#include "config.h"
#endif
-#include "../include/GL/freeglut.h"
+#include <GL/freeglut.h>
#include "freeglut_internal.h"
/*
* XXX simplify this.
*/
if( !window->IsMenu )
- window->Window.VisualInfo = fgChooseVisual( );
+ window->Window.VisualInfo = fgChooseVisual( );
else if( fgStructure.MenuContext )
window->Window.VisualInfo = fgChooseVisual( );
else
{
+ /* XXX Why are menus double- and depth-buffered? */
unsigned int current_DisplayMode = fgState.DisplayMode ;
fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ;
window->Window.VisualInfo = fgChooseVisual( );
window->State.IsOffscreen = GL_FALSE;
if( fgState.DisplayMode & GLUT_OFFSCREEN )
{
- window->State.IsOffscreen = GL_TRUE;
+ window->State.IsOffscreen = GL_TRUE;
window->Window.Pixmap = XCreatePixmap(
fgDisplay.Display, fgDisplay.RootWindow,
w, h,
* 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 |
);
}
-/* 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
#elif TARGET_HOST_WIN32
WNDCLASS wc;
- int flags;
+ DWORD flags;
+ DWORD exFlags = 0;
ATOM atom;
freeglut_assert_ready;
flags = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE;
if ( window->IsMenu )
- flags |= WS_POPUP ;
+ {
+ flags |= WS_POPUP;
+ exFlags |= WS_EX_TOOLWINDOW;
+ }
else if( window->Parent == NULL )
flags |= WS_OVERLAPPEDWINDOW;
else
flags |= WS_CHILD;
}
- window->Window.Handle = CreateWindow(
+ window->Window.Handle = CreateWindowEx(
+ exFlags,
"FREEGLUT",
title,
flags,
*/
int FGAPIENTRY glutCreateSubWindow( int parentID, int x, int y, int w, int h )
{
- 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 );
- return window->ID;
+ 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;
+ }
+ return ret;
}
/*
rect.bottom - rect.top,
SWP_NOACTIVATE | SWP_NOOWNERZORDER | SWP_NOSENDCHANGING |
SWP_NOZORDER
- );
+ );
#endif
}
}