* 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:
return fgElapsedTime();
}
- freeglut_assert_ready;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGet" );
/* XXX In chronological code add order. (WHY in that order?) */
switch( eWhat )
/* 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 )
/* 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
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... */
#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;
/* 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;
*/
int FGAPIENTRY glutDeviceGet( GLenum eWhat )
{
- freeglut_assert_ready;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDeviceGet" );
/* XXX WARNING: we are mostly lying in this function. */
switch( eWhat )
return fgState.JoysticksInitialised;
case GLUT_JOYSTICK_POLL_RATE:
- return fgStructure.Window ? fgStructure.Window->State.JoystickPollRate : 0;
+ return fgStructure.CurrentWindow ? fgStructure.CurrentWindow->State.JoystickPollRate : 0;
- /* The following two are only for Joystick 0 but this is an improvement */
+ /* 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:
return glutJoystickGetNumAxes ( 0 );
- case GLUT_HAS_SPACEBALL:
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_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:
return fgState.KeyRepeat;
*/
int FGAPIENTRY glutGetModifiers( void )
{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetModifiers" );
if( fgState.Modifiers == 0xffffffff )
{
fgWarning( "glutGetModifiers() called outside an input callback" );
*/
int FGAPIENTRY glutLayerGet( GLenum eWhat )
{
- freeglut_assert_ready;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLayerGet" );
/*
* This is easy as layers are not implemented ;-)
#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 ;