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...
#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
}
freeglut_return_if_fail( window != NULL );
{
fgExecutionState ExecState = fgState.ExecState;
- fgAddToWindowDestroyList( window, GL_TRUE );
+ fgAddToWindowDestroyList( window );
fgState.ExecState = ExecState;
}
}
return;
}
- fgSetWindow( window ) ;
+ fgSetWindow( window );
}
/*
}
}
#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
}