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add menu to opengl 3 demo. Should work as menu windows have their own classic context
[freeglut]
/
src
/
fg_window.c
diff --git
a/src/fg_window.c
b/src/fg_window.c
index
1a65c1f
..
cf1dff8
100644
(file)
--- a/
src/fg_window.c
+++ b/
src/fg_window.c
@@
-106,7
+106,7
@@
void fghContextCreationError( void )
*/
void fgSetWindow ( SFG_Window *window )
{
*/
void fgSetWindow ( SFG_Window *window )
{
- fgPlatformSetWindow ( window );
+ fgPlatformSetWindow ( window );
fgStructure.CurrentWindow = window;
}
fgStructure.CurrentWindow = window;
}
@@
-120,10
+120,10
@@
void fgOpenWindow( SFG_Window* window, const char* title,
GLboolean sizeUse, int w, int h,
GLboolean gameMode, GLboolean isSubWindow )
{
GLboolean sizeUse, int w, int h,
GLboolean gameMode, GLboolean isSubWindow )
{
- fgPlatformOpenWindow( window, title,
- positionUse, x, y,
- sizeUse, w, h,
- gameMode, isSubWindow );
+ fgPlatformOpenWindow( window, title,
+ positionUse, x, y,
+ sizeUse, w, h,
+ gameMode, isSubWindow );
fgSetWindow( window );
fgSetWindow( window );
@@
-158,7
+158,7
@@
void fgCloseWindow( SFG_Window* window )
if (fgStructure.GameModeWindow != NULL && fgStructure.GameModeWindow->ID==window->ID)
glutLeaveGameMode();
if (fgStructure.GameModeWindow != NULL && fgStructure.GameModeWindow->ID==window->ID)
glutLeaveGameMode();
- fgPlatformCloseWindow ( window );
+ fgPlatformCloseWindow ( window );
}
}
@@
-295,7
+295,7
@@
void FGAPIENTRY glutShowWindow( void )
fgStructure.CurrentWindow->State.WorkMask |= GLUT_VISIBILITY_WORK;
fgStructure.CurrentWindow->State.DesiredVisibility = DesireNormalState;
fgStructure.CurrentWindow->State.WorkMask |= GLUT_VISIBILITY_WORK;
fgStructure.CurrentWindow->State.DesiredVisibility = DesireNormalState;
- fgStructure.CurrentWindow->State.Redisplay = GL_TRUE;
+ fgStructure.CurrentWindow->State.WorkMask |= GLUT_DISPLAY_WORK;
}
/*
}
/*
@@
-309,7
+309,7
@@
void FGAPIENTRY glutHideWindow( void )
fgStructure.CurrentWindow->State.WorkMask |= GLUT_VISIBILITY_WORK;
fgStructure.CurrentWindow->State.DesiredVisibility = DesireHiddenState;
fgStructure.CurrentWindow->State.WorkMask |= GLUT_VISIBILITY_WORK;
fgStructure.CurrentWindow->State.DesiredVisibility = DesireHiddenState;
- fgStructure.CurrentWindow->State.Redisplay = GL_FALSE;
+ fgStructure.CurrentWindow->State.WorkMask &= ~GLUT_DISPLAY_WORK;
}
/*
}
/*
@@
-323,7
+323,7
@@
void FGAPIENTRY glutIconifyWindow( void )
fgStructure.CurrentWindow->State.WorkMask |= GLUT_VISIBILITY_WORK;
fgStructure.CurrentWindow->State.DesiredVisibility = DesireIconicState;
fgStructure.CurrentWindow->State.WorkMask |= GLUT_VISIBILITY_WORK;
fgStructure.CurrentWindow->State.DesiredVisibility = DesireIconicState;
- fgStructure.CurrentWindow->State.Redisplay = GL_FALSE;
+ fgStructure.CurrentWindow->State.WorkMask &= ~GLUT_DISPLAY_WORK;
}
/*
}
/*
@@
-335,7
+335,7
@@
void FGAPIENTRY glutSetWindowTitle( const char* title )
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetWindowTitle" );
if( ! fgStructure.CurrentWindow->Parent )
{
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetWindowTitle" );
if( ! fgStructure.CurrentWindow->Parent )
{
- fgPlatformGlutSetWindowTitle ( title );
+ fgPlatformGlutSetWindowTitle ( title );
}
}
}
}
@@
-349,7
+349,7
@@
void FGAPIENTRY glutSetIconTitle( const char* title )
if( ! fgStructure.CurrentWindow->Parent )
{
if( ! fgStructure.CurrentWindow->Parent )
{
- fgPlatformGlutSetIconTitle ( title );
+ fgPlatformGlutSetIconTitle ( title );
}
}
}
}
@@
-445,7
+445,7
@@
void FGAPIENTRY glutFullScreen( void )
}
if (!win->State.IsFullscreen)
}
if (!win->State.IsFullscreen)
- win->State.WorkMask |= GLUT_FULL_SCREEN_WORK;
+ win->State.WorkMask |= GLUT_FULL_SCREEN_WORK;
}
/*
}
/*