#include "config.h"
#endif
-#include "../include/GL/freeglut.h"
+#include <GL/freeglut.h>
#include "freeglut_internal.h"
#if TARGET_HOST_UNIX_X11
#if TARGET_HOST_UNIX_X11
-fgGetCursorError( Cursor cursor )
+static int fghGetCursorError( Cursor cursor )
{
int ret = 0;
char buf[ 256 ];
-
+
switch( cursor )
{
case BadAlloc:
/*
* Open issues:
* (a) Partial error checking. Is that a problem?
- * Is fgGetCursorError() correct? Should we abort on errors?
+ * Is fghGetCursorError() correct? Should we abort on errors?
* Should there be a freeglut-wide X error handler? Should
* we use the X error-handler mechanism?
* (b) FULL_CROSSHAIR demotes to plain CROSSHAIR. Old GLUT allows
* (c) Out-of-range cursor-types generate warnings. Should we abort?
*/
{
- Cursor cursor;
- Pixmap no_cursor; /* Used for GLUT_CURSOR_NONE */
+ Cursor cursor = None;
+ Pixmap no_cursor = None ; /* Used for GLUT_CURSOR_NONE */
int error = 0;
#define MAP_CURSOR(a,b) \
if( GLUT_CURSOR_FULL_CROSSHAIR == cursorID )
cursorID = GLUT_CURSOR_CROSSHAIR;
-
+
switch( cursorID )
{
MAP_CURSOR( GLUT_CURSOR_RIGHT_ARROW, XC_right_ptr);
0, 0 );
break;
}
-
+
case GLUT_CURSOR_INHERIT:
break;
return;
}
- error = fgGetCursorError( cursor );
+ error = fghGetCursorError( cursor );
if( GLUT_CURSOR_INHERIT == cursorID )
XUndefineCursor( fgDisplay.Display,
}
}
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
/*
* This is a temporary solution only...
MAP_CURSOR( GLUT_CURSOR_CROSSHAIR, IDC_CROSS );
/* MAP_CURSOR( GLUT_CURSOR_NONE, IDC_NO ); */
ZAP_CURSOR( GLUT_CURSOR_NONE, NULL );
-
+
default:
MAP_CURSOR( GLUT_CURSOR_UP_DOWN, IDC_ARROW );
}
);
XFlush( fgDisplay.Display ); /* XXX Is this really necessary? */
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
{
- POINT coords = { x, y };
- /*
- * ClientToScreen() translates {coords} for us.
- */
+ POINT coords;
+ coords.x = x;
+ coords.y = y;
+
+ /* ClientToScreen() translates {coords} for us. */
ClientToScreen( fgStructure.Window->Window.Handle, &coords );
SetCursorPos( coords.x, coords.y );
}