+/*\r
+ * freeglut_window_mswin.c\r
+ *\r
+ * The Windows-specific mouse cursor related stuff.\r
+ *\r
+ * Copyright (c) 2012 Stephen J. Baker. All Rights Reserved.\r
+ * Written by John F. Fay, <fayjf@sourceforge.net>\r
+ * Creation date: Sun Jan 22, 2012\r
+ *\r
+ * Permission is hereby granted, free of charge, to any person obtaining a\r
+ * copy of this software and associated documentation files (the "Software"),\r
+ * to deal in the Software without restriction, including without limitation\r
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,\r
+ * and/or sell copies of the Software, and to permit persons to whom the\r
+ * Software is furnished to do so, subject to the following conditions:\r
+ *\r
+ * The above copyright notice and this permission notice shall be included\r
+ * in all copies or substantial portions of the Software.\r
+ *\r
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS\r
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\r
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\r
+ * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER\r
+ * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN\r
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\r
+ */\r
+\r
+#define FREEGLUT_BUILDING_LIB\r
+#include <GL/freeglut.h>\r
+#include "../Common/freeglut_internal.h"\r
+\r
+\r
+/* The following include file is available from SGI but is not standard:\r
+ * #include <GL/wglext.h>\r
+ * So we copy the necessary parts out of it.\r
+ * XXX: should local definitions for extensions be put in a separate include file?\r
+ */\r
+typedef const char * (WINAPI * PFNWGLGETEXTENSIONSSTRINGARBPROC) (HDC hdc);\r
+\r
+typedef BOOL (WINAPI * PFNWGLCHOOSEPIXELFORMATARBPROC) (HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);\r
+\r
+#define WGL_DRAW_TO_WINDOW_ARB 0x2001\r
+#define WGL_ACCELERATION_ARB 0x2003\r
+#define WGL_SUPPORT_OPENGL_ARB 0x2010\r
+#define WGL_DOUBLE_BUFFER_ARB 0x2011\r
+#define WGL_COLOR_BITS_ARB 0x2014\r
+#define WGL_ALPHA_BITS_ARB 0x201B\r
+#define WGL_DEPTH_BITS_ARB 0x2022\r
+#define WGL_STENCIL_BITS_ARB 0x2023\r
+#define WGL_FULL_ACCELERATION_ARB 0x2027\r
+\r
+#define WGL_SAMPLE_BUFFERS_ARB 0x2041\r
+#define WGL_SAMPLES_ARB 0x2042\r
+\r
+#define WGL_TYPE_RGBA_FLOAT_ARB 0x21A0\r
+\r
+#define WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20A9\r
+\r
+#ifndef WGL_ARB_create_context\r
+#define WGL_ARB_create_context 1\r
+#ifdef WGL_WGLEXT_PROTOTYPES\r
+extern HGLRC WINAPI wglCreateContextAttribsARB (HDC, HGLRC, const int *);\r
+#endif /* WGL_WGLEXT_PROTOTYPES */\r
+typedef HGLRC (WINAPI * PFNWGLCREATECONTEXTATTRIBSARBPROC) (HDC hDC, HGLRC hShareContext, const int *attribList);\r
+\r
+#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091\r
+#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092\r
+#define WGL_CONTEXT_LAYER_PLANE_ARB 0x2093\r
+#define WGL_CONTEXT_FLAGS_ARB 0x2094\r
+#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126\r
+\r
+#define WGL_CONTEXT_DEBUG_BIT_ARB 0x0001\r
+#define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002\r
+\r
+#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001\r
+#define WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002\r
+\r
+#define ERROR_INVALID_VERSION_ARB 0x2095\r
+#define ERROR_INVALID_PROFILE_ARB 0x2096\r
+#endif\r
+/* End of copying the necessary parts out of it. */\r
+\r
+#ifdef WM_TOUCH\r
+typedef BOOL (WINAPI *pRegisterTouchWindow)(HWND,ULONG);\r
+static pRegisterTouchWindow fghRegisterTouchWindow = (pRegisterTouchWindow)0xDEADBEEF;\r
+#endif\r
+\r
+/* \r
+ * Helper functions for getting client area from the window rect\r
+ * and the window rect from the client area given the style of the window\r
+ * (or a valid window pointer from which the style can be queried).\r
+ */\r
+extern void fghGetBorderWidth(const DWORD windowStyle, int* xBorderWidth, int* yBorderWidth);\r
+\r
+\r
+/*\r
+ * Setup the pixel format for a Win32 window\r
+ */\r
+\r
+#if defined(_WIN32_WCE)\r
+static wchar_t* fghWstrFromStr(const char* str)\r
+{\r
+ int i,len=strlen(str);\r
+ wchar_t* wstr = (wchar_t*)malloc(2*len+2);\r
+ for(i=0; i<len; i++)\r
+ wstr[i] = str[i];\r
+ wstr[len] = 0;\r
+ return wstr;\r
+}\r
+#endif /* defined(_WIN32_WCE) */\r
+\r
+\r
+static void fghFillContextAttributes( int *attributes ) {\r
+ int where = 0, contextFlags, contextProfile;\r
+\r
+ if ( !fghIsLegacyContextVersionRequested() ) {\r
+ ATTRIB_VAL( WGL_CONTEXT_MAJOR_VERSION_ARB, fgState.MajorVersion );\r
+ ATTRIB_VAL( WGL_CONTEXT_MINOR_VERSION_ARB, fgState.MinorVersion );\r
+ }\r
+\r
+ contextFlags =\r
+ fghMapBit( fgState.ContextFlags, GLUT_DEBUG, WGL_CONTEXT_DEBUG_BIT_ARB ) |\r
+ fghMapBit( fgState.ContextFlags, GLUT_FORWARD_COMPATIBLE, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB );\r
+ if ( contextFlags != 0 ) {\r
+ ATTRIB_VAL( WGL_CONTEXT_FLAGS_ARB, contextFlags );\r
+ }\r
+\r
+ contextProfile =\r
+ fghMapBit( fgState.ContextProfile, GLUT_CORE_PROFILE, WGL_CONTEXT_CORE_PROFILE_BIT_ARB ) |\r
+ fghMapBit( fgState.ContextProfile, GLUT_COMPATIBILITY_PROFILE, WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB );\r
+ if ( contextProfile != 0 ) {\r
+ ATTRIB_VAL( WGL_CONTEXT_PROFILE_MASK_ARB, contextProfile );\r
+ }\r
+\r
+ ATTRIB( 0 );\r
+}\r
+\r
+static int fghIsExtensionSupported( HDC hdc, const char *extension ) {\r
+ const char *pWglExtString;\r
+ PFNWGLGETEXTENSIONSSTRINGARBPROC wglGetEntensionsStringARB =\r
+ (PFNWGLGETEXTENSIONSSTRINGARBPROC) wglGetProcAddress("wglGetExtensionsStringARB");\r
+ if ( wglGetEntensionsStringARB == NULL )\r
+ {\r
+ return FALSE;\r
+ }\r
+ pWglExtString = wglGetEntensionsStringARB( hdc );\r
+ return ( pWglExtString != NULL ) && ( strstr(pWglExtString, extension) != NULL );\r
+}\r
+\r
+void fgNewWGLCreateContext( SFG_Window* window )\r
+{\r
+ HGLRC context;\r
+ int attributes[9];\r
+ PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB;\r
+\r
+ /* If nothing fancy has been required, leave the context as it is */\r
+ if ( fghIsLegacyContextRequested() )\r
+ {\r
+ return;\r
+ }\r
+\r
+ wglMakeCurrent( window->Window.pContext.Device, window->Window.Context );\r
+\r
+ if ( !fghIsExtensionSupported( window->Window.pContext.Device, "WGL_ARB_create_context" ) )\r
+ {\r
+ return;\r
+ }\r
+\r
+ /* new context creation */\r
+ fghFillContextAttributes( attributes );\r
+\r
+ wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC) wglGetProcAddress( "wglCreateContextAttribsARB" );\r
+ if ( wglCreateContextAttribsARB == NULL )\r
+ {\r
+ fgError( "wglCreateContextAttribsARB not found" );\r
+ }\r
+\r
+ context = wglCreateContextAttribsARB( window->Window.pContext.Device, 0, attributes );\r
+ if ( context == NULL )\r
+ {\r
+ fghContextCreationError();\r
+ }\r
+\r
+ wglMakeCurrent( NULL, NULL );\r
+ wglDeleteContext( window->Window.Context );\r
+ window->Window.Context = context;\r
+}\r
+\r
+#if !defined(_WIN32_WCE)\r
+\r
+static void fghFillPFD( PIXELFORMATDESCRIPTOR *ppfd, HDC hdc, unsigned char layer_type )\r
+{\r
+ int flags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL;\r
+ if ( fgState.DisplayMode & GLUT_DOUBLE ) {\r
+ flags |= PFD_DOUBLEBUFFER;\r
+ }\r
+ if ( fgState.DisplayMode & GLUT_STEREO ) {\r
+ flags |= PFD_STEREO;\r
+ }\r
+\r
+#if defined(_MSC_VER)\r
+#pragma message( "fgSetupPixelFormat(): there is still some work to do here!" )\r
+#endif\r
+\r
+ /* Specify which pixel format do we opt for... */\r
+ ppfd->nSize = sizeof(PIXELFORMATDESCRIPTOR);\r
+ ppfd->nVersion = 1;\r
+ ppfd->dwFlags = flags;\r
+\r
+ if( fgState.DisplayMode & GLUT_INDEX ) {\r
+ ppfd->iPixelType = PFD_TYPE_COLORINDEX;\r
+ ppfd->cRedBits = 0;\r
+ ppfd->cGreenBits = 0;\r
+ ppfd->cBlueBits = 0;\r
+ ppfd->cAlphaBits = 0;\r
+ } else {\r
+ ppfd->iPixelType = PFD_TYPE_RGBA;\r
+ ppfd->cRedBits = 8;\r
+ ppfd->cGreenBits = 8;\r
+ ppfd->cBlueBits = 8;\r
+ ppfd->cAlphaBits = ( fgState.DisplayMode & GLUT_ALPHA ) ? 8 : 0;\r
+ }\r
+\r
+ ppfd->cColorBits = 24;\r
+ ppfd->cRedShift = 0;\r
+ ppfd->cGreenShift = 0;\r
+ ppfd->cBlueShift = 0;\r
+ ppfd->cAlphaShift = 0;\r
+ ppfd->cAccumBits = ( fgState.DisplayMode & GLUT_ACCUM ) ? 1 : 0;\r
+ ppfd->cAccumRedBits = 0;\r
+ ppfd->cAccumGreenBits = 0;\r
+ ppfd->cAccumBlueBits = 0;\r
+ ppfd->cAccumAlphaBits = 0;\r
+\r
+ /* Hmmm, or 32/0 instead of 24/8? */\r
+ ppfd->cDepthBits = 24;\r
+ ppfd->cStencilBits = 8;\r
+\r
+ ppfd->cAuxBuffers = fghNumberOfAuxBuffersRequested();\r
+ ppfd->iLayerType = layer_type;\r
+ ppfd->bReserved = 0;\r
+ ppfd->dwLayerMask = 0;\r
+ ppfd->dwVisibleMask = 0;\r
+ ppfd->dwDamageMask = 0;\r
+ \r
+ ppfd->cColorBits = (BYTE) GetDeviceCaps( hdc, BITSPIXEL );\r
+}\r
+\r
+static void fghFillPixelFormatAttributes( int *attributes, const PIXELFORMATDESCRIPTOR *ppfd )\r
+{\r
+ int where = 0;\r
+\r
+ ATTRIB_VAL( WGL_DRAW_TO_WINDOW_ARB, GL_TRUE );\r
+ ATTRIB_VAL( WGL_SUPPORT_OPENGL_ARB, GL_TRUE );\r
+ ATTRIB_VAL( WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB );\r
+\r
+ ATTRIB_VAL( WGL_COLOR_BITS_ARB, ppfd->cColorBits );\r
+ ATTRIB_VAL( WGL_ALPHA_BITS_ARB, ppfd->cAlphaBits );\r
+ ATTRIB_VAL( WGL_DEPTH_BITS_ARB, ppfd->cDepthBits );\r
+ ATTRIB_VAL( WGL_STENCIL_BITS_ARB, ppfd->cStencilBits );\r
+\r
+ ATTRIB_VAL( WGL_DOUBLE_BUFFER_ARB, ( fgState.DisplayMode & GLUT_DOUBLE ) != 0 );\r
+\r
+ if ( fgState.DisplayMode & GLUT_SRGB ) {\r
+ ATTRIB_VAL( WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB, TRUE );\r
+ }\r
+\r
+ ATTRIB_VAL( WGL_SAMPLE_BUFFERS_ARB, GL_TRUE );\r
+ ATTRIB_VAL( WGL_SAMPLES_ARB, fgState.SampleNumber );\r
+ ATTRIB( 0 );\r
+}\r
+#endif\r
+\r
+GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly,\r
+ unsigned char layer_type )\r
+{\r
+#if defined(_WIN32_WCE)\r
+ return GL_TRUE;\r
+#else\r
+ PIXELFORMATDESCRIPTOR pfd;\r
+ PIXELFORMATDESCRIPTOR* ppfd = &pfd;\r
+ int pixelformat;\r
+ HDC current_hDC;\r
+ GLboolean success;\r
+\r
+ if (checkOnly)\r
+ current_hDC = CreateDC(TEXT("DISPLAY"), NULL ,NULL ,NULL);\r
+ else\r
+ current_hDC = window->Window.pContext.Device;\r
+\r
+ fghFillPFD( ppfd, current_hDC, layer_type );\r
+ pixelformat = ChoosePixelFormat( current_hDC, ppfd );\r
+\r
+ /* windows hack for multismapling/sRGB */\r
+ if ( ( fgState.DisplayMode & GLUT_MULTISAMPLE ) ||\r
+ ( fgState.DisplayMode & GLUT_SRGB ) )\r
+ { \r
+ HGLRC rc, rc_before=wglGetCurrentContext();\r
+ HWND hWnd;\r
+ HDC hDC, hDC_before=wglGetCurrentDC();\r
+ WNDCLASS wndCls;\r
+\r
+ /* create a dummy window */\r
+ ZeroMemory(&wndCls, sizeof(wndCls));\r
+ wndCls.lpfnWndProc = DefWindowProc;\r
+ wndCls.hInstance = fgDisplay.pDisplay.Instance;\r
+ wndCls.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW;\r
+ wndCls.lpszClassName = _T("FREEGLUT_dummy");\r
+ RegisterClass( &wndCls );\r
+\r
+ hWnd=CreateWindow(_T("FREEGLUT_dummy"), _T(""), WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_OVERLAPPEDWINDOW , 0,0,0,0, 0, 0, fgDisplay.pDisplay.Instance, 0 );\r
+ hDC=GetDC(hWnd);\r
+ SetPixelFormat( hDC, pixelformat, ppfd );\r
+\r
+ rc = wglCreateContext( hDC );\r
+ wglMakeCurrent(hDC, rc);\r
+\r
+ if ( fghIsExtensionSupported( hDC, "WGL_ARB_multisample" ) )\r
+ {\r
+ PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARBProc =\r
+ (PFNWGLCHOOSEPIXELFORMATARBPROC) wglGetProcAddress("wglChoosePixelFormatARB");\r
+ if ( wglChoosePixelFormatARBProc )\r
+ {\r
+ int attributes[100];\r
+ int iPixelFormat;\r
+ BOOL bValid;\r
+ float fAttributes[] = { 0, 0 };\r
+ UINT numFormats;\r
+ fghFillPixelFormatAttributes( attributes, ppfd );\r
+ bValid = wglChoosePixelFormatARBProc(hDC, attributes, fAttributes, 1, &iPixelFormat, &numFormats);\r
+\r
+ if ( bValid && numFormats > 0 )\r
+ {\r
+ pixelformat = iPixelFormat;\r
+ }\r
+ }\r
+ }\r
+\r
+ wglMakeCurrent( hDC_before, rc_before);\r
+ wglDeleteContext(rc);\r
+ ReleaseDC(hWnd, hDC);\r
+ DestroyWindow(hWnd);\r
+ UnregisterClass(_T("FREEGLUT_dummy"), fgDisplay.pDisplay.Instance);\r
+ }\r
+\r
+ success = ( pixelformat != 0 ) && ( checkOnly || SetPixelFormat( current_hDC, pixelformat, ppfd ) );\r
+\r
+ if (checkOnly)\r
+ DeleteDC(current_hDC);\r
+\r
+ return success;\r
+#endif /* defined(_WIN32_WCE) */\r
+}\r
+\r
+\r
+\r
+void fgPlatformSetWindow ( SFG_Window *window )\r
+{\r
+ if ( window != fgStructure.CurrentWindow )\r
+ {\r
+ if( fgStructure.CurrentWindow )\r
+ ReleaseDC( fgStructure.CurrentWindow->Window.Handle,\r
+ fgStructure.CurrentWindow->Window.pContext.Device );\r
+\r
+ if ( window )\r
+ {\r
+ window->Window.pContext.Device = GetDC( window->Window.Handle );\r
+ wglMakeCurrent(\r
+ window->Window.pContext.Device,\r
+ window->Window.Context\r
+ );\r
+ }\r
+ }\r
+}\r
+\r
+\r
+\r
+/* Computes position of corners of window Rect (outer position including\r
+ * decorations) based on the provided client rect and based on the style\r
+ * of the window in question.\r
+ * If posIsOutside is set to true, the input client Rect is taken to follow\r
+ * freeGLUT's window specification convention in which the top-left corner\r
+ * is at the outside of the window, while the size\r
+ * (rect.right-rect.left,rect.bottom-rect.top) is the size of the drawable\r
+ * area.\r
+ */\r
+void fghComputeWindowRectFromClientArea_UseStyle( const DWORD windowStyle, RECT *clientRect, BOOL posIsOutside )\r
+{\r
+ int xBorderWidth = 0, yBorderWidth = 0;\r
+\r
+ /* If window has title bar, correct rect for it */\r
+ if (windowStyle & WS_MAXIMIZEBOX) /* Need to query for WS_MAXIMIZEBOX to see if we have a title bar, the WS_CAPTION query is also true for a WS_DLGFRAME only... */\r
+ if (posIsOutside)\r
+ clientRect->bottom += GetSystemMetrics( SM_CYCAPTION );\r
+ else\r
+ clientRect->top -= GetSystemMetrics( SM_CYCAPTION );\r
+\r
+ /* get width of window's borders (frame), correct rect for it.\r
+ * Note, borders can be of zero width if style does not specify borders\r
+ */\r
+ fghGetBorderWidth(windowStyle, &xBorderWidth, &yBorderWidth);\r
+ if (posIsOutside)\r
+ {\r
+ clientRect->right += xBorderWidth * 2;\r
+ clientRect->bottom += yBorderWidth * 2;\r
+ }\r
+ else\r
+ {\r
+ clientRect->left -= xBorderWidth;\r
+ clientRect->right += xBorderWidth;\r
+ clientRect->top -= yBorderWidth;\r
+ clientRect->bottom += yBorderWidth;\r
+ }\r
+}\r
+\r
+/* Computes position of corners of window Rect (outer position including\r
+ * decorations) based on the provided client rect and based on the style\r
+ * of the window in question. If the window pointer or the window handle\r
+ * is NULL, a fully decorated window (caption and border) is assumed.\r
+ * Furthermore, if posIsOutside is set to true, the input client Rect is\r
+ * taken to follow freeGLUT's window specification convention in which the\r
+ * top-left corner is at the outside of the window, while the size\r
+ * (rect.right-rect.left,rect.bottom-rect.top) is the size of the drawable\r
+ * area.\r
+*/\r
+void fghComputeWindowRectFromClientArea_QueryWindow( const SFG_Window *window, RECT *clientRect, BOOL posIsOutside )\r
+{\r
+ DWORD windowStyle = 0;\r
+\r
+ if (window && window->Window.Handle)\r
+ windowStyle = GetWindowLong(window->Window.Handle, GWL_STYLE);\r
+ else\r
+ windowStyle = WS_OVERLAPPEDWINDOW;\r
+\r
+ fghComputeWindowRectFromClientArea_UseStyle(windowStyle, clientRect, posIsOutside);\r
+}\r
+\r
+/* Computes position of corners of client area (drawable area) of a window\r
+ * based on the provided window Rect (outer position including decorations)\r
+ * and based on the style of the window in question. If the window pointer\r
+ * or the window handle is NULL, a fully decorated window (caption and\r
+ * border) is assumed.\r
+ * Furthermore, if wantPosOutside is set to true, the output client Rect\r
+ * will follow freeGLUT's window specification convention in which the\r
+ * top-left corner is at the outside of the window, the size\r
+ * (rect.right-rect.left,rect.bottom-rect.top) is the size of the drawable\r
+ * area.\r
+ */\r
+void fghComputeClientAreaFromWindowRect( const SFG_Window *window, RECT *windowRect, BOOL wantPosOutside )\r
+{\r
+ DWORD windowStyle = 0;\r
+ int xBorderWidth = 0, yBorderWidth = 0;\r
+\r
+ if (window && window->Window.Handle)\r
+ windowStyle = GetWindowLong(window->Window.Handle, GWL_STYLE);\r
+ else\r
+ windowStyle = WS_OVERLAPPEDWINDOW;\r
+\r
+ /* If window has title bar, correct rect for it */\r
+ if (windowStyle & WS_MAXIMIZEBOX) /* Need to query for WS_MAXIMIZEBOX to see if we have a title bar, the WS_CAPTION query is also true for a WS_DLGFRAME only... */\r
+ if (wantPosOutside)\r
+ windowRect->bottom -= GetSystemMetrics( SM_CYCAPTION );\r
+ else\r
+ windowRect->top += GetSystemMetrics( SM_CYCAPTION );\r
+\r
+ /* get width of window's borders (frame), correct rect for it.\r
+ * Note, borders can be of zero width if style does not specify borders\r
+ */\r
+ fghGetBorderWidth(windowStyle, &xBorderWidth, &yBorderWidth);\r
+ if (wantPosOutside)\r
+ {\r
+ windowRect->right -= xBorderWidth * 2;\r
+ windowRect->bottom -= yBorderWidth * 2;\r
+ }\r
+ else\r
+ {\r
+ windowRect->left += xBorderWidth;\r
+ windowRect->right -= xBorderWidth;\r
+ windowRect->top += yBorderWidth;\r
+ windowRect->bottom -= yBorderWidth;\r
+ }\r
+}\r
+\r
+/* Gets the rect describing the client area (drawable area) of the\r
+ * specified window.\r
+ * Returns an empty rect if window pointer or window handle is NULL.\r
+ * If wantPosOutside is set to true, the output client Rect\r
+ * will follow freeGLUT's window specification convention in which the\r
+ * top-left corner is at the outside of the window, while the size\r
+ * (rect.right-rect.left,rect.bottom-rect.top) is the size of the drawable\r
+ * area.\r
+ */\r
+RECT fghGetClientArea( const SFG_Window *window, BOOL wantPosOutside )\r
+{\r
+ RECT windowRect = {0,0,0,0};\r
+\r
+ freeglut_return_val_if_fail((window && window->Window.Handle),windowRect);\r
+ \r
+ /*\r
+ * call GetWindowRect()\r
+ * (this returns the pixel coordinates of the outside of the window)\r
+ */\r
+ GetWindowRect( window->Window.Handle, &windowRect );\r
+\r
+ /* Then correct the results */\r
+ fghComputeClientAreaFromWindowRect(window, &windowRect, wantPosOutside);\r
+\r
+ return windowRect;\r
+}\r
+\r
+/* Returns the width of the window borders based on the window's style.\r
+ */\r
+void fghGetBorderWidth(const DWORD windowStyle, int* xBorderWidth, int* yBorderWidth)\r
+{\r
+ if (windowStyle & WS_THICKFRAME)\r
+ {\r
+ *xBorderWidth = GetSystemMetrics(SM_CXSIZEFRAME);\r
+ *yBorderWidth = GetSystemMetrics(SM_CYSIZEFRAME);\r
+ }\r
+ else if (windowStyle & WS_DLGFRAME)\r
+ {\r
+ *xBorderWidth = GetSystemMetrics(SM_CXFIXEDFRAME);\r
+ *yBorderWidth = GetSystemMetrics(SM_CYFIXEDFRAME);\r
+ }\r
+ else\r
+ {\r
+ *xBorderWidth = 0;\r
+ *yBorderWidth = 0;\r
+ }\r
+}\r
+\r
+#if(WINVER >= 0x500)\r
+typedef struct\r
+{\r
+ int *x;\r
+ int *y;\r
+ const char *name;\r
+} m_proc_t;\r
+\r
+static BOOL CALLBACK m_proc(HMONITOR mon,\r
+ HDC hdc,\r
+ LPRECT rect,\r
+ LPARAM data)\r
+{\r
+ m_proc_t *dp=(m_proc_t *)data;\r
+ MONITORINFOEX info;\r
+ BOOL res;\r
+ info.cbSize=sizeof(info);\r
+ res=GetMonitorInfo(mon,(LPMONITORINFO)&info);\r
+ if( res )\r
+ {\r
+ if( strcmp(dp->name,info.szDevice)==0 )\r
+ {\r
+ *(dp->x)=info.rcMonitor.left;\r
+ *(dp->y)=info.rcMonitor.top;\r
+ return FALSE;\r
+ }\r
+ }\r
+ return TRUE;\r
+}\r
+\r
+/* \r
+ * this function returns the origin of the screen identified by\r
+ * fgDisplay.pDisplay.DisplayName, and 0 otherwise.\r
+ * This is used in fgOpenWindow to open the gamemode window on the screen\r
+ * identified by the -display command line argument. The function should\r
+ * not be called otherwise.\r
+ */\r
+\r
+static void get_display_origin(int *xp,int *yp)\r
+{\r
+ *xp = 0;\r
+ *yp = 0;\r
+\r
+ if( fgDisplay.pDisplay.DisplayName )\r
+ {\r
+ m_proc_t st;\r
+ st.x=xp;\r
+ st.y=yp;\r
+ st.name=fgDisplay.pDisplay.DisplayName;\r
+ EnumDisplayMonitors(0,0,m_proc,(LPARAM)&st);\r
+ }\r
+}\r
+#else\r
+#pragma message( "-display parameter only works if compiled with WINVER >= 0x0500")\r
+\r
+static void get_display_origin(int *xp,int *yp)\r
+{\r
+ *xp = 0;\r
+ *yp = 0;\r
+\r
+ if( fgDisplay.pDisplay.DisplayName )\r
+ {\r
+ fgWarning( "for working -display support FreeGLUT must be compiled with WINVER >= 0x0500");\r
+ }\r
+}\r
+#endif\r
+\r
+\r
+\r
+/*\r
+ * Opens a window. Requires a SFG_Window object created and attached\r
+ * to the freeglut structure. OpenGL context is created here.\r
+ */\r
+void fgPlatformOpenWindow( SFG_Window* window, const char* title,\r
+ GLboolean positionUse, int x, int y,\r
+ GLboolean sizeUse, int w, int h,\r
+ GLboolean gameMode, GLboolean isSubWindow )\r
+{\r
+\r
+ WNDCLASS wc;\r
+ DWORD flags = 0;\r
+ DWORD exFlags = 0;\r
+ ATOM atom;\r
+\r
+ /* Grab the window class we have registered on glutInit(): */\r
+ atom = GetClassInfo( fgDisplay.pDisplay.Instance, _T("FREEGLUT"), &wc );\r
+ FREEGLUT_INTERNAL_ERROR_EXIT ( atom, "Window Class Info Not Found",\r
+ "fgOpenWindow" );\r
+\r
+ /* Determine window style flags*/\r
+ if( gameMode )\r
+ {\r
+ FREEGLUT_INTERNAL_ERROR_EXIT ( window->Parent == NULL,\r
+ "Game mode being invoked on a subwindow",\r
+ "fgOpenWindow" );\r
+\r
+ /*\r
+ * Set the window creation flags appropriately to make the window\r
+ * entirely visible:\r
+ */\r
+ flags = WS_POPUP | WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE;\r
+ }\r
+ else\r
+ {\r
+ flags = WS_CLIPSIBLINGS | WS_CLIPCHILDREN;\r
+\r
+ /*\r
+ * There's a small difference between creating the top, child and\r
+ * menu windows\r
+ */\r
+ if ( window->IsMenu )\r
+ {\r
+ flags |= WS_POPUP;\r
+ exFlags |= WS_EX_TOOLWINDOW;\r
+ }\r
+#if defined(_WIN32_WCE)\r
+ /* no decorations for windows CE */\r
+#else\r
+ /* if this is not a subwindow (child), set its style based on the requested display mode */\r
+ else if( window->Parent == NULL )\r
+ if ( fgState.DisplayMode & GLUT_BORDERLESS )\r
+ {\r
+ /* no window decorations needed */\r
+ }\r
+ else if ( fgState.DisplayMode & GLUT_CAPTIONLESS )\r
+ /* only window decoration is a border, no title bar or buttons */\r
+ flags |= WS_DLGFRAME;\r
+ else\r
+ /* window decoration are a border, title bar and buttons.\r
+ * NB: we later query whether the window has a title bar or\r
+ * not by testing for the maximize button, as the test for\r
+ * WS_CAPTION can be true without the window having a title\r
+ * bar. This style WS_OVERLAPPEDWINDOW gives you a maximize\r
+ * button. */\r
+ flags |= WS_OVERLAPPEDWINDOW;\r
+#endif\r
+ else\r
+ /* subwindows always have no decoration, but are marked as a child window to the OS */\r
+ flags |= WS_CHILD;\r
+ }\r
+\r
+ /* determine window size and position */\r
+ if( gameMode )\r
+ {\r
+ /* if in gamemode, query the origin of specified by the -display\r
+ * command line parameter (if any) and offset the upper-left corner\r
+ * of the window so we create the window on that screen.\r
+ * The -display argument doesn't do anything if not trying to enter\r
+ * gamemode.\r
+ */\r
+ int xoff=0, yoff=0;\r
+ get_display_origin(&xoff,&yoff);\r
+ x += xoff;\r
+ y += yoff;\r
+ }\r
+ if( !positionUse )\r
+ {\r
+ x = CW_USEDEFAULT;\r
+ y = CW_USEDEFAULT;\r
+ }\r
+ if( !sizeUse )\r
+ {\r
+ if( ! window->IsMenu )\r
+ {\r
+ w = CW_USEDEFAULT;\r
+ h = CW_USEDEFAULT;\r
+ }\r
+ else /* fail safe - Windows can make a window of size (0, 0) */\r
+ w = h = 300; /* default window size */\r
+ }\r
+ /* store requested client area width and height */\r
+ window->State.Width = w;\r
+ window->State.Height = h;\r
+\r
+#if !defined(_WIN32_WCE) /* no decorations for windows CE */\r
+ if( sizeUse )\r
+ {\r
+ RECT windowRect;\r
+ /*\r
+ * Update the window dimensions, taking the window decorations\r
+ * into account. FreeGLUT is to create the window with the\r
+ * topleft outside corner at (x,y) and with client area\r
+ * dimensions (w,h).\r
+ * note: don't need to do this when w=h=CW_USEDEFAULT, so in the\r
+ * if( sizeUse ) here is convenient.\r
+ */\r
+ windowRect.left = x;\r
+ windowRect.top = y;\r
+ windowRect.right = x+w;\r
+ windowRect.bottom = y+h;\r
+\r
+ fghComputeWindowRectFromClientArea_UseStyle(flags,&windowRect,TRUE);\r
+\r
+ w = windowRect.right - windowRect.left;\r
+ h = windowRect.bottom- windowRect.top;\r
+ }\r
+#endif /* !defined(_WIN32_WCE) */\r
+\r
+#if defined(_WIN32_WCE)\r
+ {\r
+ wchar_t* wstr = fghWstrFromStr(title);\r
+\r
+ window->Window.Handle = CreateWindow(\r
+ _T("FREEGLUT"),\r
+ wstr,\r
+ WS_VISIBLE | WS_POPUP,\r
+ 0,0, 240,320,\r
+ NULL,\r
+ NULL,\r
+ fgDisplay.pDisplay.Instance,\r
+ (LPVOID) window\r
+ );\r
+\r
+ free(wstr);\r
+\r
+ SHFullScreen(window->Window.Handle, SHFS_HIDESTARTICON);\r
+ SHFullScreen(window->Window.Handle, SHFS_HIDESIPBUTTON);\r
+ SHFullScreen(window->Window.Handle, SHFS_HIDETASKBAR);\r
+ MoveWindow(window->Window.Handle, 0, 0, 240, 320, TRUE);\r
+ ShowWindow(window->Window.Handle, SW_SHOW);\r
+ UpdateWindow(window->Window.Handle);\r
+ }\r
+#else\r
+ window->Window.Handle = CreateWindowEx(\r
+ exFlags,\r
+ _T("FREEGLUT"),\r
+ title,\r
+ flags,\r
+ x, y, w, h,\r
+ (HWND) window->Parent == NULL ? NULL : window->Parent->Window.Handle,\r
+ (HMENU) NULL,\r
+ fgDisplay.pDisplay.Instance,\r
+ (LPVOID) window\r
+ );\r
+#endif /* defined(_WIN32_WCE) */\r
+\r
+ if( !( window->Window.Handle ) )\r
+ fgError( "Failed to create a window (%s)!", title );\r
+\r
+#if !defined(_WIN32_WCE)\r
+ /* Need to set requested style again, apparently Windows doesn't listen when requesting windows without title bar or borders */\r
+ SetWindowLong(window->Window.Handle, GWL_STYLE, flags);\r
+ SetWindowPos(window->Window.Handle, HWND_TOP, 0,0,0,0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED);\r
+#endif /* defined(_WIN32_WCE) */\r
+\r
+ /* Make a menu window always on top - fix Feature Request 947118 */\r
+ if( window->IsMenu || gameMode )\r
+ SetWindowPos(\r
+ window->Window.Handle,\r
+ HWND_TOPMOST,\r
+ 0, 0, 0, 0,\r
+ SWP_NOMOVE | SWP_NOSIZE\r
+ );\r
+\r
+ /* Enable multitouch: additional flag TWF_FINETOUCH, TWF_WANTPALM */\r
+ #ifdef WM_TOUCH\r
+ if (fghRegisterTouchWindow == (pRegisterTouchWindow)0xDEADBEEF) \r
+ fghRegisterTouchWindow = (pRegisterTouchWindow)GetProcAddress(GetModuleHandle("user32"),"RegisterTouchWindow");\r
+ if (fghRegisterTouchWindow)\r
+ fghRegisterTouchWindow( window->Window.Handle, TWF_FINETOUCH | TWF_WANTPALM );\r
+ #endif\r
+\r
+#if defined(_WIN32_WCE)\r
+ ShowWindow( window->Window.Handle, SW_SHOW );\r
+#else\r
+ ShowWindow( window->Window.Handle,\r
+ fgState.ForceIconic ? SW_SHOWMINIMIZED : SW_SHOW );\r
+#endif /* defined(_WIN32_WCE) */\r
+\r
+ UpdateWindow( window->Window.Handle );\r
+ ShowCursor( TRUE ); /* XXX Old comments say "hide cursor"! */\r
+\r
+}\r
+\r
+\r
+/*\r
+ * Closes a window, destroying the frame and OpenGL context\r
+ */\r
+void fgPlatformCloseWindow( SFG_Window* window )\r
+{\r
+ /* Make sure we don't close a window with current context active */\r
+ if( fgStructure.CurrentWindow == window )\r
+ wglMakeCurrent( NULL, NULL );\r
+\r
+ /*\r
+ * Step through the list of windows. If the rendering context\r
+ * is not being used by another window, then we delete it.\r
+ */\r
+ {\r
+ int used = FALSE ;\r
+ SFG_Window *iter ;\r
+\r
+ for( iter = (SFG_Window *)fgStructure.Windows.First;\r
+ iter;\r
+ iter = (SFG_Window *)iter->Node.Next )\r
+ {\r
+ if( ( iter->Window.Context == window->Window.Context ) &&\r
+ ( iter != window ) )\r
+ used = TRUE;\r
+ }\r
+\r
+ if( ! used )\r
+ wglDeleteContext( window->Window.Context );\r
+ }\r
+\r
+ DestroyWindow( window->Window.Handle );\r
+}\r
+\r
+\r
+\r
+/*\r
+ * This function makes the current window visible\r
+ */\r
+void fgPlatformGlutShowWindow( void )\r
+{\r
+ ShowWindow( fgStructure.CurrentWindow->Window.Handle, SW_SHOW );\r
+}\r
+\r
+/*\r
+ * This function hides the current window\r
+ */\r
+void fgPlatformGlutHideWindow( void )\r
+{\r
+ ShowWindow( fgStructure.CurrentWindow->Window.Handle, SW_HIDE );\r
+}\r
+\r
+/*\r
+ * Iconify the current window (top-level windows only)\r
+ */\r
+void fgPlatformGlutIconifyWindow( void )\r
+{\r
+ ShowWindow( fgStructure.CurrentWindow->Window.Handle, SW_MINIMIZE );\r
+}\r
+\r
+/*\r
+ * Set the current window's title\r
+ */\r
+void fgPlatformGlutSetWindowTitle( const char* title )\r
+{\r
+#ifdef _WIN32_WCE\r
+ {\r
+ wchar_t* wstr = fghWstrFromStr(title);\r
+ SetWindowText( fgStructure.CurrentWindow->Window.Handle, wstr );\r
+ free(wstr);\r
+ }\r
+#else\r
+ SetWindowText( fgStructure.CurrentWindow->Window.Handle, title );\r
+#endif\r
+}\r
+\r
+/*\r
+ * Set the current window's iconified title\r
+ */\r
+void fgPlatformGlutSetIconTitle( const char* title )\r
+{\r
+#ifdef _WIN32_WCE\r
+ {\r
+ wchar_t* wstr = fghWstrFromStr(title);\r
+ SetWindowText( fgStructure.CurrentWindow->Window.Handle, wstr );\r
+ free(wstr);\r
+ }\r
+#else\r
+ SetWindowText( fgStructure.CurrentWindow->Window.Handle, title );\r
+#endif\r
+}\r
+\r
+/*\r
+ * Change the current window's position\r
+ */\r
+void fgPlatformGlutPositionWindow( int x, int y )\r
+{\r
+ RECT winRect;\r
+\r
+ /* "GetWindowRect" returns the pixel coordinates of the outside of the window */\r
+ GetWindowRect( fgStructure.CurrentWindow->Window.Handle, &winRect );\r
+ MoveWindow(\r
+ fgStructure.CurrentWindow->Window.Handle,\r
+ x,\r
+ y,\r
+ winRect.right - winRect.left,\r
+ winRect.bottom - winRect.top,\r
+ TRUE\r
+ );\r
+}\r
+\r
+/*\r
+ * Lowers the current window (by Z order change)\r
+ */\r
+void fgPlatformGlutPushWindow( void )\r
+{\r
+ SetWindowPos(\r
+ fgStructure.CurrentWindow->Window.Handle,\r
+ HWND_BOTTOM,\r
+ 0, 0, 0, 0,\r
+ SWP_NOSIZE | SWP_NOMOVE\r
+ );\r
+}\r
+\r
+/*\r
+ * Raises the current window (by Z order change)\r
+ */\r
+void fgPlatformGlutPopWindow( void )\r
+{\r
+ SetWindowPos(\r
+ fgStructure.CurrentWindow->Window.Handle,\r
+ HWND_TOP,\r
+ 0, 0, 0, 0,\r
+ SWP_NOSIZE | SWP_NOMOVE\r
+ );\r
+}\r
+\r
+/*\r
+ * Resize the current window so that it fits the whole screen\r
+ */\r
+void fgPlatformGlutFullScreen( SFG_Window *win )\r
+{\r
+#if !defined(_WIN32_WCE) /* FIXME: what about WinCE */\r
+\r
+ if (glutGet(GLUT_FULL_SCREEN))\r
+ {\r
+ /* Leave full screen state before entering fullscreen again (resizing?) */\r
+ glutLeaveFullScreen();\r
+ }\r
+\r
+ {\r
+#if(WINVER >= 0x0500) /* Windows 2000 or later */\r
+ DWORD s;\r
+ RECT rect;\r
+ HMONITOR hMonitor;\r
+ MONITORINFO mi;\r
+\r
+ /* For fullscreen mode, first remove all window decoration\r
+ * and set style to popup so it will overlap the taskbar\r
+ * then force to maximize on the screen on which it has the most\r
+ * overlap.\r
+ */\r
+\r
+ \r
+ /* store current window rect */\r
+ GetWindowRect( win->Window.Handle, &win->State.pWState.OldRect );\r
+\r
+ /* store current window style */\r
+ win->State.pWState.OldStyle = s = GetWindowLong(win->Window.Handle, GWL_STYLE);\r
+\r
+ /* remove decorations from style and add popup style*/\r
+ s &= ~WS_OVERLAPPEDWINDOW;\r
+ s |= WS_POPUP;\r
+ SetWindowLong(win->Window.Handle, GWL_STYLE, s);\r
+ SetWindowPos(win->Window.Handle, HWND_TOP, 0,0,0,0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED);\r
+\r
+ /* For fullscreen mode, find the monitor that is covered the most\r
+ * by the window and get its rect as the resize target.\r
+ */\r
+ hMonitor= MonitorFromRect(&win->State.pWState.OldRect, MONITOR_DEFAULTTONEAREST);\r
+ mi.cbSize = sizeof(mi);\r
+ GetMonitorInfo(hMonitor, &mi);\r
+ rect = mi.rcMonitor;\r
+#else /* if (WINVER >= 0x0500) */\r
+ RECT rect;\r
+\r
+ /* For fullscreen mode, force the top-left corner to 0,0\r
+ * and adjust the window rectangle so that the client area\r
+ * covers the whole screen.\r
+ */\r
+\r
+ rect.left = 0;\r
+ rect.top = 0;\r
+ rect.right = fgDisplay.ScreenWidth;\r
+ rect.bottom = fgDisplay.ScreenHeight;\r
+\r
+ AdjustWindowRect ( &rect, WS_OVERLAPPEDWINDOW | WS_CLIPSIBLINGS |\r
+ WS_CLIPCHILDREN, FALSE );\r
+#endif /* (WINVER >= 0x0500) */\r
+\r
+ /*\r
+ * then resize window\r
+ * SWP_NOACTIVATE Do not activate the window\r
+ * SWP_NOOWNERZORDER Do not change position in z-order\r
+ * SWP_NOSENDCHANGING Suppress WM_WINDOWPOSCHANGING message\r
+ * SWP_NOZORDER Retains the current Z order (ignore 2nd param)\r
+ */\r
+ SetWindowPos( fgStructure.CurrentWindow->Window.Handle,\r
+ HWND_TOP,\r
+ rect.left,\r
+ rect.top,\r
+ rect.right - rect.left,\r
+ rect.bottom - rect.top,\r
+ SWP_NOACTIVATE | SWP_NOOWNERZORDER | SWP_NOSENDCHANGING |\r
+ SWP_NOZORDER\r
+ );\r
+\r
+ win->State.IsFullscreen = GL_TRUE;\r
+ }\r
+#endif\r
+}\r
+\r
+/*\r
+ * If we are fullscreen, resize the current window back to its original size\r
+ */\r
+void fgPlatformGlutLeaveFullScreen( SFG_Window *win )\r
+{\r
+#if !defined(_WIN32_WCE) /* FIXME: what about WinCE */\r
+ if (!glutGet(GLUT_FULL_SCREEN))\r
+ {\r
+ /* nothing to do */\r
+ return;\r
+ }\r
+\r
+ /* restore style of window before making it fullscreen */\r
+ SetWindowLong(win->Window.Handle, GWL_STYLE, win->State.pWState.OldStyle);\r
+ SetWindowPos(win->Window.Handle, HWND_TOP, 0,0,0,0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED);\r
+\r
+ /* Then resize */\r
+ SetWindowPos(win->Window.Handle,\r
+ HWND_TOP,\r
+ win->State.pWState.OldRect.left,\r
+ win->State.pWState.OldRect.top,\r
+ win->State.pWState.OldRect.right - win->State.pWState.OldRect.left,\r
+ win->State.pWState.OldRect.bottom - win->State.pWState.OldRect.top,\r
+ SWP_NOACTIVATE | SWP_NOOWNERZORDER | SWP_NOSENDCHANGING |\r
+ SWP_NOZORDER\r
+ );\r
+\r
+ win->State.IsFullscreen = GL_FALSE;\r
+#endif\r
+}\r
+\r
+/*\r
+ * Toggle the window's full screen state.\r
+ */\r
+void fgPlatformGlutFullScreenToggle( SFG_Window *win )\r
+{\r
+ if (!win->State.IsFullscreen)\r
+ glutFullScreen();\r
+ else\r
+ glutLeaveFullScreen();\r
+}\r
+\r
+\r
+/* -- PLATFORM-SPECIFIC INTERFACE FUNCTION -------------------------------------------------- */\r
+\r
+int FGAPIENTRY __glutCreateWindowWithExit( const char *title, void (__cdecl *exit_function)(int) )\r
+{\r
+ __glutExitFunc = exit_function;\r
+ return glutCreateWindow( title );\r
+}\r
+\r