* 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();
mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;
- if ( fgState.BuildingAMenu )
+ if ( window->IsMenu )
{
winAttr.override_redirect = True;
mask |= CWOverrideRedirect;
* 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
int FGAPIENTRY glutCreateWindow( const char* title )
{
return fgCreateWindow( NULL, title, fgState.Position.X, fgState.Position.Y,
- fgState.Size.X, fgState.Size.Y, GL_FALSE )->ID;
+ fgState.Size.X, fgState.Size.Y, GL_FALSE,
+ GL_FALSE )->ID;
}
/*
freeglut_assert_ready;
parent = fgWindowByID( parentID );
freeglut_return_val_if_fail( parent != NULL, 0 );
- window = fgCreateWindow( parent, "", x, y, w, h, GL_FALSE );
+ window = fgCreateWindow( parent, "", x, y, w, h, GL_FALSE, GL_FALSE );
return window->ID;
}