#include <GL/freeglut.h>
#include "freeglut_internal.h"
+#if TARGET_HOST_WINCE
+#include <aygshell.h>
+#pragma comment( lib, "Aygshell.lib" )
+
+wchar_t* wstr_from_str(const char* str)
+{
+ int i,len=strlen(str);
+ wchar_t* wstr = (wchar_t*)malloc(2*len+2);
+ for(i=0; i<len; i++)
+ wstr[i] = str[i];
+ wstr[len] = 0;
+ return wstr;
+}
+
+
+#endif /* TARGET_HOST_WINCE */
+
/*
* TODO BEFORE THE STABLE RELEASE:
*
GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly,
unsigned char layer_type )
{
+#if TARGET_HOST_WINCE
+ return GL_TRUE;
+#else
PIXELFORMATDESCRIPTOR* ppfd, pfd;
int flags, pixelformat;
if( checkOnly )
return GL_TRUE;
return SetPixelFormat( window->Window.Device, pixelformat, ppfd );
+#endif /* TARGET_HOST_WINCE */
}
#endif
window->Window.Handle,
window->Window.Context
);
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
if( fgStructure.Window )
ReleaseDC( fgStructure.Window->Window.Handle,
fgStructure.Window->Window.Device );
fgStructure.MenuContext->VisualInfo = window->Window.VisualInfo;
fgStructure.MenuContext->Context = glXCreateContext(
fgDisplay.Display, fgStructure.MenuContext->VisualInfo,
- NULL, fgState.ForceDirectContext | fgState.TryDirectContext
+ NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT )
);
}
/* window->Window.Context = fgStructure.MenuContext->Context; */
window->Window.Context = glXCreateContext(
fgDisplay.Display, window->Window.VisualInfo,
- NULL, fgState.ForceDirectContext | fgState.TryDirectContext
+ NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT )
);
}
else if( fgState.UseCurrentContext )
if( ! window->Window.Context )
window->Window.Context = glXCreateContext(
fgDisplay.Display, window->Window.VisualInfo,
- NULL, fgState.ForceDirectContext | fgState.TryDirectContext
+ NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT )
);
}
else
window->Window.Context = glXCreateContext(
fgDisplay.Display, window->Window.VisualInfo,
- NULL, fgState.ForceDirectContext | fgState.TryDirectContext
+ NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT )
);
- if( fgState.ForceDirectContext &&
- !glXIsDirect( fgDisplay.Display, window->Window.Context ) )
- fgError( "unable to force direct context rendering for window '%s'",
+#if !defined( __FreeBSD__ ) && !defined( __NetBSD__ )
+ if( !glXIsDirect( fgDisplay.Display, window->Window.Context ) )
+ {
+ if( fgState.DirectContext == GLUT_FORCE_DIRECT_CONTEXT )
+ fgError( "Unable to force direct context rendering for window '%s'",
title );
+ else if( fgState.DirectContext == GLUT_TRY_DIRECT_CONTEXT )
+ fgWarning( "Unable to create direct context rendering for window '%s'\nThis may hurt performance.",
+ title );
+ }
+#endif
glXMakeCurrent(
fgDisplay.Display,
* that they should replace a window manager that they like, and which
* works, just because *we* think that it's not "modern" enough.
*/
+#if TARGET_HOST_WINCE
+ sizeHints.x = 0;
+ sizeHints.y = 0;
+ sizeHints.width = 320;
+ sizeHints.height = 240;
+#else
sizeHints.x = x;
sizeHints.y = y;
sizeHints.width = w;
sizeHints.height = h;
+#endif /* TARGET_HOST_WINCE */
wmHints.flags = StateHint;
wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState;
XMapWindow( fgDisplay.Display, window->Window.Handle );
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
WNDCLASS wc;
DWORD flags;
/*
* Grab the window class we have registered on glutInit():
*/
- atom = GetClassInfo( fgDisplay.Instance, "FREEGLUT", &wc );
+ atom = GetClassInfo( fgDisplay.Instance, _T("FREEGLUT"), &wc );
assert( atom != 0 );
if( gameMode )
}
else
{
+#if !TARGET_HOST_WINCE
if ( ( ! isSubWindow ) && ( ! window->IsMenu ) )
{
/*
h += (GetSystemMetrics( SM_CYSIZEFRAME ) )*2 +
GetSystemMetrics( SM_CYCAPTION );
}
+#endif /* TARGET_HOST_WINCE */
if( ! fgState.Position.Use )
{
flags |= WS_POPUP;
exFlags |= WS_EX_TOOLWINDOW;
}
+#if !TARGET_HOST_WINCE
else if( window->Parent == NULL )
flags |= WS_OVERLAPPEDWINDOW;
+#endif
else
flags |= WS_CHILD;
}
+#if TARGET_HOST_WINCE
+ {
+ wchar_t* wstr = wstr_from_str(title);
+
+ window->Window.Handle = CreateWindow(
+ _T("FREEGLUT"),
+ wstr,
+ WS_VISIBLE | WS_POPUP,
+ 0,0, 240,320,
+ NULL,
+ NULL,
+ fgDisplay.Instance,
+ (LPVOID) window
+ );
+
+ free(wstr);
+
+ SHFullScreen(window->Window.Handle, SHFS_HIDESTARTICON);
+ SHFullScreen(window->Window.Handle, SHFS_HIDESIPBUTTON);
+ SHFullScreen(window->Window.Handle, SHFS_HIDETASKBAR);
+ MoveWindow(window->Window.Handle, 0, 0, 240, 320, TRUE);
+ ShowWindow(window->Window.Handle, SW_SHOW);
+ UpdateWindow(window->Window.Handle);
+ }
+#else
window->Window.Handle = CreateWindowEx(
exFlags,
"FREEGLUT",
fgDisplay.Instance,
(LPVOID) window
);
+#endif /* TARGET_HOST_WINCE */
+
if( !( window->Window.Handle ) )
fgError( "Failed to create a window (%s)!", title );
+#if TARGET_HOST_WINCE
+ ShowWindow( window->Window.Handle, SW_SHOW );
+#else
ShowWindow( window->Window.Handle,
fgState.ForceIconic ? SW_SHOWMINIMIZED : SW_SHOW );
+#endif /* TARGET_HOST_WINCE */
+
UpdateWindow( window->Window.Handle );
ShowCursor( TRUE ); /* XXX Old comments say "hide cusror"! */
#if TARGET_HOST_UNIX_X11
glXDestroyContext( fgDisplay.Display, window->Window.Context );
- glXDestroyGLXPixmap( fgDisplay.Display, window->Window.Handle );
- XFreePixmap( fgDisplay.Display, window->Window.Pixmap );
-
+ XDestroyWindow( fgDisplay.Display, window->Window.Handle );
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
/*
* Make sure we don't close a window with current context active
XMapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
ShowWindow( fgStructure.Window->Window.Handle, SW_SHOW );
fgStructure.Window->Window.Handle );
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
ShowWindow( fgStructure.Window->Window.Handle, SW_HIDE );
fgDisplay.Screen );
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
ShowWindow( fgStructure.Window->Window.Handle, SW_MINIMIZE );
SetWindowText( fgStructure.Window->Window.Handle, title );
+#elif TARGET_HOST_WINCE
+ {
+ wchar_t* wstr = wstr_from_str(title);
+
+ SetWindowText( fgStructure.Window->Window.Handle, wstr );
+
+ free(wstr);
+ }
#endif
}
}
SetWindowText( fgStructure.Window->Window.Handle, title );
+#elif TARGET_HOST_WINCE
+ {
+ wchar_t* wstr = wstr_from_str(title);
+
+ SetWindowText( fgStructure.Window->Window.Handle, wstr );
+
+ free(wstr);
+ }
#endif
}
}
x, y );
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
-#elif TARGET_HOST_WIN32
-
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
+
{
RECT winRect;
XLowerWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
SetWindowPos(
fgStructure.Window->Window.Handle,
XRaiseWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
SetWindowPos(
fgStructure.Window->Window.Handle,