#if TARGET_HOST_UNIX_X11
XVisualInfo* fgChooseVisual( void )
{
- gint bufferSize[] = { 16, 12, 8, 4, 2, 1 };
- gboolean wantIndexedMode = FALSE;
- gint attributes[ 32 ];
- gint where = 0;
+ int bufferSize[] = { 16, 12, 8, 4, 2, 1 };
+ GLboolean wantIndexedMode = FALSE;
+ int attributes[ 32 ];
+ int where = 0;
/*
* First we have to process the display mode settings...
* Opens a window. Requires a SFG_Window object created and attached
* to the freeglut structure. OpenGL context is created here.
*/
-void fgOpenWindow( SFG_Window* window, const gchar* title, gint x, gint y, gint w, gint h, gboolean gameMode )
+void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, int h, GLboolean gameMode )
{
#if TARGET_HOST_UNIX_X11
XSetWindowAttributes winAttr;
XTextProperty textProperty;
XSizeHints sizeHints;
XWMHints wmHints;
- guint32 mask;
+ unsigned long mask;
freeglut_assert_ready;
* Here we are upon the stage. Have the visual selected.
*/
window->Window.VisualInfo = fgChooseVisual();
- g_assert( window->Window.VisualInfo != NULL );
+ assert( window->Window.VisualInfo != NULL );
/*
* Have the windows attributes set
* Make sure the context is direct when the user wants it forced
*/
if( fgState.ForceDirectContext && !glXIsDirect( fgDisplay.Display, window->Window.Context ) )
- g_error( "unable to force direct context rendering for window '%s'", title );
+ fgError( "unable to force direct context rendering for window '%s'", title );
/*
* Set the new context as the current one. That's all about the window creation.
/*
* Fail if the parent has not been found
*/
- g_return_val_if_fail( parent != NULL, 0 );
+ freeglut_return_val_if_fail( parent != NULL, 0 );
/*
* Create the new window
/*
* ...issue a warning message and keep rolling on
*/
- g_warning( "glutSetWindow(): window ID %i not found!", ID );
+ fgWarning( "glutSetWindow(): window ID %i not found!", ID );
return;
}