2 * freeglut_window_x11.c
4 * Window management methods for X11
6 * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
7 * Written by Pawel W. Olszta, <olszta@sourceforge.net>
8 * Copied for Platform code by Evan Felix <karcaw at gmail.com>
9 * Creation date: Thur Feb 2 2012
11 * Permission is hereby granted, free of charge, to any person obtaining a
12 * copy of this software and associated documentation files (the "Software"),
13 * to deal in the Software without restriction, including without limitation
14 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
15 * and/or sell copies of the Software, and to permit persons to whom the
16 * Software is furnished to do so, subject to the following conditions:
18 * The above copyright notice and this permission notice shall be included
19 * in all copies or substantial portions of the Software.
21 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
22 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
23 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
24 * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
25 * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
26 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
29 #define FREEGLUT_BUILDING_LIB
30 #include <GL/freeglut.h>
31 #include <limits.h> /* LONG_MAX */
32 #include <unistd.h> /* usleep */
33 #include "../fg_internal.h"
35 #ifdef EGL_VERSION_1_0
36 #include "egl/fg_window_egl.h"
37 #define fghCreateNewContext fghCreateNewContextEGL
39 #include "x11/fg_window_x11_glx.h"
42 static int fghResizeFullscrToggle(void)
44 XWindowAttributes attributes;
46 if(glutGet(GLUT_FULL_SCREEN)) {
47 /* restore original window size */
48 SFG_Window *win = fgStructure.CurrentWindow;
49 fgStructure.CurrentWindow->State.NeedToResize = GL_TRUE;
50 fgStructure.CurrentWindow->State.Width = win->State.pWState.OldWidth;
51 fgStructure.CurrentWindow->State.Height = win->State.pWState.OldHeight;
54 /* resize the window to cover the entire screen */
55 XGetWindowAttributes(fgDisplay.pDisplay.Display,
56 fgStructure.CurrentWindow->Window.Handle,
60 * The "x" and "y" members of "attributes" are the window's coordinates
61 * relative to its parent, i.e. to the decoration window.
63 XMoveResizeWindow(fgDisplay.pDisplay.Display,
64 fgStructure.CurrentWindow->Window.Handle,
67 fgDisplay.ScreenWidth,
68 fgDisplay.ScreenHeight);
73 #define _NET_WM_STATE_TOGGLE 2
74 static int fghEwmhFullscrToggle(void)
77 long evmask = SubstructureRedirectMask | SubstructureNotifyMask;
79 if(!fgDisplay.pDisplay.State || !fgDisplay.pDisplay.StateFullScreen) {
83 xev.type = ClientMessage;
84 xev.xclient.window = fgStructure.CurrentWindow->Window.Handle;
85 xev.xclient.message_type = fgDisplay.pDisplay.State;
86 xev.xclient.format = 32;
87 xev.xclient.data.l[0] = _NET_WM_STATE_TOGGLE;
88 xev.xclient.data.l[1] = fgDisplay.pDisplay.StateFullScreen;
89 xev.xclient.data.l[2] = 0; /* no second property to toggle */
90 xev.xclient.data.l[3] = 1; /* source indication: application */
91 xev.xclient.data.l[4] = 0; /* unused */
93 if(!XSendEvent(fgDisplay.pDisplay.Display, fgDisplay.pDisplay.RootWindow, 0, evmask, &xev)) {
99 static int fghToggleFullscreen(void)
101 /* first try the EWMH (_NET_WM_STATE) method ... */
102 if(fghEwmhFullscrToggle() != -1) {
106 /* fall back to resizing the window */
107 if(fghResizeFullscrToggle() != -1) {
113 static Bool fghWindowIsVisible( Display *display, XEvent *event, XPointer arg)
115 Window window = (Window)arg;
116 return (event->type == MapNotify) && (event->xmap.window == window);
120 * Opens a window. Requires a SFG_Window object created and attached
121 * to the freeglut structure. OpenGL context is created here.
123 void fgPlatformOpenWindow( SFG_Window* window, const char* title,
124 GLboolean positionUse, int x, int y,
125 GLboolean sizeUse, int w, int h,
126 GLboolean gameMode, GLboolean isSubWindow )
128 XVisualInfo * visualInfo = NULL;
129 XSetWindowAttributes winAttr;
130 XTextProperty textProperty;
131 XSizeHints sizeHints;
133 XEvent eventReturnBuffer; /* return buffer required for a call */
135 unsigned int current_DisplayMode = fgState.DisplayMode ;
137 /* Save the display mode if we are creating a menu window */
138 if( window->IsMenu && ( ! fgStructure.MenuContext ) )
139 fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB ;
141 #ifdef EGL_VERSION_1_0
142 #define WINDOW_CONFIG window->Window.pContext.egl.Config
144 #define WINDOW_CONFIG window->Window.pContext.FBConfig
146 fghChooseConfig(&WINDOW_CONFIG);
148 if( window->IsMenu && ( ! fgStructure.MenuContext ) )
149 fgState.DisplayMode = current_DisplayMode ;
151 if( ! WINDOW_CONFIG )
154 * The "fghChooseConfig" returned a null meaning that the visual
155 * context is not available.
156 * Try a couple of variations to see if they will work.
158 #ifndef EGL_VERSION_1_0
159 if( !( fgState.DisplayMode & GLUT_DOUBLE ) )
161 fgState.DisplayMode |= GLUT_DOUBLE ;
162 fghChooseConfig(&WINDOW_CONFIG);
163 fgState.DisplayMode &= ~GLUT_DOUBLE;
167 if( fgState.DisplayMode & GLUT_MULTISAMPLE )
169 fgState.DisplayMode &= ~GLUT_MULTISAMPLE ;
170 fghChooseConfig(&WINDOW_CONFIG);
171 fgState.DisplayMode |= GLUT_MULTISAMPLE;
175 FREEGLUT_INTERNAL_ERROR_EXIT( WINDOW_CONFIG != NULL,
176 "FBConfig with necessary capabilities not found", "fgOpenWindow" );
178 /* Get the X visual. */
179 #ifdef EGL_VERSION_1_0
181 XVisualInfo visualTemplate;
183 if (!eglGetConfigAttrib(fgDisplay.pDisplay.egl.Display, window->Window.pContext.egl.Config, EGL_NATIVE_VISUAL_ID, &vid))
184 fgError("eglGetConfigAttrib(EGL_NATIVE_VISUAL_ID) failed");
185 visualTemplate.visualid = vid;
186 visualInfo = XGetVisualInfo(fgDisplay.pDisplay.Display, VisualIDMask, &visualTemplate, &num_visuals);
188 visualInfo = glXGetVisualFromFBConfig( fgDisplay.pDisplay.Display,
189 window->Window.pContext.FBConfig );
192 FREEGLUT_INTERNAL_ERROR_EXIT( visualInfo != NULL,
193 "visualInfo could not be retrieved from FBConfig", "fgOpenWindow" );
196 * XXX HINT: the masks should be updated when adding/removing callbacks.
197 * XXX This might speed up message processing. Is that true?
199 * XXX A: Not appreciably, but it WILL make it easier to debug.
200 * XXX Try tracing old GLUT and try tracing freeglut. Old GLUT
201 * XXX turns off events that it doesn't need and is a whole lot
202 * XXX more pleasant to trace. (Think mouse-motion! Tons of
203 * XXX ``bonus'' GUI events stream in.)
206 StructureNotifyMask | SubstructureNotifyMask | ExposureMask |
207 ButtonPressMask | ButtonReleaseMask | KeyPressMask | KeyReleaseMask |
208 VisibilityChangeMask | EnterWindowMask | LeaveWindowMask |
209 PointerMotionMask | ButtonMotionMask;
210 winAttr.background_pixmap = None;
211 winAttr.background_pixel = 0;
212 winAttr.border_pixel = 0;
214 winAttr.colormap = XCreateColormap(
215 fgDisplay.pDisplay.Display, fgDisplay.pDisplay.RootWindow,
216 visualInfo->visual, AllocNone
219 mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;
221 if( window->IsMenu || ( gameMode == GL_TRUE ) )
223 winAttr.override_redirect = True;
224 mask |= CWOverrideRedirect;
228 x = y = -1; /* default window position */
230 w = h = 300; /* default window size */
232 window->Window.Handle = XCreateWindow(
233 fgDisplay.pDisplay.Display,
234 window->Parent == NULL ? fgDisplay.pDisplay.RootWindow :
235 window->Parent->Window.Handle,
237 visualInfo->depth, InputOutput,
238 visualInfo->visual, mask,
243 * The GLX context creation, possibly trying the direct context rendering
244 * or else use the current context if the user has so specified
250 * If there isn't already an OpenGL rendering context for menu
253 if( !fgStructure.MenuContext )
255 fgStructure.MenuContext =
256 (SFG_MenuContext *)malloc( sizeof(SFG_MenuContext) );
257 fgStructure.MenuContext->MContext = fghCreateNewContext( window );
260 /* window->Window.Context = fgStructure.MenuContext->MContext; */
261 window->Window.Context = fghCreateNewContext( window );
263 else if( fgState.UseCurrentContext )
266 #ifdef EGL_VERSION_1_0
267 window->Window.Context = eglGetCurrentContext( );
269 window->Window.Context = glXGetCurrentContext( );
272 if( ! window->Window.Context )
273 window->Window.Context = fghCreateNewContext( window );
276 window->Window.Context = fghCreateNewContext( window );
278 #if !defined( __FreeBSD__ ) && !defined( __NetBSD__ ) && !defined(EGL_VERSION_1_0)
279 if( !glXIsDirect( fgDisplay.pDisplay.Display, window->Window.Context ) )
281 if( fgState.DirectContext == GLUT_FORCE_DIRECT_CONTEXT )
282 fgError( "Unable to force direct context rendering for window '%s'",
288 * XXX Assume the new window is visible by default
289 * XXX Is this a safe assumption?
291 window->State.Visible = GL_TRUE;
295 sizeHints.flags |= USPosition;
297 sizeHints.flags |= USSize;
300 * Fill in the size hints values now (the x, y, width and height
301 * settings are obsolete, are there any more WMs that support them?)
302 * Unless the X servers actually stop supporting these, we should
303 * continue to fill them in. It is *not* our place to tell the user
304 * that they should replace a window manager that they like, and which
305 * works, just because *we* think that it's not "modern" enough.
310 sizeHints.height = h;
312 wmHints.flags = StateHint;
313 wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState;
314 /* Prepare the window and iconified window names... */
315 XStringListToTextProperty( (char **) &title, 1, &textProperty );
318 fgDisplay.pDisplay.Display,
319 window->Window.Handle,
328 XFree( textProperty.value );
330 XSetWMProtocols( fgDisplay.pDisplay.Display, window->Window.Handle,
331 &fgDisplay.pDisplay.DeleteWindow, 1 );
333 #ifdef EGL_VERSION_1_0
334 fghPlatformOpenWindowEGL(window);
336 glXMakeContextCurrent(
337 fgDisplay.pDisplay.Display,
338 window->Window.Handle,
339 window->Window.Handle,
340 window->Window.Context
344 /* register extension events _before_ window is mapped */
345 #ifdef HAVE_X11_EXTENSIONS_XINPUT2_H
346 fgRegisterDevices( fgDisplay.pDisplay.Display, &(window->Window.Handle) );
349 XMapWindow( fgDisplay.pDisplay.Display, window->Window.Handle );
354 XPeekIfEvent( fgDisplay.pDisplay.Display, &eventReturnBuffer, &fghWindowIsVisible, (XPointer)(window->Window.Handle) );
360 * Closes a window, destroying the frame and OpenGL context
362 void fgPlatformCloseWindow( SFG_Window* window )
364 #ifdef EGL_VERSION_1_0
365 fghPlatformCloseWindowEGL(window);
367 if( window->Window.Context )
368 glXDestroyContext( fgDisplay.pDisplay.Display, window->Window.Context );
369 window->Window.pContext.FBConfig = NULL;
372 if( window->Window.Handle ) {
373 XDestroyWindow( fgDisplay.pDisplay.Display, window->Window.Handle );
375 /* XFlush( fgDisplay.pDisplay.Display ); */ /* XXX Shouldn't need this */
380 * This function makes the current window visible
382 void fgPlatformGlutShowWindow( void )
384 XMapWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
385 XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
389 * This function hides the current window
391 void fgPlatformGlutHideWindow( void )
393 if( fgStructure.CurrentWindow->Parent == NULL )
394 XWithdrawWindow( fgDisplay.pDisplay.Display,
395 fgStructure.CurrentWindow->Window.Handle,
396 fgDisplay.pDisplay.Screen );
398 XUnmapWindow( fgDisplay.pDisplay.Display,
399 fgStructure.CurrentWindow->Window.Handle );
400 XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
404 * Iconify the current window (top-level windows only)
406 void fgPlatformGlutIconifyWindow( void )
408 XIconifyWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle,
409 fgDisplay.pDisplay.Screen );
410 XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
414 * Set the current window's title
416 void fgPlatformGlutSetWindowTitle( const char* title )
420 text.value = (unsigned char *) title;
421 text.encoding = XA_STRING;
423 text.nitems = strlen( title );
426 fgDisplay.pDisplay.Display,
427 fgStructure.CurrentWindow->Window.Handle,
431 XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
435 * Set the current window's iconified title
437 void fgPlatformGlutSetIconTitle( const char* title )
441 text.value = (unsigned char *) title;
442 text.encoding = XA_STRING;
444 text.nitems = strlen( title );
447 fgDisplay.pDisplay.Display,
448 fgStructure.CurrentWindow->Window.Handle,
452 XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
456 * Change the current window's position
458 void fgPlatformGlutPositionWindow( int x, int y )
460 XMoveWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle,
462 XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
466 * Lowers the current window (by Z order change)
468 void fgPlatformGlutPushWindow( void )
470 XLowerWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
474 * Raises the current window (by Z order change)
476 void fgPlatformGlutPopWindow( void )
478 XRaiseWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
482 * Resize the current window so that it fits the whole screen
484 void fgPlatformGlutFullScreen( SFG_Window *win )
486 if(!glutGet(GLUT_FULL_SCREEN)) {
487 if(fghToggleFullscreen() != -1) {
488 win->State.IsFullscreen = GL_TRUE;
494 * If we are fullscreen, resize the current window back to its original size
496 void fgPlatformGlutLeaveFullScreen( SFG_Window *win )
498 if(glutGet(GLUT_FULL_SCREEN)) {
499 if(fghToggleFullscreen() != -1) {
500 win->State.IsFullscreen = GL_FALSE;
506 * Toggle the window's full screen state.
508 void fgPlatformGlutFullScreenToggle( SFG_Window *win )
510 if(fghToggleFullscreen() != -1) {
511 win->State.IsFullscreen = !win->State.IsFullscreen;