/*
* This functions checks if an OpenGL extension is supported or not
+ *
+ * XXX Wouldn't this be simpler and clearer if we used strtok()?
*/
int FGAPIENTRY glutExtensionSupported( const char* extension )
{
- const char *extensions;
- const char *ptr;
- int len = strlen ( extension ) ;
+ const char *extensions, *start;
+ const int len = strlen( extension ) ;
/*
- * Make sure there is a current window, and thus -- a current context available
+ * Make sure there is a current window, and thus a current context available
*/
freeglut_assert_ready;
freeglut_return_val_if_fail( fgStructure.Window != NULL, 0 );
- /*
- * Note it is safe to query the extensions
- */
- extensions = glGetString(GL_EXTENSIONS);
-
- freeglut_return_val_if_fail( extensions != NULL, 0 );
-
- /*
- * Check if the extension itself looks valid
- */
- if ( strchr ( extension, ' ' ) != NULL )
- return( 0 );
+ if (strchr(extension, ' '))
+ return 0;
+ start = extensions = (const char *) glGetString(GL_EXTENSIONS);
- /*
- * Look for our extension
+ /* XXX consider printing a warning to stderr that there's no current
+ * rendering context.
*/
- for (ptr = extensions; *ptr;)
- {
- /*
- * Is it the current extension?
- */
- if ( strncmp ( extension, extensions, len ) == 0 )
- return 1 ;
-
- /*
- * No, go find the next extension. They are separated from each other by one or more blank spaces.
- */
- ptr = strchr ( ptr + len, ' ' ) ;
-
- /*
- * If we ran off the end of the "extensions" character string, we didn't find it. Return failure.
- */
- if ( !ptr ) return 0 ;
+ freeglut_return_val_if_fail( extensions != NULL, 0 );
- while ( *ptr == ' ' )
- ptr++ ;
+ while (1) {
+ const char *p = strstr(extensions, extension);
+ if (!p)
+ return 0; /* not found */
+ /* check that the match isn't a super string */
+ if ((p == start || p[-1] == ' ') && (p[len] == ' ' || p[len] == 0))
+ return 1;
+ /* skip the false match and continue */
+ extensions = p + len;
}
return 0 ;
*/
void FGAPIENTRY glutReportErrors( void )
{
- GLenum error = glGetError();
-
- /*
- * Keep reporting errors as long as there are any...
- */
- while( error != GL_NO_ERROR )
- {
- /*
- * Print the current error
- */
+ GLenum error;
+ while( ( error = glGetError() ) != GL_NO_ERROR )
# undef G_LOG_DOMAIN
# define G_LOG_DOMAIN ((gchar *) 0)
# undef G_LOG_DOMAIN
# define G_LOG_DOMAIN "freeglut_misc.c"
-
- /*
- * Grab the next error value
- */
- error = glGetError();
- };
}
/*
* Turns the ignore key auto repeat feature on and off
+ *
+ * DEPRECATED 11/4/02 - Do not use
*/
-void FGAPIENTRY glutIgnoreKeyRepeat( int ignore ) /* DEPRECATED 11/4/02 - Do not use */
+void FGAPIENTRY glutIgnoreKeyRepeat( int ignore )
{
- /*
- * This is simple and not damaging...
- */
fgState.IgnoreKeyRepeat = ignore ? TRUE : FALSE;
}
/*
- * Hints the window system whether to generate key auto repeat, or not. This is evil.
+ * Hints the window system whether to generate key auto repeat, or not.
+ * This is evil.
+ *
+ * XXX Is this also deprecated as of 20021104?
*/
void FGAPIENTRY glutSetKeyRepeat( int repeatMode )
{
freeglut_assert_ready;
- /*
- * This is really evil, but let's have this done.
- */
switch( repeatMode )
{
case GLUT_KEY_REPEAT_OFF: XAutoRepeatOff( fgDisplay.Display ); break;
{
XKeyboardState keyboardState;
- /*
- * Query the current keyboard state
- */
XGetKeyboardControl( fgDisplay.Display, &keyboardState );
-
- /*
- * Set the auto key repeat basing on the global settings
- */
glutSetKeyRepeat(
keyboardState.global_auto_repeat == AutoRepeatModeOn ?
GLUT_KEY_REPEAT_ON : GLUT_KEY_REPEAT_OFF
break;
default:
- /*
- * Whoops, this was not expected at all
- */
+ fgError ("Invalid glutSetKeyRepeat mode: %d", repeatMode);
break;
}
void FGAPIENTRY glutForceJoystickFunc( void )
{
freeglut_assert_ready;
-
- /*
- * Is there a current window selected?
- */
freeglut_return_if_fail( fgStructure.Window != NULL );
-
- /*
- * Check if there is a joystick callback hooked to the current window
- */
freeglut_return_if_fail( fgStructure.Window->Callbacks.Joystick != NULL );
-
- /*
- * Poll the joystick now, using the current window's joystick callback
- */
fgJoystickPollWindow( fgStructure.Window );
}