* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
-#ifdef HAVE_CONFIG_H
-#include "config.h"
-#endif
+#include <GL/freeglut.h>
+#include "freeglut_internal.h"
-#define G_LOG_DOMAIN "freeglut-window"
+#if TARGET_HOST_WINCE
+#include <aygshell.h>
+#pragma comment( lib, "Aygshell.lib" )
+
+static wchar_t* fghWstrFromStr(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;
+}
-#include "../include/GL/freeglut.h"
-#include "freeglut_internal.h"
+
+#endif /* TARGET_HOST_WINCE */
/*
* TODO BEFORE THE STABLE RELEASE:
{
#define BUFFER_SIZES 6
int bufferSize[BUFFER_SIZES] = { 16, 12, 8, 4, 2, 1 };
- GLboolean wantIndexedMode = FALSE;
+ GLboolean wantIndexedMode = GL_FALSE;
int attributes[ 32 ];
int where = 0;
- /*
- * First we have to process the display mode settings...
- */
+ /* 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);}
if( fgState.DisplayMode & GLUT_INDEX )
{
ATTRIB_VAL( GLX_BUFFER_SIZE, 8 );
- wantIndexedMode = TRUE;
+ wantIndexedMode = GL_TRUE;
}
else
{
ATTRIB_VAL( GLX_ACCUM_ALPHA_SIZE, 1 );
}
- /*
- * Push a null at the end of the list
- */
+ if( fgState.DisplayMode & GLUT_AUX1 )
+ ATTRIB_VAL( GLX_AUX_BUFFERS, 1 );
+ if( fgState.DisplayMode & GLUT_AUX2 )
+ ATTRIB_VAL( GLX_AUX_BUFFERS, 2 );
+ if( fgState.DisplayMode & GLUT_AUX3 )
+ ATTRIB_VAL( GLX_AUX_BUFFERS, 3 );
+ if( fgState.DisplayMode & GLUT_AUX4 )
+ ATTRIB_VAL( GLX_AUX_BUFFERS, 4 );
+
+
+ /* Push a null at the end of the list */
ATTRIB( None );
- if( wantIndexedMode == FALSE )
+ if( ! wantIndexedMode )
return glXChooseVisual( fgDisplay.Display, fgDisplay.Screen,
attributes );
else
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;
if( fgState.DisplayMode & GLUT_DOUBLE )
flags |= PFD_DOUBLEBUFFER;
+#if defined(_MSC_VER)
#pragma message( "fgSetupPixelFormat(): there is still some work to do here!" )
+#endif
- /*
- * Specify which pixel format do we opt for...
- */
+ /* Specify which pixel format do we opt for... */
pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
pfd.nVersion = 1;
pfd.dwFlags = flags;
pfd.cDepthBits = 24;
pfd.cStencilBits = 8;
#endif
- pfd.cAuxBuffers = 0;
+ if( fgState.DisplayMode & GLUT_AUX4 )
+ pfd.cAuxBuffers = 4;
+ else if( fgState.DisplayMode & GLUT_AUX3 )
+ pfd.cAuxBuffers = 3;
+ else if( fgState.DisplayMode & GLUT_AUX2 )
+ pfd.cAuxBuffers = 2;
+ else if( fgState.DisplayMode & GLUT_AUX1 )
+ pfd.cAuxBuffers = 1;
+ else
+ pfd.cAuxBuffers = 0;
+
pfd.iLayerType = layer_type;
pfd.bReserved = 0;
pfd.dwLayerMask = 0;
pfd.cColorBits = (BYTE) GetDeviceCaps( window->Window.Device, BITSPIXEL );
ppfd = &pfd;
-
+
pixelformat = ChoosePixelFormat( window->Window.Device, ppfd );
if( pixelformat == 0 )
- return FALSE;
+ return GL_FALSE;
if( checkOnly )
- return TRUE;
+ 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
- if( fgStructure.Window )
- ReleaseDC( fgStructure.Window->Window.Handle,
- fgStructure.Window->Window.Device );
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
+ if( fgStructure.CurrentWindow )
+ ReleaseDC( fgStructure.CurrentWindow->Window.Handle,
+ fgStructure.CurrentWindow->Window.Device );
if ( window )
{
window->Window.Device = GetDC( window->Window.Handle );
- wglMakeCurrent(
- window->Window.Device,
- window->Window.Context
- );
+ wglMakeCurrent(
+ window->Window.Device,
+ window->Window.Context
+ );
}
#endif
- fgStructure.Window = window;
+ fgStructure.CurrentWindow = window;
}
*/
void fgOpenWindow( SFG_Window* window, const char* title,
int x, int y, int w, int h,
- GLboolean gameMode, int isSubWindow )
+ GLboolean gameMode, GLboolean isSubWindow )
{
#if TARGET_HOST_UNIX_X11
XSetWindowAttributes winAttr;
XSizeHints sizeHints;
XWMHints wmHints;
unsigned long mask;
+ unsigned int current_DisplayMode = fgState.DisplayMode ;
- freeglut_assert_ready;
+ /* Save the display mode if we are creating a menu window */
+ if( window->IsMenu && ( ! fgStructure.MenuContext ) )
+ fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB ;
- /*
- * XXX fgChooseVisual() is a common part of all three.
- * XXX With a little thought, we should be able to greatly
- * XXX simplify this.
- */
- if ( !fgState.BuildingAMenu )
- window->Window.VisualInfo = fgChooseVisual();
- else if ( fgStructure.MenuContext )
- window->Window.VisualInfo = fgChooseVisual();
- else
- {
- unsigned int current_DisplayMode = fgState.DisplayMode ;
- fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ;
- window->Window.VisualInfo = fgChooseVisual();
+ window->Window.VisualInfo = fgChooseVisual( );
+
+ if( window->IsMenu && ( ! fgStructure.MenuContext ) )
fgState.DisplayMode = current_DisplayMode ;
- }
- if ( ! window->Window.VisualInfo )
+ if( ! window->Window.VisualInfo )
{
/*
* The "fgChooseVisual" returned a null meaning that the visual
* context is not available.
* Try a couple of variations to see if they will work.
*/
- if ( ! ( fgState.DisplayMode & GLUT_DOUBLE ) )
+ if( !( fgState.DisplayMode & GLUT_DOUBLE ) )
{
fgState.DisplayMode |= GLUT_DOUBLE ;
- window->Window.VisualInfo = fgChooseVisual();
- fgState.DisplayMode &= ~GLUT_DOUBLE ;
+ 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 );
+ FREEGLUT_INTERNAL_ERROR_EXIT( window->Window.VisualInfo != NULL,
+ "Visual with necessary capabilities not found", "fgOpenWindow" );
/*
* XXX HINT: the masks should be updated when adding/removing callbacks.
* 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. (Hint: Think mouse-motion!)
- * XXX
- * XXX It may make a difference in networked environments or on
- * XXX some very slow systems, but I think that that is secondary
- * XXX to making debugging easier.
+ * 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 |
+ winAttr.event_mask =
+ StructureNotifyMask | SubstructureNotifyMask | ExposureMask |
+ ButtonPressMask | ButtonReleaseMask | KeyPressMask | KeyReleaseMask |
+ VisibilityChangeMask | EnterWindowMask | LeaveWindowMask |
PointerMotionMask | ButtonMotionMask;
winAttr.background_pixmap = None;
winAttr.background_pixel = 0;
mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;
- if ( fgState.BuildingAMenu )
+ if( window->IsMenu || ( gameMode == GL_TRUE ) )
{
winAttr.override_redirect = True;
mask |= CWOverrideRedirect;
window->Window.Handle = XCreateWindow(
fgDisplay.Display,
window->Parent == NULL ? fgDisplay.RootWindow :
- window->Parent->Window.Handle,
+ window->Parent->Window.Handle,
x, y, w, h, 0,
window->Window.VisualInfo->depth, InputOutput,
window->Window.VisualInfo->visual, mask,
* The GLX context creation, possibly trying the direct context rendering
* or else use the current context if the user has so specified
*/
- if ( fgState.BuildingAMenu )
+ if( window->IsMenu )
{
/*
* If there isn't already an OpenGL rendering context for menu
* windows, make one
*/
- if ( !fgStructure.MenuContext )
+ if( !fgStructure.MenuContext )
{
fgStructure.MenuContext =
- (SFG_MenuContext *)malloc ( sizeof(SFG_MenuContext) );
+ (SFG_MenuContext *)malloc( sizeof(SFG_MenuContext) );
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 = 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 == TRUE )
+ else if( fgState.UseCurrentContext )
{
- window->Window.Context = glXGetCurrentContext();
+ window->Window.Context = glXGetCurrentContext( );
- if ( ! window->Window.Context )
- window->Window.Context = glXCreateContext(
- fgDisplay.Display, window->Window.VisualInfo,
- NULL, fgState.ForceDirectContext | fgState.TryDirectContext
- );
+ if( ! window->Window.Context )
+ window->Window.Context = glXCreateContext(
+ fgDisplay.Display, window->Window.VisualInfo,
+ 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 );
-
- glXMakeCurrent(
- fgDisplay.Display,
- window->Window.Handle,
- window->Window.Context
- );
+ else if( fgState.DirectContext == GLUT_TRY_DIRECT_CONTEXT )
+ fgWarning( "Unable to create direct context rendering for window '%s'\nThis may hurt performance.",
+ title );
+ }
+#endif
/*
* XXX Assume the new window is visible by default
* XXX Is this a safe assumption?
*/
- window->State.Visible = TRUE;
+ window->State.Visible = GL_TRUE;
sizeHints.flags = 0;
- if (fgState.Position.Use == TRUE)
+ if ( fgState.Position.Use )
sizeHints.flags |= USPosition;
- if (fgState.Size.Use == TRUE)
+ if ( fgState.Size.Use )
sizeHints.flags |= USSize;
/*
* 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
sizeHints.height = h;
wmHints.flags = StateHint;
- wmHints.initial_state =
- (fgState.ForceIconic == FALSE) ? NormalState : IconicState;
-
- /*
- * Prepare the window and iconified window names...
- */
+ wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState;
+ /* Prepare the window and iconified window names... */
XStringListToTextProperty( (char **) &title, 1, &textProperty );
XSetWMProperties(
&wmHints,
NULL
);
+
XSetWMProtocols( fgDisplay.Display, window->Window.Handle,
&fgDisplay.DeleteWindow, 1 );
+
+ glXMakeCurrent(
+ fgDisplay.Display,
+ window->Window.Handle,
+ window->Window.Context
+ );
+
XMapWindow( fgDisplay.Display, window->Window.Handle );
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
WNDCLASS wc;
- int flags;
+ DWORD flags;
+ DWORD exFlags = 0;
ATOM atom;
- freeglut_assert_ready;
-
- /*
- * Grab the window class we have registered on glutInit():
- */
- atom = GetClassInfo( fgDisplay.Instance, "FREEGLUT", &wc );
- assert( atom != 0 );
-
- if( gameMode != FALSE )
+ /* Grab the window class we have registered on glutInit(): */
+ atom = GetClassInfo( fgDisplay.Instance, _T("FREEGLUT"), &wc );
+ FREEGLUT_INTERNAL_ERROR_EXIT ( atom, "Window Class Info Not Found",
+ "fgOpenWindow" );
+
+ if( gameMode )
{
- assert( window->Parent == NULL );
+ FREEGLUT_INTERNAL_ERROR_EXIT ( window->Parent == NULL,
+ "Game mode being invoked on a subwindow",
+ "fgOpenWindow" );
/*
* Set the window creation flags appropriately to make the window
}
else
{
- if ( ( !isSubWindow ) && ( ! window->IsMenu ) )
+#if !TARGET_HOST_WINCE
+ if ( ( ! isSubWindow ) && ( ! window->IsMenu ) )
{
/*
* Update the window dimensions, taking account of window
h += (GetSystemMetrics( SM_CYSIZEFRAME ) )*2 +
GetSystemMetrics( SM_CYCAPTION );
}
+#endif /* TARGET_HOST_WINCE */
- if( fgState.Position.Use == FALSE )
+ if( ! fgState.Position.Use )
{
x = CW_USEDEFAULT;
y = CW_USEDEFAULT;
}
- if( fgState.Size.Use == FALSE )
+ if( ! fgState.Size.Use )
{
w = CW_USEDEFAULT;
h = CW_USEDEFAULT;
flags = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE;
if ( window->IsMenu )
- flags |= WS_POPUP ;
+ {
+ flags |= WS_POPUP;
+ exFlags |= WS_EX_TOOLWINDOW;
+ }
+#if !TARGET_HOST_WINCE
else if( window->Parent == NULL )
flags |= WS_OVERLAPPEDWINDOW;
+#endif
else
flags |= WS_CHILD;
}
- window->Window.Handle = CreateWindow(
+#if TARGET_HOST_WINCE
+ {
+ wchar_t* wstr = fghWstrFromStr(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",
title,
flags,
fgDisplay.Instance,
(LPVOID) window
);
+#endif /* TARGET_HOST_WINCE */
+
if( !( window->Window.Handle ) )
fgError( "Failed to create a window (%s)!", title );
- /*
- * Show and update the main window. Hide(???) the mouse cursor.
- */
+#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 );
+ ShowCursor( TRUE ); /* XXX Old comments say "hide cursor"! */
#endif
+ fgSetWindow( window );
+
window->Window.DoubleBuffered =
- ( fgState.DisplayMode & GLUT_DOUBLE ) ? 1 : 0 ;
+ ( fgState.DisplayMode & GLUT_DOUBLE ) ? 1 : 0;
- /*
- * If it's not double-buffered, make sure the rendering is done to the
- * front buffer.
- */
if ( ! window->Window.DoubleBuffered )
{
- glDrawBuffer ( GL_FRONT ) ;
- glReadBuffer ( GL_FRONT ) ;
+ glDrawBuffer ( GL_FRONT );
+ glReadBuffer ( GL_FRONT );
}
-
- /*
- * Set the newly created window as the current one
- */
- fgSetWindow( window );
}
/*
*/
void fgCloseWindow( SFG_Window* window )
{
- freeglut_assert_ready;
-
#if TARGET_HOST_UNIX_X11
glXDestroyContext( fgDisplay.Display, window->Window.Context );
XDestroyWindow( fgDisplay.Display, window->Window.Handle );
- XFlush( fgDisplay.Display );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
- SendMessage(
- window->Window.Handle,
- WM_CLOSE,
- 0,
- 0
- );
+ /* Make sure we don't close a window with current context active */
+ if( fgStructure.CurrentWindow == window )
+ wglMakeCurrent( NULL, NULL );
+ /*
+ * Step through the list of windows. If the rendering context
+ * is not being used by another window, then we delete it.
+ */
+ {
+ int used = FALSE ;
+ SFG_Window *iter ;
+
+ for( iter = (SFG_Window *)fgStructure.Windows.First;
+ iter;
+ iter = (SFG_Window *)iter->Node.Next )
+ {
+ if( ( iter->Window.Context == window->Window.Context ) &&
+ ( iter != window ) )
+ used = TRUE;
+ }
+
+ if( ! used )
+ wglDeleteContext( window->Window.Context );
+ }
+
+ DestroyWindow( window->Window.Handle );
#endif
}
*/
int FGAPIENTRY glutCreateWindow( const char* title )
{
- /*
- * Create a new window and return its unique ID number
- */
- return( fgCreateWindow( NULL, title, fgState.Position.X, fgState.Position.Y,
- fgState.Size.X, fgState.Size.Y, FALSE )->ID );
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateWindow" );
+
+ return fgCreateWindow( NULL, title, fgState.Position.X, fgState.Position.Y,
+ fgState.Size.X, fgState.Size.Y, GL_FALSE,
+ GL_FALSE )->ID;
}
/*
*/
int FGAPIENTRY glutCreateSubWindow( int parentID, int x, int y, int w, int h )
{
+ int ret = 0;
SFG_Window* window = NULL;
SFG_Window* parent = NULL;
- freeglut_assert_ready;
-
- /*
- * Find a parent to the newly created window...
- */
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateSubWindow" );
parent = fgWindowByID( parentID );
-
- /*
- * Fail if the parent has not been found
- */
freeglut_return_val_if_fail( parent != NULL, 0 );
+ window = fgCreateWindow( parent, "", x, y, w, h, GL_FALSE, GL_FALSE );
+ ret = window->ID;
- /*
- * Create the new window
- */
- window = fgCreateWindow( parent, "", x, y, w, h, FALSE );
-
- /*
- * Return the new window's ID
- */
- return( window->ID );
+ return ret;
}
/*
*/
void FGAPIENTRY glutDestroyWindow( int windowID )
{
- fgExecutionState ExecState = fgState.ExecState ;
-
- /*
- * Grab the freeglut window pointer from the structure
- */
- SFG_Window* window = fgWindowByID( windowID );
- freeglut_return_if_fail( window != NULL );
-
- /*
- * There is a function that performs all needed steps
- * defined in freeglut_structure.c. Let's use it:
- */
- fgAddToWindowDestroyList( window, TRUE );
-
- /*
- * Since the "fgAddToWindowDestroyList" function could easily have set the "ExecState"
- * to stop, let's set it back to what it was.
- */
- fgState.ExecState = ExecState ;
+ SFG_Window* window;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDestroyWindow" );
+ window = fgWindowByID( windowID );
+ freeglut_return_if_fail( window != NULL );
+ {
+ fgExecutionState ExecState = fgState.ExecState;
+ fgAddToWindowDestroyList( window );
+ fgState.ExecState = ExecState;
+ }
}
/*
{
SFG_Window* window = NULL;
- /*
- * Make sure we don't get called too early
- */
- freeglut_assert_ready;
-
- /*
- * Be wise. Be wise. Be wise. Be quick.
- */
- if( fgStructure.Window != NULL )
- if( fgStructure.Window->ID == ID )
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetWindow" );
+ if( fgStructure.CurrentWindow != NULL )
+ if( fgStructure.CurrentWindow->ID == ID )
return;
- /*
- * Now we are sure there is sense in looking for the window
- */
window = fgWindowByID( ID );
-
- /*
- * In the case of an utter failure...
- */
if( window == NULL )
{
- /*
- * ...issue a warning message and keep rolling on
- */
- fgWarning( "glutSetWindow(): window ID %i not found!", ID );
+ fgWarning( "glutSetWindow(): window ID %d not found!", ID );
return;
}
- fgSetWindow ( window ) ;
+ fgSetWindow( window );
}
/*
*/
int FGAPIENTRY glutGetWindow( void )
{
- freeglut_assert_ready;
-
- /*
- * Do we have a current window selected?
- */
- if( fgStructure.Window == NULL )
- {
- /*
- * Nope. Return zero to mark the state.
- */
- return( 0 );
- }
-
- /*
- * Otherwise, return the ID of the current window
- */
- return( fgStructure.Window->ID );
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetWindow" );
+ if( fgStructure.CurrentWindow == NULL )
+ return 0;
+ return fgStructure.CurrentWindow->ID;
}
/*
*/
void FGAPIENTRY glutShowWindow( void )
{
- freeglut_assert_ready; freeglut_assert_window;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutShowWindow" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutShowWindow" );
#if TARGET_HOST_UNIX_X11
- /*
- * Showing the window is done via mapping under X
- */
- XMapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
- XFlush( fgDisplay.Display );
-#elif TARGET_HOST_WIN32
- /*
- * Restore the window's originial position and size
- */
- ShowWindow( fgStructure.Window->Window.Handle, SW_SHOW );
+ XMapWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
-#endif
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
+
+ ShowWindow( fgStructure.CurrentWindow->Window.Handle, SW_SHOW );
- /*
- * Since the window is visible, we need to redisplay it ...
- */
- fgStructure.Window->State.Redisplay = TRUE;
+#endif
+ fgStructure.CurrentWindow->State.Redisplay = GL_TRUE;
}
/*
*/
void FGAPIENTRY glutHideWindow( void )
{
- freeglut_assert_ready; freeglut_assert_window;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutHideWindow" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutHideWindow" );
#if TARGET_HOST_UNIX_X11
- /*
- * The way we hide a window depends on if we're dealing
- * with a top-level or children one...
- */
- if( fgStructure.Window->Parent == NULL )
- {
- /*
- * This is a top-level window
- */
- XWithdrawWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, fgDisplay.Screen );
- }
+
+ if( fgStructure.CurrentWindow->Parent == NULL )
+ XWithdrawWindow( fgDisplay.Display,
+ fgStructure.CurrentWindow->Window.Handle,
+ fgDisplay.Screen );
else
- {
- /*
- * Nope, it's a child window
- */
- XUnmapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
- }
+ XUnmapWindow( fgDisplay.Display,
+ fgStructure.CurrentWindow->Window.Handle );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
- /*
- * Flush the X state now
- */
- XFlush( fgDisplay.Display );
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
-#elif TARGET_HOST_WIN32
- /*
- * Hide the window
- */
- ShowWindow( fgStructure.Window->Window.Handle, SW_HIDE );
+ ShowWindow( fgStructure.CurrentWindow->Window.Handle, SW_HIDE );
#endif
- /*
- * Since the window is hidden, we don't need to redisplay it ...
- */
- fgStructure.Window->State.Redisplay = FALSE;
+ fgStructure.CurrentWindow->State.Redisplay = GL_FALSE;
}
/*
*/
void FGAPIENTRY glutIconifyWindow( void )
{
- freeglut_assert_ready; freeglut_assert_window;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutIconifyWindow" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutIconifyWindow" );
+ fgStructure.CurrentWindow->State.Visible = GL_FALSE;
#if TARGET_HOST_UNIX_X11
- /*
- * Iconify the window and flush the X state
- */
- XIconifyWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, fgDisplay.Screen );
- XFlush( fgDisplay.Display );
-#elif TARGET_HOST_WIN32
- /*
- * Minimize the current window (this should be the same as X window iconifying)
- */
- ShowWindow( fgStructure.Window->Window.Handle, SW_MINIMIZE );
+ XIconifyWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle,
+ fgDisplay.Screen );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
-#endif
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
- /*
- * Since the window is just an icon, we don't need to redisplay it ...
- */
- fgStructure.Window->State.Redisplay = FALSE;
+ ShowWindow( fgStructure.CurrentWindow->Window.Handle, SW_MINIMIZE );
+
+#endif
+ fgStructure.CurrentWindow->State.Redisplay = GL_FALSE;
}
/*
*/
void FGAPIENTRY glutSetWindowTitle( const char* title )
{
- freeglut_assert_ready; freeglut_assert_window;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetWindowTitle" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetWindowTitle" );
+ if( ! fgStructure.CurrentWindow->Parent )
+ {
+#if TARGET_HOST_UNIX_X11
- /*
- * Works only for top-level windows
- */
- if( fgStructure.Window->Parent != NULL )
- return;
+ XTextProperty text;
-#if TARGET_HOST_UNIX_X11
- {
- XTextProperty text;
-
- /*
- * Prepare the text properties
- */
- text.value = (unsigned char *) title;
- text.encoding = XA_STRING;
- text.format = 8;
- text.nitems = strlen( title );
-
- /*
- * Set the title now
- */
- XSetWMName(
- fgDisplay.Display,
- fgStructure.Window->Window.Handle,
- &text
- );
-
- /*
- * Have the X display state flushed
- */
- XFlush( fgDisplay.Display );
- }
+ text.value = (unsigned char *) title;
+ text.encoding = XA_STRING;
+ text.format = 8;
+ text.nitems = strlen( title );
+
+ XSetWMName(
+ fgDisplay.Display,
+ fgStructure.CurrentWindow->Window.Handle,
+ &text
+ );
+
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32
- /*
- * This seems to be a bit easier under Win32
- */
- SetWindowText( fgStructure.Window->Window.Handle, title );
+ SetWindowText( fgStructure.CurrentWindow->Window.Handle, title );
+
+#elif TARGET_HOST_WINCE
+ {
+ wchar_t* wstr = fghWstrFromStr(title);
+
+ SetWindowText( fgStructure.CurrentWindow->Window.Handle, wstr );
+
+ free(wstr);
+ }
#endif
+ }
}
/*
*/
void FGAPIENTRY glutSetIconTitle( const char* title )
{
- freeglut_assert_ready; freeglut_assert_window;
-
- /*
- * Works only for top-level windows
- */
- if( fgStructure.Window->Parent != NULL )
- return;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetIconTitle" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetIconTitle" );
+ if( ! fgStructure.CurrentWindow->Parent )
+ {
#if TARGET_HOST_UNIX_X11
- {
- XTextProperty text;
-
- /*
- * Prepare the text properties
- */
- text.value = (unsigned char *) title;
- text.encoding = XA_STRING;
- text.format = 8;
- text.nitems = strlen( title );
-
- /*
- * Set the title now
- */
- XSetWMIconName(
- fgDisplay.Display,
- fgStructure.Window->Window.Handle,
- &text
- );
-
- /*
- * Have the X display state flushed
- */
- XFlush( fgDisplay.Display );
- }
+
+ XTextProperty text;
+
+ text.value = (unsigned char *) title;
+ text.encoding = XA_STRING;
+ text.format = 8;
+ text.nitems = strlen( title );
+
+ XSetWMIconName(
+ fgDisplay.Display,
+ fgStructure.CurrentWindow->Window.Handle,
+ &text
+ );
+
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32
- /*
- * This seems to be a bit easier under Win32
- */
- SetWindowText( fgStructure.Window->Window.Handle, title );
+ SetWindowText( fgStructure.CurrentWindow->Window.Handle, title );
+
+#elif TARGET_HOST_WINCE
+ {
+ wchar_t* wstr = fghWstrFromStr(title);
+
+ SetWindowText( fgStructure.CurrentWindow->Window.Handle, wstr );
+
+ free(wstr);
+ }
#endif
+ }
}
/*
*/
void FGAPIENTRY glutReshapeWindow( int width, int height )
{
- freeglut_assert_ready; freeglut_assert_window;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutReshapeWindow" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutReshapeWindow" );
-#if TARGET_HOST_UNIX_X11
- /*
- * Resize the window and flush the X state
- */
- XResizeWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, width, height );
- XFlush( fgDisplay.Display );
-
-#elif TARGET_HOST_WIN32
- {
- RECT winRect;
- int x, y ;
-
- /*
- * First off, grab the current window's position
- */
- GetWindowRect( fgStructure.Window->Window.Handle, &winRect );
- x = winRect.left ;
- y = winRect.top ;
-
- if ( fgStructure.Window->Parent == NULL ) /* If this is not a subwindow ... */
- {
- /*
- * Adjust the size of the window to allow for the size of the frame, if we are not a menu
- */
- if ( ! fgStructure.Window->IsMenu )
- {
- width += GetSystemMetrics( SM_CXSIZEFRAME ) * 2;
- height += GetSystemMetrics( SM_CYSIZEFRAME ) * 2 + GetSystemMetrics( SM_CYCAPTION );
- }
- }
- else /* This is a subwindow, get the parent window's position and subtract it off */
- {
- GetWindowRect ( fgStructure.Window->Parent->Window.Handle, &winRect ) ;
- x -= winRect.left + GetSystemMetrics( SM_CXSIZEFRAME ) ;
- y -= winRect.top + GetSystemMetrics( SM_CYSIZEFRAME ) + GetSystemMetrics( SM_CYCAPTION ) ;
- }
-
- /*
- * Resize the window, forcing a redraw to happen
- */
- MoveWindow(
- fgStructure.Window->Window.Handle,
- x,
- y,
- width,
- height,
- TRUE
- );
- }
-#endif
+ fgStructure.CurrentWindow->State.NeedToResize = GL_TRUE;
+ fgStructure.CurrentWindow->State.Width = width ;
+ fgStructure.CurrentWindow->State.Height = height;
}
/*
*/
void FGAPIENTRY glutPositionWindow( int x, int y )
{
- freeglut_assert_ready; freeglut_assert_window;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPositionWindow" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPositionWindow" );
#if TARGET_HOST_UNIX_X11
- /*
- * Reposition the window and flush the X state
- */
- XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, x, y );
- XFlush( fgDisplay.Display );
-#elif TARGET_HOST_WIN32
- {
- RECT winRect;
+ XMoveWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle,
+ x, y );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
- /*
- * First off, grab the current window's position
- */
- GetWindowRect( fgStructure.Window->Window.Handle, &winRect );
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
- /*
- * Reposition the window, forcing a redraw to happen
- */
- MoveWindow(
- fgStructure.Window->Window.Handle,
- x,
- y,
- winRect.right - winRect.left,
- winRect.bottom - winRect.top,
- TRUE
- );
- }
+ {
+ RECT winRect;
+
+ /* "GetWindowRect" returns the pixel coordinates of the outside of the window */
+ GetWindowRect( fgStructure.CurrentWindow->Window.Handle, &winRect );
+ MoveWindow(
+ fgStructure.CurrentWindow->Window.Handle,
+ x,
+ y,
+ winRect.right - winRect.left,
+ winRect.bottom - winRect.top,
+ TRUE
+ );
+ }
#endif
}
*/
void FGAPIENTRY glutPushWindow( void )
{
- freeglut_assert_ready; freeglut_assert_window;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPushWindow" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPushWindow" );
#if TARGET_HOST_UNIX_X11
- /*
- * Lower the current window
- */
- XLowerWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
-#elif TARGET_HOST_WIN32
- /*
- * Set the new window's Z position, not affecting the rest of the settings:
- */
- SetWindowPos(
- fgStructure.Window->Window.Handle,
- HWND_BOTTOM,
- 0, 0, 0, 0,
- SWP_NOSIZE | SWP_NOMOVE
- );
+ XLowerWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
+
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
+
+ SetWindowPos(
+ fgStructure.CurrentWindow->Window.Handle,
+ HWND_BOTTOM,
+ 0, 0, 0, 0,
+ SWP_NOSIZE | SWP_NOMOVE
+ );
#endif
}
*/
void FGAPIENTRY glutPopWindow( void )
{
- freeglut_assert_ready; freeglut_assert_window;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPopWindow" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPopWindow" );
#if TARGET_HOST_UNIX_X11
- /*
- * Raise the current window
- */
- XRaiseWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
-#elif TARGET_HOST_WIN32
- /*
- * Set the new window's Z position, not affecting the rest of the settings:
- */
- SetWindowPos(
- fgStructure.Window->Window.Handle,
- HWND_TOP,
- 0, 0, 0, 0,
- SWP_NOSIZE | SWP_NOMOVE
- );
+ XRaiseWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
+
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
+
+ SetWindowPos(
+ fgStructure.CurrentWindow->Window.Handle,
+ HWND_TOP,
+ 0, 0, 0, 0,
+ SWP_NOSIZE | SWP_NOMOVE
+ );
#endif
}
*/
void FGAPIENTRY glutFullScreen( void )
{
- freeglut_assert_ready; freeglut_assert_window;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutFullScreen" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutFullScreen" );
-#if TARGET_HOST_UNIX_X11
{
+#if TARGET_HOST_UNIX_X11
int x, y;
Window w;
XMoveResizeWindow(
fgDisplay.Display,
- fgStructure.Window->Window.Handle,
+ fgStructure.CurrentWindow->Window.Handle,
0, 0,
fgDisplay.ScreenWidth,
fgDisplay.ScreenHeight
);
- XFlush( fgDisplay.Display );
+
+ XFlush( fgDisplay.Display ); /* This is needed */
XTranslateCoordinates(
fgDisplay.Display,
- fgStructure.Window->Window.Handle,
+ fgStructure.CurrentWindow->Window.Handle,
fgDisplay.RootWindow,
0, 0, &x, &y, &w
);
{
XMoveWindow(
fgDisplay.Display,
- fgStructure.Window->Window.Handle,
+ fgStructure.CurrentWindow->Window.Handle,
-x, -y
);
- XFlush( fgDisplay.Display );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
}
- }
#elif TARGET_HOST_WIN32
- MoveWindow(
- fgStructure.Window->Window.Handle,
- 0, 0,
- fgDisplay.ScreenWidth,
- fgDisplay.ScreenHeight,
- TRUE
- );
+ RECT rect;
+
+ /* For fullscreen mode, force the top-left corner to 0,0
+ * and adjust the window rectangle so that the client area
+ * covers the whole screen.
+ */
+
+ rect.left = 0;
+ rect.top = 0;
+ rect.right = fgDisplay.ScreenWidth;
+ rect.bottom = fgDisplay.ScreenHeight;
+
+ AdjustWindowRect ( &rect, WS_OVERLAPPEDWINDOW | WS_CLIPSIBLINGS |
+ WS_CLIPCHILDREN, FALSE );
+
+ /*
+ * SWP_NOACTIVATE Do not activate the window
+ * SWP_NOOWNERZORDER Do not change position in z-order
+ * SWP_NOSENDCHANGING Supress WM_WINDOWPOSCHANGING message
+ * SWP_NOZORDER Retains the current Z order (ignore 2nd param)
+ */
+
+ SetWindowPos( fgStructure.CurrentWindow->Window.Handle,
+ HWND_TOP,
+ rect.left,
+ rect.top,
+ rect.right - rect.left,
+ rect.bottom - rect.top,
+ SWP_NOACTIVATE | SWP_NOOWNERZORDER | SWP_NOSENDCHANGING |
+ SWP_NOZORDER
+ );
#endif
+ }
}
/*
*/
void* FGAPIENTRY glutGetWindowData( void )
{
- return(fgStructure.Window->UserData);
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetWindowData" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutGetWindowData" );
+ return fgStructure.CurrentWindow->UserData;
}
void FGAPIENTRY glutSetWindowData(void* data)
{
- fgStructure.Window->UserData=data;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetWindowData" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetWindowData" );
+ fgStructure.CurrentWindow->UserData = data;
}
/*** END OF FILE ***/