized.
This initialization checks what features are available on the machine,
enumerates monitors and joysticks, initializes the timer and performs any
required platform-specific initialization.
Only the following functions may be called before the library has been
successfully initialized, and only from the main thread.
- @ref glfwGetVersion
- @ref glfwGetVersionString
- @ref glfwSetErrorCallback
- @ref glfwInit
- @ref glfwTerminate
Calling any other function before that time will cause a @ref
GLFW_NOT_INITIALIZED error.
@subsection intro_init_init Initializing GLFW
The library is initialized with @ref glfwInit, which returns zero if an error
occurred.
@code
if (!glfwInit())
{
// Handle initialization failure
}
@endcode
If any part of initialization fails, all remaining bits are terminated as if
@ref glfwTerminate was called. The library only needs to be initialized once
and additional calls to an already initialized library will simply return
non-zero immediately.
Once the library has been successfully initialized, it should be terminated
before the application exits.
@subsection intro_init_terminate Terminating GLFW
Before your application exits, you should terminate the GLFW library if it has
been initialized. This is done with @ref glfwTerminate.
@code
glfwTerminate();
@endcode
This will destroy any remaining window, monitor and cursor objects, restore any
modified gamma ramps, re-enable the screensaver if it had been disabled and free
any resources allocated by GLFW.
Once the library is terminated, it is as if it had never been initialized and
you will need to initialize it again before being able to use GLFW. If the
library was not initialized or had already been terminated, it return
immediately.
@section error_handling Error handling
Some GLFW functions have return values that indicate an error, but this is often
not very helpful when trying to figure out _why_ the error occurred. Some
functions also return otherwise valid values on error. Finally, far from all
GLFW functions have return values.
This is where the error callback comes in. This callback is called whenever an
error occurs. It is set with @ref glfwSetErrorCallback, a function that may be
called regardless of whether GLFW is initialized.
@code
glfwSetErrorCallback(error_callback);
@endcode
The error callback receives a human-readable description of the error and (when
possible) its cause. The description encoded as UTF-8. The callback is also
provided with an [error code](@ref errors).
@code
void error_callback(int error, const char* description)
{
puts(description);
}
@endcode
The error code indicates the general category of the error. Some error codes,
such as @ref GLFW_NOT_INITIALIZED has only a single meaning, whereas others like
@ref GLFW_PLATFORM_ERROR are used for many different errors.
The description string is only valid until the error callback returns, as it may
have been generated specifically for that error. This lets GLFW provide much
more specific error descriptions but means you must make a copy if you want to
keep the description string.
@section coordinate_systems Coordinate systems
GLFW has two primary coordinate systems: the _virtual screen_ and the window
_client area_ or _content area_. Both use the same unit: _virtual screen
coordinates_, or just _screen coordinates_, which don't necessarily correspond
to pixels.
<img src="spaces.svg" width="90%" />
Both the virtual screen and the client area coordinate systems have the X-axis
pointing to the right and the Y-axis pointing down.
Window and monitor positions are specified as the position of the upper-left
corners of their content areas relative to the virtual screen, while cursor
positions are specified relative to a window's client area.
Because the origin of the window's client area coordinate system is also the
point from which the window position is specified, you can translate client area
coordinates to the virtual screen by adding the window position. The window
frame, when present, extends out from the client area but does not affect the
window position.
Almost all positions and sizes in GLFW are measured in screen coordinates
relative to one of the two origins above. This includes cursor positions,
window positions and sizes, window frame sizes, monitor positions and video mode
resolutions.
Two exceptions are the [monitor physical size](@ref monitor_size), which is
measured in millimetres, and [framebuffer size](@ref window_fbsize), which is
measured in pixels.
Pixels and screen coordinates may map 1:1 on your machine, but they won't on
every other machine, for example on a Mac with a Retina display. The ratio
between screen coordinates and pixels may also change at run-time depending on
which monitor the window is currently considered to be on.
@section guarantees_limitations Guarantees and limitations
This section describes the conditions under which GLFW can be expected to
function, barring any bugs in GLFW, the operating system or drivers. Use of
GLFW outside of these limits may work on some platforms, or on some machines, or
some of the time, or on some versions of GLFW, but it may break at any time and
will not be considered a bug.
@subsection lifetime Pointer lifetimes
GLFW will never free any pointer you provide to it and you must never free any
pointer it provides to you.
Many GLFW functions return pointers to dynamically allocated structures, strings
or arrays, and some callbacks are provided with strings or arrays. These are
always managed by GLFW and should never be freed by the application. The
lifetime of these pointers is documented for each GLFW function and callback.
If you need to keep this data, you must copy it before its lifetime expires.
Many GLFW functions accept pointers to structures or strings allocated by the
application. These are never freed by GLFW and are always the responsibility of
the application. If GLFW needs to keep the data in these structures or strings,
they are copied before the function returns.
Pointer lifetimes are guaranteed not to be shortened in future minor releases.
@subsection reentrancy Reentrancy
GLFW event processing and object creation and destruction are not reentrant.
This means that the following functions may not be called from any callback
function:
- @ref glfwCreateWindow
- @ref glfwDestroyWindow
- @ref glfwCreateCursor
- @ref glfwDestroyCursor
- @ref glfwPollEvents
- @ref glfwWaitEvents
@subsection thread_safety Thread safety
Most GLFW functions may only be called from the main thread. The reference
documentation for every GLFW function states whether it is limited to the main
thread.
There are some general rules that make it easier to remember which functions are
limited to the main thread. The following tasks may only be performed on the
main thread:
- Initialization and termination
- Event processing
- Creation and destruction of window, context and cursor objects
Because event processing must be performed on the main thread, all callbacks
except for the error callback will only be called on that thread. The error
callback may be called on any thread, as any GLFW function may generate errors.
The posting of empty events may be done from any thread. The window user
pointer and close flag may also be accessed and modified from any thread, but
this is not synchronized by GLFW. The following window related functions may
be called from any thread:
- @ref glfwPostEmptyEvent
- @ref glfwGetWindowUserPointer
- @ref glfwSetWindowUserPointer
- @ref glfwWindowShouldClose
- @ref glfwSetWindowShouldClose
Rendering may be done on any thread. The following context related functions
may be called from any thread:
- @ref glfwMakeContextCurrent
- @ref glfwGetCurrentContext
- @ref glfwSwapBuffers
- @ref glfwSwapInterval
- @ref glfwExtensionSupported
- @ref glfwGetProcAddress
The timer may be accessed from any thread, but this is not synchronized by GLFW.
The following timer related functions may be called from any thread:
- @ref glfwGetTime
No GLFW function may be called from any other thread until GLFW has been
successfully initialized on the main thread, including functions that may called
before initialization.
GLFW uses no synchronization objects internally except for thread-local storage
to keep track of the current context for each thread. Synchronization is left
to the application.
Functions that may currently be called from any thread will always remain so,
but functions that are currently limited to the main may be updated to allow
calls from any thread in future releases.
@subsection compatibility Version compatibility
GLFW guarantees binary backward compatibility with earlier minor versions of the
API. This means that you can drop in a newer version of the GLFW DLL / shared
library / dynamic library and existing applications will continue to run.
Once a function or constant has been added, the signature of that function or
value of that constant will remain unchanged until the next major version of
GLFW. No compatibility of any kind is guaranteed between major versions.
Undefined behavior, i.e. behavior that is not described in reference
documentation, may change at any time until it is documented.
If the reference documentation and the implementation differ, the reference
documentation is correct and the implementation will be fixed in the next
release.
@subsection event_order Event order
The order of arrival of related events is not guaranteed to be consistent
across platforms. The exception is synthetic key and mouse button release
events, which are always delivered after the window defocus event.
@section intro_version Version management
GLFW provides mechanisms for identifying what version of GLFW your application
was compiled against as well as what version it is currently running against.
If you are loading GLFW dynamically (not just linking dynamically), you can use
this to verify that the library binary is compatible with your application.
@subsection intro_version_compile Compile-time version
The compile-time version of GLFW is provided by the GLFW header with the
`GLFW_VERSION_MAJOR`, `GLFW_VERSION_MINOR` and `GLFW_VERSION_REVISION` macros.
@code
printf("Compiled against GLFW %i.%i.%i\n",
GLFW_VERSION_MAJOR,
GLFW_VERSION_MINOR,
GLFW_VERSION_REVISION);
@endcode
@subsection intro_version_runtime Run-time version
The run-time version can be retrieved with @ref glfwGetVersion, a function that
may be called regardless of whether GLFW is initialized.
@code
int major, minor, revision;
glfwGetVersion(&major, &minor, &revision);
printf("Running against GLFW %i.%i.%i\n", major, minor, revision);
@endcode
@subsection intro_version_string Version string
GLFW 3 also provides a compile-time generated version string that describes the
version, platform, compiler and any platform-specific compile-time options.
This is primarily intended for submitting bug reports, to allow developers to
see which code paths are enabled in a binary.
The version string is returned by @ref glfwGetVersionString, a function that may
be called regardless of whether GLFW is initialized.
The format of the string is as follows:
- The version of GLFW
- The name of the window system API
- The name of the context creation API
- Any additional options or APIs
For example, when compiling GLFW 3.0 with MinGW using the Win32 and WGL
back ends, the version string may look something like this:
@code
3.0.0 Win32 WGL MinGW
@endcode
@note Do not parse the version string to find the GLFW library version. The
@ref glfwGetVersion function provides the version of the library binary in
numeric form.
*/

View File

@ -4,17 +4,39 @@
@section main_intro Introduction
GLFW is a free, Open Source, multi-platform library for opening a window,
creating an OpenGL context and managing input. It is easy to integrate into
existing applications and does not lay claim to the main loop.
__GLFW__ is a free, Open Source, multi-platform library for creating windows
with OpenGL or OpenGL ES contexts and receiving many kinds of input. It is easy
to integrate into existing applications and does not lay claim to the main loop.
This is the documentation for version 3.0, which has [many new features](@ref news).
This is the documentation for version 3.1, which adds many
[new features](@ref news_31).
There is a [quick tutorial](@ref quick) for people new to GLFW, which shows how
to write a small but complete program.
@ref quick is a guide for those new to GLFW. It takes you through how to write
a small but complete program. For people coming from GLFW 2, the @ref moving
guide explains what has changed and how to update existing code to use the new
API.
If you have used GLFW 2.x in the past, there is a
[transition guide](@ref moving) that explains what has changed and how to update
existing code to use the new API.
There are guides for each of the various areas of the API.
- @ref intro initialization, error handling and high-level design
- @ref window creating and working with windows and framebuffers
- @ref context working with OpenGL and OpenGL ES contexts
- @ref monitor enumerating and working with monitors and video modes
- @ref input receiving events, polling and processing input
The [FAQ](http://www.glfw.org/faq.html) answers many common questions about the
design, implementation and use of GLFW.
The [reference documentation](modules.html) provides more detailed information
about specific functions.
Once you have written a program, see the @ref compile and @ref build guides.
Finally, the @ref compat guide explains what APIs, standards and protocols GLFW
uses and what happens when they are not present on a given machine.
This documentation was generated with Doxygen. The sources for it are available
in both the [source distribution](http://www.glfw.org/download.html) and
[GitHub repository](https://github.com/glfw/glfw).
*/

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@ -1,19 +1,43 @@
/*!
@page monitor Multi-monitor guide
@page monitor Monitor guide
@tableofcontents
This guide introduces the monitor related functions of GLFW. There are also
guides for the other areas of GLFW.
- @ref intro
- @ref window
- @ref context
- @ref input
To see how GLFW views your monitor setup and its available video modes, run the
`modes` test program.
@section monitor_objects Monitor objects
The @ref GLFWmonitor object represents a currently connected monitor.
A monitor object represents a currently connected monitor and is represented as
a pointer to the [opaque](https://en.wikipedia.org/wiki/Opaque_data_type) type
@ref GLFWmonitor. Monitor objects cannot be created or destroyed by the
application and retain their addresses until the monitors they represent are
disconnected or until the library is [terminated](@ref intro_init_terminate).
Each monitor has a current video mode, a list of supported video modes,
a virtual position, a human-readable name, an estimated physical size and
a gamma ramp. One of the monitors is the primary monitor.
The virtual position of a monitor is in
[screen coordinates](@ref coordinate_systems) and, together with the current
video mode, describes the viewports that the connected monitors provide into the
virtual desktop that spans them.
@section monitor_monitors Retrieving monitors
@subsection monitor_monitors Retrieving monitors
The primary monitor is returned by @ref glfwGetPrimaryMonitor. It is usually
the user's preferred monitor and the one with global UI elements like task bar
The primary monitor is returned by @ref glfwGetPrimaryMonitor. It is the user's
preferred monitor and is usually the one with global UI elements like task bar
or menu bar.
@code
@ -21,38 +45,78 @@ GLFWmonitor* primary = glfwGetPrimaryMonitor();
@endcode
You can retrieve all currently connected monitors with @ref glfwGetMonitors.
See the reference documentation for the lifetime of the returned array.
@code
int count;
GLFWmonitor** monitors = glfwGetMonitors(&count);
@endcode
The primary monitor is always the first monitor in the returned array, but other
monitors may be moved to a different index when a monitor is connected or
disconnected.
@section monitor_modes Retrieving video modes
Although GLFW generally does a good job at selecting a suitable video
mode for you when you open a full screen window, it is sometimes useful to
know exactly which modes are available on a certain system. For example,
you may want to present the user with a list of video modes to select
from. To get a list of available video modes, you can use the function
@ref glfwGetVideoModes.
@subsection monitor_event Monitor configuration changes
If you wish to be notified when a monitor is connected or disconnected, set
a monitor callback.
@code
glfwSetMonitorCallback(monitor_callback);
@endcode
The callback function receives the handle for the monitor that has been
connected or disconnected and a monitor action.
@code
void monitor_callback(GLFWmonitor* monitor, int event)
{
}
@endcode
The action is one of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`.
@section monitor_properties Monitor properties
Each monitor has a current video mode, a list of supported video modes,
a virtual position, a human-readable name, an estimated physical size and
a gamma ramp.
@subsection monitor_modes Video modes
GLFW generally does a good job selecting a suitable video mode when you create
a full screen window, but it is sometimes useful to know exactly which video
modes are supported.
Video modes are represented as @ref GLFWvidmode structures. You can get an
array of the video modes supported by a monitor with @ref glfwGetVideoModes.
See the reference documentation for the lifetime of the returned array.
@code
int count;
GLFWvidmode* modes = glfwGetVideoModes(monitor, &count);
@endcode
To get the current video mode of a monitor call @ref glfwGetVideoMode.
To get the current video mode of a monitor call @ref glfwGetVideoMode. See the
reference documentation for the lifetime of the returned pointer.
@code
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
@endcode
The resolution of a video mode is specified in
[screen coordinates](@ref coordinate_systems), not pixels.
@section monitor_size Monitor physical size
The physical size in millimetres of a monitor, or an approximation of it, can be
retrieved with @ref glfwGetMonitorPhysicalSize.
@subsection monitor_size Physical size
The physical size of a monitor in millimetres, or an estimation of it, can be
retrieved with @ref glfwGetMonitorPhysicalSize. This has no relation to its
current _resolution_, i.e. the width and height of its current
[video mode](@ref monitor_modes).
@code
int widthMM, heightMM;
@ -67,28 +131,63 @@ const double dpi = mode->width / (widthMM / 25.4);
@endcode
@section monitor_name Monitor name
@subsection monitor_pos Virtual position
The name of a monitor is returned by @ref glfwGetMonitorName.
The position of the monitor on the virtual desktop, in
[screen coordinates](@ref coordinate_systems), can be retrieved with @ref
glfwGetMonitorPos.
@code
int xpos, ypos;
glfwGetMonitorPos(monitor, &xpos, &ypos);
@endcode
@subsection monitor_name Human-readable name
The human-readable, UTF-8 encoded name of a monitor is returned by @ref
glfwGetMonitorName. See the reference documentation for the lifetime of the
returned string.
@code
const char* name = glfwGetMonitorName(monitor);
@endcode
The monitor name is a regular C string using the UTF-8 encoding. Note that
monitor names are not guaranteed to be unique.
Monitor names are not guaranteed to be unique. Two monitors of the same model
and make may have the same name. Only the monitor handle is guaranteed to be
unique, and only until that monitor is disconnected.
@section monitor_gamma Monitor gamma ramp
@subsection monitor_gamma Gamma ramp
The gamma ramp of a monitor can be set with @ref glfwSetGammaRamp, which accepts
a monitor handle and a pointer to a @ref GLFWgammaramp structure.
@code
GLFWgammaramp ramp;
unsigned short red[256], green[256], blue[256];
ramp.size = 256;
ramp.red = red;
ramp.green = green;
ramp.blue = blue;
for (i = 0; i < ramp.size; i++)
{
// Fill out gamma ramp arrays as desired
}
glfwSetGammaRamp(monitor, &ramp);
@endcode
The current gamma ramp for a monitor is returned by @ref glfwGetGammaRamp.
The gamma ramp data is copied before the function returns, so there is no need
to keep it around once the ramp has been set.
@note It is recommended to use gamma ramps of size 256, as that is the size
supported by all graphics cards on all platforms.
The current gamma ramp for a monitor is returned by @ref glfwGetGammaRamp. See
the reference documentation for the lifetime of the returned structure.
@code
const GLFWgammaramp* ramp = glfwGetGammaRamp(monitor);

View File

@ -5,55 +5,279 @@
@tableofcontents
This is a transition guide for moving from GLFW 2 to 3. It describes what has
changed or been removed, but does *not* include
changed or been removed, but does _not_ include
[new features](@ref news) unless they are required when moving an existing code
base onto the new API. For example, use of the new multi-monitor functions are
base onto the new API. For example, the new multi-monitor functions are
required to create full screen windows with GLFW 3.
@section moving_removed Removed features
@section moving_removed Changed and removed features
@subsection moving_threads Threading functions
@subsection moving_renamed_files Renamed library and header file
The threading functions have been removed, including the sleep function. They
were fairly primitive, under-used, poorly integrated and took time away from the
focus of GLFW (i.e. context, input and window). There are better threading
libraries available and native threading support is available in both C++11 and
C11, both of which are gaining traction.
The GLFW 3 header is named @ref glfw3.h and moved to the `GLFW` directory, to
avoid collisions with the headers of other major versions. Similarly, the GLFW
3 library is named `glfw3,` except when it's installed as a shared library on
Unix-like systems, where it uses the
[soname](https://en.wikipedia.org/wiki/soname) `libglfw.so.3`.
@par Old syntax
@code
#include <GL/glfw.h>
@endcode
@par New syntax
@code
#include <GLFW/glfw3.h>
@endcode
@subsection moving_threads Removal of threading functions
The threading functions have been removed, including the per-thread sleep
function. They were fairly primitive, under-used, poorly integrated and took
time away from the focus of GLFW (i.e. context, input and window). There are
better threading libraries available and native threading support is available
in both [C++11](http://en.cppreference.com/w/cpp/thread) and
[C11](http://en.cppreference.com/w/c/thread), both of which are gaining
traction.
If you wish to use the C++11 or C11 facilities but your compiler doesn't yet
support them, see the
[TinyThread++](https://gitorious.org/tinythread/tinythreadpp) and
[TinyCThread](https://gitorious.org/tinythread/tinycthread) projects created by
[TinyCThread](https://github.com/tinycthread/tinycthread) projects created by
the original author of GLFW. These libraries implement a usable subset of the
threading APIs in C++11 and C11, and in fact some GLFW 3 test programs use
TinyCThread.
However, GLFW 3 has better support for *use from multiple threads* than GLFW
2 had. Contexts can be made current on and rendered with from secondary
threads, and the documentation explicitly states which functions may be used
from secondary threads and which may only be used from the main thread, i.e. the
thread that calls main.
However, GLFW 3 has better support for _use from multiple threads_ than GLFW
2 had. Contexts can be made current on any thread, although only a single
thread at a time, and the documentation explicitly states which functions may be
used from any thread and which may only be used from the main thread.
@par Removed functions
`glfwSleep`, `glfwCreateThread`, `glfwDestroyThread`, `glfwWaitThread`,
`glfwGetThreadID`, `glfwCreateMutex`, `glfwDestroyMutex`, `glfwLockMutex`,
`glfwUnlockMutex`, `glfwCreateCond`, `glfwDestroyCond`, `glfwWaitCond`,
`glfwSignalCond`, `glfwBroadcastCond` and `glfwGetNumberOfProcessors`.
@subsection moving_image Image and texture loading
@subsection moving_image Removal of image and texture loading
The image and texture loading functions have been removed. They only supported
the Targa image format, making them mostly useful for beginner level examples.
To become of sufficiently high quality to warrant keeping them in GLFW 3, they
would need not only to support other formats, but also modern extensions to the
OpenGL texturing facilities. This would either add a number of external
would need not only to support other formats, but also modern extensions to
OpenGL texturing. This would either add a number of external
dependencies (libjpeg, libpng, etc.), or force GLFW to ship with inline versions
of these libraries.
As there already are libraries doing this, it seems unnecessary both to
duplicate this work and to tie this duplicate to GLFW. Projects similar to
GLFW, such as freeglut, could also gain from such a library. Also, would be no
platform-specific part of such a library, as both OpenGL and stdio are available
wherever GLFW is.
As there already are libraries doing this, it is unnecessary both to duplicate
the work and to tie the duplicate to GLFW. The resulting library would also be
platform-independent, as both OpenGL and stdio are available wherever GLFW is.
@par Removed functions
`glfwReadImage`, `glfwReadMemoryImage`, `glfwFreeImage`, `glfwLoadTexture2D`,
`glfwLoadMemoryTexture2D` and `glfwLoadTextureImage2D`.
@subsection moving_char_up Character actions
@subsection moving_stdcall Removal of GLFWCALL macro
The `GLFWCALL` macro, which made callback functions use
[__stdcall](http://msdn.microsoft.com/en-us/library/zxk0tw93.aspx) on Windows,
has been removed. GLFW is written in C, not Pascal. Removing this macro means
there's one less thing for application programmers to remember, i.e. the
requirement to mark all callback functions with `GLFWCALL`. It also simplifies
the creation of DLLs and DLL link libraries, as there's no need to explicitly
disable `@n` entry point suffixes.
@par Old syntax
@code
void GLFWCALL callback_function(...);
@endcode
@par New syntax
@code
void callback_function(...);
@endcode
@subsection moving_window_handles Window handle parameters
Because GLFW 3 supports multiple windows, window handle parameters have been
added to all window-related GLFW functions and callbacks. The handle of
a newly created window is returned by @ref glfwCreateWindow (formerly
`glfwOpenWindow`). Window handles are pointers to the
[opaque](https://en.wikipedia.org/wiki/Opaque_data_type) type @ref GLFWwindow.
@par Old syntax
@code
glfwSetWindowTitle("New Window Title");
@endcode
@par New syntax
@code
glfwSetWindowTitle(window, "New Window Title");
@endcode
@subsection moving_monitor Explicit monitor selection
GLFW 3 provides support for multiple monitors. To request a full screen mode window,
instead of passing `GLFW_FULLSCREEN` you specify which monitor you wish the
window to use. The @ref glfwGetPrimaryMonitor function returns the monitor that
GLFW 2 would have selected, but there are many other
[monitor functions](@ref monitor). Monitor handles are pointers to the
[opaque](https://en.wikipedia.org/wiki/Opaque_data_type) type @ref GLFWmonitor.
@par Old basic full screen
@code
glfwOpenWindow(640, 480, 8, 8, 8, 0, 24, 0, GLFW_FULLSCREEN);
@endcode
@par New basic full screen
@code
window = glfwCreateWindow(640, 480, "My Window", glfwGetPrimaryMonitor(), NULL);
@endcode
@note The framebuffer bit depth parameters of `glfwOpenWindow` have been turned
into [window hints](@ref window_hints), but as they have been given
[sane defaults](@ref window_hints_values) you rarely need to set these hints.
@subsection moving_autopoll Removal of automatic event polling
GLFW 3 does not automatically poll for events on @ref glfwSwapBuffers, which
means you need to call @ref glfwPollEvents or @ref glfwWaitEvents yourself.
Unlike buffer swap, which acts on a single window, __glfwPollEvents__ and
__glfwWaitEvents__ process events for all windows at once.
@par Old basic main loop
@code
while (...)
{
// Process input
// Render output
glfwSwapBuffers();
}
@endcode
@par New basic main loop
@code
while (...)
{
// Process input
// Render output
glfwSwapBuffers(window);
glfwPollEvents();
}
@endcode
@subsection moving_context Explicit context management
Each GLFW 3 window has its own OpenGL context and only you, the application
programmer, can know which context should be current on which thread at any
given time. Therefore, GLFW 3 leaves that decision to you.
This means that you need to call @ref glfwMakeContextCurrent after creating
a window before you can call any OpenGL functions.
@subsection moving_hidpi Separation of window and framebuffer sizes
Window positions and sizes now use screen coordinates, which may not be the same
as pixels on machines with high-DPI monitors. This is important as OpenGL uses
pixels, not screen coordinates. For example, the rectangle specified with
`glViewport` needs to use pixels. Therefore, framebuffer size functions have
been added. You can retrieve the size of the framebuffer of a window with @ref
glfwGetFramebufferSize function. A framebuffer size callback has also been
added, which can be set with @ref glfwSetFramebufferSizeCallback.
@par Old basic viewport setup
@code
glfwGetWindowSize(&width, &height);
glViewport(0, 0, width, height);
@endcode
@par New basic viewport setup
@code
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
@endcode
@subsection moving_window_close Window closing changes
The `GLFW_OPENED` window parameter has been removed. As long as the window has
not been destroyed, whether through @ref glfwDestroyWindow or @ref
glfwTerminate, the window is "open".
A user attempting to close a window is now just an event like any other. Unlike
GLFW 2, windows and contexts created with GLFW 3 will never be destroyed unless
you choose them to be. Each window now has a close flag that is set to
`GL_TRUE` when the user attempts to close that window. By default, nothing else
happens and the window stays visible. It is then up to you to either destroy
the window, take some other action or simply ignore the request.
You can query the close flag at any time with @ref glfwWindowShouldClose and set
it at any time with @ref glfwSetWindowShouldClose.
@par Old basic main loop
@code
while (glfwGetWindowParam(GLFW_OPENED))
{
...
}
@endcode
@par New basic main loop
@code
while (!glfwWindowShouldClose(window))
{
...
}
@endcode
The close callback no longer returns a value. Instead, it is called after the
close flag has been set so it can override its value, if it chooses to, before
event processing completes. You may however not call @ref glfwDestroyWindow
from the close callback (or any other window related callback).
@par Old syntax
@code
int GLFWCALL window_close_callback(void);
@endcode
@par New syntax
@code
void window_close_callback(GLFWwindow* window);
@endcode
@note GLFW never clears the close flag to `GL_FALSE`, meaning you can use it
for other reasons to close the window as well, for example the user choosing
Quit from an in-game menu.
@subsection moving_hints Persistent window hints
The `glfwOpenWindowHint` function has been renamed to @ref glfwWindowHint.
Window hints are no longer reset to their default values on window creation, but
instead retain their values until modified by @ref glfwWindowHint or @ref
glfwDefaultWindowHints, or until the library is terminated and re-initialized.
@subsection moving_video_modes Video mode enumeration
Video mode enumeration is now per-monitor. The @ref glfwGetVideoModes function
now returns all available modes for a specific monitor instead of requiring you
to guess how large an array you need. The `glfwGetDesktopMode` function, which
had poorly defined behavior, has been replaced by @ref glfwGetVideoMode, which
returns the current mode of a monitor.
@subsection moving_char_up Removal of character actions
The action parameter of the [character callback](@ref GLFWcharfun) has been
removed. This was an artefact of the origin of GLFW, i.e. being developed in
@ -61,29 +285,92 @@ English by a Swede. However, many keyboard layouts require more than one key to
produce characters with diacritical marks. Even the Swedish keyboard layout
requires this for uncommon cases like ü.
Note that this is only the removal of the *action parameter* of the character
callback, *not* the removal of the character callback itself.
@par Old syntax
@code
void GLFWCALL character_callback(int character, int action);
@endcode
@par New syntax
@code
void character_callback(GLFWwindow* window, int character);
@endcode
@subsection moving_wheel Mouse wheel position
@subsection moving_cursorpos Cursor position changes
The `glfwGetMouseWheel` function has been removed. Scroll events do not
represent an absolute state, but is instead an interpretation of a relative
change in state, like character input. So, like character input, there is no
sane 'current state' to return. The mouse wheel callback has been replaced by
a [scroll callback](@ref GLFWscrollfun) that receives two-dimensional scroll
offsets.
The `glfwGetMousePos` function has been renamed to @ref glfwGetCursorPos,
`glfwSetMousePos` to @ref glfwSetCursorPos and `glfwSetMousePosCallback` to @ref
glfwSetCursorPosCallback.
The cursor position is now `double` instead of `int`, both for the direct
functions and for the callback. Some platforms can provide sub-pixel cursor
movement and this data is now passed on to the application where available. On
platforms where this is not provided, the decimal part is zero.
GLFW 3 only allows you to position the cursor within a window using @ref
glfwSetCursorPos (formerly `glfwSetMousePos`) when that window is active.
Unless the window is active, the function fails silently.
@subsection moving_stdcall GLFWCALL macro
@subsection moving_wheel Wheel position replaced by scroll offsets
The `GLFWCALL` macro, which made callback functions use
[__stdcall](http://msdn.microsoft.com/en-us/library/zxk0tw93.aspx) on Windows,
has been removed. GLFW is written in C, not Pascal. Removing this macro means
there's one less thing for users of GLFW to remember, i.e. the requirement to
mark all callback functions with `GLFWCALL`. It also simplifies the creation of
DLLs and DLL link libraries, as there's no need to explicitly disable `@n` entry
point suffixes.
The `glfwGetMouseWheel` function has been removed. Scrolling is the input of
offsets and has no absolute position. The mouse wheel callback has been
replaced by a [scroll callback](@ref GLFWscrollfun) that receives
two-dimensional floating point scroll offsets. This allows you to receive
precise scroll data from for example modern touchpads.
@par Old syntax
@code
void GLFWCALL mouse_wheel_callback(int position);
@endcode
@par New syntax
@code
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
@endcode
@par Removed functions
`glfwGetMouseWheel`
@subsection moving_repeat Key repeat action
The `GLFW_KEY_REPEAT` enable has been removed and key repeat is always enabled
for both keys and characters. A new key action, `GLFW_REPEAT`, has been added
to allow the [key callback](@ref GLFWkeyfun) to distinguish an initial key press
from a repeat. Note that @ref glfwGetKey still returns only `GLFW_PRESS` or
`GLFW_RELEASE`.
@subsection moving_keys Physical key input
GLFW 3 key tokens map to physical keys, unlike in GLFW 2 where they mapped to
the values generated by the current keyboard layout. The tokens are named
according to the values they would have using the standard US layout, but this
is only a convenience, as most programmers are assumed to know that layout.
This means that (for example) `GLFW_KEY_LEFT_BRACKET` is always a single key and
is the same key in the same place regardless of what keyboard layouts the users
of your program has.
The key input facility was never meant for text input, although using it that
way worked slightly better in GLFW 2. If you were using it to input text, you
should be using the character callback instead, on both GLFW 2 and 3. This will
give you the characters being input, as opposed to the keys being pressed.
GLFW 3 has key tokens for all keys on a standard 105 key keyboard, so instead of
having to remember whether to check for `'a'` or `'A'`, you now check for
`GLFW_KEY_A`.
@subsection moving_joystick Joystick function changes
The `glfwGetJoystickPos` function has been renamed to @ref glfwGetJoystickAxes.
The `glfwGetJoystickParam` function and the `GLFW_PRESENT`, `GLFW_AXES` and
`GLFW_BUTTONS` tokens have been replaced by the @ref glfwJoystickPresent
function as well as axis and button counts returned by the @ref
glfwGetJoystickAxes and @ref glfwGetJoystickButtons functions.
@subsection moving_mbcs Win32 MBCS support
@ -125,152 +412,43 @@ or something else, are nowadays expected to be good desktop citizens and allow
these hotkeys to function even when running in full screen mode.
@subsection moving_opened Window open parameter
The `GLFW_OPENED` window parameter has been removed. As long as the
[window object](@ref window_object) is around, the window is "open". To detect
when the user attempts to close the window, see @ref glfwWindowShouldClose and
the [close callback](@ref GLFWwindowclosefun).
@subsection moving_autopoll Automatic polling of events
GLFW 3 does not automatically poll for events on @ref glfwSwapBuffers, which
means you need to call @ref glfwPollEvents or @ref glfwWaitEvents yourself.
Unlike buffer swap, the event processing functions act on all windows at once.
@subsection moving_terminate Automatic termination
GLFW 3 does not register @ref glfwTerminate with `atexit` at initialization. To
properly release all resources allocated by GLFW, you should therefore call @ref
glfwTerminate yourself before exiting.
GLFW 3 does not register @ref glfwTerminate with `atexit` at initialization,
because `exit` calls registered functions from the calling thread and while it
is permitted to call `exit` from any thread, @ref glfwTerminate may only be
called from the main thread.
To release all resources allocated by GLFW, you should call @ref glfwTerminate
yourself, from the main thread, before the program terminates. Note that this
destroys all windows not already destroyed with @ref glfwDestroyWindow,
invalidating any window handles you may still have.
@subsection moving_glu GLU header inclusion
GLFW 3 does not include the GLU header by default and GLU itself has been
deprecated, but you can request that the GLFW 3 header includes it by defining
`GLFW_INCLUDE_GLU` before the inclusion of the GLFW 3 header.
GLFW 3 does not by default include the GLU header and GLU itself has been
deprecated by [Khronos](https://en.wikipedia.org/wiki/Khronos_Group). __New
projects should avoid using GLU__, but if you need to compile legacy code that
has been moved to GLFW 3, you can request that the GLFW header includes it by
defining `GLFW_INCLUDE_GLU` before the inclusion of the GLFW header.
@par Old syntax
@code
#include <GL/glfw.h>
@endcode
@par New syntax
@code
#define GLFW_INCLUDE_GLU
#include <GLFW/glfw3.h>
@endcode
@section moving_changed Changes to existing features
@subsection moving_window_handles Window handles
Because GLFW 3 supports multiple windows, window handle parameters have been
added to all window-related GLFW functions and callbacks. The handle of
a newly created window is returned by @ref glfwCreateWindow (formerly
`glfwOpenWindow`). Window handles are of the `GLFWwindow*` type, i.e. a pointer
to an opaque struct.
@section moving_tables Name change tables
@subsection moving_monitor Multi-monitor support
GLFW 3 provides support for multiple monitors, adding the `GLFWmonitor*` handle
type and a set of related functions. To request a full screen mode window,
instead of passing `GLFW_FULLSCREEN` you specify which monitor you wish the
window to use. There is @ref glfwGetPrimaryMonitor that provides behaviour
similar to that of GLFW 2.
@subsection moving_window_close Window closing
Window closing is now just an event like any other. GLFW 3 windows won't
disappear from underfoot even when no close callback is set; instead the
window's close flag is set. You can query this flag using @ref
glfwWindowShouldClose, or capture close events by setting a close callback. The
close flag can be modified from any point in your program using @ref
glfwSetWindowShouldClose.
@subsection moving_context Explicit context management
Each GLFW 3 window has its own OpenGL context and only you, the user, can know
which context should be current on which thread at any given time. Therefore,
GLFW 3 makes no assumptions about when you want a certain context to be current,
leaving that decision to you.
This means, among other things, that you need to call @ref
glfwMakeContextCurrent after creating a window before you can call any OpenGL
functions.
@subsection moving_repeat Key repeat
The `GLFW_KEY_REPEAT` enable has been removed and key repeat is always enabled
for both keys and characters. A new key action, `GLFW_REPEAT`, has been added
to allow the [key callback](@ref GLFWkeyfun) to distinguish an initial key press
from a repeat. Note that @ref glfwGetKey still returns only `GLFW_PRESS` or
`GLFW_RELEASE`.
@subsection moving_keys Physical key input
GLFW 3 key tokens map to physical keys, unlike in GLFW 2 where they mapped to
the values generated by the current keyboard layout. The tokens are named
according to the values they would have using the standard US layout, but this
is only a convenience, as most programmers are assumed to know that layout.
This means that (for example) `GLFW_KEY_LEFT_BRACKET` is always a single key and
is the same key in the same place regardless of what keyboard layouts the users
of your program has.
The key input facility was never meant for text input, although using it that
way worked slightly better in GLFW 2. If you were using it to input text, you
should be using the character callback instead, on both GLFW 2 and 3. This will
give you the characters being input, as opposed to the keys being pressed.
GLFW 3 has key tokens for all keys on a standard 105 key keyboard, so instead of
having to remember whether to check for `'a'` or `'A'`, you now check for
`GLFW_KEY_A`.
@subsection moving_joystick Joystick input
The `glfwGetJoystickPos` function has been renamed to @ref glfwGetJoystickAxes.
The `glfwGetJoystickParam` function and the `GLFW_PRESENT`, `GLFW_AXES` and
`GLFW_BUTTONS` tokens have been replaced by the @ref glfwJoystickPresent
function as well as axis and button counts returned by the @ref
glfwGetJoystickAxes and @ref glfwGetJoystickButtons functions.
@subsection moving_video_modes Video mode enumeration
Video mode enumeration is now per-monitor. The @ref glfwGetVideoModes function
now returns all available modes for a specific monitor instead of requiring you
to guess how large an array you need. The `glfwGetDesktopMode` function, which
had poorly defined behavior, has been replaced by @ref glfwGetVideoMode, which
returns the current mode of a monitor.
@subsection moving_cursor Cursor positioning
GLFW 3 only allows you to position the cursor within a window using @ref
glfwSetCursorPos (formerly `glfwSetMousePos`) when that window is active.
Unless the window is active, the function fails silently.
@subsection moving_hints Persistent window hints
Window hints are no longer reset to their default values on window creation, but
instead retain their values until modified by @ref glfwWindowHint (formerly
`glfwOpenWindowHint`) or @ref glfwDefaultWindowHints, or until the library is
terminated and re-initialized.
@section moving_renamed Name changes
@subsection moving_renamed_files Library and header file
The GLFW 3 header is named @ref glfw3.h and moved to the `GLFW` directory, to
avoid collisions with the headers of other major versions. Similarly, the GLFW
3 library is named `glfw3,` except when it's installed as a shared library on
Unix-like systems, where it uses the
[soname](https://en.wikipedia.org/wiki/soname) `libglfw.so.3`.
@subsection moving_renamed_functions Functions
@subsection moving_renamed_functions Renamed functions
| GLFW 2 | GLFW 3 | Notes |
| --------------------------- | ----------------------------- | ----- |
@ -289,7 +467,7 @@ Unix-like systems, where it uses the
| `glfwGetDesktopMode` | @ref glfwGetVideoMode | Returns the current mode of a monitor |
| `glfwGetJoystickParam` | @ref glfwJoystickPresent | The axis and button counts are provided by @ref glfwGetJoystickAxes and @ref glfwGetJoystickButtons |
@subsection moving_renamed_tokens Tokens
@subsection moving_renamed_tokens Renamed tokens
| GLFW 2 | GLFW 3 | Notes |
| --------------------------- | ---------------------------- | ----- |

View File

@ -5,6 +5,83 @@
@tableofcontents
@section news_31 New features in version 3.1
@subsection news_31_cursor Custom system cursor support
GLFW now supports creating and setting custom system cursors. They can be
created with @ref glfwCreateCursor, set with @ref glfwSetCursor and destroyed
with @ref glfwDestroyCursor. Custom cursors are only visible in normal cursor
mode.
@subsection news_31_drop File drop event support
GLFW now provides a callback for receiving the paths of files dropped onto GLFW
windows. The callback is set with @ref glfwSetDropCallback.
@subsection news_31_emptyevent Main thread waking support
GLFW now provides the @ref glfwPostEmptyEvent function for posting an empty
event from another thread to the main thread event queue, causing @ref
glfwWaitEvents to return.
@subsection news_31_framesize Window frame size query
GLFW now supports querying the size, on each side, of the frame around the
client area of a window, with @ref glfwGetWindowFrameSize.
@subsection news_31_autoiconify Multi-monitor installation support
GLFW now supports disabling auto-iconification of full screen windows with
the [GLFW_AUTO_ICONIFY](@ref window_hints_wnd) window hint. This is intended
for people building multi-monitor installations, where you need windows to stay
in full screen despite losing focus.
@subsection news_31_floating Floating windows
GLFW now supports floating windows, also called topmost or always on top, for
easier debugging with the [GLFW_FLOATING](@ref window_hints_wnd) window hint.
@subsection news_31_focused Initially unfocused windows
GLFW now supports preventing a windowed mode window from gaining input focus on
creation, with the [GLFW_FOCUSED](@ref window_hints_wnd) window hint.
@subsection news_31_charmods Character with modifiers callback
GLFW now provides a callback for character events with modifier key bits. The
callback is set with @ref glfwSetCharModsCallback. Unlike the regular character
callback, this will report character events that will not result in a character
being input, for example if the Control key is held down.
@subsection news_31_release Context release behavior support
GLFW now supports controlling whether the pipeline is flushed when a context is
made non-current, with the
[GLFW_CONTEXT_RELEASE_BEHAVIOR](@ref window_hints_ctx) window hint, provided the
machine supports the `GL_KHR_context_flush_control` extension.
@subsection news_31_single Single buffering support
GLFW now supports the creation of single buffered windows, with the
[GLFW_DOUBLEBUFFER](@ref window_hints_fb) window hint.
@subsection news_31_egl Stable EGL support
The support for EGL is now stable, successfully running on PandaBoards, Mesa,
ANGLE, Wayland, AMD EGL and others.
@section news_30 New features in version 3.0
@subsection news_30_cmake CMake build system
@ -18,7 +95,7 @@ For more information on how to use CMake, see the
[CMake manual](http://cmake.org/cmake/help/documentation.html).
@subsection new_30_multiwnd Multi-window support
@subsection news_30_multiwnd Multi-window support
GLFW now supports the creation of multiple windows, each with their own OpenGL
or OpenGL ES context, and all window functions now take a window handle. Event
@ -62,7 +139,7 @@ glfwSetGamma, which generates a ramp from a gamma value and then sets it.
GLFW now supports the creation of OpenGL ES contexts, by setting the
`GLFW_CLIENT_API` window hint to `GLFW_OPENGL_ES_API`, where creation of such
contexts are supported. Note that GLFW *does not implement* OpenGL ES, so your
contexts are supported. Note that GLFW _does not implement_ OpenGL ES, so your
driver must provide support in a way usable by GLFW. Modern nVidia and Intel
drivers support creation of OpenGL ES context using the GLX and WGL APIs, while
AMD provides an EGL implementation instead.
@ -79,8 +156,8 @@ through CMake options.
GLFW now supports high-DPI monitors on both Windows and OS X, giving windows full
resolution framebuffers where other UI elements are scaled up. To achieve this,
@ref glfwGetFramebufferSize and @ref glfwSetFramebufferSizeCallback have been
added. These work with pixels, while the rest of the GLFW API work with screen
coordinates.
added. These work with pixels, while the rest of the GLFW API works with screen
coordinates. This is important as OpenGL uses pixels, not screen coordinates.
@subsection news_30_error Error callback

View File

@ -4,20 +4,22 @@
@tableofcontents
This guide will show how to write simple OpenGL applications using GLFW 3. It
will introduce a few of the most commonly used functions, but there are many
others. To see detailed documentation on any GLFW function, just click on its
name.
This guide takes you through writing a simple application using GLFW 3. The
application will create a window and OpenGL context, render a rotating triangle
and exit when the user closes the window or presses Escape. This guide will
introduce a few of the most commonly used functions, but there are many more.
This guide assumes no experience with earlier versions of GLFW. If you
have used GLFW 2.x in the past, you should also read the
[transition guide](@ref moving).
have used GLFW 2 in the past, read the @ref moving guide, as some functions
behave differently in GLFW 3.
@section quick_include Including the GLFW header
@section quick_steps Step by step
In the files of your program where you use OpenGL or GLFW, you need to include
the GLFW 3 header file.
@subsection quick_include Including the GLFW header
In the source files of your application where you use OpenGL or GLFW, you need
to include the GLFW 3 header file.
@code
#include <GLFW/glfw3.h>
@ -33,15 +35,15 @@ and pollute your code's namespace with the whole Win32 API.
Instead, the GLFW header takes care of this for you, not by including
`windows.h`, but rather by itself duplicating only the necessary parts of it.
It does this only where needed, so if `windows.h` *is* included, the GLFW header
It does this only where needed, so if `windows.h` _is_ included, the GLFW header
does not try to redefine those symbols.
In other words:
- Do *not* include the OpenGL headers yourself, as GLFW does this for you
- Do *not* include `windows.h` or other platform-specific headers unless
- Do _not_ include the OpenGL headers yourself, as GLFW does this for you
- Do _not_ include `windows.h` or other platform-specific headers unless
you plan on using those APIs directly
- If you *do* need to include such headers, do it *before* including the
- If you _do_ need to include such headers, do it _before_ including the
GLFW one and it will detect this
Starting with version 3.0, the GLU header `glu.h` is no longer included by
@ -54,40 +56,39 @@ inclusion of the GLFW header.
@endcode
@section quick_init_term Initializing and terminating GLFW
@subsection quick_init_term Initializing and terminating GLFW
Before you can use most GLFW functions, the library must be initialized. This
is done with @ref glfwInit, which returns non-zero if successful, or zero if an
error occurred.
Before you can use most GLFW functions, the library must be initialized. On
successful initialization, non-zero is returned. If an error occurred, zero is
returned.
@code
if (!glfwInit())
exit(EXIT_FAILURE);
@endcode
When you are done using GLFW, typically at the very end of the program, you need
to call @ref glfwTerminate.
When you are done using GLFW, typically just before the application exits, you
need to terminate GLFW.
@code
glfwTerminate();
@endcode
This destroys any remaining windows and releases any other resources allocated by
GLFW. After this call, you must call @ref glfwInit again before using any GLFW
GLFW. After this call, you must initialize GLFW again before using any GLFW
functions that require it.
@section quick_capture_error Setting an error callback
@subsection quick_capture_error Setting an error callback
Most events are reported through callbacks, whether it's a key being pressed,
a GLFW window being moved, or an error occurring. Callbacks are simply
C functions (or C++ static methods) that are called by GLFW with arguments
describing the event.
In case @ref glfwInit or any other GLFW function fails, an error is reported to
the GLFW error callback. You can receive these reports by setting the error
callback. The callback function itself should match the signature of @ref
GLFWerrorfun. Here is a simple error callback that just prints the error
In case a GLFW function fails, an error is reported to the GLFW error callback.
You can receive these reports with an error callback. This function must have
the signature below. This simple error callback just prints the error
description to `stderr`.
@code
@ -97,28 +98,28 @@ void error_callback(int error, const char* description)
}
@endcode
Setting the callback, so GLFW knows to call it, is done with @ref
glfwSetErrorCallback. This is one of the few GLFW functions that may be called
before @ref glfwInit, which lets you be notified of errors during
initialization, so you should set it before you do anything else with GLFW.
Callback functions must be set, so GLFW knows to call them. The function to set
the error callback is one of the few GLFW functions that may be called before
initialization, which lets you be notified of errors both during and after
initialization.
@code
glfwSetErrorCallback(error_callback);
@endcode
@section quick_create_window Creating a window and context
@subsection quick_create_window Creating a window and context
The window (and its context) is created with @ref glfwCreateWindow, which
returns a handle to the created window. For example, this creates a 640 by 480
windowed mode window:
The window and its OpenGL context are created with a single call, which returns
a handle to the created combined window and context object. For example, this
creates a 640 by 480 windowed mode window with an OpenGL context:
@code
GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
@endcode
If window creation fails, `NULL` will be returned, so you need to check whether
it did.
If window or context creation fails, `NULL` will be returned, so it is necessary
to check the return value.
@code
if (!window)
@ -128,24 +129,11 @@ if (!window)
}
@endcode
This handle is then passed to all window related functions, and is provided to
you along with input events, so you know which window received the input.
The window handle is passed to all window related functions and is provided to
along to all window related callbacks, so they can tell which window received
the event.
To create a full screen window, you need to specify which monitor the window
should use. In most cases, the user's primary monitor is a good choice. You
can get this with @ref glfwGetPrimaryMonitor. To make the above window
full screen, just pass along the monitor handle:
@code
GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", glfwGetPrimaryMonitor(), NULL);
@endcode
Full screen windows cover the entire display area of a monitor, have no border
or decorations, and change the monitor's resolution to the one most closely
matching the requested window size.
When you are done with the window, destroy it with the @ref glfwDestroyWindow
function.
When a window is no longer needed, destroy it.
@code
glfwDestroyWindow(window);
@ -155,26 +143,26 @@ Once this function is called, no more events will be delivered for that window
and its handle becomes invalid.
@section quick_context_current Making the OpenGL context current
@subsection quick_context_current Making the OpenGL context current
Before you can use the OpenGL API, it must have a current OpenGL context. You
make a window's context current with @ref glfwMakeContextCurrent. It will then
remain as the current context until you make another context current or until
the window owning it is destroyed.
make a window's context current.
@code
glfwMakeContextCurrent(window);
@endcode
The context will then remain as current until you make another context current
or until the window owning the current context is destroyed.
@section quick_window_close Checking the window close flag
Each window has a flag indicating whether the window should be closed. This can
be checked with @ref glfwWindowShouldClose.
@subsection quick_window_close Checking the window close flag
Each window has a flag indicating whether the window should be closed.
When the user attempts to close the window, either by pressing the close widget
in the title bar or using a key combination like Alt+F4, this flag is set to 1.
Note that **the window isn't actually closed**, so you are expected to monitor
Note that __the window isn't actually closed__, so you are expected to monitor
this flag and either destroy the window or give some kind of feedback to the
user.
@ -194,11 +182,11 @@ useful if you want to interpret other kinds of input as closing the window, like
for example pressing the escape key.
@section quick_key_input Receiving input events
@subsection quick_key_input Receiving input events
Each window has a large number of callbacks that can be set to receive all the
various kinds of events. To receive key press and release events, a
[key callback](@ref GLFWkeyfun) is set using @ref glfwSetKeyCallback.
various kinds of events. To receive key press and release events, create a key
callback function.
@code
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
@ -208,16 +196,21 @@ static void key_callback(GLFWwindow* window, int key, int scancode, int action,
}
@endcode
For event callbacks to actually be called when an event occurs, you need to
process events as described below.
The key callback, like other window related callbacks, are set per-window.
@code
glfwSetKeyCallback(window, key_callback);
@endcode
In order for event callbacks to be called when events occur, you need to process
events as described below.
@section quick_render Rendering with OpenGL
@subsection quick_render Rendering with OpenGL
Once you have a current OpenGL context, you can use OpenGL normally. In this
tutorial, a multi-colored rotating triangle will be rendered. The framebuffer
size, needed by this example for `glViewport` and `glOrtho`, is retrieved with
@ref glfwGetFramebufferSize.
size needs to be retrieved for `glViewport`.
@code
int width, height;
@ -225,81 +218,112 @@ glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
@endcode
However, you can also set a framebuffer size callback using @ref
You can also set a framebuffer size callback using @ref
glfwSetFramebufferSizeCallback and call `glViewport` from there.
@code
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
@endcode
@subsection quick_timer Reading the timer
@section quick_timer Reading the timer
For the triangle to rotate properly, a time source is needed. GLFW provides
@ref glfwGetTime, which returns the number of seconds since @ref glfwInit as
a `double`. The time source used is the most accurate on each platform and
generally has micro- or nanosecond resolution.
To create smooth animation, a time source is needed. GLFW provides a timer that
returns the number of seconds since initialization. The time source used is the
most accurate on each platform and generally has micro- or nanosecond
resolution.
@code
double time = glfwGetTime();
@endcode
@section quick_swap_buffers Swapping buffers
@subsection quick_swap_buffers Swapping buffers
GLFW windows always use double-buffering. That means that you have two
rendering buffers; a front buffer and a back buffer. The front buffer is the
one being displayed and the back buffer the one you render to.
GLFW windows by default use double buffering. That means that each window has
two rendering buffers; a front buffer and a back buffer. The front buffer is
the one being displayed and the back buffer the one you render to.
When the entire frame has been rendered, it is time to swap the back and the
front buffers in order to display the rendered frame, and begin rendering a new
frame. This is done with @ref glfwSwapBuffers.
When the entire frame has been rendered, the buffers need to be swapped with one
another, so the back buffer becomes the front buffer and vice versa.
@code
glfwSwapBuffers(window);
@endcode
The swap interval indicates how many frames to wait until swapping the buffers,
commonly known as _vsync_. By default, the swap interval is zero, meaning
buffer swapping will occur immediately. On fast machines, many of those frames
will never be seen, as the screen is still only updated typically 60-75 times
per second, so this wastes a lot of CPU and GPU cycles.
@section quick_process_events Processing events
Also, because the buffers will be swapped in the middle the screen update,
leading to [screen tearing](https://en.wikipedia.org/wiki/Screen_tearing).
For these reasons, applications will typically want to set the swap interval to
one. It can be set to higher values, but this is usually not recommended,
because of the input latency it leads to.
@code
glfwSwapInterval(1);
@endcode
This function acts on the current context and will fail unless a context is
current.
@subsection quick_process_events Processing events
GLFW needs to communicate regularly with the window system both in order to
receive events and to show that it hasn't locked up. Event processing must be
done regularly and is normally done each frame before rendering but after buffer
swap.
receive events and to show that the application hasn't locked up. Event
processing must be done regularly while you have visible windows and is normally
done each frame after buffer swapping.
There are two ways to process pending events. @ref glfwPollEvents processes
only those events that have already been received and then returns immediately.
This is the best choice when rendering continually, like most games do.
There are two methods for processing pending events; polling and waiting. This
example will use event polling, which processes only those events that have
already been received and then returns immediately.
@code
glfwPollEvents();
@endcode
If instead you only need to update your rendering once you have received new
input, @ref glfwWaitEvents is a better choice. It waits until at least one
event has been received, putting the thread to sleep in the meantime, and then
processes all received events just like @ref glfwPollEvents does. This saves
a great deal of CPU cycles and is useful for, for example, many kinds of editing
tools.
@code
glfwWaitEvents();
@endcode
This is the best choice when rendering continually, like most games do. If
instead you only need to update your rendering once you have received new input,
@ref glfwWaitEvents is a better choice. It waits until at least one event has
been received, putting the thread to sleep in the meantime, and then processes
all received events. This saves a great deal of CPU cycles and is useful for,
for example, many kinds of editing tools.
@section quick_example Putting it together: A small GLFW application
@section quick_example Putting it together
Now that you know how to initialize GLFW, create a window and poll for
keyboard input, it's possible to create a simple program.
@snippet simple.c code
This program creates a 640 by 480 windowed mode window and runs a loop clearing
the screen, rendering a triangle and processing events until the user closes the
window. It can be found in the source distribution as `examples/simple.c`, and
is by default compiled along with all other examples when you build GLFW.
This program creates a 640 by 480 windowed mode window and starts a loop that
clears the screen, renders a triangle and processes events until the user either
presses Escape or closes the window.
This program uses only a few of the many functions GLFW provides. There are
guides for each of the areas covered by GLFW. Each guide will introduce all the
functions for that category.
- @ref intro
- @ref window
- @ref context
- @ref monitor
- @ref input
@section quick_build Compiling and linking the program
The complete program above can be found in the source distribution as
`examples/simple.c` and is compiled along with all other examples when you
build GLFW. That is, if you have compiled GLFW then you have already built this
as `simple.exe` on Windows, `simple` on Linux or `simple.app` on OS X.
This tutorial ends here. Once you have written a program that uses GLFW, you
will need to compile and link it. How to do that depends on the development
environment you are using and is best explained by the documentation for that
environment. To learn about the details that are specific to GLFW, see
@ref build.
*/

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/*!
@page rift Oculus Rift guide
@tableofcontents
GLFW has no explicit support for the Oculus Rift, but
This guide requires you to use the [native API](@ref native) and assumes
a certain level of proficiency with system level APIs and the compiler
toolchain.
@section rift_init Initializing libOVR and GLFW
libOVR needs to be initialized before GLFW. This means calling
`ovr_Initialize`, `ovrHmd_Create` and `ovrHmd_ConfigureTracking` before @ref
glfwInit. Similarly, libOVR must be shut down after GLFW. This means calling
`ovrHmd_Destroy` and `ovr_Shutdown` after @ref glfwTerminate.
@section rift_extend Extend Desktop mode
@subsection rift_extend_detect Detecting a Rift with GLFW
If you have an actual Rift connected to your machine you can deduce which GLFW
monitor it corresponds to. Doing this requires you to use the
[native API](@ref native).
@subsubsection rift_extend_detect_win32 Detecting a Rift on Windows
The native display device name of a GLFW monitor, as returned by @ref
glfwGetWin32Monitor, corresponds to the display device name of the detected Rift
as stored, in the `DisplayDeviceName` member of `ovrHmdDesc`.
@code
int i, count;
GLFWmonitor** monitors = glfwGetMonitors(&count);
for (i = 0; i < count; i++)
{
if (strcmp(glfwGetWin32Monitor(monitors[i]), hmd->DisplayDeviceName) == 0)
return monitors[i];
}
@endcode
@subsubsection rift_extend_detect_osx Detecting a Rift on OS X
The native display ID of a GLFW monitor, as returned by @ref
glfwGetCocoaMonitor, corresponds to the display ID of the detected Rift, as
stored in the `DisplayId` member of `ovrHmdDesc`.
@code
int i, count;
GLFWmonitor** monitors = glfwGetMonitors(&count);
for (i = 0; i < count; i++)
{
if (glfwGetCocoaMonitor(monitors[i]) == hmd->DisplayId)
return monitors[i];
}
@endcode
@subsubsection rift_extend_detect_x11 Detecting a Rift on X11
At the time of writing, the 0.4 Rift SDK does not yet support X11.
@subsection rift_extend_create Creating a window and context
LOL create.
@section rift_direct Direct HMD mode
LOL direct.
*/

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/*!
@page window Window handling guide
@page window Window guide
@tableofcontents
@ -8,8 +8,16 @@ The primary purpose of GLFW is to provide a simple interface to window
management and OpenGL and OpenGL ES context creation. GLFW supports multiple
windows, which can be either a normal desktop window or a full screen window.
This guide introduces the window related functions of GLFW. There are also
guides for the other areas of GLFW.
@section window_object Window handles
- @ref intro
- @ref context
- @ref monitor
- @ref input
@section window_object Window objects
The @ref GLFWwindow object encapsulates both a window and a context. They are
created with @ref glfwCreateWindow and destroyed with @ref glfwDestroyWindow (or
@ -17,52 +25,100 @@ created with @ref glfwCreateWindow and destroyed with @ref glfwDestroyWindow (or
linked, the object pointer is used as both a context and window handle.
@section window_creation Window creation
@subsection window_creation Window creation
The window and its context are created with @ref glfwCreateWindow, which
returns a handle to the created window object. For example, this creates a 640
by 480 windowed mode window:
A window and its OpenGL or OpenGL ES context are created with @ref
glfwCreateWindow, which returns a handle to the created window object. For
example, this creates a 640 by 480 windowed mode window:
@code
GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
@endcode
If window creation fails, `NULL` will be returned, so you need to check whether
it did.
If window creation fails, `NULL` will be returned, so it is necessary to check
the return value.
This handle is then passed to all window related functions, and is provided to
you along with input events, so you know which window received the input.
The window handle is passed to all window related functions and is provided to
along with all input events, so event handlers can tell which window received
the event.
@subsubsection window_full_screen Full screen windows
To create a full screen window, you need to specify which monitor the window
should use. In most cases, the user's primary monitor is a good choice. For
more information about monitors, see the @ref monitor.
should use. In most cases, the user's primary monitor is a good choice.
For more information about retrieving monitors, see @ref monitor_monitors.
@code
GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", glfwGetPrimaryMonitor(), NULL);
@endcode
Full screen windows cover the entire display area of a monitor, have no border
or decorations, and change the monitor's resolution to the one most closely
matching the requested window size.
or decorations.
For more control over how the window and its context are created, see @ref
window_hints below.
Each field of the @ref GLFWvidmode structure corresponds to a function parameter
or window hint and combine to form the _desired video mode_ for that window.
The supported video mode most closely matching the desired video mode will be
set for the chosen monitor as long as the window is focused. For more
information about retrieving video modes, see @ref monitor_modes.
Video mode field | Corresponds to
----------------------- | ------------------------
GLFWvidmode.width | `width` parameter
GLFWvidmode.height | `height` parameter
GLFWvidmode.redBits | `GLFW_RED_BITS` hint
GLFWvidmode.greenBits | `GLFW_GREEN_BITS` hint
GLFWvidmode.blueBits | `GLFW_BLUE_BITS` hint
GLFWvidmode.refreshRate | `GLFW_REFRESH_RATE` hint
Once you have a full screen window, you can change its resolution with @ref
glfwSetWindowSize. The new video mode will be selected and set the same way as
the video mode chosen by @ref glfwCreateWindow.
@section window_destruction Window destruction
@subsubsection window_windowed_full_screen "Windowed full screen" windows
When you are done with the window, destroy it with the @ref glfwDestroyWindow
function.
By default, the original video mode of the monitor will be restored and the
window iconified if it loses input focus, to allow the user to switch back to
the desktop. This behavior can be disabled with the `GLFW_AUTO_ICONIFY` window
hint, for example if you wish to simultaneously cover multiple windows with full
screen windows.
To create a so called _windowed full screen_ or _borderless full screen_ window,
i.e. a full screen window that doesn't change the video mode of the monitor, you
need to request the current video mode of the chosen monitor.
@code
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
glfwWindowHint(GLFW_RED_BITS, mode->redBits);
glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits);
glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits);
glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate);
GLFWwindow* window = glfwCreateWindow(mode->width, mode->height, "My Title", monitor, NULL);
@endcode
GLFW will detect this and will not perform any mode setting for that window.
@subsection window_destruction Window destruction
When a window is no longer needed, destroy it with @ref glfwDestroyWindow.
@code
glfwDestroyWindow(window);
@endcode
Once this function is called, no more events will be delivered for that window
and its handle becomes invalid.
Window destruction always succeeds. Before the actual destruction, all
callbacks are removed so no further events will be delivered for the window.
All windows remaining when @ref glfwTerminate is called are destroyed as well.
When a full screen window is destroyed, the original video mode of its monitor
is restored, but the gamma ramp is left untouched.
@section window_hints Window creation hints
@subsection window_hints Window creation hints
There are a number of hints that can be set before the creation of a window and
context. Some affect the window itself, others affect the framebuffer or
@ -70,152 +126,232 @@ context. These hints are set to their default values each time the library is
initialized with @ref glfwInit, can be set individually with @ref glfwWindowHint
and reset all at once to their defaults with @ref glfwDefaultWindowHints.
Note that hints need to be set *before* the creation of the window and context
Note that hints need to be set _before_ the creation of the window and context
you wish to have the specified attributes.
@subsection window_hints_hard Hard and soft constraints
@subsubsection window_hints_hard Hard and soft constraints
Some window hints are hard constraints. These must match the available
capabilities *exactly* for window and context creation to succeed. Hints
capabilities _exactly_ for window and context creation to succeed. Hints
that are not hard constraints are matched as closely as possible, but the
resulting window and context may differ from what these hints requested. To
find out the actual attributes of the created window and context, use the
@ref glfwGetWindowAttrib function.
The following hints are hard constraints:
The following hints are always hard constraints:
- `GLFW_STEREO`
- `GLFW_DOUBLEBUFFER`
- `GLFW_CLIENT_API`
The following additional hints are hard constraints if requesting an OpenGL
context:
The following additional hints are hard constraints when requesting an OpenGL
context, but are ignored when requesting an OpenGL ES context:
- `GLFW_OPENGL_FORWARD_COMPAT`
- `GLFW_OPENGL_PROFILE`
Hints that do not apply to a given type of window or context are ignored.
@subsubsection window_hints_wnd Window related hints
@subsection window_hints_wnd Window related hints
`GLFW_RESIZABLE` specifies whether the (windowed mode) window will be resizable
_by the user_. The window will still be resizable using the @ref
glfwSetWindowSize function. This hint is ignored for full screen windows.
The `GLFW_RESIZABLE` hint specifies whether the window will be resizable *by the
user*. The window will still be resizable using the @ref glfwSetWindowSize
function. This hint is ignored for full screen windows.
The `GLFW_VISIBLE` hint specifies whether the window will be initially
`GLFW_VISIBLE` specifies whether the (windowed mode) window will be initially
visible. This hint is ignored for full screen windows.
The `GLFW_DECORATED` hint specifies whether the window will have window
`GLFW_DECORATED` specifies whether the (windowed mode) window will have window
decorations such as a border, a close widget, etc. This hint is ignored for
full screen windows. Note that even though a window may lack a close widget, it
is usually still possible for the user to generate close events.
`GLFW_FOCUSED` specifies whether the (windowed mode) window will be given input
focus when created. This hint is ignored for full screen and initially hidden
windows.
@subsection window_hints_fb Framebuffer related hints
The `GLFW_RED_BITS`, `GLFW_GREEN_BITS`, `GLFW_BLUE_BITS`, `GLFW_ALPHA_BITS`,
`GLFW_DEPTH_BITS` and `GLFW_STENCIL_BITS` hints specify the desired bit
depths of the various components of the default framebuffer.
The `GLFW_ACCUM_RED_BITS`, `GLFW_ACCUM_GREEN_BITS`, `GLFW_ACCUM_BLUE_BITS`
and `GLFW_ACCUM_ALPHA_BITS` hints specify the desired bit depths of the
various components of the accumulation buffer.
The `GLFW_AUX_BUFFERS` hint specifies the desired number of auxiliary
buffers.
The `GLFW_STEREO` hint specifies whether to use stereoscopic rendering.
The `GLFW_SAMPLES` hint specifies the desired number of samples to use for
multisampling. Zero disables multisampling.
The `GLFW_SRGB_CAPABLE` hint specifies whether the framebuffer should be
sRGB capable.
The `GLFW_REFRESH_RATE` hint specifies the desired refresh rate for full screen
windows. If set to zero, the highest available refresh rate will be used. This
`GLFW_AUTO_ICONIFY` specifies whether the (full screen) window will
automatically iconify and restore the previous video mode on focus loss. This
hint is ignored for windowed mode windows.
`GLFW_FLOATING` specifies whether the window will be floating above other
regular windows, also called topmost or always-on-top. This is intended
primarily for debugging purposes and cannot be used to implement proper full
screen windows. This hint is ignored for full screen windows.
@subsection window_hints_ctx Context related hints
The `GLFW_CLIENT_API` hint specifies which client API to create the context
for. Possible values are `GLFW_OPENGL_API` and `GLFW_OPENGL_ES_API`.
@subsubsection window_hints_fb Framebuffer related hints
The `GLFW_CONTEXT_VERSION_MAJOR` and `GLFW_CONTEXT_VERSION_MINOR` hints
specify the client API version that the created context must be compatible
with.
`GLFW_RED_BITS`, `GLFW_GREEN_BITS`, `GLFW_BLUE_BITS`, `GLFW_ALPHA_BITS`,
`GLFW_DEPTH_BITS` and `GLFW_STENCIL_BITS` specify the desired bit depths of the
various components of the default framebuffer. `GLFW_DONT_CARE` means the
application has no preference.
For OpenGL, these hints are *not* hard constraints, as they don't have to
match exactly, but @ref glfwCreateWindow will still fail if the resulting
OpenGL version is less than the one requested. It is therefore perfectly
safe to use the default of version 1.0 for legacy code and you may still
get backwards-compatible contexts of version 3.0 and above when available.
`GLFW_ACCUM_RED_BITS`, `GLFW_ACCUM_GREEN_BITS`, `GLFW_ACCUM_BLUE_BITS` and
`GLFW_ACCUM_ALPHA_BITS` specify the desired bit depths of the various components
of the accumulation buffer. `GLFW_DONT_CARE` means the application has no
preference.
@par
Accumulation buffers are a legacy OpenGL feature and should not be used in new
code.
`GLFW_AUX_BUFFERS` specifies the desired number of auxiliary buffers.
`GLFW_DONT_CARE` means the application has no preference.
@par
Auxiliary buffers are a legacy OpenGL feature and should not be used in new
code.
`GLFW_STEREO` specifies whether to use stereoscopic rendering. This is a hard
constraint.
`GLFW_SAMPLES` specifies the desired number of samples to use for multisampling.
Zero disables multisampling. `GLFW_DONT_CARE` means the application has no
preference.
`GLFW_SRGB_CAPABLE` specifies whether the framebuffer should be sRGB capable.
`GLFW_DOUBLEBUFFER` specifies whether the framebuffer should be double buffered.
You nearly always want to use double buffering. This is a hard constraint.
@subsubsection window_hints_mtr Monitor related hints
`GLFW_REFRESH_RATE` specifies the desired refresh rate for full screen windows.
If set to `GLFW_DONT_CARE`, the highest available refresh rate will be used.
This hint is ignored for windowed mode windows.
@subsubsection window_hints_ctx Context related hints
`GLFW_CLIENT_API` specifies which client API to create the context for.
Possible values are `GLFW_OPENGL_API` and `GLFW_OPENGL_ES_API`. This is a hard
constraint.
`GLFW_CONTEXT_VERSION_MAJOR` and `GLFW_CONTEXT_VERSION_MINOR` specify the client
API version that the created context must be compatible with. The exact
behavior of these hints depend on the requested client API.
@par OpenGL
`GLFW_CONTEXT_VERSION_MAJOR` and `GLFW_CONTEXT_VERSION_MINOR` are not hard
constraints, but creation will fail if the OpenGL version of the created context
is less than the one requested. It is therefore perfectly safe to use the
default of version 1.0 for legacy code and you may still get
backwards-compatible contexts of version 3.0 and above when available.
@par
While there is no way to ask the driver for a context of the highest supported
version, most drivers provide this when you ask GLFW for a version
1.0 context.
version, GLFW will attempt to provide this when you ask for a version 1.0
context, which is the default for these hints.
For OpenGL ES, these hints are hard constraints.
@par OpenGL ES
`GLFW_CONTEXT_VERSION_MAJOR` and `GLFW_CONTEXT_VERSION_MINOR` are not hard
constraints, but creation will fail if the OpenGL ES version of the created
context is less than the one requested. Additionally, OpenGL ES 1.x cannot be
returned if 2.0 or later was requested, and vice versa. This is because OpenGL
ES 3.x is backward compatible with 2.0, but OpenGL ES 2.0 is not backard
compatible with 1.x.
If an OpenGL context is requested, the `GLFW_OPENGL_FORWARD_COMPAT` hint
specifies whether the OpenGL context should be forward-compatible, i.e. one
where all functionality deprecated in the requested version of OpenGL is
removed. This may only be used if the requested OpenGL version is 3.0 or
above. If another client API is requested, this hint is ignored.
`GLFW_OPENGL_FORWARD_COMPAT` specifies whether the OpenGL context should be
forward-compatible, i.e. one where all functionality deprecated in the requested
version of OpenGL is removed. This may only be used if the requested OpenGL
version is 3.0 or above. If OpenGL S is requested, this hint is ignored.
If an OpenGL context is requested, the `GLFW_OPENGL_DEBUG_CONTEXT` hint
specifies whether to create a debug OpenGL context, which may have
additional error and performance issue reporting functionality. If another
client API is requested, this hint is ignored.
@par
Forward-compatibility is described in detail in the
[OpenGL Reference Manual](https://www.opengl.org/registry/).
If an OpenGL context is requested, the `GLFW_OPENGL_PROFILE` hint specifies
which OpenGL profile to create the context for. Possible values are one of
`GLFW_OPENGL_CORE_PROFILE` or `GLFW_OPENGL_COMPAT_PROFILE`, or
`GLFW_OPENGL_ANY_PROFILE` to not request a specific profile. If requesting
an OpenGL version below 3.2, `GLFW_OPENGL_ANY_PROFILE` must be used. If
another client API is requested, this hint is ignored.
`GLFW_OPENGL_DEBUG_CONTEXT` specifies whether to create a debug OpenGL context,
which may have additional error and performance issue reporting functionality.
If OpenGL ES is requested, this hint is ignored.
The `GLFW_CONTEXT_ROBUSTNESS` hint specifies the robustness strategy to be
used by the context. This can be one of `GLFW_NO_RESET_NOTIFICATION` or
`GLFW_OPENGL_PROFILE` specifies which OpenGL profile to create the context for.
Possible values are one of `GLFW_OPENGL_CORE_PROFILE` or
`GLFW_OPENGL_COMPAT_PROFILE`, or `GLFW_OPENGL_ANY_PROFILE` to not request
a specific profile. If requesting an OpenGL version below 3.2,
`GLFW_OPENGL_ANY_PROFILE` must be used. If another OpenGL ES is requested,
this hint is ignored.
@par
OpenGL profiles are described in detail in the
[OpenGL Reference Manual](https://www.opengl.org/registry/).
`GLFW_CONTEXT_ROBUSTNESS` specifies the robustness strategy to be used by the
context. This can be one of `GLFW_NO_RESET_NOTIFICATION` or
`GLFW_LOSE_CONTEXT_ON_RESET`, or `GLFW_NO_ROBUSTNESS` to not request
a robustness strategy.
`GLFW_CONTEXT_RELEASE_BEHAVIOR` specifies the release behavior to be
used by the context. Possible values are one of `GLFW_ANY_RELEASE_BEHAVIOR`,
`GLFW_RELEASE_BEHAVIOR_FLUSH` or `GLFW_RELEASE_BEHAVIOR_NONE`. If the
behavior is `GLFW_ANY_RELEASE_BEHAVIOR`, the default behavior of the context
creation API will be used. If the behavior is `GLFW_RELEASE_BEHAVIOR_FLUSH`,
the pipeline will be flushed whenever the context is released from being the
current one. If the behavior is `GLFW_RELEASE_BEHAVIOR_NONE`, the pipeline will
not be flushed on release.
@subsection window_hints_values Supported and default values
| Name | Default value | Supported values |
| ---------------------------- | ------------------------- | ----------------------- |
| `GLFW_RESIZABLE` | `GL_TRUE` | `GL_TRUE` or `GL_FALSE` |
| `GLFW_VISIBLE` | `GL_TRUE` | `GL_TRUE` or `GL_FALSE` |
| `GLFW_DECORATED` | `GL_TRUE` | `GL_TRUE` or `GL_FALSE` |
| `GLFW_RED_BITS` | 8 | 0 to `INT_MAX` |
| `GLFW_GREEN_BITS` | 8 | 0 to `INT_MAX` |
| `GLFW_BLUE_BITS` | 8 | 0 to `INT_MAX` |
| `GLFW_ALPHA_BITS` | 8 | 0 to `INT_MAX` |
| `GLFW_DEPTH_BITS` | 24 | 0 to `INT_MAX` |
| `GLFW_STENCIL_BITS` | 8 | 0 to `INT_MAX` |
| `GLFW_ACCUM_RED_BITS` | 0 | 0 to `INT_MAX` |
| `GLFW_ACCUM_GREEN_BITS` | 0 | 0 to `INT_MAX` |
| `GLFW_ACCUM_BLUE_BITS` | 0 | 0 to `INT_MAX` |
| `GLFW_ACCUM_ALPHA_BITS` | 0 | 0 to `INT_MAX` |
| `GLFW_AUX_BUFFERS` | 0 | 0 to `INT_MAX` |
| `GLFW_SAMPLES` | 0 | 0 to `INT_MAX` |
| `GLFW_REFRESH_RATE` | 0 | 0 to `INT_MAX` |
| `GLFW_STEREO` | `GL_FALSE` | `GL_TRUE` or `GL_FALSE` |
| `GLFW_SRGB_CAPABLE` | `GL_FALSE` | `GL_TRUE` or `GL_FALSE` |
| `GLFW_CLIENT_API` | `GLFW_OPENGL_API` | `GLFW_OPENGL_API` or `GLFW_OPENGL_ES_API` |
| `GLFW_CONTEXT_VERSION_MAJOR` | 1 | Any valid major version number of the chosen client API |
| `GLFW_CONTEXT_VERSION_MINOR` | 0 | Any valid minor version number of the chosen client API |
| `GLFW_CONTEXT_ROBUSTNESS` | `GLFW_NO_ROBUSTNESS` | `GLFW_NO_ROBUSTNESS`, `GLFW_NO_RESET_NOTIFICATION` or `GLFW_LOSE_CONTEXT_ON_RESET` |
| `GLFW_OPENGL_FORWARD_COMPAT` | `GL_FALSE` | `GL_TRUE` or `GL_FALSE` |
| `GLFW_OPENGL_DEBUG_CONTEXT` | `GL_FALSE` | `GL_TRUE` or `GL_FALSE` |
| `GLFW_OPENGL_PROFILE` | `GLFW_OPENGL_ANY_PROFILE` | `GLFW_OPENGL_ANY_PROFILE`, `GLFW_OPENGL_COMPAT_PROFILE` or `GLFW_OPENGL_CORE_PROFILE` |
@par
Context release behaviors are described in detail by the
[GL_KHR_context_flush_control](https://www.opengl.org/registry/specs/KHR/context_flush_control.txt)
extension.
@section window_close Window close flag
@subsubsection window_hints_values Supported and default values
Window hint | Default value | Supported values
------------------------------- | --------------------------- | ----------------
`GLFW_RESIZABLE` | `GL_TRUE` | `GL_TRUE` or `GL_FALSE`
`GLFW_VISIBLE` | `GL_TRUE` | `GL_TRUE` or `GL_FALSE`
`GLFW_DECORATED` | `GL_TRUE` | `GL_TRUE` or `GL_FALSE`
`GLFW_FOCUSED` | `GL_TRUE` | `GL_TRUE` or `GL_FALSE`
`GLFW_AUTO_ICONIFY` | `GL_TRUE` | `GL_TRUE` or `GL_FALSE`
`GLFW_FLOATING` | `GL_FALSE` | `GL_TRUE` or `GL_FALSE`
`GLFW_RED_BITS` | 8 | 0 to `INT_MAX` or `GLFW_DONT_CARE`
`GLFW_GREEN_BITS` | 8 | 0 to `INT_MAX` or `GLFW_DONT_CARE`
`GLFW_BLUE_BITS` | 8 | 0 to `INT_MAX` or `GLFW_DONT_CARE`
`GLFW_ALPHA_BITS` | 8 | 0 to `INT_MAX` or `GLFW_DONT_CARE`
`GLFW_DEPTH_BITS` | 24 | 0 to `INT_MAX` or `GLFW_DONT_CARE`
`GLFW_STENCIL_BITS` | 8 | 0 to `INT_MAX` or `GLFW_DONT_CARE`
`GLFW_ACCUM_RED_BITS` | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE`
`GLFW_ACCUM_GREEN_BITS` | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE`
`GLFW_ACCUM_BLUE_BITS` | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE`
`GLFW_ACCUM_ALPHA_BITS` | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE`
`GLFW_AUX_BUFFERS` | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE`
`GLFW_SAMPLES` | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE`
`GLFW_REFRESH_RATE` | `GLFW_DONT_CARE` | 0 to `INT_MAX` or `GLFW_DONT_CARE`
`GLFW_STEREO` | `GL_FALSE` | `GL_TRUE` or `GL_FALSE`
`GLFW_SRGB_CAPABLE` | `GL_FALSE` | `GL_TRUE` or `GL_FALSE`
`GLFW_DOUBLEBUFFER` | `GL_TRUE` | `GL_TRUE` or `GL_FALSE`
`GLFW_CLIENT_API` | `GLFW_OPENGL_API` | `GLFW_OPENGL_API` or `GLFW_OPENGL_ES_API`
`GLFW_CONTEXT_VERSION_MAJOR` | 1 | Any valid major version number of the chosen client API
`GLFW_CONTEXT_VERSION_MINOR` | 0 | Any valid minor version number of the chosen client API
`GLFW_CONTEXT_ROBUSTNESS` | `GLFW_NO_ROBUSTNESS` | `GLFW_NO_ROBUSTNESS`, `GLFW_NO_RESET_NOTIFICATION` or `GLFW_LOSE_CONTEXT_ON_RESET`
`GLFW_CONTEXT_RELEASE_BEHAVIOR` | `GLFW_ANY_RELEASE_BEHAVIOR` | `GLFW_ANY_RELEASE_BEHAVIOR`, `GLFW_RELEASE_BEHAVIOR_FLUSH` or `GLFW_RELEASE_BEHAVIOR_NONE`
`GLFW_OPENGL_FORWARD_COMPAT` | `GL_FALSE` | `GL_TRUE` or `GL_FALSE`
`GLFW_OPENGL_DEBUG_CONTEXT` | `GL_FALSE` | `GL_TRUE` or `GL_FALSE`
`GLFW_OPENGL_PROFILE` | `GLFW_OPENGL_ANY_PROFILE` | `GLFW_OPENGL_ANY_PROFILE`, `GLFW_OPENGL_COMPAT_PROFILE` or `GLFW_OPENGL_CORE_PROFILE`
@section window_events Window event processing
See @ref input_event in the @ref input.
@section window_properties Window properties and events
@subsection window_userptr User pointer
Each window has a user pointer that can be set with @ref
glfwSetWindowUserPointer and fetched with @ref glfwGetWindowUserPointer. This
can be used for any purpose you need and will not be modified by GLFW throughout
the life-time of the window.
The initial value of the pointer is `NULL`.
@subsection window_close Closing and close flag
When the user attempts to close the window, for example by clicking the close
widget or using a key chord like Alt+F4, the *close flag* of the window is set.
widget or using a key chord like Alt+F4, the _close flag_ of the window is set.
The window is however not actually destroyed and, unless you watch for this
state change, nothing further happens.
@ -233,16 +369,16 @@ while (!glfwWindowShouldClose(window))
}
@endcode
If you wish to be notified when the user attempts to close a window, you can set
the close callback with @ref glfwSetWindowCloseCallback. This callback is
called directly *after* the close flag has been set.
If you wish to be notified when the user attempts to close a window, set a close
callback.
@code
glfwSetWindowCloseCallback(window, window_close_callback);
@endcode
The callback function can be used for example to filter close requests and clear
the close flag again unless certain conditions are met.
The callback function is called directly _after_ the close flag has been set.
It can be used for example to filter close requests and clear the close flag
again unless certain conditions are met.
@code
void window_close_callback(GLFWwindow* window)
@ -253,26 +389,31 @@ void window_close_callback(GLFWwindow* window)
@endcode
@section window_size Window size
@subsection window_size Size
The size of a window can be changed with @ref glfwSetWindowSize. For windowed
mode windows, this resizes the specified window so that its *client area* has
the specified size. Note that the window system may put limitations on size.
For full screen windows, it selects and sets the video mode most closely
matching the specified size.
mode windows, this sets the size, in
[screen coordinates](@ref coordinate_systems) of the _client area_ or _content
area_ of the window. The window system may impose limits on window size.
@code
void glfwSetWindowSize(window, 640, 480);
glfwSetWindowSize(window, 640, 480);
@endcode
For full screen windows, the specified size becomes the new resolution of the
window's *desired video mode*. The video mode most closely matching the new
desired video mode is set immediately. The window is resized to fit the
resolution of the set video mode.
If you wish to be notified when a window is resized, whether by the user or
the system, you can set the size callback with @ref glfwSetWindowSizeCallback.
the system, set a size callback.
@code
glfwSetWindowSizeCallback(window, window_size_callback);
@endcode
The callback function receives the new size of the client area of the window.
The callback function receives the new size, in screen coordinates, of the
client area of the window when it is resized.
@code
void window_size_callback(GLFWwindow* window, int width, int height)
@ -288,26 +429,42 @@ int width, height;
glfwGetWindowSize(window, &width, &height);
@endcode
@note Do not pass the window size to `glViewport` or other pixel-based OpenGL
calls. The window size is in screen coordinates, not pixels. Use the
[framebuffer size](@ref window_fbsize), which is in pixels, for pixel-based
calls.
@section window_fbsize Window framebuffer size
The above functions work with the size of the client area, but decorated windows
typically have title bars and window frames around this rectangle. You can
retrieve the extents of these with @ref glfwGetWindowFrameSize.
@code
int left, top, right, bottom;
glfwGetWindowFrameSize(window, &left, &top, &right, &bottom);
@endcode
The returned values are the distances, in screen coordinates, from the edges of
the client area to the corresponding edges of the full window. As they are
distances and not coordinates, they are always zero or positive.
@subsection window_fbsize Framebuffer size
While the size of a window is measured in screen coordinates, OpenGL works with
pixels. The size you pass into `glViewport`, for example, should be in pixels
and not screen coordinates. On some platforms screen coordinates and pixels are
the same, but this is not the case on all platforms supported by GLFW. There is
a second set of functions to retrieve the size in pixels of the framebuffer of
a window.
pixels. The size you pass into `glViewport`, for example, should be in pixels.
On some machines screen coordinates and pixels are the same, but on others they
will not be. There is a second set of functions to retrieve the size, in
pixels, of the framebuffer of a window.
If you wish to be notified when the framebuffer of a window is resized, whether
by the user or the system, you can set the size callback with @ref
glfwSetFramebufferSizeCallback.
by the user or the system, set a size callback.
@code
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
@endcode
The callback function receives the new size of the client area of the window,
which can for example be used to update the OpenGL viewport.
The callback function receives the new size of the framebuffer when it is
resized, which can for example be used to update the OpenGL viewport.
@code
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
@ -330,29 +487,29 @@ a window, for example if the window is dragged between a regular monitor and
a high-DPI one.
@section window_pos Window position
@subsection window_pos Position
The position of a windowed-mode window can be changed with @ref
glfwSetWindowPos. This moves the window so that the upper-left corner of its
client area has the specified screen coordinates. Note that the window system
may put limitations on placement.
client area has the specified [screen coordinates](@ref coordinate_systems).
The window system may put limitats on window placement.
@code
glfwSetWindowPos(window, 100, 100);
@endcode
If you wish to be notified when a window is moved, whether by the user or
the system, you can set the position callback with @ref glfwSetWindowPosCallback.
If you wish to be notified when a window is moved, whether by the user, system
or your own code, set a position callback.
@code
glfwSetWindowPosCallback(window, window_pos_callback);
@endcode
The callback function receives the new position of the upper-left corner of its
client area.
The callback function receives the new position of the upper-left corner of the
client area when the window is moved.
@code
void window_size_callback(GLFWwindow* window, int xpos, int ypos)
void window_pos_callback(GLFWwindow* window, int xpos, int ypos)
{
}
@endcode
@ -366,31 +523,187 @@ glfwGetWindowPos(window, &xpos, &ypos);
@endcode
@section window_title Window title
@subsection window_title Title
All GLFW windows have a title, although undecorated or full screen windows may
not display it or only display it in a task bar or similar interface. To change
the title of a window, use @ref glfwSetWindowTitle.
not display it or only display it in a task bar or similar interface. You can
set a UTF-8 encoded window title with @ref glfwSetWindowTitle.
@code
glfwSetWindowTitle(window, "My Window");
@endcode
The window title is a regular C string using the UTF-8 encoding. This means
for example that, as long as your source file is encoded as UTF-8, you can use
any Unicode characters.
The specified string is copied before the function returns, so there is no need
to keep it around.
As long as your source file is encoded as UTF-8, you can use any Unicode
characters directly in the source.
@code
glfwSetWindowTitle(window, "さよなら絶望先生");
glfwSetWindowTitle(window, "ヒカルの碁");
@endcode
@section window_attribs Window attributes
@subsection window_monitor Monitor
Full screen windows are associated with a specific monitor. You can get the
handle for this monitor with @ref glfwGetWindowMonitor.
@code
GLFWmonitor* monitor = glfwGetWindowMonitor(window);
@endcode
This monitor handle is one of those returned by @ref glfwGetMonitors.
For windowed mode windows, this function returns `NULL`. This is the
recommended way to tell full screen windows from windowed mode windows.
@subsection window_iconify Iconification
Windows can be iconified (i.e. minimized) with @ref glfwIconifyWindow.
@code
glfwIconifyWindow(window);
@endcode
When a full screen window is iconified, the original video mode of its monitor
is restored until the user or application restores the window.
Iconified windows can be restored with @ref glfwRestoreWindow.
@code
glfwRestoreWindow(window);
@endcode
When a full screen window is restored, the desired video mode is restored to its
monitor as well.
If you wish to be notified when a window is iconified or restored, whether by
the user, system or your own code, set a iconify callback.
@code
glfwSetWindowIconifyCallback(window, window_iconify_callback);
@endcode
The callback function receives changes in the iconification state of the window.
@code
void window_iconify_callback(GLFWwindow* window, int iconified)
{
if (iconified)
{
// The window was iconified
}
else
{
// The window was restored
}
}
@endcode
You can also get the iconification state with @ref glfwGetWindowAttrib.
@code
int iconified = glfwGetWindowAttrib(window, GLFW_ICONIFIED);
@endcode
@subsection window_hide Visibility
Windowed mode windows can be hidden with @ref glfwHideWindow.
@code
glfwHideWindow(window);
@endcode
This makes the window completely invisible to the user, including removing it
from the task bar, dock or window list. Full screen windows cannot be hidden
and calling @ref glfwHideWindow on a full screen window does nothing.
Hidden windows can be shown with @ref glfwShowWindow.
@code
glfwShowWindow(window);
@endcode
Windowed mode windows can be created initially hidden with the `GLFW_VISIBLE`
[window hint](@ref window_hints_wnd). Windows created hidden are completely
invisible to the user until shown. This can be useful if you need to set up
your window further before showing it, for example moving it to a specific
location.
You can also get the visibility state with @ref glfwGetWindowAttrib.
@code
int visible = glfwGetWindowAttrib(window, GLFW_VISIBLE);
@endcode
@subsection window_focus Input focus
If you wish to be notified when a window gains or loses focus, whether by
the user, system or your own code, set a focus callback.
@code
glfwSetWindowFocusCallback(window, window_focus_callback);
@endcode
The callback function receives changes in the focus state of the window.
@code
void window_focus_callback(GLFWwindow* window, int focused)
{
if (focused)
{
// The window gained focus
}
else
{
// The window lost focus
}
}
@endcode
You can also get the focus state with @ref glfwGetWindowAttrib.
@code
int focused = glfwGetWindowAttrib(window, GLFW_FOCUSED);
@endcode
@subsection window_refresh Damage and refresh
If you wish to be notified when the contents of a window is damaged and needs
to be refreshed, set a window refresh callback.
@code
glfwSetWindowRefreshCallback(m_handle, window_refresh_callback);
@endcode
The callback function is called when the contents of the window needs to be
refreshed.
@code
void window_refresh_callback(GLFWwindow* window)
{
draw_editor_ui(window);
glfwSwapBuffers(window);
}
@endcode
@note On compositing window systems such as Aero, Compiz or Aqua, where the
window contents are saved off-screen, this callback may be called only very
infrequently or never at all.
@subsection window_attribs Attributes
Windows have a number of attributes that can be returned using @ref
glfwGetWindowAttrib. Some reflect state that may change during the lifetime of
the window, while others reflect the corresponding hints and are fixed at the
time of creation.
time of creation. Some are related to the actual window and others to its
context.
@code
if (glfwGetWindowAttrib(window, GLFW_FOCUSED))
@ -400,57 +713,60 @@ if (glfwGetWindowAttrib(window, GLFW_FOCUSED))
@endcode
@subsection window_attribs_window Window attributes
@subsubsection window_attribs_window Window related attributes
The `GLFW_FOCUSED` attribute indicates whether the specified window currently
has input focus.
`GLFW_FOCUSED` indicates whether the specified window has input focus.
The `GLFW_ICONIFIED` attribute indicates whether the specified window is
currently iconified, whether by the user or with @ref glfwIconifyWindow.
`GLFW_ICONIFIED` indicates whether the specified window is iconified, whether by
the user or with @ref glfwIconifyWindow.
The `GLFW_VISIBLE` attribute indicates whether the specified window is currently
visible. Window visibility can be controlled with @ref glfwShowWindow and @ref
glfwHideWindow and initial visibility is controlled by the
[window hint](@ref window_hints) with the same name.
`GLFW_VISIBLE` indicates whether the specified window is visible. Window
visibility can be controlled with @ref glfwShowWindow and @ref glfwHideWindow
and initial visibility is controlled by the [window hint](@ref window_hints)
with the same name.
The `GLFW_RESIZABLE` attribute indicates whether the specified window is
resizable *by the user*. This is controlled by the
[window hint](@ref window_hints) with the same name.
`GLFW_RESIZABLE` indicates whether the specified window is resizable _by the
user_. This is controlled by the [window hint](@ref window_hints) with the same
name.
The `GLFW_DECORATED` attribute indicates whether the specified window has
decorations such as a border, a close widget, etc. This is controlled by the
`GLFW_DECORATED` indicates whether the specified window has decorations such as
a border, a close widget, etc. This is controlled by the
[window hint](@ref window_hints) with the same name.
`GLFW_FLOATING` indicates whether the specified window is floating, also called
topmost or always-on-top. This is controlled by the
[window hint](@ref window_hints) with the same name.
@subsection window_attribs_context Context attributes
@subsubsection window_attribs_context Context related attributes
The `GLFW_CLIENT_API` attribute indicates the client API provided by the
window's context; either `GLFW_OPENGL_API` or `GLFW_OPENGL_ES_API`.
`GLFW_CLIENT_API` indicates the client API provided by the window's context;
either `GLFW_OPENGL_API` or `GLFW_OPENGL_ES_API`.
The `GLFW_CONTEXT_VERSION_MAJOR`, `GLFW_CONTEXT_VERSION_MINOR` and
`GLFW_CONTEXT_REVISION` attributes indicate the client API version of the
window's context.
`GLFW_CONTEXT_VERSION_MAJOR`, `GLFW_CONTEXT_VERSION_MINOR` and
`GLFW_CONTEXT_REVISION` indicate the client API version of the window's context.
The `GLFW_OPENGL_FORWARD_COMPAT` attribute is `GL_TRUE` if the window's
context is an OpenGL forward-compatible one, or `GL_FALSE` otherwise.
`GLFW_OPENGL_FORWARD_COMPAT` is `GL_TRUE` if the window's context is an OpenGL
forward-compatible one, or `GL_FALSE` otherwise.
The `GLFW_OPENGL_DEBUG_CONTEXT` attribute is `GL_TRUE` if the window's
context is an OpenGL debug context, or `GL_FALSE` otherwise.
`GLFW_OPENGL_DEBUG_CONTEXT` is `GL_TRUE` if the window's context is an OpenGL
debug context, or `GL_FALSE` otherwise.
The `GLFW_OPENGL_PROFILE` attribute indicates the OpenGL profile used by the
context. This is `GLFW_OPENGL_CORE_PROFILE` or `GLFW_OPENGL_COMPAT_PROFILE`
if the context uses a known profile, or `GLFW_OPENGL_ANY_PROFILE` if the
OpenGL profile is unknown or the context is for another client API.
`GLFW_OPENGL_PROFILE` indicates the OpenGL profile used by the context. This is
`GLFW_OPENGL_CORE_PROFILE` or `GLFW_OPENGL_COMPAT_PROFILE` if the context uses
a known profile, or `GLFW_OPENGL_ANY_PROFILE` if the OpenGL profile is unknown
or the context is an OpenGL ES context. Note that the returned profile may not
match the profile bits of the context flags, as GLFW will try other means of
detecting the profile when no bits are set.
The `GLFW_CONTEXT_ROBUSTNESS` attribute indicates the robustness strategy
used by the context. This is `GLFW_LOSE_CONTEXT_ON_RESET` or
`GLFW_NO_RESET_NOTIFICATION` if the window's context supports robustness, or
`GLFW_NO_ROBUSTNESS` otherwise.
`GLFW_CONTEXT_ROBUSTNESS` indicates the robustness strategy used by the context.
This is `GLFW_LOSE_CONTEXT_ON_RESET` or `GLFW_NO_RESET_NOTIFICATION` if the
window's context supports robustness, or `GLFW_NO_ROBUSTNESS` otherwise.
@section window_swap Swapping buffers
@section window_swap Buffer swapping
GLFW windows are always double buffered. That means that you have two
GLFW windows are by default double buffered. That means that you have two
rendering buffers; a front buffer and a back buffer. The front buffer is
the one being displayed and the back buffer the one you render to.
@ -464,7 +780,8 @@ glfwSwapBuffers(window);
Sometimes it can be useful to select when the buffer swap will occur. With the
function @ref glfwSwapInterval it is possible to select the minimum number of
monitor refreshes the driver should wait before swapping the buffers:
monitor refreshes the driver wait should from the time @ref glfwSwapBuffers was
called before swapping the buffers:
@code
glfwSwapInterval(1);
@ -477,8 +794,10 @@ zero can be useful for benchmarking purposes, when it is not desirable to
measure the time it takes to wait for the vertical retrace. However, a swap
interval of one lets you avoid tearing.
Note that not all OpenGL implementations properly implement this function, in
which case @ref glfwSwapInterval will have no effect. Some drivers also have
user settings that override requests by GLFW.
Note that this may not work on all machines, as some drivers have
user-controlled settings that override any swap interval the application
requests. It is also by default disabled on Windows Vista and later when using
DWM (Aero), as using it there sometimes leads to severe jitter. You can
forcibly enable it for machines using DWM using @ref compile_options_win32.
*/

72
extern/glfw/examples/CMakeLists.txt vendored Normal file
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@ -0,0 +1,72 @@
link_libraries(glfw "${OPENGL_glu_LIBRARY}")
if (BUILD_SHARED_LIBS)
add_definitions(-DGLFW_DLL)
link_libraries("${OPENGL_gl_LIBRARY}" "${MATH_LIBRARY}")
else()
link_libraries(${glfw_LIBRARIES})
endif()
include_directories("${GLFW_SOURCE_DIR}/include"
"${GLFW_SOURCE_DIR}/deps")
if ("${OPENGL_INCLUDE_DIR}")
include_directories("${OPENGL_INCLUDE_DIR}")
endif()
set(GLAD "${GLFW_SOURCE_DIR}/deps/glad/glad.h"
"${GLFW_SOURCE_DIR}/deps/glad.c")
set(GETOPT "${GLFW_SOURCE_DIR}/deps/getopt.h"
"${GLFW_SOURCE_DIR}/deps/getopt.c")
set(TINYCTHREAD "${GLFW_SOURCE_DIR}/deps/tinycthread.h"
"${GLFW_SOURCE_DIR}/deps/tinycthread.c")
if (APPLE)
# Set fancy names for bundles
add_executable(Boing MACOSX_BUNDLE boing.c)
add_executable(Gears MACOSX_BUNDLE gears.c)
add_executable(Particles MACOSX_BUNDLE particles.c ${TINYCTHREAD})
add_executable(Simple MACOSX_BUNDLE simple.c)
add_executable("Split View" MACOSX_BUNDLE splitview.c)
add_executable(Wave MACOSX_BUNDLE wave.c)
set_target_properties(Boing PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Boing")
set_target_properties(Gears PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Gears")
set_target_properties(Particles PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Particles")
set_target_properties(Simple PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Simple")
set_target_properties("Split View" PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Split View")
set_target_properties(Wave PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Wave")
else()
# Set boring names for executables
add_executable(boing WIN32 boing.c)
add_executable(gears WIN32 gears.c)
add_executable(heightmap WIN32 heightmap.c ${GETOPT} ${GLAD})
add_executable(particles WIN32 particles.c ${TINYCTHREAD} ${GETOPT})
add_executable(simple WIN32 simple.c)
add_executable(splitview WIN32 splitview.c)
add_executable(wave WIN32 wave.c)
endif()
if (APPLE)
target_link_libraries(Particles "${CMAKE_THREAD_LIBS_INIT}")
elseif (UNIX)
target_link_libraries(particles "${CMAKE_THREAD_LIBS_INIT}" "${RT_LIBRARY}")
endif()
if (MSVC)
set(WINDOWS_BINARIES boing gears heightmap particles simple splitview wave)
# Tell MSVC to use main instead of WinMain for Windows subsystem executables
set_target_properties(${WINDOWS_BINARIES} PROPERTIES
LINK_FLAGS "/ENTRY:mainCRTStartup")
endif()
if (APPLE)
set(BUNDLE_BINARIES Boing Gears Particles Simple "Split View" Wave)
set_target_properties(${BUNDLE_BINARIES} PROPERTIES
MACOSX_BUNDLE_SHORT_VERSION_STRING ${GLFW_VERSION}
MACOSX_BUNDLE_LONG_VERSION_STRING ${GLFW_VERSION_FULL})
endif()

669
extern/glfw/examples/boing.c vendored Normal file
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@ -0,0 +1,669 @@
/*****************************************************************************
* Title: GLBoing
* Desc: Tribute to Amiga Boing.
* Author: Jim Brooks <gfx@jimbrooks.org>
* Original Amiga authors were R.J. Mical and Dale Luck.
* GLFW conversion by Marcus Geelnard
* Notes: - 360' = 2*PI [radian]
*
* - Distances between objects are created by doing a relative
* Z translations.
*
* - Although OpenGL enticingly supports alpha-blending,
* the shadow of the original Boing didn't affect the color
* of the grid.
*
* - [Marcus] Changed timing scheme from interval driven to frame-
* time based animation steps (which results in much smoother
* movement)
*
* History of Amiga Boing:
*
* Boing was demonstrated on the prototype Amiga (codenamed "Lorraine") in
* 1985. According to legend, it was written ad-hoc in one night by
* R. J. Mical and Dale Luck. Because the bouncing ball animation was so fast
* and smooth, attendees did not believe the Amiga prototype was really doing
* the rendering. Suspecting a trick, they began looking around the booth for
* a hidden computer or VCR.
*****************************************************************************/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#define GLFW_INCLUDE_GLU
#include <GLFW/glfw3.h>
/*****************************************************************************
* Various declarations and macros
*****************************************************************************/
/* Prototypes */
void init( void );
void display( void );
void reshape( GLFWwindow* window, int w, int h );
void key_callback( GLFWwindow* window, int key, int scancode, int action, int mods );
void mouse_button_callback( GLFWwindow* window, int button, int action, int mods );
void cursor_position_callback( GLFWwindow* window, double x, double y );
void DrawBoingBall( void );
void BounceBall( double dt );
void DrawBoingBallBand( GLfloat long_lo, GLfloat long_hi );
void DrawGrid( void );
#define RADIUS 70.f
#define STEP_LONGITUDE 22.5f /* 22.5 makes 8 bands like original Boing */
#define STEP_LATITUDE 22.5f
#define DIST_BALL (RADIUS * 2.f + RADIUS * 0.1f)
#define VIEW_SCENE_DIST (DIST_BALL * 3.f + 200.f)/* distance from viewer to middle of boing area */
#define GRID_SIZE (RADIUS * 4.5f) /* length (width) of grid */
#define BOUNCE_HEIGHT (RADIUS * 2.1f)
#define BOUNCE_WIDTH (RADIUS * 2.1f)
#define SHADOW_OFFSET_X -20.f
#define SHADOW_OFFSET_Y 10.f
#define SHADOW_OFFSET_Z 0.f
#define WALL_L_OFFSET 0.f
#define WALL_R_OFFSET 5.f
/* Animation speed (50.0 mimics the original GLUT demo speed) */
#define ANIMATION_SPEED 50.f
/* Maximum allowed delta time per physics iteration */
#define MAX_DELTA_T 0.02f
/* Draw ball, or its shadow */
typedef enum { DRAW_BALL, DRAW_BALL_SHADOW } DRAW_BALL_ENUM;
/* Vertex type */
typedef struct {float x; float y; float z;} vertex_t;
/* Global vars */
int width, height;
GLfloat deg_rot_y = 0.f;
GLfloat deg_rot_y_inc = 2.f;
GLboolean override_pos = GL_FALSE;
GLfloat cursor_x = 0.f;
GLfloat cursor_y = 0.f;
GLfloat ball_x = -RADIUS;
GLfloat ball_y = -RADIUS;
GLfloat ball_x_inc = 1.f;
GLfloat ball_y_inc = 2.f;
DRAW_BALL_ENUM drawBallHow;
double t;
double t_old = 0.f;
double dt;
/* Random number generator */
#ifndef RAND_MAX
#define RAND_MAX 4095
#endif
/* PI */
#ifndef M_PI
#define M_PI 3.1415926535897932384626433832795
#endif
/*****************************************************************************
* Truncate a degree.
*****************************************************************************/
GLfloat TruncateDeg( GLfloat deg )
{
if ( deg >= 360.f )
return (deg - 360.f);
else
return deg;
}
/*****************************************************************************
* Convert a degree (360-based) into a radian.
* 360' = 2 * PI
*****************************************************************************/
double deg2rad( double deg )
{
return deg / 360 * (2 * M_PI);
}
/*****************************************************************************
* 360' sin().
*****************************************************************************/
double sin_deg( double deg )
{
return sin( deg2rad( deg ) );
}
/*****************************************************************************
* 360' cos().
*****************************************************************************/
double cos_deg( double deg )
{
return cos( deg2rad( deg ) );
}
/*****************************************************************************
* Compute a cross product (for a normal vector).
*
* c = a x b
*****************************************************************************/
void CrossProduct( vertex_t a, vertex_t b, vertex_t c, vertex_t *n )
{
GLfloat u1, u2, u3;
GLfloat v1, v2, v3;
u1 = b.x - a.x;
u2 = b.y - a.y;
u3 = b.y - a.z;
v1 = c.x - a.x;
v2 = c.y - a.y;
v3 = c.z - a.z;
n->x = u2 * v3 - v2 * v3;
n->y = u3 * v1 - v3 * u1;
n->z = u1 * v2 - v1 * u2;
}
/*****************************************************************************
* Calculate the angle to be passed to gluPerspective() so that a scene
* is visible. This function originates from the OpenGL Red Book.
*
* Parms : size
* The size of the segment when the angle is intersected at "dist"
* (ie at the outermost edge of the angle of vision).
*
* dist
* Distance from viewpoint to scene.
*****************************************************************************/
GLfloat PerspectiveAngle( GLfloat size,
GLfloat dist )
{
GLfloat radTheta, degTheta;
radTheta = 2.f * (GLfloat) atan2( size / 2.f, dist );
degTheta = (180.f * radTheta) / (GLfloat) M_PI;
return degTheta;
}
#define BOING_DEBUG 0
/*****************************************************************************
* init()
*****************************************************************************/
void init( void )
{
/*
* Clear background.
*/
glClearColor( 0.55f, 0.55f, 0.55f, 0.f );
glShadeModel( GL_FLAT );
}
/*****************************************************************************
* display()
*****************************************************************************/
void display(void)
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();
drawBallHow = DRAW_BALL_SHADOW;
DrawBoingBall();
DrawGrid();
drawBallHow = DRAW_BALL;
DrawBoingBall();
glPopMatrix();
glFlush();
}
/*****************************************************************************
* reshape()
*****************************************************************************/
void reshape( GLFWwindow* window, int w, int h )
{
glViewport( 0, 0, (GLsizei)w, (GLsizei)h );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( PerspectiveAngle( RADIUS * 2, 200 ),
(GLfloat)w / (GLfloat)h,
1.0,
VIEW_SCENE_DIST );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
gluLookAt( 0.0, 0.0, VIEW_SCENE_DIST,/* eye */
0.0, 0.0, 0.0, /* center of vision */
0.0, -1.0, 0.0 ); /* up vector */
}
void key_callback( GLFWwindow* window, int key, int scancode, int action, int mods )
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}
static void set_ball_pos ( GLfloat x, GLfloat y )
{
ball_x = (width / 2) - x;
ball_y = y - (height / 2);
}
void mouse_button_callback( GLFWwindow* window, int button, int action, int mods )
{
if (button != GLFW_MOUSE_BUTTON_LEFT)
return;
if (action == GLFW_PRESS)
{
override_pos = GL_TRUE;
set_ball_pos(cursor_x, cursor_y);
}
else
{
override_pos = GL_FALSE;
}
}
void cursor_position_callback( GLFWwindow* window, double x, double y )
{
cursor_x = (float) x;
cursor_y = (float) y;
if ( override_pos )
set_ball_pos(cursor_x, cursor_y);
}
/*****************************************************************************
* Draw the Boing ball.
*
* The Boing ball is sphere in which each facet is a rectangle.
* Facet colors alternate between red and white.
* The ball is built by stacking latitudinal circles. Each circle is composed
* of a widely-separated set of points, so that each facet is noticably large.
*****************************************************************************/
void DrawBoingBall( void )
{
GLfloat lon_deg; /* degree of longitude */
double dt_total, dt2;
glPushMatrix();
glMatrixMode( GL_MODELVIEW );
/*
* Another relative Z translation to separate objects.
*/
glTranslatef( 0.0, 0.0, DIST_BALL );
/* Update ball position and rotation (iterate if necessary) */
dt_total = dt;
while( dt_total > 0.0 )
{
dt2 = dt_total > MAX_DELTA_T ? MAX_DELTA_T : dt_total;
dt_total -= dt2;
BounceBall( dt2 );
deg_rot_y = TruncateDeg( deg_rot_y + deg_rot_y_inc*((float)dt2*ANIMATION_SPEED) );
}
/* Set ball position */
glTranslatef( ball_x, ball_y, 0.0 );
/*
* Offset the shadow.
*/
if ( drawBallHow == DRAW_BALL_SHADOW )
{
glTranslatef( SHADOW_OFFSET_X,
SHADOW_OFFSET_Y,
SHADOW_OFFSET_Z );
}
/*
* Tilt the ball.
*/
glRotatef( -20.0, 0.0, 0.0, 1.0 );
/*
* Continually rotate ball around Y axis.
*/
glRotatef( deg_rot_y, 0.0, 1.0, 0.0 );
/*
* Set OpenGL state for Boing ball.
*/
glCullFace( GL_FRONT );
glEnable( GL_CULL_FACE );
glEnable( GL_NORMALIZE );
/*
* Build a faceted latitude slice of the Boing ball,
* stepping same-sized vertical bands of the sphere.
*/
for ( lon_deg = 0;
lon_deg < 180;
lon_deg += STEP_LONGITUDE )
{
/*
* Draw a latitude circle at this longitude.
*/
DrawBoingBallBand( lon_deg,
lon_deg + STEP_LONGITUDE );
}
glPopMatrix();
return;
}
/*****************************************************************************
* Bounce the ball.
*****************************************************************************/
void BounceBall( double delta_t )
{
GLfloat sign;
GLfloat deg;
if ( override_pos )
return;
/* Bounce on walls */
if ( ball_x > (BOUNCE_WIDTH/2 + WALL_R_OFFSET ) )
{
ball_x_inc = -0.5f - 0.75f * (GLfloat)rand() / (GLfloat)RAND_MAX;
deg_rot_y_inc = -deg_rot_y_inc;
}
if ( ball_x < -(BOUNCE_HEIGHT/2 + WALL_L_OFFSET) )
{
ball_x_inc = 0.5f + 0.75f * (GLfloat)rand() / (GLfloat)RAND_MAX;
deg_rot_y_inc = -deg_rot_y_inc;
}
/* Bounce on floor / roof */
if ( ball_y > BOUNCE_HEIGHT/2 )
{
ball_y_inc = -0.75f - 1.f * (GLfloat)rand() / (GLfloat)RAND_MAX;
}
if ( ball_y < -BOUNCE_HEIGHT/2*0.85 )
{
ball_y_inc = 0.75f + 1.f * (GLfloat)rand() / (GLfloat)RAND_MAX;
}
/* Update ball position */
ball_x += ball_x_inc * ((float)delta_t*ANIMATION_SPEED);
ball_y += ball_y_inc * ((float)delta_t*ANIMATION_SPEED);
/*
* Simulate the effects of gravity on Y movement.
*/
if ( ball_y_inc < 0 ) sign = -1.0; else sign = 1.0;
deg = (ball_y + BOUNCE_HEIGHT/2) * 90 / BOUNCE_HEIGHT;
if ( deg > 80 ) deg = 80;
if ( deg < 10 ) deg = 10;
ball_y_inc = sign * 4.f * (float) sin_deg( deg );
}
/*****************************************************************************
* Draw a faceted latitude band of the Boing ball.
*
* Parms: long_lo, long_hi
* Low and high longitudes of slice, resp.
*****************************************************************************/
void DrawBoingBallBand( GLfloat long_lo,
GLfloat long_hi )
{
vertex_t vert_ne; /* "ne" means south-east, so on */
vertex_t vert_nw;
vertex_t vert_sw;
vertex_t vert_se;
vertex_t vert_norm;
GLfloat lat_deg;
static int colorToggle = 0;
/*
* Iterate thru the points of a latitude circle.
* A latitude circle is a 2D set of X,Z points.
*/
for ( lat_deg = 0;
lat_deg <= (360 - STEP_LATITUDE);
lat_deg += STEP_LATITUDE )
{
/*
* Color this polygon with red or white.
*/
if ( colorToggle )
glColor3f( 0.8f, 0.1f, 0.1f );
else
glColor3f( 0.95f, 0.95f, 0.95f );
#if 0
if ( lat_deg >= 180 )
if ( colorToggle )
glColor3f( 0.1f, 0.8f, 0.1f );
else
glColor3f( 0.5f, 0.5f, 0.95f );
#endif
colorToggle = ! colorToggle;
/*
* Change color if drawing shadow.
*/
if ( drawBallHow == DRAW_BALL_SHADOW )
glColor3f( 0.35f, 0.35f, 0.35f );
/*
* Assign each Y.
*/
vert_ne.y = vert_nw.y = (float) cos_deg(long_hi) * RADIUS;
vert_sw.y = vert_se.y = (float) cos_deg(long_lo) * RADIUS;
/*
* Assign each X,Z with sin,cos values scaled by latitude radius indexed by longitude.
* Eg, long=0 and long=180 are at the poles, so zero scale is sin(longitude),
* while long=90 (sin(90)=1) is at equator.
*/
vert_ne.x = (float) cos_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE ));
vert_se.x = (float) cos_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo ));
vert_nw.x = (float) cos_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE ));
vert_sw.x = (float) cos_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo ));
vert_ne.z = (float) sin_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE ));
vert_se.z = (float) sin_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo ));
vert_nw.z = (float) sin_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE ));
vert_sw.z = (float) sin_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo ));
/*
* Draw the facet.
*/
glBegin( GL_POLYGON );
CrossProduct( vert_ne, vert_nw, vert_sw, &vert_norm );
glNormal3f( vert_norm.x, vert_norm.y, vert_norm.z );
glVertex3f( vert_ne.x, vert_ne.y, vert_ne.z );
glVertex3f( vert_nw.x, vert_nw.y, vert_nw.z );
glVertex3f( vert_sw.x, vert_sw.y, vert_sw.z );
glVertex3f( vert_se.x, vert_se.y, vert_se.z );
glEnd();
#if BOING_DEBUG
printf( "----------------------------------------------------------- \n" );
printf( "lat = %f long_lo = %f long_hi = %f \n", lat_deg, long_lo, long_hi );
printf( "vert_ne x = %.8f y = %.8f z = %.8f \n", vert_ne.x, vert_ne.y, vert_ne.z );
printf( "vert_nw x = %.8f y = %.8f z = %.8f \n", vert_nw.x, vert_nw.y, vert_nw.z );
printf( "vert_se x = %.8f y = %.8f z = %.8f \n", vert_se.x, vert_se.y, vert_se.z );
printf( "vert_sw x = %.8f y = %.8f z = %.8f \n", vert_sw.x, vert_sw.y, vert_sw.z );
#endif
}
/*
* Toggle color so that next band will opposite red/white colors than this one.
*/
colorToggle = ! colorToggle;
/*
* This circular band is done.
*/
return;
}
/*****************************************************************************
* Draw the purple grid of lines, behind the Boing ball.
* When the Workbench is dropped to the bottom, Boing shows 12 rows.
*****************************************************************************/
void DrawGrid( void )
{
int row, col;
const int rowTotal = 12; /* must be divisible by 2 */
const int colTotal = rowTotal; /* must be same as rowTotal */
const GLfloat widthLine = 2.0; /* should be divisible by 2 */
const GLfloat sizeCell = GRID_SIZE / rowTotal;
const GLfloat z_offset = -40.0;
GLfloat xl, xr;
GLfloat yt, yb;
glPushMatrix();
glDisable( GL_CULL_FACE );
/*
* Another relative Z translation to separate objects.
*/
glTranslatef( 0.0, 0.0, DIST_BALL );
/*
* Draw vertical lines (as skinny 3D rectangles).
*/
for ( col = 0; col <= colTotal; col++ )
{
/*
* Compute co-ords of line.
*/
xl = -GRID_SIZE / 2 + col * sizeCell;
xr = xl + widthLine;
yt = GRID_SIZE / 2;
yb = -GRID_SIZE / 2 - widthLine;
glBegin( GL_POLYGON );
glColor3f( 0.6f, 0.1f, 0.6f ); /* purple */
glVertex3f( xr, yt, z_offset ); /* NE */
glVertex3f( xl, yt, z_offset ); /* NW */
glVertex3f( xl, yb, z_offset ); /* SW */
glVertex3f( xr, yb, z_offset ); /* SE */
glEnd();
}
/*
* Draw horizontal lines (as skinny 3D rectangles).
*/
for ( row = 0; row <= rowTotal; row++ )
{
/*
* Compute co-ords of line.
*/
yt = GRID_SIZE / 2 - row * sizeCell;
yb = yt - widthLine;
xl = -GRID_SIZE / 2;
xr = GRID_SIZE / 2 + widthLine;
glBegin( GL_POLYGON );
glColor3f( 0.6f, 0.1f, 0.6f ); /* purple */
glVertex3f( xr, yt, z_offset ); /* NE */
glVertex3f( xl, yt, z_offset ); /* NW */
glVertex3f( xl, yb, z_offset ); /* SW */
glVertex3f( xr, yb, z_offset ); /* SE */
glEnd();
}
glPopMatrix();
return;
}
/*======================================================================*
* main()
*======================================================================*/
int main( void )
{
GLFWwindow* window;
/* Init GLFW */
if( !glfwInit() )
exit( EXIT_FAILURE );
glfwWindowHint(GLFW_DEPTH_BITS, 16);
window = glfwCreateWindow( 400, 400, "Boing (classic Amiga demo)", NULL, NULL );
if (!window)
{
glfwTerminate();
exit( EXIT_FAILURE );
}
glfwSetFramebufferSizeCallback(window, reshape);
glfwSetKeyCallback(window, key_callback);
glfwSetMouseButtonCallback(window, mouse_button_callback);
glfwSetCursorPosCallback(window, cursor_position_callback);
glfwMakeContextCurrent(window);
glfwSwapInterval( 1 );
glfwGetFramebufferSize(window, &width, &height);
reshape(window, width, height);
glfwSetTime( 0.0 );
init();
/* Main loop */
for (;;)
{
/* Timing */
t = glfwGetTime();
dt = t - t_old;
t_old = t;
/* Draw one frame */
display();
/* Swap buffers */
glfwSwapBuffers(window);
glfwPollEvents();
/* Check if we are still running */
if (glfwWindowShouldClose(window))
break;
}
glfwTerminate();
exit( EXIT_SUCCESS );
}

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/*
* 3-D gear wheels. This program is in the public domain.
*
* Command line options:
* -info print GL implementation information
* -exit automatically exit after 30 seconds
*
*
* Brian Paul
*
*
* Marcus Geelnard:
* - Conversion to GLFW
* - Time based rendering (frame rate independent)
* - Slightly modified camera that should work better for stereo viewing
*
*
* Camilla Berglund:
* - Removed FPS counter (this is not a benchmark)
* - Added a few comments
* - Enabled vsync
*/
#include <math.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <GLFW/glfw3.h>
#ifndef M_PI
#define M_PI 3.141592654
#endif
/* If non-zero, the program exits after that many seconds
*/
static int autoexit = 0;
/**
Draw a gear wheel. You'll probably want to call this function when
building a display list since we do a lot of trig here.
Input: inner_radius - radius of hole at center
outer_radius - radius at center of teeth
width - width of gear teeth - number of teeth
tooth_depth - depth of tooth
**/
static void
gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
GLint teeth, GLfloat tooth_depth)
{
GLint i;
GLfloat r0, r1, r2;
GLfloat angle, da;
GLfloat u, v, len;
r0 = inner_radius;
r1 = outer_radius - tooth_depth / 2.f;
r2 = outer_radius + tooth_depth / 2.f;
da = 2.f * (float) M_PI / teeth / 4.f;
glShadeModel(GL_FLAT);
glNormal3f(0.f, 0.f, 1.f);
/* draw front face */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.f * (float) M_PI / teeth;
glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f);
glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f);
if (i < teeth) {
glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f);
glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f);
}
}
glEnd();
/* draw front sides of teeth */
glBegin(GL_QUADS);
da = 2.f * (float) M_PI / teeth / 4.f;
for (i = 0; i < teeth; i++) {
angle = i * 2.f * (float) M_PI / teeth;
glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f);
glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), width * 0.5f);
glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), width * 0.5f);
glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f);
}
glEnd();
glNormal3f(0.0, 0.0, -1.0);
/* draw back face */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.f * (float) M_PI / teeth;
glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f);
glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f);
if (i < teeth) {
glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f);
glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f);
}
}
glEnd();
/* draw back sides of teeth */
glBegin(GL_QUADS);
da = 2.f * (float) M_PI / teeth / 4.f;
for (i = 0; i < teeth; i++) {
angle = i * 2.f * (float) M_PI / teeth;
glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f);
glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), -width * 0.5f);
glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), -width * 0.5f);
glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f);
}
glEnd();
/* draw outward faces of teeth */
glBegin(GL_QUAD_STRIP);
for (i = 0; i < teeth; i++) {
angle = i * 2.f * (float) M_PI / teeth;
glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f);
glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f);
u = r2 * (float) cos(angle + da) - r1 * (float) cos(angle);
v = r2 * (float) sin(angle + da) - r1 * (float) sin(angle);
len = (float) sqrt(u * u + v * v);
u /= len;
v /= len;
glNormal3f(v, -u, 0.0);
glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), width * 0.5f);
glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), -width * 0.5f);
glNormal3f((float) cos(angle), (float) sin(angle), 0.f);
glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), width * 0.5f);
glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), -width * 0.5f);
u = r1 * (float) cos(angle + 3 * da) - r2 * (float) cos(angle + 2 * da);
v = r1 * (float) sin(angle + 3 * da) - r2 * (float) sin(angle + 2 * da);
glNormal3f(v, -u, 0.f);
glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f);
glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f);
glNormal3f((float) cos(angle), (float) sin(angle), 0.f);
}
glVertex3f(r1 * (float) cos(0), r1 * (float) sin(0), width * 0.5f);
glVertex3f(r1 * (float) cos(0), r1 * (float) sin(0), -width * 0.5f);
glEnd();
glShadeModel(GL_SMOOTH);
/* draw inside radius cylinder */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.f * (float) M_PI / teeth;
glNormal3f(-(float) cos(angle), -(float) sin(angle), 0.f);
glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f);
glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f);
}
glEnd();
}
static GLfloat view_rotx = 20.f, view_roty = 30.f, view_rotz = 0.f;
static GLint gear1, gear2, gear3;
static GLfloat angle = 0.f;
/* OpenGL draw function & timing */
static void draw(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(view_rotx, 1.0, 0.0, 0.0);
glRotatef(view_roty, 0.0, 1.0, 0.0);
glRotatef(view_rotz, 0.0, 0.0, 1.0);
glPushMatrix();
glTranslatef(-3.0, -2.0, 0.0);
glRotatef(angle, 0.0, 0.0, 1.0);
glCallList(gear1);
glPopMatrix();
glPushMatrix();
glTranslatef(3.1f, -2.f, 0.f);
glRotatef(-2.f * angle - 9.f, 0.f, 0.f, 1.f);
glCallList(gear2);
glPopMatrix();
glPushMatrix();
glTranslatef(-3.1f, 4.2f, 0.f);
glRotatef(-2.f * angle - 25.f, 0.f, 0.f, 1.f);
glCallList(gear3);
glPopMatrix();
glPopMatrix();
}
/* update animation parameters */
static void animate(void)
{
angle = 100.f * (float) glfwGetTime();
}
/* change view angle, exit upon ESC */
void key( GLFWwindow* window, int k, int s, int action, int mods )
{
if( action != GLFW_PRESS ) return;
switch (k) {
case GLFW_KEY_Z:
if( mods & GLFW_MOD_SHIFT )
view_rotz -= 5.0;
else
view_rotz += 5.0;
break;
case GLFW_KEY_ESCAPE:
glfwSetWindowShouldClose(window, GL_TRUE);
break;
case GLFW_KEY_UP:
view_rotx += 5.0;
break;
case GLFW_KEY_DOWN:
view_rotx -= 5.0;
break;
case GLFW_KEY_LEFT:
view_roty += 5.0;
break;
case GLFW_KEY_RIGHT:
view_roty -= 5.0;
break;
default:
return;
}
}
/* new window size */
void reshape( GLFWwindow* window, int width, int height )
{
GLfloat h = (GLfloat) height / (GLfloat) width;
GLfloat xmax, znear, zfar;
znear = 5.0f;
zfar = 30.0f;
xmax = znear * 0.5f;
glViewport( 0, 0, (GLint) width, (GLint) height );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glFrustum( -xmax, xmax, -xmax*h, xmax*h, znear, zfar );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glTranslatef( 0.0, 0.0, -20.0 );
}
/* program & OpenGL initialization */
static void init(int argc, char *argv[])
{
static GLfloat pos[4] = {5.f, 5.f, 10.f, 0.f};
static GLfloat red[4] = {0.8f, 0.1f, 0.f, 1.f};
static GLfloat green[4] = {0.f, 0.8f, 0.2f, 1.f};
static GLfloat blue[4] = {0.2f, 0.2f, 1.f, 1.f};
GLint i;
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
/* make the gears */
gear1 = glGenLists(1);
glNewList(gear1, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
gear(1.f, 4.f, 1.f, 20, 0.7f);
glEndList();
gear2 = glGenLists(1);
glNewList(gear2, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
gear(0.5f, 2.f, 2.f, 10, 0.7f);
glEndList();
gear3 = glGenLists(1);
glNewList(gear3, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
gear(1.3f, 2.f, 0.5f, 10, 0.7f);
glEndList();
glEnable(GL_NORMALIZE);
for ( i=1; i<argc; i++ ) {
if (strcmp(argv[i], "-info")==0) {
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
}
else if ( strcmp(argv[i], "-exit")==0) {
autoexit = 30;
printf("Auto Exit after %i seconds.\n", autoexit );
}
}
}
/* program entry */
int main(int argc, char *argv[])
{
GLFWwindow* window;
int width, height;
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
exit( EXIT_FAILURE );
}
glfwWindowHint(GLFW_DEPTH_BITS, 16);
window = glfwCreateWindow( 300, 300, "Gears", NULL, NULL );
if (!window)
{
fprintf( stderr, "Failed to open GLFW window\n" );
glfwTerminate();
exit( EXIT_FAILURE );
}
// Set callback functions
glfwSetFramebufferSizeCallback(window, reshape);
glfwSetKeyCallback(window, key);
glfwMakeContextCurrent(window);
glfwSwapInterval( 1 );
glfwGetFramebufferSize(window, &width, &height);
reshape(window, width, height);
// Parse command-line options
init(argc, argv);
// Main loop
while( !glfwWindowShouldClose(window) )
{
// Draw gears
draw();
// Update animation
animate();
// Swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
}
// Terminate GLFW
glfwTerminate();
// Exit program
exit( EXIT_SUCCESS );
}

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//========================================================================
// Heightmap example program using OpenGL 3 core profile
// Copyright (c) 2010 Olivier Delannoy
//
// 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 <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <assert.h>
#include <stddef.h>
#include "getopt.h"
#include <glad/glad.h>
#include <GLFW/glfw3.h>
/* Map height updates */
#define MAX_CIRCLE_SIZE (5.0f)
#define MAX_DISPLACEMENT (1.0f)
#define DISPLACEMENT_SIGN_LIMIT (0.3f)
#define MAX_ITER (200)
#define NUM_ITER_AT_A_TIME (1)
/* Map general information */
#define MAP_SIZE (10.0f)
#define MAP_NUM_VERTICES (80)
#define MAP_NUM_TOTAL_VERTICES (MAP_NUM_VERTICES*MAP_NUM_VERTICES)
#define MAP_NUM_LINES (3* (MAP_NUM_VERTICES - 1) * (MAP_NUM_VERTICES - 1) + \
2 * (MAP_NUM_VERTICES - 1))
/**********************************************************************
* Default shader programs
*********************************************************************/
static const char* default_vertex_shader =
"#version 150\n"
"uniform mat4 project;\n"
"uniform mat4 modelview;\n"
"in float x;\n"
"in float y;\n"
"in float z;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = project * modelview * vec4(x, y, z, 1.0);\n"
"}\n";
static const char* default_fragment_shader =
"#version 150\n"
"out vec4 gl_FragColor;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(0.2, 1.0, 0.2, 1.0); \n"
"}\n";
/**********************************************************************
* Values for shader uniforms
*********************************************************************/
/* Frustum configuration */
static GLfloat view_angle = 45.0f;
static GLfloat aspect_ratio = 4.0f/3.0f;
static GLfloat z_near = 1.0f;
static GLfloat z_far = 100.f;
/* Projection matrix */
static GLfloat projection_matrix[16] = {
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
/* Model view matrix */
static GLfloat modelview_matrix[16] = {
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
/**********************************************************************
* Heightmap vertex and index data
*********************************************************************/
static GLfloat map_vertices[3][MAP_NUM_TOTAL_VERTICES];
static GLuint map_line_indices[2*MAP_NUM_LINES];
/* Store uniform location for the shaders
* Those values are setup as part of the process of creating
* the shader program. They should not be used before creating
* the program.
*/
static GLuint mesh;
static GLuint mesh_vbo[4];
/**********************************************************************
* OpenGL helper functions
*********************************************************************/
/* Load a (text) file into memory and return its contents
*/
static char* read_file_content(const char* filename)
{
FILE* fd;
size_t size = 0;
char* result = NULL;
fd = fopen(filename, "r");
if (fd != NULL)
{
size = fseek(fd, 0, SEEK_END);
(void) fseek(fd, 0, SEEK_SET);
result = malloc(size + 1);
result[size] = '\0';
if (fread(result, size, 1, fd) != 1)
{
free(result);
result = NULL;
}
(void) fclose(fd);
}
return result;
}
/* Creates a shader object of the specified type using the specified text
*/
static GLuint make_shader(GLenum type, const char* shader_src)
{
GLuint shader;
GLint shader_ok;
GLsizei log_length;
char info_log[8192];
shader = glCreateShader(type);
if (shader != 0)
{
glShaderSource(shader, 1, (const GLchar**)&shader_src, NULL);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &shader_ok);
if (shader_ok != GL_TRUE)
{
fprintf(stderr, "ERROR: Failed to compile %s shader\n", (type == GL_FRAGMENT_SHADER) ? "fragment" : "vertex" );
glGetShaderInfoLog(shader, 8192, &log_length,info_log);
fprintf(stderr, "ERROR: \n%s\n\n", info_log);
glDeleteShader(shader);
shader = 0;
}
}
return shader;
}
/* Creates a program object using the specified vertex and fragment text
*/
static GLuint make_shader_program(const char* vertex_shader_src, const char* fragment_shader_src)
{
GLuint program = 0u;
GLint program_ok;
GLuint vertex_shader = 0u;
GLuint fragment_shader = 0u;
GLsizei log_length;
char info_log[8192];
vertex_shader = make_shader(GL_VERTEX_SHADER, (vertex_shader_src == NULL) ? default_vertex_shader : vertex_shader_src);
if (vertex_shader != 0u)
{
fragment_shader = make_shader(GL_FRAGMENT_SHADER, (fragment_shader_src == NULL) ? default_fragment_shader : fragment_shader_src);
if (fragment_shader != 0u)
{
/* make the program that connect the two shader and link it */
program = glCreateProgram();
if (program != 0u)
{
/* attach both shader and link */
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &program_ok);
if (program_ok != GL_TRUE)
{
fprintf(stderr, "ERROR, failed to link shader program\n");
glGetProgramInfoLog(program, 8192, &log_length, info_log);
fprintf(stderr, "ERROR: \n%s\n\n", info_log);
glDeleteProgram(program);
glDeleteShader(fragment_shader);
glDeleteShader(vertex_shader);
program = 0u;
}
}
}
else
{
fprintf(stderr, "ERROR: Unable to load fragment shader\n");
glDeleteShader(vertex_shader);
}
}
else
{
fprintf(stderr, "ERROR: Unable to load vertex shader\n");
}
return program;
}
/**********************************************************************
* Geometry creation functions
*********************************************************************/
/* Generate vertices and indices for the heightmap
*/
static void init_map(void)
{
int i;
int j;
int k;
GLfloat step = MAP_SIZE / (MAP_NUM_VERTICES - 1);
GLfloat x = 0.0f;
GLfloat z = 0.0f;
/* Create a flat grid */
k = 0;
for (i = 0 ; i < MAP_NUM_VERTICES ; ++i)
{
for (j = 0 ; j < MAP_NUM_VERTICES ; ++j)
{
map_vertices[0][k] = x;
map_vertices[1][k] = 0.0f;
map_vertices[2][k] = z;
z += step;
++k;
}
x += step;
z = 0.0f;
}
#if DEBUG_ENABLED
for (i = 0 ; i < MAP_NUM_TOTAL_VERTICES ; ++i)
{
printf ("Vertice %d (%f, %f, %f)\n",
i, map_vertices[0][i], map_vertices[1][i], map_vertices[2][i]);
}
#endif
/* create indices */
/* line fan based on i
* i+1
* | / i + n + 1
* | /
* |/
* i --- i + n
*/
/* close the top of the square */
k = 0;
for (i = 0 ; i < MAP_NUM_VERTICES -1 ; ++i)
{
map_line_indices[k++] = (i + 1) * MAP_NUM_VERTICES -1;
map_line_indices[k++] = (i + 2) * MAP_NUM_VERTICES -1;
}
/* close the right of the square */
for (i = 0 ; i < MAP_NUM_VERTICES -1 ; ++i)
{
map_line_indices[k++] = (MAP_NUM_VERTICES - 1) * MAP_NUM_VERTICES + i;
map_line_indices[k++] = (MAP_NUM_VERTICES - 1) * MAP_NUM_VERTICES + i + 1;
}
for (i = 0 ; i < (MAP_NUM_VERTICES - 1) ; ++i)
{
for (j = 0 ; j < (MAP_NUM_VERTICES - 1) ; ++j)
{
int ref = i * (MAP_NUM_VERTICES) + j;
map_line_indices[k++] = ref;
map_line_indices[k++] = ref + 1;
map_line_indices[k++] = ref;
map_line_indices[k++] = ref + MAP_NUM_VERTICES;
map_line_indices[k++] = ref;
map_line_indices[k++] = ref + MAP_NUM_VERTICES + 1;
}
}
#ifdef DEBUG_ENABLED
for (k = 0 ; k < 2 * MAP_NUM_LINES ; k += 2)
{
int beg, end;
beg = map_line_indices[k];
end = map_line_indices[k+1];
printf ("Line %d: %d -> %d (%f, %f, %f) -> (%f, %f, %f)\n",
k / 2, beg, end,
map_vertices[0][beg], map_vertices[1][beg], map_vertices[2][beg],
map_vertices[0][end], map_vertices[1][end], map_vertices[2][end]);
}
#endif
}
static void generate_heightmap__circle(float* center_x, float* center_y,
float* size, float* displacement)
{
float sign;
/* random value for element in between [0-1.0] */
*center_x = (MAP_SIZE * rand()) / (1.0f * RAND_MAX);
*center_y = (MAP_SIZE * rand()) / (1.0f * RAND_MAX);
*size = (MAX_CIRCLE_SIZE * rand()) / (1.0f * RAND_MAX);
sign = (1.0f * rand()) / (1.0f * RAND_MAX);
sign = (sign < DISPLACEMENT_SIGN_LIMIT) ? -1.0f : 1.0f;
*displacement = (sign * (MAX_DISPLACEMENT * rand())) / (1.0f * RAND_MAX);
}
/* Run the specified number of iterations of the generation process for the
* heightmap
*/
static void update_map(int num_iter)
{
assert(num_iter > 0);
while(num_iter)
{
/* center of the circle */
float center_x;
float center_z;
float circle_size;
float disp;
size_t ii;
generate_heightmap__circle(&center_x, &center_z, &circle_size, &disp);
disp = disp / 2.0f;
for (ii = 0u ; ii < MAP_NUM_TOTAL_VERTICES ; ++ii)
{
GLfloat dx = center_x - map_vertices[0][ii];
GLfloat dz = center_z - map_vertices[2][ii];
GLfloat pd = (2.0f * sqrtf((dx * dx) + (dz * dz))) / circle_size;
if (fabs(pd) <= 1.0f)
{
/* tx,tz is within the circle */
GLfloat new_height = disp + (float) (cos(pd*3.14f)*disp);
map_vertices[1][ii] += new_height;
}
}
--num_iter;
}
}
/**********************************************************************
* OpenGL helper functions
*********************************************************************/
/* Create VBO, IBO and VAO objects for the heightmap geometry and bind them to
* the specified program object
*/
static void make_mesh(GLuint program)
{
GLuint attrloc;
glGenVertexArrays(1, &mesh);
glGenBuffers(4, mesh_vbo);
glBindVertexArray(mesh);
/* Prepare the data for drawing through a buffer inidices */
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh_vbo[3]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint)* MAP_NUM_LINES * 2, map_line_indices, GL_STATIC_DRAW);
/* Prepare the attributes for rendering */
attrloc = glGetAttribLocation(program, "x");
glBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[0][0], GL_STATIC_DRAW);
glEnableVertexAttribArray(attrloc);
glVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0);
attrloc = glGetAttribLocation(program, "z");
glBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[2][0], GL_STATIC_DRAW);
glEnableVertexAttribArray(attrloc);
glVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0);
attrloc = glGetAttribLocation(program, "y");
glBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[1][0], GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(attrloc);
glVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0);
}
/* Update VBO vertices from source data
*/
static void update_mesh(void)
{
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[1][0]);
}
/**********************************************************************
* GLFW callback functions
*********************************************************************/
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
switch(key)
{
case GLFW_KEY_ESCAPE:
/* Exit program on Escape */
glfwSetWindowShouldClose(window, GL_TRUE);
break;
}
}
/* Print usage information */
static void usage(void)
{
printf("Usage: heightmap [-v <vertex_shader_path>] [-f <fragment_shader_path>]\n");
printf(" heightmap [-h]\n");
}
int main(int argc, char** argv)
{
GLFWwindow* window;
int ch, iter;
double dt;
double last_update_time;
int frame;
float f;
GLint uloc_modelview;
GLint uloc_project;
char* vertex_shader_path = NULL;
char* fragment_shader_path = NULL;
char* vertex_shader_src = NULL;
char* fragment_shader_src = NULL;
GLuint shader_program;
while ((ch = getopt(argc, argv, "f:v:h")) != -1)
{
switch (ch)
{
case 'f':
fragment_shader_path = optarg;
break;
case 'v':
vertex_shader_path = optarg;
break;
case 'h':
usage();
exit(EXIT_SUCCESS);
default:
usage();
exit(EXIT_FAILURE);
}
}
if (fragment_shader_path)
{
vertex_shader_src = read_file_content(fragment_shader_path);
if (!fragment_shader_src)
{
fprintf(stderr,
"ERROR: unable to load fragment shader from '%s'\n",
fragment_shader_path);
exit(EXIT_FAILURE);
}
}
if (vertex_shader_path)
{
vertex_shader_src = read_file_content(vertex_shader_path);
if (!vertex_shader_src)
{
fprintf(stderr,
"ERROR: unable to load vertex shader from '%s'\n",
fragment_shader_path);
exit(EXIT_FAILURE);
}
}
if (!glfwInit())
{
fprintf(stderr, "ERROR: Unable to initialize GLFW\n");
usage();
free(vertex_shader_src);
free(fragment_shader_src);
exit(EXIT_FAILURE);
}
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE);
window = glfwCreateWindow(800, 600, "GLFW OpenGL3 Heightmap demo", NULL, NULL);
if (! window )
{
fprintf(stderr, "ERROR: Unable to create the OpenGL context and associated window\n");
usage();
free(vertex_shader_src);
free(fragment_shader_src);
glfwTerminate();
exit(EXIT_FAILURE);
}
/* Register events callback */
glfwSetKeyCallback(window, key_callback);
glfwMakeContextCurrent(window);
gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
/* Prepare opengl resources for rendering */
shader_program = make_shader_program(vertex_shader_src , fragment_shader_src);
free(vertex_shader_src);
free(fragment_shader_src);
if (shader_program == 0u)
{
fprintf(stderr, "ERROR: during creation of the shader program\n");
usage();
glfwTerminate();
exit(EXIT_FAILURE);
}
glUseProgram(shader_program);
uloc_project = glGetUniformLocation(shader_program, "project");
uloc_modelview = glGetUniformLocation(shader_program, "modelview");
/* Compute the projection matrix */
f = 1.0f / tanf(view_angle / 2.0f);
projection_matrix[0] = f / aspect_ratio;
projection_matrix[5] = f;
projection_matrix[10] = (z_far + z_near)/ (z_near - z_far);
projection_matrix[11] = -1.0f;
projection_matrix[14] = 2.0f * (z_far * z_near) / (z_near - z_far);
glUniformMatrix4fv(uloc_project, 1, GL_FALSE, projection_matrix);
/* Set the camera position */
modelview_matrix[12] = -5.0f;
modelview_matrix[13] = -5.0f;
modelview_matrix[14] = -20.0f;
glUniformMatrix4fv(uloc_modelview, 1, GL_FALSE, modelview_matrix);
/* Create mesh data */
init_map();
make_mesh(shader_program);
/* Create vao + vbo to store the mesh */
/* Create the vbo to store all the information for the grid and the height */
/* setup the scene ready for rendering */
glViewport(0, 0, 800, 600);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
/* main loop */
frame = 0;
iter = 0;
last_update_time = glfwGetTime();
while (!glfwWindowShouldClose(window))
{
++frame;
/* render the next frame */
glClear(GL_COLOR_BUFFER_BIT);
glDrawElements(GL_LINES, 2* MAP_NUM_LINES , GL_UNSIGNED_INT, 0);
/* display and process events through callbacks */
glfwSwapBuffers(window);
glfwPollEvents();
/* Check the frame rate and update the heightmap if needed */
dt = glfwGetTime();
if ((dt - last_update_time) > 0.2)
{
/* generate the next iteration of the heightmap */
if (iter < MAX_ITER)
{
update_map(NUM_ITER_AT_A_TIME);
update_mesh();
iter += NUM_ITER_AT_A_TIME;
}
last_update_time = dt;
frame = 0;
}
}
glfwTerminate();
exit(EXIT_SUCCESS);
}

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//========================================================================
// Simple GLFW example
// Copyright (c) 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.
//
//========================================================================
//! [code]
#include <GLFW/glfw3.h>
#include <stdlib.h>
#include <stdio.h>
static void error_callback(int error, const char* description)
{
fputs(description, stderr);
}
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}
int main(void)
{
GLFWwindow* window;
glfwSetErrorCallback(error_callback);
if (!glfwInit())
exit(EXIT_FAILURE);
window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL);
if (!window)
{
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
glfwSetKeyCallback(window, key_callback);
while (!glfwWindowShouldClose(window))
{
float ratio;
int width, height;
glfwGetFramebufferSize(window, &width, &height);
ratio = width / (float) height;
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-ratio, ratio, -1.f, 1.f, 1.f, -1.f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef((float) glfwGetTime() * 50.f, 0.f, 0.f, 1.f);
glBegin(GL_TRIANGLES);
glColor3f(1.f, 0.f, 0.f);
glVertex3f(-0.6f, -0.4f, 0.f);
glColor3f(0.f, 1.f, 0.f);
glVertex3f(0.6f, -0.4f, 0.f);
glColor3f(0.f, 0.f, 1.f);
glVertex3f(0.f, 0.6f, 0.f);
glEnd();
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}
//! [code]

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//========================================================================
// This is an example program for the GLFW library
//
// The program uses a "split window" view, rendering four views of the
// same scene in one window (e.g. uesful for 3D modelling software). This
// demo uses scissors to separete the four different rendering areas from
// each other.
//
// (If the code seems a little bit strange here and there, it may be
// because I am not a friend of orthogonal projections)
//========================================================================
#define GLFW_INCLUDE_GLU
#include <GLFW/glfw3.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
//========================================================================
// Global variables
//========================================================================
// Mouse position
static double xpos = 0, ypos = 0;
// Window size
static int width, height;
// Active view: 0 = none, 1 = upper left, 2 = upper right, 3 = lower left,
// 4 = lower right
static int active_view = 0;
// Rotation around each axis
static int rot_x = 0, rot_y = 0, rot_z = 0;
// Do redraw?
static int do_redraw = 1;
//========================================================================
// Draw a solid torus (use a display list for the model)
//========================================================================
#define TORUS_MAJOR 1.5
#define TORUS_MINOR 0.5
#define TORUS_MAJOR_RES 32
#define TORUS_MINOR_RES 32
static void drawTorus(void)
{
static GLuint torus_list = 0;
int i, j, k;
double s, t, x, y, z, nx, ny, nz, scale, twopi;
if (!torus_list)
{
// Start recording displaylist
torus_list = glGenLists(1);
glNewList(torus_list, GL_COMPILE_AND_EXECUTE);
// Draw torus
twopi = 2.0 * M_PI;
for (i = 0; i < TORUS_MINOR_RES; i++)
{
glBegin(GL_QUAD_STRIP);
for (j = 0; j <= TORUS_MAJOR_RES; j++)
{
for (k = 1; k >= 0; k--)
{
s = (i + k) % TORUS_MINOR_RES + 0.5;
t = j % TORUS_MAJOR_RES;
// Calculate point on surface
x = (TORUS_MAJOR + TORUS_MINOR * cos(s * twopi / TORUS_MINOR_RES)) * cos(t * twopi / TORUS_MAJOR_RES);
y = TORUS_MINOR * sin(s * twopi / TORUS_MINOR_RES);
z = (TORUS_MAJOR + TORUS_MINOR * cos(s * twopi / TORUS_MINOR_RES)) * sin(t * twopi / TORUS_MAJOR_RES);
// Calculate surface normal
nx = x - TORUS_MAJOR * cos(t * twopi / TORUS_MAJOR_RES);
ny = y;
nz = z - TORUS_MAJOR * sin(t * twopi / TORUS_MAJOR_RES);
scale = 1.0 / sqrt(nx*nx + ny*ny + nz*nz);
nx *= scale;
ny *= scale;
nz *= scale;
glNormal3f((float) nx, (float) ny, (float) nz);
glVertex3f((float) x, (float) y, (float) z);
}
}
glEnd();
}
// Stop recording displaylist
glEndList();
}
else
{
// Playback displaylist
glCallList(torus_list);
}
}
//========================================================================
// Draw the scene (a rotating torus)
//========================================================================
static void drawScene(void)
{
const GLfloat model_diffuse[4] = {1.0f, 0.8f, 0.8f, 1.0f};
const GLfloat model_specular[4] = {0.6f, 0.6f, 0.6f, 1.0f};
const GLfloat model_shininess = 20.0f;
glPushMatrix();
// Rotate the object
glRotatef((GLfloat) rot_x * 0.5f, 1.0f, 0.0f, 0.0f);
glRotatef((GLfloat) rot_y * 0.5f, 0.0f, 1.0f, 0.0f);
glRotatef((GLfloat) rot_z * 0.5f, 0.0f, 0.0f, 1.0f);
// Set model color (used for orthogonal views, lighting disabled)
glColor4fv(model_diffuse);
// Set model material (used for perspective view, lighting enabled)
glMaterialfv(GL_FRONT, GL_DIFFUSE, model_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, model_specular);
glMaterialf(GL_FRONT, GL_SHININESS, model_shininess);
// Draw torus
drawTorus();
glPopMatrix();
}
//========================================================================
// Draw a 2D grid (used for orthogonal views)
//========================================================================
static void drawGrid(float scale, int steps)
{
int i;
float x, y;
glPushMatrix();
// Set background to some dark bluish grey
glClearColor(0.05f, 0.05f, 0.2f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Setup modelview matrix (flat XY view)
glLoadIdentity();
gluLookAt(0.0, 0.0, 1.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0);
// We don't want to update the Z-buffer
glDepthMask(GL_FALSE);
// Set grid color
glColor3f(0.0f, 0.5f, 0.5f);
glBegin(GL_LINES);
// Horizontal lines
x = scale * 0.5f * (float) (steps - 1);
y = -scale * 0.5f * (float) (steps - 1);
for (i = 0; i < steps; i++)
{
glVertex3f(-x, y, 0.0f);
glVertex3f(x, y, 0.0f);
y += scale;
}
// Vertical lines
x = -scale * 0.5f * (float) (steps - 1);
y = scale * 0.5f * (float) (steps - 1);
for (i = 0; i < steps; i++)
{
glVertex3f(x, -y, 0.0f);
glVertex3f(x, y, 0.0f);
x += scale;
}
glEnd();
// Enable Z-buffer writing again
glDepthMask(GL_TRUE);
glPopMatrix();
}
//========================================================================
// Draw all views
//========================================================================
static void drawAllViews(void)
{
const GLfloat light_position[4] = {0.0f, 8.0f, 8.0f, 1.0f};
const GLfloat light_diffuse[4] = {1.0f, 1.0f, 1.0f, 1.0f};
const GLfloat light_specular[4] = {1.0f, 1.0f, 1.0f, 1.0f};
const GLfloat light_ambient[4] = {0.2f, 0.2f, 0.3f, 1.0f};
double aspect;
// Calculate aspect of window
if (height > 0)
aspect = (double) width / (double) height;
else
aspect = 1.0;
// Clear screen
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Enable scissor test
glEnable(GL_SCISSOR_TEST);
// Enable depth test
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
// ** ORTHOGONAL VIEWS **
// For orthogonal views, use wireframe rendering
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// Enable line anti-aliasing
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Setup orthogonal projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-3.0 * aspect, 3.0 * aspect, -3.0, 3.0, 1.0, 50.0);
// Upper left view (TOP VIEW)
glViewport(0, height / 2, width / 2, height / 2);
glScissor(0, height / 2, width / 2, height / 2);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0f, 10.0f, 1e-3f, // Eye-position (above)
0.0f, 0.0f, 0.0f, // View-point
0.0f, 1.0f, 0.0f); // Up-vector
drawGrid(0.5, 12);
drawScene();
// Lower left view (FRONT VIEW)
glViewport(0, 0, width / 2, height / 2);
glScissor(0, 0, width / 2, height / 2);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0f, 0.0f, 10.0f, // Eye-position (in front of)
0.0f, 0.0f, 0.0f, // View-point
0.0f, 1.0f, 0.0f); // Up-vector
drawGrid(0.5, 12);
drawScene();
// Lower right view (SIDE VIEW)
glViewport(width / 2, 0, width / 2, height / 2);
glScissor(width / 2, 0, width / 2, height / 2);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(10.0f, 0.0f, 0.0f, // Eye-position (to the right)
0.0f, 0.0f, 0.0f, // View-point
0.0f, 1.0f, 0.0f); // Up-vector
drawGrid(0.5, 12);
drawScene();
// Disable line anti-aliasing
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
// ** PERSPECTIVE VIEW **
// For perspective view, use solid rendering
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// Enable face culling (faster rendering)
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CW);
// Setup perspective projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(65.0f, aspect, 1.0f, 50.0f);
// Upper right view (PERSPECTIVE VIEW)
glViewport(width / 2, height / 2, width / 2, height / 2);
glScissor(width / 2, height / 2, width / 2, height / 2);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(3.0f, 1.5f, 3.0f, // Eye-position
0.0f, 0.0f, 0.0f, // View-point
0.0f, 1.0f, 0.0f); // Up-vector
// Configure and enable light source 1
glLightfv(GL_LIGHT1, GL_POSITION, light_position);
glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHTING);
// Draw scene
drawScene();
// Disable lighting
glDisable(GL_LIGHTING);
// Disable face culling
glDisable(GL_CULL_FACE);
// Disable depth test
glDisable(GL_DEPTH_TEST);
// Disable scissor test
glDisable(GL_SCISSOR_TEST);
// Draw a border around the active view
if (active_view > 0 && active_view != 2)
{
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 2.0, 0.0, 2.0, 0.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef((GLfloat) ((active_view - 1) & 1), (GLfloat) (1 - (active_view - 1) / 2), 0.0f);
glColor3f(1.0f, 1.0f, 0.6f);
glBegin(GL_LINE_STRIP);
glVertex2i(0, 0);
glVertex2i(1, 0);
glVertex2i(1, 1);
glVertex2i(0, 1);
glVertex2i(0, 0);
glEnd();
}
}
//========================================================================
// Framebuffer size callback function
//========================================================================
static void framebufferSizeFun(GLFWwindow* window, int w, int h)
{
width = w;
height = h > 0 ? h : 1;
do_redraw = 1;
}
//========================================================================
// Window refresh callback function
//========================================================================
static void windowRefreshFun(GLFWwindow* window)
{
do_redraw = 1;
}
//========================================================================
// Mouse position callback function
//========================================================================
static void cursorPosFun(GLFWwindow* window, double x, double y)
{
// Depending on which view was selected, rotate around different axes
switch (active_view)
{
case 1:
rot_x += (int) (y - ypos);
rot_z += (int) (x - xpos);
do_redraw = 1;
break;
case 3:
rot_x += (int) (y - ypos);
rot_y += (int) (x - xpos);
do_redraw = 1;
break;
case 4:
rot_y += (int) (x - xpos);
rot_z += (int) (y - ypos);
do_redraw = 1;
break;
default:
// Do nothing for perspective view, or if no view is selected
break;
}
// Remember cursor position
xpos = x;
ypos = y;
}
//========================================================================
// Mouse button callback function
//========================================================================
static void mouseButtonFun(GLFWwindow* window, int button, int action, int mods)
{
if ((button == GLFW_MOUSE_BUTTON_LEFT) && action == GLFW_PRESS)
{
// Detect which of the four views was clicked
active_view = 1;
if (xpos >= width / 2)
active_view += 1;
if (ypos >= height / 2)
active_view += 2;
}
else if (button == GLFW_MOUSE_BUTTON_LEFT)
{
// Deselect any previously selected view
active_view = 0;
}
do_redraw = 1;
}
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}
//========================================================================
// main
//========================================================================
int main(void)
{
GLFWwindow* window;
// Initialise GLFW
if (!glfwInit())
{
fprintf(stderr, "Failed to initialize GLFW\n");
exit(EXIT_FAILURE);
}
// Open OpenGL window
window = glfwCreateWindow(500, 500, "Split view demo", NULL, NULL);
if (!window)
{
fprintf(stderr, "Failed to open GLFW window\n");
glfwTerminate();
exit(EXIT_FAILURE);
}
// Set callback functions
glfwSetFramebufferSizeCallback(window, framebufferSizeFun);
glfwSetWindowRefreshCallback(window, windowRefreshFun);
glfwSetCursorPosCallback(window, cursorPosFun);
glfwSetMouseButtonCallback(window, mouseButtonFun);
glfwSetKeyCallback(window, key_callback);
// Enable vsync
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
glfwGetFramebufferSize(window, &width, &height);
framebufferSizeFun(window, width, height);
// Main loop
for (;;)
{
// Only redraw if we need to
if (do_redraw)
{
// Draw all views
drawAllViews();
// Swap buffers
glfwSwapBuffers(window);
do_redraw = 0;
}
// Wait for new events
glfwWaitEvents();
// Check if the window should be closed
if (glfwWindowShouldClose(window))
break;
}
// Close OpenGL window and terminate GLFW
glfwTerminate();
exit(EXIT_SUCCESS);
}

457
extern/glfw/examples/wave.c vendored Normal file
View File

@ -0,0 +1,457 @@
/*****************************************************************************
* Wave Simulation in OpenGL
* (C) 2002 Jakob Thomsen
* http://home.in.tum.de/~thomsen
* Modified for GLFW by Sylvain Hellegouarch - sh@programmationworld.com
* Modified for variable frame rate by Marcus Geelnard
* 2003-Jan-31: Minor cleanups and speedups / MG
* 2010-10-24: Formatting and cleanup - Camilla Berglund
*****************************************************************************/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#define GLFW_INCLUDE_GLU
#include <GLFW/glfw3.h>
#ifndef M_PI
#define M_PI 3.1415926535897932384626433832795
#endif
// Maximum delta T to allow for differential calculations
#define MAX_DELTA_T 0.01
// Animation speed (10.0 looks good)
#define ANIMATION_SPEED 10.0
GLfloat alpha = 210.f, beta = -70.f;
GLfloat zoom = 2.f;
GLboolean locked = GL_FALSE;
int cursorX;
int cursorY;
struct Vertex
{
GLfloat x, y, z;
GLfloat r, g, b;
};
#define GRIDW 50
#define GRIDH 50
#define VERTEXNUM (GRIDW*GRIDH)
#define QUADW (GRIDW - 1)
#define QUADH (GRIDH - 1)
#define QUADNUM (QUADW*QUADH)
GLuint quad[4 * QUADNUM];
struct Vertex vertex[VERTEXNUM];
/* The grid will look like this:
*
* 3 4 5
* *---*---*
* | | |
* | 0 | 1 |
* | | |
* *---*---*
* 0 1 2
*/
//========================================================================
// Initialize grid geometry
//========================================================================
void init_vertices(void)
{
int x, y, p;
// Place the vertices in a grid
for (y = 0; y < GRIDH; y++)
{
for (x = 0; x < GRIDW; x++)
{
p = y * GRIDW + x;
vertex[p].x = (GLfloat) (x - GRIDW / 2) / (GLfloat) (GRIDW / 2);
vertex[p].y = (GLfloat) (y - GRIDH / 2) / (GLfloat) (GRIDH / 2);
vertex[p].z = 0;
if ((x % 4 < 2) ^ (y % 4 < 2))
vertex[p].r = 0.0;
else
vertex[p].r = 1.0;
vertex[p].g = (GLfloat) y / (GLfloat) GRIDH;
vertex[p].b = 1.f - ((GLfloat) x / (GLfloat) GRIDW + (GLfloat) y / (GLfloat) GRIDH) / 2.f;
}
}
for (y = 0; y < QUADH; y++)
{
for (x = 0; x < QUADW; x++)
{
p = 4 * (y * QUADW + x);
quad[p + 0] = y * GRIDW + x; // Some point
quad[p + 1] = y * GRIDW + x + 1; // Neighbor at the right side
quad[p + 2] = (y + 1) * GRIDW + x + 1; // Upper right neighbor
quad[p + 3] = (y + 1) * GRIDW + x; // Upper neighbor
}
}
}
double dt;
double p[GRIDW][GRIDH];
double vx[GRIDW][GRIDH], vy[GRIDW][GRIDH];
double ax[GRIDW][GRIDH], ay[GRIDW][GRIDH];
//========================================================================
// Initialize grid
//========================================================================
void init_grid(void)
{
int x, y;
double dx, dy, d;
for (y = 0; y < GRIDH; y++)
{
for (x = 0; x < GRIDW; x++)
{
dx = (double) (x - GRIDW / 2);
dy = (double) (y - GRIDH / 2);
d = sqrt(dx * dx + dy * dy);
if (d < 0.1 * (double) (GRIDW / 2))
{
d = d * 10.0;
p[x][y] = -cos(d * (M_PI / (double)(GRIDW * 4))) * 100.0;
}
else
p[x][y] = 0.0;
vx[x][y] = 0.0;
vy[x][y] = 0.0;
}
}
}
//========================================================================
// Draw scene
//========================================================================
void draw_scene(GLFWwindow* window)
{
// Clear the color and depth buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// We don't want to modify the projection matrix
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Move back
glTranslatef(0.0, 0.0, -zoom);
// Rotate the view
glRotatef(beta, 1.0, 0.0, 0.0);
glRotatef(alpha, 0.0, 0.0, 1.0);
glDrawElements(GL_QUADS, 4 * QUADNUM, GL_UNSIGNED_INT, quad);
glfwSwapBuffers(window);
}
//========================================================================
// Initialize Miscellaneous OpenGL state
//========================================================================
void init_opengl(void)
{
// Use Gouraud (smooth) shading
glShadeModel(GL_SMOOTH);
// Switch on the z-buffer
glEnable(GL_DEPTH_TEST);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(struct Vertex), vertex);
glColorPointer(3, GL_FLOAT, sizeof(struct Vertex), &vertex[0].r); // Pointer to the first color
glPointSize(2.0);
// Background color is black
glClearColor(0, 0, 0, 0);
}
//========================================================================
// Modify the height of each vertex according to the pressure
//========================================================================
void adjust_grid(void)
{
int pos;
int x, y;
for (y = 0; y < GRIDH; y++)
{
for (x = 0; x < GRIDW; x++)
{
pos = y * GRIDW + x;
vertex[pos].z = (float) (p[x][y] * (1.0 / 50.0));
}
}
}
//========================================================================
// Calculate wave propagation
//========================================================================
void calc_grid(void)
{
int x, y, x2, y2;
double time_step = dt * ANIMATION_SPEED;
// Compute accelerations
for (x = 0; x < GRIDW; x++)
{
x2 = (x + 1) % GRIDW;
for(y = 0; y < GRIDH; y++)
ax[x][y] = p[x][y] - p[x2][y];
}
for (y = 0; y < GRIDH; y++)
{
y2 = (y + 1) % GRIDH;
for(x = 0; x < GRIDW; x++)
ay[x][y] = p[x][y] - p[x][y2];
}
// Compute speeds
for (x = 0; x < GRIDW; x++)
{
for (y = 0; y < GRIDH; y++)
{
vx[x][y] = vx[x][y] + ax[x][y] * time_step;
vy[x][y] = vy[x][y] + ay[x][y] * time_step;
}
}
// Compute pressure
for (x = 1; x < GRIDW; x++)
{
x2 = x - 1;
for (y = 1; y < GRIDH; y++)
{
y2 = y - 1;
p[x][y] = p[x][y] + (vx[x2][y] - vx[x][y] + vy[x][y2] - vy[x][y]) * time_step;
}
}
}
//========================================================================
// Print errors
//========================================================================
static void error_callback(int error, const char* description)
{
fprintf(stderr, "Error: %s\n", description);
}
//========================================================================
// Handle key strokes
//========================================================================
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (action != GLFW_PRESS)
return;
switch (key)
{
case GLFW_KEY_ESCAPE:
glfwSetWindowShouldClose(window, GL_TRUE);
break;
case GLFW_KEY_SPACE:
init_grid();
break;
case GLFW_KEY_LEFT:
alpha += 5;
break;
case GLFW_KEY_RIGHT:
alpha -= 5;
break;
case GLFW_KEY_UP:
beta -= 5;
break;
case GLFW_KEY_DOWN:
beta += 5;
break;
case GLFW_KEY_PAGE_UP:
zoom -= 0.25f;
if (zoom < 0.f)
zoom = 0.f;
break;
case GLFW_KEY_PAGE_DOWN:
zoom += 0.25f;
break;
default:
break;
}
}
//========================================================================
// Callback function for mouse button events
//========================================================================
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
{
if (button != GLFW_MOUSE_BUTTON_LEFT)
return;
if (action == GLFW_PRESS)
{
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
locked = GL_TRUE;
}
else
{
locked = GL_FALSE;
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
}
//========================================================================
// Callback function for cursor motion events
//========================================================================
void cursor_position_callback(GLFWwindow* window, double x, double y)
{
if (locked)
{
alpha += (GLfloat) (x - cursorX) / 10.f;
beta += (GLfloat) (y - cursorY) / 10.f;
}
cursorX = (int) x;
cursorY = (int) y;
}
//========================================================================
// Callback function for scroll events
//========================================================================
void scroll_callback(GLFWwindow* window, double x, double y)
{
zoom += (float) y / 4.f;
if (zoom < 0)
zoom = 0;
}
//========================================================================
// Callback function for framebuffer resize events
//========================================================================
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
float ratio = 1.f;
if (height > 0)
ratio = (float) width / (float) height;
// Setup viewport
glViewport(0, 0, width, height);
// Change to the projection matrix and set our viewing volume
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, ratio, 1.0, 1024.0);
}
//========================================================================
// main
//========================================================================
int main(int argc, char* argv[])
{
GLFWwindow* window;
double t, dt_total, t_old;
int width, height;
glfwSetErrorCallback(error_callback);
if (!glfwInit())
exit(EXIT_FAILURE);
window = glfwCreateWindow(640, 480, "Wave Simulation", NULL, NULL);
if (!window)
{
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwSetKeyCallback(window, key_callback);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetMouseButtonCallback(window, mouse_button_callback);
glfwSetCursorPosCallback(window, cursor_position_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
glfwGetFramebufferSize(window, &width, &height);
framebuffer_size_callback(window, width, height);
// Initialize OpenGL
init_opengl();
// Initialize simulation
init_vertices();
init_grid();
adjust_grid();
// Initialize timer
t_old = glfwGetTime() - 0.01;
while (!glfwWindowShouldClose(window))
{
t = glfwGetTime();
dt_total = t - t_old;
t_old = t;
// Safety - iterate if dt_total is too large
while (dt_total > 0.f)
{
// Select iteration time step
dt = dt_total > MAX_DELTA_T ? MAX_DELTA_T : dt_total;
dt_total -= dt;
// Calculate wave propagation
calc_grid();
}
// Compute height of each vertex
adjust_grid();
// Draw wave grid to OpenGL display
draw_scene(window);
glfwPollEvents();
}
exit(EXIT_SUCCESS);
}

File diff suppressed because it is too large Load Diff

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@ -1,5 +1,5 @@
/*************************************************************************
* GLFW 3.0 - www.glfw.org
* GLFW 3.1 - www.glfw.org
* A library for OpenGL, window and input
*------------------------------------------------------------------------
* Copyright (c) 2002-2006 Marcus Geelnard
@ -45,8 +45,8 @@ extern "C" {
* using it.**
*
* Before the inclusion of @ref glfw3native.h, you must define exactly one
* window API macro and exactly one context API macro. Failure to do this
* will cause a compile-time error.
* window system API macro and exactly one context creation API macro. Failure
* to do this will cause a compile-time error.
*
* The available window API macros are:
* * `GLFW_EXPOSE_NATIVE_WIN32`
@ -71,8 +71,13 @@ extern "C" {
*************************************************************************/
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
// This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
// example to allow applications to correctly declare a GL_ARB_debug_output
// callback) but windows.h assumes no one will define APIENTRY before it does
#undef APIENTRY
#include <windows.h>
#elif defined(GLFW_EXPOSE_NATIVE_COCOA)
#include <ApplicationServices/ApplicationServices.h>
#if defined(__OBJC__)
#import <Cocoa/Cocoa.h>
#else
@ -80,6 +85,7 @@ extern "C" {
#endif
#elif defined(GLFW_EXPOSE_NATIVE_X11)
#include <X11/Xlib.h>
#include <X11/extensions/Xrandr.h>
#else
#error "No window API specified"
#endif
@ -102,8 +108,49 @@ extern "C" {
*************************************************************************/
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
/*! @brief Returns the adapter device name of the specified monitor.
*
* @return The UTF-8 encoded adapter device name (for example `\\.\DISPLAY1`)
* of the specified monitor, or `NULL` if an [error](@ref error_handling)
* occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.1.
*
* @ingroup native
*/
GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor);
/*! @brief Returns the display device name of the specified monitor.
*
* @return The UTF-8 encoded display device name (for example
* `\\.\DISPLAY1\Monitor0`) of the specified monitor, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.1.
*
* @ingroup native
*/
GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor);
/*! @brief Returns the `HWND` of the specified window.
* @return The `HWND` of the specified window.
*
* @return The `HWND` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
@ -111,15 +158,48 @@ GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
#if defined(GLFW_EXPOSE_NATIVE_WGL)
/*! @brief Returns the `HGLRC` of the specified window.
* @return The `HGLRC` of the specified window.
*
* @return The `HGLRC` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_COCOA)
/*! @brief Returns the `CGDirectDisplayID` of the specified monitor.
*
* @return The `CGDirectDisplayID` of the specified monitor, or
* `kCGNullDirectDisplay` if an [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.1.
*
* @ingroup native
*/
GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor);
/*! @brief Returns the `NSWindow` of the specified window.
* @return The `NSWindow` of the specified window.
*
* @return The `NSWindow` of the specified window, or `nil` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);
@ -127,7 +207,16 @@ GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);
#if defined(GLFW_EXPOSE_NATIVE_NSGL)
/*! @brief Returns the `NSOpenGLContext` of the specified window.
* @return The `NSOpenGLContext` of the specified window.
*
* @return The `NSOpenGLContext` of the specified window, or `nil` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI id glfwGetNSGLContext(GLFWwindow* window);
@ -135,12 +224,61 @@ GLFWAPI id glfwGetNSGLContext(GLFWwindow* window);
#if defined(GLFW_EXPOSE_NATIVE_X11)
/*! @brief Returns the `Display` used by GLFW.
* @return The `Display` used by GLFW.
*
* @return The `Display` used by GLFW, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI Display* glfwGetX11Display(void);
/*! @brief Returns the `RRCrtc` of the specified monitor.
*
* @return The `RRCrtc` of the specified monitor, or `None` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.1.
*
* @ingroup native
*/
GLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor);
/*! @brief Returns the `RROutput` of the specified monitor.
*
* @return The `RROutput` of the specified monitor, or `None` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.1.
*
* @ingroup native
*/
GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor);
/*! @brief Returns the `Window` of the specified window.
* @return The `Window` of the specified window.
*
* @return The `Window` of the specified window, or `None` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
@ -148,7 +286,16 @@ GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
#if defined(GLFW_EXPOSE_NATIVE_GLX)
/*! @brief Returns the `GLXContext` of the specified window.
* @return The `GLXContext` of the specified window.
*
* @return The `GLXContext` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
@ -156,17 +303,46 @@ GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
#if defined(GLFW_EXPOSE_NATIVE_EGL)
/*! @brief Returns the `EGLDisplay` used by GLFW.
* @return The `EGLDisplay` used by GLFW.
*
* @return The `EGLDisplay` used by GLFW, or `EGL_NO_DISPLAY` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI EGLDisplay glfwGetEGLDisplay(void);
/*! @brief Returns the `EGLContext` of the specified window.
* @return The `EGLContext` of the specified window.
*
* @return The `EGLContext` of the specified window, or `EGL_NO_CONTEXT` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);
/*! @brief Returns the `EGLSurface` of the specified window.
* @return The `EGLSurface` of the specified window.
*
* @return The `EGLSurface` of the specified window, or `EGL_NO_SURFACE` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window);

View File

@ -1,42 +1,53 @@
include_directories(${GLFW_SOURCE_DIR}/src
${GLFW_BINARY_DIR}/src
include_directories("${GLFW_SOURCE_DIR}/src"
"${GLFW_BINARY_DIR}/src"
${glfw_INCLUDE_DIRS})
set(common_HEADERS ${GLFW_BINARY_DIR}/src/config.h internal.h
${GLFW_SOURCE_DIR}/include/GLFW/glfw3.h
${GLFW_SOURCE_DIR}/include/GLFW/glfw3native.h)
set(common_SOURCES clipboard.c context.c gamma.c init.c input.c joystick.c
monitor.c time.c window.c)
add_definitions(-D_GLFW_USE_CONFIG_H)
set(common_HEADERS "${GLFW_BINARY_DIR}/src/glfw_config.h" internal.h
"${GLFW_SOURCE_DIR}/include/GLFW/glfw3.h"
"${GLFW_SOURCE_DIR}/include/GLFW/glfw3native.h")
set(common_SOURCES context.c init.c input.c monitor.c window.c)
if (_GLFW_COCOA)
set(glfw_HEADERS ${common_HEADERS} cocoa_platform.h)
set(glfw_SOURCES ${common_SOURCES} cocoa_clipboard.m cocoa_gamma.c
cocoa_init.m cocoa_joystick.m cocoa_monitor.m cocoa_time.c
cocoa_window.m)
set(glfw_HEADERS ${common_HEADERS} cocoa_platform.h iokit_joystick.h
posix_tls.h)
set(glfw_SOURCES ${common_SOURCES} cocoa_init.m cocoa_monitor.m
cocoa_window.m iokit_joystick.m mach_time.c posix_tls.c)
elseif (_GLFW_WIN32)
set(glfw_HEADERS ${common_HEADERS} win32_platform.h)
set(glfw_SOURCES ${common_SOURCES} win32_clipboard.c win32_gamma.c
win32_init.c win32_joystick.c win32_monitor.c win32_time.c
win32_window.c)
set(glfw_HEADERS ${common_HEADERS} win32_platform.h win32_tls.h
winmm_joystick.h)
set(glfw_SOURCES ${common_SOURCES} win32_init.c win32_monitor.c win32_time.c
win32_tls.c win32_window.c winmm_joystick.c)
elseif (_GLFW_X11)
set(glfw_HEADERS ${common_HEADERS} x11_platform.h)
set(glfw_SOURCES ${common_SOURCES} x11_clipboard.c x11_gamma.c x11_init.c
x11_joystick.c x11_monitor.c x11_time.c x11_window.c
x11_unicode.c)
set(glfw_HEADERS ${common_HEADERS} x11_platform.h xkb_unicode.h
linux_joystick.h posix_time.h posix_tls.h)
set(glfw_SOURCES ${common_SOURCES} x11_init.c x11_monitor.c x11_window.c
xkb_unicode.c linux_joystick.c posix_time.c posix_tls.c)
elseif (_GLFW_WAYLAND)
set(glfw_HEADERS ${common_HEADERS} wl_platform.h linux_joystick.h
posix_time.h posix_tls.h xkb_unicode.h)
set(glfw_SOURCES ${common_SOURCES} wl_init.c wl_monitor.c wl_window.c
linux_joystick.c posix_time.c posix_tls.c xkb_unicode.c)
elseif (_GLFW_MIR)
set(glfw_HEADERS ${common_HEADERS} mir_platform.h linux_joystick.h
posix_time.h posix_tls.h xkb_unicode.h)
set(glfw_SOURCES ${common_SOURCES} mir_init.c mir_monitor.c mir_window.c
linux_joystick.c posix_time.c posix_tls.c xkb_unicode.c)
endif()
if (_GLFW_EGL)
list(APPEND glfw_HEADERS ${common_HEADERS} egl_platform.h)
list(APPEND glfw_HEADERS ${common_HEADERS} egl_context.h)
list(APPEND glfw_SOURCES ${common_SOURCES} egl_context.c)
elseif (_GLFW_NSGL)
list(APPEND glfw_HEADERS ${common_HEADERS} nsgl_platform.h)
list(APPEND glfw_HEADERS ${common_HEADERS} nsgl_context.h)
list(APPEND glfw_SOURCES ${common_SOURCES} nsgl_context.m)
elseif (_GLFW_WGL)
list(APPEND glfw_HEADERS ${common_HEADERS} wgl_platform.h)
list(APPEND glfw_HEADERS ${common_HEADERS} wgl_context.h)
list(APPEND glfw_SOURCES ${common_SOURCES} wgl_context.c)
elseif (_GLFW_X11)
list(APPEND glfw_HEADERS ${common_HEADERS} glx_platform.h)
list(APPEND glfw_HEADERS ${common_HEADERS} glx_context.h)
list(APPEND glfw_SOURCES ${common_SOURCES} glx_context.c)
endif()
@ -46,7 +57,8 @@ if (APPLE)
endif()
add_library(glfw ${glfw_SOURCES} ${glfw_HEADERS})
set_target_properties(glfw PROPERTIES OUTPUT_NAME "${GLFW_LIB_NAME}")
set_target_properties(glfw PROPERTIES OUTPUT_NAME "${GLFW_LIB_NAME}"
POSITION_INDEPENDENT_CODE ON)
if (BUILD_SHARED_LIBS)
# Include version information in the output
@ -72,11 +84,11 @@ if (BUILD_SHARED_LIBS)
set(glfw_CFLAGS "")
endif()
set_target_properties(glfw PROPERTIES
COMPILE_FLAGS "${glfw_CFLAGS} -fno-common")
COMPILE_FLAGS "${glfw_CFLAGS} -fno-common"
INSTALL_NAME_DIR "${CMAKE_INSTALL_PREFIX}/lib${LIB_SUFFIX}")
endif()
target_link_libraries(glfw ${glfw_LIBRARIES})
target_link_libraries(glfw LINK_INTERFACE_LIBRARIES)
endif()
if (GLFW_INSTALL)

View File

@ -1,84 +0,0 @@
//========================================================================
// GLFW 3.0 OS X - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 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 <stdlib.h>
#include <string.h>
#include <ApplicationServices/ApplicationServices.h>
//////////////////////////////////////////////////////////////////////////
////// GLFW platform API //////
//////////////////////////////////////////////////////////////////////////
void _glfwPlatformGetGammaRamp(_GLFWmonitor* monitor, GLFWgammaramp* ramp)
{
uint32_t i, size = CGDisplayGammaTableCapacity(monitor->ns.displayID);
CGGammaValue* values = calloc(size * 3, sizeof(CGGammaValue));
CGGetDisplayTransferByTable(monitor->ns.displayID,
size,
values,
values + size,
values + size * 2,
&size);
_glfwAllocGammaArrays(ramp, size);
for (i = 0; i < size; i++)
{
ramp->red[i] = (unsigned short) (values[i] * 65535);
ramp->green[i] = (unsigned short) (values[i + size] * 65535);
ramp->blue[i] = (unsigned short) (values[i + size * 2] * 65535);
}
free(values);
}
void _glfwPlatformSetGammaRamp(_GLFWmonitor* monitor, const GLFWgammaramp* ramp)
{
int i;
CGGammaValue* values = calloc(ramp->size * 3, sizeof(CGGammaValue));
for (i = 0; i < ramp->size; i++)
{
values[i] = ramp->red[i] / 65535.f;
values[i + ramp->size] = ramp->green[i] / 65535.f;
values[i + ramp->size * 2] = ramp->blue[i] / 65535.f;
}
CGSetDisplayTransferByTable(monitor->ns.displayID,
ramp->size,
values,
values + ramp->size,
values + ramp->size * 2);
free(values);
}

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 OS X - www.glfw.org
// GLFW 3.1 OS X - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2009-2010 Camilla Berglund <elmindreda@elmindreda.org>
//
@ -122,7 +122,7 @@ void _glfwPlatformTerminate(void)
const char* _glfwPlatformGetVersionString(void)
{
const char* version = _GLFW_VERSION_FULL " Cocoa"
const char* version = _GLFW_VERSION_NUMBER " Cocoa"
#if defined(_GLFW_NSGL)
" NSGL"
#endif
@ -132,6 +132,9 @@ const char* _glfwPlatformGetVersionString(void)
#if defined(_GLFW_USE_MENUBAR)
" menubar"
#endif
#if defined(_GLFW_USE_RETINA)
" retina"
#endif
#if defined(_GLFW_BUILD_DLL)
" dynamic"
#endif

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 OS X - www.glfw.org
// GLFW 3.1 OS X - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
@ -27,28 +27,38 @@
#include "internal.h"
#include <stdlib.h>
#include <stdlib.h>
#include <limits.h>
#include <IOKit/graphics/IOGraphicsLib.h>
#include <IOKit/graphics/IOGraphicsLib.h>
#include <CoreVideo/CVBase.h>
#include <CoreVideo/CVDisplayLink.h>
#include <ApplicationServices/ApplicationServices.h>
// Get the name of the specified display
//
static const char* getDisplayName(CGDirectDisplayID displayID)
static char* getDisplayName(CGDirectDisplayID displayID)
{
char* name;
CFDictionaryRef info, names;
CFStringRef value;
CFIndex size;
// NOTE: This uses a deprecated function because Apple has
// (as of September 2014) not provided any alternative
info = IODisplayCreateInfoDictionary(CGDisplayIOServicePort(displayID),
kIODisplayOnlyPreferredName);
names = CFDictionaryGetValue(info, CFSTR(kDisplayProductName));
if (!CFDictionaryGetValueIfPresent(names, CFSTR("en_US"),
(const void**) &value))
if (!names || !CFDictionaryGetValueIfPresent(names, CFSTR("en_US"),
(const void**) &value))
{
// This may happen if a desktop Mac is running headless
_glfwInputError(GLFW_PLATFORM_ERROR, "Failed to retrieve display name");
CFRelease(info);
return strdup("Unknown");
}
@ -74,9 +84,6 @@ static GLboolean modeIsGood(CGDisplayModeRef mode)
if (flags & kDisplayModeInterlacedFlag)
return GL_FALSE;
if (flags & kDisplayModeTelevisionFlag)
return GL_FALSE;
if (flags & kDisplayModeStretchedFlag)
return GL_FALSE;
@ -94,13 +101,21 @@ static GLboolean modeIsGood(CGDisplayModeRef mode)
// Convert Core Graphics display mode to GLFW video mode
//
static GLFWvidmode vidmodeFromCGDisplayMode(CGDisplayModeRef mode)
static GLFWvidmode vidmodeFromCGDisplayMode(CGDisplayModeRef mode,
CVDisplayLinkRef link)
{
GLFWvidmode result;
result.width = CGDisplayModeGetWidth(mode);
result.height = CGDisplayModeGetHeight(mode);
result.width = (int) CGDisplayModeGetWidth(mode);
result.height = (int) CGDisplayModeGetHeight(mode);
result.refreshRate = (int) CGDisplayModeGetRefreshRate(mode);
if (result.refreshRate == 0)
{
const CVTime time = CVDisplayLinkGetNominalOutputVideoRefreshPeriod(link);
if (!(time.flags & kCVTimeIsIndefinite))
result.refreshRate = (int) (time.timeScale / (double) time.timeValue);
}
CFStringRef format = CGDisplayModeCopyPixelEncoding(mode);
if (CFStringCompare(format, CFSTR(IO16BitDirectPixels), 0) == 0)
@ -152,74 +167,58 @@ static void endFadeReservation(CGDisplayFadeReservationToken token)
//
GLboolean _glfwSetVideoMode(_GLFWmonitor* monitor, const GLFWvidmode* desired)
{
CGDisplayModeRef bestMode = NULL;
CFArrayRef modes;
CFIndex count, i;
unsigned int sizeDiff, leastSizeDiff = UINT_MAX;
unsigned int rateDiff, leastRateDiff = UINT_MAX;
const int bpp = desired->redBits - desired->greenBits - desired->blueBits;
CVDisplayLinkRef link;
CGDisplayModeRef native = NULL;
GLFWvidmode current;
const GLFWvidmode* best;
best = _glfwChooseVideoMode(monitor, desired);
_glfwPlatformGetVideoMode(monitor, &current);
if (_glfwCompareVideoModes(&current, best) == 0)
return GL_TRUE;
CVDisplayLinkCreateWithCGDisplay(monitor->ns.displayID, &link);
modes = CGDisplayCopyAllDisplayModes(monitor->ns.displayID, NULL);
count = CFArrayGetCount(modes);
for (i = 0; i < count; i++)
{
CGDisplayModeRef mode = (CGDisplayModeRef) CFArrayGetValueAtIndex(modes, i);
if (!modeIsGood(mode))
CGDisplayModeRef dm = (CGDisplayModeRef) CFArrayGetValueAtIndex(modes, i);
if (!modeIsGood(dm))
continue;
int modeBPP;
// Identify display mode pixel encoding
const GLFWvidmode mode = vidmodeFromCGDisplayMode(dm, link);
if (_glfwCompareVideoModes(best, &mode) == 0)
{
CFStringRef format = CGDisplayModeCopyPixelEncoding(mode);
if (CFStringCompare(format, CFSTR(IO16BitDirectPixels), 0) == 0)
modeBPP = 16;
else
modeBPP = 32;
CFRelease(format);
}
const int modeWidth = (int) CGDisplayModeGetWidth(mode);
const int modeHeight = (int) CGDisplayModeGetHeight(mode);
const int modeRate = (int) CGDisplayModeGetRefreshRate(mode);
sizeDiff = (abs(modeBPP - bpp) << 25) |
((modeWidth - desired->width) * (modeWidth - desired->width) +
(modeHeight - desired->height) * (modeHeight - desired->height));
if (desired->refreshRate)
rateDiff = abs(modeRate - desired->refreshRate);
else
rateDiff = UINT_MAX - modeRate;
if ((sizeDiff < leastSizeDiff) ||
(sizeDiff == leastSizeDiff && rateDiff < leastRateDiff))
{
bestMode = mode;
leastSizeDiff = sizeDiff;
leastRateDiff = rateDiff;
native = dm;
break;
}
}
if (!bestMode)
if (native)
{
CFRelease(modes);
if (monitor->ns.previousMode == NULL)
monitor->ns.previousMode = CGDisplayCopyDisplayMode(monitor->ns.displayID);
CGDisplayFadeReservationToken token = beginFadeReservation();
CGDisplayCapture(monitor->ns.displayID);
CGDisplaySetDisplayMode(monitor->ns.displayID, native, NULL);
endFadeReservation(token);
}
CFRelease(modes);
CVDisplayLinkRelease(link);
if (!native)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Cocoa: Monitor mode list changed");
return GL_FALSE;
}
monitor->ns.previousMode = CGDisplayCopyDisplayMode(monitor->ns.displayID);
CGDisplayFadeReservationToken token = beginFadeReservation();
CGDisplayCapture(monitor->ns.displayID);
CGDisplaySetDisplayMode(monitor->ns.displayID, bestMode, NULL);
endFadeReservation(token);
CFRelease(modes);
return GL_TRUE;
}
@ -227,12 +226,17 @@ GLboolean _glfwSetVideoMode(_GLFWmonitor* monitor, const GLFWvidmode* desired)
//
void _glfwRestoreVideoMode(_GLFWmonitor* monitor)
{
CGDisplayFadeReservationToken token = beginFadeReservation();
if (monitor->ns.previousMode)
{
CGDisplayFadeReservationToken token = beginFadeReservation();
CGDisplaySetDisplayMode(monitor->ns.displayID,
monitor->ns.previousMode, NULL);
CGDisplayRelease(monitor->ns.displayID);
endFadeReservation(token);
CGDisplaySetDisplayMode(monitor->ns.displayID, monitor->ns.previousMode, NULL);
CGDisplayRelease(monitor->ns.displayID);
endFadeReservation(token);
CGDisplayModeRelease(monitor->ns.previousMode);
monitor->ns.previousMode = NULL;
}
}
@ -242,75 +246,65 @@ void _glfwRestoreVideoMode(_GLFWmonitor* monitor)
_GLFWmonitor** _glfwPlatformGetMonitors(int* count)
{
uint32_t i, found = 0, monitorCount;
uint32_t i, found = 0, displayCount;
_GLFWmonitor** monitors;
CGDirectDisplayID* displays;
*count = 0;
CGGetActiveDisplayList(0, NULL, &monitorCount);
CGGetOnlineDisplayList(0, NULL, &displayCount);
displays = calloc(monitorCount, sizeof(CGDirectDisplayID));
monitors = calloc(monitorCount, sizeof(_GLFWmonitor*));
displays = calloc(displayCount, sizeof(CGDirectDisplayID));
monitors = calloc(displayCount, sizeof(_GLFWmonitor*));
CGGetActiveDisplayList(monitorCount, displays, &monitorCount);
for (i = 0; i < monitorCount; i++)
{
const CGSize size = CGDisplayScreenSize(displays[i]);
monitors[found] = _glfwCreateMonitor(getDisplayName(displays[i]),
size.width, size.height);
monitors[found]->ns.displayID = displays[i];
found++;
}
free(displays);
for (i = 0; i < monitorCount; i++)
{
if (CGDisplayIsMain(monitors[i]->ns.displayID))
{
_GLFWmonitor* temp = monitors[0];
monitors[0] = monitors[i];
monitors[i] = temp;
break;
}
}
CGGetOnlineDisplayList(displayCount, displays, &displayCount);
NSArray* screens = [NSScreen screens];
for (i = 0; i < monitorCount; i++)
for (i = 0; i < displayCount; i++)
{
int j;
if (CGDisplayIsAsleep(displays[i]))
continue;
CGDirectDisplayID screenDisplayID = CGDisplayMirrorsDisplay(displays[i]);
if (screenDisplayID == kCGNullDirectDisplay)
screenDisplayID = displays[i];
const CGSize size = CGDisplayScreenSize(displays[i]);
char* name = getDisplayName(displays[i]);
monitors[found] = _glfwAllocMonitor(name, size.width, size.height);
monitors[found]->ns.displayID = displays[i];
free(name);
for (j = 0; j < [screens count]; j++)
{
NSScreen* screen = [screens objectAtIndex:j];
NSDictionary* dictionary = [screen deviceDescription];
NSNumber* number = [dictionary objectForKey:@"NSScreenNumber"];
if (monitors[i]->ns.displayID == [number unsignedIntegerValue])
if ([number unsignedIntegerValue] == screenDisplayID)
{
monitors[i]->ns.screen = screen;
monitors[found]->ns.screen = screen;
break;
}
}
if (monitors[i]->ns.screen == nil)
if (monitors[found]->ns.screen)
found++;
else
{
_glfwDestroyMonitors(monitors, monitorCount);
_glfwInputError(GLFW_PLATFORM_ERROR,
"Cocoa: Failed to find NSScreen for CGDisplay %s",
monitors[i]->name);
free(monitors);
return NULL;
_glfwFreeMonitor(monitors[found]);
monitors[found] = NULL;
}
}
*count = monitorCount;
free(displays);
*count = found;
return monitors;
}
@ -332,8 +326,11 @@ void _glfwPlatformGetMonitorPos(_GLFWmonitor* monitor, int* xpos, int* ypos)
GLFWvidmode* _glfwPlatformGetVideoModes(_GLFWmonitor* monitor, int* found)
{
CFArrayRef modes;
CFIndex count, i;
CFIndex count, i, j;
GLFWvidmode* result;
CVDisplayLinkRef link;
CVDisplayLinkCreateWithCGDisplay(monitor->ns.displayID, &link);
modes = CGDisplayCopyAllDisplayModes(monitor->ns.displayID, NULL);
count = CFArrayGetCount(modes);
@ -343,26 +340,102 @@ GLFWvidmode* _glfwPlatformGetVideoModes(_GLFWmonitor* monitor, int* found)
for (i = 0; i < count; i++)
{
CGDisplayModeRef mode;
CGDisplayModeRef dm = (CGDisplayModeRef) CFArrayGetValueAtIndex(modes, i);
if (!modeIsGood(dm))
continue;
mode = (CGDisplayModeRef) CFArrayGetValueAtIndex(modes, i);
if (modeIsGood(mode))
const GLFWvidmode mode = vidmodeFromCGDisplayMode(dm, link);
for (j = 0; j < *found; j++)
{
result[*found] = vidmodeFromCGDisplayMode(mode);
(*found)++;
if (_glfwCompareVideoModes(result + j, &mode) == 0)
break;
}
if (i < *found)
{
// This is a duplicate, so skip it
continue;
}
result[*found] = mode;
(*found)++;
}
CFRelease(modes);
CVDisplayLinkRelease(link);
return result;
}
void _glfwPlatformGetVideoMode(_GLFWmonitor* monitor, GLFWvidmode *mode)
{
CGDisplayModeRef displayMode;
CVDisplayLinkRef link;
CVDisplayLinkCreateWithCGDisplay(monitor->ns.displayID, &link);
displayMode = CGDisplayCopyDisplayMode(monitor->ns.displayID);
*mode = vidmodeFromCGDisplayMode(displayMode);
*mode = vidmodeFromCGDisplayMode(displayMode, link);
CGDisplayModeRelease(displayMode);
CVDisplayLinkRelease(link);
}
void _glfwPlatformGetGammaRamp(_GLFWmonitor* monitor, GLFWgammaramp* ramp)
{
uint32_t i, size = CGDisplayGammaTableCapacity(monitor->ns.displayID);
CGGammaValue* values = calloc(size * 3, sizeof(CGGammaValue));
CGGetDisplayTransferByTable(monitor->ns.displayID,
size,
values,
values + size,
values + size * 2,
&size);
_glfwAllocGammaArrays(ramp, size);
for (i = 0; i < size; i++)
{
ramp->red[i] = (unsigned short) (values[i] * 65535);
ramp->green[i] = (unsigned short) (values[i + size] * 65535);
ramp->blue[i] = (unsigned short) (values[i + size * 2] * 65535);
}
free(values);
}
void _glfwPlatformSetGammaRamp(_GLFWmonitor* monitor, const GLFWgammaramp* ramp)
{
int i;
CGGammaValue* values = calloc(ramp->size * 3, sizeof(CGGammaValue));
for (i = 0; i < ramp->size; i++)
{
values[i] = ramp->red[i] / 65535.f;
values[i + ramp->size] = ramp->green[i] / 65535.f;
values[i + ramp->size * 2] = ramp->blue[i] / 65535.f;
}
CGSetDisplayTransferByTable(monitor->ns.displayID,
ramp->size,
values,
values + ramp->size,
values + ramp->size * 2);
free(values);
}
//////////////////////////////////////////////////////////////////////////
////// GLFW native API //////
//////////////////////////////////////////////////////////////////////////
GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* handle)
{
_GLFWmonitor* monitor = (_GLFWmonitor*) handle;
_GLFW_REQUIRE_INIT_OR_RETURN(kCGNullDirectDisplay);
return monitor->ns.displayID;
}

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 OS X - www.glfw.org
// GLFW 3.1 OS X - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2009-2010 Camilla Berglund <elmindreda@elmindreda.org>
//
@ -37,85 +37,52 @@
typedef void* id;
#endif
#include "posix_tls.h"
#if defined(_GLFW_NSGL)
#include "nsgl_platform.h"
#include "nsgl_context.h"
#else
#error "No supported context creation API selected"
#endif
#include <IOKit/IOKitLib.h>
#include <IOKit/IOCFPlugIn.h>
#include <IOKit/hid/IOHIDLib.h>
#include <IOKit/hid/IOHIDKeys.h>
#include "iokit_joystick.h"
#define _GLFW_PLATFORM_WINDOW_STATE _GLFWwindowNS ns
#define _GLFW_PLATFORM_LIBRARY_WINDOW_STATE _GLFWlibraryNS ns
#define _GLFW_PLATFORM_LIBRARY_TIME_STATE _GLFWtimeNS ns_time
#define _GLFW_PLATFORM_MONITOR_STATE _GLFWmonitorNS ns
#define _GLFW_PLATFORM_CURSOR_STATE _GLFWcursorNS ns
//========================================================================
// GLFW platform specific types
//========================================================================
//------------------------------------------------------------------------
// Platform-specific window structure
//------------------------------------------------------------------------
// Cocoa-specific per-window data
//
typedef struct _GLFWwindowNS
{
id object;
id delegate;
id view;
unsigned int modifierFlags;
int cursorInside;
} _GLFWwindowNS;
//------------------------------------------------------------------------
// Joystick information & state
//------------------------------------------------------------------------
typedef struct
{
int present;
char name[256];
IOHIDDeviceInterface** interface;
CFMutableArrayRef axisElements;
CFMutableArrayRef buttonElements;
CFMutableArrayRef hatElements;
float* axes;
unsigned char* buttons;
} _GLFWjoy;
//------------------------------------------------------------------------
// Platform-specific library global data for Cocoa
//------------------------------------------------------------------------
// Cocoa-specific global data
//
typedef struct _GLFWlibraryNS
{
struct {
double base;
double resolution;
} timer;
CGEventSourceRef eventSource;
id delegate;
id autoreleasePool;
id cursor;
GLboolean cursorHidden;
char* clipboardString;
_GLFWjoy joysticks[GLFW_JOYSTICK_LAST + 1];
} _GLFWlibraryNS;
//------------------------------------------------------------------------
// Platform-specific monitor structure
//------------------------------------------------------------------------
// Cocoa-specific per-monitor data
//
typedef struct _GLFWmonitorNS
{
CGDirectDisplayID displayID;
@ -125,27 +92,28 @@ typedef struct _GLFWmonitorNS
} _GLFWmonitorNS;
//========================================================================
// Prototypes for platform specific internal functions
//========================================================================
// Cocoa-specific per-cursor data
//
typedef struct _GLFWcursorNS
{
id object;
} _GLFWcursorNS;
// Cocoa-specific global timer data
//
typedef struct _GLFWtimeNS
{
double base;
double resolution;
} _GLFWtimeNS;
// Time
void _glfwInitTimer(void);
// Joystick input
void _glfwInitJoysticks(void);
void _glfwTerminateJoysticks(void);
// Fullscreen
GLboolean _glfwSetVideoMode(_GLFWmonitor* monitor, const GLFWvidmode* desired);
void _glfwRestoreVideoMode(_GLFWmonitor* monitor);
// OpenGL support
int _glfwInitContextAPI(void);
void _glfwTerminateContextAPI(void);
int _glfwCreateContext(_GLFWwindow* window,
const _GLFWwndconfig* wndconfig,
const _GLFWfbconfig* fbconfig);
void _glfwDestroyContext(_GLFWwindow* window);
#endif // _cocoa_platform_h_

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 OS X - www.glfw.org
// GLFW 3.1 OS X - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2009-2010 Camilla Berglund <elmindreda@elmindreda.org>
//
@ -26,35 +26,68 @@
#include "internal.h"
#include <string.h>
// Needed for _NSGetProgname
#include <crt_externs.h>
// Center the cursor in the view of the window
//
static void centerCursor(_GLFWwindow *window)
{
int width, height;
_glfwPlatformGetWindowSize(window, &width, &height);
_glfwPlatformSetCursorPos(window, width / 2.0, height / 2.0);
}
// Get the cursor object that window uses in the specified cursor mode
//
static NSCursor* getModeCursor(_GLFWwindow* window)
{
if (window->cursorMode == GLFW_CURSOR_NORMAL)
{
if (window->cursor)
return (NSCursor*) window->cursor->ns.object;
else
return [NSCursor arrowCursor];
}
else
return (NSCursor*) _glfw.ns.cursor;
}
// Update the cursor to match the specified cursor mode
//
static void updateModeCursor(_GLFWwindow* window)
{
// This is required for the cursor to update if it's inside the window
[getModeCursor(window) set];
// This is required for the cursor to update if it's outside the window
[window->ns.object invalidateCursorRectsForView:window->ns.view];
}
// Enter fullscreen mode
//
static void enterFullscreenMode(_GLFWwindow* window)
static GLboolean enterFullscreenMode(_GLFWwindow* window)
{
if ([window->ns.view isInFullScreenMode])
return;
GLboolean status;
_glfwSetVideoMode(window->monitor, &window->videoMode);
status = _glfwSetVideoMode(window->monitor, &window->videoMode);
[window->ns.view enterFullScreenMode:window->monitor->ns.screen
withOptions:nil];
// NOTE: The window is resized despite mode setting failure to make
// glfwSetWindowSize more robust
[window->ns.object setFrame:[window->monitor->ns.screen frame]
display:YES];
return status;
}
// Leave fullscreen mode
//
static void leaveFullscreenMode(_GLFWwindow* window)
{
if (![window->ns.view isInFullScreenMode])
return;
_glfwRestoreVideoMode(window->monitor);
// Exit full screen after the video restore to avoid a nasty display
// flickering during the fade
[window->ns.view exitFullScreenModeWithOptions:nil];
}
// Transforms the specified y-coordinate between the CG display and NS screen
@ -71,7 +104,7 @@ static float transformY(float y)
static NSRect convertRectToBacking(_GLFWwindow* window, NSRect contentRect)
{
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
if (floor(NSAppKitVersionNumber) >= NSAppKitVersionNumber10_7)
if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
return [window->ns.view convertRectToBacking:contentRect];
else
#endif /*MAC_OS_X_VERSION_MAX_ALLOWED*/
@ -88,19 +121,12 @@ static NSRect convertRectToBacking(_GLFWwindow* window, NSRect contentRect)
_GLFWwindow* window;
}
- (id)initWithGlfwWindow:(_GLFWwindow *)initWndow;
- (id)initWithGlfwWindow:(_GLFWwindow *)initWindow;
@end
@implementation GLFWWindowDelegate
static void centerCursor(_GLFWwindow *window)
{
int width, height;
_glfwPlatformGetWindowSize(window, &width, &height);
_glfwPlatformSetCursorPos(window, width / 2.0, height / 2.0);
}
- (id)initWithGlfwWindow:(_GLFWwindow *)initWindow
{
self = [super init];
@ -159,9 +185,7 @@ static void centerCursor(_GLFWwindow *window)
- (void)windowDidBecomeKey:(NSNotification *)notification
{
_glfwInputWindowFocus(window, GL_TRUE);
if (window->cursorMode == GLFW_CURSOR_DISABLED)
centerCursor(window);
_glfwPlatformApplyCursorMode(window);
}
- (void)windowDidResignKey:(NSNotification *)notification
@ -240,7 +264,6 @@ static int translateFlags(NSUInteger flags)
static int translateKey(unsigned int key)
{
// Keyboard symbol translation table
// TODO: Need to find mappings for F13-F15, volume down/up/mute, and eject.
static const unsigned int table[128] =
{
/* 00 */ GLFW_KEY_A,
@ -253,7 +276,7 @@ static int translateKey(unsigned int key)
/* 07 */ GLFW_KEY_X,
/* 08 */ GLFW_KEY_C,
/* 09 */ GLFW_KEY_V,
/* 0a */ GLFW_KEY_GRAVE_ACCENT,
/* 0a */ GLFW_KEY_WORLD_1,
/* 0b */ GLFW_KEY_B,
/* 0c */ GLFW_KEY_Q,
/* 0d */ GLFW_KEY_W,
@ -293,7 +316,7 @@ static int translateKey(unsigned int key)
/* 2f */ GLFW_KEY_PERIOD,
/* 30 */ GLFW_KEY_TAB,
/* 31 */ GLFW_KEY_SPACE,
/* 32 */ GLFW_KEY_WORLD_1,
/* 32 */ GLFW_KEY_GRAVE_ACCENT,
/* 33 */ GLFW_KEY_BACKSPACE,
/* 34 */ GLFW_KEY_UNKNOWN,
/* 35 */ GLFW_KEY_ESCAPE,
@ -348,7 +371,7 @@ static int translateKey(unsigned int key)
/* 66 */ GLFW_KEY_UNKNOWN,
/* 67 */ GLFW_KEY_F11,
/* 68 */ GLFW_KEY_UNKNOWN,
/* 69 */ GLFW_KEY_PRINT_SCREEN,
/* 69 */ GLFW_KEY_F13,
/* 6a */ GLFW_KEY_F16,
/* 6b */ GLFW_KEY_F14,
/* 6c */ GLFW_KEY_UNKNOWN,
@ -402,7 +425,7 @@ static int translateKey(unsigned int key)
{
if (_glfw.ns.cursor == nil)
{
NSImage* data = [[NSImage alloc] initWithSize:NSMakeSize(1, 1)];
NSImage* data = [[NSImage alloc] initWithSize:NSMakeSize(16, 16)];
_glfw.ns.cursor = [[NSCursor alloc] initWithImage:data
hotSpot:NSZeroPoint];
[data release];
@ -419,6 +442,8 @@ static int translateKey(unsigned int key)
trackingArea = nil;
[self updateTrackingAreas];
[self registerForDraggedTypes:[NSArray arrayWithObjects:
NSFilenamesPboardType, nil]];
}
return self;
@ -445,6 +470,11 @@ static int translateKey(unsigned int key)
return YES;
}
- (void)cursorUpdate:(NSEvent *)event
{
updateModeCursor(window);
}
- (void)mouseDown:(NSEvent *)event
{
_glfwInputMouseClick(window,
@ -503,7 +533,7 @@ static int translateKey(unsigned int key)
- (void)otherMouseDown:(NSEvent *)event
{
_glfwInputMouseClick(window,
[event buttonNumber],
(int) [event buttonNumber],
GLFW_PRESS,
translateFlags([event modifierFlags]));
}
@ -516,18 +546,20 @@ static int translateKey(unsigned int key)
- (void)otherMouseUp:(NSEvent *)event
{
_glfwInputMouseClick(window,
[event buttonNumber],
(int) [event buttonNumber],
GLFW_RELEASE,
translateFlags([event modifierFlags]));
}
- (void)mouseExited:(NSEvent *)event
{
window->ns.cursorInside = GL_FALSE;
_glfwInputCursorEnter(window, GL_FALSE);
}
- (void)mouseEntered:(NSEvent *)event
{
window->ns.cursorInside = GL_TRUE;
_glfwInputCursorEnter(window, GL_TRUE);
}
@ -548,7 +580,8 @@ static int translateKey(unsigned int key)
}
NSTrackingAreaOptions options = NSTrackingMouseEnteredAndExited |
NSTrackingActiveAlways |
NSTrackingActiveInKeyWindow |
NSTrackingCursorUpdate |
NSTrackingInVisibleRect;
trackingArea = [[NSTrackingArea alloc] initWithRect:[self bounds]
@ -564,30 +597,39 @@ static int translateKey(unsigned int key)
{
const int key = translateKey([event keyCode]);
const int mods = translateFlags([event modifierFlags]);
_glfwInputKey(window, key, [event keyCode], GLFW_PRESS, mods);
NSString* characters = [event characters];
NSUInteger i, length = [characters length];
const int plain = !(mods & GLFW_MOD_SUPER);
for (i = 0; i < length; i++)
_glfwInputChar(window, [characters characterAtIndex:i]);
_glfwInputChar(window, [characters characterAtIndex:i], mods, plain);
}
- (void)flagsChanged:(NSEvent *)event
{
int action;
unsigned int newModifierFlags =
const unsigned int modifierFlags =
[event modifierFlags] & NSDeviceIndependentModifierFlagsMask;
const int key = translateKey([event keyCode]);
const int mods = translateFlags(modifierFlags);
if (newModifierFlags > window->ns.modifierFlags)
if (modifierFlags == window->ns.modifierFlags)
{
if (window->keys[key] == GLFW_PRESS)
action = GLFW_RELEASE;
else
action = GLFW_PRESS;
}
else if (modifierFlags > window->ns.modifierFlags)
action = GLFW_PRESS;
else
action = GLFW_RELEASE;
window->ns.modifierFlags = newModifierFlags;
window->ns.modifierFlags = modifierFlags;
const int key = translateKey([event keyCode]);
const int mods = translateFlags([event modifierFlags]);
_glfwInputKey(window, key, [event keyCode], action, mods);
}
@ -603,7 +645,7 @@ static int translateKey(unsigned int key)
double deltaX, deltaY;
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
if (floor(NSAppKitVersionNumber) >= NSAppKitVersionNumber10_7)
if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
{
deltaX = [event scrollingDeltaX];
deltaY = [event scrollingDeltaY];
@ -627,8 +669,61 @@ static int translateKey(unsigned int key)
- (void)resetCursorRects
{
[self discardCursorRects];
[self addCursorRect:[self bounds] cursor:_glfw.ns.cursor];
[self addCursorRect:[self bounds] cursor:getModeCursor(window)];
}
- (NSDragOperation)draggingEntered:(id <NSDraggingInfo>)sender
{
if ((NSDragOperationGeneric & [sender draggingSourceOperationMask])
== NSDragOperationGeneric)
{
[self setNeedsDisplay:YES];
return NSDragOperationGeneric;
}
return NSDragOperationNone;
}
- (BOOL)prepareForDragOperation:(id <NSDraggingInfo>)sender
{
[self setNeedsDisplay:YES];
return YES;
}
- (BOOL)performDragOperation:(id <NSDraggingInfo>)sender
{
NSPasteboard* pasteboard = [sender draggingPasteboard];
NSArray* files = [pasteboard propertyListForType:NSFilenamesPboardType];
int height;
_glfwPlatformGetWindowSize(window, NULL, &height);
_glfwInputCursorMotion(window,
[sender draggingLocation].x,
height - [sender draggingLocation].y);
const int count = [files count];
if (count)
{
NSEnumerator* e = [files objectEnumerator];
char** names = calloc(count, sizeof(char*));
int i;
for (i = 0; i < count; i++)
names[i] = strdup([[e nextObject] UTF8String]);
_glfwInputDrop(window, count, (const char**) names);
for (i = 0; i < count; i++)
free(names[i]);
free(names);
}
return YES;
}
- (void)concludeDragOperation:(id <NSDraggingInfo>)sender
{
[self setNeedsDisplay:YES];
}
@end
@ -759,7 +854,7 @@ static void createMenuBar(void)
[NSApp setWindowsMenu:windowMenu];
[windowMenuItem setSubmenu:windowMenu];
[windowMenu addItemWithTitle:@"Miniaturize"
[windowMenu addItemWithTitle:@"Minimize"
action:@selector(performMiniaturize:)
keyEquivalent:@"m"];
[windowMenu addItemWithTitle:@"Zoom"
@ -770,9 +865,23 @@ static void createMenuBar(void)
action:@selector(arrangeInFront:)
keyEquivalent:@""];
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
{
// TODO: Make this appear at the bottom of the menu (for consistency)
[windowMenu addItem:[NSMenuItem separatorItem]];
[[windowMenu addItemWithTitle:@"Enter Full Screen"
action:@selector(toggleFullScreen:)
keyEquivalent:@"f"]
setKeyEquivalentModifierMask:NSControlKeyMask | NSCommandKeyMask];
}
#endif /*MAC_OS_X_VERSION_MAX_ALLOWED*/
// Prior to Snow Leopard, we need to use this oddly-named semi-private API
// to get the application menu working properly.
[NSApp performSelector:@selector(setAppleMenu:) withObject:appMenu];
SEL setAppleMenuSelector = NSSelectorFromString(@"setAppleMenu:");
[NSApp performSelector:setAppleMenuSelector withObject:appMenu];
}
#endif /* _GLFW_USE_MENUBAR */
@ -787,13 +896,8 @@ static GLboolean initializeAppKit(void)
// Implicitly create shared NSApplication instance
[GLFWApplication sharedApplication];
// If we get here, the application is unbundled
ProcessSerialNumber psn = { 0, kCurrentProcess };
TransformProcessType(&psn, kProcessTransformToForegroundApplication);
// Having the app in front of the terminal window is also generally
// handy. There is an NSApplication API to do this, but...
SetFrontProcess(&psn);
// In case we are unbundled, make us a proper UI application
[NSApp setActivationPolicy:NSApplicationActivationPolicyRegular];
#if defined(_GLFW_USE_MENUBAR)
// Menu bar setup must go between sharedApplication above and
@ -812,6 +916,14 @@ static GLboolean initializeAppKit(void)
static GLboolean createWindow(_GLFWwindow* window,
const _GLFWwndconfig* wndconfig)
{
window->ns.delegate = [[GLFWWindowDelegate alloc] initWithGlfwWindow:window];
if (window->ns.delegate == nil)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Cocoa: Failed to create window delegate");
return GL_FALSE;
}
unsigned int styleMask = 0;
if (wndconfig->monitor || !wndconfig->decorated)
@ -825,8 +937,15 @@ static GLboolean createWindow(_GLFWwindow* window,
styleMask |= NSResizableWindowMask;
}
NSRect contentRect;
if (wndconfig->monitor)
contentRect = [wndconfig->monitor->ns.screen frame];
else
contentRect = NSMakeRect(0, 0, wndconfig->width, wndconfig->height);
window->ns.object = [[GLFWWindow alloc]
initWithContentRect:NSMakeRect(0, 0, wndconfig->width, wndconfig->height)
initWithContentRect:contentRect
styleMask:styleMask
backing:NSBackingStoreBuffered
defer:NO];
@ -840,19 +959,35 @@ static GLboolean createWindow(_GLFWwindow* window,
window->ns.view = [[GLFWContentView alloc] initWithGlfwWindow:window];
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
if (floor(NSAppKitVersionNumber) >= NSAppKitVersionNumber10_7)
if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
{
#if defined(_GLFW_USE_RETINA)
[window->ns.view setWantsBestResolutionOpenGLSurface:YES];
#endif
if (wndconfig->resizable)
[window->ns.object setCollectionBehavior:NSWindowCollectionBehaviorFullScreenPrimary];
}
#endif /*MAC_OS_X_VERSION_MAX_ALLOWED*/
if (wndconfig->monitor)
[window->ns.object setLevel:NSMainMenuWindowLevel + 1];
else
{
[window->ns.object center];
if (wndconfig->floating)
[window->ns.object setLevel:NSFloatingWindowLevel];
}
[window->ns.object setTitle:[NSString stringWithUTF8String:wndconfig->title]];
[window->ns.object setContentView:window->ns.view];
[window->ns.object setDelegate:window->ns.delegate];
[window->ns.object setAcceptsMouseMovedEvents:YES];
[window->ns.object disableCursorRects];
[window->ns.object center];
[window->ns.object setHidesOnDeactivate:YES];
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
if (floor(NSAppKitVersionNumber) >= NSAppKitVersionNumber10_7)
if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
[window->ns.object setRestorable:NO];
#endif /*MAC_OS_X_VERSION_MAX_ALLOWED*/
@ -866,6 +1001,7 @@ static GLboolean createWindow(_GLFWwindow* window,
int _glfwPlatformCreateWindow(_GLFWwindow* window,
const _GLFWwndconfig* wndconfig,
const _GLFWctxconfig* ctxconfig,
const _GLFWfbconfig* fbconfig)
{
if (!initializeAppKit())
@ -886,27 +1022,20 @@ int _glfwPlatformCreateWindow(_GLFWwindow* window,
[NSApp setDelegate:_glfw.ns.delegate];
}
window->ns.delegate = [[GLFWWindowDelegate alloc] initWithGlfwWindow:window];
if (window->ns.delegate == nil)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Cocoa: Failed to create window delegate");
return GL_FALSE;
}
// Don't use accumulation buffer support; it's not accelerated
// Aux buffers probably aren't accelerated either
if (!createWindow(window, wndconfig))
return GL_FALSE;
if (!_glfwCreateContext(window, wndconfig, fbconfig))
if (!_glfwCreateContext(window, ctxconfig, fbconfig))
return GL_FALSE;
[window->nsgl.context setView:window->ns.view];
if (wndconfig->monitor)
enterFullscreenMode(window);
{
_glfwPlatformShowWindow(window);
if (!enterFullscreenMode(window))
return GL_FALSE;
}
return GL_TRUE;
}
@ -981,6 +1110,25 @@ void _glfwPlatformGetFramebufferSize(_GLFWwindow* window, int* width, int* heigh
*height = (int) fbRect.size.height;
}
void _glfwPlatformGetWindowFrameSize(_GLFWwindow* window,
int* left, int* top,
int* right, int* bottom)
{
const NSRect contentRect = [window->ns.view frame];
const NSRect frameRect = [window->ns.object frameRectForContentRect:contentRect];
if (left)
*left = contentRect.origin.x - frameRect.origin.x;
if (top)
*top = frameRect.origin.y + frameRect.size.height -
contentRect.origin.y - contentRect.size.height;
if (right)
*right = frameRect.origin.x + frameRect.size.width -
contentRect.origin.x - contentRect.size.width;
if (bottom)
*bottom = contentRect.origin.y - frameRect.origin.y;
}
void _glfwPlatformIconifyWindow(_GLFWwindow* window)
{
if (window->monitor)
@ -996,7 +1144,18 @@ void _glfwPlatformRestoreWindow(_GLFWwindow* window)
void _glfwPlatformShowWindow(_GLFWwindow* window)
{
// Make us the active application
// HACK: This has been moved here from initializeAppKit to prevent
// applications using only hidden windows from being activated, but
// should probably not be done every time any window is shown
[NSApp activateIgnoringOtherApps:YES];
[window->ns.object makeKeyAndOrderFront:nil];
}
void _glfwPlatformUnhideWindow(_GLFWwindow* window)
{
[window->ns.object orderFront:nil];
_glfwInputWindowVisibility(window, GL_TRUE);
}
@ -1038,8 +1197,26 @@ void _glfwPlatformWaitEvents(void)
_glfwPlatformPollEvents();
}
void _glfwPlatformPostEmptyEvent(void)
{
NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
NSEvent* event = [NSEvent otherEventWithType:NSApplicationDefined
location:NSMakePoint(0, 0)
modifierFlags:0
timestamp:0
windowNumber:0
context:nil
subtype:0
data1:0
data2:0];
[NSApp postEvent:event atStart:YES];
[pool drain];
}
void _glfwPlatformSetCursorPos(_GLFWwindow* window, double x, double y)
{
updateModeCursor(window);
if (window->monitor)
{
CGDisplayMoveCursorToPoint(window->monitor->ns.displayID,
@ -1056,41 +1233,110 @@ void _glfwPlatformSetCursorPos(_GLFWwindow* window, double x, double y)
}
}
void _glfwPlatformSetCursorMode(_GLFWwindow* window, int mode)
void _glfwPlatformApplyCursorMode(_GLFWwindow* window)
{
if (mode == GLFW_CURSOR_HIDDEN)
{
[window->ns.object enableCursorRects];
[window->ns.object invalidateCursorRectsForView:window->ns.view];
}
else
{
[window->ns.object disableCursorRects];
[window->ns.object invalidateCursorRectsForView:window->ns.view];
}
updateModeCursor(window);
if (mode == GLFW_CURSOR_DISABLED)
if (window->cursorMode == GLFW_CURSOR_DISABLED)
{
CGAssociateMouseAndMouseCursorPosition(false);
if (!_glfw.ns.cursorHidden)
{
[NSCursor hide];
_glfw.ns.cursorHidden = GL_TRUE;
}
centerCursor(window);
}
else
{
CGAssociateMouseAndMouseCursorPosition(true);
}
if (_glfw.ns.cursorHidden)
{
[NSCursor unhide];
_glfw.ns.cursorHidden = GL_FALSE;
}
int _glfwPlatformCreateCursor(_GLFWcursor* cursor,
const GLFWimage* image,
int xhot, int yhot)
{
NSImage* native;
NSBitmapImageRep* rep;
rep = [[NSBitmapImageRep alloc]
initWithBitmapDataPlanes:NULL
pixelsWide:image->width
pixelsHigh:image->height
bitsPerSample:8
samplesPerPixel:4
hasAlpha:YES
isPlanar:NO
colorSpaceName:NSCalibratedRGBColorSpace
bitmapFormat:NSAlphaNonpremultipliedBitmapFormat
bytesPerRow:image->width * 4
bitsPerPixel:32];
if (rep == nil)
return GL_FALSE;
memcpy([rep bitmapData], image->pixels, image->width * image->height * 4);
native = [[NSImage alloc] initWithSize:NSMakeSize(image->width, image->height)];
[native addRepresentation: rep];
cursor->ns.object = [[NSCursor alloc] initWithImage:native
hotSpot:NSMakePoint(xhot, yhot)];
[native release];
[rep release];
if (cursor->ns.object == nil)
return GL_FALSE;
return GL_TRUE;
}
void _glfwPlatformDestroyCursor(_GLFWcursor* cursor)
{
if (cursor->ns.object)
[(NSCursor*) cursor->ns.object release];
}
void _glfwPlatformSetCursor(_GLFWwindow* window, _GLFWcursor* cursor)
{
if (window->cursorMode == GLFW_CURSOR_NORMAL && window->ns.cursorInside)
{
if (cursor)
[(NSCursor*) cursor->ns.object set];
else
[[NSCursor arrowCursor] set];
}
}
void _glfwPlatformSetClipboardString(_GLFWwindow* window, const char* string)
{
NSArray* types = [NSArray arrayWithObjects:NSStringPboardType, nil];
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
[pasteboard declareTypes:types owner:nil];
[pasteboard setString:[NSString stringWithUTF8String:string]
forType:NSStringPboardType];
}
const char* _glfwPlatformGetClipboardString(_GLFWwindow* window)
{
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
if (![[pasteboard types] containsObject:NSStringPboardType])
{
_glfwInputError(GLFW_FORMAT_UNAVAILABLE, NULL);
return NULL;
}
NSString* object = [pasteboard stringForType:NSStringPboardType];
if (!object)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Cocoa: Failed to retrieve object from pasteboard");
return NULL;
}
free(_glfw.ns.clipboardString);
_glfw.ns.clipboardString = strdup([object UTF8String]);
return _glfw.ns.clipboardString;
}
//////////////////////////////////////////////////////////////////////////
////// GLFW native API //////

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 - www.glfw.org
// GLFW 3.1 - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
@ -35,9 +35,9 @@
// Parses the client API version string and extracts the version number
//
static GLboolean parseGLVersion(int* api, int* major, int* minor, int* rev)
static GLboolean parseVersionString(int* api, int* major, int* minor, int* rev)
{
int i, _api = GLFW_OPENGL_API, _major, _minor = 0, _rev = 0;
int i;
const char* version;
const char* prefixes[] =
{
@ -47,6 +47,8 @@ static GLboolean parseGLVersion(int* api, int* major, int* minor, int* rev)
NULL
};
*api = GLFW_OPENGL_API;
version = (const char*) glGetString(GL_VERSION);
if (!version)
{
@ -62,23 +64,18 @@ static GLboolean parseGLVersion(int* api, int* major, int* minor, int* rev)
if (strncmp(version, prefixes[i], length) == 0)
{
version += length;
_api = GLFW_OPENGL_ES_API;
*api = GLFW_OPENGL_ES_API;
break;
}
}
if (!sscanf(version, "%d.%d.%d", &_major, &_minor, &_rev))
if (!sscanf(version, "%d.%d.%d", major, minor, rev))
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"No version found in context version string");
return GL_FALSE;
}
*api = _api;
*major = _major;
*minor = _minor;
*rev = _rev;
return GL_TRUE;
}
@ -87,21 +84,21 @@ static GLboolean parseGLVersion(int* api, int* major, int* minor, int* rev)
////// GLFW internal API //////
//////////////////////////////////////////////////////////////////////////
GLboolean _glfwIsValidContextConfig(_GLFWwndconfig* wndconfig)
GLboolean _glfwIsValidContextConfig(const _GLFWctxconfig* ctxconfig)
{
if (wndconfig->clientAPI != GLFW_OPENGL_API &&
wndconfig->clientAPI != GLFW_OPENGL_ES_API)
if (ctxconfig->api != GLFW_OPENGL_API &&
ctxconfig->api != GLFW_OPENGL_ES_API)
{
_glfwInputError(GLFW_INVALID_ENUM, "Invalid client API requested");
return GL_FALSE;
}
if (wndconfig->clientAPI == GLFW_OPENGL_API)
if (ctxconfig->api == GLFW_OPENGL_API)
{
if (wndconfig->glMajor < 1 || wndconfig->glMinor < 0 ||
(wndconfig->glMajor == 1 && wndconfig->glMinor > 5) ||
(wndconfig->glMajor == 2 && wndconfig->glMinor > 1) ||
(wndconfig->glMajor == 3 && wndconfig->glMinor > 3))
if ((ctxconfig->major < 1 || ctxconfig->minor < 0) ||
(ctxconfig->major == 1 && ctxconfig->minor > 5) ||
(ctxconfig->major == 2 && ctxconfig->minor > 1) ||
(ctxconfig->major == 3 && ctxconfig->minor > 3))
{
// OpenGL 1.0 is the smallest valid version
// OpenGL 1.x series ended with version 1.5
@ -110,7 +107,7 @@ GLboolean _glfwIsValidContextConfig(_GLFWwndconfig* wndconfig)
_glfwInputError(GLFW_INVALID_VALUE,
"Invalid OpenGL version %i.%i requested",
wndconfig->glMajor, wndconfig->glMinor);
ctxconfig->major, ctxconfig->minor);
return GL_FALSE;
}
else
@ -118,18 +115,18 @@ GLboolean _glfwIsValidContextConfig(_GLFWwndconfig* wndconfig)
// For now, let everything else through
}
if (wndconfig->glProfile)
if (ctxconfig->profile)
{
if (wndconfig->glProfile != GLFW_OPENGL_CORE_PROFILE &&
wndconfig->glProfile != GLFW_OPENGL_COMPAT_PROFILE)
if (ctxconfig->profile != GLFW_OPENGL_CORE_PROFILE &&
ctxconfig->profile != GLFW_OPENGL_COMPAT_PROFILE)
{
_glfwInputError(GLFW_INVALID_ENUM,
"Invalid OpenGL profile requested");
return GL_FALSE;
}
if (wndconfig->glMajor < 3 ||
(wndconfig->glMajor == 3 && wndconfig->glMinor < 2))
if (ctxconfig->major < 3 ||
(ctxconfig->major == 3 && ctxconfig->minor < 2))
{
// Desktop OpenGL context profiles are only defined for version 3.2
// and above
@ -141,7 +138,7 @@ GLboolean _glfwIsValidContextConfig(_GLFWwndconfig* wndconfig)
}
}
if (wndconfig->glForward && wndconfig->glMajor < 3)
if (ctxconfig->forward && ctxconfig->major < 3)
{
// Forward-compatible contexts are only defined for OpenGL version 3.0 and above
_glfwInputError(GLFW_INVALID_VALUE,
@ -150,11 +147,11 @@ GLboolean _glfwIsValidContextConfig(_GLFWwndconfig* wndconfig)
return GL_FALSE;
}
}
else if (wndconfig->clientAPI == GLFW_OPENGL_ES_API)
else if (ctxconfig->api == GLFW_OPENGL_ES_API)
{
if (wndconfig->glMajor < 1 || wndconfig->glMinor < 0 ||
(wndconfig->glMajor == 1 && wndconfig->glMinor > 1) ||
(wndconfig->glMajor == 2 && wndconfig->glMinor > 0))
if (ctxconfig->major < 1 || ctxconfig->minor < 0 ||
(ctxconfig->major == 1 && ctxconfig->minor > 1) ||
(ctxconfig->major == 2 && ctxconfig->minor > 0))
{
// OpenGL ES 1.0 is the smallest valid version
// OpenGL ES 1.x series ended with version 1.1
@ -162,7 +159,7 @@ GLboolean _glfwIsValidContextConfig(_GLFWwndconfig* wndconfig)
_glfwInputError(GLFW_INVALID_VALUE,
"Invalid OpenGL ES version %i.%i requested",
wndconfig->glMajor, wndconfig->glMinor);
ctxconfig->major, ctxconfig->minor);
return GL_FALSE;
}
else
@ -170,7 +167,7 @@ GLboolean _glfwIsValidContextConfig(_GLFWwndconfig* wndconfig)
// For now, let everything else through
}
if (wndconfig->glProfile)
if (ctxconfig->profile)
{
// OpenGL ES does not support profiles
_glfwInputError(GLFW_INVALID_VALUE,
@ -178,7 +175,7 @@ GLboolean _glfwIsValidContextConfig(_GLFWwndconfig* wndconfig)
return GL_FALSE;
}
if (wndconfig->glForward)
if (ctxconfig->forward)
{
// OpenGL ES does not support forward-compatibility
_glfwInputError(GLFW_INVALID_VALUE,
@ -187,10 +184,10 @@ GLboolean _glfwIsValidContextConfig(_GLFWwndconfig* wndconfig)
}
}
if (wndconfig->glRobustness)
if (ctxconfig->robustness)
{
if (wndconfig->glRobustness != GLFW_NO_RESET_NOTIFICATION &&
wndconfig->glRobustness != GLFW_LOSE_CONTEXT_ON_RESET)
if (ctxconfig->robustness != GLFW_NO_RESET_NOTIFICATION &&
ctxconfig->robustness != GLFW_LOSE_CONTEXT_ON_RESET)
{
_glfwInputError(GLFW_INVALID_VALUE,
"Invalid context robustness mode requested");
@ -198,6 +195,17 @@ GLboolean _glfwIsValidContextConfig(_GLFWwndconfig* wndconfig)
}
}
if (ctxconfig->release)
{
if (ctxconfig->release != GLFW_RELEASE_BEHAVIOR_NONE &&
ctxconfig->release != GLFW_RELEASE_BEHAVIOR_FLUSH)
{
_glfwInputError(GLFW_INVALID_VALUE,
"Invalid context release behavior requested");
return GL_FALSE;
}
}
return GL_TRUE;
}
@ -222,6 +230,12 @@ const _GLFWfbconfig* _glfwChooseFBConfig(const _GLFWfbconfig* desired,
continue;
}
if (desired->doublebuffer != current->doublebuffer)
{
// Double buffering is a hard constraint
continue;
}
// Count number of missing buffers
{
missing = 0;
@ -235,8 +249,11 @@ const _GLFWfbconfig* _glfwChooseFBConfig(const _GLFWfbconfig* desired,
if (desired->stencilBits > 0 && current->stencilBits == 0)
missing++;
if (desired->auxBuffers > 0 && current->auxBuffers < desired->auxBuffers)
if (desired->auxBuffers > 0 &&
current->auxBuffers < desired->auxBuffers)
{
missing += desired->auxBuffers - current->auxBuffers;
}
if (desired->samples > 0 && current->samples == 0)
{
@ -254,19 +271,19 @@ const _GLFWfbconfig* _glfwChooseFBConfig(const _GLFWfbconfig* desired,
{
colorDiff = 0;
if (desired->redBits > 0)
if (desired->redBits != GLFW_DONT_CARE)
{
colorDiff += (desired->redBits - current->redBits) *
(desired->redBits - current->redBits);
}
if (desired->greenBits > 0)
if (desired->greenBits != GLFW_DONT_CARE)
{
colorDiff += (desired->greenBits - current->greenBits) *
(desired->greenBits - current->greenBits);
}
if (desired->blueBits > 0)
if (desired->blueBits != GLFW_DONT_CARE)
{
colorDiff += (desired->blueBits - current->blueBits) *
(desired->blueBits - current->blueBits);
@ -277,59 +294,56 @@ const _GLFWfbconfig* _glfwChooseFBConfig(const _GLFWfbconfig* desired,
{
extraDiff = 0;
if (desired->alphaBits > 0)
if (desired->alphaBits != GLFW_DONT_CARE)
{
extraDiff += (desired->alphaBits - current->alphaBits) *
(desired->alphaBits - current->alphaBits);
}
if (desired->depthBits > 0)
if (desired->depthBits != GLFW_DONT_CARE)
{
extraDiff += (desired->depthBits - current->depthBits) *
(desired->depthBits - current->depthBits);
}
if (desired->stencilBits > 0)
if (desired->stencilBits != GLFW_DONT_CARE)
{
extraDiff += (desired->stencilBits - current->stencilBits) *
(desired->stencilBits - current->stencilBits);
}
if (desired->accumRedBits > 0)
if (desired->accumRedBits != GLFW_DONT_CARE)
{
extraDiff += (desired->accumRedBits - current->accumRedBits) *
(desired->accumRedBits - current->accumRedBits);
}
if (desired->accumGreenBits > 0)
if (desired->accumGreenBits != GLFW_DONT_CARE)
{
extraDiff += (desired->accumGreenBits - current->accumGreenBits) *
(desired->accumGreenBits - current->accumGreenBits);
}
if (desired->accumBlueBits > 0)
if (desired->accumBlueBits != GLFW_DONT_CARE)
{
extraDiff += (desired->accumBlueBits - current->accumBlueBits) *
(desired->accumBlueBits - current->accumBlueBits);
}
if (desired->accumAlphaBits > 0)
if (desired->accumAlphaBits != GLFW_DONT_CARE)
{
extraDiff += (desired->accumAlphaBits - current->accumAlphaBits) *
(desired->accumAlphaBits - current->accumAlphaBits);
}
if (desired->samples > 0)
if (desired->samples != GLFW_DONT_CARE)
{
extraDiff += (desired->samples - current->samples) *
(desired->samples - current->samples);
}
if (desired->sRGB)
{
if (!current->sRGB)
extraDiff++;
}
if (desired->sRGB && !current->sRGB)
extraDiff++;
}
// Figure out if the current one is better than the best one found so far
@ -358,20 +372,20 @@ const _GLFWfbconfig* _glfwChooseFBConfig(const _GLFWfbconfig* desired,
return closest;
}
GLboolean _glfwRefreshContextAttribs(void)
GLboolean _glfwRefreshContextAttribs(const _GLFWctxconfig* ctxconfig)
{
_GLFWwindow* window = _glfwPlatformGetCurrentContext();
if (!parseGLVersion(&window->clientAPI,
&window->glMajor,
&window->glMinor,
&window->glRevision))
if (!parseVersionString(&window->context.api,
&window->context.major,
&window->context.minor,
&window->context.revision))
{
return GL_FALSE;
}
#if defined(_GLFW_USE_OPENGL)
if (window->glMajor > 2)
if (window->context.major > 2)
{
// OpenGL 3.0+ uses a different function for extension string retrieval
// We cache it here instead of in glfwExtensionSupported mostly to alert
@ -386,54 +400,63 @@ GLboolean _glfwRefreshContextAttribs(void)
}
}
if (window->clientAPI == GLFW_OPENGL_API)
if (window->context.api == GLFW_OPENGL_API)
{
// Read back context flags (OpenGL 3.0 and above)
if (window->glMajor >= 3)
if (window->context.major >= 3)
{
GLint flags;
glGetIntegerv(GL_CONTEXT_FLAGS, &flags);
if (flags & GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT)
window->glForward = GL_TRUE;
window->context.forward = GL_TRUE;
if (flags & GL_CONTEXT_FLAG_DEBUG_BIT)
window->glDebug = GL_TRUE;
else if (glfwExtensionSupported("GL_ARB_debug_output"))
window->context.debug = GL_TRUE;
else if (glfwExtensionSupported("GL_ARB_debug_output") &&
ctxconfig->debug)
{
// HACK: This is a workaround for older drivers (pre KHR_debug)
// not setting the debug bit in the context flags for debug
// contexts
window->glDebug = GL_TRUE;
// not setting the debug bit in the context flags for
// debug contexts
window->context.debug = GL_TRUE;
}
}
// Read back OpenGL context profile (OpenGL 3.2 and above)
if (window->glMajor > 3 ||
(window->glMajor == 3 && window->glMinor >= 2))
if (window->context.major > 3 ||
(window->context.major == 3 && window->context.minor >= 2))
{
GLint mask;
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &mask);
if (mask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT)
window->glProfile = GLFW_OPENGL_COMPAT_PROFILE;
window->context.profile = GLFW_OPENGL_COMPAT_PROFILE;
else if (mask & GL_CONTEXT_CORE_PROFILE_BIT)
window->glProfile = GLFW_OPENGL_CORE_PROFILE;
window->context.profile = GLFW_OPENGL_CORE_PROFILE;
else if (glfwExtensionSupported("GL_ARB_compatibility"))
{
// HACK: This is a workaround for the compatibility profile bit
// not being set in the context flags if an OpenGL 3.2+
// context was created without having requested a specific
// version
window->context.profile = GLFW_OPENGL_COMPAT_PROFILE;
}
}
// Read back robustness strategy
if (glfwExtensionSupported("GL_ARB_robustness"))
{
// NOTE: We avoid using the context flags for detection, as they are
// only present from 3.0 while the extension applies from 1.1
// only present from 3.0 while the extension applies from 1.1
GLint strategy;
glGetIntegerv(GL_RESET_NOTIFICATION_STRATEGY_ARB, &strategy);
if (strategy == GL_LOSE_CONTEXT_ON_RESET_ARB)
window->glRobustness = GLFW_LOSE_CONTEXT_ON_RESET;
window->context.robustness = GLFW_LOSE_CONTEXT_ON_RESET;
else if (strategy == GL_NO_RESET_NOTIFICATION_ARB)
window->glRobustness = GLFW_NO_RESET_NOTIFICATION;
window->context.robustness = GLFW_NO_RESET_NOTIFICATION;
}
}
else
@ -442,29 +465,40 @@ GLboolean _glfwRefreshContextAttribs(void)
if (glfwExtensionSupported("GL_EXT_robustness"))
{
// NOTE: The values of these constants match those of the OpenGL ARB
// one, so we can reuse them here
// one, so we can reuse them here
GLint strategy;
glGetIntegerv(GL_RESET_NOTIFICATION_STRATEGY_ARB, &strategy);
if (strategy == GL_LOSE_CONTEXT_ON_RESET_ARB)
window->glRobustness = GLFW_LOSE_CONTEXT_ON_RESET;
window->context.robustness = GLFW_LOSE_CONTEXT_ON_RESET;
else if (strategy == GL_NO_RESET_NOTIFICATION_ARB)
window->glRobustness = GLFW_NO_RESET_NOTIFICATION;
window->context.robustness = GLFW_NO_RESET_NOTIFICATION;
}
}
if (glfwExtensionSupported("GL_KHR_context_flush_control"))
{
GLint behavior;
glGetIntegerv(GL_CONTEXT_RELEASE_BEHAVIOR, &behavior);
if (behavior == GL_NONE)
window->context.release = GLFW_RELEASE_BEHAVIOR_NONE;
else if (behavior == GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH)
window->context.release = GLFW_RELEASE_BEHAVIOR_FLUSH;
}
#endif // _GLFW_USE_OPENGL
return GL_TRUE;
}
GLboolean _glfwIsValidContext(_GLFWwndconfig* wndconfig)
GLboolean _glfwIsValidContext(const _GLFWctxconfig* ctxconfig)
{
_GLFWwindow* window = _glfwPlatformGetCurrentContext();
if (window->glMajor < wndconfig->glMajor ||
(window->glMajor == wndconfig->glMajor &&
window->glMinor < wndconfig->glMinor))
if (window->context.major < ctxconfig->major ||
(window->context.major == ctxconfig->major &&
window->context.minor < ctxconfig->minor))
{
// The desired OpenGL version is greater than the actual version
// This only happens if the machine lacks {GLX|WGL}_ARB_create_context
@ -566,22 +600,26 @@ GLFWAPI int glfwExtensionSupported(const char* extension)
return GL_FALSE;
}
if (extension == NULL || *extension == '\0')
if (!extension || *extension == '\0')
{
_glfwInputError(GLFW_INVALID_VALUE, NULL);
return GL_FALSE;
}
if (window->glMajor < 3)
if (window->context.major < 3)
{
// Check if extension is in the old style OpenGL extensions string
extensions = glGetString(GL_EXTENSIONS);
if (extensions != NULL)
if (!extensions)
{
if (_glfwStringInExtensionString(extension, extensions))
return GL_TRUE;
_glfwInputError(GLFW_PLATFORM_ERROR,
"Failed to retrieve extension string");
return GL_FALSE;
}
if (_glfwStringInExtensionString(extension, extensions))
return GL_TRUE;
}
#if defined(_GLFW_USE_OPENGL)
else
@ -595,11 +633,16 @@ GLFWAPI int glfwExtensionSupported(const char* extension)
for (i = 0; i < count; i++)
{
if (strcmp((const char*) window->GetStringi(GL_EXTENSIONS, i),
extension) == 0)
{
return GL_TRUE;
}
const char* en = (const char*) window->GetStringi(GL_EXTENSIONS, i);
if (!en)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Failed to retrieve extension string %i", i);
return GL_FALSE;
}
if (strcmp(en, extension) == 0)
return GL_TRUE;
}
}
#endif // _GLFW_USE_OPENGL

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 EGL - www.glfw.org
// GLFW 3.1 EGL - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
@ -32,22 +32,6 @@
#include <assert.h>
// Thread local storage attribute macro
//
#if defined(_MSC_VER)
#define _GLFW_TLS __declspec(thread)
#elif defined(__GNUC__)
#define _GLFW_TLS __thread
#else
#define _GLFW_TLS
#endif
// The per-thread current context/window pointer
//
static _GLFW_TLS _GLFWwindow* _glfwCurrentWindow = NULL;
// Return a description of the specified EGL error
//
static const char* getErrorString(EGLint error)
@ -108,7 +92,7 @@ static int getConfigAttrib(EGLConfig config, int attrib)
// Return a list of available and usable framebuffer configs
//
static GLboolean chooseFBConfigs(const _GLFWwndconfig* wndconfig,
static GLboolean chooseFBConfigs(const _GLFWctxconfig* ctxconfig,
const _GLFWfbconfig* desired,
EGLConfig* result)
{
@ -155,9 +139,9 @@ static GLboolean chooseFBConfigs(const _GLFWwndconfig* wndconfig,
continue;
}
if (wndconfig->clientAPI == GLFW_OPENGL_ES_API)
if (ctxconfig->api == GLFW_OPENGL_ES_API)
{
if (wndconfig->glMajor == 1)
if (ctxconfig->major == 1)
{
if (!(getConfigAttrib(n, EGL_RENDERABLE_TYPE) & EGL_OPENGL_ES_BIT))
continue;
@ -168,7 +152,7 @@ static GLboolean chooseFBConfigs(const _GLFWwndconfig* wndconfig,
continue;
}
}
else if (wndconfig->clientAPI == GLFW_OPENGL_API)
else if (ctxconfig->api == GLFW_OPENGL_API)
{
if (!(getConfigAttrib(n, EGL_RENDERABLE_TYPE) & EGL_OPENGL_BIT))
continue;
@ -183,6 +167,7 @@ static GLboolean chooseFBConfigs(const _GLFWwndconfig* wndconfig,
u->stencilBits = getConfigAttrib(n, EGL_STENCIL_SIZE);
u->samples = getConfigAttrib(n, EGL_SAMPLES);
u->doublebuffer = GL_TRUE;
u->egl = n;
usableCount++;
@ -207,6 +192,9 @@ static GLboolean chooseFBConfigs(const _GLFWwndconfig* wndconfig,
//
int _glfwInitContextAPI(void)
{
if (!_glfwInitTLS())
return GL_FALSE;
_glfw.egl.display = eglGetDisplay((EGLNativeDisplayType)_GLFW_EGL_NATIVE_DISPLAY);
if (_glfw.egl.display == EGL_NO_DISPLAY)
{
@ -237,6 +225,8 @@ int _glfwInitContextAPI(void)
void _glfwTerminateContextAPI(void)
{
eglTerminate(_glfw.egl.display);
_glfwTerminateTLS();
}
#define setEGLattrib(attribName, attribValue) \
@ -246,21 +236,20 @@ void _glfwTerminateContextAPI(void)
assert((size_t) index < sizeof(attribs) / sizeof(attribs[0])); \
}
// Prepare for creation of the OpenGL context
// Create the OpenGL or OpenGL ES context
//
int _glfwCreateContext(_GLFWwindow* window,
const _GLFWwndconfig* wndconfig,
const _GLFWctxconfig* ctxconfig,
const _GLFWfbconfig* fbconfig)
{
int attribs[40];
EGLint count = 0;
EGLConfig config;
EGLContext share = NULL;
if (wndconfig->share)
share = wndconfig->share->egl.context;
if (ctxconfig->share)
share = ctxconfig->share->egl.context;
if (!chooseFBConfigs(wndconfig, fbconfig, &config))
if (!chooseFBConfigs(ctxconfig, fbconfig, &config))
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"EGL: Failed to find a suitable EGLConfig");
@ -270,6 +259,7 @@ int _glfwCreateContext(_GLFWwindow* window,
#if defined(_GLFW_X11)
// Retrieve the visual corresponding to the chosen EGL config
{
EGLint count = 0;
int mask;
EGLint redBits, greenBits, blueBits, alphaBits, visualID = 0;
XVisualInfo info;
@ -306,8 +296,7 @@ int _glfwCreateContext(_GLFWwindow* window,
window->egl.visual = XGetVisualInfo(_glfw.x11.display,
mask, &info, &count);
if (window->egl.visual == NULL)
if (!window->egl.visual)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"EGL: Failed to retrieve visual for EGLConfig");
@ -316,7 +305,7 @@ int _glfwCreateContext(_GLFWwindow* window,
}
#endif // _GLFW_X11
if (wndconfig->clientAPI == GLFW_OPENGL_ES_API)
if (ctxconfig->api == GLFW_OPENGL_ES_API)
{
if (!eglBindAPI(EGL_OPENGL_ES_API))
{
@ -341,34 +330,34 @@ int _glfwCreateContext(_GLFWwindow* window,
{
int index = 0, mask = 0, flags = 0, strategy = 0;
if (wndconfig->clientAPI == GLFW_OPENGL_API)
if (ctxconfig->api == GLFW_OPENGL_API)
{
if (wndconfig->glProfile == GLFW_OPENGL_CORE_PROFILE)
if (ctxconfig->profile == GLFW_OPENGL_CORE_PROFILE)
mask |= EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR;
else if (wndconfig->glProfile == GLFW_OPENGL_COMPAT_PROFILE)
else if (ctxconfig->profile == GLFW_OPENGL_COMPAT_PROFILE)
mask |= EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT_KHR;
if (wndconfig->glForward)
if (ctxconfig->forward)
flags |= EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE_BIT_KHR;
if (wndconfig->glDebug)
if (ctxconfig->debug)
flags |= EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR;
}
if (wndconfig->glRobustness != GLFW_NO_ROBUSTNESS)
if (ctxconfig->robustness)
{
if (wndconfig->glRobustness == GLFW_NO_RESET_NOTIFICATION)
if (ctxconfig->robustness == GLFW_NO_RESET_NOTIFICATION)
strategy = EGL_NO_RESET_NOTIFICATION_KHR;
else if (wndconfig->glRobustness == GLFW_LOSE_CONTEXT_ON_RESET)
else if (ctxconfig->robustness == GLFW_LOSE_CONTEXT_ON_RESET)
strategy = EGL_LOSE_CONTEXT_ON_RESET_KHR;
flags |= EGL_CONTEXT_OPENGL_ROBUST_ACCESS_BIT_KHR;
}
if (wndconfig->glMajor != 1 || wndconfig->glMinor != 0)
if (ctxconfig->major != 1 || ctxconfig->minor != 0)
{
setEGLattrib(EGL_CONTEXT_MAJOR_VERSION_KHR, wndconfig->glMajor);
setEGLattrib(EGL_CONTEXT_MINOR_VERSION_KHR, wndconfig->glMinor);
setEGLattrib(EGL_CONTEXT_MAJOR_VERSION_KHR, ctxconfig->major);
setEGLattrib(EGL_CONTEXT_MINOR_VERSION_KHR, ctxconfig->minor);
}
if (mask)
@ -386,12 +375,15 @@ int _glfwCreateContext(_GLFWwindow* window,
{
int index = 0;
if (wndconfig->clientAPI == GLFW_OPENGL_ES_API)
setEGLattrib(EGL_CONTEXT_CLIENT_VERSION, wndconfig->glMajor);
if (ctxconfig->api == GLFW_OPENGL_ES_API)
setEGLattrib(EGL_CONTEXT_CLIENT_VERSION, ctxconfig->major);
setEGLattrib(EGL_NONE, EGL_NONE);
}
// Context release behaviors (GL_KHR_context_flush_control) are not yet
// supported on EGL but are not a hard constraint, so ignore and continue
window->egl.context = eglCreateContext(_glfw.egl.display,
config, share, attribs);
@ -438,7 +430,7 @@ void _glfwDestroyContext(_GLFWwindow* window)
// Analyzes the specified context for possible recreation
//
int _glfwAnalyzeContext(const _GLFWwindow* window,
const _GLFWwndconfig* wndconfig,
const _GLFWctxconfig* ctxconfig,
const _GLFWfbconfig* fbconfig)
{
#if defined(_GLFW_WIN32)
@ -482,12 +474,7 @@ void _glfwPlatformMakeContextCurrent(_GLFWwindow* window)
EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
}
_glfwCurrentWindow = window;
}
_GLFWwindow* _glfwPlatformGetCurrentContext(void)
{
return _glfwCurrentWindow;
_glfwSetCurrentContext(window);
}
void _glfwPlatformSwapBuffers(_GLFWwindow* window)
@ -526,21 +513,21 @@ GLFWglproc _glfwPlatformGetProcAddress(const char* procname)
GLFWAPI EGLDisplay glfwGetEGLDisplay(void)
{
_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
_GLFW_REQUIRE_INIT_OR_RETURN(EGL_NO_DISPLAY);
return _glfw.egl.display;
}
GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* handle)
{
_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
_GLFW_REQUIRE_INIT_OR_RETURN(EGL_NO_CONTEXT);
return window->egl.context;
}
GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* handle)
{
_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT_OR_RETURN(0);
_GLFW_REQUIRE_INIT_OR_RETURN(EGL_NO_SURFACE);
return window->egl.surface;
}

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 EGL - www.glfw.org
// GLFW 3.1 EGL - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
@ -25,8 +25,8 @@
//
//========================================================================
#ifndef _egl_platform_h_
#define _egl_platform_h_
#ifndef _egl_context_h_
#define _egl_context_h_
#include <EGL/egl.h>
@ -40,18 +40,13 @@
#include <dlfcn.h>
#endif
#define _GLFW_PLATFORM_FBCONFIG EGLConfig egl
#define _GLFW_PLATFORM_CONTEXT_STATE _GLFWcontextEGL egl
#define _GLFW_PLATFORM_LIBRARY_OPENGL_STATE _GLFWlibraryEGL egl
#define _GLFW_PLATFORM_FBCONFIG EGLConfig egl
#define _GLFW_PLATFORM_CONTEXT_STATE _GLFWcontextEGL egl
#define _GLFW_PLATFORM_LIBRARY_CONTEXT_STATE _GLFWlibraryEGL egl
//========================================================================
// GLFW platform specific types
//========================================================================
//------------------------------------------------------------------------
// Platform-specific OpenGL context structure
//------------------------------------------------------------------------
// EGL-specific per-context data
//
typedef struct _GLFWcontextEGL
{
EGLConfig config;
@ -61,12 +56,12 @@ typedef struct _GLFWcontextEGL
#if defined(_GLFW_X11)
XVisualInfo* visual;
#endif
} _GLFWcontextEGL;
//------------------------------------------------------------------------
// Platform-specific library global data for EGL
//------------------------------------------------------------------------
// EGL-specific global data
//
typedef struct _GLFWlibraryEGL
{
EGLDisplay display;
@ -77,4 +72,14 @@ typedef struct _GLFWlibraryEGL
} _GLFWlibraryEGL;
#endif // _egl_platform_h_
int _glfwInitContextAPI(void);
void _glfwTerminateContextAPI(void);
int _glfwCreateContext(_GLFWwindow* window,
const _GLFWctxconfig* ctxconfig,
const _GLFWfbconfig* fbconfig);
void _glfwDestroyContext(_GLFWwindow* window);
int _glfwAnalyzeContext(const _GLFWwindow* window,
const _GLFWctxconfig* ctxconfig,
const _GLFWfbconfig* fbconfig);
#endif // _egl_context_h_

View File

@ -1,126 +0,0 @@
//========================================================================
// GLFW 3.0 - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 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 <math.h>
#include <stdlib.h>
#include <string.h>
#if defined(_MSC_VER)
#include <malloc.h>
#endif
//////////////////////////////////////////////////////////////////////////
////// GLFW internal API //////
//////////////////////////////////////////////////////////////////////////
void _glfwAllocGammaArrays(GLFWgammaramp* ramp, unsigned int size)
{
ramp->red = calloc(size, sizeof(unsigned short));
ramp->green = calloc(size, sizeof(unsigned short));
ramp->blue = calloc(size, sizeof(unsigned short));
ramp->size = size;
}
void _glfwFreeGammaArrays(GLFWgammaramp* ramp)
{
free(ramp->red);
free(ramp->green);
free(ramp->blue);
memset(ramp, 0, sizeof(GLFWgammaramp));
}
//////////////////////////////////////////////////////////////////////////
////// GLFW public API //////
//////////////////////////////////////////////////////////////////////////
GLFWAPI void glfwSetGamma(GLFWmonitor* handle, float gamma)
{
int i;
unsigned short values[256];
GLFWgammaramp ramp;
_GLFW_REQUIRE_INIT();
if (gamma <= 0.f)
{
_glfwInputError(GLFW_INVALID_VALUE,
"Gamma value must be greater than zero");
return;
}
for (i = 0; i < 256; i++)
{
double value;
// Calculate intensity
value = i / 255.0;
// Apply gamma curve
value = pow(value, 1.0 / gamma) * 65535.0 + 0.5;
// Clamp to value range
if (value > 65535.0)
value = 65535.0;
values[i] = (unsigned short) value;
}
ramp.red = values;
ramp.green = values;
ramp.blue = values;
ramp.size = 256;
glfwSetGammaRamp(handle, &ramp);
}
GLFWAPI const GLFWgammaramp* glfwGetGammaRamp(GLFWmonitor* handle)
{
_GLFWmonitor* monitor = (_GLFWmonitor*) handle;
_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
_glfwFreeGammaArrays(&monitor->currentRamp);
_glfwPlatformGetGammaRamp(monitor, &monitor->currentRamp);
return &monitor->currentRamp;
}
GLFWAPI void glfwSetGammaRamp(GLFWmonitor* handle, const GLFWgammaramp* ramp)
{
_GLFWmonitor* monitor = (_GLFWmonitor*) handle;
_GLFW_REQUIRE_INIT();
if (!monitor->originalRamp.size)
_glfwPlatformGetGammaRamp(monitor, &monitor->originalRamp);
_glfwPlatformSetGammaRamp(monitor, ramp);
}

View File

@ -1,10 +1,10 @@
prefix=@CMAKE_INSTALL_PREFIX@
exec_prefix=${prefix}
includedir=${prefix}/include
libdir=${exec_prefix}/lib
libdir=${exec_prefix}/lib@LIB_SUFFIX@
Name: GLFW
Description: A portable library for OpenGL, window and input
Description: A multi-platform library for OpenGL, window and input
Version: @GLFW_VERSION_FULL@
URL: http://www.glfw.org/
Requires.private: @GLFW_PKG_DEPS@

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 - www.glfw.org
// GLFW 3.1 - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2010 Camilla Berglund <elmindreda@elmindreda.org>
//
@ -23,13 +23,15 @@
// distribution.
//
//========================================================================
// As config.h.in, this file is used by CMake to produce the config.h shared
// configuration header file. If you are adding a feature requiring
// conditional compilation, this is the proper place to add the macros.
// As glfw_config.h.in, this file is used by CMake to produce the
// glfw_config.h configuration header file. If you are adding a feature
// requiring conditional compilation, this is where to add the macro.
//========================================================================
// As config.h, this file defines compile-time build options and macros for
// all platforms supported by GLFW. As this is a generated file, don't modify
// it. Instead, you should modify the config.h.in file.
// As glfw_config.h, this file defines compile-time option macros for a
// specific platform and development environment. If you are using the
// GLFW CMake files, modify glfw_config.h.in instead of this file. If you
// are using your own build system, make this file define the appropriate
// macros in whatever way is suitable.
//========================================================================
// Define this to 1 if building GLFW for X11
@ -38,6 +40,10 @@
#cmakedefine _GLFW_WIN32
// Define this to 1 if building GLFW for Cocoa
#cmakedefine _GLFW_COCOA
// Define this to 1 if building GLFW for Wayland
#cmakedefine _GLFW_WAYLAND
// Define this to 1 if building GLFW for Mir
#cmakedefine _GLFW_MIR
// Define this to 1 if building GLFW for EGL
#cmakedefine _GLFW_EGL
@ -51,8 +57,6 @@
// Define this to 1 if building as a shared library / dynamic library / DLL
#cmakedefine _GLFW_BUILD_DLL
// Define this to 1 to disable dynamic loading of winmm
#cmakedefine _GLFW_NO_DLOAD_WINMM
// Define this to 1 if glfwSwapInterval should ignore DWM compositing status
#cmakedefine _GLFW_USE_DWM_SWAP_INTERVAL
// Define this to 1 to force use of high-performance GPU on Optimus systems
@ -71,6 +75,8 @@
#cmakedefine _GLFW_USE_CHDIR
// Define this to 1 if glfwCreateWindow should populate the menu bar
#cmakedefine _GLFW_USE_MENUBAR
// Define this to 1 if windows should use full resolution on Retina displays
#cmakedefine _GLFW_USE_RETINA
// Define this to 1 if using OpenGL as the client library
#cmakedefine _GLFW_USE_OPENGL
@ -79,6 +85,3 @@
// Define this to 1 if using OpenGL ES 2.0 as the client library
#cmakedefine _GLFW_USE_GLESV2
// The GLFW version as used by glfwGetVersionString
#define _GLFW_VERSION_FULL "@GLFW_VERSION_FULL@"

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 GLX - www.glfw.org
// GLFW 3.1 GLX - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
@ -30,7 +30,6 @@
#include <string.h>
#include <stdlib.h>
#include <assert.h>
#include <pthread.h>
// This is the only glXGetProcAddress variant not declared by glxext.h
@ -43,20 +42,11 @@ void (*glXGetProcAddressEXT(const GLubyte* procName))();
// Returns the specified attribute of the specified GLXFBConfig
// NOTE: Do not call this unless we have found GLX 1.3+ or GLX_SGIX_fbconfig
//
static int getFBConfigAttrib(GLXFBConfig fbconfig, int attrib)
{
int value;
if (_glfw.glx.SGIX_fbconfig)
{
_glfw.glx.GetFBConfigAttribSGIX(_glfw.x11.display,
fbconfig, attrib, &value);
}
else
glXGetFBConfigAttrib(_glfw.x11.display, fbconfig, attrib, &value);
glXGetFBConfigAttrib(_glfw.x11.display, fbconfig, attrib, &value);
return value;
}
@ -75,28 +65,15 @@ static GLboolean chooseFBConfig(const _GLFWfbconfig* desired, GLXFBConfig* resul
if (strcmp(vendor, "Chromium") == 0)
{
// HACK: This is a (hopefully temporary) workaround for Chromium
// (VirtualBox GL) not setting the window bit on any GLXFBConfigs
// (VirtualBox GL) not setting the window bit on any GLXFBConfigs
trustWindowBit = GL_FALSE;
}
if (_glfw.glx.SGIX_fbconfig)
{
nativeConfigs = _glfw.glx.ChooseFBConfigSGIX(_glfw.x11.display,
_glfw.x11.screen,
NULL,
&nativeCount);
}
else
{
nativeConfigs = glXGetFBConfigs(_glfw.x11.display,
_glfw.x11.screen,
&nativeCount);
}
nativeConfigs = glXGetFBConfigs(_glfw.x11.display, _glfw.x11.screen,
&nativeCount);
if (!nativeCount)
{
_glfwInputError(GLFW_API_UNAVAILABLE,
"GLX: No GLXFBConfigs returned");
_glfwInputError(GLFW_API_UNAVAILABLE, "GLX: No GLXFBConfigs returned");
return GL_FALSE;
}
@ -108,10 +85,9 @@ static GLboolean chooseFBConfig(const _GLFWfbconfig* desired, GLXFBConfig* resul
const GLXFBConfig n = nativeConfigs[i];
_GLFWfbconfig* u = usableConfigs + usableCount;
if (!getFBConfigAttrib(n, GLX_DOUBLEBUFFER) ||
!getFBConfigAttrib(n, GLX_VISUAL_ID))
if (!getFBConfigAttrib(n, GLX_VISUAL_ID))
{
// Only consider double-buffered GLXFBConfigs with associated visuals
// Only consider GLXFBConfigs with associated visuals
continue;
}
@ -144,7 +120,11 @@ static GLboolean chooseFBConfig(const _GLFWfbconfig* desired, GLXFBConfig* resul
u->accumAlphaBits = getFBConfigAttrib(n, GLX_ACCUM_ALPHA_SIZE);
u->auxBuffers = getFBConfigAttrib(n, GLX_AUX_BUFFERS);
u->stereo = getFBConfigAttrib(n, GLX_STEREO);
if (getFBConfigAttrib(n, GLX_STEREO))
u->stereo = GL_TRUE;
if (getFBConfigAttrib(n, GLX_DOUBLEBUFFER))
u->doublebuffer = GL_TRUE;
if (_glfw.glx.ARB_multisample)
u->samples = getFBConfigAttrib(n, GLX_SAMPLES);
@ -172,15 +152,6 @@ static GLXContext createLegacyContext(_GLFWwindow* window,
GLXFBConfig fbconfig,
GLXContext share)
{
if (_glfw.glx.SGIX_fbconfig)
{
return _glfw.glx.CreateContextWithConfigSGIX(_glfw.x11.display,
fbconfig,
GLX_RGBA_TYPE,
share,
True);
}
return glXCreateNewContext(_glfw.x11.display,
fbconfig,
GLX_RGBA_TYPE,
@ -197,24 +168,11 @@ static GLXContext createLegacyContext(_GLFWwindow* window,
//
int _glfwInitContextAPI(void)
{
if (!_glfwInitTLS())
return GL_FALSE;
#ifdef _GLFW_DLOPEN_LIBGL
int i;
char* libGL_names[ ] =
{
"libGL.so",
"libGL.so.1",
"/usr/lib/libGL.so",
"/usr/lib/libGL.so.1",
NULL
};
for (i = 0; libGL_names[i] != NULL; i++)
{
_glfw.glx.libGL = dlopen(libGL_names[i], RTLD_LAZY | RTLD_GLOBAL);
if (_glfw.glx.libGL)
break;
}
_glfw.glx.libGL = dlopen("libGL.so.1", RTLD_LAZY | RTLD_GLOBAL);
if (!_glfw.glx.libGL)
{
_glfwInputError(GLFW_PLATFORM_ERROR, "GLX: Failed to find libGL");
@ -222,19 +180,11 @@ int _glfwInitContextAPI(void)
}
#endif
if (pthread_key_create(&_glfw.glx.current, NULL) != 0)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"GLX: Failed to create context TLS");
return GL_FALSE;
}
// Check if GLX is supported on this display
if (!glXQueryExtension(_glfw.x11.display,
&_glfw.glx.errorBase,
&_glfw.glx.eventBase))
{
_glfwInputError(GLFW_API_UNAVAILABLE, "GLX: GLX support not found");
_glfwInputError(GLFW_API_UNAVAILABLE, "GLX: GLX extension not found");
return GL_FALSE;
}
@ -247,6 +197,13 @@ int _glfwInitContextAPI(void)
return GL_FALSE;
}
if (_glfw.glx.versionMajor == 1 && _glfw.glx.versionMinor < 3)
{
_glfwInputError(GLFW_API_UNAVAILABLE,
"GLX: GLX version 1.3 is required");
return GL_FALSE;
}
if (_glfwPlatformExtensionSupported("GLX_EXT_swap_control"))
{
_glfw.glx.SwapIntervalEXT = (PFNGLXSWAPINTERVALEXTPROC)
@ -274,26 +231,6 @@ int _glfwInitContextAPI(void)
_glfw.glx.MESA_swap_control = GL_TRUE;
}
if (_glfwPlatformExtensionSupported("GLX_SGIX_fbconfig"))
{
_glfw.glx.GetFBConfigAttribSGIX = (PFNGLXGETFBCONFIGATTRIBSGIXPROC)
_glfwPlatformGetProcAddress("glXGetFBConfigAttribSGIX");
_glfw.glx.ChooseFBConfigSGIX = (PFNGLXCHOOSEFBCONFIGSGIXPROC)
_glfwPlatformGetProcAddress("glXChooseFBConfigSGIX");
_glfw.glx.CreateContextWithConfigSGIX = (PFNGLXCREATECONTEXTWITHCONFIGSGIXPROC)
_glfwPlatformGetProcAddress("glXCreateContextWithConfigSGIX");
_glfw.glx.GetVisualFromFBConfigSGIX = (PFNGLXGETVISUALFROMFBCONFIGSGIXPROC)
_glfwPlatformGetProcAddress("glXGetVisualFromFBConfigSGIX");
if (_glfw.glx.GetFBConfigAttribSGIX &&
_glfw.glx.ChooseFBConfigSGIX &&
_glfw.glx.CreateContextWithConfigSGIX &&
_glfw.glx.GetVisualFromFBConfigSGIX)
{
_glfw.glx.SGIX_fbconfig = GL_TRUE;
}
}
if (_glfwPlatformExtensionSupported("GLX_ARB_multisample"))
_glfw.glx.ARB_multisample = GL_TRUE;
@ -318,6 +255,9 @@ int _glfwInitContextAPI(void)
if (_glfwPlatformExtensionSupported("GLX_EXT_create_context_es2_profile"))
_glfw.glx.EXT_create_context_es2_profile = GL_TRUE;
if (_glfwPlatformExtensionSupported("GLX_ARB_context_flush_control"))
_glfw.glx.ARB_context_flush_control = GL_TRUE;
return GL_TRUE;
}
@ -334,7 +274,7 @@ void _glfwTerminateContextAPI(void)
}
#endif
pthread_key_delete(_glfw.glx.current);
_glfwTerminateTLS();
}
#define setGLXattrib(attribName, attribValue) \
@ -344,18 +284,18 @@ void _glfwTerminateContextAPI(void)
assert((size_t) index < sizeof(attribs) / sizeof(attribs[0])); \
}
// Prepare for creation of the OpenGL context
// Create the OpenGL or OpenGL ES context
//
int _glfwCreateContext(_GLFWwindow* window,
const _GLFWwndconfig* wndconfig,
const _GLFWctxconfig* ctxconfig,
const _GLFWfbconfig* fbconfig)
{
int attribs[40];
GLXFBConfig native;
GLXContext share = NULL;
if (wndconfig->share)
share = wndconfig->share->glx.context;
if (ctxconfig->share)
share = ctxconfig->share->glx.context;
if (!chooseFBConfig(fbconfig, &native))
{
@ -365,22 +305,15 @@ int _glfwCreateContext(_GLFWwindow* window,
}
// Retrieve the corresponding visual
if (_glfw.glx.SGIX_fbconfig)
{
window->glx.visual =
_glfw.glx.GetVisualFromFBConfigSGIX(_glfw.x11.display, native);
}
else
window->glx.visual = glXGetVisualFromFBConfig(_glfw.x11.display, native);
if (window->glx.visual == NULL)
window->glx.visual = glXGetVisualFromFBConfig(_glfw.x11.display, native);
if (!window->glx.visual)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"GLX: Failed to retrieve visual for GLXFBConfig");
return GL_FALSE;
}
if (wndconfig->clientAPI == GLFW_OPENGL_ES_API)
if (ctxconfig->api == GLFW_OPENGL_ES_API)
{
if (!_glfw.glx.ARB_create_context ||
!_glfw.glx.ARB_create_context_profile ||
@ -393,7 +326,7 @@ int _glfwCreateContext(_GLFWwindow* window,
}
}
if (wndconfig->glForward)
if (ctxconfig->forward)
{
if (!_glfw.glx.ARB_create_context)
{
@ -404,7 +337,7 @@ int _glfwCreateContext(_GLFWwindow* window,
}
}
if (wndconfig->glProfile)
if (ctxconfig->profile)
{
if (!_glfw.glx.ARB_create_context ||
!_glfw.glx.ARB_create_context_profile)
@ -422,46 +355,63 @@ int _glfwCreateContext(_GLFWwindow* window,
{
int index = 0, mask = 0, flags = 0, strategy = 0;
if (wndconfig->clientAPI == GLFW_OPENGL_API)
if (ctxconfig->api == GLFW_OPENGL_API)
{
if (wndconfig->glForward)
if (ctxconfig->forward)
flags |= GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
if (wndconfig->glDebug)
if (ctxconfig->debug)
flags |= GLX_CONTEXT_DEBUG_BIT_ARB;
if (wndconfig->glProfile)
if (ctxconfig->profile)
{
if (wndconfig->glProfile == GLFW_OPENGL_CORE_PROFILE)
if (ctxconfig->profile == GLFW_OPENGL_CORE_PROFILE)
mask |= GLX_CONTEXT_CORE_PROFILE_BIT_ARB;
else if (wndconfig->glProfile == GLFW_OPENGL_COMPAT_PROFILE)
else if (ctxconfig->profile == GLFW_OPENGL_COMPAT_PROFILE)
mask |= GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB;
}
}
else
mask |= GLX_CONTEXT_ES2_PROFILE_BIT_EXT;
if (wndconfig->glRobustness != GLFW_NO_ROBUSTNESS)
if (ctxconfig->robustness)
{
if (_glfw.glx.ARB_create_context_robustness)
{
if (wndconfig->glRobustness == GLFW_NO_RESET_NOTIFICATION)
if (ctxconfig->robustness == GLFW_NO_RESET_NOTIFICATION)
strategy = GLX_NO_RESET_NOTIFICATION_ARB;
else if (wndconfig->glRobustness == GLFW_LOSE_CONTEXT_ON_RESET)
else if (ctxconfig->robustness == GLFW_LOSE_CONTEXT_ON_RESET)
strategy = GLX_LOSE_CONTEXT_ON_RESET_ARB;
flags |= GLX_CONTEXT_ROBUST_ACCESS_BIT_ARB;
}
}
if (wndconfig->glMajor != 1 || wndconfig->glMinor != 0)
if (ctxconfig->release)
{
if (_glfw.glx.ARB_context_flush_control)
{
if (ctxconfig->release == GLFW_RELEASE_BEHAVIOR_NONE)
{
setGLXattrib(GLX_CONTEXT_RELEASE_BEHAVIOR_ARB,
GLX_CONTEXT_RELEASE_BEHAVIOR_NONE_ARB);
}
else if (ctxconfig->release == GLFW_RELEASE_BEHAVIOR_FLUSH)
{
setGLXattrib(GLX_CONTEXT_RELEASE_BEHAVIOR_ARB,
GLX_CONTEXT_RELEASE_BEHAVIOR_FLUSH_ARB);
}
}
}
if (ctxconfig->major != 1 || ctxconfig->minor != 0)
{
// NOTE: Only request an explicitly versioned context when
// necessary, as explicitly requesting version 1.0 does not always
// return the highest available version
// necessary, as explicitly requesting version 1.0 does not
// always return the highest available version
setGLXattrib(GLX_CONTEXT_MAJOR_VERSION_ARB, wndconfig->glMajor);
setGLXattrib(GLX_CONTEXT_MINOR_VERSION_ARB, wndconfig->glMinor);
setGLXattrib(GLX_CONTEXT_MAJOR_VERSION_ARB, ctxconfig->major);
setGLXattrib(GLX_CONTEXT_MINOR_VERSION_ARB, ctxconfig->minor);
}
if (mask)
@ -482,15 +432,16 @@ int _glfwCreateContext(_GLFWwindow* window,
True,
attribs);
if (window->glx.context == NULL)
if (!window->glx.context)
{
// HACK: This is a fallback for the broken Mesa implementation of
// GLX_ARB_create_context_profile, which fails default 1.0 context
// creation with a GLXBadProfileARB error in violation of the spec
// GLX_ARB_create_context_profile, which fails default 1.0
// context creation with a GLXBadProfileARB error in violation
// of the extension spec
if (_glfw.x11.errorCode == _glfw.glx.errorBase + GLXBadProfileARB &&
wndconfig->clientAPI == GLFW_OPENGL_API &&
wndconfig->glProfile == GLFW_OPENGL_ANY_PROFILE &&
wndconfig->glForward == GL_FALSE)
ctxconfig->api == GLFW_OPENGL_API &&
ctxconfig->profile == GLFW_OPENGL_ANY_PROFILE &&
ctxconfig->forward == GL_FALSE)
{
window->glx.context = createLegacyContext(window, native, share);
}
@ -501,7 +452,7 @@ int _glfwCreateContext(_GLFWwindow* window,
_glfwReleaseXErrorHandler();
if (window->glx.context == NULL)
if (!window->glx.context)
{
_glfwInputXError(GLFW_PLATFORM_ERROR, "GLX: Failed to create context");
return GL_FALSE;
@ -545,12 +496,7 @@ void _glfwPlatformMakeContextCurrent(_GLFWwindow* window)
else
glXMakeCurrent(_glfw.x11.display, None, NULL);
pthread_setspecific(_glfw.glx.current, window);
}
_GLFWwindow* _glfwPlatformGetCurrentContext(void)
{
return (_GLFWwindow*) pthread_getspecific(_glfw.glx.current);
_glfwSetCurrentContext(window);
}
void _glfwPlatformSwapBuffers(_GLFWwindow* window)

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 GLX - www.glfw.org
// GLFW 3.1 GLX - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
@ -25,8 +25,8 @@
//
//========================================================================
#ifndef _glx_platform_h_
#define _glx_platform_h_
#ifndef _glx_context_h_
#define _glx_context_h_
#define GLX_GLXEXT_LEGACY
#include <GL/glx.h>
@ -57,53 +57,40 @@
#error "No OpenGL entry point retrieval mechanism was enabled"
#endif
#define _GLFW_PLATFORM_FBCONFIG GLXFBConfig glx
#define _GLFW_PLATFORM_CONTEXT_STATE _GLFWcontextGLX glx
#define _GLFW_PLATFORM_LIBRARY_OPENGL_STATE _GLFWlibraryGLX glx
#define _GLFW_PLATFORM_FBCONFIG GLXFBConfig glx
#define _GLFW_PLATFORM_CONTEXT_STATE _GLFWcontextGLX glx
#define _GLFW_PLATFORM_LIBRARY_CONTEXT_STATE _GLFWlibraryGLX glx
#ifndef GLX_MESA_swap_control
typedef int (*PFNGLXSWAPINTERVALMESAPROC)(int);
#endif
//========================================================================
// GLFW platform specific types
//========================================================================
//------------------------------------------------------------------------
// Platform-specific OpenGL context structure
//------------------------------------------------------------------------
// GLX-specific per-context data
//
typedef struct _GLFWcontextGLX
{
GLXContext context; // OpenGL rendering context
XVisualInfo* visual; // Visual for selected GLXFBConfig
// Rendering context
GLXContext context;
// Visual of selected GLXFBConfig
XVisualInfo* visual;
} _GLFWcontextGLX;
//------------------------------------------------------------------------
// Platform-specific library global data for GLX
//------------------------------------------------------------------------
// GLX-specific global data
//
typedef struct _GLFWlibraryGLX
{
// Server-side GLX version
int versionMajor, versionMinor;
int eventBase;
int errorBase;
// TLS key for per-thread current context/window
pthread_key_t current;
// GLX extensions
PFNGLXSWAPINTERVALSGIPROC SwapIntervalSGI;
PFNGLXSWAPINTERVALEXTPROC SwapIntervalEXT;
PFNGLXSWAPINTERVALMESAPROC SwapIntervalMESA;
PFNGLXGETFBCONFIGATTRIBSGIXPROC GetFBConfigAttribSGIX;
PFNGLXCHOOSEFBCONFIGSGIXPROC ChooseFBConfigSGIX;
PFNGLXCREATECONTEXTWITHCONFIGSGIXPROC CreateContextWithConfigSGIX;
PFNGLXGETVISUALFROMFBCONFIGSGIXPROC GetVisualFromFBConfigSGIX;
PFNGLXCREATECONTEXTATTRIBSARBPROC CreateContextAttribsARB;
GLboolean SGIX_fbconfig;
GLboolean SGI_swap_control;
GLboolean EXT_swap_control;
GLboolean MESA_swap_control;
@ -113,11 +100,21 @@ typedef struct _GLFWlibraryGLX
GLboolean ARB_create_context_profile;
GLboolean ARB_create_context_robustness;
GLboolean EXT_create_context_es2_profile;
GLboolean ARB_context_flush_control;
#if defined(_GLFW_DLOPEN_LIBGL)
void* libGL; // dlopen handle for libGL.so
// dlopen handle for libGL.so (for glfwGetProcAddress)
void* libGL;
#endif
} _GLFWlibraryGLX;
#endif // _glx_platform_h_
int _glfwInitContextAPI(void);
void _glfwTerminateContextAPI(void);
int _glfwCreateContext(_GLFWwindow* window,
const _GLFWctxconfig* ctxconfig,
const _GLFWfbconfig* fbconfig);
void _glfwDestroyContext(_GLFWwindow* window);
#endif // _glx_context_h_

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 - www.glfw.org
// GLFW 3.1 - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
@ -33,14 +33,15 @@
#include <stdarg.h>
// The three global variables below comprise all global data in GLFW, except for
// various static const translation tables. Any other global variable is a bug.
// Global state shared between compilation units of GLFW
// These are documented in internal.h
//
GLboolean _glfwInitialized = GL_FALSE;
_GLFWlibrary _glfw;
// The current error callback
// This is outside of _glfw so it can be initialized and usable before
// glfwInit is called, which lets that function report errors
//
@ -128,7 +129,7 @@ GLFWAPI int glfwInit(void)
}
_glfw.monitors = _glfwPlatformGetMonitors(&_glfw.monitorCount);
if (_glfw.monitors == NULL)
if (!_glfw.monitorCount)
{
_glfwInputError(GLFW_PLATFORM_ERROR, "No monitors found");
_glfwPlatformTerminate();
@ -152,10 +153,12 @@ GLFWAPI void glfwTerminate(void)
memset(&_glfw.callbacks, 0, sizeof(_glfw.callbacks));
// Close all remaining windows
while (_glfw.windowListHead)
glfwDestroyWindow((GLFWwindow*) _glfw.windowListHead);
while (_glfw.cursorListHead)
glfwDestroyCursor((GLFWcursor*) _glfw.cursorListHead);
for (i = 0; i < _glfw.monitorCount; i++)
{
_GLFWmonitor* monitor = _glfw.monitors[i];
@ -163,12 +166,13 @@ GLFWAPI void glfwTerminate(void)
_glfwPlatformSetGammaRamp(monitor, &monitor->originalRamp);
}
_glfwDestroyMonitors(_glfw.monitors, _glfw.monitorCount);
_glfwFreeMonitors(_glfw.monitors, _glfw.monitorCount);
_glfw.monitors = NULL;
_glfw.monitorCount = 0;
_glfwPlatformTerminate();
memset(&_glfw, 0, sizeof(_glfw));
_glfwInitialized = GL_FALSE;
}

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 - www.glfw.org
// GLFW 3.1 - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
@ -27,6 +27,11 @@
#include "internal.h"
#include <stdlib.h>
#if defined(_MSC_VER)
#include <malloc.h>
#endif
// Internal key state used for sticky keys
#define _GLFW_STICK 3
@ -35,7 +40,7 @@
//
static void setCursorMode(_GLFWwindow* window, int newMode)
{
int oldMode;
const int oldMode = window->cursorMode;
if (newMode != GLFW_CURSOR_NORMAL &&
newMode != GLFW_CURSOR_HIDDEN &&
@ -45,10 +50,11 @@ static void setCursorMode(_GLFWwindow* window, int newMode)
return;
}
oldMode = window->cursorMode;
if (oldMode == newMode)
return;
window->cursorMode = newMode;
if (window == _glfw.focusedWindow)
{
if (oldMode == GLFW_CURSOR_DISABLED)
@ -69,10 +75,8 @@ static void setCursorMode(_GLFWwindow* window, int newMode)
_glfwPlatformSetCursorPos(window, width / 2.0, height / 2.0);
}
_glfwPlatformSetCursorMode(window, newMode);
_glfwPlatformApplyCursorMode(window);
}
window->cursorMode = newMode;
}
// Set sticky keys mode for the specified window
@ -89,8 +93,8 @@ static void setStickyKeys(_GLFWwindow* window, int enabled)
// Release all sticky keys
for (i = 0; i <= GLFW_KEY_LAST; i++)
{
if (window->key[i] == _GLFW_STICK)
window->key[i] = GLFW_RELEASE;
if (window->keys[i] == _GLFW_STICK)
window->keys[i] = GLFW_RELEASE;
}
}
@ -111,8 +115,8 @@ static void setStickyMouseButtons(_GLFWwindow* window, int enabled)
// Release all sticky mouse buttons
for (i = 0; i <= GLFW_MOUSE_BUTTON_LAST; i++)
{
if (window->mouseButton[i] == _GLFW_STICK)
window->mouseButton[i] = GLFW_RELEASE;
if (window->mouseButtons[i] == _GLFW_STICK)
window->mouseButtons[i] = GLFW_RELEASE;
}
}
@ -126,36 +130,42 @@ static void setStickyMouseButtons(_GLFWwindow* window, int enabled)
void _glfwInputKey(_GLFWwindow* window, int key, int scancode, int action, int mods)
{
GLboolean repeated = GL_FALSE;
if (action == GLFW_RELEASE && window->key[key] == GLFW_RELEASE)
return;
if (key >= 0 && key <= GLFW_KEY_LAST)
{
if (action == GLFW_PRESS && window->key[key] == GLFW_PRESS)
GLboolean repeated = GL_FALSE;
if (action == GLFW_RELEASE && window->keys[key] == GLFW_RELEASE)
return;
if (action == GLFW_PRESS && window->keys[key] == GLFW_PRESS)
repeated = GL_TRUE;
if (action == GLFW_RELEASE && window->stickyKeys)
window->key[key] = _GLFW_STICK;
window->keys[key] = _GLFW_STICK;
else
window->key[key] = (char) action;
}
window->keys[key] = (char) action;
if (repeated)
action = GLFW_REPEAT;
if (repeated)
action = GLFW_REPEAT;
}
if (window->callbacks.key)
window->callbacks.key((GLFWwindow*) window, key, scancode, action, mods);
}
void _glfwInputChar(_GLFWwindow* window, unsigned int character)
void _glfwInputChar(_GLFWwindow* window, unsigned int codepoint, int mods, int plain)
{
if (character < 32 || (character > 126 && character < 160))
if (codepoint < 32 || (codepoint > 126 && codepoint < 160))
return;
if (window->callbacks.character)
window->callbacks.character((GLFWwindow*) window, character);
if (window->callbacks.charmods)
window->callbacks.charmods((GLFWwindow*) window, codepoint, mods);
if (plain)
{
if (window->callbacks.character)
window->callbacks.character((GLFWwindow*) window, codepoint);
}
}
void _glfwInputScroll(_GLFWwindow* window, double xoffset, double yoffset)
@ -171,9 +181,9 @@ void _glfwInputMouseClick(_GLFWwindow* window, int button, int action, int mods)
// Register mouse button action
if (action == GLFW_RELEASE && window->stickyMouseButtons)
window->mouseButton[button] = _GLFW_STICK;
window->mouseButtons[button] = _GLFW_STICK;
else
window->mouseButton[button] = (char) action;
window->mouseButtons[button] = (char) action;
if (window->callbacks.mouseButton)
window->callbacks.mouseButton((GLFWwindow*) window, button, action, mods);
@ -212,6 +222,12 @@ void _glfwInputCursorEnter(_GLFWwindow* window, int entered)
window->callbacks.cursorEnter((GLFWwindow*) window, entered);
}
void _glfwInputDrop(_GLFWwindow* window, int count, const char** names)
{
if (window->callbacks.drop)
window->callbacks.drop((GLFWwindow*) window, count, names);
}
//////////////////////////////////////////////////////////////////////////
////// GLFW public API //////
@ -272,14 +288,14 @@ GLFWAPI int glfwGetKey(GLFWwindow* handle, int key)
return GLFW_RELEASE;
}
if (window->key[key] == _GLFW_STICK)
if (window->keys[key] == _GLFW_STICK)
{
// Sticky mode: release key now
window->key[key] = GLFW_RELEASE;
window->keys[key] = GLFW_RELEASE;
return GLFW_PRESS;
}
return (int) window->key[key];
return (int) window->keys[key];
}
GLFWAPI int glfwGetMouseButton(GLFWwindow* handle, int button)
@ -295,25 +311,29 @@ GLFWAPI int glfwGetMouseButton(GLFWwindow* handle, int button)
return GLFW_RELEASE;
}
if (window->mouseButton[button] == _GLFW_STICK)
if (window->mouseButtons[button] == _GLFW_STICK)
{
// Sticky mode: release mouse button now
window->mouseButton[button] = GLFW_RELEASE;
window->mouseButtons[button] = GLFW_RELEASE;
return GLFW_PRESS;
}
return (int) window->mouseButton[button];
return (int) window->mouseButtons[button];
}
GLFWAPI void glfwGetCursorPos(GLFWwindow* handle, double* xpos, double* ypos)
{
_GLFWwindow* window = (_GLFWwindow*) handle;
if (xpos)
*xpos = 0;
if (ypos)
*ypos = 0;
_GLFW_REQUIRE_INIT();
if (xpos)
*xpos = window->cursorPosX;
if (ypos)
*ypos = window->cursorPosY;
}
@ -343,6 +363,72 @@ GLFWAPI void glfwSetCursorPos(GLFWwindow* handle, double xpos, double ypos)
_glfwPlatformSetCursorPos(window, xpos, ypos);
}
GLFWAPI GLFWcursor* glfwCreateCursor(const GLFWimage* image, int xhot, int yhot)
{
_GLFWcursor* cursor;
_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
cursor = calloc(1, sizeof(_GLFWcursor));
cursor->next = _glfw.cursorListHead;
_glfw.cursorListHead = cursor;
if (!_glfwPlatformCreateCursor(cursor, image, xhot, yhot))
{
glfwDestroyCursor((GLFWcursor*) cursor);
return NULL;
}
return (GLFWcursor*) cursor;
}
GLFWAPI void glfwDestroyCursor(GLFWcursor* handle)
{
_GLFWcursor* cursor = (_GLFWcursor*) handle;
_GLFW_REQUIRE_INIT();
if (cursor == NULL)
return;
// Make sure the cursor is not being used by any window
{
_GLFWwindow* window;
for (window = _glfw.windowListHead; window; window = window->next)
{
if (window->cursor == cursor)
glfwSetCursor((GLFWwindow*) window, NULL);
}
}
_glfwPlatformDestroyCursor(cursor);
// Unlink cursor from global linked list
{
_GLFWcursor** prev = &_glfw.cursorListHead;
while (*prev != cursor)
prev = &((*prev)->next);
*prev = cursor->next;
}
free(cursor);
}
GLFWAPI void glfwSetCursor(GLFWwindow* windowHandle, GLFWcursor* cursorHandle)
{
_GLFWwindow* window = (_GLFWwindow*) windowHandle;
_GLFWcursor* cursor = (_GLFWcursor*) cursorHandle;
_GLFW_REQUIRE_INIT();
_glfwPlatformSetCursor(window, cursor);
window->cursor = cursor;
}
GLFWAPI GLFWkeyfun glfwSetKeyCallback(GLFWwindow* handle, GLFWkeyfun cbfun)
{
_GLFWwindow* window = (_GLFWwindow*) handle;
@ -359,6 +445,14 @@ GLFWAPI GLFWcharfun glfwSetCharCallback(GLFWwindow* handle, GLFWcharfun cbfun)
return cbfun;
}
GLFWAPI GLFWcharmodsfun glfwSetCharModsCallback(GLFWwindow* handle, GLFWcharmodsfun cbfun)
{
_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
_GLFW_SWAP_POINTERS(window->callbacks.charmods, cbfun);
return cbfun;
}
GLFWAPI GLFWmousebuttonfun glfwSetMouseButtonCallback(GLFWwindow* handle,
GLFWmousebuttonfun cbfun)
{
@ -395,3 +489,93 @@ GLFWAPI GLFWscrollfun glfwSetScrollCallback(GLFWwindow* handle,
return cbfun;
}
GLFWAPI GLFWdropfun glfwSetDropCallback(GLFWwindow* handle, GLFWdropfun cbfun)
{
_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
_GLFW_SWAP_POINTERS(window->callbacks.drop, cbfun);
return cbfun;
}
GLFWAPI int glfwJoystickPresent(int joy)
{
_GLFW_REQUIRE_INIT_OR_RETURN(0);
if (joy < 0 || joy > GLFW_JOYSTICK_LAST)
{
_glfwInputError(GLFW_INVALID_ENUM, NULL);
return 0;
}
return _glfwPlatformJoystickPresent(joy);
}
GLFWAPI const float* glfwGetJoystickAxes(int joy, int* count)
{
*count = 0;
_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
if (joy < 0 || joy > GLFW_JOYSTICK_LAST)
{
_glfwInputError(GLFW_INVALID_ENUM, NULL);
return NULL;
}
return _glfwPlatformGetJoystickAxes(joy, count);
}
GLFWAPI const unsigned char* glfwGetJoystickButtons(int joy, int* count)
{
*count = 0;
_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
if (joy < 0 || joy > GLFW_JOYSTICK_LAST)
{
_glfwInputError(GLFW_INVALID_ENUM, NULL);
return NULL;
}
return _glfwPlatformGetJoystickButtons(joy, count);
}
GLFWAPI const char* glfwGetJoystickName(int joy)
{
_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
if (joy < 0 || joy > GLFW_JOYSTICK_LAST)
{
_glfwInputError(GLFW_INVALID_ENUM, NULL);
return NULL;
}
return _glfwPlatformGetJoystickName(joy);
}
GLFWAPI void glfwSetClipboardString(GLFWwindow* handle, const char* string)
{
_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT();
_glfwPlatformSetClipboardString(window, string);
}
GLFWAPI const char* glfwGetClipboardString(GLFWwindow* handle)
{
_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
return _glfwPlatformGetClipboardString(window);
}
GLFWAPI double glfwGetTime(void)
{
_GLFW_REQUIRE_INIT_OR_RETURN(0.0);
return _glfwPlatformGetTime();
}
GLFWAPI void glfwSetTime(double time)
{
_GLFW_REQUIRE_INIT();
_glfwPlatformSetTime(time);
}

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 - www.glfw.org
// GLFW 3.1 - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
@ -29,7 +29,11 @@
#define _internal_h_
#include "config.h"
#if defined(_GLFW_USE_CONFIG_H)
#include "glfw_config.h"
#endif
#define _GLFW_VERSION_NUMBER "3.1.0"
#if defined(_GLFW_USE_OPENGL)
// This is the default for glfw3.h
@ -54,12 +58,13 @@
#include "../deps/GL/glext.h"
#endif
typedef struct _GLFWhints _GLFWhints;
typedef struct _GLFWwndconfig _GLFWwndconfig;
typedef struct _GLFWctxconfig _GLFWctxconfig;
typedef struct _GLFWfbconfig _GLFWfbconfig;
typedef struct _GLFWwindow _GLFWwindow;
typedef struct _GLFWlibrary _GLFWlibrary;
typedef struct _GLFWmonitor _GLFWmonitor;
typedef struct _GLFWcursor _GLFWcursor;
#if defined(_GLFW_COCOA)
#include "cocoa_platform.h"
@ -67,6 +72,10 @@ typedef struct _GLFWmonitor _GLFWmonitor;
#include "win32_platform.h"
#elif defined(_GLFW_X11)
#include "x11_platform.h"
#elif defined(_GLFW_WAYLAND)
#include "wl_platform.h"
#elif defined(_GLFW_MIR)
#include "mir_platform.h"
#else
#error "No supported window creation API selected"
#endif
@ -128,14 +137,14 @@ typedef struct _GLFWmonitor _GLFWmonitor;
//========================================================================
// Internal types
// Platform-independent structures
//========================================================================
/*! @brief Window and context configuration.
/*! @brief Window configuration.
*
* Parameters relating to the creation of the context and window but not
* directly related to the framebuffer. This is used to pass window and
* context creation parameters from shared code to the platform API.
* Parameters relating to the creation of the window but not directly related
* to the framebuffer. This is used to pass window creation parameters from
* shared code to the platform API.
*/
struct _GLFWwndconfig
{
@ -145,14 +154,29 @@ struct _GLFWwndconfig
GLboolean resizable;
GLboolean visible;
GLboolean decorated;
int clientAPI;
int glMajor;
int glMinor;
GLboolean glForward;
GLboolean glDebug;
int glProfile;
int glRobustness;
GLboolean focused;
GLboolean autoIconify;
GLboolean floating;
_GLFWmonitor* monitor;
};
/*! @brief Context configuration.
*
* Parameters relating to the creation of the context but not directly related
* to the framebuffer. This is used to pass context creation parameters from
* shared code to the platform API.
*/
struct _GLFWctxconfig
{
int api;
int major;
int minor;
GLboolean forward;
GLboolean debug;
int profile;
int robustness;
int release;
_GLFWwindow* share;
};
@ -178,11 +202,12 @@ struct _GLFWfbconfig
int accumBlueBits;
int accumAlphaBits;
int auxBuffers;
GLboolean stereo;
int stereo;
int samples;
GLboolean sRGB;
int sRGB;
int doublebuffer;
// This is defined in the context API's platform.h
// This is defined in the context API's context.h
_GLFW_PLATFORM_FBCONFIG;
};
@ -197,26 +222,33 @@ struct _GLFWwindow
GLboolean iconified;
GLboolean resizable;
GLboolean decorated;
GLboolean autoIconify;
GLboolean floating;
GLboolean visible;
GLboolean closed;
void* userPointer;
GLFWvidmode videoMode;
_GLFWmonitor* monitor;
_GLFWcursor* cursor;
// Window input state
GLboolean stickyKeys;
GLboolean stickyMouseButtons;
double cursorPosX, cursorPosY;
int cursorMode;
char mouseButton[GLFW_MOUSE_BUTTON_LAST + 1];
char key[GLFW_KEY_LAST + 1];
char mouseButtons[GLFW_MOUSE_BUTTON_LAST + 1];
char keys[GLFW_KEY_LAST + 1];
// OpenGL extensions and context attributes
int clientAPI;
int glMajor, glMinor, glRevision;
GLboolean glForward, glDebug;
int glProfile;
int glRobustness;
struct {
int api;
int major, minor, revision;
GLboolean forward, debug;
int profile;
int robustness;
int release;
} context;
#if defined(_GLFW_USE_OPENGL)
PFNGLGETSTRINGIPROC GetStringi;
#endif
@ -235,11 +267,13 @@ struct _GLFWwindow
GLFWscrollfun scroll;
GLFWkeyfun key;
GLFWcharfun character;
GLFWcharmodsfun charmods;
GLFWdropfun drop;
} callbacks;
// This is defined in the window API's platform.h
_GLFW_PLATFORM_WINDOW_STATE;
// This is defined in the context API's platform.h
// This is defined in the context API's context.h
_GLFW_PLATFORM_CONTEXT_STATE;
};
@ -265,6 +299,16 @@ struct _GLFWmonitor
};
/*! @brief Cursor structure
*/
struct _GLFWcursor
{
_GLFWcursor* next;
// This is defined in the window API's platform.h
_GLFW_PLATFORM_CURSOR_STATE;
};
/*! @brief Library global data.
*/
struct _GLFWlibrary
@ -281,24 +325,31 @@ struct _GLFWlibrary
int accumBlueBits;
int accumAlphaBits;
int auxBuffers;
GLboolean stereo;
GLboolean resizable;
GLboolean visible;
GLboolean decorated;
int stereo;
int resizable;
int visible;
int decorated;
int focused;
int autoIconify;
int floating;
int samples;
GLboolean sRGB;
int sRGB;
int refreshRate;
int clientAPI;
int glMajor;
int glMinor;
GLboolean glForward;
GLboolean glDebug;
int glProfile;
int glRobustness;
int doublebuffer;
int api;
int major;
int minor;
int forward;
int debug;
int profile;
int robustness;
int release;
} hints;
double cursorPosX, cursorPosY;
_GLFWcursor* cursorListHead;
_GLFWwindow* windowListHead;
_GLFWwindow* focusedWindow;
@ -311,8 +362,14 @@ struct _GLFWlibrary
// This is defined in the window API's platform.h
_GLFW_PLATFORM_LIBRARY_WINDOW_STATE;
// This is defined in the context API's platform.h
_GLFW_PLATFORM_LIBRARY_OPENGL_STATE;
// This is defined in the context API's context.h
_GLFW_PLATFORM_LIBRARY_CONTEXT_STATE;
// This is defined in the platform's time.h
_GLFW_PLATFORM_LIBRARY_TIME_STATE;
// This is defined in the platform's joystick.h
_GLFW_PLATFORM_LIBRARY_JOYSTICK_STATE;
// This is defined in the platform's tls.h
_GLFW_PLATFORM_LIBRARY_TLS_STATE;
};
@ -360,12 +417,11 @@ const char* _glfwPlatformGetVersionString(void);
*/
void _glfwPlatformSetCursorPos(_GLFWwindow* window, double xpos, double ypos);
/*! @brief Sets up the specified cursor mode for the specified window.
* @param[in] window The window whose cursor mode to change.
* @param[in] mode The desired cursor mode.
/*! @brief Applies the cursor mode of the specified window to the system.
* @param[in] window The window whose cursor mode to apply.
* @ingroup platform
*/
void _glfwPlatformSetCursorMode(_GLFWwindow* window, int mode);
void _glfwPlatformApplyCursorMode(_GLFWwindow* window);
/*! @copydoc glfwGetMonitors
* @ingroup platform
@ -453,6 +509,7 @@ void _glfwPlatformSetTime(double time);
*/
int _glfwPlatformCreateWindow(_GLFWwindow* window,
const _GLFWwndconfig* wndconfig,
const _GLFWctxconfig* ctxconfig,
const _GLFWfbconfig* fbconfig);
/*! @ingroup platform
@ -489,6 +546,11 @@ void _glfwPlatformSetWindowSize(_GLFWwindow* window, int width, int height);
*/
void _glfwPlatformGetFramebufferSize(_GLFWwindow* window, int* width, int* height);
/*! @copydoc glfwGetWindowFrameSize
* @ingroup platform
*/
void _glfwPlatformGetWindowFrameSize(_GLFWwindow* window, int* left, int* top, int* right, int* bottom);
/*! @copydoc glfwIconifyWindow
* @ingroup platform
*/
@ -504,6 +566,10 @@ void _glfwPlatformRestoreWindow(_GLFWwindow* window);
*/
void _glfwPlatformShowWindow(_GLFWwindow* window);
/*! @ingroup platform
*/
void _glfwPlatformUnhideWindow(_GLFWwindow* window);
/*! @copydoc glfwHideWindow
* @ingroup platform
*/
@ -519,6 +585,11 @@ void _glfwPlatformPollEvents(void);
*/
void _glfwPlatformWaitEvents(void);
/*! @copydoc glfwPostEmptyEvent
* @ingroup platform
*/
void _glfwPlatformPostEmptyEvent(void);
/*! @copydoc glfwMakeContextCurrent
* @ingroup platform
*/
@ -539,7 +610,8 @@ void _glfwPlatformSwapBuffers(_GLFWwindow* window);
*/
void _glfwPlatformSwapInterval(int interval);
/*! @ingroup platform
/*! @copydoc glfwExtensionSupported
* @ingroup platform
*/
int _glfwPlatformExtensionSupported(const char* extension);
@ -548,6 +620,21 @@ int _glfwPlatformExtensionSupported(const char* extension);
*/
GLFWglproc _glfwPlatformGetProcAddress(const char* procname);
/*! @copydoc glfwCreateCursor
* @ingroup platform
*/
int _glfwPlatformCreateCursor(_GLFWcursor* cursor, const GLFWimage* image, int xhot, int yhot);
/*! @copydoc glfwDestroyCursor
* @ingroup platform
*/
void _glfwPlatformDestroyCursor(_GLFWcursor* cursor);
/*! @copydoc glfwSetCursor
* @ingroup platform
*/
void _glfwPlatformSetCursor(_GLFWwindow* window, _GLFWcursor* cursor);
//========================================================================
// Event API functions
@ -624,10 +711,13 @@ void _glfwInputKey(_GLFWwindow* window, int key, int scancode, int action, int m
/*! @brief Notifies shared code of a Unicode character input event.
* @param[in] window The window that received the event.
* @param[in] character The Unicode code point of the input character.
* @param[in] codepoint The Unicode code point of the input character.
* @param[in] mods Bit field describing which modifier keys were held down.
* @param[in] plain `GL_TRUE` if the character is regular text input, or
* `GL_FALSE` otherwise.
* @ingroup event
*/
void _glfwInputChar(_GLFWwindow* window, unsigned int character);
void _glfwInputChar(_GLFWwindow* window, unsigned int codepoint, int mods, int plain);
/*! @brief Notifies shared code of a scroll event.
* @param[in] window The window that received the event.
@ -675,6 +765,14 @@ void _glfwInputMonitorChange(void);
*/
void _glfwInputError(int error, const char* format, ...);
/*! @brief Notifies dropped object over window.
* @param[in] window The window that received the event.
* @param[in] count The number of dropped objects.
* @param[in] names The names of the dropped objects.
* @ingroup event
*/
void _glfwInputDrop(_GLFWwindow* window, int count, const char** names);
//========================================================================
// Utility functions
@ -716,13 +814,14 @@ const _GLFWfbconfig* _glfwChooseFBConfig(const _GLFWfbconfig* desired,
unsigned int count);
/*! @brief Retrieves the attributes of the current context.
* @param[in] ctxconfig The desired context attributes.
* @return `GL_TRUE` if successful, or `GL_FALSE` if the context is unusable.
* @ingroup utility
*/
GLboolean _glfwRefreshContextAttribs(void);
GLboolean _glfwRefreshContextAttribs(const _GLFWctxconfig* ctxconfig);
/*! @brief Checks whether the desired context attributes are valid.
* @param[in] wndconfig The context attributes to check.
* @param[in] ctxconfig The context attributes to check.
* @return `GL_TRUE` if the context attributes are valid, or `GL_FALSE`
* otherwise.
* @ingroup utility
@ -731,16 +830,16 @@ GLboolean _glfwRefreshContextAttribs(void);
* exists and whether all relevant options have supported and non-conflicting
* values.
*/
GLboolean _glfwIsValidContextConfig(_GLFWwndconfig* wndconfig);
GLboolean _glfwIsValidContextConfig(const _GLFWctxconfig* ctxconfig);
/*! @brief Checks whether the current context fulfils the specified hard
* constraints.
* @param[in] wndconfig The desired context attributes.
* @param[in] ctxconfig The desired context attributes.
* @return `GL_TRUE` if the context fulfils the hard constraints, or `GL_FALSE`
* otherwise.
* @ingroup utility
*/
GLboolean _glfwIsValidContext(_GLFWwndconfig* wndconfig);
GLboolean _glfwIsValidContext(const _GLFWctxconfig* ctxconfig);
/*! @ingroup utility
*/
@ -750,16 +849,23 @@ void _glfwAllocGammaArrays(GLFWgammaramp* ramp, unsigned int size);
*/
void _glfwFreeGammaArrays(GLFWgammaramp* ramp);
/*! @ingroup utility
/*! @brief Allocates and returns a monitor object with the specified name
* and dimensions.
* @param[in] name The name of the monitor.
* @param[in] widthMM The width, in mm, of the monitor's display area.
* @param[in] heightMM The height, in mm, of the monitor's display area.
* @return The newly created object.
* @ingroup utility
*/
_GLFWmonitor* _glfwCreateMonitor(const char* name, int widthMM, int heightMM);
_GLFWmonitor* _glfwAllocMonitor(const char* name, int widthMM, int heightMM);
/*! @brief Frees a monitor object and any data associated with it.
* @ingroup utility
*/
void _glfwFreeMonitor(_GLFWmonitor* monitor);
/*! @ingroup utility
*/
void _glfwDestroyMonitor(_GLFWmonitor* monitor);
/*! @ingroup utility
*/
void _glfwDestroyMonitors(_GLFWmonitor** monitors, int count);
void _glfwFreeMonitors(_GLFWmonitor** monitors, int count);
#endif // _internal_h_

61
extern/glfw/src/iokit_joystick.h vendored Normal file
View File

@ -0,0 +1,61 @@
//========================================================================
// GLFW 3.1 IOKit - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2006-2014 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.
//
//========================================================================
#ifndef _iokit_joystick_h_
#define _iokit_joystick_h_
#include <IOKit/IOKitLib.h>
#include <IOKit/IOCFPlugIn.h>
#include <IOKit/hid/IOHIDLib.h>
#include <IOKit/hid/IOHIDKeys.h>
#define _GLFW_PLATFORM_LIBRARY_JOYSTICK_STATE \
_GLFWjoystickIOKit iokit_js[GLFW_JOYSTICK_LAST + 1]
// IOKit-specific per-joystick data
//
typedef struct _GLFWjoystickIOKit
{
int present;
char name[256];
IOHIDDeviceInterface** interface;
CFMutableArrayRef axisElements;
CFMutableArrayRef buttonElements;
CFMutableArrayRef hatElements;
float* axes;
unsigned char* buttons;
} _GLFWjoystickIOKit;
void _glfwInitJoysticks(void);
void _glfwTerminateJoysticks(void);
#endif // _iokit_joystick_h_

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 OS X - www.glfw.org
// GLFW 3.1 IOKit - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2009-2010 Camilla Berglund <elmindreda@elmindreda.org>
// Copyright (c) 2012 Torsten Walluhn <tw@mad-cad.net>
@ -58,7 +58,7 @@ static void getElementsCFArrayHandler(const void* value, void* parameter);
// Adds an element to the specified joystick
//
static void addJoystickElement(_GLFWjoy* joystick, CFTypeRef elementRef)
static void addJoystickElement(_GLFWjoystickIOKit* joystick, CFTypeRef elementRef)
{
long elementType, usagePage, usage;
CFMutableArrayRef elementsArray = NULL;
@ -146,12 +146,12 @@ static void addJoystickElement(_GLFWjoy* joystick, CFTypeRef elementRef)
static void getElementsCFArrayHandler(const void* value, void* parameter)
{
if (CFGetTypeID(value) == CFDictionaryGetTypeID())
addJoystickElement((_GLFWjoy*) parameter, (CFTypeRef) value);
addJoystickElement((_GLFWjoystickIOKit*) parameter, (CFTypeRef) value);
}
// Returns the value of the specified element of the specified joystick
//
static long getElementValue(_GLFWjoy* joystick, _GLFWjoyelement* element)
static long getElementValue(_GLFWjoystickIOKit* joystick, _GLFWjoyelement* element)
{
IOReturn result = kIOReturnSuccess;
IOHIDEventStruct hidEvent;
@ -178,7 +178,7 @@ static long getElementValue(_GLFWjoy* joystick, _GLFWjoyelement* element)
// Removes the specified joystick
//
static void removeJoystick(_GLFWjoy* joystick)
static void removeJoystick(_GLFWjoystickIOKit* joystick)
{
int i;
@ -203,14 +203,14 @@ static void removeJoystick(_GLFWjoy* joystick)
(*(joystick->interface))->close(joystick->interface);
(*(joystick->interface))->Release(joystick->interface);
memset(joystick, 0, sizeof(_GLFWjoy));
memset(joystick, 0, sizeof(_GLFWjoystickIOKit));
}
// Callback for user-initiated joystick removal
//
static void removalCallback(void* target, IOReturn result, void* refcon, void* sender)
{
removeJoystick((_GLFWjoy*) refcon);
removeJoystick((_GLFWjoystickIOKit*) refcon);
}
// Polls for joystick events and updates GLFW state
@ -223,7 +223,7 @@ static void pollJoystickEvents(void)
{
CFIndex i;
int buttonIndex = 0;
_GLFWjoy* joystick = _glfw.ns.joysticks + joy;
_GLFWjoystickIOKit* joystick = _glfw.iokit_js + joy;
if (!joystick->present)
continue;
@ -251,9 +251,6 @@ static void pollJoystickEvents(void)
joystick->axes[i] = value;
else
joystick->axes[i] = (2.f * (value - axis->minReport) / readScale) - 1.f;
if (i & 1)
joystick->axes[i] = -joystick->axes[i];
}
for (i = 0; i < CFArrayGetCount(joystick->hatElements); i++)
@ -319,52 +316,58 @@ void _glfwInitJoysticks(void)
while ((ioHIDDeviceObject = IOIteratorNext(objectIterator)))
{
CFMutableDictionaryRef propsRef = NULL;
CFTypeRef valueRef = NULL;
kern_return_t result;
CFTypeRef valueRef = 0;
IOCFPlugInInterface** ppPlugInInterface = NULL;
HRESULT plugInResult = S_OK;
SInt32 score = 0;
long usagePage, usage;
long usagePage = 0;
long usage = 0;
// Check device type
valueRef = IORegistryEntryCreateCFProperty(ioHIDDeviceObject,
CFSTR(kIOHIDPrimaryUsagePageKey),
kCFAllocatorDefault,
kNilOptions);
kCFAllocatorDefault, kNilOptions);
if (valueRef)
{
CFNumberGetValue(valueRef, kCFNumberLongType, &usagePage);
if (usagePage != kHIDPage_GenericDesktop)
{
// This device is not relevant to GLFW
continue;
}
CFRelease(valueRef);
}
valueRef = IORegistryEntryCreateCFProperty(ioHIDDeviceObject,
CFSTR(kIOHIDPrimaryUsageKey),
kCFAllocatorDefault,
kNilOptions);
kCFAllocatorDefault, kNilOptions);
if (valueRef)
{
CFNumberGetValue(valueRef, kCFNumberLongType, &usage);
if ((usage != kHIDUsage_GD_Joystick &&
usage != kHIDUsage_GD_GamePad &&
usage != kHIDUsage_GD_MultiAxisController))
{
// This device is not relevant to GLFW
continue;
}
CFRelease(valueRef);
}
_GLFWjoy* joystick = _glfw.ns.joysticks + joy;
if (usagePage != kHIDPage_GenericDesktop)
{
// This device is not relevant to GLFW
continue;
}
if ((usage != kHIDUsage_GD_Joystick &&
usage != kHIDUsage_GD_GamePad &&
usage != kHIDUsage_GD_MultiAxisController))
{
// This device is not relevant to GLFW
continue;
}
result = IORegistryEntryCreateCFProperties(ioHIDDeviceObject,
&propsRef,
kCFAllocatorDefault,
kNilOptions);
if (result != kIOReturnSuccess)
continue;
_GLFWjoystickIOKit* joystick = _glfw.iokit_js + joy;
joystick->present = GL_TRUE;
result = IOCreatePlugInInterfaceForService(ioHIDDeviceObject,
@ -374,7 +377,10 @@ void _glfwInitJoysticks(void)
&score);
if (kIOReturnSuccess != result)
{
CFRelease(propsRef);
return;
}
plugInResult = (*ppPlugInInterface)->QueryInterface(
ppPlugInInterface,
@ -382,7 +388,10 @@ void _glfwInitJoysticks(void)
(void *) &(joystick->interface));
if (plugInResult != S_OK)
{
CFRelease(propsRef);
return;
}
(*ppPlugInInterface)->Release(ppPlugInInterface);
@ -393,27 +402,20 @@ void _glfwInitJoysticks(void)
joystick);
// Get product string
valueRef = IORegistryEntryCreateCFProperty(ioHIDDeviceObject,
CFSTR(kIOHIDProductKey),
kCFAllocatorDefault,
kNilOptions);
valueRef = CFDictionaryGetValue(propsRef, CFSTR(kIOHIDProductKey));
if (valueRef)
{
CFStringGetCString(valueRef,
joystick->name,
sizeof(joystick->name),
kCFStringEncodingUTF8);
CFRelease(valueRef);
}
joystick->axisElements = CFArrayCreateMutable(NULL, 0, NULL);
joystick->buttonElements = CFArrayCreateMutable(NULL, 0, NULL);
joystick->hatElements = CFArrayCreateMutable(NULL, 0, NULL);
valueRef = IORegistryEntryCreateCFProperty(ioHIDDeviceObject,
CFSTR(kIOHIDElementKey),
kCFAllocatorDefault,
kNilOptions);
valueRef = CFDictionaryGetValue(propsRef, CFSTR(kIOHIDElementKey));
if (CFGetTypeID(valueRef) == CFArrayGetTypeID())
{
CFRange range = { 0, CFArrayGetCount(valueRef) };
@ -421,9 +423,10 @@ void _glfwInitJoysticks(void)
range,
getElementsCFArrayHandler,
(void*) joystick);
CFRelease(valueRef);
}
CFRelease(propsRef);
joystick->axes = calloc(CFArrayGetCount(joystick->axisElements),
sizeof(float));
joystick->buttons = calloc(CFArrayGetCount(joystick->buttonElements) +
@ -443,8 +446,15 @@ void _glfwTerminateJoysticks(void)
for (i = 0; i < GLFW_JOYSTICK_LAST + 1; i++)
{
_GLFWjoy* joystick = &_glfw.ns.joysticks[i];
_GLFWjoystickIOKit* joystick = &_glfw.iokit_js[i];
removeJoystick(joystick);
if (joystick->axisElements)
CFRelease(joystick->axisElements);
if (joystick->buttonElements)
CFRelease(joystick->buttonElements);
if (joystick->hatElements)
CFRelease(joystick->hatElements);
}
}
@ -457,12 +467,12 @@ int _glfwPlatformJoystickPresent(int joy)
{
pollJoystickEvents();
return _glfw.ns.joysticks[joy].present;
return _glfw.iokit_js[joy].present;
}
const float* _glfwPlatformGetJoystickAxes(int joy, int* count)
{
_GLFWjoy* joystick = _glfw.ns.joysticks + joy;
_GLFWjoystickIOKit* joystick = _glfw.iokit_js + joy;
pollJoystickEvents();
@ -475,7 +485,7 @@ const float* _glfwPlatformGetJoystickAxes(int joy, int* count)
const unsigned char* _glfwPlatformGetJoystickButtons(int joy, int* count)
{
_GLFWjoy* joystick = _glfw.ns.joysticks + joy;
_GLFWjoystickIOKit* joystick = _glfw.iokit_js + joy;
pollJoystickEvents();
@ -491,6 +501,6 @@ const char* _glfwPlatformGetJoystickName(int joy)
{
pollJoystickEvents();
return _glfw.ns.joysticks[joy].name;
return _glfw.iokit_js[joy].name;
}

View File

@ -1,90 +0,0 @@
//========================================================================
// GLFW 3.0 - 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"
//////////////////////////////////////////////////////////////////////////
////// GLFW public API //////
//////////////////////////////////////////////////////////////////////////
GLFWAPI int glfwJoystickPresent(int joy)
{
_GLFW_REQUIRE_INIT_OR_RETURN(0);
if (joy < 0 || joy > GLFW_JOYSTICK_LAST)
{
_glfwInputError(GLFW_INVALID_ENUM, NULL);
return 0;
}
return _glfwPlatformJoystickPresent(joy);
}
GLFWAPI const float* glfwGetJoystickAxes(int joy, int* count)
{
*count = 0;
_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
if (joy < 0 || joy > GLFW_JOYSTICK_LAST)
{
_glfwInputError(GLFW_INVALID_ENUM, NULL);
return NULL;
}
return _glfwPlatformGetJoystickAxes(joy, count);
}
GLFWAPI const unsigned char* glfwGetJoystickButtons(int joy, int* count)
{
*count = 0;
_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
if (joy < 0 || joy > GLFW_JOYSTICK_LAST)
{
_glfwInputError(GLFW_INVALID_ENUM, NULL);
return NULL;
}
return _glfwPlatformGetJoystickButtons(joy, count);
}
GLFWAPI const char* glfwGetJoystickName(int joy)
{
_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
if (joy < 0 || joy > GLFW_JOYSTICK_LAST)
{
_glfwInputError(GLFW_INVALID_ENUM, NULL);
return NULL;
}
return _glfwPlatformGetJoystickName(joy);
}

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 X11 - www.glfw.org
// GLFW 3.1 Linux - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
@ -39,6 +39,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
#endif // __linux__
@ -55,7 +56,7 @@ static int openJoystickDevice(int joy, const char* path)
if (fd == -1)
return GL_FALSE;
_glfw.x11.joystick[joy].fd = fd;
_glfw.linux_js[joy].fd = fd;
// Verify that the joystick driver version is at least 1.0
ioctl(fd, JSIOCGVERSION, &version);
@ -69,18 +70,18 @@ static int openJoystickDevice(int joy, const char* path)
if (ioctl(fd, JSIOCGNAME(sizeof(name)), name) < 0)
strncpy(name, "Unknown", sizeof(name));
_glfw.x11.joystick[joy].name = strdup(name);
_glfw.linux_js[joy].name = strdup(name);
ioctl(fd, JSIOCGAXES, &axisCount);
_glfw.x11.joystick[joy].axisCount = (int) axisCount;
_glfw.linux_js[joy].axisCount = (int) axisCount;
ioctl(fd, JSIOCGBUTTONS, &buttonCount);
_glfw.x11.joystick[joy].buttonCount = (int) buttonCount;
_glfw.linux_js[joy].buttonCount = (int) buttonCount;
_glfw.x11.joystick[joy].axes = calloc(axisCount, sizeof(float));
_glfw.x11.joystick[joy].buttons = calloc(buttonCount, 1);
_glfw.linux_js[joy].axes = calloc(axisCount, sizeof(float));
_glfw.linux_js[joy].buttons = calloc(buttonCount, 1);
_glfw.x11.joystick[joy].present = GL_TRUE;
_glfw.linux_js[joy].present = GL_TRUE;
#endif // __linux__
return GL_TRUE;
@ -92,30 +93,32 @@ static void pollJoystickEvents(void)
{
#ifdef __linux__
int i;
ssize_t result;
struct js_event e;
for (i = 0; i <= GLFW_JOYSTICK_LAST; i++)
{
if (!_glfw.x11.joystick[i].present)
if (!_glfw.linux_js[i].present)
continue;
// Read all queued events (non-blocking)
for (;;)
{
errno = 0;
result = read(_glfw.x11.joystick[i].fd, &e, sizeof(e));
if (errno == ENODEV)
if (read(_glfw.linux_js[i].fd, &e, sizeof(e)) < 0)
{
free(_glfw.x11.joystick[i].axes);
free(_glfw.x11.joystick[i].buttons);
free(_glfw.x11.joystick[i].name);
_glfw.x11.joystick[i].present = GL_FALSE;
}
if (errno == ENODEV)
{
// The joystick was disconnected
free(_glfw.linux_js[i].axes);
free(_glfw.linux_js[i].buttons);
free(_glfw.linux_js[i].name);
memset(&_glfw.linux_js[i], 0, sizeof(_glfw.linux_js[i]));
}
if (result == -1)
break;
}
// We don't care if it's an init event or not
e.type &= ~JS_EVENT_INIT;
@ -123,21 +126,12 @@ static void pollJoystickEvents(void)
switch (e.type)
{
case JS_EVENT_AXIS:
_glfw.x11.joystick[i].axes[e.number] =
_glfw.linux_js[i].axes[e.number] =
(float) e.value / 32767.0f;
// We need to change the sign for the Y axes, so that
// positive = up/forward, according to the GLFW spec.
if (e.number & 1)
{
_glfw.x11.joystick[i].axes[e.number] =
-_glfw.x11.joystick[i].axes[e.number];
}
break;
case JS_EVENT_BUTTON:
_glfw.x11.joystick[i].buttons[e.number] =
_glfw.linux_js[i].buttons[e.number] =
e.value ? GLFW_PRESS : GLFW_RELEASE;
break;
@ -212,14 +206,12 @@ void _glfwTerminateJoysticks(void)
for (i = 0; i <= GLFW_JOYSTICK_LAST; i++)
{
if (_glfw.x11.joystick[i].present)
if (_glfw.linux_js[i].present)
{
close(_glfw.x11.joystick[i].fd);
free(_glfw.x11.joystick[i].axes);
free(_glfw.x11.joystick[i].buttons);
free(_glfw.x11.joystick[i].name);
_glfw.x11.joystick[i].present = GL_FALSE;
close(_glfw.linux_js[i].fd);
free(_glfw.linux_js[i].axes);
free(_glfw.linux_js[i].buttons);
free(_glfw.linux_js[i].name);
}
}
#endif // __linux__
@ -234,35 +226,29 @@ int _glfwPlatformJoystickPresent(int joy)
{
pollJoystickEvents();
return _glfw.x11.joystick[joy].present;
return _glfw.linux_js[joy].present;
}
const float* _glfwPlatformGetJoystickAxes(int joy, int* count)
{
pollJoystickEvents();
if (!_glfw.x11.joystick[joy].present)
return NULL;
*count = _glfw.x11.joystick[joy].axisCount;
return _glfw.x11.joystick[joy].axes;
*count = _glfw.linux_js[joy].axisCount;
return _glfw.linux_js[joy].axes;
}
const unsigned char* _glfwPlatformGetJoystickButtons(int joy, int* count)
{
pollJoystickEvents();
if (!_glfw.x11.joystick[joy].present)
return NULL;
*count = _glfw.x11.joystick[joy].buttonCount;
return _glfw.x11.joystick[joy].buttons;
*count = _glfw.linux_js[joy].buttonCount;
return _glfw.linux_js[joy].buttons;
}
const char* _glfwPlatformGetJoystickName(int joy)
{
pollJoystickEvents();
return _glfw.x11.joystick[joy].name;
return _glfw.linux_js[joy].name;
}

View File

@ -1,7 +1,7 @@
//========================================================================
// GLFW 3.0 - www.glfw.org
// GLFW 3.1 Linux - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2010 Camilla Berglund <elmindreda@elmindreda.org>
// Copyright (c) 2014 Jonas Ådahl <jadahl@gmail.com>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
@ -24,27 +24,28 @@
//
//========================================================================
#include "internal.h"
#ifndef _linux_joystick_h_
#define _linux_joystick_h_
#include <math.h>
#include <string.h>
#define _GLFW_PLATFORM_LIBRARY_JOYSTICK_STATE \
_GLFWjoystickLinux linux_js[GLFW_JOYSTICK_LAST + 1]
//////////////////////////////////////////////////////////////////////////
////// GLFW public API //////
//////////////////////////////////////////////////////////////////////////
GLFWAPI void glfwSetClipboardString(GLFWwindow* handle, const char* string)
// Linux-specific per-joystick data
//
typedef struct _GLFWjoystickLinux
{
_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT();
_glfwPlatformSetClipboardString(window, string);
}
int present;
int fd;
float* axes;
int axisCount;
unsigned char* buttons;
int buttonCount;
char* name;
} _GLFWjoystickLinux;
GLFWAPI const char* glfwGetClipboardString(GLFWwindow* handle)
{
_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
return _glfwPlatformGetClipboardString(window);
}
void _glfwInitJoysticks(void);
void _glfwTerminateJoysticks(void);
#endif // _linux_joystick_h_

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 OS X - www.glfw.org
// GLFW 3.1 OS X - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2009-2010 Camilla Berglund <elmindreda@elmindreda.org>
//
@ -48,8 +48,8 @@ void _glfwInitTimer(void)
mach_timebase_info_data_t info;
mach_timebase_info(&info);
_glfw.ns.timer.resolution = (double) info.numer / (info.denom * 1.0e9);
_glfw.ns.timer.base = getRawTime();
_glfw.ns_time.resolution = (double) info.numer / (info.denom * 1.0e9);
_glfw.ns_time.base = getRawTime();
}
@ -59,13 +59,13 @@ void _glfwInitTimer(void)
double _glfwPlatformGetTime(void)
{
return (double) (getRawTime() - _glfw.ns.timer.base) *
_glfw.ns.timer.resolution;
return (double) (getRawTime() - _glfw.ns_time.base) *
_glfw.ns_time.resolution;
}
void _glfwPlatformSetTime(double time)
{
_glfw.ns.timer.base = getRawTime() -
(uint64_t) (time / _glfw.ns.timer.resolution);
_glfw.ns_time.base = getRawTime() -
(uint64_t) (time / _glfw.ns_time.resolution);
}

78
extern/glfw/src/mir_init.c vendored Normal file
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@ -0,0 +1,78 @@
//========================================================================
// GLFW 3.1 Mir - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2014 Brandon Schaefer <brandon.schaefer@canonical.com>
//
// 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"
//////////////////////////////////////////////////////////////////////////
////// GLFW internal API //////
//////////////////////////////////////////////////////////////////////////
int _glfwPlatformInit(void)
{
_glfw.mir.connection = mir_connect_sync(NULL, __PRETTY_FUNCTION__);
if (!mir_connection_is_valid(_glfw.mir.connection))
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Mir: Unable to connect to Server");
return GL_FALSE;
}
_glfw.mir.display =
mir_connection_get_egl_native_display(_glfw.mir.connection);
if (!_glfwInitContextAPI())
return GL_FALSE;
_glfwInitTimer();
_glfwInitJoysticks();
return GL_TRUE;
}
void _glfwPlatformTerminate(void)
{
_glfwTerminateContextAPI();
_glfwTerminateJoysticks();
mir_connection_release(_glfw.mir.connection);
}
const char* _glfwPlatformGetVersionString(void)
{
const char* version = _GLFW_VERSION_NUMBER " Mir EGL "
#if defined(_POSIX_TIMERS) && defined(_POSIX_MONOTONIC_CLOCK)
" clock_gettime"
#endif
#if defined(_GLFW_BUILD_DLL)
" shared"
#endif
;
return version;
}

136
extern/glfw/src/mir_monitor.c vendored Normal file
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@ -0,0 +1,136 @@
//========================================================================
// GLFW 3.1 Mir - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2014 Brandon Schaefer <brandon.schaefer@canonical.com>
//
// 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>
//////////////////////////////////////////////////////////////////////////
////// GLFW platform API //////
//////////////////////////////////////////////////////////////////////////
_GLFWmonitor** _glfwPlatformGetMonitors(int* count)
{
int i, found = 0;
_GLFWmonitor** monitors = NULL;
MirDisplayConfiguration* displayConfig =
mir_connection_create_display_config(_glfw.mir.connection);
*count = 0;
for (i = 0; i < displayConfig->num_outputs; i++)
{
const MirDisplayOutput* out = displayConfig->outputs + i;
if (out->used &&
out->connected &&
out->num_modes &&
out->current_mode < out->num_modes)
{
found++;
monitors[found] = realloc(monitors, sizeof(_GLFWmonitor*) * found);
monitors[found] = _glfwAllocMonitor("Unknown",
out->physical_width_mm,
out->physical_height_mm);
monitors[found]->mir.x = out->position_x;
monitors[found]->mir.y = out->position_y;
monitors[found]->mir.output_id = out->output_id;
monitors[found]->mir.cur_mode = out->current_mode;
}
}
mir_display_config_destroy(displayConfig);
*count = found;
return monitors;
}
GLboolean _glfwPlatformIsSameMonitor(_GLFWmonitor* first, _GLFWmonitor* second)
{
return first->mir.output_id == second->mir.output_id;
}
void _glfwPlatformGetMonitorPos(_GLFWmonitor* monitor, int* xpos, int* ypos)
{
if (xpos)
*xpos = monitor->mir.x;
if (ypos)
*ypos = monitor->mir.y;
}
GLFWvidmode* _glfwPlatformGetVideoModes(_GLFWmonitor* monitor, int* found)
{
int i;
GLFWvidmode* modes = NULL;
MirDisplayConfiguration* displayConfig =
mir_connection_create_display_config(_glfw.mir.connection);
for (i = 0; i < displayConfig->num_outputs; i++)
{
const MirDisplayOutput* out = displayConfig->outputs + i;
if (out->output_id != monitor->mir.output_id)
continue;
modes = calloc(out->num_modes, sizeof(GLFWvidmode));
for (*found = 0; *found < out->num_modes; (*found)++)
{
modes[*found].width = out->modes[*found].horizontal_resolution;
modes[*found].height = out->modes[*found].vertical_resolution;
modes[*found].refreshRate = out->modes[*found].refresh_rate;
modes[*found].redBits = 8;
modes[*found].greenBits = 8;
modes[*found].blueBits = 8;
}
break;
}
mir_display_config_destroy(displayConfig);
return modes;
}
void _glfwPlatformGetVideoMode(_GLFWmonitor* monitor, GLFWvidmode* mode)
{
*mode = monitor->modes[monitor->mir.cur_mode];
}
void _glfwPlatformGetGammaRamp(_GLFWmonitor* monitor, GLFWgammaramp* ramp)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Mir: Unsupported Function %s!", __PRETTY_FUNCTION__);
}
void _glfwPlatformSetGammaRamp(_GLFWmonitor* monitor, const GLFWgammaramp* ramp)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Mir: Unsupported Function %s!", __PRETTY_FUNCTION__);
}

92
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@ -0,0 +1,92 @@
//========================================================================
// GLFW 3.1 Mir - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2014 Brandon Schaefer <brandon.schaefer@canonical.com>
//
// 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.
//
//========================================================================
#ifndef _mir_platform_h_
#define _mir_platform_h_
#include <mir_toolkit/mir_client_library.h>
#include "posix_tls.h"
#include "posix_time.h"
#include "linux_joystick.h"
#if defined(_GLFW_EGL)
#include "egl_context.h"
#else
#error "The Mir backend depends on EGL platform support"
#endif
#define _GLFW_EGL_NATIVE_WINDOW window->mir.window
#define _GLFW_EGL_NATIVE_DISPLAY _glfw.mir.display
#define _GLFW_PLATFORM_WINDOW_STATE _GLFWwindowMir mir
#define _GLFW_PLATFORM_MONITOR_STATE _GLFWmonitorMir mir
#define _GLFW_PLATFORM_LIBRARY_WINDOW_STATE _GLFWlibraryMir mir
#define _GLFW_PLATFORM_CURSOR_STATE _GLFWcursorMir mir
// Mir-specific per-window data
//
typedef struct _GLFWwindowMir
{
MirSurface* surface;
int width;
int height;
MirEGLNativeWindowType window;
} _GLFWwindowMir;
// Mir-specific per-monitor data
//
typedef struct _GLFWmonitorMir
{
int cur_mode;
int output_id;
int x;
int y;
} _GLFWmonitorMir;
// Mir-specific global data
//
typedef struct _GLFWlibraryMir
{
MirConnection* connection;
MirEGLNativeDisplayType display;
} _GLFWlibraryMir;
// Mir-specific per-cursor data
// TODO: Only system cursors are implemented in mir atm. Need to wait for support.
//
typedef struct _GLFWcursorMir
{
} _GLFWcursorMir;
#endif // _mir_platform_h_

547
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@ -0,0 +1,547 @@
//========================================================================
// GLFW 3.1 Mir - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2014 Brandon Schaefer <brandon.schaefer@canonical.com>
//
// 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 "xkb_unicode.h"
#include <linux/input.h>
static MirPixelFormat findValidPixelFormat(void)
{
unsigned int i, validFormats, size = 32;
MirPixelFormat formats[size];
mir_connection_get_available_surface_formats(_glfw.mir.connection, formats,
size, &validFormats);
for (i = 0; i < validFormats; i++)
{
if (formats[i] == mir_pixel_format_abgr_8888 ||
formats[i] == mir_pixel_format_xbgr_8888 ||
formats[i] == mir_pixel_format_argb_8888 ||
formats[i] == mir_pixel_format_xrgb_8888)
{
return formats[i];
}
}
return mir_pixel_format_invalid;
}
static int mirModToGLFWMod(uint32_t mods)
{
int publicMods = 0x0;
if (mods & mir_key_modifier_alt)
publicMods |= GLFW_MOD_ALT;
else if (mods & mir_key_modifier_shift)
publicMods |= GLFW_MOD_SHIFT;
else if (mods & mir_key_modifier_ctrl)
publicMods |= GLFW_MOD_CONTROL;
else if (mods & mir_key_modifier_meta)
publicMods |= GLFW_MOD_SUPER;
return publicMods;
}
// Taken from wl_init.c
static int toGLFWKeyCode(uint32_t key)
{
switch (key)
{
case KEY_GRAVE: return GLFW_KEY_GRAVE_ACCENT;
case KEY_1: return GLFW_KEY_1;
case KEY_2: return GLFW_KEY_2;
case KEY_3: return GLFW_KEY_3;
case KEY_4: return GLFW_KEY_4;
case KEY_5: return GLFW_KEY_5;
case KEY_6: return GLFW_KEY_6;
case KEY_7: return GLFW_KEY_7;
case KEY_8: return GLFW_KEY_8;
case KEY_9: return GLFW_KEY_9;
case KEY_0: return GLFW_KEY_0;
case KEY_MINUS: return GLFW_KEY_MINUS;
case KEY_EQUAL: return GLFW_KEY_EQUAL;
case KEY_Q: return GLFW_KEY_Q;
case KEY_W: return GLFW_KEY_W;
case KEY_E: return GLFW_KEY_E;
case KEY_R: return GLFW_KEY_R;
case KEY_T: return GLFW_KEY_T;
case KEY_Y: return GLFW_KEY_Y;
case KEY_U: return GLFW_KEY_U;
case KEY_I: return GLFW_KEY_I;
case KEY_O: return GLFW_KEY_O;
case KEY_P: return GLFW_KEY_P;
case KEY_LEFTBRACE: return GLFW_KEY_LEFT_BRACKET;
case KEY_RIGHTBRACE: return GLFW_KEY_RIGHT_BRACKET;
case KEY_A: return GLFW_KEY_A;
case KEY_S: return GLFW_KEY_S;
case KEY_D: return GLFW_KEY_D;
case KEY_F: return GLFW_KEY_F;
case KEY_G: return GLFW_KEY_G;
case KEY_H: return GLFW_KEY_H;
case KEY_J: return GLFW_KEY_J;
case KEY_K: return GLFW_KEY_K;
case KEY_L: return GLFW_KEY_L;
case KEY_SEMICOLON: return GLFW_KEY_SEMICOLON;
case KEY_APOSTROPHE: return GLFW_KEY_APOSTROPHE;
case KEY_Z: return GLFW_KEY_Z;
case KEY_X: return GLFW_KEY_X;
case KEY_C: return GLFW_KEY_C;
case KEY_V: return GLFW_KEY_V;
case KEY_B: return GLFW_KEY_B;
case KEY_N: return GLFW_KEY_N;
case KEY_M: return GLFW_KEY_M;
case KEY_COMMA: return GLFW_KEY_COMMA;
case KEY_DOT: return GLFW_KEY_PERIOD;
case KEY_SLASH: return GLFW_KEY_SLASH;
case KEY_BACKSLASH: return GLFW_KEY_BACKSLASH;
case KEY_ESC: return GLFW_KEY_ESCAPE;
case KEY_TAB: return GLFW_KEY_TAB;
case KEY_LEFTSHIFT: return GLFW_KEY_LEFT_SHIFT;
case KEY_RIGHTSHIFT: return GLFW_KEY_RIGHT_SHIFT;
case KEY_LEFTCTRL: return GLFW_KEY_LEFT_CONTROL;
case KEY_RIGHTCTRL: return GLFW_KEY_RIGHT_CONTROL;
case KEY_LEFTALT: return GLFW_KEY_LEFT_ALT;
case KEY_RIGHTALT: return GLFW_KEY_RIGHT_ALT;
case KEY_LEFTMETA: return GLFW_KEY_LEFT_SUPER;
case KEY_RIGHTMETA: return GLFW_KEY_RIGHT_SUPER;
case KEY_MENU: return GLFW_KEY_MENU;
case KEY_NUMLOCK: return GLFW_KEY_NUM_LOCK;
case KEY_CAPSLOCK: return GLFW_KEY_CAPS_LOCK;
case KEY_PRINT: return GLFW_KEY_PRINT_SCREEN;
case KEY_SCROLLLOCK: return GLFW_KEY_SCROLL_LOCK;
case KEY_PAUSE: return GLFW_KEY_PAUSE;
case KEY_DELETE: return GLFW_KEY_DELETE;
case KEY_BACKSPACE: return GLFW_KEY_BACKSPACE;
case KEY_ENTER: return GLFW_KEY_ENTER;
case KEY_HOME: return GLFW_KEY_HOME;
case KEY_END: return GLFW_KEY_END;
case KEY_PAGEUP: return GLFW_KEY_PAGE_UP;
case KEY_PAGEDOWN: return GLFW_KEY_PAGE_DOWN;
case KEY_INSERT: return GLFW_KEY_INSERT;
case KEY_LEFT: return GLFW_KEY_LEFT;
case KEY_RIGHT: return GLFW_KEY_RIGHT;
case KEY_DOWN: return GLFW_KEY_DOWN;
case KEY_UP: return GLFW_KEY_UP;
case KEY_F1: return GLFW_KEY_F1;
case KEY_F2: return GLFW_KEY_F2;
case KEY_F3: return GLFW_KEY_F3;
case KEY_F4: return GLFW_KEY_F4;
case KEY_F5: return GLFW_KEY_F5;
case KEY_F6: return GLFW_KEY_F6;
case KEY_F7: return GLFW_KEY_F7;
case KEY_F8: return GLFW_KEY_F8;
case KEY_F9: return GLFW_KEY_F9;
case KEY_F10: return GLFW_KEY_F10;
case KEY_F11: return GLFW_KEY_F11;
case KEY_F12: return GLFW_KEY_F12;
case KEY_F13: return GLFW_KEY_F13;
case KEY_F14: return GLFW_KEY_F14;
case KEY_F15: return GLFW_KEY_F15;
case KEY_F16: return GLFW_KEY_F16;
case KEY_F17: return GLFW_KEY_F17;
case KEY_F18: return GLFW_KEY_F18;
case KEY_F19: return GLFW_KEY_F19;
case KEY_F20: return GLFW_KEY_F20;
case KEY_F21: return GLFW_KEY_F21;
case KEY_F22: return GLFW_KEY_F22;
case KEY_F23: return GLFW_KEY_F23;
case KEY_F24: return GLFW_KEY_F24;
case KEY_KPSLASH: return GLFW_KEY_KP_DIVIDE;
case KEY_KPDOT: return GLFW_KEY_KP_MULTIPLY;
case KEY_KPMINUS: return GLFW_KEY_KP_SUBTRACT;
case KEY_KPPLUS: return GLFW_KEY_KP_ADD;
case KEY_KP0: return GLFW_KEY_KP_0;
case KEY_KP1: return GLFW_KEY_KP_1;
case KEY_KP2: return GLFW_KEY_KP_2;
case KEY_KP3: return GLFW_KEY_KP_3;
case KEY_KP4: return GLFW_KEY_KP_4;
case KEY_KP5: return GLFW_KEY_KP_5;
case KEY_KP6: return GLFW_KEY_KP_6;
case KEY_KP7: return GLFW_KEY_KP_7;
case KEY_KP8: return GLFW_KEY_KP_8;
case KEY_KP9: return GLFW_KEY_KP_9;
case KEY_KPCOMMA: return GLFW_KEY_KP_DECIMAL;
case KEY_KPEQUAL: return GLFW_KEY_KP_EQUAL;
case KEY_KPENTER: return GLFW_KEY_KP_ENTER;
default: return GLFW_KEY_UNKNOWN;
}
}
static void handleKeyEvent(const MirKeyEvent key, _GLFWwindow* window)
{
const int pressed = key.action == mir_key_action_up ? GLFW_RELEASE : GLFW_PRESS;
const int mods = mirModToGLFWMod(key.modifiers);
const long text = _glfwKeySym2Unicode(key.key_code);
const int plain = !(mods & (GLFW_MOD_CONTROL | GLFW_MOD_ALT));
_glfwInputKey(window, toGLFWKeyCode(key.scan_code), key.scan_code, pressed, mods);
if (text != -1)
_glfwInputChar(window, text, mods, plain);
}
static void handleMouseButton(_GLFWwindow* window,
int pressed, int mods, MirMotionButton button)
{
static int lastButton;
int publicButton;
const int publicMods = mirModToGLFWMod(mods);
switch (button)
{
case mir_motion_button_primary:
publicButton = GLFW_MOUSE_BUTTON_LEFT;
break;
case mir_motion_button_secondary:
publicButton = GLFW_MOUSE_BUTTON_RIGHT;
break;
case mir_motion_button_tertiary:
publicButton = GLFW_MOUSE_BUTTON_MIDDLE;
break;
case mir_motion_button_forward:
// FIXME What is the forward button?
publicButton = GLFW_MOUSE_BUTTON_4;
break;
case mir_motion_button_back:
// FIXME What is the back button?
publicButton = GLFW_MOUSE_BUTTON_5;
break;
default:
publicButton = lastButton;
break;
}
lastButton = publicButton;
_glfwInputMouseClick(window, publicButton, pressed, publicMods);
}
static void handleMouseMotion(_GLFWwindow* window, int x, int y)
{
_glfwInputCursorMotion(window, x, y);
}
static void handleMouseScroll(_GLFWwindow* window, int dx, int dy)
{
_glfwInputScroll(window, dx, dy);
}
static void handleMouseEvent(const MirMotionEvent motion,
int cord_index,
_GLFWwindow* window)
{
switch (motion.action)
{
case mir_motion_action_down:
case mir_motion_action_pointer_down:
handleMouseButton(window, GLFW_PRESS,
motion.modifiers, motion.button_state);
break;
case mir_motion_action_up:
case mir_motion_action_pointer_up:
handleMouseButton(window, GLFW_RELEASE,
motion.modifiers, motion.button_state);
break;
case mir_motion_action_hover_move:
case mir_motion_action_move:
handleMouseMotion(window,
motion.pointer_coordinates[cord_index].x,
motion.pointer_coordinates[cord_index].y);
break;
case mir_motion_action_outside:
break;
case mir_motion_action_scroll:
handleMouseScroll(window,
motion.pointer_coordinates[cord_index].hscroll,
motion.pointer_coordinates[cord_index].vscroll);
break;
case mir_motion_action_cancel:
case mir_motion_action_hover_enter:
case mir_motion_action_hover_exit:
break;
default:
break;
}
}
static void handleMotionEvent(const MirMotionEvent motion, _GLFWwindow* window)
{
int i;
for (i = 0; i < motion.pointer_count; i++)
handleMouseEvent(motion, i, window);
}
static void handleInput(MirSurface* surface, const MirEvent* event, void* context)
{
switch (event->type)
{
case mir_event_type_key:
handleKeyEvent(event->key, (_GLFWwindow*) context);
break;
case mir_event_type_motion:
handleMotionEvent(event->motion, (_GLFWwindow*) context);
break;
default:
break;
}
}
static int createSurface(_GLFWwindow* window)
{
MirSurfaceParameters params =
{
.name = "MirSurface",
.width = window->mir.width,
.height = window->mir.height,
.pixel_format = mir_pixel_format_invalid,
.buffer_usage = mir_buffer_usage_hardware,
.output_id = mir_display_output_id_invalid
};
MirEventDelegate delegate =
{
handleInput,
window
};
params.pixel_format = findValidPixelFormat();
if (params.pixel_format == mir_pixel_format_invalid)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Mir: Unable to find a correct pixel format");
return GL_FALSE;
}
window->mir.surface =
mir_connection_create_surface_sync(_glfw.mir.connection, &params);
if (!mir_surface_is_valid(window->mir.surface))
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Mir: Unable to create surface");
return GL_FALSE;
}
mir_surface_set_event_handler(window->mir.surface, &delegate);
return GL_TRUE;
}
//////////////////////////////////////////////////////////////////////////
////// GLFW platform API //////
//////////////////////////////////////////////////////////////////////////
int _glfwPlatformCreateWindow(_GLFWwindow* window,
const _GLFWwndconfig* wndconfig,
const _GLFWctxconfig* ctxconfig,
const _GLFWfbconfig* fbconfig)
{
if (!_glfwCreateContext(window, ctxconfig, fbconfig))
return GL_FALSE;
if (wndconfig->monitor)
{
GLFWvidmode mode;
_glfwPlatformGetVideoMode(wndconfig->monitor, &mode);
mir_surface_set_type(window->mir.surface, mir_surface_state_fullscreen);
if (wndconfig->width > mode.width || wndconfig->height > mode.height)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Mir: Requested surface size is to large (%i %i)",
wndconfig->width, wndconfig->height);
return GL_FALSE;
}
}
window->mir.width = wndconfig->width;
window->mir.height = wndconfig->height;
if (!createSurface(window))
return GL_FALSE;
window->mir.window = mir_surface_get_egl_native_window(window->mir.surface);
return GL_TRUE;
}
void _glfwPlatformDestroyWindow(_GLFWwindow* window)
{
if (mir_surface_is_valid(window->mir.surface))
{
mir_surface_release_sync(window->mir.surface);
window->mir.surface = NULL;
}
_glfwDestroyContext(window);
}
void _glfwPlatformSetWindowTitle(_GLFWwindow* window, const char* title)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Mir: Unsupported Function %s!", __PRETTY_FUNCTION__);
}
void _glfwPlatformSetWindowPos(_GLFWwindow* window, int xpos, int ypos)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Mir: Unsupported Function %s!", __PRETTY_FUNCTION__);
}
void _glfwPlatformGetWindowFrameSize(_GLFWwindow* window,
int* left, int* top,
int* right, int* bottom)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Mir: Unsupported Function %s!", __PRETTY_FUNCTION__);
}
void _glfwPlatformGetWindowPos(_GLFWwindow* window, int* xpos, int* ypos)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Mir: Unsupported Function %s!", __PRETTY_FUNCTION__);
}
void _glfwPlatformSetWindowSize(_GLFWwindow* window, int width, int height)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Mir: Unsupported Function %s!", __PRETTY_FUNCTION__);
}
void _glfwPlatformGetWindowSize(_GLFWwindow* window, int* width, int* height)
{
if (width)
*width = window->mir.width;
if (height)
*height = window->mir.height;
}
void _glfwPlatformIconifyWindow(_GLFWwindow* window)
{
mir_surface_set_type(window->mir.surface, mir_surface_state_minimized);
}
void _glfwPlatformRestoreWindow(_GLFWwindow* window)
{
mir_surface_set_type(window->mir.surface, mir_surface_state_restored);
}
void _glfwPlatformHideWindow(_GLFWwindow* window)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Mir: Unsupported Function %s!", __PRETTY_FUNCTION__);
}
void _glfwPlatformShowWindow(_GLFWwindow* window)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Mir: Unsupported Function %s!", __PRETTY_FUNCTION__);
}
void _glfwPlatformUnhideWindow(_GLFWwindow* window)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Mir: Unsupported Function %s!", __PRETTY_FUNCTION__);
}
void _glfwPlatformPollEvents(void)
{
// Mir does event handling in a different thread, so windows get events
// directly as they happen
}
void _glfwPlatformWaitEvents(void)
{
// Mir does event handling in a different thread, so windows get events
// directly as they happen
}
void _glfwPlatformPostEmptyEvent(void)
{
}
void _glfwPlatformGetFramebufferSize(_GLFWwindow* window, int* width, int* height)
{
if (width)
*width = window->mir.width;
if (height)
*height = window->mir.height;
}
int _glfwPlatformCreateCursor(_GLFWcursor* cursor,
const GLFWimage* image,
int xhot, int yhot)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Mir: Unsupported Function %s!", __PRETTY_FUNCTION__);
return GL_FALSE;
}
void _glfwPlatformDestroyCursor(_GLFWcursor* cursor)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Mir: Unsupported Function %s!", __PRETTY_FUNCTION__);
}
void _glfwPlatformSetCursor(_GLFWwindow* window, _GLFWcursor* cursor)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Mir: Unsupported Function %s!", __PRETTY_FUNCTION__);
}
void _glfwPlatformSetCursorPos(_GLFWwindow* window, double xpos, double ypos)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Mir: Unsupported Function %s!", __PRETTY_FUNCTION__);
}
void _glfwPlatformApplyCursorMode(_GLFWwindow* window)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Mir: Unsupported Function %s!", __PRETTY_FUNCTION__);
}
void _glfwPlatformSetClipboardString(_GLFWwindow* window, const char* string)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Mir: Unsupported Function %s!", __PRETTY_FUNCTION__);
}
const char* _glfwPlatformGetClipboardString(_GLFWwindow* window)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Mir: Unsupported Function %s!", __PRETTY_FUNCTION__);
return NULL;
}

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 - www.glfw.org
// GLFW 3.1 - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
@ -27,46 +27,33 @@
#include "internal.h"
#include <math.h>
#include <string.h>
#include <stdlib.h>
#include <limits.h>
#if defined(_MSC_VER)
#include <malloc.h>
#define strdup _strdup
#endif
// Lexical comparison function for GLFW video modes, used by qsort
//
static int compareVideoModes(const void* firstPtr, const void* secondPtr)
{
int firstBPP, secondBPP, firstSize, secondSize;
GLFWvidmode* first = (GLFWvidmode*) firstPtr;
GLFWvidmode* second = (GLFWvidmode*) secondPtr;
const GLFWvidmode* first = firstPtr;
const GLFWvidmode* second = secondPtr;
// First sort on color bits per pixel
firstBPP = first->redBits +
first->greenBits +
first->blueBits;
secondBPP = second->redBits +
second->greenBits +
second->blueBits;
firstBPP = first->redBits + first->greenBits + first->blueBits;
secondBPP = second->redBits + second->greenBits + second->blueBits;
if (firstBPP != secondBPP)
return firstBPP - secondBPP;
// Then sort on screen area, in pixels
firstSize = first->width * first->height;
secondSize = second->width * second->height;
if (firstSize != secondSize)
return firstSize - secondSize;
// Lastly sort on refresh rate
return first->refreshRate - second->refreshRate;
}
@ -113,7 +100,7 @@ void _glfwInputMonitorChange(void)
{
if (_glfwPlatformIsSameMonitor(_glfw.monitors[i], monitors[j]))
{
_glfwDestroyMonitor(_glfw.monitors[i]);
_glfwFreeMonitor(_glfw.monitors[i]);
_glfw.monitors[i] = monitors[j];
break;
}
@ -167,7 +154,7 @@ void _glfwInputMonitorChange(void)
_glfw.callbacks.monitor((GLFWmonitor*) _glfw.monitors[i], GLFW_CONNECTED);
}
_glfwDestroyMonitors(monitors, monitorCount);
_glfwFreeMonitors(monitors, monitorCount);
}
@ -175,7 +162,7 @@ void _glfwInputMonitorChange(void)
////// GLFW internal API //////
//////////////////////////////////////////////////////////////////////////
_GLFWmonitor* _glfwCreateMonitor(const char* name, int widthMM, int heightMM)
_GLFWmonitor* _glfwAllocMonitor(const char* name, int widthMM, int heightMM)
{
_GLFWmonitor* monitor = calloc(1, sizeof(_GLFWmonitor));
monitor->name = strdup(name);
@ -185,7 +172,7 @@ _GLFWmonitor* _glfwCreateMonitor(const char* name, int widthMM, int heightMM)
return monitor;
}
void _glfwDestroyMonitor(_GLFWmonitor* monitor)
void _glfwFreeMonitor(_GLFWmonitor* monitor)
{
if (monitor == NULL)
return;
@ -198,12 +185,29 @@ void _glfwDestroyMonitor(_GLFWmonitor* monitor)
free(monitor);
}
void _glfwDestroyMonitors(_GLFWmonitor** monitors, int count)
void _glfwAllocGammaArrays(GLFWgammaramp* ramp, unsigned int size)
{
ramp->red = calloc(size, sizeof(unsigned short));
ramp->green = calloc(size, sizeof(unsigned short));
ramp->blue = calloc(size, sizeof(unsigned short));
ramp->size = size;
}
void _glfwFreeGammaArrays(GLFWgammaramp* ramp)
{
free(ramp->red);
free(ramp->green);
free(ramp->blue);
memset(ramp, 0, sizeof(GLFWgammaramp));
}
void _glfwFreeMonitors(_GLFWmonitor** monitors, int count)
{
int i;
for (i = 0; i < count; i++)
_glfwDestroyMonitor(monitors[i]);
_glfwFreeMonitor(monitors[i]);
free(monitors);
}
@ -225,15 +229,21 @@ const GLFWvidmode* _glfwChooseVideoMode(_GLFWmonitor* monitor,
{
current = monitor->modes + i;
colorDiff = abs((current->redBits + current->greenBits + current->blueBits) -
(desired->redBits + desired->greenBits + desired->blueBits));
colorDiff = 0;
if (desired->redBits != GLFW_DONT_CARE)
colorDiff += abs(current->redBits - desired->redBits);
if (desired->greenBits != GLFW_DONT_CARE)
colorDiff += abs(current->greenBits - desired->greenBits);
if (desired->blueBits != GLFW_DONT_CARE)
colorDiff += abs(current->blueBits - desired->blueBits);
sizeDiff = abs((current->width - desired->width) *
(current->width - desired->width) +
(current->height - desired->height) *
(current->height - desired->height));
if (desired->refreshRate)
if (desired->refreshRate != GLFW_DONT_CARE)
rateDiff = abs(current->refreshRate - desired->refreshRate);
else
rateDiff = UINT_MAX - current->refreshRate;
@ -300,7 +310,14 @@ GLFWAPI GLFWmonitor* glfwGetPrimaryMonitor(void)
GLFWAPI void glfwGetMonitorPos(GLFWmonitor* handle, int* xpos, int* ypos)
{
_GLFWmonitor* monitor = (_GLFWmonitor*) handle;
if (xpos)
*xpos = 0;
if (ypos)
*ypos = 0;
_GLFW_REQUIRE_INIT();
_glfwPlatformGetMonitorPos(monitor, xpos, ypos);
}
@ -308,6 +325,11 @@ GLFWAPI void glfwGetMonitorPhysicalSize(GLFWmonitor* handle, int* width, int* he
{
_GLFWmonitor* monitor = (_GLFWmonitor*) handle;
if (width)
*width = 0;
if (height)
*height = 0;
_GLFW_REQUIRE_INIT();
if (width)
@ -355,3 +377,66 @@ GLFWAPI const GLFWvidmode* glfwGetVideoMode(GLFWmonitor* handle)
return &monitor->currentMode;
}
GLFWAPI void glfwSetGamma(GLFWmonitor* handle, float gamma)
{
int i;
unsigned short values[256];
GLFWgammaramp ramp;
_GLFW_REQUIRE_INIT();
if (gamma <= 0.f)
{
_glfwInputError(GLFW_INVALID_VALUE,
"Gamma value must be greater than zero");
return;
}
for (i = 0; i < 256; i++)
{
double value;
// Calculate intensity
value = i / 255.0;
// Apply gamma curve
value = pow(value, 1.0 / gamma) * 65535.0 + 0.5;
// Clamp to value range
if (value > 65535.0)
value = 65535.0;
values[i] = (unsigned short) value;
}
ramp.red = values;
ramp.green = values;
ramp.blue = values;
ramp.size = 256;
glfwSetGammaRamp(handle, &ramp);
}
GLFWAPI const GLFWgammaramp* glfwGetGammaRamp(GLFWmonitor* handle)
{
_GLFWmonitor* monitor = (_GLFWmonitor*) handle;
_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
_glfwFreeGammaArrays(&monitor->currentRamp);
_glfwPlatformGetGammaRamp(monitor, &monitor->currentRamp);
return &monitor->currentRamp;
}
GLFWAPI void glfwSetGammaRamp(GLFWmonitor* handle, const GLFWgammaramp* ramp)
{
_GLFWmonitor* monitor = (_GLFWmonitor*) handle;
_GLFW_REQUIRE_INIT();
if (!monitor->originalRamp.size)
_glfwPlatformGetGammaRamp(monitor, &monitor->originalRamp);
_glfwPlatformSetGammaRamp(monitor, ramp);
}

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 OS X - www.glfw.org
// GLFW 3.1 OS X - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2009-2010 Camilla Berglund <elmindreda@elmindreda.org>
//
@ -24,41 +24,39 @@
//
//========================================================================
#ifndef _nsgl_platform_h_
#define _nsgl_platform_h_
#ifndef _nsgl_context_h_
#define _nsgl_context_h_
#define _GLFW_PLATFORM_FBCONFIG
#define _GLFW_PLATFORM_CONTEXT_STATE _GLFWcontextNSGL nsgl
#define _GLFW_PLATFORM_LIBRARY_OPENGL_STATE _GLFWlibraryNSGL nsgl
#define _GLFW_PLATFORM_CONTEXT_STATE _GLFWcontextNSGL nsgl
#define _GLFW_PLATFORM_LIBRARY_CONTEXT_STATE _GLFWlibraryNSGL nsgl
//========================================================================
// GLFW platform specific types
//========================================================================
//------------------------------------------------------------------------
// Platform-specific OpenGL context structure
//------------------------------------------------------------------------
// NSGL-specific per-context data
//
typedef struct _GLFWcontextNSGL
{
id pixelFormat;
id context;
} _GLFWcontextNSGL;
//------------------------------------------------------------------------
// Platform-specific library global data for NSGL
//------------------------------------------------------------------------
// NSGL-specific global data
//
typedef struct _GLFWlibraryNSGL
{
// dlopen handle for dynamically loading OpenGL extension entry points
// dlopen handle for OpenGL.framework (for glfwGetProcAddress)
void* framework;
// TLS key for per-thread current context/window
pthread_key_t current;
} _GLFWlibraryNSGL;
#endif // _nsgl_platform_h_
int _glfwInitContextAPI(void);
void _glfwTerminateContextAPI(void);
int _glfwCreateContext(_GLFWwindow* window,
const _GLFWctxconfig* ctxconfig,
const _GLFWfbconfig* fbconfig);
void _glfwDestroyContext(_GLFWwindow* window);
#endif // _nsgl_context_h_

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 OS X - www.glfw.org
// GLFW 3.1 OS X - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2009-2010 Camilla Berglund <elmindreda@elmindreda.org>
//
@ -26,8 +26,6 @@
#include "internal.h"
#include <pthread.h>
//////////////////////////////////////////////////////////////////////////
////// GLFW internal API //////
@ -37,12 +35,8 @@
//
int _glfwInitContextAPI(void)
{
if (pthread_key_create(&_glfw.nsgl.current, NULL) != 0)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"NSOpenGL: Failed to create context TLS");
if (!_glfwInitTLS())
return GL_FALSE;
}
_glfw.nsgl.framework =
CFBundleGetBundleWithIdentifier(CFSTR("com.apple.opengl"));
@ -60,56 +54,48 @@ int _glfwInitContextAPI(void)
//
void _glfwTerminateContextAPI(void)
{
pthread_key_delete(_glfw.nsgl.current);
_glfwTerminateTLS();
}
// Create the OpenGL context
//
int _glfwCreateContext(_GLFWwindow* window,
const _GLFWwndconfig* wndconfig,
const _GLFWctxconfig* ctxconfig,
const _GLFWfbconfig* fbconfig)
{
unsigned int attributeCount = 0;
// OS X needs non-zero color size, so set resonable values
int colorBits = fbconfig->redBits + fbconfig->greenBits + fbconfig->blueBits;
if (colorBits == 0)
colorBits = 24;
else if (colorBits < 15)
colorBits = 15;
if (wndconfig->clientAPI == GLFW_OPENGL_ES_API)
if (ctxconfig->api == GLFW_OPENGL_ES_API)
{
_glfwInputError(GLFW_VERSION_UNAVAILABLE,
"NSOpenGL: This API does not support OpenGL ES");
"NSGL: This API does not support OpenGL ES");
return GL_FALSE;
}
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
// Fail if any OpenGL version above 2.1 other than 3.2 was requested
if (wndconfig->glMajor == 3 && wndconfig->glMinor < 2)
if (ctxconfig->major == 3 && ctxconfig->minor < 2)
{
_glfwInputError(GLFW_VERSION_UNAVAILABLE,
"NSOpenGL: The targeted version of OS X does not "
"NSGL: The targeted version of OS X does not "
"support OpenGL 3.0 or 3.1");
return GL_FALSE;
}
if (wndconfig->glMajor > 2)
if (ctxconfig->major > 2)
{
if (!wndconfig->glForward)
if (!ctxconfig->forward)
{
_glfwInputError(GLFW_VERSION_UNAVAILABLE,
"NSOpenGL: The targeted version of OS X only "
"NSGL: The targeted version of OS X only "
"supports OpenGL 3.2 and later versions if they "
"are forward-compatible");
return GL_FALSE;
}
if (wndconfig->glProfile != GLFW_OPENGL_CORE_PROFILE)
if (ctxconfig->profile != GLFW_OPENGL_CORE_PROFILE)
{
_glfwInputError(GLFW_VERSION_UNAVAILABLE,
"NSOpenGL: The targeted version of OS X only "
"NSGL: The targeted version of OS X only "
"supports OpenGL 3.2 and later versions if they "
"use the core profile");
return GL_FALSE;
@ -117,23 +103,20 @@ int _glfwCreateContext(_GLFWwindow* window,
}
#else
// Fail if OpenGL 3.0 or above was requested
if (wndconfig->glMajor > 2)
if (ctxconfig->major > 2)
{
_glfwInputError(GLFW_VERSION_UNAVAILABLE,
"NSOpenGL: The targeted version of OS X does not "
"NSGL: The targeted version of OS X does not "
"support OpenGL version 3.0 or above");
return GL_FALSE;
}
#endif /*MAC_OS_X_VERSION_MAX_ALLOWED*/
// Fail if a robustness strategy was requested
if (wndconfig->glRobustness)
{
_glfwInputError(GLFW_VERSION_UNAVAILABLE,
"NSOpenGL: OS X does not support OpenGL robustness "
"strategies");
return GL_FALSE;
}
// Context robustness modes (GL_KHR_robustness) are not yet supported on
// OS X but are not a hard constraint, so ignore and continue
// Context release behaviors (GL_KHR_context_flush_control) are not yet
// supported on OS X but are not a hard constraint, so ignore and continue
#define ADD_ATTR(x) { attributes[attributeCount++] = x; }
#define ADD_ATTR2(x, y) { ADD_ATTR(x); ADD_ATTR(y); }
@ -141,45 +124,80 @@ int _glfwCreateContext(_GLFWwindow* window,
// Arbitrary array size here
NSOpenGLPixelFormatAttribute attributes[40];
ADD_ATTR(NSOpenGLPFADoubleBuffer);
ADD_ATTR(NSOpenGLPFAClosestPolicy);
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
if (wndconfig->glMajor > 2)
if (ctxconfig->major > 2)
{
ADD_ATTR2(NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core);
}
else
#endif /*MAC_OS_X_VERSION_MAX_ALLOWED*/
{
if (fbconfig->auxBuffers != GLFW_DONT_CARE)
ADD_ATTR2(NSOpenGLPFAAuxBuffers, fbconfig->auxBuffers);
ADD_ATTR2(NSOpenGLPFAColorSize, colorBits);
if (fbconfig->accumRedBits != GLFW_DONT_CARE &&
fbconfig->accumGreenBits != GLFW_DONT_CARE &&
fbconfig->accumBlueBits != GLFW_DONT_CARE &&
fbconfig->accumAlphaBits != GLFW_DONT_CARE)
{
const int accumBits = fbconfig->accumRedBits +
fbconfig->accumGreenBits +
fbconfig->accumBlueBits +
fbconfig->accumAlphaBits;
if (fbconfig->alphaBits > 0)
ADD_ATTR2(NSOpenGLPFAAccumSize, accumBits);
}
}
if (fbconfig->redBits != GLFW_DONT_CARE &&
fbconfig->greenBits != GLFW_DONT_CARE &&
fbconfig->blueBits != GLFW_DONT_CARE)
{
int colorBits = fbconfig->redBits +
fbconfig->greenBits +
fbconfig->blueBits;
// OS X needs non-zero color size, so set resonable values
if (colorBits == 0)
colorBits = 24;
else if (colorBits < 15)
colorBits = 15;
ADD_ATTR2(NSOpenGLPFAColorSize, colorBits);
}
if (fbconfig->alphaBits != GLFW_DONT_CARE)
ADD_ATTR2(NSOpenGLPFAAlphaSize, fbconfig->alphaBits);
if (fbconfig->depthBits > 0)
if (fbconfig->depthBits != GLFW_DONT_CARE)
ADD_ATTR2(NSOpenGLPFADepthSize, fbconfig->depthBits);
if (fbconfig->stencilBits > 0)
if (fbconfig->stencilBits != GLFW_DONT_CARE)
ADD_ATTR2(NSOpenGLPFAStencilSize, fbconfig->stencilBits);
int accumBits = fbconfig->accumRedBits + fbconfig->accumGreenBits +
fbconfig->accumBlueBits + fbconfig->accumAlphaBits;
if (accumBits > 0)
ADD_ATTR2(NSOpenGLPFAAccumSize, accumBits);
if (fbconfig->auxBuffers > 0)
ADD_ATTR2(NSOpenGLPFAAuxBuffers, fbconfig->auxBuffers);
if (fbconfig->stereo)
ADD_ATTR(NSOpenGLPFAStereo);
if (fbconfig->samples > 0)
if (fbconfig->doublebuffer)
ADD_ATTR(NSOpenGLPFADoubleBuffer);
if (fbconfig->samples != GLFW_DONT_CARE)
{
ADD_ATTR2(NSOpenGLPFASampleBuffers, 1);
ADD_ATTR2(NSOpenGLPFASamples, fbconfig->samples);
if (fbconfig->samples == 0)
{
ADD_ATTR2(NSOpenGLPFASampleBuffers, 0);
}
else
{
ADD_ATTR2(NSOpenGLPFASampleBuffers, 1);
ADD_ATTR2(NSOpenGLPFASamples, fbconfig->samples);
}
}
// NOTE: All NSOpenGLPixelFormats on the relevant cards support sRGB
// frambuffer, so there's no need (and no way) to request it
// frambuffer, so there's no need (and no way) to request it
ADD_ATTR(0);
@ -191,14 +209,14 @@ int _glfwCreateContext(_GLFWwindow* window,
if (window->nsgl.pixelFormat == nil)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"NSOpenGL: Failed to create OpenGL pixel format");
"NSGL: Failed to create OpenGL pixel format");
return GL_FALSE;
}
NSOpenGLContext* share = NULL;
if (wndconfig->share)
share = wndconfig->share->nsgl.context;
if (ctxconfig->share)
share = ctxconfig->share->nsgl.context;
window->nsgl.context =
[[NSOpenGLContext alloc] initWithFormat:window->nsgl.pixelFormat
@ -206,7 +224,7 @@ int _glfwCreateContext(_GLFWwindow* window,
if (window->nsgl.context == nil)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"NSOpenGL: Failed to create OpenGL context");
"NSGL: Failed to create OpenGL context");
return GL_FALSE;
}
@ -236,12 +254,7 @@ void _glfwPlatformMakeContextCurrent(_GLFWwindow* window)
else
[NSOpenGLContext clearCurrentContext];
pthread_setspecific(_glfw.nsgl.current, window);
}
_GLFWwindow* _glfwPlatformGetCurrentContext(void)
{
return (_GLFWwindow*) pthread_getspecific(_glfw.nsgl.current);
_glfwSetCurrentContext(window);
}
void _glfwPlatformSwapBuffers(_GLFWwindow* window)

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 X11 - www.glfw.org
// GLFW 3.1 POSIX - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
@ -30,13 +30,12 @@
#include <sys/time.h>
#include <time.h>
// Return raw time
//
static uint64_t getRawTime(void)
{
#if defined(CLOCK_MONOTONIC)
if (_glfw.x11.timer.monotonic)
if (_glfw.posix_time.monotonic)
{
struct timespec ts;
@ -67,16 +66,16 @@ void _glfwInitTimer(void)
if (clock_gettime(CLOCK_MONOTONIC, &ts) == 0)
{
_glfw.x11.timer.monotonic = GL_TRUE;
_glfw.x11.timer.resolution = 1e-9;
_glfw.posix_time.monotonic = GL_TRUE;
_glfw.posix_time.resolution = 1e-9;
}
else
#endif
{
_glfw.x11.timer.resolution = 1e-6;
_glfw.posix_time.resolution = 1e-6;
}
_glfw.x11.timer.base = getRawTime();
_glfw.posix_time.base = getRawTime();
}
@ -86,13 +85,13 @@ void _glfwInitTimer(void)
double _glfwPlatformGetTime(void)
{
return (double) (getRawTime() - _glfw.x11.timer.base) *
_glfw.x11.timer.resolution;
return (double) (getRawTime() - _glfw.posix_time.base) *
_glfw.posix_time.resolution;
}
void _glfwPlatformSetTime(double time)
{
_glfw.x11.timer.base = getRawTime() -
(uint64_t) (time / _glfw.x11.timer.resolution);
_glfw.posix_time.base = getRawTime() -
(uint64_t) (time / _glfw.posix_time.resolution);
}

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 - www.glfw.org
// GLFW 3.1 POSIX - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
@ -25,22 +25,25 @@
//
//========================================================================
#include "internal.h"
#ifndef _posix_time_h_
#define _posix_time_h_
#define _GLFW_PLATFORM_LIBRARY_TIME_STATE _GLFWtimePOSIX posix_time
#include <stdint.h>
//////////////////////////////////////////////////////////////////////////
////// GLFW public API //////
//////////////////////////////////////////////////////////////////////////
GLFWAPI double glfwGetTime(void)
// POSIX-specific global timer data
//
typedef struct _GLFWtimePOSIX
{
_GLFW_REQUIRE_INIT_OR_RETURN(0.0);
return _glfwPlatformGetTime();
}
GLboolean monotonic;
double resolution;
uint64_t base;
GLFWAPI void glfwSetTime(double time)
{
_GLFW_REQUIRE_INIT();
_glfwPlatformSetTime(time);
}
} _GLFWtimePOSIX;
void _glfwInitTimer(void);
#endif // _posix_time_h_

66
extern/glfw/src/posix_tls.c vendored Normal file
View File

@ -0,0 +1,66 @@
//========================================================================
// GLFW 3.1 POSIX - 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"
//////////////////////////////////////////////////////////////////////////
////// GLFW internal API //////
//////////////////////////////////////////////////////////////////////////
int _glfwInitTLS(void)
{
if (pthread_key_create(&_glfw.posix_tls.context, NULL) != 0)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"POSIX: Failed to create context TLS");
return GL_FALSE;
}
return GL_TRUE;
}
void _glfwTerminateTLS(void)
{
pthread_key_delete(_glfw.posix_tls.context);
}
void _glfwSetCurrentContext(_GLFWwindow* context)
{
pthread_setspecific(_glfw.posix_tls.context, context);
}
//////////////////////////////////////////////////////////////////////////
////// GLFW platform API //////
//////////////////////////////////////////////////////////////////////////
_GLFWwindow* _glfwPlatformGetCurrentContext(void)
{
return pthread_getspecific(_glfw.posix_tls.context);
}

49
extern/glfw/src/posix_tls.h vendored Normal file
View File

@ -0,0 +1,49 @@
//========================================================================
// GLFW 3.1 POSIX - 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.
//
//========================================================================
#ifndef _posix_tls_h_
#define _posix_tls_h_
#include <pthread.h>
#define _GLFW_PLATFORM_LIBRARY_TLS_STATE _GLFWtlsPOSIX posix_tls
// POSIX-specific global TLS data
//
typedef struct _GLFWtlsPOSIX
{
pthread_key_t context;
} _GLFWtlsPOSIX;
int _glfwInitTLS(void);
void _glfwTerminateTLS(void);
void _glfwSetCurrentContext(_GLFWwindow* context);
#endif // _posix_tls_h_

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 WGL - www.glfw.org
// GLFW 3.1 WGL - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
@ -57,6 +57,7 @@ static void initWGLExtensions(_GLFWwindow* window)
window->wgl.ARB_create_context_robustness = GL_FALSE;
window->wgl.EXT_swap_control = GL_FALSE;
window->wgl.ARB_pixel_format = GL_FALSE;
window->wgl.ARB_context_flush_control = GL_FALSE;
window->wgl.GetExtensionsStringEXT = (PFNWGLGETEXTENSIONSSTRINGEXTPROC)
wglGetProcAddress("wglGetExtensionsStringEXT");
@ -119,6 +120,9 @@ static void initWGLExtensions(_GLFWwindow* window)
if (window->wgl.GetPixelFormatAttribivARB)
window->wgl.ARB_pixel_format = GL_TRUE;
}
if (_glfwPlatformExtensionSupported("WGL_ARB_context_flush_control"))
window->wgl.ARB_context_flush_control = GL_TRUE;
}
// Returns the specified attribute of the specified pixel format
@ -181,8 +185,7 @@ static GLboolean choosePixelFormat(_GLFWwindow* window,
{
// Get pixel format attributes through WGL_ARB_pixel_format
if (!getPixelFormatAttrib(window, n, WGL_SUPPORT_OPENGL_ARB) ||
!getPixelFormatAttrib(window, n, WGL_DRAW_TO_WINDOW_ARB) ||
!getPixelFormatAttrib(window, n, WGL_DOUBLE_BUFFER_ARB))
!getPixelFormatAttrib(window, n, WGL_DRAW_TO_WINDOW_ARB))
{
continue;
}
@ -213,13 +216,20 @@ static GLboolean choosePixelFormat(_GLFWwindow* window,
u->accumAlphaBits = getPixelFormatAttrib(window, n, WGL_ACCUM_ALPHA_BITS_ARB);
u->auxBuffers = getPixelFormatAttrib(window, n, WGL_AUX_BUFFERS_ARB);
u->stereo = getPixelFormatAttrib(window, n, WGL_STEREO_ARB);
if (getPixelFormatAttrib(window, n, WGL_STEREO_ARB))
u->stereo = GL_TRUE;
if (getPixelFormatAttrib(window, n, WGL_DOUBLE_BUFFER_ARB))
u->doublebuffer = GL_TRUE;
if (window->wgl.ARB_multisample)
u->samples = getPixelFormatAttrib(window, n, WGL_SAMPLES_ARB);
if (window->wgl.ARB_framebuffer_sRGB)
u->sRGB = getPixelFormatAttrib(window, n, WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB);
{
if (getPixelFormatAttrib(window, n, WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB))
u->sRGB = GL_TRUE;
}
}
else
{
@ -236,8 +246,7 @@ static GLboolean choosePixelFormat(_GLFWwindow* window,
}
if (!(pfd.dwFlags & PFD_DRAW_TO_WINDOW) ||
!(pfd.dwFlags & PFD_SUPPORT_OPENGL) ||
!(pfd.dwFlags & PFD_DOUBLEBUFFER))
!(pfd.dwFlags & PFD_SUPPORT_OPENGL))
{
continue;
}
@ -265,16 +274,32 @@ static GLboolean choosePixelFormat(_GLFWwindow* window,
u->accumAlphaBits = pfd.cAccumAlphaBits;
u->auxBuffers = pfd.cAuxBuffers;
u->stereo = (pfd.dwFlags & PFD_STEREO) ? GL_TRUE : GL_FALSE;
if (pfd.dwFlags & PFD_STEREO)
u->stereo = GL_TRUE;
if (pfd.dwFlags & PFD_DOUBLEBUFFER)
u->doublebuffer = GL_TRUE;
}
u->wgl = n;
usableCount++;
}
if (!usableCount)
{
_glfwInputError(GLFW_API_UNAVAILABLE,
"WGL: The driver does not appear to support OpenGL");
free(usableConfigs);
return GL_FALSE;
}
closest = _glfwChooseFBConfig(desired, usableConfigs, usableCount);
if (!closest)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"WGL: Failed to find a suitable pixel format");
free(usableConfigs);
return GL_FALSE;
}
@ -294,23 +319,16 @@ static GLboolean choosePixelFormat(_GLFWwindow* window,
//
int _glfwInitContextAPI(void)
{
_glfw.wgl.opengl32.instance = LoadLibrary(L"opengl32.dll");
if (!_glfwInitTLS())
return GL_FALSE;
_glfw.wgl.opengl32.instance = LoadLibraryW(L"opengl32.dll");
if (!_glfw.wgl.opengl32.instance)
{
_glfwInputError(GLFW_PLATFORM_ERROR, "Failed to load opengl32.dll");
return GL_FALSE;
}
_glfw.wgl.current = TlsAlloc();
if (_glfw.wgl.current == TLS_OUT_OF_INDEXES)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"WGL: Failed to allocate TLS index");
return GL_FALSE;
}
_glfw.wgl.hasTLS = GL_TRUE;
return GL_TRUE;
}
@ -318,11 +336,10 @@ int _glfwInitContextAPI(void)
//
void _glfwTerminateContextAPI(void)
{
if (_glfw.wgl.hasTLS)
TlsFree(_glfw.wgl.current);
if (_glfw.wgl.opengl32.instance)
FreeLibrary(_glfw.wgl.opengl32.instance);
_glfwTerminateTLS();
}
#define setWGLattrib(attribName, attribValue) \
@ -332,10 +349,10 @@ void _glfwTerminateContextAPI(void)
assert((size_t) index < sizeof(attribs) / sizeof(attribs[0])); \
}
// Prepare for creation of the OpenGL context
// Create the OpenGL or OpenGL ES context
//
int _glfwCreateContext(_GLFWwindow* window,
const _GLFWwndconfig* wndconfig,
const _GLFWctxconfig* ctxconfig,
const _GLFWfbconfig* fbconfig)
{
int attribs[40];
@ -343,8 +360,8 @@ int _glfwCreateContext(_GLFWwindow* window,
PIXELFORMATDESCRIPTOR pfd;
HGLRC share = NULL;
if (wndconfig->share)
share = wndconfig->share->wgl.context;
if (ctxconfig->share)
share = ctxconfig->share->wgl.context;
window->wgl.dc = GetDC(window->win32.handle);
if (!window->wgl.dc)
@ -355,11 +372,7 @@ int _glfwCreateContext(_GLFWwindow* window,
}
if (!choosePixelFormat(window, fbconfig, &pixelFormat))
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"WGL: Failed to find a suitable pixel format");
return GL_FALSE;
}
if (!DescribePixelFormat(window->wgl.dc, pixelFormat, sizeof(pfd), &pfd))
{
@ -380,42 +393,63 @@ int _glfwCreateContext(_GLFWwindow* window,
{
int index = 0, mask = 0, flags = 0, strategy = 0;
if (wndconfig->clientAPI == GLFW_OPENGL_API)
if (ctxconfig->api == GLFW_OPENGL_API)
{
if (wndconfig->glForward)
if (ctxconfig->forward)
flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
if (wndconfig->glDebug)
if (ctxconfig->debug)
flags |= WGL_CONTEXT_DEBUG_BIT_ARB;
if (wndconfig->glProfile)
if (ctxconfig->profile)
{
if (wndconfig->glProfile == GLFW_OPENGL_CORE_PROFILE)
if (ctxconfig->profile == GLFW_OPENGL_CORE_PROFILE)
mask |= WGL_CONTEXT_CORE_PROFILE_BIT_ARB;
else if (wndconfig->glProfile == GLFW_OPENGL_COMPAT_PROFILE)
else if (ctxconfig->profile == GLFW_OPENGL_COMPAT_PROFILE)
mask |= WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB;
}
}
else
mask |= WGL_CONTEXT_ES2_PROFILE_BIT_EXT;
if (wndconfig->glRobustness)
if (ctxconfig->robustness)
{
if (window->wgl.ARB_create_context_robustness)
{
if (wndconfig->glRobustness == GLFW_NO_RESET_NOTIFICATION)
if (ctxconfig->robustness == GLFW_NO_RESET_NOTIFICATION)
strategy = WGL_NO_RESET_NOTIFICATION_ARB;
else if (wndconfig->glRobustness == GLFW_LOSE_CONTEXT_ON_RESET)
else if (ctxconfig->robustness == GLFW_LOSE_CONTEXT_ON_RESET)
strategy = WGL_LOSE_CONTEXT_ON_RESET_ARB;
flags |= WGL_CONTEXT_ROBUST_ACCESS_BIT_ARB;
}
}
if (wndconfig->glMajor != 1 || wndconfig->glMinor != 0)
if (ctxconfig->release)
{
setWGLattrib(WGL_CONTEXT_MAJOR_VERSION_ARB, wndconfig->glMajor);
setWGLattrib(WGL_CONTEXT_MINOR_VERSION_ARB, wndconfig->glMinor);
if (window->wgl.ARB_context_flush_control)
{
if (ctxconfig->release == GLFW_RELEASE_BEHAVIOR_NONE)
{
setWGLattrib(WGL_CONTEXT_RELEASE_BEHAVIOR_ARB,
WGL_CONTEXT_RELEASE_BEHAVIOR_NONE_ARB);
}
else if (ctxconfig->release == GLFW_RELEASE_BEHAVIOR_FLUSH)
{
setWGLattrib(WGL_CONTEXT_RELEASE_BEHAVIOR_ARB,
WGL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_ARB);
}
}
}
if (ctxconfig->major != 1 || ctxconfig->minor != 0)
{
// NOTE: Only request an explicitly versioned context when
// necessary, as explicitly requesting version 1.0 does not
// always return the highest available version
setWGLattrib(WGL_CONTEXT_MAJOR_VERSION_ARB, ctxconfig->major);
setWGLattrib(WGL_CONTEXT_MINOR_VERSION_ARB, ctxconfig->minor);
}
if (flags)
@ -489,14 +523,14 @@ void _glfwDestroyContext(_GLFWwindow* window)
// Analyzes the specified context for possible recreation
//
int _glfwAnalyzeContext(const _GLFWwindow* window,
const _GLFWwndconfig* wndconfig,
const _GLFWctxconfig* ctxconfig,
const _GLFWfbconfig* fbconfig)
{
GLboolean required = GL_FALSE;
if (wndconfig->clientAPI == GLFW_OPENGL_API)
if (ctxconfig->api == GLFW_OPENGL_API)
{
if (wndconfig->glForward)
if (ctxconfig->forward)
{
if (!window->wgl.ARB_create_context)
{
@ -510,7 +544,7 @@ int _glfwAnalyzeContext(const _GLFWwindow* window,
required = GL_TRUE;
}
if (wndconfig->glProfile)
if (ctxconfig->profile)
{
if (!window->wgl.ARB_create_context_profile)
{
@ -522,6 +556,12 @@ int _glfwAnalyzeContext(const _GLFWwindow* window,
required = GL_TRUE;
}
if (ctxconfig->release)
{
if (window->wgl.ARB_context_flush_control)
required = GL_TRUE;
}
}
else
{
@ -538,13 +578,13 @@ int _glfwAnalyzeContext(const _GLFWwindow* window,
required = GL_TRUE;
}
if (wndconfig->glMajor != 1 || wndconfig->glMinor != 0)
if (ctxconfig->major != 1 || ctxconfig->minor != 0)
{
if (window->wgl.ARB_create_context)
required = GL_TRUE;
}
if (wndconfig->glDebug)
if (ctxconfig->debug)
{
if (window->wgl.ARB_create_context)
required = GL_TRUE;
@ -562,6 +602,18 @@ int _glfwAnalyzeContext(const _GLFWwindow* window,
}
}
if (fbconfig->sRGB)
{
// We want sRGB, but can we get it?
// sRGB is not a hard constraint, so otherwise we just don't care
if (window->wgl.ARB_framebuffer_sRGB && window->wgl.ARB_pixel_format)
{
// We appear to have both the extension and the means to ask for it
required = GL_TRUE;
}
}
if (required)
return _GLFW_RECREATION_REQUIRED;
@ -580,12 +632,7 @@ void _glfwPlatformMakeContextCurrent(_GLFWwindow* window)
else
wglMakeCurrent(NULL, NULL);
TlsSetValue(_glfw.wgl.current, window);
}
_GLFWwindow* _glfwPlatformGetCurrentContext(void)
{
return TlsGetValue(_glfw.wgl.current);
_glfwSetCurrentContext(window);
}
void _glfwPlatformSwapBuffers(_GLFWwindow* window)
@ -598,7 +645,7 @@ void _glfwPlatformSwapInterval(int interval)
_GLFWwindow* window = _glfwPlatformGetCurrentContext();
#if !defined(_GLFW_USE_DWM_SWAP_INTERVAL)
if (_glfwIsCompositionEnabled())
if (_glfwIsCompositionEnabled() && interval)
{
// Don't enabled vsync when desktop compositing is enabled, as it leads
// to frame jitter

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 WGL - www.glfw.org
// GLFW 3.1 WGL - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
@ -25,34 +25,27 @@
//
//========================================================================
#ifndef _wgl_platform_h_
#define _wgl_platform_h_
#ifndef _wgl_context_h_
#define _wgl_context_h_
// This path may need to be changed if you build GLFW using your own setup
// We ship and use our own copy of wglext.h since GLFW uses fairly new
// extensions and not all operating systems come with an up-to-date version
#include "../deps/GL/wglext.h"
#define _GLFW_PLATFORM_FBCONFIG int wgl
#define _GLFW_PLATFORM_CONTEXT_STATE _GLFWcontextWGL wgl
#define _GLFW_PLATFORM_LIBRARY_OPENGL_STATE _GLFWlibraryWGL wgl
#define _GLFW_PLATFORM_FBCONFIG int wgl
#define _GLFW_PLATFORM_CONTEXT_STATE _GLFWcontextWGL wgl
#define _GLFW_PLATFORM_LIBRARY_CONTEXT_STATE _GLFWlibraryWGL wgl
//========================================================================
// GLFW platform specific types
//========================================================================
//------------------------------------------------------------------------
// Platform-specific OpenGL context structure
//------------------------------------------------------------------------
// WGL-specific per-context data
//
typedef struct _GLFWcontextWGL
{
// Platform specific window resources
HDC dc; // Private GDI device context
HGLRC context; // Permanent rendering context
// Platform specific extensions (context specific)
// WGL extensions (context specific)
PFNWGLSWAPINTERVALEXTPROC SwapIntervalEXT;
PFNWGLGETPIXELFORMATATTRIBIVARBPROC GetPixelFormatAttribivARB;
PFNWGLGETEXTENSIONSSTRINGEXTPROC GetExtensionsStringEXT;
@ -66,18 +59,16 @@ typedef struct _GLFWcontextWGL
GLboolean ARB_create_context_profile;
GLboolean EXT_create_context_es2_profile;
GLboolean ARB_create_context_robustness;
GLboolean ARB_context_flush_control;
} _GLFWcontextWGL;
//------------------------------------------------------------------------
// Platform-specific library global data for WGL
//------------------------------------------------------------------------
// WGL-specific global data
//
typedef struct _GLFWlibraryWGL
{
GLboolean hasTLS;
DWORD current;
// opengl32.dll
// opengl32.dll (for glfwGetProcAddress)
struct {
HINSTANCE instance;
} opengl32;
@ -85,4 +76,14 @@ typedef struct _GLFWlibraryWGL
} _GLFWlibraryWGL;
#endif // _wgl_platform_h_
int _glfwInitContextAPI(void);
void _glfwTerminateContextAPI(void);
int _glfwCreateContext(_GLFWwindow* window,
const _GLFWctxconfig* ctxconfig,
const _GLFWfbconfig* fbconfig);
void _glfwDestroyContext(_GLFWwindow* window);
int _glfwAnalyzeContext(const _GLFWwindow* window,
const _GLFWctxconfig* ctxconfig,
const _GLFWfbconfig* fbconfig);
#endif // _wgl_context_h_

View File

@ -1,127 +0,0 @@
//========================================================================
// GLFW 3.0 Win32 - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 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>
#include <malloc.h>
//////////////////////////////////////////////////////////////////////////
////// GLFW platform API //////
//////////////////////////////////////////////////////////////////////////
void _glfwPlatformSetClipboardString(_GLFWwindow* window, const char* string)
{
WCHAR* wideString;
HANDLE stringHandle;
size_t wideSize;
wideString = _glfwCreateWideStringFromUTF8(string);
if (!wideString)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Win32: Failed to convert clipboard string to "
"wide string");
return;
}
wideSize = (wcslen(wideString) + 1) * sizeof(WCHAR);
stringHandle = GlobalAlloc(GMEM_MOVEABLE, wideSize);
if (!stringHandle)
{
free(wideString);
_glfwInputError(GLFW_PLATFORM_ERROR,
"Win32: Failed to allocate global handle for clipboard");
return;
}
memcpy(GlobalLock(stringHandle), wideString, wideSize);
GlobalUnlock(stringHandle);
if (!OpenClipboard(window->win32.handle))
{
GlobalFree(stringHandle);
free(wideString);
_glfwInputError(GLFW_PLATFORM_ERROR, "Win32: Failed to open clipboard");
return;
}
EmptyClipboard();
SetClipboardData(CF_UNICODETEXT, stringHandle);
CloseClipboard();
free(wideString);
}
const char* _glfwPlatformGetClipboardString(_GLFWwindow* window)
{
HANDLE stringHandle;
if (!IsClipboardFormatAvailable(CF_UNICODETEXT))
{
_glfwInputError(GLFW_FORMAT_UNAVAILABLE, NULL);
return NULL;
}
if (!OpenClipboard(window->win32.handle))
{
_glfwInputError(GLFW_PLATFORM_ERROR, "Win32: Failed to open clipboard");
return NULL;
}
stringHandle = GetClipboardData(CF_UNICODETEXT);
if (!stringHandle)
{
CloseClipboard();
_glfwInputError(GLFW_PLATFORM_ERROR,
"Win32: Failed to retrieve clipboard data");
return NULL;
}
free(_glfw.win32.clipboardString);
_glfw.win32.clipboardString =
_glfwCreateUTF8FromWideString(GlobalLock(stringHandle));
GlobalUnlock(stringHandle);
CloseClipboard();
if (!_glfw.win32.clipboardString)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Win32: Failed to convert wide string to UTF-8");
return NULL;
}
return _glfw.win32.clipboardString;
}

View File

@ -1,82 +0,0 @@
//========================================================================
// GLFW 3.0 Win32 - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 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 platform API //////
//////////////////////////////////////////////////////////////////////////
void _glfwPlatformGetGammaRamp(_GLFWmonitor* monitor, GLFWgammaramp* ramp)
{
HDC dc;
WORD values[768];
DISPLAY_DEVICE display;
ZeroMemory(&display, sizeof(DISPLAY_DEVICE));
display.cb = sizeof(DISPLAY_DEVICE);
EnumDisplayDevices(monitor->win32.name, 0, &display, 0);
dc = CreateDC(L"DISPLAY", display.DeviceString, NULL, NULL);
GetDeviceGammaRamp(dc, values);
DeleteDC(dc);
_glfwAllocGammaArrays(ramp, 256);
memcpy(ramp->red, values + 0, 256 * sizeof(unsigned short));
memcpy(ramp->green, values + 256, 256 * sizeof(unsigned short));
memcpy(ramp->blue, values + 512, 256 * sizeof(unsigned short));
}
void _glfwPlatformSetGammaRamp(_GLFWmonitor* monitor, const GLFWgammaramp* ramp)
{
HDC dc;
WORD values[768];
DISPLAY_DEVICE display;
if (ramp->size != 256)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Win32: Gamma ramp size must be 256");
return;
}
memcpy(values + 0, ramp->red, 256 * sizeof(unsigned short));
memcpy(values + 256, ramp->green, 256 * sizeof(unsigned short));
memcpy(values + 512, ramp->blue, 256 * sizeof(unsigned short));
ZeroMemory(&display, sizeof(DISPLAY_DEVICE));
display.cb = sizeof(DISPLAY_DEVICE);
EnumDisplayDevices(monitor->win32.name, 0, &display, 0);
dc = CreateDC(L"DISPLAY", display.DeviceString, NULL, NULL);
SetDeviceGammaRamp(dc, values);
DeleteDC(dc);
}

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 Win32 - www.glfw.org
// GLFW 3.1 Win32 - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
@ -60,12 +60,13 @@ BOOL WINAPI DllMain(HINSTANCE instance, DWORD reason, LPVOID reserved)
//
static GLboolean initLibraries(void)
{
#ifndef _GLFW_NO_DLOAD_WINMM
// winmm.dll (for joystick and timer support)
_glfw.win32.winmm.instance = LoadLibrary(L"winmm.dll");
_glfw.win32.winmm.instance = LoadLibraryW(L"winmm.dll");
if (!_glfw.win32.winmm.instance)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Win32: Failed to load winmm.dll");
return GL_FALSE;
}
_glfw.win32.winmm.joyGetDevCaps = (JOYGETDEVCAPS_T)
GetProcAddress(_glfw.win32.winmm.instance, "joyGetDevCapsW");
@ -81,18 +82,21 @@ static GLboolean initLibraries(void)
!_glfw.win32.winmm.joyGetPosEx ||
!_glfw.win32.winmm.timeGetTime)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Win32: Failed to load winmm functions");
return GL_FALSE;
}
#endif // _GLFW_NO_DLOAD_WINMM
_glfw.win32.user32.instance = LoadLibrary(L"user32.dll");
_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 = LoadLibrary(L"dwmapi.dll");
_glfw.win32.dwmapi.instance = LoadLibraryW(L"dwmapi.dll");
if (_glfw.win32.dwmapi.instance)
{
_glfw.win32.dwmapi.DwmIsCompositionEnabled = (DWMISCOMPOSITIONENABLED_T)
@ -106,13 +110,8 @@ static GLboolean initLibraries(void)
//
static void terminateLibraries(void)
{
#ifndef _GLFW_NO_DLOAD_WINMM
if (_glfw.win32.winmm.instance != NULL)
{
if (_glfw.win32.winmm.instance)
FreeLibrary(_glfw.win32.winmm.instance);
_glfw.win32.winmm.instance = NULL;
}
#endif // _GLFW_NO_DLOAD_WINMM
if (_glfw.win32.user32.instance)
FreeLibrary(_glfw.win32.user32.instance);
@ -152,9 +151,9 @@ WCHAR* _glfwCreateWideStringFromUTF8(const char* source)
if (!length)
return NULL;
target = calloc(length + 1, sizeof(WCHAR));
target = calloc(length, sizeof(WCHAR));
if (!MultiByteToWideChar(CP_UTF8, 0, source, -1, target, length + 1))
if (!MultiByteToWideChar(CP_UTF8, 0, source, -1, target, length))
{
free(target);
return NULL;
@ -174,9 +173,9 @@ char* _glfwCreateUTF8FromWideString(const WCHAR* source)
if (!length)
return NULL;
target = calloc(length + 1, sizeof(char));
target = calloc(length, sizeof(char));
if (!WideCharToMultiByte(CP_UTF8, 0, source, -1, target, length + 1, NULL, NULL))
if (!WideCharToMultiByte(CP_UTF8, 0, source, -1, target, length, NULL, NULL))
{
free(target);
return NULL;
@ -195,10 +194,10 @@ 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);
SystemParametersInfoW(SPI_GETFOREGROUNDLOCKTIMEOUT, 0,
&_glfw.win32.foregroundLockTimeout, 0);
SystemParametersInfoW(SPI_SETFOREGROUNDLOCKTIMEOUT, 0, UIntToPtr(0),
SPIF_SENDCHANGE);
if (!initLibraries())
return GL_FALSE;
@ -212,6 +211,9 @@ int _glfwPlatformInit(void)
_control87(MCW_EM, MCW_EM);
#endif
if (!_glfwRegisterWindowClass())
return GL_FALSE;
if (!_glfwInitContextAPI())
return GL_FALSE;
@ -223,16 +225,12 @@ int _glfwPlatformInit(void)
void _glfwPlatformTerminate(void)
{
if (_glfw.win32.classAtom)
{
UnregisterClass(_GLFW_WNDCLASSNAME, GetModuleHandle(NULL));
_glfw.win32.classAtom = 0;
}
_glfwUnregisterWindowClass();
// Restore previous foreground lock timeout system setting
SystemParametersInfo(SPI_SETFOREGROUNDLOCKTIMEOUT, 0,
UIntToPtr(_glfw.win32.foregroundLockTimeout),
SPIF_SENDCHANGE);
SystemParametersInfoW(SPI_SETFOREGROUNDLOCKTIMEOUT, 0,
UIntToPtr(_glfw.win32.foregroundLockTimeout),
SPIF_SENDCHANGE);
free(_glfw.win32.clipboardString);
@ -243,7 +241,7 @@ void _glfwPlatformTerminate(void)
const char* _glfwPlatformGetVersionString(void)
{
const char* version = _GLFW_VERSION_FULL " Win32"
const char* version = _GLFW_VERSION_NUMBER " Win32"
#if defined(_GLFW_WGL)
" WGL"
#elif defined(_GLFW_EGL)
@ -252,13 +250,10 @@ const char* _glfwPlatformGetVersionString(void)
#if defined(__MINGW32__)
" MinGW"
#elif defined(_MSC_VER)
" VisualC "
" VisualC"
#elif defined(__BORLANDC__)
" BorlandC"
#endif
#if !defined(_GLFW_NO_DLOAD_WINMM)
" LoadLibrary(winmm)"
#endif
#if defined(_GLFW_BUILD_DLL)
" DLL"
#endif

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 Win32 - www.glfw.org
// GLFW 3.1 Win32 - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
@ -51,16 +51,15 @@ GLboolean _glfwSetVideoMode(_GLFWmonitor* monitor, const GLFWvidmode* desired)
{
GLFWvidmode current;
const GLFWvidmode* best;
DEVMODE dm;
DEVMODEW dm;
best = _glfwChooseVideoMode(monitor, desired);
_glfwPlatformGetVideoMode(monitor, &current);
if (_glfwCompareVideoModes(&current, best) == 0)
return GL_TRUE;
ZeroMemory(&dm, sizeof(dm));
dm.dmSize = sizeof(DEVMODE);
dm.dmSize = sizeof(DEVMODEW);
dm.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL |
DM_DISPLAYFREQUENCY;
dm.dmPelsWidth = best->width;
@ -71,16 +70,17 @@ GLboolean _glfwSetVideoMode(_GLFWmonitor* monitor, const GLFWvidmode* desired)
if (dm.dmBitsPerPel < 15 || dm.dmBitsPerPel >= 24)
dm.dmBitsPerPel = 32;
if (ChangeDisplaySettingsEx(monitor->win32.name,
&dm,
NULL,
CDS_FULLSCREEN,
NULL) != DISP_CHANGE_SUCCESSFUL)
if (ChangeDisplaySettingsExW(monitor->win32.adapterName,
&dm,
NULL,
CDS_FULLSCREEN,
NULL) != DISP_CHANGE_SUCCESSFUL)
{
_glfwInputError(GLFW_PLATFORM_ERROR, "Win32: Failed to set video mode");
return GL_FALSE;
}
monitor->win32.modeChanged = GL_TRUE;
return GL_TRUE;
}
@ -88,8 +88,12 @@ GLboolean _glfwSetVideoMode(_GLFWmonitor* monitor, const GLFWvidmode* desired)
//
void _glfwRestoreVideoMode(_GLFWmonitor* monitor)
{
ChangeDisplaySettingsEx(monitor->win32.name,
NULL, NULL, CDS_FULLSCREEN, NULL);
if (monitor->win32.modeChanged)
{
ChangeDisplaySettingsExW(monitor->win32.adapterName,
NULL, NULL, CDS_FULLSCREEN, NULL);
monitor->win32.modeChanged = GL_FALSE;
}
}
@ -101,77 +105,81 @@ _GLFWmonitor** _glfwPlatformGetMonitors(int* count)
{
int size = 0, found = 0;
_GLFWmonitor** monitors = NULL;
DWORD adapterIndex = 0;
int primaryIndex = 0;
DWORD adapterIndex, displayIndex;
*count = 0;
for (;;)
for (adapterIndex = 0; ; adapterIndex++)
{
DISPLAY_DEVICE adapter, display;
char* name;
HDC dc;
DISPLAY_DEVICEW adapter;
ZeroMemory(&adapter, sizeof(DISPLAY_DEVICE));
adapter.cb = sizeof(DISPLAY_DEVICE);
ZeroMemory(&adapter, sizeof(DISPLAY_DEVICEW));
adapter.cb = sizeof(DISPLAY_DEVICEW);
if (!EnumDisplayDevices(NULL, adapterIndex, &adapter, 0))
if (!EnumDisplayDevicesW(NULL, adapterIndex, &adapter, 0))
break;
adapterIndex++;
if ((adapter.StateFlags & DISPLAY_DEVICE_MIRRORING_DRIVER) ||
!(adapter.StateFlags & DISPLAY_DEVICE_ACTIVE))
{
if (!(adapter.StateFlags & DISPLAY_DEVICE_ACTIVE))
continue;
}
if (found == size)
for (displayIndex = 0; ; displayIndex++)
{
if (size)
size *= 2;
else
size = 4;
DISPLAY_DEVICEW display;
char* name;
HDC dc;
monitors = (_GLFWmonitor**) realloc(monitors, sizeof(_GLFWmonitor*) * size);
ZeroMemory(&display, sizeof(DISPLAY_DEVICEW));
display.cb = sizeof(DISPLAY_DEVICEW);
if (!EnumDisplayDevicesW(adapter.DeviceName, displayIndex, &display, 0))
break;
if (found == size)
{
size += 4;
monitors = realloc(monitors, sizeof(_GLFWmonitor*) * size);
}
name = _glfwCreateUTF8FromWideString(display.DeviceString);
if (!name)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Failed to convert string to UTF-8");
continue;
}
dc = CreateDCW(L"DISPLAY", adapter.DeviceName, NULL, NULL);
monitors[found] = _glfwAllocMonitor(name,
GetDeviceCaps(dc, HORZSIZE),
GetDeviceCaps(dc, VERTSIZE));
DeleteDC(dc);
free(name);
wcscpy(monitors[found]->win32.adapterName, adapter.DeviceName);
wcscpy(monitors[found]->win32.displayName, display.DeviceName);
WideCharToMultiByte(CP_UTF8, 0,
adapter.DeviceName, -1,
monitors[found]->win32.publicAdapterName,
sizeof(monitors[found]->win32.publicAdapterName),
NULL, NULL);
WideCharToMultiByte(CP_UTF8, 0,
display.DeviceName, -1,
monitors[found]->win32.publicDisplayName,
sizeof(monitors[found]->win32.publicDisplayName),
NULL, NULL);
if (adapter.StateFlags & DISPLAY_DEVICE_PRIMARY_DEVICE &&
displayIndex == 0)
{
_GLFW_SWAP_POINTERS(monitors[0], monitors[found]);
}
found++;
}
ZeroMemory(&display, sizeof(DISPLAY_DEVICE));
display.cb = sizeof(DISPLAY_DEVICE);
EnumDisplayDevices(adapter.DeviceName, 0, &display, 0);
dc = CreateDC(L"DISPLAY", display.DeviceString, NULL, NULL);
if (adapter.StateFlags & DISPLAY_DEVICE_PRIMARY_DEVICE)
primaryIndex = found;
name = _glfwCreateUTF8FromWideString(display.DeviceString);
if (!name)
{
_glfwDestroyMonitors(monitors, found);
_glfwInputError(GLFW_PLATFORM_ERROR,
"Failed to convert string to UTF-8");
free(monitors);
return NULL;
}
monitors[found] = _glfwCreateMonitor(name,
GetDeviceCaps(dc, HORZSIZE),
GetDeviceCaps(dc, VERTSIZE));
free(name);
DeleteDC(dc);
wcscpy(monitors[found]->win32.name, adapter.DeviceName);
found++;
}
if (primaryIndex > 0)
{
_GLFWmonitor* temp = monitors[0];
monitors[0] = monitors[primaryIndex];
monitors[primaryIndex] = temp;
}
*count = found;
@ -180,19 +188,19 @@ _GLFWmonitor** _glfwPlatformGetMonitors(int* count)
GLboolean _glfwPlatformIsSameMonitor(_GLFWmonitor* first, _GLFWmonitor* second)
{
return wcscmp(first->win32.name, second->win32.name) == 0;
return wcscmp(first->win32.displayName, second->win32.displayName) == 0;
}
void _glfwPlatformGetMonitorPos(_GLFWmonitor* monitor, int* xpos, int* ypos)
{
DEVMODE settings;
ZeroMemory(&settings, sizeof(DEVMODE));
settings.dmSize = sizeof(DEVMODE);
DEVMODEW settings;
ZeroMemory(&settings, sizeof(DEVMODEW));
settings.dmSize = sizeof(DEVMODEW);
EnumDisplaySettingsEx(monitor->win32.name,
ENUM_CURRENT_SETTINGS,
&settings,
EDS_ROTATEDMODE);
EnumDisplaySettingsExW(monitor->win32.adapterName,
ENUM_CURRENT_SETTINGS,
&settings,
EDS_ROTATEDMODE);
if (xpos)
*xpos = settings.dmPosition.x;
@ -211,12 +219,12 @@ GLFWvidmode* _glfwPlatformGetVideoModes(_GLFWmonitor* monitor, int* found)
{
int i;
GLFWvidmode mode;
DEVMODE dm;
DEVMODEW dm;
ZeroMemory(&dm, sizeof(DEVMODE));
dm.dmSize = sizeof(DEVMODE);
ZeroMemory(&dm, sizeof(DEVMODEW));
dm.dmSize = sizeof(DEVMODEW);
if (!EnumDisplaySettings(monitor->win32.name, modeIndex, &dm))
if (!EnumDisplaySettingsW(monitor->win32.adapterName, modeIndex, &dm))
break;
modeIndex++;
@ -266,12 +274,12 @@ GLFWvidmode* _glfwPlatformGetVideoModes(_GLFWmonitor* monitor, int* found)
void _glfwPlatformGetVideoMode(_GLFWmonitor* monitor, GLFWvidmode* mode)
{
DEVMODE dm;
DEVMODEW dm;
ZeroMemory(&dm, sizeof(DEVMODE));
dm.dmSize = sizeof(DEVMODE);
ZeroMemory(&dm, sizeof(DEVMODEW));
dm.dmSize = sizeof(DEVMODEW);
EnumDisplaySettings(monitor->win32.name, ENUM_CURRENT_SETTINGS, &dm);
EnumDisplaySettingsW(monitor->win32.adapterName, ENUM_CURRENT_SETTINGS, &dm);
mode->width = dm.dmPelsWidth;
mode->height = dm.dmPelsHeight;
@ -282,3 +290,59 @@ void _glfwPlatformGetVideoMode(_GLFWmonitor* monitor, GLFWvidmode* mode)
&mode->blueBits);
}
void _glfwPlatformGetGammaRamp(_GLFWmonitor* monitor, GLFWgammaramp* ramp)
{
HDC dc;
WORD values[768];
dc = CreateDCW(L"DISPLAY", monitor->win32.adapterName, NULL, NULL);
GetDeviceGammaRamp(dc, values);
DeleteDC(dc);
_glfwAllocGammaArrays(ramp, 256);
memcpy(ramp->red, values + 0, 256 * sizeof(unsigned short));
memcpy(ramp->green, values + 256, 256 * sizeof(unsigned short));
memcpy(ramp->blue, values + 512, 256 * sizeof(unsigned short));
}
void _glfwPlatformSetGammaRamp(_GLFWmonitor* monitor, const GLFWgammaramp* ramp)
{
HDC dc;
WORD values[768];
if (ramp->size != 256)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Win32: Gamma ramp size must be 256");
return;
}
memcpy(values + 0, ramp->red, 256 * sizeof(unsigned short));
memcpy(values + 256, ramp->green, 256 * sizeof(unsigned short));
memcpy(values + 512, ramp->blue, 256 * sizeof(unsigned short));
dc = CreateDCW(L"DISPLAY", monitor->win32.adapterName, NULL, NULL);
SetDeviceGammaRamp(dc, values);
DeleteDC(dc);
}
//////////////////////////////////////////////////////////////////////////
////// GLFW native API //////
//////////////////////////////////////////////////////////////////////////
GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* handle)
{
_GLFWmonitor* monitor = (_GLFWmonitor*) handle;
_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
return monitor->win32.publicAdapterName;
}
GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* handle)
{
_GLFWmonitor* monitor = (_GLFWmonitor*) handle;
_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
return monitor->win32.publicDisplayName;
}

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 Win32 - www.glfw.org
// GLFW 3.1 Win32 - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
@ -42,9 +42,9 @@
#define WIN32_LEAN_AND_MEAN
#endif
// This is a workaround for the fact that glfw3.h needs to export APIENTRY (to
// correctly declare a GL_ARB_debug_output callback, for example) but windows.h
// thinks it is the only one that gets to do so
// This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
// example to allow applications to correctly declare a GL_ARB_debug_output
// callback) but windows.h assumes no one will define APIENTRY before it does
#undef APIENTRY
// GLFW on Windows is Unicode only and does not work in MBCS mode
@ -52,19 +52,27 @@
#define UNICODE
#endif
// GLFW requires Windows XP
#ifndef WINVER
// GLFW requires Windows XP or later
#if WINVER < 0x0501
#undef WINVER
#define WINVER 0x0501
#endif
#if _WIN32_WINNT < 0x0501
#undef _WIN32_WINNT
#define _WIN32_WINNT 0x0501
#endif
#include <windows.h>
#include <mmsystem.h>
#include <dbt.h>
#if defined(_MSC_VER)
#include <malloc.h>
#define strdup _strdup
#endif
//========================================================================
// Hack: Define things that some windows.h variants don't
//========================================================================
// HACK: Define macros that some older windows.h variants don't
#ifndef WM_MOUSEHWHEEL
#define WM_MOUSEHWHEEL 0x020E
@ -72,108 +80,99 @@
#ifndef WM_DWMCOMPOSITIONCHANGED
#define WM_DWMCOMPOSITIONCHANGED 0x031E
#endif
#ifndef WM_COPYGLOBALDATA
#define WM_COPYGLOBALDATA 0x0049
#endif
#ifndef WM_UNICHAR
#define WM_UNICHAR 0x0109
#endif
#ifndef UNICODE_NOCHAR
#define UNICODE_NOCHAR 0xFFFF
#endif
#if WINVER < 0x0601
typedef struct tagCHANGEFILTERSTRUCT
{
DWORD cbSize;
DWORD ExtStatus;
} CHANGEFILTERSTRUCT, *PCHANGEFILTERSTRUCT;
#ifndef MSGFLT_ALLOW
#define MSGFLT_ALLOW 1
#endif
#endif /*Windows 7*/
//========================================================================
// DLLs that are loaded at glfwInit()
//========================================================================
// winmm.dll function pointer typedefs
#ifndef _GLFW_NO_DLOAD_WINMM
typedef MMRESULT (WINAPI * JOYGETDEVCAPS_T) (UINT,LPJOYCAPS,UINT);
typedef MMRESULT (WINAPI * JOYGETPOS_T) (UINT,LPJOYINFO);
typedef MMRESULT (WINAPI * JOYGETPOSEX_T) (UINT,LPJOYINFOEX);
typedef DWORD (WINAPI * TIMEGETTIME_T) (void);
#endif // _GLFW_NO_DLOAD_WINMM
// winmm.dll shortcuts
#ifndef _GLFW_NO_DLOAD_WINMM
#define _glfw_joyGetDevCaps _glfw.win32.winmm.joyGetDevCaps
#define _glfw_joyGetPos _glfw.win32.winmm.joyGetPos
#define _glfw_joyGetPosEx _glfw.win32.winmm.joyGetPosEx
#define _glfw_timeGetTime _glfw.win32.winmm.timeGetTime
#else
#define _glfw_joyGetDevCaps joyGetDevCaps
#define _glfw_joyGetPos joyGetPos
#define _glfw_joyGetPosEx joyGetPosEx
#define _glfw_timeGetTime timeGetTime
#endif // _GLFW_NO_DLOAD_WINMM
typedef MMRESULT (WINAPI * JOYGETDEVCAPS_T)(UINT,LPJOYCAPS,UINT);
typedef MMRESULT (WINAPI * JOYGETPOS_T)(UINT,LPJOYINFO);
typedef MMRESULT (WINAPI * JOYGETPOSEX_T)(UINT,LPJOYINFOEX);
typedef DWORD (WINAPI * TIMEGETTIME_T)(void);
#define _glfw_joyGetDevCaps _glfw.win32.winmm.joyGetDevCaps
#define _glfw_joyGetPos _glfw.win32.winmm.joyGetPos
#define _glfw_joyGetPosEx _glfw.win32.winmm.joyGetPosEx
#define _glfw_timeGetTime _glfw.win32.winmm.timeGetTime
// user32.dll function pointer typedefs
typedef BOOL (WINAPI * SETPROCESSDPIAWARE_T)(void);
typedef BOOL (WINAPI * CHANGEWINDOWMESSAGEFILTEREX_T)(HWND,UINT,DWORD,PCHANGEFILTERSTRUCT);
#define _glfw_SetProcessDPIAware _glfw.win32.user32.SetProcessDPIAware
#define _glfw_ChangeWindowMessageFilterEx _glfw.win32.user32.ChangeWindowMessageFilterEx
// dwmapi.dll function pointer typedefs
typedef HRESULT (WINAPI * DWMISCOMPOSITIONENABLED_T)(BOOL*);
#define _glfw_DwmIsCompositionEnabled _glfw.win32.dwmapi.DwmIsCompositionEnabled
// We use versioned window class names in order not to cause conflicts
// between applications using different versions of GLFW
#define _GLFW_WNDCLASSNAME L"GLFW30"
#define _GLFW_RECREATION_NOT_NEEDED 0
#define _GLFW_RECREATION_REQUIRED 1
#define _GLFW_RECREATION_IMPOSSIBLE 2
#include "win32_tls.h"
#if defined(_GLFW_WGL)
#include "wgl_platform.h"
#include "wgl_context.h"
#elif defined(_GLFW_EGL)
#define _GLFW_EGL_NATIVE_WINDOW window->win32.handle
#define _GLFW_EGL_NATIVE_DISPLAY EGL_DEFAULT_DISPLAY
#include "egl_platform.h"
#include "egl_context.h"
#else
#error "No supported context creation API selected"
#endif
#include "winmm_joystick.h"
#define _GLFW_PLATFORM_WINDOW_STATE _GLFWwindowWin32 win32
#define _GLFW_PLATFORM_LIBRARY_WINDOW_STATE _GLFWlibraryWin32 win32
#define _GLFW_PLATFORM_LIBRARY_TIME_STATE _GLFWtimeWin32 win32_time
#define _GLFW_PLATFORM_MONITOR_STATE _GLFWmonitorWin32 win32
#define _GLFW_PLATFORM_CURSOR_STATE _GLFWcursorWin32 win32
//========================================================================
// GLFW platform specific types
//========================================================================
//------------------------------------------------------------------------
// Platform-specific window structure
//------------------------------------------------------------------------
// Win32-specific per-window data
//
typedef struct _GLFWwindowWin32
{
// Platform specific window resources
HWND handle; // Window handle
DWORD dwStyle; // Window styles used for window creation
DWORD dwExStyle; // --"--
HWND handle;
DWORD dwStyle;
DWORD dwExStyle;
// Various platform specific internal variables
GLboolean cursorCentered;
GLboolean cursorInside;
GLboolean cursorHidden;
double oldCursorX, oldCursorY;
int oldCursorX, oldCursorY;
} _GLFWwindowWin32;
//------------------------------------------------------------------------
// Platform-specific library global data for Win32
//------------------------------------------------------------------------
// Win32-specific global data
//
typedef struct _GLFWlibraryWin32
{
ATOM classAtom;
DWORD foregroundLockTimeout;
char* clipboardString;
// Timer data
struct {
GLboolean hasPC;
double resolution;
unsigned int t0_32;
__int64 t0_64;
} timer;
#ifndef _GLFW_NO_DLOAD_WINMM
// winmm.dll
struct {
HINSTANCE instance;
@ -182,12 +181,12 @@ typedef struct _GLFWlibraryWin32
JOYGETPOSEX_T joyGetPosEx;
TIMEGETTIME_T timeGetTime;
} winmm;
#endif // _GLFW_NO_DLOAD_WINMM
// user32.dll
struct {
HINSTANCE instance;
SETPROCESSDPIAWARE_T SetProcessDPIAware;
CHANGEWINDOWMESSAGEFILTEREX_T ChangeWindowMessageFilterEx;
} user32;
// dwmapi.dll
@ -196,58 +195,54 @@ typedef struct _GLFWlibraryWin32
DWMISCOMPOSITIONENABLED_T DwmIsCompositionEnabled;
} dwmapi;
struct {
float axes[6];
unsigned char buttons[36]; // 32 buttons plus one hat
char* name;
} joystick[GLFW_JOYSTICK_LAST + 1];
} _GLFWlibraryWin32;
//------------------------------------------------------------------------
// Platform-specific monitor structure
//------------------------------------------------------------------------
// Win32-specific per-monitor data
//
typedef struct _GLFWmonitorWin32
{
// This size matches the static size of DISPLAY_DEVICE.DeviceName
WCHAR name[32];
WCHAR adapterName[32];
WCHAR displayName[32];
char publicAdapterName[64];
char publicDisplayName[64];
GLboolean modeChanged;
} _GLFWmonitorWin32;
//========================================================================
// Prototypes for platform specific internal functions
//========================================================================
// Win32-specific per-cursor data
//
typedef struct _GLFWcursorWin32
{
HCURSOR handle;
} _GLFWcursorWin32;
// Win32-specific global timer data
//
typedef struct _GLFWtimeWin32
{
GLboolean hasPC;
double resolution;
unsigned __int64 base;
} _GLFWtimeWin32;
GLboolean _glfwRegisterWindowClass(void);
void _glfwUnregisterWindowClass(void);
// Desktop compositing
BOOL _glfwIsCompositionEnabled(void);
// Wide strings
WCHAR* _glfwCreateWideStringFromUTF8(const char* source);
char* _glfwCreateUTF8FromWideString(const WCHAR* source);
// Time
void _glfwInitTimer(void);
// Joystick input
void _glfwInitJoysticks(void);
void _glfwTerminateJoysticks(void);
// OpenGL support
int _glfwInitContextAPI(void);
void _glfwTerminateContextAPI(void);
int _glfwCreateContext(_GLFWwindow* window,
const _GLFWwndconfig* wndconfig,
const _GLFWfbconfig* fbconfig);
void _glfwDestroyContext(_GLFWwindow* window);
int _glfwAnalyzeContext(const _GLFWwindow* window,
const _GLFWwndconfig* wndconfig,
const _GLFWfbconfig* fbconfig);
// Fullscreen support
GLboolean _glfwSetVideoMode(_GLFWmonitor* monitor, const GLFWvidmode* desired);
void _glfwRestoreVideoMode(_GLFWmonitor* monitor);
#endif // _win32_platform_h_

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 Win32 - www.glfw.org
// GLFW 3.1 Win32 - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
@ -28,6 +28,21 @@
#include "internal.h"
// Return raw time
//
static unsigned __int64 getRawTime(void)
{
if (_glfw.win32_time.hasPC)
{
unsigned __int64 time;
QueryPerformanceCounter((LARGE_INTEGER*) &time);
return time;
}
else
return (unsigned __int64) _glfw_timeGetTime();
}
//////////////////////////////////////////////////////////////////////////
////// GLFW internal API //////
//////////////////////////////////////////////////////////////////////////
@ -36,20 +51,20 @@
//
void _glfwInitTimer(void)
{
__int64 freq;
unsigned __int64 frequency;
if (QueryPerformanceFrequency((LARGE_INTEGER*) &freq))
if (QueryPerformanceFrequency((LARGE_INTEGER*) &frequency))
{
_glfw.win32.timer.hasPC = GL_TRUE;
_glfw.win32.timer.resolution = 1.0 / (double) freq;
QueryPerformanceCounter((LARGE_INTEGER*) &_glfw.win32.timer.t0_64);
_glfw.win32_time.hasPC = GL_TRUE;
_glfw.win32_time.resolution = 1.0 / (double) frequency;
}
else
{
_glfw.win32.timer.hasPC = GL_FALSE;
_glfw.win32.timer.resolution = 0.001; // winmm resolution is 1 ms
_glfw.win32.timer.t0_32 = _glfw_timeGetTime();
_glfw.win32_time.hasPC = GL_FALSE;
_glfw.win32_time.resolution = 0.001; // winmm resolution is 1 ms
}
_glfw.win32_time.base = getRawTime();
}
@ -59,30 +74,13 @@ void _glfwInitTimer(void)
double _glfwPlatformGetTime(void)
{
double t;
__int64 t_64;
if (_glfw.win32.timer.hasPC)
{
QueryPerformanceCounter((LARGE_INTEGER*) &t_64);
t = (double)(t_64 - _glfw.win32.timer.t0_64);
}
else
t = (double)(_glfw_timeGetTime() - _glfw.win32.timer.t0_32);
return t * _glfw.win32.timer.resolution;
return (double) (getRawTime() - _glfw.win32_time.base) *
_glfw.win32_time.resolution;
}
void _glfwPlatformSetTime(double t)
void _glfwPlatformSetTime(double time)
{
__int64 t_64;
if (_glfw.win32.timer.hasPC)
{
QueryPerformanceCounter((LARGE_INTEGER*) &t_64);
_glfw.win32.timer.t0_64 = t_64 - (__int64) (t / _glfw.win32.timer.resolution);
}
else
_glfw.win32.timer.t0_32 = _glfw_timeGetTime() - (int)(t * 1000.0);
_glfw.win32_time.base = getRawTime() -
(unsigned __int64) (time / _glfw.win32_time.resolution);
}

View File

@ -1,7 +1,8 @@
//========================================================================
// GLFW 3.0 OS X - www.glfw.org
// GLFW 3.1 Win32 - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2010 Camilla Berglund <elmindreda@elmindreda.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
@ -26,45 +27,43 @@
#include "internal.h"
#include <limits.h>
#include <string.h>
//////////////////////////////////////////////////////////////////////////
////// GLFW internal API //////
//////////////////////////////////////////////////////////////////////////
int _glfwInitTLS(void)
{
_glfw.win32_tls.context = TlsAlloc();
if (_glfw.win32_tls.context == TLS_OUT_OF_INDEXES)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Win32: Failed to allocate TLS index");
return GL_FALSE;
}
_glfw.win32_tls.allocated = GL_TRUE;
return GL_TRUE;
}
void _glfwTerminateTLS(void)
{
if (_glfw.win32_tls.allocated)
TlsFree(_glfw.win32_tls.context);
}
void _glfwSetCurrentContext(_GLFWwindow* context)
{
TlsSetValue(_glfw.win32_tls.context, context);
}
//////////////////////////////////////////////////////////////////////////
////// GLFW platform API //////
//////////////////////////////////////////////////////////////////////////
void _glfwPlatformSetClipboardString(_GLFWwindow* window, const char* string)
_GLFWwindow* _glfwPlatformGetCurrentContext(void)
{
NSArray* types = [NSArray arrayWithObjects:NSStringPboardType, nil];
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
[pasteboard declareTypes:types owner:nil];
[pasteboard setString:[NSString stringWithUTF8String:string]
forType:NSStringPboardType];
}
const char* _glfwPlatformGetClipboardString(_GLFWwindow* window)
{
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
if (![[pasteboard types] containsObject:NSStringPboardType])
{
_glfwInputError(GLFW_FORMAT_UNAVAILABLE, NULL);
return NULL;
}
NSString* object = [pasteboard stringForType:NSStringPboardType];
if (!object)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Cocoa: Failed to retrieve object from pasteboard");
return NULL;
}
free(_glfw.ns.clipboardString);
_glfw.ns.clipboardString = strdup([object UTF8String]);
return _glfw.ns.clipboardString;
return TlsGetValue(_glfw.win32_tls.context);
}

48
extern/glfw/src/win32_tls.h vendored Normal file
View File

@ -0,0 +1,48 @@
//========================================================================
// GLFW 3.1 Win32 - 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.
//
//========================================================================
#ifndef _win32_tls_h_
#define _win32_tls_h_
#define _GLFW_PLATFORM_LIBRARY_TLS_STATE _GLFWtlsWin32 win32_tls
// Win32-specific global TLS data
//
typedef struct _GLFWtlsWin32
{
GLboolean allocated;
DWORD context;
} _GLFWtlsWin32;
int _glfwInitTLS(void);
void _glfwTerminateTLS(void);
void _glfwSetCurrentContext(_GLFWwindow* context);
#endif // _win32_tls_h_

File diff suppressed because it is too large Load Diff

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 - www.glfw.org
// GLFW 3.1 - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
@ -30,17 +30,6 @@
#include <string.h>
#include <stdlib.h>
#if defined(_MSC_VER)
#include <malloc.h>
#endif
// Return the maxiumum of the specified values
//
static int Max(int a, int b)
{
return (a > b) ? a : b;
}
//////////////////////////////////////////////////////////////////////////
@ -51,38 +40,32 @@ void _glfwInputWindowFocus(_GLFWwindow* window, GLboolean focused)
{
if (focused)
{
if (_glfw.focusedWindow != window)
{
_glfw.focusedWindow = window;
_glfw.focusedWindow = window;
if (window->callbacks.focus)
window->callbacks.focus((GLFWwindow*) window, focused);
}
if (window->callbacks.focus)
window->callbacks.focus((GLFWwindow*) window, focused);
}
else
{
if (_glfw.focusedWindow == window)
int i;
_glfw.focusedWindow = NULL;
if (window->callbacks.focus)
window->callbacks.focus((GLFWwindow*) window, focused);
// Release all pressed keyboard keys
for (i = 0; i <= GLFW_KEY_LAST; i++)
{
int i;
if (window->keys[i] == GLFW_PRESS)
_glfwInputKey(window, i, 0, GLFW_RELEASE, 0);
}
_glfw.focusedWindow = NULL;
if (window->callbacks.focus)
window->callbacks.focus((GLFWwindow*) window, focused);
// Release all pressed keyboard keys
for (i = 0; i <= GLFW_KEY_LAST; i++)
{
if (window->key[i] == GLFW_PRESS)
_glfwInputKey(window, i, 0, GLFW_RELEASE, 0);
}
// Release all pressed mouse buttons
for (i = 0; i <= GLFW_MOUSE_BUTTON_LAST; i++)
{
if (window->mouseButton[i] == GLFW_PRESS)
_glfwInputMouseClick(window, i, GLFW_RELEASE, 0);
}
// Release all pressed mouse buttons
for (i = 0; i <= GLFW_MOUSE_BUTTON_LAST; i++)
{
if (window->mouseButtons[i] == GLFW_PRESS)
_glfwInputMouseClick(window, i, GLFW_RELEASE, 0);
}
}
}
@ -101,9 +84,6 @@ void _glfwInputWindowSize(_GLFWwindow* window, int width, int height)
void _glfwInputWindowIconify(_GLFWwindow* window, int iconified)
{
if (window->iconified == iconified)
return;
window->iconified = iconified;
if (window->callbacks.iconify)
@ -129,7 +109,7 @@ void _glfwInputWindowDamage(_GLFWwindow* window)
void _glfwInputWindowCloseRequest(_GLFWwindow* window)
{
window->closed = GL_TRUE;
window->closed = GL_TRUE;
if (window->callbacks.close)
window->callbacks.close((GLFWwindow*) window);
@ -146,6 +126,7 @@ GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height,
GLFWwindow* share)
{
_GLFWfbconfig fbconfig;
_GLFWctxconfig ctxconfig;
_GLFWwndconfig wndconfig;
_GLFWwindow* window;
_GLFWwindow* previous;
@ -159,20 +140,21 @@ GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height,
}
// Set up desired framebuffer config
fbconfig.redBits = Max(_glfw.hints.redBits, 0);
fbconfig.greenBits = Max(_glfw.hints.greenBits, 0);
fbconfig.blueBits = Max(_glfw.hints.blueBits, 0);
fbconfig.alphaBits = Max(_glfw.hints.alphaBits, 0);
fbconfig.depthBits = Max(_glfw.hints.depthBits, 0);
fbconfig.stencilBits = Max(_glfw.hints.stencilBits, 0);
fbconfig.accumRedBits = Max(_glfw.hints.accumRedBits, 0);
fbconfig.accumGreenBits = Max(_glfw.hints.accumGreenBits, 0);
fbconfig.accumBlueBits = Max(_glfw.hints.accumBlueBits, 0);
fbconfig.accumAlphaBits = Max(_glfw.hints.accumAlphaBits, 0);
fbconfig.auxBuffers = Max(_glfw.hints.auxBuffers, 0);
fbconfig.redBits = _glfw.hints.redBits;
fbconfig.greenBits = _glfw.hints.greenBits;
fbconfig.blueBits = _glfw.hints.blueBits;
fbconfig.alphaBits = _glfw.hints.alphaBits;
fbconfig.depthBits = _glfw.hints.depthBits;
fbconfig.stencilBits = _glfw.hints.stencilBits;
fbconfig.accumRedBits = _glfw.hints.accumRedBits;
fbconfig.accumGreenBits = _glfw.hints.accumGreenBits;
fbconfig.accumBlueBits = _glfw.hints.accumBlueBits;
fbconfig.accumAlphaBits = _glfw.hints.accumAlphaBits;
fbconfig.auxBuffers = _glfw.hints.auxBuffers;
fbconfig.stereo = _glfw.hints.stereo ? GL_TRUE : GL_FALSE;
fbconfig.samples = Max(_glfw.hints.samples, 0);
fbconfig.sRGB = _glfw.hints.sRGB ? GL_TRUE : GL_FALSE;
fbconfig.samples = _glfw.hints.samples;
fbconfig.sRGB = _glfw.hints.sRGB;
fbconfig.doublebuffer = _glfw.hints.doublebuffer ? GL_TRUE : GL_FALSE;
// Set up desired window config
wndconfig.width = width;
@ -181,18 +163,24 @@ GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height,
wndconfig.resizable = _glfw.hints.resizable ? GL_TRUE : GL_FALSE;
wndconfig.visible = _glfw.hints.visible ? GL_TRUE : GL_FALSE;
wndconfig.decorated = _glfw.hints.decorated ? GL_TRUE : GL_FALSE;
wndconfig.clientAPI = _glfw.hints.clientAPI;
wndconfig.glMajor = _glfw.hints.glMajor;
wndconfig.glMinor = _glfw.hints.glMinor;
wndconfig.glForward = _glfw.hints.glForward ? GL_TRUE : GL_FALSE;
wndconfig.glDebug = _glfw.hints.glDebug ? GL_TRUE : GL_FALSE;
wndconfig.glProfile = _glfw.hints.glProfile;
wndconfig.glRobustness = _glfw.hints.glRobustness;
wndconfig.focused = _glfw.hints.focused ? GL_TRUE : GL_FALSE;
wndconfig.autoIconify = _glfw.hints.autoIconify ? GL_TRUE : GL_FALSE;
wndconfig.floating = _glfw.hints.floating ? GL_TRUE : GL_FALSE;
wndconfig.monitor = (_GLFWmonitor*) monitor;
wndconfig.share = (_GLFWwindow*) share;
// Set up desired context config
ctxconfig.api = _glfw.hints.api;
ctxconfig.major = _glfw.hints.major;
ctxconfig.minor = _glfw.hints.minor;
ctxconfig.forward = _glfw.hints.forward ? GL_TRUE : GL_FALSE;
ctxconfig.debug = _glfw.hints.debug ? GL_TRUE : GL_FALSE;
ctxconfig.profile = _glfw.hints.profile;
ctxconfig.robustness = _glfw.hints.robustness;
ctxconfig.release = _glfw.hints.release;
ctxconfig.share = (_GLFWwindow*) share;
// Check the OpenGL bits of the window config
if (!_glfwIsValidContextConfig(&wndconfig))
if (!_glfwIsValidContextConfig(&ctxconfig))
return NULL;
window = calloc(1, sizeof(_GLFWwindow));
@ -203,47 +191,52 @@ GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height,
{
wndconfig.resizable = GL_TRUE;
wndconfig.visible = GL_TRUE;
wndconfig.focused = GL_TRUE;
// Set up desired video mode
window->videoMode.width = width;
window->videoMode.height = height;
window->videoMode.redBits = Max(_glfw.hints.redBits, 0);
window->videoMode.greenBits = Max(_glfw.hints.greenBits, 0);
window->videoMode.blueBits = Max(_glfw.hints.blueBits, 0);
window->videoMode.refreshRate = Max(_glfw.hints.refreshRate, 0);
window->videoMode.redBits = _glfw.hints.redBits;
window->videoMode.greenBits = _glfw.hints.greenBits;
window->videoMode.blueBits = _glfw.hints.blueBits;
window->videoMode.refreshRate = _glfw.hints.refreshRate;
}
// Transfer window hints that are persistent settings and not
// just initial states
window->monitor = wndconfig.monitor;
window->resizable = wndconfig.resizable;
window->decorated = wndconfig.decorated;
window->autoIconify = wndconfig.autoIconify;
window->floating = wndconfig.floating;
window->cursorMode = GLFW_CURSOR_NORMAL;
// Save the currently current context so it can be restored later
previous = (_GLFWwindow*) glfwGetCurrentContext();
previous = _glfwPlatformGetCurrentContext();
// Open the actual window and create its context
if (!_glfwPlatformCreateWindow(window, &wndconfig, &fbconfig))
if (!_glfwPlatformCreateWindow(window, &wndconfig, &ctxconfig, &fbconfig))
{
glfwDestroyWindow((GLFWwindow*) window);
glfwMakeContextCurrent((GLFWwindow*) previous);
_glfwPlatformMakeContextCurrent(previous);
return NULL;
}
glfwMakeContextCurrent((GLFWwindow*) window);
_glfwPlatformMakeContextCurrent(window);
// Retrieve the actual (as opposed to requested) context attributes
if (!_glfwRefreshContextAttribs())
if (!_glfwRefreshContextAttribs(&ctxconfig))
{
glfwDestroyWindow((GLFWwindow*) window);
glfwMakeContextCurrent((GLFWwindow*) previous);
_glfwPlatformMakeContextCurrent(previous);
return NULL;
}
// Verify the context against the requested parameters
if (!_glfwIsValidContext(&wndconfig))
if (!_glfwIsValidContext(&ctxconfig))
{
glfwDestroyWindow((GLFWwindow*) window);
glfwMakeContextCurrent((GLFWwindow*) previous);
_glfwPlatformMakeContextCurrent(previous);
return NULL;
}
@ -253,10 +246,28 @@ GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height,
_glfwPlatformSwapBuffers(window);
// Restore the previously current context (or NULL)
glfwMakeContextCurrent((GLFWwindow*) previous);
_glfwPlatformMakeContextCurrent(previous);
if (wndconfig.monitor == NULL && wndconfig.visible)
glfwShowWindow((GLFWwindow*) window);
if (wndconfig.monitor)
{
int width, height;
_glfwPlatformGetWindowSize(window, &width, &height);
window->cursorPosX = width / 2;
window->cursorPosY = height / 2;
_glfwPlatformSetCursorPos(window, window->cursorPosX, window->cursorPosY);
}
else
{
if (wndconfig.visible)
{
if (wndconfig.focused)
_glfwPlatformShowWindow(window);
else
_glfwPlatformUnhideWindow(window);
}
}
return (GLFWwindow*) window;
}
@ -268,22 +279,29 @@ void glfwDefaultWindowHints(void)
memset(&_glfw.hints, 0, sizeof(_glfw.hints));
// The default is OpenGL with minimum version 1.0
_glfw.hints.clientAPI = GLFW_OPENGL_API;
_glfw.hints.glMajor = 1;
_glfw.hints.glMinor = 0;
_glfw.hints.api = GLFW_OPENGL_API;
_glfw.hints.major = 1;
_glfw.hints.minor = 0;
// The default is a visible, resizable window with decorations
_glfw.hints.resizable = GL_TRUE;
_glfw.hints.visible = GL_TRUE;
_glfw.hints.decorated = GL_TRUE;
// The default is a focused, visible, resizable window with decorations
_glfw.hints.resizable = GL_TRUE;
_glfw.hints.visible = GL_TRUE;
_glfw.hints.decorated = GL_TRUE;
_glfw.hints.focused = GL_TRUE;
_glfw.hints.autoIconify = GL_TRUE;
// The default is 24 bits of color, 24 bits of depth and 8 bits of stencil
_glfw.hints.redBits = 8;
_glfw.hints.greenBits = 8;
_glfw.hints.blueBits = 8;
_glfw.hints.alphaBits = 8;
_glfw.hints.depthBits = 24;
_glfw.hints.stencilBits = 8;
// The default is to select the highest available refresh rate
_glfw.hints.refreshRate = GLFW_DONT_CARE;
// The default is 24 bits of color, 24 bits of depth and 8 bits of stencil,
// double buffered
_glfw.hints.redBits = 8;
_glfw.hints.greenBits = 8;
_glfw.hints.blueBits = 8;
_glfw.hints.alphaBits = 8;
_glfw.hints.depthBits = 24;
_glfw.hints.stencilBits = 8;
_glfw.hints.doublebuffer = GL_TRUE;
}
GLFWAPI void glfwWindowHint(int target, int hint)
@ -331,12 +349,24 @@ GLFWAPI void glfwWindowHint(int target, int hint)
case GLFW_REFRESH_RATE:
_glfw.hints.refreshRate = hint;
break;
case GLFW_DOUBLEBUFFER:
_glfw.hints.doublebuffer = hint;
break;
case GLFW_RESIZABLE:
_glfw.hints.resizable = hint;
break;
case GLFW_DECORATED:
_glfw.hints.decorated = hint;
break;
case GLFW_FOCUSED:
_glfw.hints.focused = hint;
break;
case GLFW_AUTO_ICONIFY:
_glfw.hints.autoIconify = hint;
break;
case GLFW_FLOATING:
_glfw.hints.floating = hint;
break;
case GLFW_VISIBLE:
_glfw.hints.visible = hint;
break;
@ -347,25 +377,28 @@ GLFWAPI void glfwWindowHint(int target, int hint)
_glfw.hints.sRGB = hint;
break;
case GLFW_CLIENT_API:
_glfw.hints.clientAPI = hint;
_glfw.hints.api = hint;
break;
case GLFW_CONTEXT_VERSION_MAJOR:
_glfw.hints.glMajor = hint;
_glfw.hints.major = hint;
break;
case GLFW_CONTEXT_VERSION_MINOR:
_glfw.hints.glMinor = hint;
_glfw.hints.minor = hint;
break;
case GLFW_CONTEXT_ROBUSTNESS:
_glfw.hints.glRobustness = hint;
_glfw.hints.robustness = hint;
break;
case GLFW_OPENGL_FORWARD_COMPAT:
_glfw.hints.glForward = hint;
_glfw.hints.forward = hint;
break;
case GLFW_OPENGL_DEBUG_CONTEXT:
_glfw.hints.glDebug = hint;
_glfw.hints.debug = hint;
break;
case GLFW_OPENGL_PROFILE:
_glfw.hints.glProfile = hint;
_glfw.hints.profile = hint;
break;
case GLFW_CONTEXT_RELEASE_BEHAVIOR:
_glfw.hints.release = hint;
break;
default:
_glfwInputError(GLFW_INVALID_ENUM, NULL);
@ -434,6 +467,12 @@ GLFWAPI void glfwSetWindowTitle(GLFWwindow* handle, const char* title)
GLFWAPI void glfwGetWindowPos(GLFWwindow* handle, int* xpos, int* ypos)
{
_GLFWwindow* window = (_GLFWwindow*) handle;
if (xpos)
*xpos = 0;
if (ypos)
*ypos = 0;
_GLFW_REQUIRE_INIT();
_glfwPlatformGetWindowPos(window, xpos, ypos);
}
@ -457,6 +496,12 @@ GLFWAPI void glfwSetWindowPos(GLFWwindow* handle, int xpos, int ypos)
GLFWAPI void glfwGetWindowSize(GLFWwindow* handle, int* width, int* height)
{
_GLFWwindow* window = (_GLFWwindow*) handle;
if (width)
*width = 0;
if (height)
*height = 0;
_GLFW_REQUIRE_INIT();
_glfwPlatformGetWindowSize(window, width, height);
}
@ -467,9 +512,6 @@ GLFWAPI void glfwSetWindowSize(GLFWwindow* handle, int width, int height)
_GLFW_REQUIRE_INIT();
if (window->iconified)
return;
if (window->monitor)
{
window->videoMode.width = width;
@ -483,32 +525,45 @@ GLFWAPI void glfwGetFramebufferSize(GLFWwindow* handle, int* width, int* height)
{
_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT();
if (width)
*width = 0;
if (height)
*height = 0;
_GLFW_REQUIRE_INIT();
_glfwPlatformGetFramebufferSize(window, width, height);
}
GLFWAPI void glfwGetWindowFrameSize(GLFWwindow* handle,
int* left, int* top,
int* right, int* bottom)
{
_GLFWwindow* window = (_GLFWwindow*) handle;
if (left)
*left = 0;
if (top)
*top = 0;
if (right)
*right = 0;
if (bottom)
*bottom = 0;
_GLFW_REQUIRE_INIT();
_glfwPlatformGetWindowFrameSize(window, left, top, right, bottom);
}
GLFWAPI void glfwIconifyWindow(GLFWwindow* handle)
{
_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT();
if (window->iconified)
return;
_glfwPlatformIconifyWindow(window);
}
GLFWAPI void glfwRestoreWindow(GLFWwindow* handle)
{
_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT();
if (!window->iconified)
return;
_glfwPlatformRestoreWindow(window);
}
@ -552,24 +607,28 @@ GLFWAPI int glfwGetWindowAttrib(GLFWwindow* handle, int attrib)
return window->resizable;
case GLFW_DECORATED:
return window->decorated;
case GLFW_FLOATING:
return window->floating;
case GLFW_VISIBLE:
return window->visible;
case GLFW_CLIENT_API:
return window->clientAPI;
return window->context.api;
case GLFW_CONTEXT_VERSION_MAJOR:
return window->glMajor;
return window->context.major;
case GLFW_CONTEXT_VERSION_MINOR:
return window->glMinor;
return window->context.minor;
case GLFW_CONTEXT_REVISION:
return window->glRevision;
return window->context.revision;
case GLFW_CONTEXT_ROBUSTNESS:
return window->glRobustness;
return window->context.robustness;
case GLFW_OPENGL_FORWARD_COMPAT:
return window->glForward;
return window->context.forward;
case GLFW_OPENGL_DEBUG_CONTEXT:
return window->glDebug;
return window->context.debug;
case GLFW_OPENGL_PROFILE:
return window->glProfile;
return window->context.profile;
case GLFW_CONTEXT_RELEASE_BEHAVIOR:
return window->context.release;
}
_glfwInputError(GLFW_INVALID_ENUM, NULL);
@ -669,6 +728,20 @@ GLFWAPI void glfwPollEvents(void)
GLFWAPI void glfwWaitEvents(void)
{
_GLFW_REQUIRE_INIT();
if (!_glfw.windowListHead)
return;
_glfwPlatformWaitEvents();
}
GLFWAPI void glfwPostEmptyEvent(void)
{
_GLFW_REQUIRE_INIT();
if (!_glfw.windowListHead)
return;
_glfwPlatformPostEmptyEvent();
}

View File

@ -1,5 +1,5 @@
//========================================================================
// GLFW 3.0 Win32 - www.glfw.org
// GLFW 3.1 WinMM - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
@ -34,9 +34,9 @@
////// GLFW internal API //////
//////////////////////////////////////////////////////////////////////////
// Calculate normalized joystick position
// Convert axis value to the [-1,1] range
//
static float calcJoystickPos(DWORD pos, DWORD min, DWORD max)
static float normalizeAxis(DWORD pos, DWORD min, DWORD max)
{
float fpos = (float) pos;
float fmin = (float) min;
@ -63,7 +63,7 @@ void _glfwTerminateJoysticks(void)
int i;
for (i = 0; i < GLFW_JOYSTICK_LAST; i++)
free(_glfw.win32.joystick[i].name);
free(_glfw.winmm_js[i].name);
}
@ -85,7 +85,7 @@ const float* _glfwPlatformGetJoystickAxes(int joy, int* count)
{
JOYCAPS jc;
JOYINFOEX ji;
float* axes = _glfw.win32.joystick[joy].axes;
float* axes = _glfw.winmm_js[joy].axes;
if (_glfw_joyGetDevCaps(joy, &jc, sizeof(JOYCAPS)) != JOYERR_NOERROR)
return NULL;
@ -96,20 +96,20 @@ const float* _glfwPlatformGetJoystickAxes(int joy, int* count)
if (_glfw_joyGetPosEx(joy, &ji) != JOYERR_NOERROR)
return NULL;
axes[(*count)++] = calcJoystickPos(ji.dwXpos, jc.wXmin, jc.wXmax);
axes[(*count)++] = -calcJoystickPos(ji.dwYpos, jc.wYmin, jc.wYmax);
axes[(*count)++] = normalizeAxis(ji.dwXpos, jc.wXmin, jc.wXmax);
axes[(*count)++] = normalizeAxis(ji.dwYpos, jc.wYmin, jc.wYmax);
if (jc.wCaps & JOYCAPS_HASZ)
axes[(*count)++] = calcJoystickPos(ji.dwZpos, jc.wZmin, jc.wZmax);
axes[(*count)++] = normalizeAxis(ji.dwZpos, jc.wZmin, jc.wZmax);
if (jc.wCaps & JOYCAPS_HASR)
axes[(*count)++] = calcJoystickPos(ji.dwRpos, jc.wRmin, jc.wRmax);
axes[(*count)++] = normalizeAxis(ji.dwRpos, jc.wRmin, jc.wRmax);
if (jc.wCaps & JOYCAPS_HASU)
axes[(*count)++] = calcJoystickPos(ji.dwUpos, jc.wUmin, jc.wUmax);
axes[(*count)++] = normalizeAxis(ji.dwUpos, jc.wUmin, jc.wUmax);
if (jc.wCaps & JOYCAPS_HASV)
axes[(*count)++] = -calcJoystickPos(ji.dwVpos, jc.wVmin, jc.wVmax);
axes[(*count)++] = normalizeAxis(ji.dwVpos, jc.wVmin, jc.wVmax);
return axes;
}
@ -118,7 +118,7 @@ const unsigned char* _glfwPlatformGetJoystickButtons(int joy, int* count)
{
JOYCAPS jc;
JOYINFOEX ji;
unsigned char* buttons = _glfw.win32.joystick[joy].buttons;
unsigned char* buttons = _glfw.winmm_js[joy].buttons;
if (_glfw_joyGetDevCaps(joy, &jc, sizeof(JOYCAPS)) != JOYERR_NOERROR)
return NULL;
@ -169,9 +169,9 @@ const char* _glfwPlatformGetJoystickName(int joy)
if (_glfw_joyGetDevCaps(joy, &jc, sizeof(JOYCAPS)) != JOYERR_NOERROR)
return NULL;
free(_glfw.win32.joystick[joy].name);
_glfw.win32.joystick[joy].name = _glfwCreateUTF8FromWideString(jc.szPname);
free(_glfw.winmm_js[joy].name);
_glfw.winmm_js[joy].name = _glfwCreateUTF8FromWideString(jc.szPname);
return _glfw.win32.joystick[joy].name;
return _glfw.winmm_js[joy].name;
}

47
extern/glfw/src/winmm_joystick.h vendored Normal file
View File

@ -0,0 +1,47 @@
//========================================================================
// GLFW 3.1 WinMM - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2006-2014 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.
//
//========================================================================
#ifndef _winmm_joystick_h_
#define _winmm_joystick_h_
#define _GLFW_PLATFORM_LIBRARY_JOYSTICK_STATE \
_GLFWjoystickWinMM winmm_js[GLFW_JOYSTICK_LAST + 1]
// WinMM-specific per-joystick data
//
typedef struct _GLFWjoystickWinMM
{
float axes[6];
unsigned char buttons[36]; // 32 buttons plus one hat
char* name;
} _GLFWjoystickWinMM;
void _glfwInitJoysticks(void);
void _glfwTerminateJoysticks(void);
#endif // _winmm_joystick_h_

630
extern/glfw/src/wl_init.c vendored Normal file
View File

@ -0,0 +1,630 @@
//========================================================================
// GLFW 3.1 Wayland - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2014 Jonas Ådahl <jadahl@gmail.com>
//
// 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 <linux/input.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <sys/mman.h>
#include <unistd.h>
#include <wayland-client.h>
#include <wayland-cursor.h>
#include "xkb_unicode.h"
static void pointerHandleEnter(void* data,
struct wl_pointer* pointer,
uint32_t serial,
struct wl_surface* surface,
wl_fixed_t sx,
wl_fixed_t sy)
{
_GLFWwindow* window = wl_surface_get_user_data(surface);
_glfw.wl.pointerSerial = serial;
_glfw.wl.pointerFocus = window;
_glfwPlatformSetCursor(window, window->wl.currentCursor);
_glfwInputCursorEnter(window, GL_TRUE);
}
static void pointerHandleLeave(void* data,
struct wl_pointer* pointer,
uint32_t serial,
struct wl_surface* surface)
{
_GLFWwindow* window = _glfw.wl.pointerFocus;
if (!window)
return;
_glfw.wl.pointerSerial = serial;
_glfw.wl.pointerFocus = NULL;
_glfwInputCursorEnter(window, GL_FALSE);
}
static void pointerHandleMotion(void* data,
struct wl_pointer* pointer,
uint32_t time,
wl_fixed_t sx,
wl_fixed_t sy)
{
_GLFWwindow* window = _glfw.wl.pointerFocus;
if (!window)
return;
if (window->cursorMode == GLFW_CURSOR_DISABLED)
{
/* TODO */
_glfwInputError(GLFW_PLATFORM_ERROR,
"Wayland: GLFW_CURSOR_DISABLED not supported");
return;
}
_glfwInputCursorMotion(window,
wl_fixed_to_double(sx),
wl_fixed_to_double(sy));
}
static void pointerHandleButton(void* data,
struct wl_pointer* wl_pointer,
uint32_t serial,
uint32_t time,
uint32_t button,
uint32_t state)
{
_GLFWwindow* window = _glfw.wl.pointerFocus;
int glfwButton;
if (!window)
return;
/* Makes left, right and middle 0, 1 and 2. Overall order follows evdev
* codes. */
glfwButton = button - BTN_LEFT;
_glfwInputMouseClick(window,
glfwButton,
state == WL_POINTER_BUTTON_STATE_PRESSED
? GLFW_PRESS
: GLFW_RELEASE,
_glfw.wl.xkb.modifiers);
}
static void pointerHandleAxis(void* data,
struct wl_pointer* wl_pointer,
uint32_t time,
uint32_t axis,
wl_fixed_t value)
{
_GLFWwindow* window = _glfw.wl.pointerFocus;
double scroll_factor;
double x, y;
if (!window)
return;
/* Wayland scroll events are in pointer motion coordinate space (think
* two finger scroll). The factor 10 is commonly used to convert to
* "scroll step means 1.0. */
scroll_factor = 1.0/10.0;
switch (axis)
{
case WL_POINTER_AXIS_HORIZONTAL_SCROLL:
x = wl_fixed_to_double(value) * scroll_factor;
y = 0.0;
break;
case WL_POINTER_AXIS_VERTICAL_SCROLL:
x = 0.0;
y = wl_fixed_to_double(value) * scroll_factor;
break;
default:
break;
}
_glfwInputScroll(window, x, y);
}
static const struct wl_pointer_listener pointerListener = {
pointerHandleEnter,
pointerHandleLeave,
pointerHandleMotion,
pointerHandleButton,
pointerHandleAxis,
};
static void keyboardHandleKeymap(void* data,
struct wl_keyboard* keyboard,
uint32_t format,
int fd,
uint32_t size)
{
struct xkb_keymap* keymap;
struct xkb_state* state;
char* mapStr;
if (format != WL_KEYBOARD_KEYMAP_FORMAT_XKB_V1)
{
close(fd);
return;
}
mapStr = mmap(NULL, size, PROT_READ, MAP_SHARED, fd, 0);
if (mapStr == MAP_FAILED) {
close(fd);
return;
}
keymap = xkb_map_new_from_string(_glfw.wl.xkb.context,
mapStr,
XKB_KEYMAP_FORMAT_TEXT_V1,
0);
munmap(mapStr, size);
close(fd);
if (!keymap)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Wayland: Failed to compile keymap");
return;
}
state = xkb_state_new(keymap);
if (!state)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Wayland: Failed to create XKB state");
xkb_map_unref(keymap);
return;
}
xkb_keymap_unref(_glfw.wl.xkb.keymap);
xkb_state_unref(_glfw.wl.xkb.state);
_glfw.wl.xkb.keymap = keymap;
_glfw.wl.xkb.state = state;
_glfw.wl.xkb.control_mask =
1 << xkb_map_mod_get_index(_glfw.wl.xkb.keymap, "Control");
_glfw.wl.xkb.alt_mask =
1 << xkb_map_mod_get_index(_glfw.wl.xkb.keymap, "Mod1");
_glfw.wl.xkb.shift_mask =
1 << xkb_map_mod_get_index(_glfw.wl.xkb.keymap, "Shift");
_glfw.wl.xkb.super_mask =
1 << xkb_map_mod_get_index(_glfw.wl.xkb.keymap, "Mod4");
}
static void keyboardHandleEnter(void* data,
struct wl_keyboard* keyboard,
uint32_t serial,
struct wl_surface* surface,
struct wl_array* keys)
{
_GLFWwindow* window = wl_surface_get_user_data(surface);
_glfw.wl.keyboardFocus = window;
_glfwInputWindowFocus(window, GL_TRUE);
}
static void keyboardHandleLeave(void* data,
struct wl_keyboard* keyboard,
uint32_t serial,
struct wl_surface* surface)
{
_GLFWwindow* window = _glfw.wl.keyboardFocus;
if (!window)
return;
_glfw.wl.keyboardFocus = NULL;
_glfwInputWindowFocus(window, GL_FALSE);
}
static int toGLFWKeyCode(uint32_t key)
{
switch (key)
{
case KEY_GRAVE: return GLFW_KEY_GRAVE_ACCENT;
case KEY_1: return GLFW_KEY_1;
case KEY_2: return GLFW_KEY_2;
case KEY_3: return GLFW_KEY_3;
case KEY_4: return GLFW_KEY_4;
case KEY_5: return GLFW_KEY_5;
case KEY_6: return GLFW_KEY_6;
case KEY_7: return GLFW_KEY_7;
case KEY_8: return GLFW_KEY_8;
case KEY_9: return GLFW_KEY_9;
case KEY_0: return GLFW_KEY_0;
case KEY_MINUS: return GLFW_KEY_MINUS;
case KEY_EQUAL: return GLFW_KEY_EQUAL;
case KEY_Q: return GLFW_KEY_Q;
case KEY_W: return GLFW_KEY_W;
case KEY_E: return GLFW_KEY_E;
case KEY_R: return GLFW_KEY_R;
case KEY_T: return GLFW_KEY_T;
case KEY_Y: return GLFW_KEY_Y;
case KEY_U: return GLFW_KEY_U;
case KEY_I: return GLFW_KEY_I;
case KEY_O: return GLFW_KEY_O;
case KEY_P: return GLFW_KEY_P;
case KEY_LEFTBRACE: return GLFW_KEY_LEFT_BRACKET;
case KEY_RIGHTBRACE: return GLFW_KEY_RIGHT_BRACKET;
case KEY_A: return GLFW_KEY_A;
case KEY_S: return GLFW_KEY_S;
case KEY_D: return GLFW_KEY_D;
case KEY_F: return GLFW_KEY_F;
case KEY_G: return GLFW_KEY_G;
case KEY_H: return GLFW_KEY_H;
case KEY_J: return GLFW_KEY_J;
case KEY_K: return GLFW_KEY_K;
case KEY_L: return GLFW_KEY_L;
case KEY_SEMICOLON: return GLFW_KEY_SEMICOLON;
case KEY_APOSTROPHE: return GLFW_KEY_APOSTROPHE;
case KEY_Z: return GLFW_KEY_Z;
case KEY_X: return GLFW_KEY_X;
case KEY_C: return GLFW_KEY_C;
case KEY_V: return GLFW_KEY_V;
case KEY_B: return GLFW_KEY_B;
case KEY_N: return GLFW_KEY_N;
case KEY_M: return GLFW_KEY_M;
case KEY_COMMA: return GLFW_KEY_COMMA;
case KEY_DOT: return GLFW_KEY_PERIOD;
case KEY_SLASH: return GLFW_KEY_SLASH;
case KEY_BACKSLASH: return GLFW_KEY_BACKSLASH;
case KEY_ESC: return GLFW_KEY_ESCAPE;
case KEY_TAB: return GLFW_KEY_TAB;
case KEY_LEFTSHIFT: return GLFW_KEY_LEFT_SHIFT;
case KEY_RIGHTSHIFT: return GLFW_KEY_RIGHT_SHIFT;
case KEY_LEFTCTRL: return GLFW_KEY_LEFT_CONTROL;
case KEY_RIGHTCTRL: return GLFW_KEY_RIGHT_CONTROL;
case KEY_LEFTALT: return GLFW_KEY_LEFT_ALT;
case KEY_RIGHTALT: return GLFW_KEY_RIGHT_ALT;
case KEY_LEFTMETA: return GLFW_KEY_LEFT_SUPER;
case KEY_RIGHTMETA: return GLFW_KEY_RIGHT_SUPER;
case KEY_MENU: return GLFW_KEY_MENU;
case KEY_NUMLOCK: return GLFW_KEY_NUM_LOCK;
case KEY_CAPSLOCK: return GLFW_KEY_CAPS_LOCK;
case KEY_PRINT: return GLFW_KEY_PRINT_SCREEN;
case KEY_SCROLLLOCK: return GLFW_KEY_SCROLL_LOCK;
case KEY_PAUSE: return GLFW_KEY_PAUSE;
case KEY_DELETE: return GLFW_KEY_DELETE;
case KEY_BACKSPACE: return GLFW_KEY_BACKSPACE;
case KEY_ENTER: return GLFW_KEY_ENTER;
case KEY_HOME: return GLFW_KEY_HOME;
case KEY_END: return GLFW_KEY_END;
case KEY_PAGEUP: return GLFW_KEY_PAGE_UP;
case KEY_PAGEDOWN: return GLFW_KEY_PAGE_DOWN;
case KEY_INSERT: return GLFW_KEY_INSERT;
case KEY_LEFT: return GLFW_KEY_LEFT;
case KEY_RIGHT: return GLFW_KEY_RIGHT;
case KEY_DOWN: return GLFW_KEY_DOWN;
case KEY_UP: return GLFW_KEY_UP;
case KEY_F1: return GLFW_KEY_F1;
case KEY_F2: return GLFW_KEY_F2;
case KEY_F3: return GLFW_KEY_F3;
case KEY_F4: return GLFW_KEY_F4;
case KEY_F5: return GLFW_KEY_F5;
case KEY_F6: return GLFW_KEY_F6;
case KEY_F7: return GLFW_KEY_F7;
case KEY_F8: return GLFW_KEY_F8;
case KEY_F9: return GLFW_KEY_F9;
case KEY_F10: return GLFW_KEY_F10;
case KEY_F11: return GLFW_KEY_F11;
case KEY_F12: return GLFW_KEY_F12;
case KEY_F13: return GLFW_KEY_F13;
case KEY_F14: return GLFW_KEY_F14;
case KEY_F15: return GLFW_KEY_F15;
case KEY_F16: return GLFW_KEY_F16;
case KEY_F17: return GLFW_KEY_F17;
case KEY_F18: return GLFW_KEY_F18;
case KEY_F19: return GLFW_KEY_F19;
case KEY_F20: return GLFW_KEY_F20;
case KEY_F21: return GLFW_KEY_F21;
case KEY_F22: return GLFW_KEY_F22;
case KEY_F23: return GLFW_KEY_F23;
case KEY_F24: return GLFW_KEY_F24;
case KEY_KPSLASH: return GLFW_KEY_KP_DIVIDE;
case KEY_KPDOT: return GLFW_KEY_KP_MULTIPLY;
case KEY_KPMINUS: return GLFW_KEY_KP_SUBTRACT;
case KEY_KPPLUS: return GLFW_KEY_KP_ADD;
case KEY_KP0: return GLFW_KEY_KP_0;
case KEY_KP1: return GLFW_KEY_KP_1;
case KEY_KP2: return GLFW_KEY_KP_2;
case KEY_KP3: return GLFW_KEY_KP_3;
case KEY_KP4: return GLFW_KEY_KP_4;
case KEY_KP5: return GLFW_KEY_KP_5;
case KEY_KP6: return GLFW_KEY_KP_6;
case KEY_KP7: return GLFW_KEY_KP_7;
case KEY_KP8: return GLFW_KEY_KP_8;
case KEY_KP9: return GLFW_KEY_KP_9;
case KEY_KPCOMMA: return GLFW_KEY_KP_DECIMAL;
case KEY_KPEQUAL: return GLFW_KEY_KP_EQUAL;
case KEY_KPENTER: return GLFW_KEY_KP_ENTER;
default: return GLFW_KEY_UNKNOWN;
}
}
static void keyboardHandleKey(void* data,
struct wl_keyboard* keyboard,
uint32_t serial,
uint32_t time,
uint32_t key,
uint32_t state)
{
uint32_t code, num_syms;
long cp;
int keyCode;
int action;
const xkb_keysym_t *syms;
_GLFWwindow* window = _glfw.wl.keyboardFocus;
if (!window)
return;
keyCode = toGLFWKeyCode(key);
action = state == WL_KEYBOARD_KEY_STATE_PRESSED
? GLFW_PRESS : GLFW_RELEASE;
_glfwInputKey(window, keyCode, key, action,
_glfw.wl.xkb.modifiers);
code = key + 8;
num_syms = xkb_key_get_syms(_glfw.wl.xkb.state, code, &syms);
if (num_syms == 1)
{
cp = _glfwKeySym2Unicode(syms[0]);
if (cp != -1)
{
const int mods = _glfw.wl.xkb.modifiers;
const int plain = !(mods & (GLFW_MOD_CONTROL | GLFW_MOD_ALT));
_glfwInputChar(window, cp, mods, plain);
}
}
}
static void keyboardHandleModifiers(void* data,
struct wl_keyboard* keyboard,
uint32_t serial,
uint32_t modsDepressed,
uint32_t modsLatched,
uint32_t modsLocked,
uint32_t group)
{
xkb_mod_mask_t mask;
unsigned int modifiers = 0;
if (!_glfw.wl.xkb.keymap)
return;
xkb_state_update_mask(_glfw.wl.xkb.state,
modsDepressed,
modsLatched,
modsLocked,
0,
0,
group);
mask = xkb_state_serialize_mods(_glfw.wl.xkb.state,
XKB_STATE_DEPRESSED |
XKB_STATE_LATCHED);
if (mask & _glfw.wl.xkb.control_mask)
modifiers |= GLFW_MOD_CONTROL;
if (mask & _glfw.wl.xkb.alt_mask)
modifiers |= GLFW_MOD_ALT;
if (mask & _glfw.wl.xkb.shift_mask)
modifiers |= GLFW_MOD_SHIFT;
if (mask & _glfw.wl.xkb.super_mask)
modifiers |= GLFW_MOD_SUPER;
_glfw.wl.xkb.modifiers = modifiers;
}
static const struct wl_keyboard_listener keyboardListener = {
keyboardHandleKeymap,
keyboardHandleEnter,
keyboardHandleLeave,
keyboardHandleKey,
keyboardHandleModifiers,
};
static void seatHandleCapabilities(void* data,
struct wl_seat* seat,
enum wl_seat_capability caps)
{
if ((caps & WL_SEAT_CAPABILITY_POINTER) && !_glfw.wl.pointer)
{
_glfw.wl.pointer = wl_seat_get_pointer(seat);
wl_pointer_add_listener(_glfw.wl.pointer, &pointerListener, NULL);
}
else if (!(caps & WL_SEAT_CAPABILITY_POINTER) && _glfw.wl.pointer)
{
wl_pointer_destroy(_glfw.wl.pointer);
_glfw.wl.pointer = NULL;
}
if ((caps & WL_SEAT_CAPABILITY_KEYBOARD) && !_glfw.wl.keyboard)
{
_glfw.wl.keyboard = wl_seat_get_keyboard(seat);
wl_keyboard_add_listener(_glfw.wl.keyboard, &keyboardListener, NULL);
}
else if (!(caps & WL_SEAT_CAPABILITY_KEYBOARD) && _glfw.wl.keyboard)
{
wl_keyboard_destroy(_glfw.wl.keyboard);
_glfw.wl.keyboard = NULL;
}
}
static const struct wl_seat_listener seatListener = {
seatHandleCapabilities
};
static void registryHandleGlobal(void* data,
struct wl_registry* registry,
uint32_t name,
const char* interface,
uint32_t version)
{
if (strcmp(interface, "wl_compositor") == 0)
{
_glfw.wl.compositor =
wl_registry_bind(registry, name, &wl_compositor_interface, 1);
}
else if (strcmp(interface, "wl_shm") == 0)
{
_glfw.wl.shm =
wl_registry_bind(registry, name, &wl_shm_interface, 1);
}
else if (strcmp(interface, "wl_shell") == 0)
{
_glfw.wl.shell =
wl_registry_bind(registry, name, &wl_shell_interface, 1);
}
else if (strcmp(interface, "wl_output") == 0)
{
_glfwAddOutput(name, version);
}
else if (strcmp(interface, "wl_seat") == 0)
{
if (!_glfw.wl.seat)
{
_glfw.wl.seat =
wl_registry_bind(registry, name, &wl_seat_interface, 1);
wl_seat_add_listener(_glfw.wl.seat, &seatListener, NULL);
}
}
}
static void registryHandleGlobalRemove(void *data,
struct wl_registry *registry,
uint32_t name)
{
}
static const struct wl_registry_listener registryListener = {
registryHandleGlobal,
registryHandleGlobalRemove
};
//////////////////////////////////////////////////////////////////////////
////// GLFW platform API //////
//////////////////////////////////////////////////////////////////////////
int _glfwPlatformInit(void)
{
_glfw.wl.display = wl_display_connect(NULL);
if (!_glfw.wl.display)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Wayland: Failed to connect to display");
return GL_FALSE;
}
_glfw.wl.registry = wl_display_get_registry(_glfw.wl.display);
wl_registry_add_listener(_glfw.wl.registry, &registryListener, NULL);
_glfw.wl.monitors = calloc(4, sizeof(_GLFWmonitor*));
_glfw.wl.monitorsSize = 4;
_glfw.wl.xkb.context = xkb_context_new(0);
if (!_glfw.wl.xkb.context)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Wayland: Failed to initialize xkb context");
return GL_FALSE;
}
// Sync so we got all registry objects
wl_display_roundtrip(_glfw.wl.display);
// Sync so we got all initial output events
wl_display_roundtrip(_glfw.wl.display);
if (!_glfwInitContextAPI())
return GL_FALSE;
_glfwInitTimer();
_glfwInitJoysticks();
if (_glfw.wl.pointer && _glfw.wl.shm)
{
_glfw.wl.cursorTheme = wl_cursor_theme_load(NULL, 32, _glfw.wl.shm);
if (!_glfw.wl.cursorTheme)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Wayland: Unable to load default cursor theme\n");
return GL_FALSE;
}
_glfw.wl.defaultCursor =
wl_cursor_theme_get_cursor(_glfw.wl.cursorTheme, "left_ptr");
if (!_glfw.wl.defaultCursor)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Wayland: Unable to load default left pointer\n");
return GL_FALSE;
}
_glfw.wl.cursorSurface =
wl_compositor_create_surface(_glfw.wl.compositor);
}
return GL_TRUE;
}
void _glfwPlatformTerminate(void)
{
_glfwTerminateContextAPI();
_glfwTerminateJoysticks();
if (_glfw.wl.cursorTheme)
wl_cursor_theme_destroy(_glfw.wl.cursorTheme);
if (_glfw.wl.cursorSurface)
wl_surface_destroy(_glfw.wl.cursorSurface);
if (_glfw.wl.registry)
wl_registry_destroy(_glfw.wl.registry);
if (_glfw.wl.display)
wl_display_flush(_glfw.wl.display);
if (_glfw.wl.display)
wl_display_disconnect(_glfw.wl.display);
}
const char* _glfwPlatformGetVersionString(void)
{
const char* version = _GLFW_VERSION_NUMBER " Wayland EGL "
#if defined(_POSIX_TIMERS) && defined(_POSIX_MONOTONIC_CLOCK)
" clock_gettime"
#endif
#if defined(_GLFW_BUILD_DLL)
" shared"
#endif
;
return version;
}

250
extern/glfw/src/wl_monitor.c vendored Normal file
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@ -0,0 +1,250 @@
//========================================================================
// GLFW 3.1 Wayland - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2014 Jonas Ådahl <jadahl@gmail.com>
//
// 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 <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <errno.h>
struct _GLFWvidmodeWayland
{
GLFWvidmode base;
uint32_t flags;
};
static void geometry(void* data,
struct wl_output* output,
int32_t x,
int32_t y,
int32_t physicalWidth,
int32_t physicalHeight,
int32_t subpixel,
const char* make,
const char* model,
int32_t transform)
{
struct _GLFWmonitor *monitor = data;
monitor->wl.x = x;
monitor->wl.y = y;
monitor->widthMM = physicalWidth;
monitor->heightMM = physicalHeight;
}
static void mode(void* data,
struct wl_output* output,
uint32_t flags,
int32_t width,
int32_t height,
int32_t refresh)
{
struct _GLFWmonitor *monitor = data;
_GLFWvidmodeWayland mode = { { 0 }, };
mode.base.width = width;
mode.base.height = height;
mode.base.refreshRate = refresh;
mode.flags = flags;
if (monitor->wl.modesCount + 1 >= monitor->wl.modesSize)
{
int size = monitor->wl.modesSize * 2;
_GLFWvidmodeWayland* modes =
realloc(monitor->wl.modes,
size * sizeof(_GLFWvidmodeWayland));
monitor->wl.modes = modes;
monitor->wl.modesSize = size;
}
monitor->wl.modes[monitor->wl.modesCount++] = mode;
}
static void done(void* data,
struct wl_output* output)
{
struct _GLFWmonitor *monitor = data;
monitor->wl.done = GL_TRUE;
}
static void scale(void* data,
struct wl_output* output,
int32_t factor)
{
}
static const struct wl_output_listener output_listener = {
geometry,
mode,
done,
scale,
};
//////////////////////////////////////////////////////////////////////////
////// GLFW internal API //////
//////////////////////////////////////////////////////////////////////////
void _glfwAddOutput(uint32_t name, uint32_t version)
{
_GLFWmonitor *monitor;
struct wl_output *output;
char name_str[80];
memset(name_str, 0, 80 * sizeof(char));
snprintf(name_str, 79, "wl_output@%u", name);
if (version < 2)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Wayland: Unsupported output interface version");
return;
}
monitor = _glfwAllocMonitor(name_str, 0, 0);
output = wl_registry_bind(_glfw.wl.registry,
name,
&wl_output_interface,
2);
if (!output)
{
_glfwFreeMonitor(monitor);
return;
}
monitor->wl.modes = calloc(4, sizeof(_GLFWvidmodeWayland));
monitor->wl.modesSize = 4;
monitor->wl.output = output;
wl_output_add_listener(output, &output_listener, monitor);
if (_glfw.wl.monitorsCount + 1 >= _glfw.wl.monitorsSize)
{
_GLFWmonitor** monitors = _glfw.wl.monitors;
int size = _glfw.wl.monitorsSize * 2;
monitors = realloc(monitors, size * sizeof(_GLFWmonitor*));
_glfw.wl.monitors = monitors;
_glfw.wl.monitorsSize = size;
}
_glfw.wl.monitors[_glfw.wl.monitorsCount++] = monitor;
}
//////////////////////////////////////////////////////////////////////////
////// GLFW platform API //////
//////////////////////////////////////////////////////////////////////////
_GLFWmonitor** _glfwPlatformGetMonitors(int* count)
{
_GLFWmonitor** monitors;
_GLFWmonitor* monitor;
int i, monitorsCount = _glfw.wl.monitorsCount;
if (_glfw.wl.monitorsCount == 0)
goto err;
monitors = calloc(monitorsCount, sizeof(_GLFWmonitor*));
for (i = 0; i < monitorsCount; i++)
{
_GLFWmonitor* origMonitor = _glfw.wl.monitors[i];
monitor = calloc(1, sizeof(_GLFWmonitor));
monitor->modes =
_glfwPlatformGetVideoModes(origMonitor,
&origMonitor->wl.modesCount);
*monitor = *_glfw.wl.monitors[i];
monitors[i] = monitor;
}
*count = monitorsCount;
return monitors;
err:
*count = 0;
return NULL;
}
GLboolean _glfwPlatformIsSameMonitor(_GLFWmonitor* first, _GLFWmonitor* second)
{
return first->wl.output == second->wl.output;
}
void _glfwPlatformGetMonitorPos(_GLFWmonitor* monitor, int* xpos, int* ypos)
{
if (xpos)
*xpos = monitor->wl.x;
if (ypos)
*ypos = monitor->wl.y;
}
GLFWvidmode* _glfwPlatformGetVideoModes(_GLFWmonitor* monitor, int* found)
{
GLFWvidmode *modes;
int i, modesCount = monitor->wl.modesCount;
modes = calloc(modesCount, sizeof(GLFWvidmode));
for (i = 0; i < modesCount; i++)
modes[i] = monitor->wl.modes[i].base;
*found = modesCount;
return modes;
}
void _glfwPlatformGetVideoMode(_GLFWmonitor* monitor, GLFWvidmode* mode)
{
int i;
for (i = 0; i < monitor->wl.modesCount; i++)
{
if (monitor->wl.modes[i].flags & WL_OUTPUT_MODE_CURRENT)
{
*mode = monitor->wl.modes[i].base;
return;
}
}
}
void _glfwPlatformGetGammaRamp(_GLFWmonitor* monitor, GLFWgammaramp* ramp)
{
// TODO
fprintf(stderr, "_glfwPlatformGetGammaRamp not implemented yet\n");
}
void _glfwPlatformSetGammaRamp(_GLFWmonitor* monitor, const GLFWgammaramp* ramp)
{
// TODO
fprintf(stderr, "_glfwPlatformSetGammaRamp not implemented yet\n");
}

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