* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
-#ifdef HAVE_CONFIG_H
-#include "config.h"
-#endif
-
#include <GL/freeglut.h>
#include "freeglut_internal.h"
{
int returnValue = 0;
- if( fgStructure.Window )
- glXGetConfig( fgDisplay.Display, fgStructure.Window->Window.VisualInfo,
+ if( fgStructure.CurrentWindow )
+ glXGetConfig( fgDisplay.Display, fgStructure.CurrentWindow->Window.VisualInfo,
attribute, &returnValue );
return returnValue;
*/
void FGAPIENTRY glutSetOption( GLenum eWhat, int value )
{
- freeglut_assert_ready;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetOption" );
/*
* XXX In chronological code add order. (WHY in that order?)
break;
case GLUT_WINDOW_CURSOR:
- if( fgStructure.Window != NULL )
- fgStructure.Window->State.Cursor = value;
+ if( fgStructure.CurrentWindow != NULL )
+ fgStructure.CurrentWindow->State.Cursor = value;
break;
default:
- fgWarning( "glutSetOption(): missing enum handle %i\n", eWhat );
+ fgWarning( "glutSetOption(): missing enum handle %d", eWhat );
break;
}
}
return fgElapsedTime();
}
- freeglut_assert_ready;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGet" );
- /*
- * XXX In chronological code add order. (WHY in that order?)
- */
+ /* XXX In chronological code add order. (WHY in that order?) */
switch( eWhat )
{
- /*
- * Following values are stored in fgState and fgDisplay global structures
- */
+ /* Following values are stored in fgState and fgDisplay global structures */
case GLUT_SCREEN_WIDTH: return fgDisplay.ScreenWidth ;
case GLUT_SCREEN_HEIGHT: return fgDisplay.ScreenHeight ;
case GLUT_SCREEN_WIDTH_MM: return fgDisplay.ScreenWidthMM ;
* fghGetConfig().
*/
case GLUT_WINDOW_NUM_SAMPLES:
- /*
- * XXX Multisampling. Return what I know about multisampling.
- */
+ /* XXX Multisampling. Return what I know about multisampling. */
return 0;
#if TARGET_HOST_UNIX_X11
# undef GLX_QUERY
- /*
- * Colormap size is handled in a bit different way than all the rest
- */
+ /* Colormap size is handled in a bit different way than all the rest */
case GLUT_WINDOW_COLORMAP_SIZE:
- if( (fghGetConfig( GLX_RGBA )) || (fgStructure.Window == NULL) )
+ if( (fghGetConfig( GLX_RGBA )) || (fgStructure.CurrentWindow == NULL) )
{
/*
* We've got a RGBA visual, so there is no colormap at all.
*/
return 0;
}
- return fgStructure.Window->Window.VisualInfo->visual->map_entries;
+ return fgStructure.CurrentWindow->Window.VisualInfo->visual->map_entries;
/*
* Those calls are somewhat similiar, as they use XGetWindowAttributes()
int x, y;
Window w;
- if( fgStructure.Window == NULL )
+ if( fgStructure.CurrentWindow == NULL )
return 0;
XTranslateCoordinates(
fgDisplay.Display,
- fgStructure.Window->Window.Handle,
+ fgStructure.CurrentWindow->Window.Handle,
fgDisplay.RootWindow,
0, 0, &x, &y, &w);
return 0;
XTranslateCoordinates(
fgDisplay.Display,
- fgStructure.Window->Window.Handle,
+ fgStructure.CurrentWindow->Window.Handle,
w, 0, 0, &x, &y, &w);
switch ( eWhat )
{
XWindowAttributes winAttributes;
- if( fgStructure.Window == NULL )
+ if( fgStructure.CurrentWindow == NULL )
return 0;
XGetWindowAttributes(
fgDisplay.Display,
- fgStructure.Window->Window.Handle,
+ fgStructure.CurrentWindow->Window.Handle,
&winAttributes
);
switch ( eWhat )
}
}
- /*
- * I do not know yet if there will be a fgChooseVisual() function for Win32
- */
+ /* I do not know yet if there will be a fgChooseVisual() function for Win32 */
case GLUT_DISPLAY_MODE_POSSIBLE:
- return( fgChooseVisual() == NULL ? 0 : 1 );
+ {
+ XVisualInfo* visualInfo = fgChooseVisual();
+ if ( visualInfo == NULL ) {
+ return 0;
+ } else {
+ XFree( visualInfo );
+ return 1;
+ }
+ }
- /*
- * This is system-dependant
- */
+ /* This is system-dependant */
case GLUT_WINDOW_FORMAT_ID:
- if( fgStructure.Window == NULL )
+ if( fgStructure.CurrentWindow == NULL )
return 0;
- return fgStructure.Window->Window.VisualInfo->visualid;
+ return fgStructure.CurrentWindow->Window.VisualInfo->visualid;
#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
- /*
- * Handle the OpenGL inquiries
- */
+ /* Handle the OpenGL inquiries */
case GLUT_WINDOW_RGBA:
glGetBooleanv ( GL_RGBA_MODE, &boolValue );
returnValue = boolValue ? 1 : 0;
RECT winRect;
- freeglut_return_val_if_fail( fgStructure.Window != NULL, 0 );
+ freeglut_return_val_if_fail( fgStructure.CurrentWindow != NULL, 0 );
/*
* We need to call GetWindowRect() first...
* (this returns the pixel coordinates of the outside of the window)
*/
- GetWindowRect( fgStructure.Window->Window.Handle, &winRect );
+ GetWindowRect( fgStructure.CurrentWindow->Window.Handle, &winRect );
- /*
- * ...then we've got to correct the results we've just received...
- */
+ /* ...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 ) )
+ if ( ( fgStructure.GameMode != fgStructure.CurrentWindow ) && ( fgStructure.CurrentWindow->Parent == NULL ) &&
+ ( ! fgStructure.CurrentWindow->IsMenu ) )
{
winRect.left += GetSystemMetrics( SM_CXSIZEFRAME );
winRect.right -= GetSystemMetrics( SM_CXSIZEFRAME );
#if TARGET_HOST_WINCE
return GL_FALSE;
#else
- return fgSetupPixelFormat( fgStructure.Window, GL_TRUE,
+ return fgSetupPixelFormat( fgStructure.CurrentWindow, 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 );
+ if( fgStructure.CurrentWindow != NULL )
+ return GetPixelFormat( fgStructure.CurrentWindow->Window.Device );
#endif /* TARGET_HOST_WINCE */
return 0;
#endif
- /*
- * The window structure queries
- */
+ /* The window structure queries */
case GLUT_WINDOW_PARENT:
- if( fgStructure.Window == NULL ) return 0;
- if( fgStructure.Window->Parent == NULL ) return 0;
- return fgStructure.Window->Parent->ID;
+ if( fgStructure.CurrentWindow == NULL ) return 0;
+ if( fgStructure.CurrentWindow->Parent == NULL ) return 0;
+ return fgStructure.CurrentWindow->Parent->ID;
case GLUT_WINDOW_NUM_CHILDREN:
- if( fgStructure.Window == NULL )
+ if( fgStructure.CurrentWindow == NULL )
return 0;
- return fgListLength( &fgStructure.Window->Children );
+ return fgListLength( &fgStructure.CurrentWindow->Children );
case GLUT_WINDOW_CURSOR:
- if( fgStructure.Window == NULL )
+ if( fgStructure.CurrentWindow == NULL )
return 0;
- return fgStructure.Window->State.Cursor;
+ return fgStructure.CurrentWindow->State.Cursor;
case GLUT_MENU_NUM_ITEMS:
- if( fgStructure.Menu == NULL )
+ if( fgStructure.CurrentMenu == NULL )
return 0;
- return fgListLength( &fgStructure.Menu->Entries );
+ return fgListLength( &fgStructure.CurrentMenu->Entries );
case GLUT_ACTION_ON_WINDOW_CLOSE:
return fgState.ActionOnWindowClose;
break;
default:
- fgWarning( "glutGet(): missing enum handle %i\n", eWhat );
+ fgWarning( "glutGet(): missing enum handle %d", eWhat );
break;
}
return -1;
*/
int FGAPIENTRY glutDeviceGet( GLenum eWhat )
{
- freeglut_assert_ready;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDeviceGet" );
- /*
- * XXX WARNING: we are mostly lying in this function.
- */
+ /* XXX WARNING: we are mostly lying in this function. */
switch( eWhat )
{
case GLUT_HAS_KEYBOARD:
return GetSystemMetrics( SM_MOUSEPRESENT );
case GLUT_NUM_MOUSE_BUTTONS:
- /*
- * We are much more fortunate under Win32 about this...
- */
+ /* We are much more fortunate under Win32 about this... */
#if TARGET_HOST_WINCE
return 1;
#else
#endif
- case GLUT_JOYSTICK_POLL_RATE:
case GLUT_HAS_JOYSTICK:
+ return fgJoystickDetect ();
+
case GLUT_OWNS_JOYSTICK:
+ return fgState.JoysticksInitialised;
+
+ case GLUT_JOYSTICK_POLL_RATE:
+ return fgStructure.CurrentWindow ? fgStructure.CurrentWindow->State.JoystickPollRate : 0;
+
+ /* XXX The following two are only for Joystick 0 but this is an improvement */
case GLUT_JOYSTICK_BUTTONS:
+ return glutJoystickGetNumButtons ( 0 );
+
case GLUT_JOYSTICK_AXES:
- /*
- * XXX WARNING: THIS IS A BIG LIE!
- */
+ return glutJoystickGetNumAxes ( 0 );
+
+ case GLUT_HAS_DIAL_AND_BUTTON_BOX:
+ return fgInputDeviceDetect ();
+
+ case GLUT_NUM_DIALS:
+ if ( fgState.InputDevsInitialised ) return 8;
+ return 0;
+
+ case GLUT_NUM_BUTTON_BOX_BUTTONS:
return 0;
case GLUT_HAS_SPACEBALL:
- case GLUT_HAS_DIAL_AND_BUTTON_BOX:
case GLUT_HAS_TABLET:
return FALSE;
case GLUT_NUM_SPACEBALL_BUTTONS:
- case GLUT_NUM_BUTTON_BOX_BUTTONS:
- case GLUT_NUM_DIALS:
case GLUT_NUM_TABLET_BUTTONS:
return 0;
case GLUT_DEVICE_IGNORE_KEY_REPEAT:
- return fgStructure.Window ? fgStructure.Window->State.IgnoreKeyRepeat : 0;
+ return fgStructure.CurrentWindow ? fgStructure.CurrentWindow->State.IgnoreKeyRepeat : 0;
case GLUT_DEVICE_KEY_REPEAT:
- /*
- * XXX WARNING: THIS IS A BIG LIE!
- */
- return GLUT_KEY_REPEAT_DEFAULT;
+ return fgState.KeyRepeat;
default:
- fgWarning( "glutDeviceGet(): missing enum handle %i\n", eWhat );
+ fgWarning( "glutDeviceGet(): missing enum handle %d", eWhat );
break;
}
- /*
- * And now -- the failure.
- */
+ /* And now -- the failure. */
return -1;
}
*/
int FGAPIENTRY glutGetModifiers( void )
{
- if( fgState.Modifiers == 0xffffffff )
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetModifiers" );
+ if( fgState.Modifiers == INVALID_MODIFIERS )
{
fgWarning( "glutGetModifiers() called outside an input callback" );
return 0;
*/
int FGAPIENTRY glutLayerGet( GLenum eWhat )
{
- freeglut_assert_ready;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLayerGet" );
/*
* This is easy as layers are not implemented ;-)
return 0;
case GLUT_NORMAL_DAMAGED:
- /*
- * XXX Actually I do not know. Maybe.
- */
+ /* XXX Actually I do not know. Maybe. */
return FALSE;
case GLUT_OVERLAY_DAMAGED:
#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
case GLUT_OVERLAY_POSSIBLE:
-/* return fgSetupPixelFormat( fgStructure.Window, GL_TRUE,
+/* return fgSetupPixelFormat( fgStructure.CurrentWindow, GL_TRUE,
PFD_OVERLAY_PLANE ); */
return FALSE ;
return 0;
case GLUT_NORMAL_DAMAGED:
- /*
- * XXX Actually I do not know. Maybe.
- */
+ /* XXX Actually I do not know. Maybe. */
return FALSE;
case GLUT_OVERLAY_DAMAGED:
#endif
default:
- fgWarning( "glutLayerGet(): missing enum handle %i\n", eWhat );
+ fgWarning( "glutLayerGet(): missing enum handle %d", eWhat );
break;
}
- /*
- * And fail. That's good. Programs do love failing.
- */
+ /* And fail. That's good. Programs do love failing. */
return -1;
}