//======================================================================== // GLFW - An OpenGL framework // File: win32_init.c // Platform: Windows // API version: 2.7 // WWW: http://glfw.sourceforge.net //------------------------------------------------------------------------ // Copyright (c) 2002-2006 Camilla Berglund // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would // be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not // be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source // distribution. // //======================================================================== #include "internal.h" // With the Borland C++ compiler, we want to disable FPU exceptions #ifdef __BORLANDC__ #include #endif // __BORLANDC__ //************************************************************************ //**** GLFW internal functions **** //************************************************************************ //======================================================================== // _glfwInitLibraries() - Load necessary libraries (DLLs) //======================================================================== static int _glfwInitLibraries( void ) { // gdi32.dll (OpenGL pixel format functions & SwapBuffers) #ifndef _GLFW_NO_DLOAD_GDI32 _glfwLibrary.Libs.gdi32 = LoadLibrary( "gdi32.dll" ); if( _glfwLibrary.Libs.gdi32 != NULL ) { _glfwLibrary.Libs.ChoosePixelFormat = (CHOOSEPIXELFORMAT_T) GetProcAddress( _glfwLibrary.Libs.gdi32, "ChoosePixelFormat" ); _glfwLibrary.Libs.DescribePixelFormat = (DESCRIBEPIXELFORMAT_T) GetProcAddress( _glfwLibrary.Libs.gdi32, "DescribePixelFormat" ); _glfwLibrary.Libs.GetPixelFormat = (GETPIXELFORMAT_T) GetProcAddress( _glfwLibrary.Libs.gdi32, "GetPixelFormat" ); _glfwLibrary.Libs.SetPixelFormat = (SETPIXELFORMAT_T) GetProcAddress( _glfwLibrary.Libs.gdi32, "SetPixelFormat" ); _glfwLibrary.Libs.SwapBuffers = (SWAPBUFFERS_T) GetProcAddress( _glfwLibrary.Libs.gdi32, "SwapBuffers" ); if( _glfwLibrary.Libs.ChoosePixelFormat == NULL || _glfwLibrary.Libs.DescribePixelFormat == NULL || _glfwLibrary.Libs.GetPixelFormat == NULL || _glfwLibrary.Libs.SetPixelFormat == NULL || _glfwLibrary.Libs.SwapBuffers == NULL ) { FreeLibrary( _glfwLibrary.Libs.gdi32 ); _glfwLibrary.Libs.gdi32 = NULL; return GL_FALSE; } } else { return GL_FALSE; } #endif // _GLFW_NO_DLOAD_GDI32 // winmm.dll (for joystick and timer support) #ifndef _GLFW_NO_DLOAD_WINMM _glfwLibrary.Libs.winmm = LoadLibrary( "winmm.dll" ); if( _glfwLibrary.Libs.winmm != NULL ) { _glfwLibrary.Libs.joyGetDevCapsA = (JOYGETDEVCAPSA_T) GetProcAddress( _glfwLibrary.Libs.winmm, "joyGetDevCapsA" ); _glfwLibrary.Libs.joyGetPos = (JOYGETPOS_T) GetProcAddress( _glfwLibrary.Libs.winmm, "joyGetPos" ); _glfwLibrary.Libs.joyGetPosEx = (JOYGETPOSEX_T) GetProcAddress( _glfwLibrary.Libs.winmm, "joyGetPosEx" ); _glfwLibrary.Libs.timeGetTime = (TIMEGETTIME_T) GetProcAddress( _glfwLibrary.Libs.winmm, "timeGetTime" ); if( _glfwLibrary.Libs.joyGetDevCapsA == NULL || _glfwLibrary.Libs.joyGetPos == NULL || _glfwLibrary.Libs.joyGetPosEx == NULL || _glfwLibrary.Libs.timeGetTime == NULL ) { FreeLibrary( _glfwLibrary.Libs.winmm ); _glfwLibrary.Libs.winmm = NULL; return GL_FALSE; } } else { return GL_FALSE; } #endif // _GLFW_NO_DLOAD_WINMM return GL_TRUE; } //======================================================================== // _glfwFreeLibraries() - Unload used libraries (DLLs) //======================================================================== static void _glfwFreeLibraries( void ) { // gdi32.dll #ifndef _GLFW_NO_DLOAD_GDI32 if( _glfwLibrary.Libs.gdi32 != NULL ) { FreeLibrary( _glfwLibrary.Libs.gdi32 ); _glfwLibrary.Libs.gdi32 = NULL; } #endif // _GLFW_NO_DLOAD_GDI32 // winmm.dll #ifndef _GLFW_NO_DLOAD_WINMM if( _glfwLibrary.Libs.winmm != NULL ) { FreeLibrary( _glfwLibrary.Libs.winmm ); _glfwLibrary.Libs.winmm = NULL; } #endif // _GLFW_NO_DLOAD_WINMM } //======================================================================== // _glfwInitThreads() - Initialize GLFW thread package //======================================================================== static void _glfwInitThreads( void ) { // Initialize critical section handle InitializeCriticalSection( &_glfwThrd.CriticalSection ); // The first thread (the main thread) has ID 0 _glfwThrd.NextID = 0; // Fill out information about the main thread (this thread) _glfwThrd.First.ID = _glfwThrd.NextID ++; _glfwThrd.First.Function = NULL; _glfwThrd.First.Handle = GetCurrentThread(); _glfwThrd.First.WinID = GetCurrentThreadId(); _glfwThrd.First.Previous = NULL; _glfwThrd.First.Next = NULL; } //======================================================================== // _glfwTerminateThreads() - Terminate GLFW thread package //======================================================================== static void _glfwTerminateThreads( void ) { _GLFWthread *t, *t_next; // Enter critical section ENTER_THREAD_CRITICAL_SECTION // Kill all threads (NOTE: THE USER SHOULD WAIT FOR ALL THREADS TO // DIE, _BEFORE_ CALLING glfwTerminate()!!!) t = _glfwThrd.First.Next; while( t != NULL ) { // Get pointer to next thread t_next = t->Next; // Simply murder the process, no mercy! if( TerminateThread( t->Handle, 0 ) ) { // Close thread handle CloseHandle( t->Handle ); // Free memory allocated for this thread free( (void *) t ); } // Select next thread in list t = t_next; } // Leave critical section LEAVE_THREAD_CRITICAL_SECTION // Delete critical section handle DeleteCriticalSection( &_glfwThrd.CriticalSection ); } //======================================================================== // _glfwTerminate_atexit() - Terminate GLFW when exiting application //======================================================================== void _glfwTerminate_atexit( void ) { glfwTerminate(); } //************************************************************************ //**** Platform implementation functions **** //************************************************************************ //======================================================================== // _glfwPlatformInit() - Initialize various GLFW state //======================================================================== int _glfwPlatformInit( void ) { OSVERSIONINFO osi; // 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, &_glfwLibrary.Sys.foregroundLockTimeout, 0 ); SystemParametersInfo( SPI_SETFOREGROUNDLOCKTIMEOUT, 0, (LPVOID)0, SPIF_SENDCHANGE ); // Check which OS version we are running osi.dwOSVersionInfoSize = sizeof( OSVERSIONINFO ); GetVersionEx( &osi ); _glfwLibrary.Sys.winVer = _GLFW_WIN_UNKNOWN; if( osi.dwPlatformId == VER_PLATFORM_WIN32_WINDOWS ) { if( osi.dwMajorVersion == 4 && osi.dwMinorVersion < 10 ) { _glfwLibrary.Sys.winVer = _GLFW_WIN_95; } else if( osi.dwMajorVersion == 4 && osi.dwMinorVersion < 90 ) { _glfwLibrary.Sys.winVer = _GLFW_WIN_98; } else if( osi.dwMajorVersion == 4 && osi.dwMinorVersion == 90 ) { _glfwLibrary.Sys.winVer = _GLFW_WIN_ME; } else if( osi.dwMajorVersion >= 4 ) { _glfwLibrary.Sys.winVer = _GLFW_WIN_UNKNOWN_9x; } } else if( osi.dwPlatformId == VER_PLATFORM_WIN32_NT ) { if( osi.dwMajorVersion == 4 && osi.dwMinorVersion == 0 ) { _glfwLibrary.Sys.winVer = _GLFW_WIN_NT4; } else if( osi.dwMajorVersion == 5 && osi.dwMinorVersion == 0 ) { _glfwLibrary.Sys.winVer = _GLFW_WIN_2K; } else if( osi.dwMajorVersion == 5 && osi.dwMinorVersion == 1 ) { _glfwLibrary.Sys.winVer = _GLFW_WIN_XP; } else if( osi.dwMajorVersion == 5 && osi.dwMinorVersion == 2 ) { _glfwLibrary.Sys.winVer = _GLFW_WIN_NET_SERVER; } else if( osi.dwMajorVersion >= 5 ) { _glfwLibrary.Sys.winVer = _GLFW_WIN_UNKNOWN_NT; } } // Do we have Unicode support? if( _glfwLibrary.Sys.winVer >= _GLFW_WIN_NT4 ) { // Windows NT/2000/XP/.NET has Unicode support _glfwLibrary.Sys.hasUnicode = GL_TRUE; } else { // Windows 9x/ME does not have Unicode support _glfwLibrary.Sys.hasUnicode = GL_FALSE; } // Load libraries (DLLs) if( !_glfwInitLibraries() ) { return GL_FALSE; } // With the Borland C++ compiler, we want to disable FPU exceptions // (this is recommended for OpenGL applications under Windows) #ifdef __BORLANDC__ _control87( MCW_EM, MCW_EM ); #endif // Retrieve GLFW instance handle _glfwLibrary.instance = GetModuleHandle( NULL ); // System keys are not disabled _glfwWin.keyboardHook = NULL; // Initialise thread package _glfwInitThreads(); // Install atexit() routine atexit( _glfwTerminate_atexit ); // Start the timer _glfwInitTimer(); return GL_TRUE; } //======================================================================== // _glfwPlatformTerminate() - Close window and kill all threads //======================================================================== int _glfwPlatformTerminate( void ) { // Only the main thread is allowed to do this... if( GetCurrentThreadId() != _glfwThrd.First.WinID ) { return GL_FALSE; } // Close OpenGL window glfwCloseWindow(); // Kill thread package _glfwTerminateThreads(); // Enable system keys again (if they were disabled) glfwEnable( GLFW_SYSTEM_KEYS ); // Unload libraries (DLLs) _glfwFreeLibraries(); // Restore FOREGROUNDLOCKTIMEOUT system setting SystemParametersInfo( SPI_SETFOREGROUNDLOCKTIMEOUT, 0, (LPVOID)_glfwLibrary.Sys.foregroundLockTimeout, SPIF_SENDCHANGE ); return GL_TRUE; }