/* XXX Update these for each release! */
#define VERSION_MAJOR 2
-#define VERSION_MINOR 0
+#define VERSION_MINOR 2
#define VERSION_PATCH 0
/*
* Freeglut is meant to be available under all Unix/X11 and Win32 platforms.
*/
-#if !defined(_WIN32)
-# define TARGET_HOST_UNIX_X11 1
-# define TARGET_HOST_WIN32 0
-#else
+#if defined(_MSC_VER) || defined(__CYGWIN__) || defined(__MINGW32__)
# define TARGET_HOST_UNIX_X11 0
# define TARGET_HOST_WIN32 1
+#else
+# define TARGET_HOST_UNIX_X11 1
+# define TARGET_HOST_WIN32 0
#endif
#define FREEGLUT_MAX_MENUS 3
#if TARGET_HOST_WIN32
#include <windows.h>
#include <windowsx.h>
+#include <mmsystem.h>
+#endif
+#if defined(_MSC_VER)
#define strdup _strdup
#endif
#include <assert.h>
#include <stdarg.h>
#if TARGET_HOST_UNIX_X11
+#include <unistd.h>
#include <sys/time.h>
#endif
*/
typedef enum
{
- GLUT_EXEC_STATE_INIT,
- GLUT_EXEC_STATE_RUNNING,
- GLUT_EXEC_STATE_STOP
-} fgExecutionState;
+ GLUT_EXEC_STATE_INIT,
+ GLUT_EXEC_STATE_RUNNING,
+ GLUT_EXEC_STATE_STOP
+} fgExecutionState ;
/*
* This structure holds different freeglut settings
SFG_XYUse Size; /* The default windows' size */
unsigned int DisplayMode; /* Display mode for new windows */
- GLboolean Initalized; /* Freeglut has been initalized */
+ GLboolean Initialised; /* freeglut has been initialised */
GLboolean ForceDirectContext; /* Force direct rendering? */
GLboolean TryDirectContext; /* What about giving a try to? */
GLboolean XSyncSwitch; /* X11 sync protocol switch */
GLboolean IgnoreKeyRepeat; /* Whether to ignore key repeat. */
- int Modifiers; /* Current ALT/SHIFT/CTRL state */
+ int Modifiers; /* Current ALT/SHIFT/CTRL state */
GLuint FPSInterval; /* Interval between FPS printfs */
GLuint SwapCount; /* Count of glutSwapBuffer calls */
SFG_Time Time; /* Time that glutInit was called */
SFG_List Timers; /* The freeglut timer hooks */
+ SFG_List FreeTimers; /* The unused timer hooks */
FGCBIdle IdleCallback; /* The global idle callback */
};
/*
+ * Make "freeglut" window handle and context types so that we don't need so
+ * much conditionally-compiled code later in the library.
+ */
+#if TARGET_HOST_UNIX_X11
+
+typedef Window SFG_WindowHandleType ;
+typedef GLXContext SFG_WindowContextType ;
+
+#elif TARGET_HOST_WIN32
+
+typedef HWND SFG_WindowHandleType ;
+typedef HGLRC SFG_WindowContextType ;
+
+#endif
+
+/*
* A window and its OpenGL context. The contents of this structure
* are highly dependant on the target operating system we aim at...
*/
typedef struct tagSFG_Context SFG_Context;
struct tagSFG_Context
{
+ SFG_WindowHandleType Handle; /* The window's handle */
+ SFG_WindowContextType Context; /* The window's OpenGL/WGL context */
+
#if TARGET_HOST_UNIX_X11
- Window Handle; /* The window's handle */
- GLXContext Context; /* The OpenGL context */
XVisualInfo* VisualInfo; /* The window's visual information */
-
+ Pixmap Pixmap; /* Used for offscreen rendering */
+ //GLXPixmap GLXPixMap; /* Used for offscreen rendering */
#elif TARGET_HOST_WIN32
- HWND Handle; /* The window's handle */
HDC Device; /* The window's device context */
- HGLRC Context; /* The window's WGL context */
-
#endif
int DoubleBuffered; /* Treat the window as double-buffered */
{
int Width; /* Window's width in pixels */
int Height; /* The same about the height */
+ int OldWidth; /* Window width from before a resize */
+ int OldHeight; /* " height " " " " */
GLboolean Redisplay; /* Do we have to redisplay? */
GLboolean Visible; /* Is the window visible now */
int MouseX, MouseY; /* The most recent mouse position */
GLboolean IsGameMode; /* Is this the game mode window? */
-
-#if TARGET_HOST_WIN32
- GLboolean NeedToResize; /* Do we need to explicitly resize? */
-#endif
+ GLboolean NeedToResize; /* Do we need to resize the window? */
+ GLboolean IsOffscreen; /* Tags a `window' as on/offscreen. */
};
/*
+ * SET_WCB() is used as:
+ *
+ * SET_WCB( window, Visibility, func );
+ *
+ * ...where {window} is the freeglut window to set the callback,
+ * {Visibility} is the window-specific callback to set,
+ * {func} is a function-pointer.
+ *
+ * Originally, {FETCH_WCB( ... ) = func} was rather sloppily used,
+ * but this can cause warnings because the FETCH_WCB() macro type-
+ * casts its result, and a type-cast value shouldn't be an lvalue.
+ *
+ * The {if( FETCH_WCB( ... ) != func )} test is to do type-checking
+ * and for no other reason. Since it's hidden in the macro, the
+ * ugliness is felt to be rather benign.
+ */
+#define SET_WCB(window,cbname,func) \
+do \
+{ \
+ if( FETCH_WCB( window, cbname ) != func ) \
+ (((window).CallBacks[CB_ ## cbname]) = (void *) func); \
+} while( 0 ) \
+
+/*
* FETCH_WCB() is used as:
*
* FETCH_WCB( window, Visibility );
struct tagSFG_MenuContext
{
#if TARGET_HOST_UNIX_X11
- GLXContext Context; /* The menu OpenGL context */
XVisualInfo* VisualInfo; /* The window's visual information */
-#elif TARGET_HOST_WIN32
- HGLRC Context; /* The menu window's WGL context */
#endif
+ SFG_WindowContextType Context; /* The menu window's WGL context */
};
/*
/*
* A linked list structure of windows
*/
-typedef struct tagSFG_WindowList SFG_WindowList;
+typedef struct tagSFG_WindowList SFG_WindowList ;
struct tagSFG_WindowList
{
- SFG_Window *window;
- GLboolean needToClose;
- SFG_WindowList *next;
+ SFG_Node node;
+ SFG_Window *window ;
};
/*
{
SFG_List Windows; /* The global windows list */
SFG_List Menus; /* The global menus list */
+ SFG_List WindowsToDestroy;
SFG_Window* Window; /* The currently active win. */
SFG_Menu* Menu; /* Same, but menu... */
* A call to this function makes us sure that the Display and Structure
* subsystems have been properly initialized and are ready to be used
*/
-#define freeglut_assert_ready assert( fgState.Initalized );
+#define freeglut_assert_ready assert( fgState.Initialised );
/*
* Following definitions are somewhat similiar to GLib's,
return;
#define freeglut_return_val_if_fail( expr, val ) \
if( !(expr) ) \
- return val;
+ return val ;
/*
* A call to those macros assures us that there is a current
*/
SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
int x, int y, int w, int h,
- GLboolean gameMode, GLboolean isMenu );
+ GLboolean gameMode, GLboolean isMenu );
void fgSetWindow ( SFG_Window *window );
void fgOpenWindow( SFG_Window* window, const char* title,
int x, int y, int w, int h, GLboolean gameMode,
GLboolean isSubWindow );
void fgCloseWindow( SFG_Window* window );
-void fgAddToWindowDestroyList ( SFG_Window* window,
- GLboolean needToClose );
-void fgCloseWindows( );
-void fgDestroyWindow( SFG_Window* window, GLboolean needToClose );
+void fgAddToWindowDestroyList ( SFG_Window* window );
+void fgCloseWindows ();
+void fgDestroyWindow( SFG_Window* window );
void fgClearCallBacks( SFG_Window *window );
/*
* first window in the queue matching the specified window handle.
* The function is defined in freeglut_structure.c file.
*/
-#if TARGET_HOST_UNIX_X11
- SFG_Window* fgWindowByHandle( Window hWindow );
-#elif TARGET_HOST_WIN32
- SFG_Window* fgWindowByHandle( HWND hWindow );
-#endif
+SFG_Window* fgWindowByHandle( SFG_WindowHandleType hWindow );
/*
* This function is similiar to the previous one, except it is
SFG_Window* fgWindowByID( int windowID );
/*
- * Looks up a menu given its ID. This is easier that fgWindowByXXX
+ * Looks up a menu given its ID. This is easier than fgWindowByXXX
* as all menus are placed in a single doubly linked list...
*/
SFG_Menu* fgMenuByID( int menuID );
void fgListAppend(SFG_List *list, SFG_Node *node);
void fgListRemove(SFG_List *list, SFG_Node *node);
int fgListLength(SFG_List *list);
+void fgListInsert(SFG_List *list, SFG_Node *next, SFG_Node *node);
/*
* Error Messages functions