#if TARGET_HOST_POSIX_X11
static Bool fghWindowIsVisible( Display *display, XEvent *event, XPointer arg)
{
- Window window = arg;
+ Window window = (Window)arg;
return (event->type == MapNotify) && (event->xmap.window == window);
}
#endif
GLboolean gameMode, GLboolean isSubWindow )
{
#if TARGET_HOST_POSIX_X11
- XVisualInfo * visualInfo;
+ XVisualInfo * visualInfo = NULL;
XSetWindowAttributes winAttr;
XTextProperty textProperty;
XSizeHints sizeHints;
XFree(visualInfo);
if( !isSubWindow)
- XPeekIfEvent( fgDisplay.Display, &eventReturnBuffer, &fghWindowIsVisible, window->Window.Handle );
+ XPeekIfEvent( fgDisplay.Display, &eventReturnBuffer, &fghWindowIsVisible, (XPointer)(window->Window.Handle) );
#elif TARGET_HOST_MS_WINDOWS
if( gameMode )
{
/* if in gamemode, query the origin of specified by the -display
- * parameter command line (if any) and offset the upper-left corner
+ * command line parameter (if any) and offset the upper-left corner
* of the window so we create the window on that screen.
* The -display argument doesn't do anything if not trying to enter
* gamemode.
}
{
-#if(WINVER >= 0x0500)
+#if(WINVER >= 0x0500) /* Windows 2000 or later */
DWORD s;
RECT rect;
HMONITOR hMonitor;
rect.left = 0;
rect.top = 0;
- get_display_origin(&rect.left,&rect.top);
- rect.right = fgDisplay.ScreenWidth+rect.left;
- rect.bottom = fgDisplay.ScreenHeight+rect.top;
+ rect.right = fgDisplay.ScreenWidth;
+ rect.bottom = fgDisplay.ScreenHeight;
AdjustWindowRect ( &rect, WS_OVERLAPPEDWINDOW | WS_CLIPSIBLINGS |
WS_CLIPCHILDREN, FALSE );