#include "config.h"
#endif
-#define G_LOG_DOMAIN "freeglut-window"
-
-#include "../include/GL/freeglut.h"
+#include <GL/freeglut.h>
#include "freeglut_internal.h"
/*
* fgSetupPixelFormat -- ignores the display mode settings
* fgOpenWindow() -- check the Win32 version, -iconic handling!
* fgCloseWindow() -- check the Win32 version
- * glutCreateWindow() -- see what happens when default position and size is {-1,-1}
- * glutCreateSubWindow() -- see what happens when default position and size is {-1,-1}
+ * glutCreateWindow() -- Check when default position and size is {-1,-1}
+ * glutCreateSubWindow() -- Check when default position and size is {-1,-1}
* glutDestroyWindow() -- check the Win32 version
* glutSetWindow() -- check the Win32 version
* glutGetWindow() -- OK
XVisualInfo* fgChooseVisual( void )
{
- int bufferSize[] = { 16, 12, 8, 4, 2, 1 };
- GLboolean wantIndexedMode = FALSE;
+#define BUFFER_SIZES 6
+ int bufferSize[BUFFER_SIZES] = { 16, 12, 8, 4, 2, 1 };
+ GLboolean wantIndexedMode = GL_FALSE;
int attributes[ 32 ];
int where = 0;
/*
* First we have to process the display mode settings...
*/
-# define ATTRIB(a) attributes[where++]=a;
+/*
+ * Why is there a semi-colon in this #define? The code
+ * that uses the macro seems to always add more semicolons...
+ */
+#define ATTRIB(a) attributes[where++]=a;
+#define ATTRIB_VAL(a,v) {ATTRIB(a); ATTRIB(v);}
- /*
- * Decide if we want a true or indexed color visual:
- */
- if( !(fgState.DisplayMode & GLUT_INDEX) )
+ if( fgState.DisplayMode & GLUT_INDEX )
{
- /*
- * We are sure that there will be R, B and B components requested:
- */
- ATTRIB( GLX_RGBA );
- ATTRIB( GLX_RED_SIZE ); ATTRIB( 1 );
- ATTRIB( GLX_GREEN_SIZE ); ATTRIB( 1 );
- ATTRIB( GLX_BLUE_SIZE ); ATTRIB( 1 );
-
- /*
- * Check if the A component is required, too:
- */
- if( fgState.DisplayMode & GLUT_ALPHA )
- {
- ATTRIB( GLX_ALPHA_SIZE ); ATTRIB( 1 );
- }
+ ATTRIB_VAL( GLX_BUFFER_SIZE, 8 );
+ wantIndexedMode = GL_TRUE;
}
else
{
- /*
- * We've got an indexed color request
- */
- ATTRIB( GLX_BUFFER_SIZE ); ATTRIB( 8 );
-
- /*
- * Set the 'I want indexed mode' switch
- */
- wantIndexedMode = TRUE;
+ ATTRIB( GLX_RGBA );
+ ATTRIB_VAL( GLX_RED_SIZE, 1 );
+ ATTRIB_VAL( GLX_GREEN_SIZE, 1 );
+ ATTRIB_VAL( GLX_BLUE_SIZE, 1 );
+ if( fgState.DisplayMode & GLUT_ALPHA )
+ ATTRIB_VAL( GLX_ALPHA_SIZE, 1 );
}
- /*
- * We can have double or single buffered contexts created
- */
if( fgState.DisplayMode & GLUT_DOUBLE )
- {
ATTRIB( GLX_DOUBLEBUFFER );
- }
- /*
- * Stereoscopy seems a nice thing to have
- */
if( fgState.DisplayMode & GLUT_STEREO )
- {
ATTRIB( GLX_STEREO );
- }
- /*
- * Depth buffer is almost always required
- */
if( fgState.DisplayMode & GLUT_DEPTH )
- {
- ATTRIB( GLX_DEPTH_SIZE ); ATTRIB( 1 );
- }
+ ATTRIB_VAL( GLX_DEPTH_SIZE, 1 );
- /*
- * Stenciling support
- */
if( fgState.DisplayMode & GLUT_STENCIL )
- {
- ATTRIB( GLX_STENCIL_SIZE ); ATTRIB( 1 );
- }
+ ATTRIB_VAL( GLX_STENCIL_SIZE, 1 );
- /*
- * And finally the accumulation buffers
- */
if( fgState.DisplayMode & GLUT_ACCUM )
{
- ATTRIB( GLX_ACCUM_RED_SIZE ); ATTRIB( 1 );
- ATTRIB( GLX_ACCUM_GREEN_SIZE ); ATTRIB( 1 );
- ATTRIB( GLX_ACCUM_BLUE_SIZE ); ATTRIB( 1 );
-
- /*
- * Check if the A component is required, too:
- */
+ ATTRIB_VAL( GLX_ACCUM_RED_SIZE, 1 );
+ ATTRIB_VAL( GLX_ACCUM_GREEN_SIZE, 1 );
+ ATTRIB_VAL( GLX_ACCUM_BLUE_SIZE, 1 );
if( fgState.DisplayMode & GLUT_ALPHA )
- {
- ATTRIB( GLX_ACCUM_ALPHA_SIZE ); ATTRIB( 1 );
- }
+ ATTRIB_VAL( GLX_ACCUM_ALPHA_SIZE, 1 );
}
/*
*/
ATTRIB( None );
- /*
- * OKi now, we've got two cases -- RGB(A) and index mode visuals
- */
- if( wantIndexedMode == FALSE )
- {
- /*
- * The easier one. And more common, too.
- */
- return( glXChooseVisual( fgDisplay.Display, fgDisplay.Screen, attributes ) );
- }
+ if( ! wantIndexedMode )
+ return glXChooseVisual( fgDisplay.Display, fgDisplay.Screen,
+ attributes );
else
{
XVisualInfo* visualInfo;
int i;
/*
- * In indexed mode, we need to check how many bits of depth can we achieve
+ * In indexed mode, we need to check how many bits of depth can we
+ * achieve. We do this by trying each possibility from the list
+ * given in the {bufferSize} array. If we match, we return to caller.
*/
- for( i=0; i<6; i++ )
+ for( i=0; i<BUFFER_SIZES; i++ )
{
-
- /*
- * The GLX_BUFFER_SIZE value comes always first, so:
- */
attributes[ 1 ] = bufferSize[ i ];
-
- /*
- * Check if such visual is possible
- */
- visualInfo = glXChooseVisual( fgDisplay.Display, fgDisplay.Screen, attributes );
-
- /*
- * The buffer size are sorted in descendant order, so choose the first:
- */
+ visualInfo = glXChooseVisual( fgDisplay.Display, fgDisplay.Screen,
+ attributes );
if( visualInfo != NULL )
- return( visualInfo );
+ return visualInfo;
}
-
- /*
- * If we are still here, it means that the visual info was not found
- */
- return( NULL );
+ return NULL;
}
}
#endif
* Setup the pixel format for a Win32 window
*/
#if TARGET_HOST_WIN32
-GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly, unsigned char layer_type )
+GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly,
+ unsigned char layer_type )
{
- PIXELFORMATDESCRIPTOR* ppfd, pfd;
- int flags, pixelformat;
-
- /*
- * Check if the window seems valid
- */
- freeglut_return_val_if_fail( window != NULL, 0 );
-
- /*
- * The pixel format should allow us to draw to the window using OpenGL
- */
- flags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL;
-
- /*
- * It might be the case for us to use double buffering
- */
- if( fgState.DisplayMode & GLUT_DOUBLE )
- flags |= PFD_DOUBLEBUFFER;
-
- /*
- * Specify which pixel format do we opt for...
- */
-# pragma message( "fgSetupPixelFormat(): there is still some work to do here!" )
-
- pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
- pfd.nVersion = 1;
- pfd.dwFlags = flags;
- pfd.iPixelType = PFD_TYPE_RGBA;
- pfd.cColorBits = 24;
- pfd.cRedBits = 0;
- pfd.cRedShift = 0;
- pfd.cGreenBits = 0;
- pfd.cGreenShift = 0;
- pfd.cBlueBits = 0;
- pfd.cBlueShift = 0;
- pfd.cAlphaBits = 0;
- pfd.cAlphaShift = 0;
- pfd.cAccumBits = 0;
- pfd.cAccumRedBits = 0;
- pfd.cAccumGreenBits = 0;
- pfd.cAccumBlueBits = 0;
- pfd.cAccumAlphaBits = 0;
+ PIXELFORMATDESCRIPTOR* ppfd, pfd;
+ int flags, pixelformat;
+
+ freeglut_return_val_if_fail( window != NULL, 0 );
+ flags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL;
+ 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...
+ */
+ pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
+ pfd.nVersion = 1;
+ pfd.dwFlags = flags;
+ pfd.iPixelType = PFD_TYPE_RGBA;
+ pfd.cColorBits = 24;
+ pfd.cRedBits = 0;
+ pfd.cRedShift = 0;
+ pfd.cGreenBits = 0;
+ pfd.cGreenShift = 0;
+ pfd.cBlueBits = 0;
+ pfd.cBlueShift = 0;
+ pfd.cAlphaBits = 0;
+ pfd.cAlphaShift = 0;
+ pfd.cAccumBits = 0;
+ pfd.cAccumRedBits = 0;
+ pfd.cAccumGreenBits = 0;
+ pfd.cAccumBlueBits = 0;
+ pfd.cAccumAlphaBits = 0;
#if 0
- pfd.cDepthBits = 32;
- pfd.cStencilBits = 0;
+ pfd.cDepthBits = 32;
+ pfd.cStencilBits = 0;
#else
- pfd.cDepthBits = 24;
- pfd.cStencilBits = 8;
+ pfd.cDepthBits = 24;
+ pfd.cStencilBits = 8;
#endif
- pfd.cAuxBuffers = 0;
- pfd.iLayerType = layer_type;
- pfd.bReserved = 0;
- pfd.dwLayerMask = 0;
- pfd.dwVisibleMask = 0;
- pfd.dwDamageMask = 0;
-
- /*
- * Fill in the color bits...
- */
- pfd.cColorBits = (BYTE) GetDeviceCaps( window->Window.Device, BITSPIXEL );
- ppfd = &pfd;
-
- /*
- * Choose the pixel format that matches our demand
- */
- pixelformat = ChoosePixelFormat( window->Window.Device, ppfd );
- if( pixelformat == 0 )
- return( FALSE );
-
- /*
- * We might have been called to check if the pixel format exists only
- */
- if( checkOnly )
- return( TRUE );
-
- /*
- * Finally, set the window's pixel format
- */
- return ( SetPixelFormat( window->Window.Device, pixelformat, ppfd ) ) ;
+ pfd.cAuxBuffers = 0;
+ pfd.iLayerType = layer_type;
+ pfd.bReserved = 0;
+ pfd.dwLayerMask = 0;
+ pfd.dwVisibleMask = 0;
+ pfd.dwDamageMask = 0;
+
+ pfd.cColorBits = (BYTE) GetDeviceCaps( window->Window.Device, BITSPIXEL );
+ ppfd = &pfd;
+
+ pixelformat = ChoosePixelFormat( window->Window.Device, ppfd );
+ if( pixelformat == 0 )
+ return GL_FALSE;
+
+ if( checkOnly )
+ return GL_TRUE;
+ return SetPixelFormat( window->Window.Device, pixelformat, ppfd );
}
#endif
/*
- * Sets the OpenGL context and the fgStructure "Current Window" pointer to the window
- * structure passed in.
+ * Sets the OpenGL context and the fgStructure "Current Window" pointer to
+ * the window structure passed in.
*/
void fgSetWindow ( SFG_Window *window )
{
#if TARGET_HOST_UNIX_X11
- if ( window )
- {
- /*
- * Make the selected window's GLX context the current one
- */
- glXMakeCurrent(
- fgDisplay.Display,
- window->Window.Handle,
- window->Window.Context
- );
- }
+ if ( window )
+ glXMakeCurrent(
+ fgDisplay.Display,
+ window->Window.Handle,
+ window->Window.Context
+ );
#elif TARGET_HOST_WIN32
- /*
- * Release the previous' context's device context
- */
- if( fgStructure.Window != NULL )
- ReleaseDC( fgStructure.Window->Window.Handle, fgStructure.Window->Window.Device );
-
- if ( window )
- {
- /*
- * We will care about releasing the device context later
- */
- window->Window.Device = GetDC( window->Window.Handle );
-
- /*
- * Set the new current context:
- */
- wglMakeCurrent(
- window->Window.Device,
- window->Window.Context
- );
- }
-#endif
+ if( fgStructure.Window )
+ ReleaseDC( fgStructure.Window->Window.Handle,
+ fgStructure.Window->Window.Device );
- /*
- * Remember that we have changed the current window state
- */
+ if ( window )
+ {
+ window->Window.Device = GetDC( window->Window.Handle );
+ wglMakeCurrent(
+ window->Window.Device,
+ window->Window.Context
+ );
+ }
+#endif
fgStructure.Window = window;
}
* Opens a window. Requires a SFG_Window object created and attached
* to the freeglut structure. OpenGL context is created here.
*/
-void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, int h, GLboolean gameMode, int isSubWindow )
+void fgOpenWindow( SFG_Window* window, const char* title,
+ int x, int y, int w, int h,
+ GLboolean gameMode, GLboolean isSubWindow )
{
#if TARGET_HOST_UNIX_X11
XSetWindowAttributes winAttr;
freeglut_assert_ready;
/*
- * Here we are upon the stage. Have the visual selected.
+ * XXX fgChooseVisual() is a common part of all three.
+ * XXX With a little thought, we should be able to greatly
+ * XXX simplify this.
*/
- if ( fgState.BuildingAMenu )
+ if( !window->IsMenu )
+ window->Window.VisualInfo = fgChooseVisual( );
+ else if( fgStructure.MenuContext )
+ window->Window.VisualInfo = fgChooseVisual( );
+ else
{
- /*
- * If there isn't already an OpenGL rendering context for menu windows, make one
- */
- if ( !fgStructure.MenuContext )
- {
+ /* 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 ;
- }
- else
- window->Window.VisualInfo = fgChooseVisual();
}
- else
- window->Window.VisualInfo = fgChooseVisual();
- 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 ) )
- {
/*
- * Single buffering--try it doubled
+ * The "fgChooseVisual" returned a null meaning that the visual
+ * context is not available.
+ * Try a couple of variations to see if they will work.
*/
- fgState.DisplayMode |= GLUT_DOUBLE ;
- window->Window.VisualInfo = fgChooseVisual();
- /* OK, we got a double-buffered window, but we only wanted
- * single-buffered. Clear the double-buffer flag now.
- */
- fgState.DisplayMode &= ~GLUT_DOUBLE ;
- }
-
- /*
- * GLUT also checks for multi-sampling, but I don't see that anywhere else in FREEGLUT
- * so I won't bother with it for the moment.
- */
- }
-
- assert( window->Window.VisualInfo != NULL );
-
- /*
- * Have the windows attributes set
- *
- * HINT: the masks should be updated when adding/removing callbacks.
- * This might speed up message processing. Is that true?
- */
- 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;
+ if( !( fgState.DisplayMode & GLUT_DOUBLE ) )
+ {
+ fgState.DisplayMode |= GLUT_DOUBLE ;
+ window->Window.VisualInfo = fgChooseVisual( );
+ fgState.DisplayMode &= ~GLUT_DOUBLE;
+ }
- /*
- * The color map is required, too
- */
- winAttr.colormap = XCreateColormap(
- fgDisplay.Display, fgDisplay.RootWindow,
- window->Window.VisualInfo->visual, AllocNone
- );
+ /*
+ * GLUT also checks for multi-sampling, but I don't see that
+ * anywhere else in FREEGLUT so I won't bother with it for the moment.
+ */
+ }
/*
- * This tells the XCreateWindow() what attributes are we supplying it with
+ * 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.
*/
- mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;
+ assert( window->Window.VisualInfo != NULL );
- /*
- * If this is a menu window we want the window manager to ignore it.
- */
- 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
+ );
- /*
- * Have the window created now
- */
- 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 )
- {
- fgStructure.MenuContext = (SFG_MenuContext *)malloc ( sizeof(SFG_MenuContext) ) ;
- fgStructure.MenuContext->VisualInfo = window->Window.VisualInfo ;
- fgStructure.MenuContext->Context = glXCreateContext(
- fgDisplay.Display, fgStructure.MenuContext->VisualInfo,
- NULL, fgState.ForceDirectContext | fgState.TryDirectContext
- );
- }
+ /*
+ * If there isn't already an OpenGL rendering context for menu
+ * windows, make one
+ */
+ if( !fgStructure.MenuContext )
+ {
+ fgStructure.MenuContext =
+ (SFG_MenuContext *)malloc( sizeof(SFG_MenuContext) );
+ fgStructure.MenuContext->VisualInfo = window->Window.VisualInfo;
+ fgStructure.MenuContext->Context = glXCreateContext(
+ fgDisplay.Display, fgStructure.MenuContext->VisualInfo,
+ NULL, fgState.ForceDirectContext | fgState.TryDirectContext
+ );
+ }
-/* window->Window.Context = fgStructure.MenuContext->Context ; */
- window->Window.Context = glXCreateContext(
+ /* 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 )
+ if( ! window->Window.Context )
+ window->Window.Context = glXCreateContext(
+ fgDisplay.Display, window->Window.VisualInfo,
+ NULL, fgState.ForceDirectContext | fgState.TryDirectContext
+ );
+ }
+ else
window->Window.Context = glXCreateContext(
fgDisplay.Display, window->Window.VisualInfo,
NULL, fgState.ForceDirectContext | fgState.TryDirectContext
);
- }
- else
- window->Window.Context = glXCreateContext(
- fgDisplay.Display, window->Window.VisualInfo,
- NULL, fgState.ForceDirectContext | fgState.TryDirectContext
- );
- /*
- * Make sure the context is direct when the user wants it forced
- */
- if( fgState.ForceDirectContext && !glXIsDirect( fgDisplay.Display, window->Window.Context ) )
- fgError( "unable to force direct context rendering for window '%s'", title );
+ if( fgState.ForceDirectContext &&
+ !glXIsDirect( fgDisplay.Display, window->Window.Context ) )
+ fgError( "unable to force direct context rendering for window '%s'",
+ title );
- /*
- * Set the new context as the current one. That's all about the window creation.
- */
glXMakeCurrent(
fgDisplay.Display,
window->Window.Handle,
);
/*
- * Assume the new window is visible by default
+ * XXX Assume the new window is visible by default
+ * XXX Is this a safe assumption?
*/
- window->State.Visible = TRUE;
+ window->State.Visible = GL_TRUE;
- /*
- * For the position and size hints -- make sure we are passing valid values
- */
sizeHints.flags = 0;
-
- if (fgState.Position.Use == TRUE) sizeHints.flags |= USPosition;
- if (fgState.Size.Use == TRUE) sizeHints.flags |= USSize;
+ if ( fgState.Position.Use )
+ sizeHints.flags |= USPosition;
+ if ( fgState.Size.Use )
+ sizeHints.flags |= USSize;
/*
* Fill in the size hints values now (the x, y, width and height
* settings are obsolote, are there any more WMs that support them?)
+ * Unless the X servers actually stop supporting these, we should
+ * continue to fill them in. It is *not* our place to tell the user
+ * that they should replace a window manager that they like, and which
+ * works, just because *we* think that it's not "modern" enough.
*/
- sizeHints.x = x; sizeHints.y = y;
- sizeHints.width = w; sizeHints.height = h;
+ sizeHints.x = x;
+ sizeHints.y = y;
+ sizeHints.width = w;
+ sizeHints.height = h;
- /*
- * We can have forced all new windows start in iconified state:
- */
wmHints.flags = StateHint;
- wmHints.initial_state = (fgState.ForceIconic == FALSE) ? NormalState : IconicState;
-
- /*
- * Prepare the window and iconified window names...
- */
- XStringListToTextProperty( (char **) &title, 1, &textProperty );
-
- /*
- * Set the window's properties now
- */
- XSetWMProperties(
- fgDisplay.Display,
- window->Window.Handle,
- &textProperty,
- &textProperty,
- 0,
- 0,
- &sizeHints,
- &wmHints,
- NULL
- );
+ 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
+ );
- /*
- * Make sure we are informed about the window deletion commands
- */
- XSetWMProtocols( fgDisplay.Display, window->Window.Handle, &fgDisplay.DeleteWindow, 1 );
+ XSetWMProtocols( fgDisplay.Display, window->Window.Handle,
+ &fgDisplay.DeleteWindow, 1 );
- /*
- * Finally, have the window mapped to our display
- */
- XMapWindow( fgDisplay.Display, window->Window.Handle );
+ XMapWindow( fgDisplay.Display, window->Window.Handle );
+ }
#elif TARGET_HOST_WIN32
- WNDCLASS wc;
- int flags;
- ATOM atom;
+ WNDCLASS wc;
+ DWORD flags;
+ DWORD exFlags = 0;
+ ATOM atom;
freeglut_assert_ready;
- /*
- * Grab the window class we have registered on glutInit():
- */
- atom = GetClassInfo( fgDisplay.Instance, "FREEGLUT", &wc );
- assert( atom != 0 );
+ /*
+ * Grab the window class we have registered on glutInit():
+ */
+ atom = GetClassInfo( fgDisplay.Instance, "FREEGLUT", &wc );
+ assert( atom != 0 );
- if( gameMode == FALSE )
+ if( gameMode )
{
- if ( ( !isSubWindow ) && ( ! window->IsMenu ) )
- {
+ assert( window->Parent == NULL );
+
/*
- * Update the window dimensions, taking account of window decorations.
- * "freeglut" is to create the window with the outside of its border at (x,y)
- * and with dimensions (w,h).
+ * Set the window creation flags appropriately to make the window
+ * entirely visible:
*/
- w += (GetSystemMetrics( SM_CXSIZEFRAME ) )*2;
- h += (GetSystemMetrics( SM_CYSIZEFRAME ) )*2 + GetSystemMetrics( SM_CYCAPTION );
- }
-
- /*
- * Check if the user wants us to use the default position/size
- */
- if( fgState.Position.Use == FALSE ) { x = CW_USEDEFAULT; y = CW_USEDEFAULT; }
- if( fgState.Size .Use == FALSE ) { w = CW_USEDEFAULT; h = CW_USEDEFAULT; }
-
- /*
- * There's a small difference between creating the top, child and game mode windows
- */
- flags = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE;
-
- /*
- * If we're a menu, set our flags to include WS_POPUP to remove decorations
- */
- if ( window->IsMenu )
- flags |= WS_POPUP ;
- else if( window->Parent == NULL )
- flags |= WS_OVERLAPPEDWINDOW;
- else
- flags |= WS_CHILD;
+ flags = WS_POPUP | WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE;
}
else
{
- /*
- * In game mode, the story is a little bit different...
- */
- assert( window->Parent == NULL );
+ if ( ( ! isSubWindow ) && ( ! window->IsMenu ) )
+ {
+ /*
+ * Update the window dimensions, taking account of window
+ * decorations. "freeglut" is to create the window with the
+ * outside of its border at (x,y) and with dimensions (w,h).
+ */
+ w += (GetSystemMetrics( SM_CXSIZEFRAME ) )*2;
+ h += (GetSystemMetrics( SM_CYSIZEFRAME ) )*2 +
+ GetSystemMetrics( SM_CYCAPTION );
+ }
+
+ if( ! fgState.Position.Use )
+ {
+ x = CW_USEDEFAULT;
+ y = CW_USEDEFAULT;
+ }
+ if( ! fgState.Size.Use )
+ {
+ w = CW_USEDEFAULT;
+ h = CW_USEDEFAULT;
+ }
/*
- * Set the window creation flags appropriately to make the window entirely visible:
+ * There's a small difference between creating the top, child and
+ * game mode windows
*/
- flags = WS_POPUP | WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE;
+ flags = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE;
+
+ if ( window->IsMenu )
+ {
+ flags |= WS_POPUP;
+ exFlags |= WS_EX_TOOLWINDOW;
+ }
+ else if( window->Parent == NULL )
+ flags |= WS_OVERLAPPEDWINDOW;
+ else
+ flags |= WS_CHILD;
}
- /*
- * Create the window now, passing the freeglut window structure as the parameter
- */
- window->Window.Handle = CreateWindow(
- "FREEGLUT",
+ window->Window.Handle = CreateWindowEx(
+ exFlags,
+ "FREEGLUT",
title,
- flags,
+ flags,
x, y, w, h,
- (HWND) window->Parent == NULL ? NULL : window->Parent->Window.Handle,
- (HMENU) NULL,
- fgDisplay.Instance,
- (LPVOID) window
- );
-
- /*
- * Make sure window was created
- */
- assert( window->Window.Handle != NULL );
+ (HWND) window->Parent == NULL ? NULL : window->Parent->Window.Handle,
+ (HMENU) NULL,
+ fgDisplay.Instance,
+ (LPVOID) window
+ );
+ if( !( window->Window.Handle ) )
+ fgError( "Failed to create a window (%s)!", title );
- /*
- * Show and update the main window. Hide the mouse cursor.
- */
- ShowWindow( window->Window.Handle, fgState.ForceIconic ? SW_SHOWMINIMIZED : SW_SHOW );
+ ShowWindow( window->Window.Handle,
+ fgState.ForceIconic ? SW_SHOWMINIMIZED : SW_SHOW );
UpdateWindow( window->Window.Handle );
- ShowCursor( TRUE );
+ ShowCursor( TRUE ); /* XXX Old comments say "hide cusror"! */
#endif
- /*
- * Save the window's single- or double-buffering state
- */
- window->Window.DoubleBuffered = ( fgState.DisplayMode & GLUT_DOUBLE ) ? 1 : 0 ;
+ fgSetWindow( window );
+
+ window->Window.DoubleBuffered =
+ ( fgState.DisplayMode & GLUT_DOUBLE ) ? 1 : 0;
- /*
- * If it's not double-buffered, make sure the rendering is done to the front buffer.
- */
if ( ! window->Window.DoubleBuffered )
{
- glDrawBuffer ( GL_FRONT ) ;
- glReadBuffer ( GL_FRONT ) ;
+ glDrawBuffer ( GL_FRONT );
+ glReadBuffer ( GL_FRONT );
}
-
- /*
- * Set the newly created window as the current one
- */
- fgSetWindow( window );
}
/*
freeglut_assert_ready;
#if TARGET_HOST_UNIX_X11
- /*
- * As easy as kill bunnies with axes. Destroy the context first:
- */
+
glXDestroyContext( fgDisplay.Display, window->Window.Context );
+ 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
/*
- * Then have the window killed:
+ * Make sure we don't close a window with current context active
*/
- XDestroyWindow( fgDisplay.Display, window->Window.Handle );
+ if( fgStructure.Window == window )
+ wglMakeCurrent( NULL, NULL );
/*
- * Finally, flush the rests down the stream
+ * Step through the list of windows. If the rendering context
+ * is not being used by another window, then we delete it.
*/
- XFlush( fgDisplay.Display );
+ {
+ int used = FALSE ;
+ SFG_Window *iter ;
-#elif TARGET_HOST_WIN32
- /*
- * Send the WM_CLOSE message to the window now
- */
- SendMessage(
- window->Window.Handle,
- WM_CLOSE,
- 0,
- 0
- );
+ 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 )
{
- /*
- * Create a new window and return its unique ID number
- */
- return( fgCreateWindow( NULL, title, fgState.Position.X, fgState.Position.Y,
- fgState.Size.X, fgState.Size.Y, FALSE )->ID );
+ return fgCreateWindow( NULL, title, fgState.Position.X, fgState.Position.Y,
+ 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;
+ int ret = 0;
- freeglut_assert_ready;
-
- /*
- * Find a parent to the newly created window...
- */
- parent = fgWindowByID( parentID );
-
- /*
- * Fail if the parent has not been found
- */
- freeglut_return_val_if_fail( parent != NULL, 0 );
-
- /*
- * Create the new window
- */
- window = fgCreateWindow( parent, "", x, y, w, h, FALSE );
-
- /*
- * Return the new window's ID
- */
- return( window->ID );
+ 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;
}
/*
*/
void FGAPIENTRY glutDestroyWindow( int windowID )
{
- fgExecutionState ExecState = fgState.ExecState ;
-
- /*
- * Grab the freeglut window pointer from the structure
- */
- SFG_Window* window = fgWindowByID( windowID );
- freeglut_return_if_fail( window != NULL );
-
- /*
- * There is a function that performs all needed steps
- * defined in freeglut_structure.c. Let's use it:
- */
- fgAddToWindowDestroyList( window, TRUE );
-
- /*
- * Since the "fgAddToWindowDestroyList" function could easily have set the "ExecState"
- * to stop, let's set it back to what it was.
- */
- fgState.ExecState = ExecState ;
+ SFG_Window* window = fgWindowByID( windowID );
+ freeglut_return_if_fail( window != NULL );
+ {
+ fgExecutionState ExecState = fgState.ExecState;
+ fgAddToWindowDestroyList( window );
+ fgState.ExecState = ExecState;
+ }
}
/*
{
SFG_Window* window = NULL;
- /*
- * Make sure we don't get called too early
- */
freeglut_assert_ready;
-
- /*
- * Be wise. Be wise. Be wise. Be quick.
- */
if( fgStructure.Window != NULL )
if( fgStructure.Window->ID == ID )
return;
- /*
- * Now we are sure there is sense in looking for the window
- */
window = fgWindowByID( ID );
-
- /*
- * In the case of an utter failure...
- */
if( window == NULL )
{
- /*
- * ...issue a warning message and keep rolling on
- */
fgWarning( "glutSetWindow(): window ID %i not found!", ID );
return;
}
- fgSetWindow ( window ) ;
+ fgSetWindow( window );
}
/*
int FGAPIENTRY glutGetWindow( void )
{
freeglut_assert_ready;
-
- /*
- * Do we have a current window selected?
- */
if( fgStructure.Window == NULL )
- {
- /*
- * Nope. Return zero to mark the state.
- */
- return( 0 );
- }
-
- /*
- * Otherwise, return the ID of the current window
- */
- return( fgStructure.Window->ID );
+ return 0;
+ return fgStructure.Window->ID;
}
/*
*/
void FGAPIENTRY glutShowWindow( void )
{
- freeglut_assert_ready; freeglut_assert_window;
+ freeglut_assert_ready;
+ freeglut_assert_window;
+ if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
+ {
#if TARGET_HOST_UNIX_X11
- /*
- * Showing the window is done via mapping under X
- */
- XMapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
- XFlush( fgDisplay.Display );
-#elif TARGET_HOST_WIN32
- /*
- * Restore the window's originial position and size
- */
- ShowWindow( fgStructure.Window->Window.Handle, SW_SHOW );
+ XMapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
-#endif
+#elif TARGET_HOST_WIN32
- /*
- * Since the window is visible, we need to redisplay it ...
- */
- fgStructure.Window->State.Redisplay = TRUE;
+ ShowWindow( fgStructure.Window->Window.Handle, SW_SHOW );
+#endif
+ }
+ fgStructure.Window->State.Redisplay = GL_TRUE;
}
/*
*/
void FGAPIENTRY glutHideWindow( void )
{
- freeglut_assert_ready; freeglut_assert_window;
+ freeglut_assert_ready;
+ freeglut_assert_window;
-#if TARGET_HOST_UNIX_X11
- /*
- * The way we hide a window depends on if we're dealing
- * with a top-level or children one...
- */
- if( fgStructure.Window->Parent == NULL )
- {
- /*
- * This is a top-level window
- */
- XWithdrawWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, fgDisplay.Screen );
- }
- else
+ if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
{
- /*
- * Nope, it's a child window
- */
- XUnmapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
- }
+#if TARGET_HOST_UNIX_X11
- /*
- * Flush the X state now
- */
- XFlush( fgDisplay.Display );
+ 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
- /*
- * Hide the window
- */
- ShowWindow( fgStructure.Window->Window.Handle, SW_HIDE );
-#endif
+ ShowWindow( fgStructure.Window->Window.Handle, SW_HIDE );
- /*
- * Since the window is hidden, we don't need to redisplay it ...
- */
- fgStructure.Window->State.Redisplay = FALSE;
+#endif
+ }
+ fgStructure.Window->State.Redisplay = GL_FALSE;
}
/*
*/
void FGAPIENTRY glutIconifyWindow( void )
{
- freeglut_assert_ready; freeglut_assert_window;
+ freeglut_assert_ready;
+ freeglut_assert_window;
+ fgStructure.Window->State.Visible = GL_FALSE;
+ if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
+ {
#if TARGET_HOST_UNIX_X11
- /*
- * Iconify the window and flush the X state
- */
- XIconifyWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, fgDisplay.Screen );
- XFlush( fgDisplay.Display );
-#elif TARGET_HOST_WIN32
- /*
- * Minimize the current window (this should be the same as X window iconifying)
- */
- ShowWindow( fgStructure.Window->Window.Handle, SW_MINIMIZE );
+ XIconifyWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
+ fgDisplay.Screen );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
-#endif
+#elif TARGET_HOST_WIN32
- /*
- * Since the window is just an icon, we don't need to redisplay it ...
- */
- fgStructure.Window->State.Redisplay = FALSE;
+ ShowWindow( fgStructure.Window->Window.Handle, SW_MINIMIZE );
+#endif
+ }
+ fgStructure.Window->State.Redisplay = GL_FALSE;
}
/*
*/
void FGAPIENTRY glutSetWindowTitle( const char* title )
{
- freeglut_assert_ready; freeglut_assert_window;
+ freeglut_assert_ready;
+ freeglut_assert_window;
+ if( ! fgStructure.Window->Parent &&
+ ( GL_FALSE == fgStructure.Window->State.IsOffscreen ) )
+ {
+#if TARGET_HOST_UNIX_X11
- /*
- * Works only for top-level windows
- */
- if( fgStructure.Window->Parent != NULL )
- return;
+ XTextProperty text;
-#if TARGET_HOST_UNIX_X11
- {
- XTextProperty text;
-
- /*
- * Prepare the text properties
- */
- text.value = (unsigned char *) title;
- text.encoding = XA_STRING;
- text.format = 8;
- text.nitems = strlen( title );
-
- /*
- * Set the title now
- */
- XSetWMName(
- fgDisplay.Display,
- fgStructure.Window->Window.Handle,
- &text
- );
-
- /*
- * Have the X display state flushed
- */
- XFlush( fgDisplay.Display );
- }
+ text.value = (unsigned char *) title;
+ text.encoding = XA_STRING;
+ text.format = 8;
+ text.nitems = strlen( title );
+
+ XSetWMName(
+ fgDisplay.Display,
+ fgStructure.Window->Window.Handle,
+ &text
+ );
+
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32
- /*
- * This seems to be a bit easier under Win32
- */
- SetWindowText( fgStructure.Window->Window.Handle, title );
+
+ SetWindowText( fgStructure.Window->Window.Handle, title );
#endif
+ }
}
/*
*/
void FGAPIENTRY glutSetIconTitle( const char* title )
{
- freeglut_assert_ready; freeglut_assert_window;
-
- /*
- * Works only for top-level windows
- */
- if( fgStructure.Window->Parent != NULL )
- return;
+ freeglut_assert_ready;
+ freeglut_assert_window;
+ if( ! fgStructure.Window->Parent &&
+ GL_FALSE == fgStructure.Window->State.IsOffscreen )
+ {
#if TARGET_HOST_UNIX_X11
- {
- XTextProperty text;
-
- /*
- * Prepare the text properties
- */
- text.value = (unsigned char *) title;
- text.encoding = XA_STRING;
- text.format = 8;
- text.nitems = strlen( title );
-
- /*
- * Set the title now
- */
- XSetWMIconName(
- fgDisplay.Display,
- fgStructure.Window->Window.Handle,
- &text
- );
-
- /*
- * Have the X display state flushed
- */
- XFlush( fgDisplay.Display );
- }
+
+ XTextProperty text;
+
+ text.value = (unsigned char *) title;
+ text.encoding = XA_STRING;
+ text.format = 8;
+ text.nitems = strlen( title );
+
+ XSetWMIconName(
+ fgDisplay.Display,
+ fgStructure.Window->Window.Handle,
+ &text
+ );
+
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32
- /*
- * This seems to be a bit easier under Win32
- */
- SetWindowText( fgStructure.Window->Window.Handle, title );
+
+ SetWindowText( fgStructure.Window->Window.Handle, title );
#endif
+ }
}
/*
*/
void FGAPIENTRY glutReshapeWindow( int width, int height )
{
- freeglut_assert_ready; freeglut_assert_window;
-
-#if TARGET_HOST_UNIX_X11
- /*
- * Resize the window and flush the X state
- */
- XResizeWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, width, height );
- XFlush( fgDisplay.Display );
+ freeglut_assert_ready;
+ freeglut_assert_window;
-#elif TARGET_HOST_WIN32
- {
- RECT winRect;
- int x, y ;
-
- /*
- * First off, grab the current window's position
- */
- GetWindowRect( fgStructure.Window->Window.Handle, &winRect );
- x = winRect.left ;
- y = winRect.top ;
-
- if ( fgStructure.Window->Parent == NULL ) /* If this is not a subwindow ... */
- {
- /*
- * 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 /* This is a subwindow, get the parent window's position and subtract it off */
+ /* XXX Could delete/create/set-window-id for offscreen. */
+ if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
{
- GetWindowRect ( fgStructure.Window->Parent->Window.Handle, &winRect ) ;
- x -= winRect.left + GetSystemMetrics( SM_CXSIZEFRAME ) ;
- y -= winRect.top + GetSystemMetrics( SM_CYSIZEFRAME ) + GetSystemMetrics( SM_CYCAPTION ) ;
+ fgStructure.Window->State.NeedToResize = GL_TRUE;
+ fgStructure.Window->State.Width = width ;
+ fgStructure.Window->State.Height = height;
}
-
- /*
- * Resize the window, forcing a redraw to happen
- */
- MoveWindow(
- fgStructure.Window->Window.Handle,
- x,
- y,
- width,
- height,
- TRUE
- );
- }
-#endif
}
/*
*/
void FGAPIENTRY glutPositionWindow( int x, int y )
{
- freeglut_assert_ready; freeglut_assert_window;
+ freeglut_assert_ready;
+ freeglut_assert_window;
+ if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
+ {
#if TARGET_HOST_UNIX_X11
- /*
- * Reposition the window and flush the X state
- */
- XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, x, y );
- XFlush( fgDisplay.Display );
+
+ XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
+ x, y );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32
- {
- RECT winRect;
- /*
- * First off, grab the current window's position
- */
- GetWindowRect( fgStructure.Window->Window.Handle, &winRect );
+ RECT winRect;
- /*
- * Reposition the window, forcing a redraw to happen
- */
- MoveWindow(
- fgStructure.Window->Window.Handle,
- x,
- y,
- winRect.right - winRect.left,
- winRect.bottom - winRect.top,
- TRUE
- );
- }
+ GetWindowRect( fgStructure.Window->Window.Handle, &winRect );
+ MoveWindow(
+ fgStructure.Window->Window.Handle,
+ x,
+ y,
+ winRect.right - winRect.left,
+ winRect.bottom - winRect.top,
+ TRUE
+ );
#endif
+ }
}
/*
*/
void FGAPIENTRY glutPushWindow( void )
{
- freeglut_assert_ready; freeglut_assert_window;
+ freeglut_assert_ready;
+ freeglut_assert_window;
+ if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
+ {
#if TARGET_HOST_UNIX_X11
- /*
- * Lower the current window
- */
- XLowerWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
+
+ XLowerWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
#elif TARGET_HOST_WIN32
- /*
- * Set the new window's Z position, not affecting the rest of the settings:
- */
- 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
+ }
}
/*
*/
void FGAPIENTRY glutPopWindow( void )
{
- freeglut_assert_ready; freeglut_assert_window;
+ freeglut_assert_ready;
+ freeglut_assert_window;
+ if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
+ {
#if TARGET_HOST_UNIX_X11
- /*
- * Raise the current window
- */
- XRaiseWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
+
+ XRaiseWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
#elif TARGET_HOST_WIN32
- /*
- * Set the new window's Z position, not affecting the rest of the settings:
- */
- 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
+ }
}
/*
*/
void FGAPIENTRY glutFullScreen( void )
{
- freeglut_assert_ready; freeglut_assert_window;
+ freeglut_assert_ready;
+ freeglut_assert_window;
- /*
- * Just have the window repositioned and resized
- */
- glutPositionWindow( 0, 0 );
+ if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
+ {
+#if TARGET_HOST_UNIX_X11
+ int x, y;
+ Window w;
+
+ XMoveResizeWindow(
+ fgDisplay.Display,
+ fgStructure.Window->Window.Handle,
+ 0, 0,
+ fgDisplay.ScreenWidth,
+ fgDisplay.ScreenHeight
+ );
- glutReshapeWindow(
- fgDisplay.ScreenWidth,
- fgDisplay.ScreenHeight
- );
+ XFlush( fgDisplay.Display ); /* This is needed */
+
+ XTranslateCoordinates(
+ fgDisplay.Display,
+ fgStructure.Window->Window.Handle,
+ fgDisplay.RootWindow,
+ 0, 0, &x, &y, &w
+ );
+
+ if (x || y)
+ {
+ XMoveWindow(
+ fgDisplay.Display,
+ fgStructure.Window->Window.Handle,
+ -x, -y
+ );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
+ }
+#elif TARGET_HOST_WIN32
+ 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 glutGetWindowData( void )
{
- return(fgStructure.Window->UserData);
+ return fgStructure.Window->UserData;
}
void FGAPIENTRY glutSetWindowData(void* data)
{
- fgStructure.Window->UserData=data;
+ fgStructure.Window->UserData = data;
}
/*** END OF FILE ***/
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