#include "config.h"
#endif
-#define G_LOG_DOMAIN "freeglut-window"
-
#include "../include/GL/freeglut.h"
#include "freeglut_internal.h"
{
#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;
if( fgState.DisplayMode & GLUT_INDEX )
{
ATTRIB_VAL( GLX_BUFFER_SIZE, 8 );
- wantIndexedMode = TRUE;
+ wantIndexedMode = GL_TRUE;
}
else
{
*/
ATTRIB( None );
- if( wantIndexedMode == FALSE )
+ if( ! wantIndexedMode )
return glXChooseVisual( fgDisplay.Display, fgDisplay.Screen,
attributes );
else
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
window->Window.Device = GetDC( window->Window.Handle );
wglMakeCurrent(
window->Window.Device,
- window->Window.Context
- );
+ window->Window.Context
+ );
}
#endif
fgStructure.Window = 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;
* XXX With a little thought, we should be able to greatly
* XXX simplify this.
*/
- if ( !fgState.BuildingAMenu )
+ if ( !window->IsMenu )
window->Window.VisualInfo = fgChooseVisual();
else if ( fgStructure.MenuContext )
window->Window.VisualInfo = fgChooseVisual();
mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;
- if ( fgState.BuildingAMenu )
+ if ( window->IsMenu )
{
winAttr.override_redirect = True;
mask |= CWOverrideRedirect;
* 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
NULL, fgState.ForceDirectContext | fgState.TryDirectContext
);
}
- else if ( fgState.UseCurrentContext == TRUE )
+ else if ( fgState.UseCurrentContext )
{
window->Window.Context = glXGetCurrentContext();
* 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;
/*
sizeHints.height = h;
wmHints.flags = StateHint;
- wmHints.initial_state =
- (fgState.ForceIconic == FALSE) ? NormalState : IconicState;
+ wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState;
/*
* Prepare the window and iconified window names...
atom = GetClassInfo( fgDisplay.Instance, "FREEGLUT", &wc );
assert( atom != 0 );
- if( gameMode != FALSE )
+ if( gameMode )
{
assert( window->Parent == NULL );
}
else
{
- if ( ( !isSubWindow ) && ( ! window->IsMenu ) )
+ if ( ( ! isSubWindow ) && ( ! window->IsMenu ) )
{
/*
* Update the window dimensions, taking account of window
GetSystemMetrics( SM_CYCAPTION );
}
- 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;
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
int FGAPIENTRY glutCreateWindow( const char* title )
{
return fgCreateWindow( NULL, title, fgState.Position.X, fgState.Position.Y,
- fgState.Size.X, fgState.Size.Y, FALSE )->ID;
+ fgState.Size.X, fgState.Size.Y, GL_FALSE,
+ GL_FALSE )->ID;
}
/*
freeglut_assert_ready;
parent = fgWindowByID( parentID );
freeglut_return_val_if_fail( parent != NULL, 0 );
- window = fgCreateWindow( parent, "", x, y, w, h, FALSE );
+ window = fgCreateWindow( parent, "", x, y, w, h, GL_FALSE, GL_FALSE );
return window->ID;
}
freeglut_return_if_fail( window != NULL );
{
fgExecutionState ExecState = fgState.ExecState;
- fgAddToWindowDestroyList( window, TRUE );
+ fgAddToWindowDestroyList( window, GL_TRUE );
fgState.ExecState = ExecState;
}
}
#if TARGET_HOST_UNIX_X11
XMapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
- XFlush( fgDisplay.Display );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32
#endif
- fgStructure.Window->State.Redisplay = TRUE;
+ fgStructure.Window->State.Redisplay = GL_TRUE;
}
/*
fgDisplay.Screen );
else
XUnmapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
- XFlush( fgDisplay.Display );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32
#endif
- fgStructure.Window->State.Redisplay = FALSE;
+ fgStructure.Window->State.Redisplay = GL_FALSE;
}
/*
XIconifyWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
fgDisplay.Screen );
- XFlush( fgDisplay.Display );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32
#endif
- fgStructure.Window->State.Redisplay = FALSE;
+ fgStructure.Window->State.Redisplay = GL_FALSE;
}
/*
&text
);
- XFlush( fgDisplay.Display );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
}
#elif TARGET_HOST_WIN32
&text
);
- XFlush( fgDisplay.Display );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
}
#elif TARGET_HOST_WIN32
- SetWindowText( fgStructure.Window->Window.Handle, title );
+ SetWindowText( fgStructure.Window->Window.Handle, title );
#endif
XResizeWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
width, height );
- XFlush( fgDisplay.Display );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
+ /*
+ * XXX REALLY shouldn't be done. GLUT docs state that this
+ * XXX isn't even processed immediately, but rather waits
+ * XXX for return to the mainloop. "This allows multiple
+ * XXX glutReshapeWindow, glutPositionWindow, and glutFullScreen
+ * XXX requests to the same window to be coalesced." (This is
+ * XXX having some deleterious effect on a sample program of mine.)
+ * XXX Not only does GLUT not flush at this point, GLUT doesn't even
+ * XXX *do* the reshape at this point! We should probably rip this
+ * XXX out and do what GLUT promises. It would be more efficient, and
+ * XXX might be more compatible.
+ */
#elif TARGET_HOST_WIN32
*/
if ( ! fgStructure.Window->IsMenu )
{
- width += GetSystemMetrics( SM_CXSIZEFRAME ) * 2;
- height += GetSystemMetrics( SM_CYSIZEFRAME ) * 2 +
+ width += GetSystemMetrics( SM_CXSIZEFRAME ) * 2;
+ height += GetSystemMetrics( SM_CYSIZEFRAME ) * 2 +
GetSystemMetrics( SM_CYCAPTION );
}
}
#if TARGET_HOST_UNIX_X11
XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, x, y );
- XFlush( fgDisplay.Display );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32
fgDisplay.ScreenWidth,
fgDisplay.ScreenHeight
);
- XFlush( fgDisplay.Display );
+
+ XFlush( fgDisplay.Display ); /* This is needed */
XTranslateCoordinates(
fgDisplay.Display,
fgStructure.Window->Window.Handle,
-x, -y
);
- XFlush( fgDisplay.Display );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
}
}
#elif TARGET_HOST_WIN32