Info logging only shows in debug compilation Added support for UseCurrentContext...
[freeglut] / src / fg_window.c
index 1a65c1f..cf1dff8 100644 (file)
@@ -106,7 +106,7 @@ void fghContextCreationError( void )
  */
 void fgSetWindow ( SFG_Window *window )
 {
-       fgPlatformSetWindow ( window );
+    fgPlatformSetWindow ( window );
 
     fgStructure.CurrentWindow = window;
 }
@@ -120,10 +120,10 @@ void fgOpenWindow( SFG_Window* window, const char* title,
                    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 );
 
@@ -158,7 +158,7 @@ void fgCloseWindow( SFG_Window* window )
     if (fgStructure.GameModeWindow != NULL && fgStructure.GameModeWindow->ID==window->ID)
         glutLeaveGameMode();
 
-       fgPlatformCloseWindow ( window );
+    fgPlatformCloseWindow ( window );
 }
 
 
@@ -295,7 +295,7 @@ void FGAPIENTRY glutShowWindow( void )
     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;
 }
 
 /*
@@ -309,7 +309,7 @@ void FGAPIENTRY glutHideWindow( void )
     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;
 }
 
 /*
@@ -323,7 +323,7 @@ void FGAPIENTRY glutIconifyWindow( void )
     fgStructure.CurrentWindow->State.WorkMask |= GLUT_VISIBILITY_WORK;
     fgStructure.CurrentWindow->State.DesiredVisibility = DesireIconicState;
 
-    fgStructure.CurrentWindow->State.Redisplay = GL_FALSE;
+    fgStructure.CurrentWindow->State.WorkMask &= ~GLUT_DISPLAY_WORK;
 }
 
 /*
@@ -335,7 +335,7 @@ void FGAPIENTRY glutSetWindowTitle( const char* title )
     FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetWindowTitle" );
     if( ! fgStructure.CurrentWindow->Parent )
     {
-               fgPlatformGlutSetWindowTitle ( title );
+        fgPlatformGlutSetWindowTitle ( title );
     }
 }
 
@@ -349,7 +349,7 @@ void FGAPIENTRY glutSetIconTitle( const char* title )
 
     if( ! fgStructure.CurrentWindow->Parent )
     {
-               fgPlatformGlutSetIconTitle ( title );
+        fgPlatformGlutSetIconTitle ( title );
     }
 }
 
@@ -445,7 +445,7 @@ void FGAPIENTRY glutFullScreen( void )
     }
 
     if (!win->State.IsFullscreen)
-           win->State.WorkMask |= GLUT_FULL_SCREEN_WORK;
+        win->State.WorkMask |= GLUT_FULL_SCREEN_WORK;
 }
 
 /*