#include "config.h"
#endif
-#include "../include/GL/freeglut.h"
+#include <GL/freeglut.h>
#include "freeglut_internal.h"
/*
*/
void FGAPIENTRY glutSetOption( GLenum eWhat, int value )
{
- freeglut_assert_ready;
-
- /*
- * XXX In chronological code add order. (WHY in that order?)
- */
- switch( eWhat )
- {
- case GLUT_INIT_WINDOW_X:
- fgState.Position.X = (GLint)value;
- break;
-
- case GLUT_INIT_WINDOW_Y:
- fgState.Position.Y = (GLint)value;
- break;
-
- case GLUT_INIT_WINDOW_WIDTH:
- fgState.Size.X = (GLint)value;
- break;
-
- case GLUT_INIT_WINDOW_HEIGHT:
- fgState.Size.Y = (GLint)value;
- break;
-
- case GLUT_INIT_DISPLAY_MODE:
- fgState.DisplayMode = (unsigned int)value;
- break;
-
- case GLUT_ACTION_ON_WINDOW_CLOSE:
- fgState.ActionOnWindowClose = value;
- break;
-
- case GLUT_RENDERING_CONTEXT:
- fgState.UseCurrentContext =
- ( value == GLUT_USE_CURRENT_CONTEXT ) ? GL_TRUE : GL_FALSE;
- break;
-
- case GLUT_WINDOW_CURSOR:
- if( fgStructure.Window != NULL )
- fgStructure.Window->State.Cursor = value;
- break;
-
- default:
- fgWarning( "glutSetOption(): missing enum handle %i\n", eWhat );
- break;
- }
+ freeglut_assert_ready;
+
+ /*
+ * XXX In chronological code add order. (WHY in that order?)
+ */
+ switch( eWhat )
+ {
+ case GLUT_INIT_WINDOW_X:
+ fgState.Position.X = (GLint)value;
+ break;
+
+ case GLUT_INIT_WINDOW_Y:
+ fgState.Position.Y = (GLint)value;
+ break;
+
+ case GLUT_INIT_WINDOW_WIDTH:
+ fgState.Size.X = (GLint)value;
+ break;
+
+ case GLUT_INIT_WINDOW_HEIGHT:
+ fgState.Size.Y = (GLint)value;
+ break;
+
+ case GLUT_INIT_DISPLAY_MODE:
+ fgState.DisplayMode = (unsigned int)value;
+ break;
+
+ case GLUT_ACTION_ON_WINDOW_CLOSE:
+ fgState.ActionOnWindowClose = value;
+ break;
+
+ case GLUT_RENDERING_CONTEXT:
+ fgState.UseCurrentContext =
+ ( value == GLUT_USE_CURRENT_CONTEXT ) ? GL_TRUE : GL_FALSE;
+ break;
+
+ case GLUT_DIRECT_RENDERING:
+ fgState.DirectContext = value;
+ break;
+
+ case GLUT_WINDOW_CURSOR:
+ if( fgStructure.Window != NULL )
+ fgStructure.Window->State.Cursor = value;
+ break;
+
+ default:
+ fgWarning( "glutSetOption(): missing enum handle %i\n", eWhat );
+ break;
+ }
}
/*
*/
int FGAPIENTRY glutGet( GLenum eWhat )
{
-#if TARGET_HOST_WIN32
+#if TARGET_HOST_WIN32 || TARGET_HOST_WINCE
int returnValue ;
GLboolean boolValue ;
#endif
return fgStructure.Window->Window.VisualInfo->visualid;
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
/*
* Handle the OpenGL inquiries
/*
* ...then we've got to correct the results we've just received...
*/
+
+#if !TARGET_HOST_WINCE
if ( ( fgStructure.GameMode != fgStructure.Window ) && ( fgStructure.Window->Parent == NULL ) &&
( ! fgStructure.Window->IsMenu ) )
{
winRect.top += GetSystemMetrics( SM_CYSIZEFRAME ) + GetSystemMetrics( SM_CYCAPTION );
winRect.bottom -= GetSystemMetrics( SM_CYSIZEFRAME );
}
+#endif /* !TARGET_HOST_WINCE */
switch( eWhat )
{
break;
case GLUT_WINDOW_BORDER_WIDTH :
+#if TARGET_HOST_WINCE
+ return 0;
+#else
return GetSystemMetrics( SM_CXSIZEFRAME );
+#endif /* !TARGET_HOST_WINCE */
case GLUT_WINDOW_HEADER_HEIGHT :
+#if TARGET_HOST_WINCE
+ return 0;
+#else
return GetSystemMetrics( SM_CYCAPTION );
+#endif /* TARGET_HOST_WINCE */
case GLUT_DISPLAY_MODE_POSSIBLE:
+#if TARGET_HOST_WINCE
+ return GL_FALSE;
+#else
return fgSetupPixelFormat( fgStructure.Window, GL_TRUE,
PFD_MAIN_PLANE );
+#endif /* TARGET_HOST_WINCE */
+
case GLUT_WINDOW_FORMAT_ID:
+#if !TARGET_HOST_WINCE
if( fgStructure.Window != NULL )
return GetPixelFormat( fgStructure.Window->Window.Device );
+#endif /* TARGET_HOST_WINCE */
return 0;
#endif
return fgState.UseCurrentContext ? GLUT_USE_CURRENT_CONTEXT
: GLUT_CREATE_NEW_CONTEXT;
+ case GLUT_DIRECT_RENDERING:
+ return fgState.DirectContext;
+ break;
+
default:
fgWarning( "glutGet(): missing enum handle %i\n", eWhat );
break;
*/
return 3 ;
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
case GLUT_HAS_MOUSE:
/*
- * The Windows can be booted without a mouse.
+ * The Windows can be booted without a mouse.
* It would be nice to have this reported.
*/
return GetSystemMetrics( SM_MOUSEPRESENT );
/*
* We are much more fortunate under Win32 about this...
*/
+#if TARGET_HOST_WINCE
+ return 1;
+#else
return GetSystemMetrics( SM_CMOUSEBUTTONS );
+#endif /* TARGET_HOST_WINCE */
#endif
return 0;
case GLUT_DEVICE_IGNORE_KEY_REPEAT:
- return fgState.IgnoreKeyRepeat;
+ return fgStructure.Window ? fgStructure.Window->State.IgnoreKeyRepeat : 0;
case GLUT_DEVICE_KEY_REPEAT:
/*
case GLUT_OVERLAY_DAMAGED:
return -1;
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
case GLUT_OVERLAY_POSSIBLE:
/* return fgSetupPixelFormat( fgStructure.Window, GL_TRUE,