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Moving the platform-specific FBConfig and device context variables into platform...
[freeglut]
/
src
/
mswin
/
freeglut_window_mswin.c
diff --git
a/src/mswin/freeglut_window_mswin.c
b/src/mswin/freeglut_window_mswin.c
index
bf4ef04
..
583d5f7
100644
(file)
--- a/
src/mswin/freeglut_window_mswin.c
+++ b/
src/mswin/freeglut_window_mswin.c
@@
-169,9
+169,9
@@
void fgNewWGLCreateContext( SFG_Window* window )
return;
\r
}
\r
\r
return;
\r
}
\r
\r
- wglMakeCurrent( window->Window.Device, window->Window.Context );
\r
+ wglMakeCurrent( window->Window.pContext.Device, window->Window.Context );
\r
\r
\r
- if ( !fghIsExtensionSupported( window->Window.Device, "WGL_ARB_create_context" ) )
\r
+ if ( !fghIsExtensionSupported( window->Window.pContext.Device, "WGL_ARB_create_context" ) )
\r
{
\r
return;
\r
}
\r
{
\r
return;
\r
}
\r
@@
-185,7
+185,7
@@
void fgNewWGLCreateContext( SFG_Window* window )
fgError( "wglCreateContextAttribsARB not found" );
\r
}
\r
\r
fgError( "wglCreateContextAttribsARB not found" );
\r
}
\r
\r
- context = wglCreateContextAttribsARB( window->Window.Device, 0, attributes );
\r
+ context = wglCreateContextAttribsARB( window->Window.pContext.Device, 0, attributes );
\r
if ( context == NULL )
\r
{
\r
fghContextCreationError();
\r
if ( context == NULL )
\r
{
\r
fghContextCreationError();
\r
@@
-296,7
+296,7
@@
GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly,
if (checkOnly)
\r
current_hDC = CreateDC(TEXT("DISPLAY"), NULL ,NULL ,NULL);
\r
else
\r
if (checkOnly)
\r
current_hDC = CreateDC(TEXT("DISPLAY"), NULL ,NULL ,NULL);
\r
else
\r
- current_hDC = window->Window.Device;
\r
+ current_hDC = window->Window.pContext.Device;
\r
\r
fghFillPFD( ppfd, current_hDC, layer_type );
\r
pixelformat = ChoosePixelFormat( current_hDC, ppfd );
\r
\r
fghFillPFD( ppfd, current_hDC, layer_type );
\r
pixelformat = ChoosePixelFormat( current_hDC, ppfd );
\r
@@
-370,13
+370,13
@@
void fgPlatformSetWindow ( SFG_Window *window )
{
\r
if( fgStructure.CurrentWindow )
\r
ReleaseDC( fgStructure.CurrentWindow->Window.Handle,
\r
{
\r
if( fgStructure.CurrentWindow )
\r
ReleaseDC( fgStructure.CurrentWindow->Window.Handle,
\r
- fgStructure.CurrentWindow->Window.Device );
\r
+ fgStructure.CurrentWindow->Window.pContext.Device );
\r
\r
if ( window )
\r
{
\r
\r
if ( window )
\r
{
\r
- window->Window.Device = GetDC( window->Window.Handle );
\r
+ window->Window.pContext.Device = GetDC( window->Window.Handle );
\r
wglMakeCurrent(
\r
wglMakeCurrent(
\r
- window->Window.Device,
\r
+ window->Window.pContext.Device,
\r
window->Window.Context
\r
);
\r
}
\r
window->Window.Context
\r
);
\r
}
\r