if( fgState.DisplayMode & GLUT_DOUBLE )
flags |= PFD_DOUBLEBUFFER;
+ if( fgState.DisplayMode & GLUT_STEREO )
+ flags |= PFD_STEREO;
+
#if defined(_MSC_VER)
#pragma message( "fgSetupPixelFormat(): there is still some work to do here!" )
#endif
window->Window.Context
);
#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
- if( fgStructure.Window )
- ReleaseDC( fgStructure.Window->Window.Handle,
- fgStructure.Window->Window.Device );
+ if( fgStructure.CurrentWindow )
+ ReleaseDC( fgStructure.CurrentWindow->Window.Handle,
+ fgStructure.CurrentWindow->Window.Device );
if ( window )
{
);
}
#endif
- fgStructure.Window = window;
+ fgStructure.CurrentWindow = window;
}
mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;
- if( window->IsMenu )
+ if( window->IsMenu || ( gameMode == GL_TRUE ) )
{
winAttr.override_redirect = True;
mask |= CWOverrideRedirect;
{
fgStructure.MenuContext =
(SFG_MenuContext *)malloc( sizeof(SFG_MenuContext) );
- fgStructure.MenuContext->VisualInfo = window->Window.VisualInfo;
- fgStructure.MenuContext->Context = glXCreateContext(
- fgDisplay.Display, fgStructure.MenuContext->VisualInfo,
+ fgStructure.MenuContext->MVisualInfo = window->Window.VisualInfo;
+ fgStructure.MenuContext->MContext = glXCreateContext(
+ fgDisplay.Display, fgStructure.MenuContext->MVisualInfo,
NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT )
);
}
- /* window->Window.Context = fgStructure.MenuContext->Context; */
+ /* window->Window.Context = fgStructure.MenuContext->MContext; */
window->Window.Context = glXCreateContext(
fgDisplay.Display, window->Window.VisualInfo,
NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT )
&wmHints,
NULL
);
+ XFree( textProperty.value );
XSetWMProtocols( fgDisplay.Display, window->Window.Handle,
&fgDisplay.DeleteWindow, 1 );
#if TARGET_HOST_UNIX_X11
glXDestroyContext( fgDisplay.Display, window->Window.Context );
+ XFree( window->Window.VisualInfo );
XDestroyWindow( fgDisplay.Display, window->Window.Handle );
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
/* Make sure we don't close a window with current context active */
- if( fgStructure.Window == window )
+ if( fgStructure.CurrentWindow == window )
wglMakeCurrent( NULL, NULL );
/*
*/
int FGAPIENTRY glutCreateWindow( const char* title )
{
+ /* XXX GLUT does not exit; it simply calls "glutInit" quietly if the
+ * XXX application has not already done so. The "freeglut" community
+ * XXX decided not to go this route (freeglut-developer e-mail from
+ * XXX Steve Baker, 12/16/04, 4:22 PM CST, "Re: [Freeglut-developer]
+ * XXX Desired 'freeglut' behaviour when there is no current window"
+ */
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateWindow" );
return fgCreateWindow( NULL, title, fgState.Position.X, fgState.Position.Y,
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateSubWindow" );
parent = fgWindowByID( parentID );
freeglut_return_val_if_fail( parent != NULL, 0 );
+ if ( x < 0 )
+ {
+ x = parent->State.Width + x ;
+ if ( w >= 0 ) x -= w ;
+ }
+
+ if ( w < 0 ) w = parent->State.Width - x + w ;
+ if ( w < 0 )
+ {
+ x += w ;
+ w = -w ;
+ }
+
+ if ( y < 0 )
+ {
+ y = parent->State.Height + y ;
+ if ( h >= 0 ) y -= h ;
+ }
+
+ if ( h < 0 ) h = parent->State.Height - y + h ;
+ if ( h < 0 )
+ {
+ y += h ;
+ h = -h ;
+ }
+
window = fgCreateWindow( parent, "", x, y, w, h, GL_FALSE, GL_FALSE );
ret = window->ID;
SFG_Window* window = NULL;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetWindow" );
- if( fgStructure.Window != NULL )
- if( fgStructure.Window->ID == ID )
+ if( fgStructure.CurrentWindow != NULL )
+ if( fgStructure.CurrentWindow->ID == ID )
return;
window = fgWindowByID( ID );
int FGAPIENTRY glutGetWindow( void )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetWindow" );
- if( fgStructure.Window == NULL )
+ if( fgStructure.CurrentWindow == NULL )
return 0;
- return fgStructure.Window->ID;
+ return fgStructure.CurrentWindow->ID;
}
/*
#if TARGET_HOST_UNIX_X11
- XMapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
+ XMapWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
- ShowWindow( fgStructure.Window->Window.Handle, SW_SHOW );
+ ShowWindow( fgStructure.CurrentWindow->Window.Handle, SW_SHOW );
#endif
- fgStructure.Window->State.Redisplay = GL_TRUE;
+ fgStructure.CurrentWindow->State.Redisplay = GL_TRUE;
}
/*
#if TARGET_HOST_UNIX_X11
- if( fgStructure.Window->Parent == NULL )
+ if( fgStructure.CurrentWindow->Parent == NULL )
XWithdrawWindow( fgDisplay.Display,
- fgStructure.Window->Window.Handle,
+ fgStructure.CurrentWindow->Window.Handle,
fgDisplay.Screen );
else
XUnmapWindow( fgDisplay.Display,
- fgStructure.Window->Window.Handle );
+ fgStructure.CurrentWindow->Window.Handle );
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
- ShowWindow( fgStructure.Window->Window.Handle, SW_HIDE );
+ ShowWindow( fgStructure.CurrentWindow->Window.Handle, SW_HIDE );
#endif
- fgStructure.Window->State.Redisplay = GL_FALSE;
+ fgStructure.CurrentWindow->State.Redisplay = GL_FALSE;
}
/*
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutIconifyWindow" );
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutIconifyWindow" );
- fgStructure.Window->State.Visible = GL_FALSE;
+ fgStructure.CurrentWindow->State.Visible = GL_FALSE;
#if TARGET_HOST_UNIX_X11
- XIconifyWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
+ XIconifyWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle,
fgDisplay.Screen );
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
- ShowWindow( fgStructure.Window->Window.Handle, SW_MINIMIZE );
+ ShowWindow( fgStructure.CurrentWindow->Window.Handle, SW_MINIMIZE );
#endif
- fgStructure.Window->State.Redisplay = GL_FALSE;
+ fgStructure.CurrentWindow->State.Redisplay = GL_FALSE;
}
/*
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetWindowTitle" );
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetWindowTitle" );
- if( ! fgStructure.Window->Parent )
+ if( ! fgStructure.CurrentWindow->Parent )
{
#if TARGET_HOST_UNIX_X11
XSetWMName(
fgDisplay.Display,
- fgStructure.Window->Window.Handle,
+ fgStructure.CurrentWindow->Window.Handle,
&text
);
#elif TARGET_HOST_WIN32
- SetWindowText( fgStructure.Window->Window.Handle, title );
+ SetWindowText( fgStructure.CurrentWindow->Window.Handle, title );
#elif TARGET_HOST_WINCE
{
wchar_t* wstr = fghWstrFromStr(title);
- SetWindowText( fgStructure.Window->Window.Handle, wstr );
+ SetWindowText( fgStructure.CurrentWindow->Window.Handle, wstr );
free(wstr);
}
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetIconTitle" );
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetIconTitle" );
- if( ! fgStructure.Window->Parent )
+ if( ! fgStructure.CurrentWindow->Parent )
{
#if TARGET_HOST_UNIX_X11
XSetWMIconName(
fgDisplay.Display,
- fgStructure.Window->Window.Handle,
+ fgStructure.CurrentWindow->Window.Handle,
&text
);
#elif TARGET_HOST_WIN32
- SetWindowText( fgStructure.Window->Window.Handle, title );
+ SetWindowText( fgStructure.CurrentWindow->Window.Handle, title );
#elif TARGET_HOST_WINCE
{
wchar_t* wstr = fghWstrFromStr(title);
- SetWindowText( fgStructure.Window->Window.Handle, wstr );
+ SetWindowText( fgStructure.CurrentWindow->Window.Handle, wstr );
free(wstr);
}
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutReshapeWindow" );
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutReshapeWindow" );
- fgStructure.Window->State.NeedToResize = GL_TRUE;
- fgStructure.Window->State.Width = width ;
- fgStructure.Window->State.Height = height;
+ fgStructure.CurrentWindow->State.NeedToResize = GL_TRUE;
+ fgStructure.CurrentWindow->State.Width = width ;
+ fgStructure.CurrentWindow->State.Height = height;
}
/*
#if TARGET_HOST_UNIX_X11
- XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
+ XMoveWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle,
x, y );
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
RECT winRect;
/* "GetWindowRect" returns the pixel coordinates of the outside of the window */
- GetWindowRect( fgStructure.Window->Window.Handle, &winRect );
+ GetWindowRect( fgStructure.CurrentWindow->Window.Handle, &winRect );
MoveWindow(
- fgStructure.Window->Window.Handle,
+ fgStructure.CurrentWindow->Window.Handle,
x,
y,
winRect.right - winRect.left,
#if TARGET_HOST_UNIX_X11
- XLowerWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
+ XLowerWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
SetWindowPos(
- fgStructure.Window->Window.Handle,
+ fgStructure.CurrentWindow->Window.Handle,
HWND_BOTTOM,
0, 0, 0, 0,
SWP_NOSIZE | SWP_NOMOVE
#if TARGET_HOST_UNIX_X11
- XRaiseWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
+ XRaiseWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
SetWindowPos(
- fgStructure.Window->Window.Handle,
+ fgStructure.CurrentWindow->Window.Handle,
HWND_TOP,
0, 0, 0, 0,
SWP_NOSIZE | SWP_NOMOVE
XMoveResizeWindow(
fgDisplay.Display,
- fgStructure.Window->Window.Handle,
+ fgStructure.CurrentWindow->Window.Handle,
0, 0,
fgDisplay.ScreenWidth,
fgDisplay.ScreenHeight
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 ); /* XXX Shouldn't need this */
* SWP_NOZORDER Retains the current Z order (ignore 2nd param)
*/
- SetWindowPos( fgStructure.Window->Window.Handle,
+ SetWindowPos( fgStructure.CurrentWindow->Window.Handle,
HWND_TOP,
rect.left,
rect.top,
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetWindowData" );
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutGetWindowData" );
- return fgStructure.Window->UserData;
+ return fgStructure.CurrentWindow->UserData;
}
void FGAPIENTRY glutSetWindowData(void* data)
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetWindowData" );
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetWindowData" );
- fgStructure.Window->UserData = data;
+ fgStructure.CurrentWindow->UserData = data;
}
/*** END OF FILE ***/