#include "config.h"
#endif
-#define G_LOG_DOMAIN "freeglut-window"
-
#include "../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
window->Window.Device = GetDC( window->Window.Handle );
wglMakeCurrent(
window->Window.Device,
- window->Window.Context
- );
+ window->Window.Context
+ );
}
#endif
fgStructure.Window = window;
*/
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 )
+ 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
NULL, fgState.ForceDirectContext | fgState.TryDirectContext
);
}
- else if ( fgState.UseCurrentContext == TRUE )
+ else if ( fgState.UseCurrentContext )
{
window->Window.Context = glXGetCurrentContext();
* 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;
+ wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState;
/*
* Prepare the window and iconified window names...
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 );
}
/*
#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;
}
/*
freeglut_assert_ready;
parent = fgWindowByID( parentID );
freeglut_return_val_if_fail( parent != NULL, 0 );
- window = fgCreateWindow( parent, "", x, y, w, h, FALSE );
+ window = fgCreateWindow( parent, "", x, y, w, h, GL_FALSE, GL_FALSE );
return window->ID;
}
freeglut_return_if_fail( window != NULL );
{
fgExecutionState ExecState = fgState.ExecState;
- fgAddToWindowDestroyList( window, TRUE );
+ fgAddToWindowDestroyList( window );
fgState.ExecState = ExecState;
}
}
return;
}
- fgSetWindow( window ) ;
+ fgSetWindow( window );
}
/*
#endif
- fgStructure.Window->State.Redisplay = TRUE;
+ fgStructure.Window->State.Redisplay = GL_TRUE;
}
/*
#endif
- fgStructure.Window->State.Redisplay = FALSE;
+ fgStructure.Window->State.Redisplay = GL_FALSE;
}
/*
#endif
- fgStructure.Window->State.Redisplay = FALSE;
+ fgStructure.Window->State.Redisplay = GL_FALSE;
}
/*
#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 */
-
-#elif TARGET_HOST_WIN32
-
- {
- 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
- );
- }
-
-#endif
-
+ fgStructure.Window->State.NeedToResize = GL_TRUE;
+ fgStructure.Window->State.Width = width ;
+ fgStructure.Window->State.Height = height;
}
/*
fgDisplay.ScreenWidth,
fgDisplay.ScreenHeight
);
- XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
+
+ XFlush( fgDisplay.Display ); /* This is needed */
XTranslateCoordinates(
fgDisplay.Display,
}
}
#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
}