#include "config.h"
#endif
-#include "../include/GL/freeglut.h"
+#include <GL/freeglut.h>
#include "freeglut_internal.h"
/*
{
#define BUFFER_SIZES 6
int bufferSize[BUFFER_SIZES] = { 16, 12, 8, 4, 2, 1 };
- GLboolean wantIndexedMode = FALSE;
+ GLboolean wantIndexedMode = GL_FALSE;
int attributes[ 32 ];
int where = 0;
if( fgState.DisplayMode & GLUT_INDEX )
{
ATTRIB_VAL( GLX_BUFFER_SIZE, 8 );
- wantIndexedMode = TRUE;
+ wantIndexedMode = GL_TRUE;
}
else
{
*/
ATTRIB( None );
- if( wantIndexedMode == FALSE )
+ if( ! wantIndexedMode )
return glXChooseVisual( fgDisplay.Display, fgDisplay.Screen,
attributes );
else
if( fgState.DisplayMode & GLUT_DOUBLE )
flags |= PFD_DOUBLEBUFFER;
+#if defined(_MSC_VER)
#pragma message( "fgSetupPixelFormat(): there is still some work to do here!" )
+#endif
/*
* Specify which pixel format do we opt for...
pixelformat = ChoosePixelFormat( window->Window.Device, ppfd );
if( pixelformat == 0 )
- return FALSE;
+ return GL_FALSE;
if( checkOnly )
- return TRUE;
+ return GL_TRUE;
return SetPixelFormat( window->Window.Device, pixelformat, ppfd );
}
#endif
*/
void fgOpenWindow( SFG_Window* window, const char* title,
int x, int y, int w, int h,
- GLboolean gameMode, int isSubWindow )
+ GLboolean gameMode, GLboolean isSubWindow )
{
#if TARGET_HOST_UNIX_X11
XSetWindowAttributes winAttr;
* XXX With a little thought, we should be able to greatly
* XXX simplify this.
*/
- if ( !fgState.BuildingAMenu )
- window->Window.VisualInfo = fgChooseVisual();
- else if ( fgStructure.MenuContext )
- window->Window.VisualInfo = fgChooseVisual();
+ if( !window->IsMenu )
+ window->Window.VisualInfo = fgChooseVisual( );
+ else if( fgStructure.MenuContext )
+ window->Window.VisualInfo = fgChooseVisual( );
else
{
+ /* XXX Why are menus double- and depth-buffered? */
unsigned int current_DisplayMode = fgState.DisplayMode ;
fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ;
- window->Window.VisualInfo = fgChooseVisual();
+ window->Window.VisualInfo = fgChooseVisual( );
fgState.DisplayMode = current_DisplayMode ;
}
- if ( ! window->Window.VisualInfo )
+ if( ! window->Window.VisualInfo )
{
/*
* The "fgChooseVisual" returned a null meaning that the visual
* context is not available.
* Try a couple of variations to see if they will work.
*/
- if ( ! ( fgState.DisplayMode & GLUT_DOUBLE ) )
+ if( !( fgState.DisplayMode & GLUT_DOUBLE ) )
{
fgState.DisplayMode |= GLUT_DOUBLE ;
- window->Window.VisualInfo = fgChooseVisual();
- fgState.DisplayMode &= ~GLUT_DOUBLE ;
+ window->Window.VisualInfo = fgChooseVisual( );
+ fgState.DisplayMode &= ~GLUT_DOUBLE;
}
/*
*/
}
- assert( window->Window.VisualInfo != NULL );
-
/*
- * XXX HINT: the masks should be updated when adding/removing callbacks.
- * XXX This might speed up message processing. Is that true?
- * XXX
- * XXX A: Not appreciably, but it WILL make it easier to debug.
- * XXX Try tracing old GLUT and try tracing freeglut. Old GLUT
- * XXX turns off events that it doesn't need and is a whole lot
- * XXX more pleasant to trace. (Hint: Think mouse-motion!)
- * XXX
- * XXX It may make a difference in networked environments or on
- * XXX some very slow systems, but I think that that is secondary
- * XXX to making debugging easier.
+ * XXX This seems to be abusing an assert() for error-checking.
+ * XXX It is possible that the visual simply can't be found,
+ * XXX in which case we should print an error and return a 0
+ * XXX for the window id, I think.
*/
- winAttr.event_mask = StructureNotifyMask | SubstructureNotifyMask |
- ExposureMask | ButtonPressMask | ButtonReleaseMask | KeyPressMask |
- KeyRelease | VisibilityChangeMask | EnterWindowMask | LeaveWindowMask |
- PointerMotionMask | ButtonMotionMask;
- winAttr.background_pixmap = None;
- winAttr.background_pixel = 0;
- winAttr.border_pixel = 0;
-
- winAttr.colormap = XCreateColormap(
- fgDisplay.Display, fgDisplay.RootWindow,
- window->Window.VisualInfo->visual, AllocNone
- );
-
- mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;
+ assert( window->Window.VisualInfo != NULL );
- if ( fgState.BuildingAMenu )
+ window->State.IsOffscreen = GL_FALSE;
+ if( fgState.DisplayMode & GLUT_OFFSCREEN )
{
- winAttr.override_redirect = True;
- mask |= CWOverrideRedirect;
+ window->State.IsOffscreen = GL_TRUE;
+ window->Window.Pixmap = XCreatePixmap(
+ fgDisplay.Display, fgDisplay.RootWindow,
+ w, h,
+ window->Window.VisualInfo->depth
+ );
+ if( False != window->Window.Pixmap )
+ {
+ window->Window.Handle = glXCreateGLXPixmap(
+ fgDisplay.Display,
+ window->Window.VisualInfo,
+ window->Window.Pixmap
+ );
+ if( False == window->Window.Handle )
+ XFreePixmap( fgDisplay.Display, window->Window.Pixmap );
+ }
}
+ else
+ {
+ /*
+ * XXX HINT: the masks should be updated when adding/removing callbacks.
+ * XXX This might speed up message processing. Is that true?
+ * XXX
+ * XXX A: Not appreciably, but it WILL make it easier to debug.
+ * XXX Try tracing old GLUT and try tracing freeglut. Old GLUT
+ * XXX turns off events that it doesn't need and is a whole lot
+ * XXX more pleasant to trace. (Think mouse-motion! Tons of
+ * XXX ``bonus'' GUI events stream in.)
+ */
+ winAttr.event_mask =
+ StructureNotifyMask | SubstructureNotifyMask | ExposureMask |
+ ButtonPressMask | ButtonReleaseMask | KeyPressMask | KeyRelease |
+ VisibilityChangeMask | EnterWindowMask | LeaveWindowMask |
+ PointerMotionMask | ButtonMotionMask;
+ winAttr.background_pixmap = None;
+ winAttr.background_pixel = 0;
+ winAttr.border_pixel = 0;
+
+ winAttr.colormap = XCreateColormap(
+ fgDisplay.Display, fgDisplay.RootWindow,
+ window->Window.VisualInfo->visual, AllocNone
+ );
- window->Window.Handle = XCreateWindow(
- fgDisplay.Display,
- window->Parent == NULL ? fgDisplay.RootWindow :
- window->Parent->Window.Handle,
- x, y, w, h, 0,
- window->Window.VisualInfo->depth, InputOutput,
- window->Window.VisualInfo->visual, mask,
- &winAttr
- );
+ mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;
+
+ if ( window->IsMenu )
+ {
+ winAttr.override_redirect = True;
+ mask |= CWOverrideRedirect;
+ }
+ window->Window.Handle = XCreateWindow(
+ fgDisplay.Display,
+ window->Parent == NULL ? fgDisplay.RootWindow :
+ window->Parent->Window.Handle,
+ x, y, w, h, 0,
+ window->Window.VisualInfo->depth, InputOutput,
+ window->Window.VisualInfo->visual, mask,
+ &winAttr
+ );
+ }
/*
* The GLX context creation, possibly trying the direct context rendering
* or else use the current context if the user has so specified
*/
- if ( fgState.BuildingAMenu )
+ if( window->IsMenu )
{
/*
* If there isn't already an OpenGL rendering context for menu
* windows, make one
*/
- if ( !fgStructure.MenuContext )
+ if( !fgStructure.MenuContext )
{
fgStructure.MenuContext =
- (SFG_MenuContext *)malloc ( sizeof(SFG_MenuContext) );
+ (SFG_MenuContext *)malloc( sizeof(SFG_MenuContext) );
fgStructure.MenuContext->VisualInfo = window->Window.VisualInfo;
fgStructure.MenuContext->Context = glXCreateContext(
fgDisplay.Display, fgStructure.MenuContext->VisualInfo,
);
}
-/* window->Window.Context = fgStructure.MenuContext->Context ; */
+ /* window->Window.Context = fgStructure.MenuContext->Context; */
window->Window.Context = glXCreateContext(
fgDisplay.Display, window->Window.VisualInfo,
NULL, fgState.ForceDirectContext | fgState.TryDirectContext
);
}
- else if ( fgState.UseCurrentContext == TRUE )
+ else if( fgState.UseCurrentContext )
{
- window->Window.Context = glXGetCurrentContext();
+ window->Window.Context = glXGetCurrentContext( );
- if ( ! window->Window.Context )
- window->Window.Context = glXCreateContext(
- fgDisplay.Display, window->Window.VisualInfo,
- NULL, fgState.ForceDirectContext | fgState.TryDirectContext
- );
+ if( ! window->Window.Context )
+ window->Window.Context = glXCreateContext(
+ fgDisplay.Display, window->Window.VisualInfo,
+ NULL, fgState.ForceDirectContext | fgState.TryDirectContext
+ );
}
else
window->Window.Context = glXCreateContext(
* XXX Assume the new window is visible by default
* XXX Is this a safe assumption?
*/
- window->State.Visible = TRUE;
+ window->State.Visible = GL_TRUE;
sizeHints.flags = 0;
- if (fgState.Position.Use == TRUE)
+ if ( fgState.Position.Use )
sizeHints.flags |= USPosition;
- if (fgState.Size.Use == TRUE)
+ if ( fgState.Size.Use )
sizeHints.flags |= USSize;
/*
sizeHints.height = h;
wmHints.flags = StateHint;
- wmHints.initial_state =
- (fgState.ForceIconic == FALSE) ? NormalState : IconicState;
-
- /*
- * Prepare the window and iconified window names...
- */
- XStringListToTextProperty( (char **) &title, 1, &textProperty );
-
- XSetWMProperties(
- fgDisplay.Display,
- window->Window.Handle,
- &textProperty,
- &textProperty,
- 0,
- 0,
- &sizeHints,
- &wmHints,
- NULL
- );
- XSetWMProtocols( fgDisplay.Display, window->Window.Handle,
- &fgDisplay.DeleteWindow, 1 );
- XMapWindow( fgDisplay.Display, window->Window.Handle );
+ wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState;
+ if( GL_FALSE == window->State.IsOffscreen )
+ {
+ /*
+ * Prepare the window and iconified window names...
+ */
+ XStringListToTextProperty( (char **) &title, 1, &textProperty );
+ XSetWMProperties(
+ fgDisplay.Display,
+ window->Window.Handle,
+ &textProperty,
+ &textProperty,
+ 0,
+ 0,
+ &sizeHints,
+ &wmHints,
+ NULL
+ );
+
+ XSetWMProtocols( fgDisplay.Display, window->Window.Handle,
+ &fgDisplay.DeleteWindow, 1 );
+
+ XMapWindow( fgDisplay.Display, window->Window.Handle );
+ }
+
#elif TARGET_HOST_WIN32
WNDCLASS wc;
atom = GetClassInfo( fgDisplay.Instance, "FREEGLUT", &wc );
assert( atom != 0 );
- if( gameMode != FALSE )
+ if( gameMode )
{
assert( window->Parent == NULL );
}
else
{
- if ( ( !isSubWindow ) && ( ! window->IsMenu ) )
+ if ( ( ! isSubWindow ) && ( ! window->IsMenu ) )
{
/*
* Update the window dimensions, taking account of window
GetSystemMetrics( SM_CYCAPTION );
}
- if( fgState.Position.Use == FALSE )
+ if( ! fgState.Position.Use )
{
x = CW_USEDEFAULT;
y = CW_USEDEFAULT;
}
- if( fgState.Size.Use == FALSE )
+ if( ! fgState.Size.Use )
{
w = CW_USEDEFAULT;
h = CW_USEDEFAULT;
#endif
+ fgSetWindow( window );
+
window->Window.DoubleBuffered =
- ( fgState.DisplayMode & GLUT_DOUBLE ) ? 1 : 0 ;
+ ( fgState.DisplayMode & GLUT_DOUBLE ) ? 1 : 0;
if ( ! window->Window.DoubleBuffered )
{
- glDrawBuffer ( GL_FRONT ) ;
- glReadBuffer ( GL_FRONT ) ;
+ glDrawBuffer ( GL_FRONT );
+ glReadBuffer ( GL_FRONT );
}
- fgSetWindow( window );
}
/*
#if TARGET_HOST_UNIX_X11
glXDestroyContext( fgDisplay.Display, window->Window.Context );
- XDestroyWindow( fgDisplay.Display, window->Window.Handle );
+ if( GL_FALSE == window->State.IsOffscreen )
+ XDestroyWindow( fgDisplay.Display, window->Window.Handle );
+ else
+ {
+ glXDestroyGLXPixmap( fgDisplay.Display, window->Window.Handle );
+ XFreePixmap( fgDisplay.Display, window->Window.Pixmap );
+ }
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32
- SendMessage(
- window->Window.Handle,
- WM_CLOSE,
- 0,
- 0
- );
+ /*
+ * Make sure we don't close a window with current context active
+ */
+ if( fgStructure.Window == window )
+ wglMakeCurrent( NULL, NULL );
+
+ /*
+ * Step through the list of windows. If the rendering context
+ * is not being used by another window, then we delete it.
+ */
+ {
+ int used = FALSE ;
+ SFG_Window *iter ;
+
+ for( iter = (SFG_Window *)fgStructure.Windows.First;
+ iter;
+ iter = (SFG_Window *)iter->Node.Next )
+ {
+ if( ( iter->Window.Context == window->Window.Context ) &&
+ ( iter != window ) )
+ used = TRUE;
+ }
+
+ if( ! used )
+ wglDeleteContext( window->Window.Context );
+ }
+ DestroyWindow( window->Window.Handle );
#endif
}
int FGAPIENTRY glutCreateWindow( const char* title )
{
return fgCreateWindow( NULL, title, fgState.Position.X, fgState.Position.Y,
- fgState.Size.X, fgState.Size.Y, FALSE )->ID;
+ fgState.Size.X, fgState.Size.Y, GL_FALSE,
+ GL_FALSE )->ID;
}
/*
*/
int FGAPIENTRY glutCreateSubWindow( int parentID, int x, int y, int w, int h )
{
- SFG_Window* window = NULL;
- SFG_Window* parent = NULL;
-
- freeglut_assert_ready;
- parent = fgWindowByID( parentID );
- freeglut_return_val_if_fail( parent != NULL, 0 );
- window = fgCreateWindow( parent, "", x, y, w, h, FALSE );
- return window->ID;
+ int ret = 0;
+
+ if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
+ {
+ SFG_Window* window = NULL;
+ SFG_Window* parent = NULL;
+
+ freeglut_assert_ready;
+ parent = fgWindowByID( parentID );
+ freeglut_return_val_if_fail( parent != NULL, 0 );
+ window = fgCreateWindow( parent, "", x, y, w, h, GL_FALSE, GL_FALSE );
+ ret = window->ID;
+ }
+ return ret;
}
/*
freeglut_return_if_fail( window != NULL );
{
fgExecutionState ExecState = fgState.ExecState;
- fgAddToWindowDestroyList( window, TRUE );
+ fgAddToWindowDestroyList( window );
fgState.ExecState = ExecState;
}
}
return;
}
- fgSetWindow( window ) ;
+ fgSetWindow( window );
}
/*
freeglut_assert_ready;
freeglut_assert_window;
+ if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
+ {
#if TARGET_HOST_UNIX_X11
- XMapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
- XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
+ XMapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32
- ShowWindow( fgStructure.Window->Window.Handle, SW_SHOW );
+ ShowWindow( fgStructure.Window->Window.Handle, SW_SHOW );
#endif
-
- fgStructure.Window->State.Redisplay = TRUE;
+ }
+ fgStructure.Window->State.Redisplay = GL_TRUE;
}
/*
freeglut_assert_ready;
freeglut_assert_window;
+ if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
+ {
#if TARGET_HOST_UNIX_X11
- if( fgStructure.Window->Parent == NULL )
- XWithdrawWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
- fgDisplay.Screen );
- else
- XUnmapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
- XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
+ if( fgStructure.Window->Parent == NULL )
+ XWithdrawWindow( fgDisplay.Display,
+ fgStructure.Window->Window.Handle,
+ fgDisplay.Screen );
+ else
+ XUnmapWindow( fgDisplay.Display,
+ fgStructure.Window->Window.Handle );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32
- ShowWindow( fgStructure.Window->Window.Handle, SW_HIDE );
+ ShowWindow( fgStructure.Window->Window.Handle, SW_HIDE );
#endif
-
- fgStructure.Window->State.Redisplay = FALSE;
+ }
+ fgStructure.Window->State.Redisplay = GL_FALSE;
}
/*
freeglut_assert_ready;
freeglut_assert_window;
+ fgStructure.Window->State.Visible = GL_FALSE;
+ if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
+ {
#if TARGET_HOST_UNIX_X11
- XIconifyWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
- fgDisplay.Screen );
- XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
+ XIconifyWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
+ fgDisplay.Screen );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32
- ShowWindow( fgStructure.Window->Window.Handle, SW_MINIMIZE );
+ ShowWindow( fgStructure.Window->Window.Handle, SW_MINIMIZE );
#endif
-
- fgStructure.Window->State.Redisplay = FALSE;
+ }
+ fgStructure.Window->State.Redisplay = GL_FALSE;
}
/*
{
freeglut_assert_ready;
freeglut_assert_window;
- if( fgStructure.Window->Parent != NULL )
- return;
-
+ if( ! fgStructure.Window->Parent &&
+ ( GL_FALSE == fgStructure.Window->State.IsOffscreen ) )
+ {
#if TARGET_HOST_UNIX_X11
- {
XTextProperty text;
text.value = (unsigned char *) title;
);
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
- }
#elif TARGET_HOST_WIN32
- SetWindowText( fgStructure.Window->Window.Handle, title );
+ SetWindowText( fgStructure.Window->Window.Handle, title );
#endif
-
+ }
}
/*
freeglut_assert_ready;
freeglut_assert_window;
- if( fgStructure.Window->Parent != NULL )
- return;
-
+ if( ! fgStructure.Window->Parent &&
+ GL_FALSE == fgStructure.Window->State.IsOffscreen )
+ {
#if TARGET_HOST_UNIX_X11
- {
XTextProperty text;
text.value = (unsigned char *) title;
);
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
- }
#elif TARGET_HOST_WIN32
- SetWindowText( fgStructure.Window->Window.Handle, title );
+ SetWindowText( fgStructure.Window->Window.Handle, title );
#endif
-
+ }
}
/*
freeglut_assert_ready;
freeglut_assert_window;
-#if TARGET_HOST_UNIX_X11
-
- XResizeWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
- width, height );
- XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
- /*
- * XXX REALLY shouldn't be done. GLUT docs state that this
- * XXX isn't even processed immediately, but rather waits
- * XXX for return to the mainloop. "This allows multiple
- * XXX glutReshapeWindow, glutPositionWindow, and glutFullScreen
- * XXX requests to the same window to be coalesced." (This is
- * XXX having some deleterious effect on a sample program of mine.)
- * XXX Not only does GLUT not flush at this point, GLUT doesn't even
- * XXX *do* the reshape at this point! We should probably rip this
- * XXX out and do what GLUT promises. It would be more efficient, and
- * XXX might be more compatible.
- */
-
-#elif TARGET_HOST_WIN32
-
+ /* XXX Could delete/create/set-window-id for offscreen. */
+ if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
{
- RECT winRect;
- int x, y;
-
- GetWindowRect( fgStructure.Window->Window.Handle, &winRect );
- x = winRect.left;
- y = winRect.top;
-
- if ( fgStructure.Window->Parent == NULL )
- {
- /*
- * Adjust the size of the window to allow for the size of the
- * frame, if we are not a menu
- */
- if ( ! fgStructure.Window->IsMenu )
- {
- width += GetSystemMetrics( SM_CXSIZEFRAME ) * 2;
- height += GetSystemMetrics( SM_CYSIZEFRAME ) * 2 +
- GetSystemMetrics( SM_CYCAPTION );
- }
- }
- else
- {
- GetWindowRect( fgStructure.Window->Parent->Window.Handle,
- &winRect );
- x -= winRect.left + GetSystemMetrics( SM_CXSIZEFRAME );
- y -= winRect.top + GetSystemMetrics( SM_CYSIZEFRAME ) +
- GetSystemMetrics( SM_CYCAPTION );
- }
-
- MoveWindow(
- fgStructure.Window->Window.Handle,
- x,
- y,
- width,
- height,
- TRUE
- );
+ fgStructure.Window->State.NeedToResize = GL_TRUE;
+ fgStructure.Window->State.Width = width ;
+ fgStructure.Window->State.Height = height;
}
-
-#endif
-
}
/*
freeglut_assert_ready;
freeglut_assert_window;
+ if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
+ {
#if TARGET_HOST_UNIX_X11
- XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, x, y );
- XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
+ XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
+ x, y );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32
- {
RECT winRect;
GetWindowRect( fgStructure.Window->Window.Handle, &winRect );
winRect.bottom - winRect.top,
TRUE
);
- }
#endif
-
+ }
}
/*
freeglut_assert_ready;
freeglut_assert_window;
+ if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
+ {
#if TARGET_HOST_UNIX_X11
- XLowerWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
+ XLowerWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
#elif TARGET_HOST_WIN32
- SetWindowPos(
- fgStructure.Window->Window.Handle,
- HWND_BOTTOM,
- 0, 0, 0, 0,
- SWP_NOSIZE | SWP_NOMOVE
- );
+ SetWindowPos(
+ fgStructure.Window->Window.Handle,
+ HWND_BOTTOM,
+ 0, 0, 0, 0,
+ SWP_NOSIZE | SWP_NOMOVE
+ );
#endif
-
+ }
}
/*
freeglut_assert_ready;
freeglut_assert_window;
+ if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
+ {
#if TARGET_HOST_UNIX_X11
- XRaiseWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
+ XRaiseWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
#elif TARGET_HOST_WIN32
- SetWindowPos(
- fgStructure.Window->Window.Handle,
- HWND_TOP,
- 0, 0, 0, 0,
- SWP_NOSIZE | SWP_NOMOVE
- );
+ SetWindowPos(
+ fgStructure.Window->Window.Handle,
+ HWND_TOP,
+ 0, 0, 0, 0,
+ SWP_NOSIZE | SWP_NOMOVE
+ );
#endif
-
+ }
}
/*
freeglut_assert_ready;
freeglut_assert_window;
-#if TARGET_HOST_UNIX_X11
+ if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
{
+#if TARGET_HOST_UNIX_X11
int x, y;
Window w;
);
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
}
- }
#elif TARGET_HOST_WIN32
- MoveWindow(
- fgStructure.Window->Window.Handle,
- 0, 0,
- fgDisplay.ScreenWidth,
- fgDisplay.ScreenHeight,
- TRUE
- );
+ RECT rect;
+
+ /* For fullscreen mode, force the top-left corner to 0,0
+ * and adjust the window rectangle so that the client area
+ * covers the whole screen.
+ */
+
+ rect.left = 0;
+ rect.top = 0;
+ rect.right = fgDisplay.ScreenWidth;
+ rect.bottom = fgDisplay.ScreenHeight;
+
+ AdjustWindowRect ( &rect, WS_OVERLAPPEDWINDOW | WS_CLIPSIBLINGS |
+ WS_CLIPCHILDREN, FALSE );
+
+ /*
+ * SWP_NOACTIVATE Do not activate the window
+ * SWP_NOOWNERZORDER Do not change position in z-order
+ * SWP_NOSENDCHANGING Supress WM_WINDOWPOSCHANGING message
+ * SWP_NOZORDER Retains the current Z order (ignore 2nd param)
+ */
+
+ SetWindowPos( fgStructure.Window->Window.Handle,
+ HWND_TOP,
+ rect.left,
+ rect.top,
+ rect.right - rect.left,
+ rect.bottom - rect.top,
+ SWP_NOACTIVATE | SWP_NOOWNERZORDER | SWP_NOSENDCHANGING |
+ SWP_NOZORDER
+ );
#endif
+ }
}
/*
void FGAPIENTRY glutSetWindowData(void* data)
{
- fgStructure.Window->UserData=data;
+ fgStructure.Window->UserData = data;
}
/*** END OF FILE ***/