- * An enumeration containing the state of the GLUT execution: initializing, running, or stopping
+ * An enumeration containing the state of the GLUT execution:
+ * initializing, running, or stopping
SFG_XYUse Size; /* The default windows' size */
unsigned int DisplayMode; /* Display mode for new windows */
SFG_XYUse Size; /* The default windows' size */
unsigned int DisplayMode; /* Display mode for new windows */
GLboolean ForceDirectContext; /* Force direct rendering? */
GLboolean TryDirectContext; /* What about giving a try to? */
GLboolean ForceDirectContext; /* Force direct rendering? */
GLboolean TryDirectContext; /* What about giving a try to? */
* {Visibility} is the window-specific callback to fetch.
*
* The result is correctly type-cast to the callback function pointer
* {Visibility} is the window-specific callback to fetch.
*
* The result is correctly type-cast to the callback function pointer
*/
#define FETCH_WCB(window,cbname) \
((FGCB ## cbname)((window).CallBacks[CB_ ## cbname]))
*/
#define FETCH_WCB(window,cbname) \
((FGCB ## cbname)((window).CallBacks[CB_ ## cbname]))
{ \
if( FETCH_WCB( window, cbname ) ) \
{ \
fgSetWindow( &window ); \
FETCH_WCB( window, cbname ) arg_list; \
} \
{ \
if( FETCH_WCB( window, cbname ) ) \
{ \
fgSetWindow( &window ); \
FETCH_WCB( window, cbname ) arg_list; \
} \
* A call to this function makes us sure that the Display and Structure
* subsystems have been properly initialized and are ready to be used
*/
* A call to this function makes us sure that the Display and Structure
* subsystems have been properly initialized and are ready to be used
*/
* Defined in freeglut_structure.c, freeglut_window.c.
*/
SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
int x, int y, int w, int h, GLboolean gameMode );
* Defined in freeglut_structure.c, freeglut_window.c.
*/
SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
int x, int y, int w, int h, GLboolean gameMode );
void fgOpenWindow( SFG_Window* window, const char* title,
int x, int y, int w, int h, GLboolean gameMode,
void fgOpenWindow( SFG_Window* window, const char* title,
int x, int y, int w, int h, GLboolean gameMode,
void fgCloseWindow( SFG_Window* window );
void fgAddToWindowDestroyList ( SFG_Window* window,
void fgCloseWindow( SFG_Window* window );
void fgAddToWindowDestroyList ( SFG_Window* window,