4 * Window management methods.
6 * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
7 * Written by Pawel W. Olszta, <olszta@sourceforge.net>
8 * Creation date: Fri Dec 3 1999
10 * Permission is hereby granted, free of charge, to any person obtaining a
11 * copy of this software and associated documentation files (the "Software"),
12 * to deal in the Software without restriction, including without limitation
13 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
14 * and/or sell copies of the Software, and to permit persons to whom the
15 * Software is furnished to do so, subject to the following conditions:
17 * The above copyright notice and this permission notice shall be included
18 * in all copies or substantial portions of the Software.
20 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
21 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
22 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
23 * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
24 * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
25 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
32 #define G_LOG_DOMAIN "freeglut-window"
34 #include "../include/GL/freeglut.h"
35 #include "../include/GL/freeglut_internal.h"
38 * TODO BEFORE THE STABLE RELEASE:
40 * fgChooseVisual() -- OK, but what about glutInitDisplayString()?
41 * fgSetupPixelFormat -- ignores the display mode settings
42 * fgOpenWindow() -- check the Win32 version, -iconic handling!
43 * fgCloseWindow() -- check the Win32 version
44 * glutCreateWindow() -- see what happens when default position and size is {-1,-1}
45 * glutCreateSubWindow() -- see what happens when default position and size is {-1,-1}
46 * glutDestroyWindow() -- check the Win32 version
47 * glutSetWindow() -- check the Win32 version
48 * glutGetWindow() -- OK
49 * glutSetWindowTitle() -- check the Win32 version
50 * glutSetIconTitle() -- check the Win32 version
51 * glutShowWindow() -- check the Win32 version
52 * glutHideWindow() -- check the Win32 version
53 * glutIconifyWindow() -- check the Win32 version
54 * glutReshapeWindow() -- check the Win32 version
55 * glutPositionWindow() -- check the Win32 version
56 * glutPushWindow() -- check the Win32 version
57 * glutPopWindow() -- check the Win32 version
60 /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
63 * Chooses a visual basing on the current display mode settings
65 #if TARGET_HOST_UNIX_X11
66 XVisualInfo* fgChooseVisual( void )
68 int bufferSize[] = { 16, 12, 8, 4, 2, 1 };
69 GLboolean wantIndexedMode = FALSE;
74 * First we have to process the display mode settings...
76 # define ATTRIB(a) attributes[where++]=a;
79 * Decide if we want a true or indexed color visual:
81 if( !(fgState.DisplayMode & GLUT_INDEX) )
84 * We are sure that there will be R, B and B components requested:
87 ATTRIB( GLX_RED_SIZE ); ATTRIB( 1 );
88 ATTRIB( GLX_GREEN_SIZE ); ATTRIB( 1 );
89 ATTRIB( GLX_BLUE_SIZE ); ATTRIB( 1 );
92 * Check if the A component is required, too:
94 if( fgState.DisplayMode & GLUT_ALPHA )
96 ATTRIB( GLX_ALPHA_SIZE ); ATTRIB( 1 );
102 * We've got an indexed color request
104 ATTRIB( GLX_BUFFER_SIZE ); ATTRIB( 8 );
107 * Set the 'I want indexed mode' switch
109 wantIndexedMode = TRUE;
113 * We can have double or single buffered contexts created
115 if( fgState.DisplayMode & GLUT_DOUBLE )
117 ATTRIB( GLX_DOUBLEBUFFER );
121 * Stereoscopy seems a nice thing to have
123 if( fgState.DisplayMode & GLUT_STEREO )
125 ATTRIB( GLX_STEREO );
129 * Depth buffer is almost always required
131 if( fgState.DisplayMode & GLUT_DEPTH )
133 ATTRIB( GLX_DEPTH_SIZE ); ATTRIB( 1 );
139 if( fgState.DisplayMode & GLUT_STENCIL )
141 ATTRIB( GLX_STENCIL_SIZE ); ATTRIB( 1 );
145 * And finally the accumulation buffers
147 if( fgState.DisplayMode & GLUT_ACCUM )
149 ATTRIB( GLX_ACCUM_RED_SIZE ); ATTRIB( 1 );
150 ATTRIB( GLX_ACCUM_GREEN_SIZE ); ATTRIB( 1 );
151 ATTRIB( GLX_ACCUM_BLUE_SIZE ); ATTRIB( 1 );
154 * Check if the A component is required, too:
156 if( fgState.DisplayMode & GLUT_ALPHA )
158 ATTRIB( GLX_ACCUM_ALPHA_SIZE ); ATTRIB( 1 );
163 * Push a null at the end of the list
168 * OKi now, we've got two cases -- RGB(A) and index mode visuals
170 if( wantIndexedMode == FALSE )
173 * The easier one. And more common, too.
175 return( glXChooseVisual( fgDisplay.Display, fgDisplay.Screen, attributes ) );
179 XVisualInfo* visualInfo;
183 * In indexed mode, we need to check how many bits of depth can we achieve
189 * The GLX_BUFFER_SIZE value comes always first, so:
191 attributes[ 1 ] = bufferSize[ i ];
194 * Check if such visual is possible
196 visualInfo = glXChooseVisual( fgDisplay.Display, fgDisplay.Screen, attributes );
199 * The buffer size are sorted in descendant order, so choose the first:
201 if( visualInfo != NULL )
202 return( visualInfo );
206 * If we are still here, it means that the visual info was not found
214 * Setup the pixel format for a Win32 window
216 #if TARGET_HOST_WIN32
217 GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly )
219 PIXELFORMATDESCRIPTOR* ppfd, pfd;
220 int flags, pixelformat;
223 * Check if the window seems valid
225 freeglut_return_val_if_fail( window != NULL, 0 );
228 * The pixel format should allow us to draw to the window using OpenGL
230 flags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL;
233 * It might be the case for us to use double buffering
235 if( fgState.DisplayMode & GLUT_DOUBLE )
236 flags |= PFD_DOUBLEBUFFER;
239 * Specify which pixel format do we opt for...
241 # pragma message( "fgSetupPixelFormat(): there is still some work to do here!" )
243 pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
246 pfd.iPixelType = PFD_TYPE_RGBA;
257 pfd.cAccumRedBits = 0;
258 pfd.cAccumGreenBits = 0;
259 pfd.cAccumBlueBits = 0;
260 pfd.cAccumAlphaBits = 0;
263 pfd.cStencilBits = 0;
266 pfd.cStencilBits = 8;
269 pfd.iLayerType = PFD_MAIN_PLANE;
272 pfd.dwVisibleMask = 0;
273 pfd.dwDamageMask = 0;
276 * Fill in the color bits...
278 pfd.cColorBits = (BYTE) GetDeviceCaps( window->Window.Device, BITSPIXEL );
282 * Choose the pixel format that matches our demand
284 pixelformat = ChoosePixelFormat( window->Window.Device, ppfd );
285 if( pixelformat == 0 )
289 * We might have been called to check if the pixel format exists only
295 * Finally, set the window's pixel format
297 if( SetPixelFormat( window->Window.Device, pixelformat, ppfd ) == FALSE )
305 * Opens a window. Requires a SFG_Window object created and attached
306 * to the freeglut structure. OpenGL context is created here.
308 void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, int h, GLboolean gameMode, int isSubWindow )
310 #if TARGET_HOST_UNIX_X11
311 XSetWindowAttributes winAttr;
312 XTextProperty textProperty;
313 XSizeHints sizeHints;
317 freeglut_assert_ready;
320 * Here we are upon the stage. Have the visual selected.
322 window->Window.VisualInfo = fgChooseVisual();
323 assert( window->Window.VisualInfo != NULL );
326 * Have the windows attributes set
328 * HINT: the masks should be updated when adding/removing callbacks.
329 * This might speed up message processing. Is that true?
331 winAttr.event_mask = StructureNotifyMask | SubstructureNotifyMask | ExposureMask |
332 ButtonPressMask | ButtonReleaseMask | KeyPressMask | KeyRelease |
333 VisibilityChangeMask | EnterWindowMask | LeaveWindowMask |
334 PointerMotionMask | ButtonMotionMask;
335 winAttr.background_pixmap = None;
336 winAttr.background_pixel = 0;
337 winAttr.border_pixel = 0;
340 * The color map is required, too
342 winAttr.colormap = XCreateColormap(
343 fgDisplay.Display, fgDisplay.RootWindow,
344 window->Window.VisualInfo->visual, AllocNone
348 * This tells the XCreateWindow() what attributes are we supplying it with
350 mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;
353 * Have the window created now
355 window->Window.Handle = XCreateWindow(
357 window->Parent == NULL ? fgDisplay.RootWindow : window->Parent->Window.Handle,
359 window->Window.VisualInfo->depth, InputOutput,
360 window->Window.VisualInfo->visual, mask,
365 * The GLX context creation, possibly trying the direct context rendering
367 window->Window.Context = glXCreateContext(
368 fgDisplay.Display, window->Window.VisualInfo,
369 NULL, fgState.ForceDirectContext | fgState.TryDirectContext
373 * Make sure the context is direct when the user wants it forced
375 if( fgState.ForceDirectContext && !glXIsDirect( fgDisplay.Display, window->Window.Context ) )
376 fgError( "unable to force direct context rendering for window '%s'", title );
379 * Set the new context as the current one. That's all about the window creation.
383 window->Window.Handle,
384 window->Window.Context
388 * Assume the new window is visible by default
390 window->State.Visible = TRUE;
393 * For the position and size hints -- make sure we are passing valid values
397 if (fgState.Position.Use == TRUE) sizeHints.flags |= USPosition;
398 if (fgState.Size.Use == TRUE) sizeHints.flags |= USSize;
401 * Fill in the size hints values now (the x, y, width and height
402 * settings are obsolote, are there any more WMs that support them?)
404 sizeHints.x = x; sizeHints.y = y;
405 sizeHints.width = w; sizeHints.height = h;
408 * We can have forced all new windows start in iconified state:
410 wmHints.flags = StateHint;
411 wmHints.initial_state = (fgState.ForceIconic == FALSE) ? NormalState : IconicState;
414 * Prepare the window and iconified window names...
416 XStringListToTextProperty( (char **) &title, 1, &textProperty );
419 * Set the window's properties now
423 window->Window.Handle,
434 * Make sure we are informed about the window deletion commands
436 XSetWMProtocols( fgDisplay.Display, window->Window.Handle, &fgDisplay.DeleteWindow, 1 );
439 * Finally, have the window mapped to our display
441 XMapWindow( fgDisplay.Display, window->Window.Handle );
444 * In game mode, move the viewport a bit to hide the decorations.
445 * This code depends on the XFree86 video mode extensions.
447 if( gameMode == TRUE )
450 * This somehow fixes the glutGet() GLUT_WINDOW_X and GLUT_WINDOW_Y problem...
452 XMoveWindow( fgDisplay.Display, window->Window.Handle, x, y );
454 # ifdef X_XF86VidModeSetViewPort
457 * Set the newly created window as the current one...
459 glutSetWindow( window->ID );
462 * Move the viewport a bit down and right from top-left corner to hide the decorations
464 XF86VidModeSetViewPort(
467 glutGet( GLUT_WINDOW_X ),
468 glutGet( GLUT_WINDOW_Y )
474 #elif TARGET_HOST_WIN32
480 freeglut_assert_ready;
483 * Grab the window class we have registered on glutInit():
485 atom = GetClassInfo( fgDisplay.Instance, "FREEGLUT", &wc );
488 if( gameMode == FALSE )
493 * Update the window position and dimensions, taking account of window decorations
496 x -= (GetSystemMetrics( SM_CXSIZEFRAME ) );
497 y -= (GetSystemMetrics( SM_CYSIZEFRAME ) + GetSystemMetrics( SM_CYCAPTION ) );
499 w += (GetSystemMetrics( SM_CXSIZEFRAME ) )*2;
500 h += (GetSystemMetrics( SM_CYSIZEFRAME ) )*2 + GetSystemMetrics( SM_CYCAPTION );
504 * Check if the user wants us to use the default position/size
506 if( fgState.Position.Use == FALSE ) { x = CW_USEDEFAULT; y = CW_USEDEFAULT; }
507 if( fgState.Size .Use == FALSE ) { w = CW_USEDEFAULT; h = CW_USEDEFAULT; }
510 * There's a small difference between creating the top, child and game mode windows
512 flags = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE;
514 if( window->Parent == NULL )
515 flags |= WS_OVERLAPPEDWINDOW;
522 * In game mode, the story is a little bit different...
524 assert( window->Parent == NULL );
527 * Set the window creation flags appropriately to make the window entirely visible:
529 flags = WS_POPUP | WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE;
533 * Create the window now, passing the freeglut window structure as the parameter
535 window->Window.Handle = CreateWindow(
540 (HWND) window->Parent == NULL ? NULL : window->Parent->Window.Handle,
547 * Make sure window was created
549 assert( window->Window.Handle != NULL );
552 * Show and update the main window. Hide the mouse cursor.
554 ShowWindow( window->Window.Handle, fgState.ForceIconic ? SW_SHOWMINIMIZED : SW_SHOW );
555 UpdateWindow( window->Window.Handle );
561 * Set the newly created window as the current one
563 glutSetWindow( window->ID );
567 * Closes a window, destroying the frame and OpenGL context
569 void fgCloseWindow( SFG_Window* window )
571 freeglut_assert_ready;
573 #if TARGET_HOST_UNIX_X11
575 * As easy as kill bunnies with axes. Destroy the context first:
577 glXDestroyContext( fgDisplay.Display, window->Window.Context );
580 * Then have the window killed:
582 XDestroyWindow( fgDisplay.Display, window->Window.Handle );
585 * Finally, flush the rests down the stream
587 XFlush( fgDisplay.Display );
589 #elif TARGET_HOST_WIN32
591 * Send the WM_CLOSE message to the window now
594 window->Window.Handle,
604 /* -- INTERFACE FUNCTIONS -------------------------------------------------- */
607 * Creates a new top-level freeglut window
609 int FGAPIENTRY glutCreateWindow( const char* title )
612 * Create a new window and return its unique ID number
614 return( fgCreateWindow( NULL, title, fgState.Position.X, fgState.Position.Y,
615 fgState.Size.X, fgState.Size.Y, FALSE )->ID );
619 * This function creates a sub window.
621 int FGAPIENTRY glutCreateSubWindow( int parentID, int x, int y, int w, int h )
623 SFG_Window* window = NULL;
624 SFG_Window* parent = NULL;
626 freeglut_assert_ready;
629 * Find a parent to the newly created window...
631 parent = fgWindowByID( parentID );
634 * Fail if the parent has not been found
636 freeglut_return_val_if_fail( parent != NULL, 0 );
639 * Create the new window
641 window = fgCreateWindow( parent, "", x, y, w, h, FALSE );
644 * Return the new window's ID
646 return( window->ID );
650 * Destroys a window and all of its subwindows
652 void FGAPIENTRY glutDestroyWindow( int windowID )
655 * Grab the freeglut window pointer from the structure
657 SFG_Window* window = fgWindowByID( windowID );
658 freeglut_return_if_fail( window != NULL );
661 * There is a function that performs all needed steps
662 * defined in freeglut_structure.c. Let's use it:
664 fgAddToWindowDestroyList( window, TRUE );
668 * This function selects the current window
670 void FGAPIENTRY glutSetWindow( int ID )
672 SFG_Window* window = NULL;
675 * Make sure we don't get called too early
677 freeglut_assert_ready;
680 * Be wise. Be wise. Be wise. Be quick.
682 if( fgStructure.Window != NULL )
683 if( fgStructure.Window->ID == ID )
687 * Now we are sure there is sense in looking for the window
689 window = fgWindowByID( ID );
692 * In the case of an utter failure...
697 * ...issue a warning message and keep rolling on
699 fgWarning( "glutSetWindow(): window ID %i not found!", ID );
703 #if TARGET_HOST_UNIX_X11
705 * Make the selected window's GLX context the current one
709 window->Window.Handle,
710 window->Window.Context
713 #elif TARGET_HOST_WIN32
715 * Release the previous' context's device context
717 if( fgStructure.Window != NULL )
718 ReleaseDC( fgStructure.Window->Window.Handle, fgStructure.Window->Window.Device );
721 * We will care about releasing the device context later
723 window->Window.Device = GetDC( window->Window.Handle );
726 * Set the new current context:
729 window->Window.Device,
730 window->Window.Context
736 * Remember that we have changed the current window state
738 fgStructure.Window = window;
742 * This function returns the ID number of the current window, 0 if none exists
744 int FGAPIENTRY glutGetWindow( void )
746 freeglut_assert_ready;
749 * Do we have a current window selected?
751 if( fgStructure.Window == NULL )
754 * Nope. Return zero to mark the state.
760 * Otherwise, return the ID of the current window
762 return( fgStructure.Window->ID );
766 * This function makes the current window visible
768 void FGAPIENTRY glutShowWindow( void )
770 freeglut_assert_ready; freeglut_assert_window;
772 #if TARGET_HOST_UNIX_X11
774 * Showing the window is done via mapping under X
776 XMapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
777 XFlush( fgDisplay.Display );
779 #elif TARGET_HOST_WIN32
781 * Restore the window's originial position and size
783 ShowWindow( fgStructure.Window->Window.Handle, SW_SHOW );
789 * This function hides the current window
791 void FGAPIENTRY glutHideWindow( void )
793 freeglut_assert_ready; freeglut_assert_window;
795 #if TARGET_HOST_UNIX_X11
797 * The way we hide a window depends on if we're dealing
798 * with a top-level or children one...
800 if( fgStructure.Window->Parent == NULL )
803 * This is a top-level window
805 XWithdrawWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, fgDisplay.Screen );
810 * Nope, it's a child window
812 XUnmapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
816 * Flush the X state now
818 XFlush( fgDisplay.Display );
820 #elif TARGET_HOST_WIN32
824 ShowWindow( fgStructure.Window->Window.Handle, SW_HIDE );
830 * Iconify the current window (top-level windows only)
832 void FGAPIENTRY glutIconifyWindow( void )
834 freeglut_assert_ready; freeglut_assert_window;
836 #if TARGET_HOST_UNIX_X11
838 * Iconify the window and flush the X state
840 XIconifyWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, fgDisplay.Screen );
841 XFlush( fgDisplay.Display );
843 #elif TARGET_HOST_WIN32
845 * Minimize the current window (this should be the same as X window iconifying)
847 ShowWindow( fgStructure.Window->Window.Handle, SW_MINIMIZE );
853 * Set the current window's title
855 void FGAPIENTRY glutSetWindowTitle( char* title )
857 freeglut_assert_ready; freeglut_assert_window;
860 * Works only for top-level windows
862 if( fgStructure.Window->Parent != NULL )
865 #if TARGET_HOST_UNIX_X11
870 * Prepare the text properties
872 text.value = (unsigned char *) title;
873 text.encoding = XA_STRING;
875 text.nitems = strlen( title );
882 fgStructure.Window->Window.Handle,
887 * Have the X display state flushed
889 XFlush( fgDisplay.Display );
892 #elif TARGET_HOST_WIN32
894 * This seems to be a bit easier under Win32
896 SetWindowText( fgStructure.Window->Window.Handle, title );
902 * Set the current window's iconified title
904 void FGAPIENTRY glutSetIconTitle( char* title )
906 freeglut_assert_ready; freeglut_assert_window;
909 * Works only for top-level windows
911 if( fgStructure.Window->Parent != NULL )
914 #if TARGET_HOST_UNIX_X11
919 * Prepare the text properties
921 text.value = (unsigned char *) title;
922 text.encoding = XA_STRING;
924 text.nitems = strlen( title );
931 fgStructure.Window->Window.Handle,
936 * Have the X display state flushed
938 XFlush( fgDisplay.Display );
941 #elif TARGET_HOST_WIN32
943 * This seems to be a bit easier under Win32
945 SetWindowText( fgStructure.Window->Window.Handle, title );
951 * Change the current window's size
953 void FGAPIENTRY glutReshapeWindow( int width, int height )
955 freeglut_assert_ready; freeglut_assert_window;
957 #if TARGET_HOST_UNIX_X11
959 * Resize the window and flush the X state
961 XResizeWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, width, height );
962 XFlush( fgDisplay.Display );
964 #elif TARGET_HOST_WIN32
970 * First off, grab the current window's position
972 GetWindowRect( fgStructure.Window->Window.Handle, &winRect );
976 if ( fgStructure.Window->Parent == NULL ) /* If this is not a subwindow ... */
979 * Adjust the size of the window to allow for the size of the frame
981 width += (GetSystemMetrics( SM_CXSIZEFRAME ) - 1)*2;
982 height += (GetSystemMetrics( SM_CYSIZEFRAME ) - 1)*2 + GetSystemMetrics( SM_CYCAPTION );
984 else /* This is a subwindow, get the parent window's position and subtract it off */
986 GetWindowRect ( fgStructure.Window->Parent->Window.Handle, &winRect ) ;
987 x -= winRect.left + GetSystemMetrics( SM_CXSIZEFRAME ) ;
988 y -= winRect.top + GetSystemMetrics( SM_CXSIZEFRAME ) + GetSystemMetrics( SM_CYCAPTION ) ;
992 * Resize the window, forcing a redraw to happen
995 fgStructure.Window->Window.Handle,
1007 * Change the current window's position
1009 void FGAPIENTRY glutPositionWindow( int x, int y )
1011 freeglut_assert_ready; freeglut_assert_window;
1013 #if TARGET_HOST_UNIX_X11
1015 * Reposition the window and flush the X state
1017 XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, x, y );
1018 XFlush( fgDisplay.Display );
1020 #elif TARGET_HOST_WIN32
1025 * First off, grab the current window's position
1027 GetWindowRect( fgStructure.Window->Window.Handle, &winRect );
1029 if ( fgStructure.Window->Parent == NULL ) /* If this is not a subwindow ... */
1032 * Adjust the position of the window to allow for the size of the frame
1034 x -= (GetSystemMetrics( SM_CXSIZEFRAME ) - 1);
1035 y -= (GetSystemMetrics( SM_CYSIZEFRAME ) - 1 + GetSystemMetrics( SM_CYCAPTION ));
1036 if ( y < 0 ) y = 0 ;
1040 * Reposition the window, forcing a redraw to happen
1043 fgStructure.Window->Window.Handle,
1046 winRect.right - winRect.left,
1047 winRect.bottom - winRect.top,
1056 * Lowers the current window (by Z order change)
1058 void FGAPIENTRY glutPushWindow( void )
1060 freeglut_assert_ready; freeglut_assert_window;
1062 #if TARGET_HOST_UNIX_X11
1064 * Lower the current window
1066 XLowerWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
1068 #elif TARGET_HOST_WIN32
1070 * Set the new window's Z position, not affecting the rest of the settings:
1073 fgStructure.Window->Window.Handle,
1076 SWP_NOSIZE | SWP_NOMOVE
1083 * Raises the current window (by Z order change)
1085 void FGAPIENTRY glutPopWindow( void )
1087 freeglut_assert_ready; freeglut_assert_window;
1089 #if TARGET_HOST_UNIX_X11
1091 * Raise the current window
1093 XRaiseWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
1095 #elif TARGET_HOST_WIN32
1097 * Set the new window's Z position, not affecting the rest of the settings:
1100 fgStructure.Window->Window.Handle,
1103 SWP_NOSIZE | SWP_NOMOVE
1110 * Resize the current window so that it fits the whole screen
1112 void FGAPIENTRY glutFullScreen( void )
1114 freeglut_assert_ready; freeglut_assert_window;
1117 * Just have the window repositioned and resized
1119 glutPositionWindow( 0, 0 );
1122 fgDisplay.ScreenWidth,
1123 fgDisplay.ScreenHeight
1127 /*** END OF FILE ***/