-/*\r
- * freeglut_window.c\r
- *\r
- * Window management methods.\r
- *\r
- * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.\r
- * Written by Pawel W. Olszta, <olszta@sourceforge.net>\r
- * Creation date: Fri Dec 3 1999\r
- *\r
- * Permission is hereby granted, free of charge, to any person obtaining a\r
- * copy of this software and associated documentation files (the "Software"),\r
- * to deal in the Software without restriction, including without limitation\r
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,\r
- * and/or sell copies of the Software, and to permit persons to whom the\r
- * Software is furnished to do so, subject to the following conditions:\r
- *\r
- * The above copyright notice and this permission notice shall be included\r
- * in all copies or substantial portions of the Software.\r
- *\r
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS\r
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\r
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\r
- * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER\r
- * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN\r
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\r
- */\r
-\r
-#define FREEGLUT_BUILDING_LIB\r
-#include <GL/freeglut.h>\r
-#include "freeglut_internal.h"\r
-\r
-#if defined(_WIN32_WCE)\r
-# include <Aygshell.h>\r
-# ifdef FREEGLUT_LIB_PRAGMAS\r
-# pragma comment( lib, "Aygshell.lib" )\r
-# endif\r
-#endif /* defined(_WIN32_WCE) */\r
-\r
-\r
-/*\r
- * TODO BEFORE THE STABLE RELEASE:\r
- *\r
- * fgChooseFBConfig() -- OK, but what about glutInitDisplayString()?\r
- * fgSetupPixelFormat -- ignores the display mode settings\r
- * fgOpenWindow() -- check the Win32 version, -iconic handling!\r
- * fgCloseWindow() -- check the Win32 version\r
- * glutCreateWindow() -- Check when default position and size is {-1,-1}\r
- * glutCreateSubWindow() -- Check when default position and size is {-1,-1}\r
- * glutDestroyWindow() -- check the Win32 version\r
- * glutSetWindow() -- check the Win32 version\r
- * glutGetWindow() -- OK\r
- * glutSetWindowTitle() -- check the Win32 version\r
- * glutSetIconTitle() -- check the Win32 version\r
- * glutShowWindow() -- check the Win32 version\r
- * glutHideWindow() -- check the Win32 version\r
- * glutIconifyWindow() -- check the Win32 version\r
- * glutReshapeWindow() -- check the Win32 version\r
- * glutPositionWindow() -- check the Win32 version\r
- * glutPushWindow() -- check the Win32 version\r
- * glutPopWindow() -- check the Win32 version\r
- */\r
-\r
-\r
-extern void fgPlatformSetWindow ( SFG_Window *window );\r
-extern void fgPlatformOpenWindow( SFG_Window* window, const char* title,\r
- GLboolean positionUse, int x, int y,\r
- GLboolean sizeUse, int w, int h,\r
- GLboolean gameMode, GLboolean isSubWindow );\r
-extern void fgPlatformCloseWindow( SFG_Window* window );\r
-extern void fgPlatformGlutShowWindow( void );\r
-extern void fgPlatformGlutHideWindow( void );\r
-extern void fgPlatformGlutIconifyWindow( void );\r
-extern void fgPlatformGlutSetWindowTitle( const char* title );\r
-extern void fgPlatformGlutSetIconTitle( const char* title );\r
-extern void fgPlatformGlutPositionWindow( int x, int y );\r
-extern void fgPlatformGlutPushWindow( void );\r
-extern void fgPlatformGlutPopWindow( void );\r
-extern void fgPlatformGlutFullScreen( SFG_Window *win );\r
-extern void fgPlatformGlutLeaveFullScreen( SFG_Window *win );\r
-extern void fgPlatformGlutFullScreenToggle( SFG_Window *win );\r
-\r
-\r
-/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */\r
-\r
-int fghIsLegacyContextVersionRequested( void )\r
-{\r
- return fgState.MajorVersion < 2 || (fgState.MajorVersion == 2 && fgState.MinorVersion <= 1);\r
-}\r
-\r
-int fghIsLegacyContextRequested( void )\r
-{\r
- return fghIsLegacyContextVersionRequested() &&\r
- fgState.ContextFlags == 0 &&\r
- fgState.ContextProfile == 0;\r
-}\r
-\r
-int fghNumberOfAuxBuffersRequested( void )\r
-{\r
- if ( fgState.DisplayMode & GLUT_AUX4 ) {\r
- return 4;\r
- }\r
- if ( fgState.DisplayMode & GLUT_AUX3 ) {\r
- return 3;\r
- }\r
- if ( fgState.DisplayMode & GLUT_AUX2 ) {\r
- return 2;\r
- }\r
- if ( fgState.DisplayMode & GLUT_AUX1 ) { /* NOTE: Same as GLUT_AUX! */\r
- return fgState.AuxiliaryBufferNumber;\r
- }\r
- return 0;\r
-}\r
-\r
-int fghMapBit( int mask, int from, int to )\r
-{\r
- return ( mask & from ) ? to : 0;\r
-\r
-}\r
-\r
-void fghContextCreationError( void )\r
-{\r
- fgError( "Unable to create OpenGL %d.%d context (flags %x, profile %x)",\r
- fgState.MajorVersion, fgState.MinorVersion, fgState.ContextFlags,\r
- fgState.ContextProfile );\r
-}\r
-\r
-\r
-/* -- SYSTEM-DEPENDENT PRIVATE FUNCTIONS ------------------------------------ */\r
-\r
-/*\r
- * Sets the OpenGL context and the fgStructure "Current Window" pointer to\r
- * the window structure passed in.\r
- */\r
-void fgSetWindow ( SFG_Window *window )\r
-{\r
- fgPlatformSetWindow ( window );\r
-\r
- fgStructure.CurrentWindow = window;\r
-}\r
-\r
-/*\r
- * Opens a window. Requires a SFG_Window object created and attached\r
- * to the freeglut structure. OpenGL context is created here.\r
- */\r
-void fgOpenWindow( SFG_Window* window, const char* title,\r
- GLboolean positionUse, int x, int y,\r
- GLboolean sizeUse, int w, int h,\r
- GLboolean gameMode, GLboolean isSubWindow )\r
-{\r
- fgPlatformOpenWindow( window, title,\r
- positionUse, x, y,\r
- sizeUse, w, h,\r
- gameMode, isSubWindow );\r
-\r
- fgSetWindow( window );\r
-\r
- window->Window.DoubleBuffered =\r
- ( fgState.DisplayMode & GLUT_DOUBLE ) ? 1 : 0;\r
-\r
- if ( ! window->Window.DoubleBuffered )\r
- {\r
- glDrawBuffer ( GL_FRONT );\r
- glReadBuffer ( GL_FRONT );\r
- }\r
-}\r
-\r
-/*\r
- * Closes a window, destroying the frame and OpenGL context\r
- */\r
-void fgCloseWindow( SFG_Window* window )\r
-{\r
- /* if we're in gamemode and we're closing the gamemode window,\r
- * call glutLeaveGameMode first to make sure the gamemode is\r
- * properly closed before closing the window\r
- */\r
- if (fgStructure.GameModeWindow != NULL && fgStructure.GameModeWindow->ID==window->ID)\r
- glutLeaveGameMode();\r
-\r
- fgPlatformCloseWindow ( window );\r
-}\r
-\r
-\r
-/* -- INTERFACE FUNCTIONS -------------------------------------------------- */\r
-\r
-/*\r
- * Creates a new top-level freeglut window\r
- */\r
-int FGAPIENTRY glutCreateWindow( const char* title )\r
-{\r
- /* XXX GLUT does not exit; it simply calls "glutInit" quietly if the\r
- * XXX application has not already done so. The "freeglut" community\r
- * XXX decided not to go this route (freeglut-developer e-mail from\r
- * XXX Steve Baker, 12/16/04, 4:22 PM CST, "Re: [Freeglut-developer]\r
- * XXX Desired 'freeglut' behaviour when there is no current window"\r
- */\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateWindow" );\r
-\r
- return fgCreateWindow( NULL, title, fgState.Position.Use,\r
- fgState.Position.X, fgState.Position.Y,\r
- fgState.Size.Use, fgState.Size.X, fgState.Size.Y,\r
- GL_FALSE, GL_FALSE )->ID;\r
-}\r
-\r
-/*\r
- * This function creates a sub window.\r
- */\r
-int FGAPIENTRY glutCreateSubWindow( int parentID, int x, int y, int w, int h )\r
-{\r
- int ret = 0;\r
- SFG_Window* window = NULL;\r
- SFG_Window* parent = NULL;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateSubWindow" );\r
- parent = fgWindowByID( parentID );\r
- freeglut_return_val_if_fail( parent != NULL, 0 );\r
- if ( x < 0 )\r
- {\r
- x = parent->State.Width + x ;\r
- if ( w >= 0 ) x -= w ;\r
- }\r
-\r
- if ( w < 0 ) w = parent->State.Width - x + w ;\r
- if ( w < 0 )\r
- {\r
- x += w ;\r
- w = -w ;\r
- }\r
-\r
- if ( y < 0 )\r
- {\r
- y = parent->State.Height + y ;\r
- if ( h >= 0 ) y -= h ;\r
- }\r
-\r
- if ( h < 0 ) h = parent->State.Height - y + h ;\r
- if ( h < 0 )\r
- {\r
- y += h ;\r
- h = -h ;\r
- }\r
-\r
- window = fgCreateWindow( parent, "", GL_TRUE, x, y, GL_TRUE, w, h, GL_FALSE, GL_FALSE );\r
- ret = window->ID;\r
-\r
- return ret;\r
-}\r
-\r
-/*\r
- * Destroys a window and all of its subwindows\r
- */\r
-void FGAPIENTRY glutDestroyWindow( int windowID )\r
-{\r
- SFG_Window* window;\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDestroyWindow" );\r
- window = fgWindowByID( windowID );\r
- freeglut_return_if_fail( window != NULL );\r
- {\r
- fgExecutionState ExecState = fgState.ExecState;\r
- fgAddToWindowDestroyList( window );\r
- fgState.ExecState = ExecState;\r
- }\r
-}\r
-\r
-/*\r
- * This function selects the current window\r
- */\r
-void FGAPIENTRY glutSetWindow( int ID )\r
-{\r
- SFG_Window* window = NULL;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetWindow" );\r
- if( fgStructure.CurrentWindow != NULL )\r
- if( fgStructure.CurrentWindow->ID == ID )\r
- return;\r
-\r
- window = fgWindowByID( ID );\r
- if( window == NULL )\r
- {\r
- fgWarning( "glutSetWindow(): window ID %d not found!", ID );\r
- return;\r
- }\r
-\r
- fgSetWindow( window );\r
-}\r
-\r
-/*\r
- * This function returns the ID number of the current window, 0 if none exists\r
- */\r
-int FGAPIENTRY glutGetWindow( void )\r
-{\r
- SFG_Window *win = fgStructure.CurrentWindow;\r
- /*\r
- * Since GLUT did not throw an error if this function was called without a prior call to\r
- * "glutInit", this function shouldn't do so here. Instead let us return a zero.\r
- * See Feature Request "[ 1307049 ] glutInit check".\r
- */\r
- if ( ! fgState.Initialised )\r
- return 0;\r
-\r
- while ( win && win->IsMenu )\r
- win = win->Parent;\r
- return win ? win->ID : 0;\r
-}\r
-\r
-/*\r
- * This function makes the current window visible\r
- */\r
-void FGAPIENTRY glutShowWindow( void )\r
-{\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutShowWindow" );\r
- FREEGLUT_EXIT_IF_NO_WINDOW ( "glutShowWindow" );\r
-\r
- fgPlatformGlutShowWindow ();\r
-\r
- fgStructure.CurrentWindow->State.Redisplay = GL_TRUE;\r
-}\r
-\r
-/*\r
- * This function hides the current window\r
- */\r
-void FGAPIENTRY glutHideWindow( void )\r
-{\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutHideWindow" );\r
- FREEGLUT_EXIT_IF_NO_WINDOW ( "glutHideWindow" );\r
-\r
- fgPlatformGlutHideWindow ();\r
-\r
- fgStructure.CurrentWindow->State.Redisplay = GL_FALSE;\r
-}\r
-\r
-/*\r
- * Iconify the current window (top-level windows only)\r
- */\r
-void FGAPIENTRY glutIconifyWindow( void )\r
-{\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutIconifyWindow" );\r
- FREEGLUT_EXIT_IF_NO_WINDOW ( "glutIconifyWindow" );\r
-\r
- fgStructure.CurrentWindow->State.Visible = GL_FALSE;\r
-\r
- fgPlatformGlutIconifyWindow ();\r
-\r
- fgStructure.CurrentWindow->State.Redisplay = GL_FALSE;\r
-}\r
-\r
-/*\r
- * Set the current window's title\r
- */\r
-void FGAPIENTRY glutSetWindowTitle( const char* title )\r
-{\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetWindowTitle" );\r
- FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetWindowTitle" );\r
- if( ! fgStructure.CurrentWindow->Parent )\r
- {\r
- fgPlatformGlutSetWindowTitle ( title );\r
- }\r
-}\r
-\r
-/*\r
- * Set the current window's iconified title\r
- */\r
-void FGAPIENTRY glutSetIconTitle( const char* title )\r
-{\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetIconTitle" );\r
- FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetIconTitle" );\r
-\r
- if( ! fgStructure.CurrentWindow->Parent )\r
- {\r
- fgPlatformGlutSetIconTitle ( title );\r
- }\r
-}\r
-\r
-/*\r
- * Change the current window's size\r
- */\r
-void FGAPIENTRY glutReshapeWindow( int width, int height )\r
-{\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutReshapeWindow" );\r
- FREEGLUT_EXIT_IF_NO_WINDOW ( "glutReshapeWindow" );\r
-\r
- if (glutGet(GLUT_FULL_SCREEN))\r
- {\r
- /* Leave full screen state before resizing. */\r
- glutLeaveFullScreen();\r
- }\r
-\r
- fgStructure.CurrentWindow->State.NeedToResize = GL_TRUE;\r
- fgStructure.CurrentWindow->State.Width = width ;\r
- fgStructure.CurrentWindow->State.Height = height;\r
-}\r
-\r
-/*\r
- * Change the current window's position\r
- */\r
-void FGAPIENTRY glutPositionWindow( int x, int y )\r
-{\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPositionWindow" );\r
- FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPositionWindow" );\r
-\r
- if (glutGet(GLUT_FULL_SCREEN))\r
- {\r
- /* Leave full screen state before moving. */\r
- glutLeaveFullScreen();\r
- }\r
-\r
- fgPlatformGlutPositionWindow ( x, y );\r
-}\r
-\r
-/*\r
- * Lowers the current window (by Z order change)\r
- */\r
-void FGAPIENTRY glutPushWindow( void )\r
-{\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPushWindow" );\r
- FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPushWindow" );\r
-\r
- fgPlatformGlutPushWindow ();\r
-}\r
-\r
-/*\r
- * Raises the current window (by Z order change)\r
- */\r
-void FGAPIENTRY glutPopWindow( void )\r
-{\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPopWindow" );\r
- FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPopWindow" );\r
-\r
- fgPlatformGlutPopWindow ();\r
-}\r
-\r
-/*\r
- * Resize the current window so that it fits the whole screen\r
- */\r
-void FGAPIENTRY glutFullScreen( void )\r
-{\r
- SFG_Window *win;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutFullScreen" );\r
- FREEGLUT_EXIT_IF_NO_WINDOW ( "glutFullScreen" );\r
-\r
- win = fgStructure.CurrentWindow;\r
-\r
- if (win->Parent)\r
- {\r
- /* Child windows cannot be made fullscreen, consistent with GLUT's behavior\r
- * Also, what would it mean for a child window to be fullscreen, given that it\r
- * is confined to its parent?\r
- */\r
- fgWarning("glutFullScreen called on a child window, ignoring...");\r
- return;\r
- }\r
- else if (fgStructure.GameModeWindow != NULL && fgStructure.GameModeWindow->ID==win->ID)\r
- {\r
- /* Ignore fullscreen call on GameMode window, those are always fullscreen already */\r
- return;\r
- }\r
-\r
- fgPlatformGlutFullScreen ( win );\r
-}\r
-\r
-/*\r
- * If we are fullscreen, resize the current window back to its original size\r
- */\r
-void FGAPIENTRY glutLeaveFullScreen( void )\r
-{\r
- SFG_Window *win;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutFullScreen" );\r
- FREEGLUT_EXIT_IF_NO_WINDOW ( "glutFullScreen" );\r
-\r
- win = fgStructure.CurrentWindow;\r
-\r
- fgPlatformGlutLeaveFullScreen ( win );\r
-}\r
-\r
-/*\r
- * Toggle the window's full screen state.\r
- */\r
-void FGAPIENTRY glutFullScreenToggle( void )\r
-{\r
- SFG_Window *win;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutFullScreenToggle" );\r
- FREEGLUT_EXIT_IF_NO_WINDOW ( "glutFullScreenToggle" );\r
-\r
- win = fgStructure.CurrentWindow;\r
-\r
- fgPlatformGlutFullScreenToggle ( win );\r
-}\r
-\r
-/*\r
- * A.Donev: Set and retrieve the window's user data\r
- */\r
-void* FGAPIENTRY glutGetWindowData( void )\r
-{\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetWindowData" );\r
- FREEGLUT_EXIT_IF_NO_WINDOW ( "glutGetWindowData" );\r
- return fgStructure.CurrentWindow->UserData;\r
-}\r
-\r
-void FGAPIENTRY glutSetWindowData(void* data)\r
-{\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetWindowData" );\r
- FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetWindowData" );\r
- fgStructure.CurrentWindow->UserData = data;\r
-}\r
-\r
-/*** END OF FILE ***/\r
+/*
+ * freeglut_window.c
+ *
+ * Window management methods.
+ *
+ * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
+ * Written by Pawel W. Olszta, <olszta@sourceforge.net>
+ * Creation date: Fri Dec 3 1999
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
+ * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+#define FREEGLUT_BUILDING_LIB
+#include <GL/freeglut.h>
+#include "freeglut_internal.h"
+
+#if defined(_WIN32_WCE)
+# include <Aygshell.h>
+# ifdef FREEGLUT_LIB_PRAGMAS
+# pragma comment( lib, "Aygshell.lib" )
+# endif
+#endif /* defined(_WIN32_WCE) */
+
+
+/*
+ * TODO BEFORE THE STABLE RELEASE:
+ *
+ * fgSetupPixelFormat -- ignores the display mode settings
+ * fgOpenWindow() -- check the Win32 version, -iconic handling!
+ * fgCloseWindow() -- check the Win32 version
+ * glutCreateWindow() -- Check when default position and size is {-1,-1}
+ * glutCreateSubWindow() -- Check when default position and size is {-1,-1}
+ * glutDestroyWindow() -- check the Win32 version
+ * glutSetWindow() -- check the Win32 version
+ * glutGetWindow() -- OK
+ * glutSetWindowTitle() -- check the Win32 version
+ * glutSetIconTitle() -- check the Win32 version
+ * glutShowWindow() -- check the Win32 version
+ * glutHideWindow() -- check the Win32 version
+ * glutIconifyWindow() -- check the Win32 version
+ * glutReshapeWindow() -- check the Win32 version
+ * glutPositionWindow() -- check the Win32 version
+ * glutPushWindow() -- check the Win32 version
+ * glutPopWindow() -- check the Win32 version
+ */
+
+
+extern void fgPlatformSetWindow ( SFG_Window *window );
+extern void fgPlatformOpenWindow( SFG_Window* window, const char* title,
+ GLboolean positionUse, int x, int y,
+ GLboolean sizeUse, int w, int h,
+ GLboolean gameMode, GLboolean isSubWindow );
+extern void fgPlatformCloseWindow( SFG_Window* window );
+extern void fgPlatformGlutShowWindow( void );
+extern void fgPlatformGlutHideWindow( void );
+extern void fgPlatformGlutIconifyWindow( void );
+extern void fgPlatformGlutSetWindowTitle( const char* title );
+extern void fgPlatformGlutSetIconTitle( const char* title );
+extern void fgPlatformGlutPositionWindow( int x, int y );
+extern void fgPlatformGlutPushWindow( void );
+extern void fgPlatformGlutPopWindow( void );
+extern void fgPlatformGlutFullScreen( SFG_Window *win );
+extern void fgPlatformGlutLeaveFullScreen( SFG_Window *win );
+extern void fgPlatformGlutFullScreenToggle( SFG_Window *win );
+
+
+/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
+
+int fghIsLegacyContextVersionRequested( void )
+{
+ return fgState.MajorVersion < 2 || (fgState.MajorVersion == 2 && fgState.MinorVersion <= 1);
+}
+
+int fghIsLegacyContextRequested( void )
+{
+ return fghIsLegacyContextVersionRequested() &&
+ fgState.ContextFlags == 0 &&
+ fgState.ContextProfile == 0;
+}
+
+int fghNumberOfAuxBuffersRequested( void )
+{
+ if ( fgState.DisplayMode & GLUT_AUX4 ) {
+ return 4;
+ }
+ if ( fgState.DisplayMode & GLUT_AUX3 ) {
+ return 3;
+ }
+ if ( fgState.DisplayMode & GLUT_AUX2 ) {
+ return 2;
+ }
+ if ( fgState.DisplayMode & GLUT_AUX1 ) { /* NOTE: Same as GLUT_AUX! */
+ return fgState.AuxiliaryBufferNumber;
+ }
+ return 0;
+}
+
+int fghMapBit( int mask, int from, int to )
+{
+ return ( mask & from ) ? to : 0;
+
+}
+
+void fghContextCreationError( void )
+{
+ fgError( "Unable to create OpenGL %d.%d context (flags %x, profile %x)",
+ fgState.MajorVersion, fgState.MinorVersion, fgState.ContextFlags,
+ fgState.ContextProfile );
+}
+
+
+/* -- SYSTEM-DEPENDENT PRIVATE FUNCTIONS ------------------------------------ */
+
+/*
+ * Sets the OpenGL context and the fgStructure "Current Window" pointer to
+ * the window structure passed in.
+ */
+void fgSetWindow ( SFG_Window *window )
+{
+ fgPlatformSetWindow ( window );
+
+ fgStructure.CurrentWindow = window;
+}
+
+/*
+ * 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 char* title,
+ GLboolean positionUse, int x, int y,
+ GLboolean sizeUse, int w, int h,
+ GLboolean gameMode, GLboolean isSubWindow )
+{
+ fgPlatformOpenWindow( window, title,
+ positionUse, x, y,
+ sizeUse, w, h,
+ gameMode, isSubWindow );
+
+ fgSetWindow( window );
+
+ window->Window.DoubleBuffered =
+ ( fgState.DisplayMode & GLUT_DOUBLE ) ? 1 : 0;
+
+ if ( ! window->Window.DoubleBuffered )
+ {
+ glDrawBuffer ( GL_FRONT );
+ glReadBuffer ( GL_FRONT );
+ }
+}
+
+/*
+ * Closes a window, destroying the frame and OpenGL context
+ */
+void fgCloseWindow( SFG_Window* window )
+{
+ /* if we're in gamemode and we're closing the gamemode window,
+ * call glutLeaveGameMode first to make sure the gamemode is
+ * properly closed before closing the window
+ */
+ if (fgStructure.GameModeWindow != NULL && fgStructure.GameModeWindow->ID==window->ID)
+ glutLeaveGameMode();
+
+ fgPlatformCloseWindow ( window );
+}
+
+
+/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
+
+/*
+ * Creates a new top-level freeglut window
+ */
+int FGAPIENTRY glutCreateWindow( const char* title )
+{
+ /* XXX GLUT does not exit; it simply calls "glutInit" quietly if the
+ * XXX application has not already done so. The "freeglut" community
+ * XXX decided not to go this route (freeglut-developer e-mail from
+ * XXX Steve Baker, 12/16/04, 4:22 PM CST, "Re: [Freeglut-developer]
+ * XXX Desired 'freeglut' behaviour when there is no current window"
+ */
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateWindow" );
+
+ return fgCreateWindow( NULL, title, fgState.Position.Use,
+ fgState.Position.X, fgState.Position.Y,
+ fgState.Size.Use, fgState.Size.X, fgState.Size.Y,
+ GL_FALSE, GL_FALSE )->ID;
+}
+
+/*
+ * This function creates a sub window.
+ */
+int FGAPIENTRY glutCreateSubWindow( int parentID, int x, int y, int w, int h )
+{
+ int ret = 0;
+ SFG_Window* window = NULL;
+ SFG_Window* parent = NULL;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateSubWindow" );
+ parent = fgWindowByID( parentID );
+ freeglut_return_val_if_fail( parent != NULL, 0 );
+ if ( x < 0 )
+ {
+ x = parent->State.Width + x ;
+ if ( w >= 0 ) x -= w ;
+ }
+
+ if ( w < 0 ) w = parent->State.Width - x + w ;
+ if ( w < 0 )
+ {
+ x += w ;
+ w = -w ;
+ }
+
+ if ( y < 0 )
+ {
+ y = parent->State.Height + y ;
+ if ( h >= 0 ) y -= h ;
+ }
+
+ if ( h < 0 ) h = parent->State.Height - y + h ;
+ if ( h < 0 )
+ {
+ y += h ;
+ h = -h ;
+ }
+
+ window = fgCreateWindow( parent, "", GL_TRUE, x, y, GL_TRUE, w, h, GL_FALSE, GL_FALSE );
+ ret = window->ID;
+
+ return ret;
+}
+
+/*
+ * Destroys a window and all of its subwindows
+ */
+void FGAPIENTRY glutDestroyWindow( int windowID )
+{
+ SFG_Window* window;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDestroyWindow" );
+ window = fgWindowByID( windowID );
+ freeglut_return_if_fail( window != NULL );
+ {
+ fgExecutionState ExecState = fgState.ExecState;
+ fgAddToWindowDestroyList( window );
+ fgState.ExecState = ExecState;
+ }
+}
+
+/*
+ * This function selects the current window
+ */
+void FGAPIENTRY glutSetWindow( int ID )
+{
+ SFG_Window* window = NULL;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetWindow" );
+ if( fgStructure.CurrentWindow != NULL )
+ if( fgStructure.CurrentWindow->ID == ID )
+ return;
+
+ window = fgWindowByID( ID );
+ if( window == NULL )
+ {
+ fgWarning( "glutSetWindow(): window ID %d not found!", ID );
+ return;
+ }
+
+ fgSetWindow( window );
+}
+
+/*
+ * This function returns the ID number of the current window, 0 if none exists
+ */
+int FGAPIENTRY glutGetWindow( void )
+{
+ SFG_Window *win = fgStructure.CurrentWindow;
+ /*
+ * Since GLUT did not throw an error if this function was called without a prior call to
+ * "glutInit", this function shouldn't do so here. Instead let us return a zero.
+ * See Feature Request "[ 1307049 ] glutInit check".
+ */
+ if ( ! fgState.Initialised )
+ return 0;
+
+ while ( win && win->IsMenu )
+ win = win->Parent;
+ return win ? win->ID : 0;
+}
+
+/*
+ * This function makes the current window visible
+ */
+void FGAPIENTRY glutShowWindow( void )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutShowWindow" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutShowWindow" );
+
+ fgPlatformGlutShowWindow ();
+
+ fgStructure.CurrentWindow->State.Redisplay = GL_TRUE;
+}
+
+/*
+ * This function hides the current window
+ */
+void FGAPIENTRY glutHideWindow( void )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutHideWindow" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutHideWindow" );
+
+ fgPlatformGlutHideWindow ();
+
+ fgStructure.CurrentWindow->State.Redisplay = GL_FALSE;
+}
+
+/*
+ * Iconify the current window (top-level windows only)
+ */
+void FGAPIENTRY glutIconifyWindow( void )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutIconifyWindow" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutIconifyWindow" );
+
+ fgStructure.CurrentWindow->State.Visible = GL_FALSE;
+
+ fgPlatformGlutIconifyWindow ();
+
+ fgStructure.CurrentWindow->State.Redisplay = GL_FALSE;
+}
+
+/*
+ * Set the current window's title
+ */
+void FGAPIENTRY glutSetWindowTitle( const char* title )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetWindowTitle" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetWindowTitle" );
+ if( ! fgStructure.CurrentWindow->Parent )
+ {
+ fgPlatformGlutSetWindowTitle ( title );
+ }
+}
+
+/*
+ * Set the current window's iconified title
+ */
+void FGAPIENTRY glutSetIconTitle( const char* title )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetIconTitle" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetIconTitle" );
+
+ if( ! fgStructure.CurrentWindow->Parent )
+ {
+ fgPlatformGlutSetIconTitle ( title );
+ }
+}
+
+/*
+ * Change the current window's size
+ */
+void FGAPIENTRY glutReshapeWindow( int width, int height )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutReshapeWindow" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutReshapeWindow" );
+
+ if (glutGet(GLUT_FULL_SCREEN))
+ {
+ /* Leave full screen state before resizing. */
+ glutLeaveFullScreen();
+ }
+
+ fgStructure.CurrentWindow->State.NeedToResize = GL_TRUE;
+ fgStructure.CurrentWindow->State.Width = width ;
+ fgStructure.CurrentWindow->State.Height = height;
+}
+
+/*
+ * Change the current window's position
+ */
+void FGAPIENTRY glutPositionWindow( int x, int y )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPositionWindow" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPositionWindow" );
+
+ if (glutGet(GLUT_FULL_SCREEN))
+ {
+ /* Leave full screen state before moving. */
+ glutLeaveFullScreen();
+ }
+
+ fgPlatformGlutPositionWindow ( x, y );
+}
+
+/*
+ * Lowers the current window (by Z order change)
+ */
+void FGAPIENTRY glutPushWindow( void )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPushWindow" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPushWindow" );
+
+ fgPlatformGlutPushWindow ();
+}
+
+/*
+ * Raises the current window (by Z order change)
+ */
+void FGAPIENTRY glutPopWindow( void )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPopWindow" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPopWindow" );
+
+ fgPlatformGlutPopWindow ();
+}
+
+/*
+ * Resize the current window so that it fits the whole screen
+ */
+void FGAPIENTRY glutFullScreen( void )
+{
+ SFG_Window *win;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutFullScreen" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutFullScreen" );
+
+ win = fgStructure.CurrentWindow;
+
+ if (win->Parent)
+ {
+ /* Child windows cannot be made fullscreen, consistent with GLUT's behavior
+ * Also, what would it mean for a child window to be fullscreen, given that it
+ * is confined to its parent?
+ */
+ fgWarning("glutFullScreen called on a child window, ignoring...");
+ return;
+ }
+ else if (fgStructure.GameModeWindow != NULL && fgStructure.GameModeWindow->ID==win->ID)
+ {
+ /* Ignore fullscreen call on GameMode window, those are always fullscreen already */
+ return;
+ }
+
+ fgPlatformGlutFullScreen ( win );
+}
+
+/*
+ * If we are fullscreen, resize the current window back to its original size
+ */
+void FGAPIENTRY glutLeaveFullScreen( void )
+{
+ SFG_Window *win;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutFullScreen" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutFullScreen" );
+
+ win = fgStructure.CurrentWindow;
+
+ fgPlatformGlutLeaveFullScreen ( win );
+}
+
+/*
+ * Toggle the window's full screen state.
+ */
+void FGAPIENTRY glutFullScreenToggle( void )
+{
+ SFG_Window *win;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutFullScreenToggle" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutFullScreenToggle" );
+
+ win = fgStructure.CurrentWindow;
+
+ fgPlatformGlutFullScreenToggle ( win );
+}
+
+/*
+ * A.Donev: Set and retrieve the window's user data
+ */
+void* FGAPIENTRY glutGetWindowData( void )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetWindowData" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutGetWindowData" );
+ return fgStructure.CurrentWindow->UserData;
+}
+
+void FGAPIENTRY glutSetWindowData(void* data)
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetWindowData" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetWindowData" );
+ fgStructure.CurrentWindow->UserData = data;
+}
+
+/*** END OF FILE ***/