GL_FALSE, /* JoysticksInitialised */
0, /* NumActiveJoysticks */
GL_FALSE, /* InputDevsInitialised */
+ 0, /* MouseWheelTicks */
1, /* AuxiliaryBufferNumber */
4, /* SampleNumber */
1, /* MajorVersion */
- 0, /* MajorVersion */
+ 0, /* MinorVersion */
0, /* ContextFlags */
- 0 /* ContextProfile */
+ 0, /* ContextProfile */
+ NULL, /* ErrorFunc */
+ NULL /* WarningFunc */
};
/* Check if "hint" is present in "property" for "window". */
int fgHintPresent(Window window, Atom property, Atom hint)
{
- Atom ** atoms_ptr;
+ Atom *atoms;
int number_of_atoms;
int supported;
int i;
supported = 0;
- atoms_ptr = malloc(sizeof(Atom *));
number_of_atoms = fghGetWindowProperty(window,
property,
XA_ATOM,
- (unsigned char **) atoms_ptr);
+ (unsigned char **) &atoms);
for (i = 0; i < number_of_atoms; i++)
- {
- if ((*atoms_ptr)[i] == hint)
+ {
+ if (atoms[i] == hint)
{
supported = 1;
break;
}
- }
+ }
+ XFree(atoms);
return supported;
}
/* What we need to do is to initialize the fgDisplay global structure here. */
fgDisplay.Instance = GetModuleHandle( NULL );
- fgDisplay.DisplayName=strdup(displayName);
+ fgDisplay.DisplayName= displayName ? strdup(displayName) : 0 ;
atom = GetClassInfo( fgDisplay.Instance, _T("FREEGLUT"), &wc );
if( atom == 0 )
fgState.Initialised = GL_TRUE;
+ /* Avoid registering atexit callback on Win32 as it results in an access
+ * violation due to calling into a module which has been unloaded.
+ * Any cleanup isn't needed on Windows anyway, the OS takes care of it.c
+ * see: http://blogs.msdn.com/b/oldnewthing/archive/2012/01/05/10253268.aspx
+ */
+#if ( TARGET_HOST_MS_WINDOWS == 0 )
+ atexit(fgDeinitialize);
+#endif
+
/* InputDevice uses GlutTimerFunc(), so fgState.Initialised must be TRUE */
fgInitialiseInputDevices();
}
if( !fgState.Initialised )
{
- fgWarning( "fgDeinitialize(): "
- "no valid initialization has been performed" );
return;
}
+ /* If we're in game mode, we want to leave game mode */
+ if( fgStructure.GameModeWindow ) {
+ glutLeaveGameMode();
+ }
+
/* If there was a menu created, destroy the rendering context */
if( fgStructure.MenuContext )
{
fgState.JoysticksInitialised = GL_FALSE;
fgState.InputDevsInitialised = GL_FALSE;
+ fgState.MouseWheelTicks = 0;
+
fgState.MajorVersion = 1;
fgState.MinorVersion = 0;
fgState.ContextFlags = 0;
fgState.ContextProfile = profile;
}
+/* -------------- User Defined Error/Warning Handler Support -------------- */
+
+/*
+ * Sets the user error handler (note the use of va_list for the args to the fmt)
+ */
+void FGAPIENTRY glutInitErrorFunc( void (* vfgError) ( const char *fmt, va_list ap ) )
+{
+ /* This allows user programs to handle freeglut errors */
+ fgState.ErrorFunc = vfgError;
+}
+
+/*
+ * Sets the user warning handler (note the use of va_list for the args to the fmt)
+ */
+void FGAPIENTRY glutInitWarningFunc( void (* vfgWarning) ( const char *fmt, va_list ap ) )
+{
+ /* This allows user programs to handle freeglut warnings */
+ fgState.WarningFunc = vfgWarning;
+}
+
/*** END OF FILE ***/