/*
- * freeglut_window.c
+ * fg_window.c
*
* Window management methods.
*
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 ---------------------------------------------------- */
*/
void fgSetWindow ( SFG_Window *window )
{
- fgPlatformSetWindow ( window );
+ fgPlatformSetWindow ( window );
fgStructure.CurrentWindow = window;
}
GLboolean sizeUse, int w, int h,
GLboolean gameMode, GLboolean isSubWindow )
{
- fgPlatformOpenWindow( window, title,
- positionUse, x, y,
- sizeUse, w, h,
- gameMode, isSubWindow );
+ fgPlatformOpenWindow( window, title,
+ positionUse, x, y,
+ sizeUse, w, h,
+ gameMode, isSubWindow );
fgSetWindow( window );
+#ifndef EGL_VERSION_1_0
window->Window.DoubleBuffered =
( fgState.DisplayMode & GLUT_DOUBLE ) ? 1 : 0;
-#ifndef EGL_VERSION_1_0 /* No glDrawBuffer/glReadBuffer in GLES */
if ( ! window->Window.DoubleBuffered )
{
glDrawBuffer ( GL_FRONT );
glReadBuffer ( GL_FRONT );
}
+#else
+ /* - EGL is always double-buffered */
+ /* - No glDrawBuffer/glReadBuffer in GLES */
+ window->Window.DoubleBuffered = 1;
#endif
window->Window.attribute_v_coord = -1;
window->Window.attribute_v_normal = -1;
+ window->Window.attribute_v_texture = -1;
fgInitGL2();
- window->State.NeedToFixMyNameInitContext = GL_TRUE;
+ window->State.WorkMask |= GLUT_INIT_WORK;
}
/*
if (fgStructure.GameModeWindow != NULL && fgStructure.GameModeWindow->ID==window->ID)
glutLeaveGameMode();
- fgPlatformCloseWindow ( window );
+ fgPlatformCloseWindow ( window );
}
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutShowWindow" );
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutShowWindow" );
- fgPlatformGlutShowWindow ();
+ fgStructure.CurrentWindow->State.WorkMask |= GLUT_VISIBILITY_WORK;
+ fgStructure.CurrentWindow->State.DesiredVisibility = DesireNormalState;
- fgStructure.CurrentWindow->State.Redisplay = GL_TRUE;
+ fgStructure.CurrentWindow->State.WorkMask |= GLUT_DISPLAY_WORK;
}
/*
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutHideWindow" );
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutHideWindow" );
- fgPlatformGlutHideWindow ();
+ fgStructure.CurrentWindow->State.WorkMask |= GLUT_VISIBILITY_WORK;
+ fgStructure.CurrentWindow->State.DesiredVisibility = DesireHiddenState;
- fgStructure.CurrentWindow->State.Redisplay = GL_FALSE;
+ fgStructure.CurrentWindow->State.WorkMask &= ~GLUT_DISPLAY_WORK;
}
/*
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutIconifyWindow" );
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutIconifyWindow" );
- fgStructure.CurrentWindow->State.Visible = GL_FALSE;
+ fgStructure.CurrentWindow->State.WorkMask |= GLUT_VISIBILITY_WORK;
+ fgStructure.CurrentWindow->State.DesiredVisibility = DesireIconicState;
- fgPlatformGlutIconifyWindow ();
-
- fgStructure.CurrentWindow->State.Redisplay = GL_FALSE;
+ fgStructure.CurrentWindow->State.WorkMask &= ~GLUT_DISPLAY_WORK;
}
/*
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetWindowTitle" );
if( ! fgStructure.CurrentWindow->Parent )
{
- fgPlatformGlutSetWindowTitle ( title );
+ fgPlatformGlutSetWindowTitle ( title );
}
}
if( ! fgStructure.CurrentWindow->Parent )
{
- fgPlatformGlutSetIconTitle ( title );
+ fgPlatformGlutSetIconTitle ( title );
}
}
glutLeaveFullScreen();
}
- fgStructure.CurrentWindow->State.NeedToResize = GL_TRUE;
- fgStructure.CurrentWindow->State.Width = width ;
- fgStructure.CurrentWindow->State.Height = height;
+ fgStructure.CurrentWindow->State.WorkMask |= GLUT_SIZE_WORK;
+ fgStructure.CurrentWindow->State.DesiredWidth = width ;
+ fgStructure.CurrentWindow->State.DesiredHeight = height;
}
/*
glutLeaveFullScreen();
}
- fgPlatformGlutPositionWindow ( x, y );
+ fgStructure.CurrentWindow->State.WorkMask |= GLUT_POSITION_WORK;
+ fgStructure.CurrentWindow->State.DesiredXpos = x;
+ fgStructure.CurrentWindow->State.DesiredYpos = y;
}
/*
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPushWindow" );
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPushWindow" );
- fgPlatformGlutPushWindow ();
+ fgStructure.CurrentWindow->State.WorkMask |= GLUT_ZORDER_WORK;
+ fgStructure.CurrentWindow->State.DesiredZOrder = -1;
}
/*
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPopWindow" );
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPopWindow" );
- fgPlatformGlutPopWindow ();
+ fgStructure.CurrentWindow->State.WorkMask |= GLUT_ZORDER_WORK;
+ fgStructure.CurrentWindow->State.DesiredZOrder = 1;
}
/*
fgWarning("glutFullScreen called on a child window, ignoring...");
return;
}
- else if (fgStructure.GameModeWindow != NULL && fgStructure.GameModeWindow->ID==win->ID)
+ else if (fgStructure.GameModeWindow != NULL && fgStructure.GameModeWindow->ID==win->ID && win->State.IsFullscreen)
{
- /* Ignore fullscreen call on GameMode window, those are always fullscreen already */
+ /* Ignore fullscreen call on GameMode window, those are always fullscreen already
+ * only exception is when first entering GameMode
+ */
return;
}
- fgPlatformGlutFullScreen ( win );
+ if (!win->State.IsFullscreen)
+ win->State.WorkMask |= GLUT_FULL_SCREEN_WORK;
}
/*
*/
void FGAPIENTRY glutLeaveFullScreen( void )
{
- SFG_Window *win;
-
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutFullScreen" );
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutFullScreen" );
- win = fgStructure.CurrentWindow;
-
- fgPlatformGlutLeaveFullScreen ( win );
+ if (fgStructure.CurrentWindow->State.IsFullscreen)
+ fgStructure.CurrentWindow->State.WorkMask |= GLUT_FULL_SCREEN_WORK;
}
/*
*/
void FGAPIENTRY glutFullScreenToggle( void )
{
- SFG_Window *win;
-
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutFullScreenToggle" );
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutFullScreenToggle" );
- win = fgStructure.CurrentWindow;
-
- fgPlatformGlutFullScreenToggle ( win );
+ fgStructure.CurrentWindow->State.WorkMask |= GLUT_FULL_SCREEN_WORK;
}
/*