*/
static void fghRememberState( void )
{
-#if TARGET_HOST_UNIX_X11
+#if TARGET_HOST_POSIX_X11
/*
* This highly depends on the XFree86 extensions,
*/
# endif
-#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
+#elif TARGET_HOST_MS_WINDOWS
/* DEVMODE devMode; */
*/
static void fghRestoreState( void )
{
-#if TARGET_HOST_UNIX_X11
+#if TARGET_HOST_POSIX_X11
# ifdef X_XF86VidModeGetAllModeLines
/* Restore the remembered pointer position: */
*/
# endif
-#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
+#elif TARGET_HOST_MS_WINDOWS
/* Restore the previously rememebered desktop display settings */
ChangeDisplaySettings( &fgDisplay.DisplayMode, 0 );
#endif
}
-#if TARGET_HOST_UNIX_X11
+#if TARGET_HOST_POSIX_X11
#ifdef X_XF86VidModeGetAllModeLines
/*
static GLboolean fghChangeDisplayMode( GLboolean haveToTest )
{
GLboolean success = GL_FALSE;
-#if TARGET_HOST_UNIX_X11
+#if TARGET_HOST_POSIX_X11
/*
* This highly depends on the XFree86 extensions,
# endif
-#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
+#elif TARGET_HOST_MS_WINDOWS
DEVMODE devMode;
char *fggmstr = NULL;
}
fgStructure.GameModeWindow = fgCreateWindow(
- NULL, "FREEGLUT", 0, 0,
- fgState.GameModeSize.X, fgState.GameModeSize.Y, GL_TRUE, GL_FALSE
+ NULL, "FREEGLUT", GL_TRUE, 0, 0,
+ GL_TRUE, fgState.GameModeSize.X, fgState.GameModeSize.Y,
+ GL_TRUE, GL_FALSE
);
fgStructure.GameModeWindow->State.Width = fgState.GameModeSize.X;
fgStructure.GameModeWindow->State.Height = fgState.GameModeSize.Y;
fgStructure.GameModeWindow->State.NeedToResize = GL_TRUE;
- fgStructure.GameModeWindow->State.IsGameMode = GL_TRUE;
-
-#if TARGET_HOST_UNIX_X11
+#if TARGET_HOST_POSIX_X11
/*
* Sync needed to avoid a real race, the Xserver must have really created
freeglut_return_if_fail( fgStructure.GameModeWindow );
- fgStructure.GameModeWindow->State.IsGameMode = GL_FALSE;
-
fgAddToWindowDestroyList( fgStructure.GameModeWindow );
fgStructure.GameModeWindow = NULL;
-#if TARGET_HOST_UNIX_X11
+#if TARGET_HOST_POSIX_X11
XUngrabPointer( fgDisplay.Display, CurrentTime );
XUngrabKeyboard( fgDisplay.Display, CurrentTime );