#include <GL/freeglut.h>
#include "freeglut_internal.h"
+#if TARGET_HOST_WINCE
+#include <aygshell.h>
+#pragma comment( lib, "Aygshell.lib" )
+
+wchar_t* wstr_from_str(const char* str)
+{
+ int i,len=strlen(str);
+ wchar_t* wstr = (wchar_t*)malloc(2*len+2);
+ for(i=0; i<len; i++)
+ wstr[i] = str[i];
+ wstr[len] = 0;
+ return wstr;
+}
+
+
+#endif /* TARGET_HOST_WINCE */
+
/*
* TODO BEFORE THE STABLE RELEASE:
*
* First we have to process the display mode settings...
*/
/*
- * Why is there a semi-colon in this #define? The code
- * that uses the macro seems to always add more semicolons...
+ * XXX Why is there a semi-colon in this #define? The code
+ * XXX that uses the macro seems to always add more semicolons...
*/
#define ATTRIB(a) attributes[where++]=a;
#define ATTRIB_VAL(a,v) {ATTRIB(a); ATTRIB(v);}
GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly,
unsigned char layer_type )
{
+#if TARGET_HOST_WINCE
+ return GL_TRUE;
+#else
PIXELFORMATDESCRIPTOR* ppfd, pfd;
int flags, pixelformat;
pfd.cColorBits = (BYTE) GetDeviceCaps( window->Window.Device, BITSPIXEL );
ppfd = &pfd;
-
+
pixelformat = ChoosePixelFormat( window->Window.Device, ppfd );
if( pixelformat == 0 )
return GL_FALSE;
if( checkOnly )
return GL_TRUE;
return SetPixelFormat( window->Window.Device, pixelformat, ppfd );
+#endif /* TARGET_HOST_WINCE */
}
#endif
window->Window.Handle,
window->Window.Context
);
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
if( fgStructure.Window )
ReleaseDC( fgStructure.Window->Window.Handle,
fgStructure.Window->Window.Device );
if ( window )
{
window->Window.Device = GetDC( window->Window.Handle );
- wglMakeCurrent(
- window->Window.Device,
+ wglMakeCurrent(
+ window->Window.Device,
window->Window.Context
);
}
window->Window.VisualInfo = fgChooseVisual( );
fgState.DisplayMode &= ~GLUT_DOUBLE;
}
-
+
/*
* GLUT also checks for multi-sampling, but I don't see that
* anywhere else in FREEGLUT so I won't bother with it for the moment.
*/
assert( window->Window.VisualInfo != NULL );
- window->State.IsOffscreen = GL_FALSE;
- if( fgState.DisplayMode & GLUT_OFFSCREEN )
- {
- window->State.IsOffscreen = GL_TRUE;
- window->Window.Pixmap = XCreatePixmap(
- fgDisplay.Display, fgDisplay.RootWindow,
- w, h,
- window->Window.VisualInfo->depth
- );
- if( False != window->Window.Pixmap )
- {
- window->Window.Handle = glXCreateGLXPixmap(
- fgDisplay.Display,
- window->Window.VisualInfo,
- window->Window.Pixmap
- );
- if( False == window->Window.Handle )
- XFreePixmap( fgDisplay.Display, window->Window.Pixmap );
- }
- }
- else
- {
- /*
- * XXX HINT: the masks should be updated when adding/removing callbacks.
- * XXX This might speed up message processing. Is that true?
- * XXX
- * XXX A: Not appreciably, but it WILL make it easier to debug.
- * XXX Try tracing old GLUT and try tracing freeglut. Old GLUT
- * XXX turns off events that it doesn't need and is a whole lot
- * XXX more pleasant to trace. (Think mouse-motion! Tons of
- * XXX ``bonus'' GUI events stream in.)
- */
- winAttr.event_mask =
- StructureNotifyMask | SubstructureNotifyMask | ExposureMask |
- ButtonPressMask | ButtonReleaseMask | KeyPressMask | KeyRelease |
- VisibilityChangeMask | EnterWindowMask | LeaveWindowMask |
- PointerMotionMask | ButtonMotionMask;
- winAttr.background_pixmap = None;
- winAttr.background_pixel = 0;
- winAttr.border_pixel = 0;
-
- winAttr.colormap = XCreateColormap(
- fgDisplay.Display, fgDisplay.RootWindow,
- window->Window.VisualInfo->visual, AllocNone
- );
- mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;
+ /*
+ * XXX HINT: the masks should be updated when adding/removing callbacks.
+ * XXX This might speed up message processing. Is that true?
+ * XXX
+ * XXX A: Not appreciably, but it WILL make it easier to debug.
+ * XXX Try tracing old GLUT and try tracing freeglut. Old GLUT
+ * XXX turns off events that it doesn't need and is a whole lot
+ * XXX more pleasant to trace. (Think mouse-motion! Tons of
+ * XXX ``bonus'' GUI events stream in.)
+ */
+ winAttr.event_mask =
+ StructureNotifyMask | SubstructureNotifyMask | ExposureMask |
+ ButtonPressMask | ButtonReleaseMask | KeyPressMask | KeyRelease |
+ VisibilityChangeMask | EnterWindowMask | LeaveWindowMask |
+ PointerMotionMask | ButtonMotionMask;
+ winAttr.background_pixmap = None;
+ winAttr.background_pixel = 0;
+ winAttr.border_pixel = 0;
+
+ winAttr.colormap = XCreateColormap(
+ fgDisplay.Display, fgDisplay.RootWindow,
+ window->Window.VisualInfo->visual, AllocNone
+ );
- if ( window->IsMenu )
- {
- winAttr.override_redirect = True;
- mask |= CWOverrideRedirect;
- }
+ mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;
- window->Window.Handle = XCreateWindow(
- fgDisplay.Display,
- window->Parent == NULL ? fgDisplay.RootWindow :
- window->Parent->Window.Handle,
- x, y, w, h, 0,
- window->Window.VisualInfo->depth, InputOutput,
- window->Window.VisualInfo->visual, mask,
- &winAttr
- );
+ if( window->IsMenu )
+ {
+ winAttr.override_redirect = True;
+ mask |= CWOverrideRedirect;
}
+
+ window->Window.Handle = XCreateWindow(
+ fgDisplay.Display,
+ window->Parent == NULL ? fgDisplay.RootWindow :
+ window->Parent->Window.Handle,
+ x, y, w, h, 0,
+ window->Window.VisualInfo->depth, InputOutput,
+ window->Window.VisualInfo->visual, mask,
+ &winAttr
+ );
+
/*
* The GLX context creation, possibly trying the direct context rendering
* or else use the current context if the user has so specified
fgStructure.MenuContext->VisualInfo = window->Window.VisualInfo;
fgStructure.MenuContext->Context = glXCreateContext(
fgDisplay.Display, fgStructure.MenuContext->VisualInfo,
- NULL, fgState.ForceDirectContext | fgState.TryDirectContext
+ NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT )
);
}
/* window->Window.Context = fgStructure.MenuContext->Context; */
window->Window.Context = glXCreateContext(
fgDisplay.Display, window->Window.VisualInfo,
- NULL, fgState.ForceDirectContext | fgState.TryDirectContext
+ NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT )
);
}
else if( fgState.UseCurrentContext )
if( ! window->Window.Context )
window->Window.Context = glXCreateContext(
fgDisplay.Display, window->Window.VisualInfo,
- NULL, fgState.ForceDirectContext | fgState.TryDirectContext
+ NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT )
);
}
else
window->Window.Context = glXCreateContext(
fgDisplay.Display, window->Window.VisualInfo,
- NULL, fgState.ForceDirectContext | fgState.TryDirectContext
+ NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT )
);
- if( fgState.ForceDirectContext &&
- !glXIsDirect( fgDisplay.Display, window->Window.Context ) )
- fgError( "unable to force direct context rendering for window '%s'",
+#if !defined( __FreeBSD__ ) && !defined( __NetBSD__ )
+ if( !glXIsDirect( fgDisplay.Display, window->Window.Context ) )
+ {
+ if( fgState.DirectContext == GLUT_FORCE_DIRECT_CONTEXT )
+ fgError( "Unable to force direct context rendering for window '%s'",
title );
+ else if( fgState.DirectContext == GLUT_TRY_DIRECT_CONTEXT )
+ fgWarning( "Unable to create direct context rendering for window '%s'\nThis may hurt performance.",
+ title );
+ }
+#endif
glXMakeCurrent(
fgDisplay.Display,
/*
* Fill in the size hints values now (the x, y, width and height
- * settings are obsolote, are there any more WMs that support them?)
+ * settings are obsolete, are there any more WMs that support them?)
* Unless the X servers actually stop supporting these, we should
* continue to fill them in. It is *not* our place to tell the user
* that they should replace a window manager that they like, and which
* works, just because *we* think that it's not "modern" enough.
*/
+#if TARGET_HOST_WINCE /* Since this is in the X11 branch, it's pretty dumb */
+ sizeHints.x = 0;
+ sizeHints.y = 0;
+ sizeHints.width = 320;
+ sizeHints.height = 240;
+#else
sizeHints.x = x;
sizeHints.y = y;
sizeHints.width = w;
sizeHints.height = h;
+#endif /* TARGET_HOST_WINCE */
wmHints.flags = StateHint;
wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState;
- if( GL_FALSE == window->State.IsOffscreen )
- {
- /*
- * Prepare the window and iconified window names...
- */
- XStringListToTextProperty( (char **) &title, 1, &textProperty );
+ /* Prepare the window and iconified window names... */
+ XStringListToTextProperty( (char **) &title, 1, &textProperty );
- XSetWMProperties(
- fgDisplay.Display,
- window->Window.Handle,
- &textProperty,
- &textProperty,
- 0,
- 0,
- &sizeHints,
- &wmHints,
- NULL
- );
-
- XSetWMProtocols( fgDisplay.Display, window->Window.Handle,
- &fgDisplay.DeleteWindow, 1 );
-
- XMapWindow( fgDisplay.Display, window->Window.Handle );
- }
-
-#elif TARGET_HOST_WIN32
+ XSetWMProperties(
+ fgDisplay.Display,
+ window->Window.Handle,
+ &textProperty,
+ &textProperty,
+ 0,
+ 0,
+ &sizeHints,
+ &wmHints,
+ NULL
+ );
+
+ XSetWMProtocols( fgDisplay.Display, window->Window.Handle,
+ &fgDisplay.DeleteWindow, 1 );
+
+ XMapWindow( fgDisplay.Display, window->Window.Handle );
+
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
WNDCLASS wc;
DWORD flags;
ATOM atom;
freeglut_assert_ready;
-
- /*
- * Grab the window class we have registered on glutInit():
- */
- atom = GetClassInfo( fgDisplay.Instance, "FREEGLUT", &wc );
+
+ /* Grab the window class we have registered on glutInit(): */
+ atom = GetClassInfo( fgDisplay.Instance, _T("FREEGLUT"), &wc );
assert( atom != 0 );
-
+
if( gameMode )
{
assert( window->Parent == NULL );
}
else
{
+#if !TARGET_HOST_WINCE
if ( ( ! isSubWindow ) && ( ! window->IsMenu ) )
{
/*
h += (GetSystemMetrics( SM_CYSIZEFRAME ) )*2 +
GetSystemMetrics( SM_CYCAPTION );
}
+#endif /* TARGET_HOST_WINCE */
if( ! fgState.Position.Use )
{
flags |= WS_POPUP;
exFlags |= WS_EX_TOOLWINDOW;
}
+#if !TARGET_HOST_WINCE
else if( window->Parent == NULL )
flags |= WS_OVERLAPPEDWINDOW;
+#endif
else
flags |= WS_CHILD;
}
+#if TARGET_HOST_WINCE
+ {
+ wchar_t* wstr = wstr_from_str(title);
+
+ window->Window.Handle = CreateWindow(
+ _T("FREEGLUT"),
+ wstr,
+ WS_VISIBLE | WS_POPUP,
+ 0,0, 240,320,
+ NULL,
+ NULL,
+ fgDisplay.Instance,
+ (LPVOID) window
+ );
+
+ free(wstr);
+
+ SHFullScreen(window->Window.Handle, SHFS_HIDESTARTICON);
+ SHFullScreen(window->Window.Handle, SHFS_HIDESIPBUTTON);
+ SHFullScreen(window->Window.Handle, SHFS_HIDETASKBAR);
+ MoveWindow(window->Window.Handle, 0, 0, 240, 320, TRUE);
+ ShowWindow(window->Window.Handle, SW_SHOW);
+ UpdateWindow(window->Window.Handle);
+ }
+#else
window->Window.Handle = CreateWindowEx(
exFlags,
"FREEGLUT",
fgDisplay.Instance,
(LPVOID) window
);
+#endif /* TARGET_HOST_WINCE */
+
if( !( window->Window.Handle ) )
fgError( "Failed to create a window (%s)!", title );
+#if TARGET_HOST_WINCE
+ ShowWindow( window->Window.Handle, SW_SHOW );
+#else
ShowWindow( window->Window.Handle,
fgState.ForceIconic ? SW_SHOWMINIMIZED : SW_SHOW );
+#endif /* TARGET_HOST_WINCE */
+
UpdateWindow( window->Window.Handle );
ShowCursor( TRUE ); /* XXX Old comments say "hide cusror"! */
#if TARGET_HOST_UNIX_X11
glXDestroyContext( fgDisplay.Display, window->Window.Context );
- if( GL_FALSE == window->State.IsOffscreen )
- XDestroyWindow( fgDisplay.Display, window->Window.Handle );
- else
- {
- glXDestroyGLXPixmap( fgDisplay.Display, window->Window.Handle );
- XFreePixmap( fgDisplay.Display, window->Window.Pixmap );
- }
+ XDestroyWindow( fgDisplay.Display, window->Window.Handle );
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
- /*
- * Make sure we don't close a window with current context active
- */
+ /* Make sure we don't close a window with current context active */
if( fgStructure.Window == window )
wglMakeCurrent( NULL, NULL );
int FGAPIENTRY glutCreateSubWindow( int parentID, int x, int y, int w, int h )
{
int ret = 0;
-
- if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
- {
- SFG_Window* window = NULL;
- SFG_Window* parent = NULL;
-
- freeglut_assert_ready;
- parent = fgWindowByID( parentID );
- freeglut_return_val_if_fail( parent != NULL, 0 );
- window = fgCreateWindow( parent, "", x, y, w, h, GL_FALSE, GL_FALSE );
- ret = window->ID;
- }
+ SFG_Window* window = NULL;
+ SFG_Window* parent = NULL;
+
+ freeglut_assert_ready;
+ parent = fgWindowByID( parentID );
+ freeglut_return_val_if_fail( parent != NULL, 0 );
+ window = fgCreateWindow( parent, "", x, y, w, h, GL_FALSE, GL_FALSE );
+ ret = window->ID;
+
return ret;
}
freeglut_assert_ready;
freeglut_assert_window;
- if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
- {
#if TARGET_HOST_UNIX_X11
- XMapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
- XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
+ XMapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
- ShowWindow( fgStructure.Window->Window.Handle, SW_SHOW );
+ ShowWindow( fgStructure.Window->Window.Handle, SW_SHOW );
#endif
- }
+
fgStructure.Window->State.Redisplay = GL_TRUE;
}
freeglut_assert_ready;
freeglut_assert_window;
- if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
- {
#if TARGET_HOST_UNIX_X11
- if( fgStructure.Window->Parent == NULL )
- XWithdrawWindow( fgDisplay.Display,
- fgStructure.Window->Window.Handle,
- fgDisplay.Screen );
- else
- XUnmapWindow( fgDisplay.Display,
- fgStructure.Window->Window.Handle );
- XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
+ if( fgStructure.Window->Parent == NULL )
+ XWithdrawWindow( fgDisplay.Display,
+ fgStructure.Window->Window.Handle,
+ fgDisplay.Screen );
+ else
+ XUnmapWindow( fgDisplay.Display,
+ fgStructure.Window->Window.Handle );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
- ShowWindow( fgStructure.Window->Window.Handle, SW_HIDE );
+ ShowWindow( fgStructure.Window->Window.Handle, SW_HIDE );
#endif
- }
+
fgStructure.Window->State.Redisplay = GL_FALSE;
}
freeglut_assert_window;
fgStructure.Window->State.Visible = GL_FALSE;
- if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
- {
#if TARGET_HOST_UNIX_X11
- XIconifyWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
- fgDisplay.Screen );
- XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
+ XIconifyWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
+ fgDisplay.Screen );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
- ShowWindow( fgStructure.Window->Window.Handle, SW_MINIMIZE );
+ ShowWindow( fgStructure.Window->Window.Handle, SW_MINIMIZE );
#endif
- }
+
fgStructure.Window->State.Redisplay = GL_FALSE;
}
{
freeglut_assert_ready;
freeglut_assert_window;
- if( ! fgStructure.Window->Parent &&
- ( GL_FALSE == fgStructure.Window->State.IsOffscreen ) )
+ if( ! fgStructure.Window->Parent )
{
#if TARGET_HOST_UNIX_X11
XTextProperty text;
-
+
text.value = (unsigned char *) title;
text.encoding = XA_STRING;
text.format = 8;
text.nitems = strlen( title );
-
+
XSetWMName(
fgDisplay.Display,
fgStructure.Window->Window.Handle,
&text
);
-
+
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32
SetWindowText( fgStructure.Window->Window.Handle, title );
+#elif TARGET_HOST_WINCE
+ {
+ wchar_t* wstr = wstr_from_str(title);
+
+ SetWindowText( fgStructure.Window->Window.Handle, wstr );
+
+ free(wstr);
+ }
#endif
}
}
freeglut_assert_ready;
freeglut_assert_window;
- if( ! fgStructure.Window->Parent &&
- GL_FALSE == fgStructure.Window->State.IsOffscreen )
+ if( ! fgStructure.Window->Parent )
{
#if TARGET_HOST_UNIX_X11
XTextProperty text;
-
+
text.value = (unsigned char *) title;
text.encoding = XA_STRING;
text.format = 8;
SetWindowText( fgStructure.Window->Window.Handle, title );
+#elif TARGET_HOST_WINCE
+ {
+ wchar_t* wstr = wstr_from_str(title);
+
+ SetWindowText( fgStructure.Window->Window.Handle, wstr );
+
+ free(wstr);
+ }
#endif
}
}
freeglut_assert_ready;
freeglut_assert_window;
- /* XXX Could delete/create/set-window-id for offscreen. */
- if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
- {
- fgStructure.Window->State.NeedToResize = GL_TRUE;
- fgStructure.Window->State.Width = width ;
- fgStructure.Window->State.Height = height;
- }
+ fgStructure.Window->State.NeedToResize = GL_TRUE;
+ fgStructure.Window->State.Width = width ;
+ fgStructure.Window->State.Height = height;
}
/*
freeglut_assert_ready;
freeglut_assert_window;
- if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
- {
#if TARGET_HOST_UNIX_X11
- XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
- x, y );
- XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
+ XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
+ x, y );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
+ {
RECT winRect;
-
+
+ /* "GetWindowRect" returns the pixel coordinates of the outside of the window */
GetWindowRect( fgStructure.Window->Window.Handle, &winRect );
MoveWindow(
fgStructure.Window->Window.Handle,
winRect.bottom - winRect.top,
TRUE
);
+ }
#endif
- }
}
/*
freeglut_assert_ready;
freeglut_assert_window;
- if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
- {
#if TARGET_HOST_UNIX_X11
- XLowerWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
+ XLowerWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
- SetWindowPos(
- fgStructure.Window->Window.Handle,
- HWND_BOTTOM,
- 0, 0, 0, 0,
- SWP_NOSIZE | SWP_NOMOVE
- );
+ SetWindowPos(
+ fgStructure.Window->Window.Handle,
+ HWND_BOTTOM,
+ 0, 0, 0, 0,
+ SWP_NOSIZE | SWP_NOMOVE
+ );
#endif
- }
}
/*
freeglut_assert_ready;
freeglut_assert_window;
- if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
- {
#if TARGET_HOST_UNIX_X11
- XRaiseWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
+ XRaiseWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
- SetWindowPos(
- fgStructure.Window->Window.Handle,
- HWND_TOP,
- 0, 0, 0, 0,
- SWP_NOSIZE | SWP_NOMOVE
- );
+ SetWindowPos(
+ fgStructure.Window->Window.Handle,
+ HWND_TOP,
+ 0, 0, 0, 0,
+ SWP_NOSIZE | SWP_NOMOVE
+ );
#endif
- }
}
/*
freeglut_assert_ready;
freeglut_assert_window;
- if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
{
#if TARGET_HOST_UNIX_X11
int x, y;
rect.bottom - rect.top,
SWP_NOACTIVATE | SWP_NOOWNERZORDER | SWP_NOSENDCHANGING |
SWP_NOZORDER
- );
+ );
#endif
}
}