/*
* one.c
*
- * Hey! This was the original file where freeglut development started. Just
+ * Hey! This was the original file where freeglut development started. Just
* note what I have written here at the time. And see the creation date :)
*
* : This is a wrapper. I still have to figure out
#include <GL/freeglut.h>
int g_LeaveGameMode = 0;
-int g_InGameMode = 1;
+int g_InGameMode = 0;
+int g_mainwin1, g_mainwin2, g_sw1, g_sw2, g_gamemodewin;
/*
* Call this function to have some text drawn at given coordinates
{
int lines;
char *p;
-
+
/*
* Prepare the OpenGL state
*/
- glDisable( GL_DEPTH_TEST );
+ glDisable( GL_LIGHTING );
+ glDisable( GL_DEPTH_TEST );
glMatrixMode( GL_PROJECTION );
glPushMatrix();
glLoadIdentity();
-
+
/*
* Have an orthogonal projection matrix set
*/
glOrtho( 0, glutGet( GLUT_WINDOW_WIDTH ),
- 0, glutGet( GLUT_WINDOW_HEIGHT ),
- -1, +1
+ 0, glutGet( GLUT_WINDOW_HEIGHT ),
+ -1, +1
);
/*
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glLoadIdentity();
-
+
/*
- * Now the main text
+ * Now the main text
*/
- glColor3ub( 0, 0, 0 );
- glRasterPos2i( nX, nY );
+ glColor3ub( 0, 0, 0 );
+ glRasterPos2i( nX, nY );
for( p=pszText, lines=0; *p; p++ )
{
- if( *p == '\n' )
- {
- lines++;
- glRasterPos2i( nX, nY-(lines*18) );
- }
-
- glutBitmapCharacter( GLUT_BITMAP_HELVETICA_18, *p );
+ if( *p == '\n' )
+ {
+ lines++;
+ glRasterPos2i( nX, nY-(lines*18) );
+ }
+
+ glutBitmapCharacter( GLUT_BITMAP_HELVETICA_18, *p );
}
-
+
/*
* Revert to the old matrix modes
- */
+ */
glMatrixMode( GL_PROJECTION );
glPopMatrix();
-
+
glMatrixMode( GL_MODELVIEW );
glPopMatrix();
-
+
/*
* Restore the old OpenGL states
*/
glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
glEnable( GL_DEPTH_TEST );
-}
+ glEnable( GL_LIGHTING );
+}
/*
* This is the display routine for our sample FreeGLUT windows
*/
-static float g_fTime = 0.0f;
-
void SampleDisplay( void )
{
- /*
- * Clear the screen
- */
- glClearColor( 0, 0.5, 1, 1 );
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ int win = glutGetWindow();
- /*
- * Have the cube rotated
- */
- glMatrixMode( GL_MODELVIEW );
- glPushMatrix();
-
- glRotatef( g_fTime, 0, 0, 1 );
- glRotatef( g_fTime, 0, 1, 0 );
- glRotatef( g_fTime, 1, 0, 0 );
-
- /*
- * And then drawn...
- */
- glColor3f( 1, 1, 0 );
- //glutWireCube( 20.0 );
- glutWireTeapot( 20.0 );
- //glutWireSpher( 15.0, 15, 15 );
- //glColor3f( 0, 1, 0 );
- //glutWireCube( 30.0 );
- //glutSolidCone( 10, 20, 10, 2 );
-
- /*
- * Don't forget about the model-view matrix
- */
- glPopMatrix();
+ if (g_InGameMode && win!=g_gamemodewin)
+ /* Don't draw other windows when in gamemode, those aren't visible
+ * anyway. Drawing them continuously nonetheless can cause flicker trouble
+ * on my machine. This only seems to occur only when there are child windows
+ * among the non-visible windows
+ */
+ return;
- /*
- * Draw a silly text
- */
- if( g_InGameMode == 0 )
- PrintText( 20, 20, "Hello there cruel world!" );
+ if (win==g_sw1)
+ {
+ /*
+ * Clear the screen
+ */
+ glClearColor(0.7f,0.7f,0.7f,1);
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ glutPostWindowRedisplay(g_mainwin2);
+ }
+ else if (win==g_sw2)
+ {
+ /*
+ * Clear the screen
+ */
+ glClearColor(0.3f,0.3f,0.3f,1);
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ glutPostWindowRedisplay(g_mainwin2);
+ }
else
- PrintText( 20, 20, "Press ESC to leave the game mode!" );
+ {
+ const GLfloat time = glutGet(GLUT_ELAPSED_TIME) / 1000.f * 40;
+
+ /*
+ * Clear the screen
+ */
+ glClearColor( 0, 0.5, 1, 1 );
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+ /*
+ * Have the cube rotated
+ */
+ glMatrixMode( GL_MODELVIEW );
+ glPushMatrix();
+
+ glRotatef( time, 0, 0, 1 );
+ glRotatef( time, 0, 1, 0 );
+ glRotatef( time, 1, 0, 0 );
+
+ /*
+ * And then drawn...
+ */
+ glColor3f( 1, 1, 0 );
+ /* glutWireCube( 20.0 ); */
+ glutWireTeapot( 20.0 );
+ /* glutWireSphere( 15.0, 15, 15 ); */
+ /* glColor3f( 0, 1, 0 ); */
+ /* glutWireCube( 30.0 ); */
+ /* glutSolidCone( 10, 20, 10, 2 ); */
+
+ /*
+ * Don't forget about the model-view matrix
+ */
+ glPopMatrix( );
+
+ /*
+ * Draw a silly text
+ */
+ if( g_InGameMode == 0 )
+ PrintText( 20, 20, "Hello there cruel world!" );
+ else
+ PrintText( 20, 20, "Press ESC to leave the game mode!" );
+ }
/*
* And swap this context's buffers
*/
- glutSwapBuffers();
+ glutSwapBuffers( );
+ glutPostWindowRedisplay(win);
}
/*
*/
void SampleIdle( void )
{
- g_fTime += 0.5f;
-
if( g_LeaveGameMode == 1 )
{
- glutLeaveGameMode();
+ /* One could do all this just as well in SampleGameModeKeyboard... */
+ printf("leaving gamemode...\n");
+ glutLeaveGameMode( );
g_LeaveGameMode = 0;
- g_InGameMode = 0;
+ g_InGameMode = 0;
+ glutPostWindowRedisplay(g_mainwin1);
+ glutPostWindowRedisplay(g_mainwin2);
+ glutPostWindowRedisplay(g_sw1);
+ glutPostWindowRedisplay(g_sw2);
}
-}
+}
+
+void SampleEntry(int state)
+{
+ int window = glutGetWindow () ;
+ printf ( "Window %d Entry Callback: %d\n", window, state ) ;
+}
/*
* The reshape function
* Move back the camera a bit
*/
glMatrixMode( GL_MODELVIEW );
- glLoadIdentity();
+ glLoadIdentity( );
glTranslatef( 0.0, 0.0, -40.0f );
/*
*/
void SampleKeyboard( unsigned char cChar, int nMouseX, int nMouseY )
{
- printf( "SampleKeyboard(): keypress '%c' at (%i,%i)\n", cChar, nMouseX, nMouseY );
+ printf( "SampleKeyboard(): keypress '%c' at (%i,%i)\n",
+ cChar, nMouseX, nMouseY );
}
/*
void SampleGameModeKeyboard( unsigned char cChar, int nMouseX, int nMouseY )
{
if( cChar == 27 )
- g_LeaveGameMode = 1;
+ g_LeaveGameMode = 1;
}
*/
void SampleSpecial( int nSpecial, int nMouseX, int nMouseY )
{
- printf( "SampleSpecial(): special keypress %i at (%i,%i)\n", nSpecial, nMouseX, nMouseY );
+ printf( "SampleSpecial(): special keypress %i at (%i,%i)\n",
+ nSpecial, nMouseX, nMouseY );
}
/*
*/
void SampleMenu( int menuID )
{
- /*
- * Just print something funny
- */
- printf( "SampleMenu() callback executed, menuID is %i\n", menuID );
+ printf( "SampleMenu() callback executed, menuID is %i\n", menuID );
+}
+
+/*
+ * A sample menu status callback
+ */
+void SampleMenuStatus( int status, int x, int y )
+{
+ printf ( "SampleMenu() callback executed, MenuStatus is %i at (%i,%i)\n", status, x, y );
}
/*
{
int menuID, subMenuA, subMenuB;
- glutInit( &argc, argv );
-
glutInitDisplayString( "stencil~2 rgb double depth>=16 samples" );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutInitWindowPosition( 100, 100 );
+ glutInit( &argc, argv );
+
+ glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE,GLUT_ACTION_GLUTMAINLOOP_RETURNS);
+ glutMenuStatusFunc( SampleMenuStatus );
+ glutIdleFunc( SampleIdle );
+
subMenuA = glutCreateMenu( SampleMenu );
glutAddMenuEntry( "Sub menu A1 (01)", 1 );
glutAddMenuEntry( "Sub menu A2 (02)", 2 );
glutAddMenuEntry( "Sub menu A3 (03)", 3 );
-
+
subMenuB = glutCreateMenu( SampleMenu );
glutAddMenuEntry( "Sub menu B1 (04)", 4 );
glutAddMenuEntry( "Sub menu B2 (05)", 5 );
glutAddSubMenu( "Enter sub menu A", subMenuA );
glutAddSubMenu( "Enter sub menu B", subMenuB );
- glutCreateWindow( "Hello world!" );
+ g_mainwin1 = glutCreateWindow( "Hello world!" );
glutDisplayFunc( SampleDisplay );
glutReshapeFunc( SampleReshape );
glutKeyboardFunc( SampleKeyboard );
glutSpecialFunc( SampleSpecial );
- glutIdleFunc( SampleIdle );
+ glutEntryFunc( SampleEntry );
glutAttachMenu( GLUT_LEFT_BUTTON );
glutInitWindowPosition( 200, 200 );
- glutCreateWindow( "I am not Jan B." );
+ g_mainwin2 = glutCreateWindow( "I am not Jan B." );
glutDisplayFunc( SampleDisplay );
glutReshapeFunc( SampleReshape );
glutKeyboardFunc( SampleKeyboard );
glutSpecialFunc( SampleSpecial );
- glutIdleFunc( SampleIdle );
+ glutEntryFunc( SampleEntry );
+ glutAttachMenu( GLUT_LEFT_BUTTON );
+ glutSetMenu(subMenuA);
+ glutAttachMenu( GLUT_RIGHT_BUTTON );
+
+ g_sw1=glutCreateSubWindow(g_mainwin2,200,0,100,100);
+ glutDisplayFunc( SampleDisplay );
+ glutSetMenu(subMenuB);
glutAttachMenu( GLUT_LEFT_BUTTON );
+ g_sw2=glutCreateSubWindow(g_sw1,50,0,50,50);
+ glutDisplayFunc( SampleDisplay );
+ glutSetMenu(menuID);
+ glutAttachMenu( GLUT_RIGHT_BUTTON );
+
printf( "Testing game mode string parsing, don't panic!\n" );
glutGameModeString( "320x240:32@100" );
glutGameModeString( "640x480:16@72" );
glutGameModeString( "1024x768" );
glutGameModeString( ":32@120" );
- glutGameModeString( "Toudi glupcze, Danwin bedzie moj!" );
- glutGameModeString( "640x480:16@72" );
-
+ glutGameModeString( "Toudi glupcze, Danwin bedzie moj!" );
+
+ glutGameModeString( "640x480:37@300" ); /* this one should fail */
glutEnterGameMode();
+
+ glutGameModeString( "800x600" ); /* this one is likely to succeed */
+ g_gamemodewin = glutEnterGameMode();
+
+ if (glutGameModeGet(GLUT_GAME_MODE_ACTIVE))
+ g_InGameMode = 1;
glutDisplayFunc( SampleDisplay );
glutReshapeFunc( SampleReshape );
glutKeyboardFunc( SampleGameModeKeyboard );
- glutIdleFunc( SampleIdle );
+ glutEntryFunc( SampleEntry );
+ glutSetMenu(menuID);
glutAttachMenu( GLUT_LEFT_BUTTON );
- printf( "current window is %ix%i+%i+%i",
- glutGet( GLUT_WINDOW_X ), glutGet( GLUT_WINDOW_Y ),
- glutGet( GLUT_WINDOW_WIDTH ), glutGet( GLUT_WINDOW_HEIGHT )
- );
+ printf( "current window is %ix%i at (%i,%i)\n",
+ glutGet( GLUT_WINDOW_WIDTH ), glutGet( GLUT_WINDOW_HEIGHT ),
+ glutGet( GLUT_WINDOW_X ), glutGet( GLUT_WINDOW_Y )
+ );
/*
* Enter the main FreeGLUT processing loop
*/
glutMainLoop();
- printf( "glutMainLoop() termination works fine!\n" );
-
/*
- * This is never reached in FreeGLUT. Is that good?
+ * returned from mainloop after window closed
+ * see glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE,GLUT_ACTION_GLUTMAINLOOP_RETURNS); above
*/
- return( EXIT_SUCCESS );
+ printf( "glutMainLoop() termination works fine!\n" );
+
+ return EXIT_SUCCESS;
}
/*** END OF FILE ***/