*/
case GLUT_WINDOW_X:
case GLUT_WINDOW_Y:
+ case GLUT_WINDOW_BORDER_WIDTH:
+ case GLUT_WINDOW_HEADER_HEIGHT:
+ {
+ int x, y;
+ Window w;
+
+ if( fgStructure.Window == NULL )
+ return( 0 );
+
+ XTranslateCoordinates(
+ fgDisplay.Display,
+ fgStructure.Window->Window.Handle,
+ fgDisplay.RootWindow,
+ 0, 0, &x, &y, &w);
+
+ switch ( eWhat )
+ {
+ case GLUT_WINDOW_X: return x;
+ case GLUT_WINDOW_Y: return y;
+ }
+
+ if ( w == 0 )
+ return( 0 ); /* Just in case */
+
+ XTranslateCoordinates(
+ fgDisplay.Display,
+ fgStructure.Window->Window.Handle,
+ w, 0, 0, &x, &y, &w);
+
+ switch ( eWhat )
+ {
+ case GLUT_WINDOW_BORDER_WIDTH: return x;
+ case GLUT_WINDOW_HEADER_HEIGHT: return y;
+ }
+ }
+
case GLUT_WINDOW_WIDTH:
case GLUT_WINDOW_HEIGHT:
- case GLUT_WINDOW_BORDER_WIDTH :
- case GLUT_WINDOW_HEADER_HEIGHT :
{
XWindowAttributes winAttributes;
*/
switch ( eWhat )
{
- case GLUT_WINDOW_X: return winAttributes.x ;
- case GLUT_WINDOW_Y: return winAttributes.y ;
case GLUT_WINDOW_WIDTH: return winAttributes.width ;
case GLUT_WINDOW_HEIGHT: return winAttributes.height ;
- case GLUT_WINDOW_BORDER_WIDTH : return winAttributes.border_width ;
- case GLUT_WINDOW_HEADER_HEIGHT : return winAttributes.border_width * 3 ; /* a kludge for now */
}
}
/*
* ...then we've got to correct the results we've just received...
*/
- if ( ( fgStructure.GameMode != fgStructure.Window ) && ( fgStructure.Window->Parent == NULL ) )
+ if ( ( fgStructure.GameMode != fgStructure.Window ) && ( fgStructure.Window->Parent == NULL ) &&
+ ( ! fgStructure.Window->IsMenu ) )
{
winRect.left += GetSystemMetrics( SM_CXSIZEFRAME );
winRect.right -= GetSystemMetrics( SM_CXSIZEFRAME );
/*
* Check if an overlay display mode is possible
*/
- return FALSE;
+/* return( fgSetupPixelFormat( fgStructure.Window, TRUE, PFD_OVERLAY_PLANE ) ); */
+ return FALSE ;
case GLUT_LAYER_IN_USE:
/*