+ ATTRIB( 0 );
+}
+
+typedef GLXContext (*CreateContextAttribsProc)(Display *dpy, GLXFBConfig config,
+ GLXContext share_list, Bool direct,
+ const int *attrib_list);
+
+static GLXContext fghCreateNewContext( SFG_Window* window )
+{
+ /* for color model calculation */
+ int menu = ( window->IsMenu && !fgStructure.MenuContext );
+ int index_mode = ( fgState.DisplayMode & GLUT_INDEX );
+
+ /* "classic" context creation */
+ Display *dpy = fgDisplay.Display;
+ GLXFBConfig config = *(window->Window.FBConfig);
+ int render_type = ( !menu && index_mode ) ? GLX_COLOR_INDEX_TYPE : GLX_RGBA_TYPE;
+ GLXContext share_list = NULL;
+ Bool direct = ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT );
+ GLXContext context;
+
+ /* new context creation */
+ int attributes[9];
+ CreateContextAttribsProc createContextAttribs;
+
+ /* If nothing fancy has been required, simply use the old context creation GLX API entry */
+ if ( fghIsLegacyContextRequested() )
+ {
+ context = glXCreateNewContext( dpy, config, render_type, share_list, direct );
+ if ( context == NULL ) {
+ fghContextCreationError();
+ }
+ return context;
+ }
+
+ /* color index mode is not available anymore with OpenGL 3.0 */
+ if ( render_type == GLX_COLOR_INDEX_TYPE ) {
+ fgWarning( "color index mode is deprecated, using RGBA mode" );
+ }
+
+ fghFillContextAttributes( attributes );
+
+ createContextAttribs = (CreateContextAttribsProc) fghGetProcAddress( "glXCreateContextAttribsARB" );
+ if ( createContextAttribs == NULL ) {
+ fgError( "glXCreateContextAttribsARB not found" );
+ }
+
+ context = createContextAttribs( dpy, config, share_list, direct, attributes );
+ if ( context == NULL ) {
+ fghContextCreationError();
+ }
+ return context;
+}
+
+
+#define _NET_WM_STATE_TOGGLE 2
+static int fghResizeFullscrToggle(void)
+{
+ XWindowAttributes attributes;
+
+ if(glutGet(GLUT_FULL_SCREEN)) {
+ /* restore original window size */
+ SFG_Window *win = fgStructure.CurrentWindow;
+ fgStructure.CurrentWindow->State.NeedToResize = GL_TRUE;
+ fgStructure.CurrentWindow->State.Width = win->State.OldWidth;
+ fgStructure.CurrentWindow->State.Height = win->State.OldHeight;
+
+ } else {
+ /* resize the window to cover the entire screen */
+ XGetWindowAttributes(fgDisplay.Display,
+ fgStructure.CurrentWindow->Window.Handle,
+ &attributes);
+