* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
-#ifdef HAVE_CONFIG_H
-#include "config.h"
+#include <GL/freeglut.h>
+#include "freeglut_internal.h"
+
+#if TARGET_HOST_POSIX_X11
+#include <limits.h> /* LONG_MAX */
#endif
-#define G_LOG_DOMAIN "freeglut-window"
+#if defined(_WIN32_WCE)
+# include <Aygshell.h>
+# ifdef FREEGLUT_LIB_PRAGMAS
+# pragma comment( lib, "Aygshell.lib" )
+# endif
-#include "../include/GL/freeglut.h"
-#include "freeglut_internal.h"
+static wchar_t* fghWstrFromStr(const char* str)
+{
+ int i,len=strlen(str);
+ wchar_t* wstr = (wchar_t*)malloc(2*len+2);
+ for(i=0; i<len; i++)
+ wstr[i] = str[i];
+ wstr[len] = 0;
+ return wstr;
+}
+
+#endif /* defined(_WIN32_WCE) */
/*
* TODO BEFORE THE STABLE RELEASE:
*
- * fgChooseVisual() -- OK, but what about glutInitDisplayString()?
+ * fgChooseFBConfig() -- OK, but what about glutInitDisplayString()?
* 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
/*
* Chooses a visual basing on the current display mode settings
*/
-#if TARGET_HOST_UNIX_X11
+#if TARGET_HOST_POSIX_X11
-XVisualInfo* fgChooseVisual( void )
+GLXFBConfig* fgChooseFBConfig( void )
{
- int bufferSize[] = { 16, 12, 8, 4, 2, 1 };
- GLboolean wantIndexedMode = FALSE;
+ 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;
+ /* First we have to process the display mode settings... */
+/*
+ * XXX Why is there a semi-colon in this #define? The code
+ * XXX 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 );
+ ATTRIB_VAL( GLX_BUFFER_SIZE, 8 );
+ /* Buffer size is selected later. */
- /*
- * Check if the A component is required, too:
- */
- if( fgState.DisplayMode & GLUT_ALPHA )
- {
- ATTRIB( GLX_ALPHA_SIZE ); ATTRIB( 1 );
- }
+ ATTRIB_VAL( GLX_RENDER_TYPE, GLX_COLOR_INDEX_BIT );
+ 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_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 );
- }
+ ATTRIB_VAL( GLX_DOUBLEBUFFER, True );
- /*
- * Stereoscopy seems a nice thing to have
- */
if( fgState.DisplayMode & GLUT_STEREO )
- {
- ATTRIB( GLX_STEREO );
- }
+ ATTRIB_VAL( GLX_STEREO, True );
- /*
- * 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 );
}
- /*
- * Push a null at the end of the list
- */
+ if ((fgState.DisplayMode & GLUT_AUX)
+ || (fgState.DisplayMode & GLUT_AUX1)
+ || (fgState.DisplayMode & GLUT_AUX2)
+ || (fgState.DisplayMode & GLUT_AUX3)
+ || (fgState.DisplayMode & GLUT_AUX4))
+ {
+ ATTRIB_VAL(GLX_AUX_BUFFERS, fgState.AuxiliaryBufferNumber)
+ }
+
+ if (fgState.DisplayMode & GLUT_MULTISAMPLE)
+ {
+ ATTRIB_VAL(GLX_SAMPLE_BUFFERS, 1)
+ ATTRIB_VAL(GLX_SAMPLES, fgState.SampleNumber)
+ }
+
+ /* Push a null at the end of the list */
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 ) );
- }
- else
{
- XVisualInfo* visualInfo;
- int i;
+ GLXFBConfig * fbconfigArray; /* Array of FBConfigs */
+ GLXFBConfig * fbconfig; /* The FBConfig we want */
+ int fbconfigArraySize; /* Number of FBConfigs in the array */
- /*
- * In indexed mode, we need to check how many bits of depth can we achieve
- */
- for( i=0; i<6; i++ )
- {
- /*
- * The GLX_BUFFER_SIZE value comes always first, so:
- */
- attributes[ 1 ] = bufferSize[ i ];
+ /* Get all FBConfigs that match "attributes". */
+ fbconfigArray = glXChooseFBConfig( fgDisplay.Display,
+ fgDisplay.Screen,
+ attributes,
+ &fbconfigArraySize );
- /*
- * Check if such visual is possible
- */
- visualInfo = glXChooseVisual( fgDisplay.Display, fgDisplay.Screen, attributes );
+ if (fbconfigArray != NULL)
+ {
+ int result; /* Returned by glXGetFBConfigAttrib, not checked. */
+
+
+ if( wantIndexedMode )
+ {
+ /*
+ * In index mode, we want the largest buffer size, i.e. visual
+ * depth. Here, FBConfigs are sorted by increasing buffer size
+ * first, so FBConfigs with the largest size come last.
+ */
+
+ int bufferSizeMin, bufferSizeMax;
+
+ /* Get bufferSizeMin. */
+ result =
+ glXGetFBConfigAttrib( fgDisplay.Display,
+ fbconfigArray[0],
+ GLX_BUFFER_SIZE,
+ &bufferSizeMin );
+ /* Get bufferSizeMax. */
+ result =
+ glXGetFBConfigAttrib( fgDisplay.Display,
+ fbconfigArray[fbconfigArraySize - 1],
+ GLX_BUFFER_SIZE,
+ &bufferSizeMax );
+
+ if (bufferSizeMax > bufferSizeMin)
+ {
+ /*
+ * Free and reallocate fbconfigArray, keeping only FBConfigs
+ * with the largest buffer size.
+ */
+ XFree(fbconfigArray);
+
+ /* Add buffer size token at the end of the list. */
+ where--;
+ ATTRIB_VAL( GLX_BUFFER_SIZE, bufferSizeMax );
+ ATTRIB( None );
+
+ fbconfigArray = glXChooseFBConfig( fgDisplay.Display,
+ fgDisplay.Screen,
+ attributes,
+ &fbconfigArraySize );
+ }
+ }
/*
- * The buffer size are sorted in descendant order, so choose the first:
+ * We now have an array of FBConfigs, the first one being the "best"
+ * one. So we should return only this FBConfig:
+ *
+ * int fbconfigXID;
+ *
+ * - pick the XID of the FBConfig we want
+ * result = glXGetFBConfigAttrib( fgDisplay.Display,
+ * fbconfigArray[0],
+ * GLX_FBCONFIG_ID,
+ * &fbconfigXID );
+ *
+ * - free the array
+ * XFree(fbconfigArray);
+ *
+ * - reset "attributes" with the XID
+ * where = 0;
+ * ATTRIB_VAL( GLX_FBCONFIG_ID, fbconfigXID );
+ * ATTRIB( None );
+ *
+ * - get our FBConfig only
+ * fbconfig = glXChooseFBConfig( fgDisplay.Display,
+ * fgDisplay.Screen,
+ * attributes,
+ * &fbconfigArraySize );
+ *
+ * However, for some configurations (for instance multisampling with
+ * Mesa 6.5.2 and ATI drivers), this does not work:
+ * glXChooseFBConfig returns NULL, whereas fbconfigXID is a valid
+ * XID. Further investigation is needed.
+ *
+ * So, for now, we return the whole array of FBConfigs. This should
+ * not produce any side effects elsewhere.
*/
- if( visualInfo != NULL )
- return( visualInfo );
+ fbconfig = fbconfigArray;
+ }
+ else
+ {
+ fbconfig = NULL;
}
- /*
- * If we are still here, it means that the visual info was not found
- */
- return( NULL );
+ return fbconfig;
}
}
-#endif
+#endif /* TARGET_HOST_POSIX_X11 */
/*
* Setup the pixel format for a Win32 window
*/
-#if TARGET_HOST_WIN32
-GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly, unsigned char layer_type )
+#if TARGET_HOST_MS_WINDOWS
+/* The following include file is available from SGI but is not standard:
+ * #include <GL/wglext.h>
+ * So we copy the necessary parts out of it.
+ * XXX: should local definitions for extensions be put in a separate include file?
+ */
+typedef const char * (WINAPI * PFNWGLGETEXTENSIONSSTRINGARBPROC) (HDC hdc);
+
+typedef BOOL (WINAPI * PFNWGLCHOOSEPIXELFORMATARBPROC) (HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);
+
+#define WGL_DRAW_TO_WINDOW_ARB 0x2001
+#define WGL_ACCELERATION_ARB 0x2003
+#define WGL_SUPPORT_OPENGL_ARB 0x2010
+#define WGL_DOUBLE_BUFFER_ARB 0x2011
+#define WGL_COLOR_BITS_ARB 0x2014
+#define WGL_ALPHA_BITS_ARB 0x201B
+#define WGL_DEPTH_BITS_ARB 0x2022
+#define WGL_STENCIL_BITS_ARB 0x2023
+#define WGL_FULL_ACCELERATION_ARB 0x2027
+
+#define WGL_SAMPLE_BUFFERS_ARB 0x2041
+#define WGL_SAMPLES_ARB 0x2042
+
+
+#ifndef WGL_ARB_create_context
+#define WGL_ARB_create_context 1
+#ifdef WGL_WGLEXT_PROTOTYPES
+extern HGLRC WINAPI wglCreateContextAttribsARB (HDC, HGLRC, const int *);
+#endif /* WGL_WGLEXT_PROTOTYPES */
+typedef HGLRC (WINAPI * PFNWGLCREATECONTEXTATTRIBSARBPROC) (HDC hDC, HGLRC hShareContext, const int *attribList);
+
+#define WGL_CONTEXT_DEBUG_BIT_ARB 0x0001
+#define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002
+#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091
+#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092
+#define WGL_CONTEXT_LAYER_PLANE_ARB 0x2093
+#define WGL_CONTEXT_FLAGS_ARB 0x2094
+#define ERROR_INVALID_VERSION_ARB 0x2095
+#endif
+
+
+void fgNewWGLCreateContext( SFG_Window* window )
+{
+ PFNWGLGETEXTENSIONSSTRINGARBPROC wglGetEntensionsStringARB;
+ HGLRC context;
+ int attribs[7];
+ PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB;
+ const char * pWglExtString;
+
+ /* If nothing fancy has been required, leave the context as it is */
+ if ( fgState.MajorVersion == 1 && fgState.MinorVersion == 0 && fgState.ContextFlags == 0 )
+ {
+ return;
+ }
+
+ wglMakeCurrent( window->Window.Device,
+ window->Window.Context );
+
+ wglGetEntensionsStringARB=(PFNWGLGETEXTENSIONSSTRINGARBPROC)wglGetProcAddress("wglGetExtensionsStringARB");
+ if ( wglGetEntensionsStringARB == NULL )
+ {
+ return;
+ }
+
+ pWglExtString=wglGetEntensionsStringARB(window->Window.Device);
+ if (( pWglExtString == NULL ) || ( strstr(pWglExtString, "WGL_ARB_create_context") == NULL ))
+ {
+ return;
+ }
+
+ /* new context creation */
+ attribs[0] = WGL_CONTEXT_MAJOR_VERSION_ARB;
+ attribs[1] = fgState.MajorVersion;
+ attribs[2] = WGL_CONTEXT_MINOR_VERSION_ARB;
+ attribs[3] = fgState.MinorVersion;
+ attribs[4] = WGL_CONTEXT_FLAGS_ARB;
+ attribs[5] = ((fgState.ContextFlags & GLUT_DEBUG) ? WGL_CONTEXT_DEBUG_BIT_ARB : 0) |
+ ((fgState.ContextFlags & GLUT_FORWARD_COMPATIBLE) ? WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB : 0);
+ attribs[6] = 0;
+
+ wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC) wglGetProcAddress( "wglCreateContextAttribsARB" );
+ if ( wglCreateContextAttribsARB == NULL )
+ {
+ fgError( "wglCreateContextAttribsARB not found" );
+ }
+
+ context = wglCreateContextAttribsARB( window->Window.Device, 0, attribs );
+ if ( context == NULL )
+ {
+ fgError( "Unable to create OpenGL %d.%d context (flags %x)",
+ fgState.MajorVersion, fgState.MinorVersion, fgState.ContextFlags );
+ }
+
+ wglMakeCurrent( NULL, NULL );
+ wglDeleteContext( window->Window.Context );
+ window->Window.Context = context;
+}
+
+
+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;
+#if defined(_WIN32_WCE)
+ return GL_TRUE;
+#else
+ 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( fgState.DisplayMode & GLUT_STEREO )
+ flags |= PFD_STEREO;
+
+#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;
+
+ if( fgState.DisplayMode & GLUT_INDEX )
+ {
+ pfd.iPixelType = PFD_TYPE_COLORINDEX;
+ pfd.cRedBits = 0;
+ pfd.cGreenBits = 0;
+ pfd.cBlueBits = 0;
+ pfd.cAlphaBits = 0;
+ }
+ else
+ {
+ pfd.iPixelType = PFD_TYPE_RGBA;
+ pfd.cRedBits = 8;
+ pfd.cGreenBits = 8;
+ pfd.cBlueBits = 8;
+ if ( fgState.DisplayMode & GLUT_ALPHA )
+ pfd.cAlphaBits = 8;
+ else
+ pfd.cAlphaBits = 0;
+ }
+
+ pfd.cColorBits = 24;
+ pfd.cRedShift = 0;
+ pfd.cGreenShift = 0;
+ pfd.cBlueShift = 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 ) ) ;
+ if( fgState.DisplayMode & GLUT_AUX4 )
+ pfd.cAuxBuffers = 4;
+ else if( fgState.DisplayMode & GLUT_AUX3 )
+ pfd.cAuxBuffers = 3;
+ else if( fgState.DisplayMode & GLUT_AUX2 )
+ pfd.cAuxBuffers = 2;
+ else if( fgState.DisplayMode & GLUT_AUX1 )
+ pfd.cAuxBuffers = 1;
+ else
+ 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 );
+
+ /* windows hack for multismapling */
+ if (fgState.DisplayMode&GLUT_MULTISAMPLE)
+ {
+ PFNWGLGETEXTENSIONSSTRINGARBPROC wglGetEntensionsStringARB=NULL;
+ HGLRC rc, rc_before=wglGetCurrentContext();
+ HWND hWnd;
+ HDC hDC, hDC_before=wglGetCurrentDC();
+ WNDCLASS wndCls;
+
+ /* create a dummy window */
+ ZeroMemory(&wndCls, sizeof(wndCls));
+ wndCls.lpfnWndProc = DefWindowProc;
+ wndCls.hInstance = fgDisplay.Instance;
+ wndCls.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW;
+ wndCls.lpszClassName = _T("FREEGLUT_dummy");
+ RegisterClass( &wndCls );
+
+ hWnd=CreateWindow(_T("FREEGLUT_dummy"), _T(""), WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_OVERLAPPEDWINDOW , 0,0,0,0, 0, 0, fgDisplay.Instance, 0 );
+ hDC=GetDC(hWnd);
+ SetPixelFormat( hDC, pixelformat, ppfd );
+
+ rc = wglCreateContext( hDC );
+ wglMakeCurrent(hDC, rc);
+
+ wglGetEntensionsStringARB=(PFNWGLGETEXTENSIONSSTRINGARBPROC)wglGetProcAddress("wglGetExtensionsStringARB");
+ if (wglGetEntensionsStringARB)
+ {
+ const char * pWglExtString=wglGetEntensionsStringARB(hDC);
+ if (pWglExtString)
+ {
+ if (strstr(pWglExtString, "WGL_ARB_multisample"))
+ {
+ int pAttributes[100];
+ int iCounter=0;
+ int iPixelFormat;
+ BOOL bValid;
+ float fAttributes[] = {0,0};
+ UINT numFormats;
+ PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARBProc=NULL;
+
+ wglChoosePixelFormatARBProc=(PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormatARB");
+ if ( wglChoosePixelFormatARBProc )
+ {
+ pAttributes[iCounter++]=WGL_DRAW_TO_WINDOW_ARB; pAttributes[iCounter++]=GL_TRUE;
+ pAttributes[iCounter++]=WGL_SUPPORT_OPENGL_ARB; pAttributes[iCounter++]=GL_TRUE;
+ pAttributes[iCounter++]=WGL_ACCELERATION_ARB; pAttributes[iCounter++]=WGL_FULL_ACCELERATION_ARB;
+
+ pAttributes[iCounter++]=WGL_COLOR_BITS_ARB; pAttributes[iCounter++]=pfd.cColorBits ;
+ pAttributes[iCounter++]=WGL_ALPHA_BITS_ARB; pAttributes[iCounter++]=pfd.cAlphaBits;
+ pAttributes[iCounter++]=WGL_DEPTH_BITS_ARB; pAttributes[iCounter++]=pfd.cDepthBits;
+ pAttributes[iCounter++]=WGL_STENCIL_BITS_ARB; pAttributes[iCounter++]=pfd.cStencilBits;
+
+ pAttributes[iCounter++]=WGL_DOUBLE_BUFFER_ARB; pAttributes[iCounter++]=(fgState.DisplayMode & GLUT_DOUBLE)!=0;
+ pAttributes[iCounter++]=WGL_SAMPLE_BUFFERS_ARB; pAttributes[iCounter++]=GL_TRUE;
+ pAttributes[iCounter++]=WGL_SAMPLES_ARB; pAttributes[iCounter++]=4;
+ pAttributes[iCounter++]=0; pAttributes[iCounter++]=0; /* terminator */
+
+ bValid = wglChoosePixelFormatARBProc(window->Window.Device,pAttributes,fAttributes,1,&iPixelFormat,&numFormats);
+
+ if (bValid && numFormats>0)
+ pixelformat=iPixelFormat;
+ }
+ }
+ wglMakeCurrent( hDC_before, rc_before);
+ wglDeleteContext(rc);
+ ReleaseDC(hWnd, hDC);
+ DestroyWindow(hWnd);
+ UnregisterClass(_T("FREEGLUT_dummy"), fgDisplay.Instance);
+ }
+ }
+ }
+
+ if( pixelformat == 0 )
+ return GL_FALSE;
+
+ if( checkOnly )
+ return GL_TRUE;
+ return SetPixelFormat( window->Window.Device, pixelformat, ppfd );
+#endif /* defined(_WIN32_WCE) */
}
-#endif
+#endif /* TARGET_HOST_MS_WINDOWS */
/*
- * 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
- /*
- * Make the selected window's GLX context the current one
- */
- glXMakeCurrent(
- fgDisplay.Display,
- window->Window.Handle,
- window->Window.Context
- );
+#if TARGET_HOST_POSIX_X11
+ if ( window )
+ glXMakeContextCurrent(
+ fgDisplay.Display,
+ window->Window.Handle,
+ window->Window.Handle,
+ window->Window.Context
+ );
+#elif TARGET_HOST_MS_WINDOWS
+ if( fgStructure.CurrentWindow )
+ ReleaseDC( fgStructure.CurrentWindow->Window.Handle,
+ fgStructure.CurrentWindow->Window.Device );
+
+ if ( window )
+ {
+ window->Window.Device = GetDC( window->Window.Handle );
+ wglMakeCurrent(
+ window->Window.Device,
+ window->Window.Context
+ );
+ }
+#endif
+ fgStructure.CurrentWindow = window;
+}
+
+
+
+#if TARGET_HOST_POSIX_X11
+
+#ifndef GLX_CONTEXT_MAJOR_VERSION_ARB
+#define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091
+#endif
+
+#ifndef GLX_CONTEXT_MINOR_VERSION_ARB
+#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092
+#endif
+
+#ifndef GLX_CONTEXT_FLAGS_ARB
+#define GLX_CONTEXT_FLAGS_ARB 0x2094
+#endif
+
+#ifndef GLX_CONTEXT_DEBUG_BIT_ARB
+#define GLX_CONTEXT_DEBUG_BIT_ARB 0x0001
+#endif
-#elif TARGET_HOST_WIN32
- /*
- * Release the previous' context's device context
- */
- if( fgStructure.Window != NULL )
- ReleaseDC( fgStructure.Window->Window.Handle, fgStructure.Window->Window.Device );
+#ifndef GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
+#define GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002
+#endif
+
+typedef GLXContext (*CreateContextAttribsProc)(Display *dpy, GLXFBConfig config,
+ GLXContext share_list, Bool direct,
+ const int *attrib_list);
- if ( window )
+static GLXContext fghCreateNewContext( SFG_Window* window )
+{
+ /* for color model calculation */
+ int menu = ( window->IsMenu && !fgStructure.MenuContext );
+ int index_mode = ( fgState.DisplayMode & GLUT_INDEX );
+
+ /* "classic" context creation */
+ Display *dpy = fgDisplay.Display;
+ GLXFBConfig config = *(window->Window.FBConfig);
+ int render_type = ( !menu && index_mode ) ? GLX_COLOR_INDEX_TYPE : GLX_RGBA_TYPE;
+ GLXContext share_list = NULL;
+ Bool direct = ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT );
+ GLXContext context;
+
+ /* new context creation */
+ int attribs[7];
+ CreateContextAttribsProc createContextAttribs;
+
+ /* If nothing fancy has been required, simply use the old context creation GLX API entry */
+ if ( fgState.MajorVersion == 1 && fgState.MinorVersion == 0 && fgState.ContextFlags == 0)
{
- /*
- * 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
- );
+ context = glXCreateNewContext( dpy, config, render_type, share_list, direct );
+ if ( context == NULL ) {
+ fgError( "could not create new OpenGL context" );
+ }
+ return context;
}
-#endif
- /*
- * Remember that we have changed the current window state
- */
- fgStructure.Window = window;
+ /* color index mode is not available anymore with OpenGL 3.0 */
+ if ( render_type == GLX_COLOR_INDEX_TYPE ) {
+ fgWarning( "color index mode is deprecated, using RGBA mode" );
+ }
+
+ attribs[0] = GLX_CONTEXT_MAJOR_VERSION_ARB;
+ attribs[1] = fgState.MajorVersion;
+ attribs[2] = GLX_CONTEXT_MINOR_VERSION_ARB;
+ attribs[3] = fgState.MinorVersion;
+ attribs[4] = GLX_CONTEXT_FLAGS_ARB;
+ attribs[5] = ((fgState.ContextFlags & GLUT_DEBUG) ? GLX_CONTEXT_DEBUG_BIT_ARB : 0) |
+ ((fgState.ContextFlags & GLUT_FORWARD_COMPATIBLE) ? GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB : 0);
+ attribs[6] = 0;
+
+ createContextAttribs = (CreateContextAttribsProc) fghGetProcAddress( "glXCreateContextAttribsARB" );
+ if ( createContextAttribs == NULL ) {
+ fgError( "glXCreateContextAttribsARB not found" );
+ }
+
+ context = createContextAttribs( dpy, config, share_list, direct, attribs );
+ if ( context == NULL ) {
+ fgError( "could not create new OpenGL %d.%d context (flags %x)",
+ fgState.MajorVersion, fgState.MinorVersion, fgState.ContextFlags );
+ }
+ return context;
}
+#endif
/*
* 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,
+ GLboolean positionUse, int x, int y,
+ GLboolean sizeUse, int w, int h,
+ GLboolean gameMode, GLboolean isSubWindow )
{
-#if TARGET_HOST_UNIX_X11
+#if TARGET_HOST_POSIX_X11
+ XVisualInfo * visualInfo;
XSetWindowAttributes winAttr;
XTextProperty textProperty;
XSizeHints sizeHints;
XWMHints wmHints;
unsigned long mask;
+ unsigned int current_DisplayMode = fgState.DisplayMode ;
- freeglut_assert_ready;
+ /* Save the display mode if we are creating a menu window */
+ if( window->IsMenu && ( ! fgStructure.MenuContext ) )
+ fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB ;
- /*
- * Here we are upon the stage. Have the visual selected.
- */
- if ( fgState.BuildingAMenu )
- {
- /*
- * If there isn't already an OpenGL rendering context for menu windows, make one
- */
- if ( !fgStructure.MenuContext )
- {
- unsigned int current_DisplayMode = fgState.DisplayMode ;
- fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ;
- window->Window.VisualInfo = fgChooseVisual();
+ window->Window.FBConfig = fgChooseFBConfig( );
+
+ if( window->IsMenu && ( ! fgStructure.MenuContext ) )
fgState.DisplayMode = current_DisplayMode ;
- }
- else
- window->Window.VisualInfo = fgChooseVisual();
- }
- else
- window->Window.VisualInfo = fgChooseVisual();
- if ( ! window->Window.VisualInfo )
+ if( ! window->Window.FBConfig )
{
- /*
- * 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 "fgChooseFBConfig" 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();
- }
+ if( !( fgState.DisplayMode & GLUT_DOUBLE ) )
+ {
+ fgState.DisplayMode |= GLUT_DOUBLE ;
+ window->Window.FBConfig = fgChooseFBConfig( );
+ 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.
- */
+ if( fgState.DisplayMode & GLUT_MULTISAMPLE )
+ {
+ fgState.DisplayMode &= ~GLUT_MULTISAMPLE ;
+ window->Window.FBConfig = fgChooseFBConfig( );
+ fgState.DisplayMode |= GLUT_MULTISAMPLE;
+ }
}
- assert( window->Window.VisualInfo != NULL );
+ FREEGLUT_INTERNAL_ERROR_EXIT( window->Window.FBConfig != NULL,
+ "FBConfig with necessary capabilities not found", "fgOpenWindow" );
+
+ /* Get the X visual. */
+ visualInfo = glXGetVisualFromFBConfig( fgDisplay.Display,
+ *(window->Window.FBConfig) );
/*
- * Have the windows attributes set
- *
- * HINT: the masks should be updated when adding/removing callbacks.
- * This might speed up message processing. Is that true?
+ * 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.event_mask =
+ StructureNotifyMask | SubstructureNotifyMask | ExposureMask |
+ ButtonPressMask | ButtonReleaseMask | KeyPressMask | KeyReleaseMask |
+ VisibilityChangeMask | EnterWindowMask | LeaveWindowMask |
+ PointerMotionMask | ButtonMotionMask;
winAttr.background_pixmap = None;
winAttr.background_pixel = 0;
winAttr.border_pixel = 0;
- /*
- * The color map is required, too
- */
winAttr.colormap = XCreateColormap(
fgDisplay.Display, fgDisplay.RootWindow,
- window->Window.VisualInfo->visual, AllocNone
+ visualInfo->visual, AllocNone
);
- /*
- * This tells the XCreateWindow() what attributes are we supplying it with
- */
mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;
- /*
- * Have the window created now
- */
+ if( window->IsMenu || ( gameMode == GL_TRUE ) )
+ {
+ winAttr.override_redirect = True;
+ mask |= CWOverrideRedirect;
+ }
+
+ if( ! positionUse )
+ x = y = -1; /* default window position */
+ if( ! sizeUse )
+ w = h = 300; /* default window size */
+
window->Window.Handle = XCreateWindow(
fgDisplay.Display,
- window->Parent == NULL ? fgDisplay.RootWindow : window->Parent->Window.Handle,
+ window->Parent == NULL ? fgDisplay.RootWindow :
+ window->Parent->Window.Handle,
x, y, w, h, 0,
- window->Window.VisualInfo->depth, InputOutput,
- window->Window.VisualInfo->visual, mask,
+ visualInfo->depth, InputOutput,
+ 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->MContext = fghCreateNewContext( window );
+ }
-/* window->Window.Context = fgStructure.MenuContext->Context ; */
- window->Window.Context = glXCreateContext(
- fgDisplay.Display, window->Window.VisualInfo,
- NULL, fgState.ForceDirectContext | fgState.TryDirectContext
- );
+ /* window->Window.Context = fgStructure.MenuContext->MContext; */
+ window->Window.Context = fghCreateNewContext( window );
}
- else if ( fgState.UseCurrentContext == TRUE )
+ else if( fgState.UseCurrentContext )
{
- window->Window.Context = glXGetCurrentContext();
+ window->Window.Context = glXGetCurrentContext( );
- if ( ! window->Window.Context )
- window->Window.Context = glXCreateContext(
- fgDisplay.Display, window->Window.VisualInfo,
- NULL, fgState.ForceDirectContext | fgState.TryDirectContext
- );
+ if( ! window->Window.Context )
+ window->Window.Context = fghCreateNewContext( window );
}
else
- window->Window.Context = glXCreateContext(
- fgDisplay.Display, window->Window.VisualInfo,
- NULL, fgState.ForceDirectContext | fgState.TryDirectContext
- );
+ window->Window.Context = fghCreateNewContext( window );
- /*
- * 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 );
-
- /*
- * Set the new context as the current one. That's all about the window creation.
- */
- glXMakeCurrent(
- fgDisplay.Display,
- window->Window.Handle,
- window->Window.Context
- );
+#if !defined( __FreeBSD__ ) && !defined( __NetBSD__ )
+ if( !glXIsDirect( fgDisplay.Display, window->Window.Context ) )
+ {
+ if( fgState.DirectContext == GLUT_FORCE_DIRECT_CONTEXT )
+ fgError( "Unable to force direct context rendering for window '%s'",
+ title );
+ }
+#endif
/*
- * 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 ( positionUse )
+ sizeHints.flags |= USPosition;
+ if ( sizeUse )
+ 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?)
+ * settings are obsolete, 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...
- */
+ wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState;
+ /* Prepare the window and iconified window names... */
XStringListToTextProperty( (char **) &title, 1, &textProperty );
- /*
- * Set the window's properties now
- */
XSetWMProperties(
fgDisplay.Display,
window->Window.Handle,
&wmHints,
NULL
);
+ XFree( textProperty.value );
- /*
- * 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 );
+
+ glXMakeContextCurrent(
+ fgDisplay.Display,
+ window->Window.Handle,
+ window->Window.Handle,
+ window->Window.Context
+ );
- /*
- * Finally, have the window mapped to our display
- */
XMapWindow( fgDisplay.Display, window->Window.Handle );
- /*
- * If we're a menu, then we need to ask the WM to remove decorations.
- * This is stolen shamelessly from Brian Paul
- * (19 Sep 1995 brianp@ssec.wisc.edu)
- */
- if ( window->IsMenu ) {
- set_mwm_border(fgDisplay.Display, window->Window.Handle, 0);
- }
+ XFree(visualInfo);
- /*
- * In game mode, move the viewport a bit to hide the decorations.
- * This code depends on the XFree86 video mode extensions.
- */
- if( gameMode == TRUE )
- {
- /*
- * This somehow fixes the glutGet() GLUT_WINDOW_X and GLUT_WINDOW_Y problem...
- */
- XMoveWindow( fgDisplay.Display, window->Window.Handle, x, y );
+#elif TARGET_HOST_MS_WINDOWS
-# ifdef X_XF86VidModeSetViewPort
+ WNDCLASS wc;
+ DWORD flags;
+ DWORD exFlags = 0;
+ ATOM atom;
+ int WindowStyle = 0;
- /*
- * Set the newly created window as the current one...
- */
- fgSetWindow( window );
+ /* Grab the window class we have registered on glutInit(): */
+ atom = GetClassInfo( fgDisplay.Instance, _T("FREEGLUT"), &wc );
+ FREEGLUT_INTERNAL_ERROR_EXIT ( atom, "Window Class Info Not Found",
+ "fgOpenWindow" );
+
+ if( gameMode )
+ {
+ FREEGLUT_INTERNAL_ERROR_EXIT ( window->Parent == NULL,
+ "Game mode being invoked on a subwindow",
+ "fgOpenWindow" );
/*
- * Move the viewport a bit down and right from top-left corner to hide the decorations
+ * Set the window creation flags appropriately to make the window
+ * entirely visible:
*/
- XF86VidModeSetViewPort(
- fgDisplay.Display,
- fgDisplay.Screen,
- glutGet( GLUT_WINDOW_X ),
- glutGet( GLUT_WINDOW_Y )
- );
-
-# endif
+ flags = WS_POPUP | WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE;
}
+ else
+ {
+ int worig = w, horig = h;
-#elif TARGET_HOST_WIN32
-
- WNDCLASS wc;
- int flags;
- ATOM atom;
-
- freeglut_assert_ready;
+#if !defined(_WIN32_WCE)
+ 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 );
+ }
+#endif /* defined(_WIN32_WCE) */
- /*
- * Grab the window class we have registered on glutInit():
- */
- atom = GetClassInfo( fgDisplay.Instance, "FREEGLUT", &wc );
- assert( atom != 0 );
+ if( ! positionUse )
+ {
+ x = CW_USEDEFAULT;
+ y = CW_USEDEFAULT;
+ }
+ /* setting State.Width/Height to call resize callback later */
+ if( ! sizeUse )
+ {
+ if( ! window->IsMenu )
+ {
+ w = CW_USEDEFAULT;
+ h = CW_USEDEFAULT;
+ }
+ else /* fail safe - Windows can make a window of size (0, 0) */
+ w = h = 300; /* default window size */
+ window->State.Width = window->State.Height = -1;
+ }
+ else
+ {
+ window->State.Width = worig;
+ window->State.Height = horig;
+ }
- if( gameMode == FALSE )
- {
- 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).
+ * There's a small difference between creating the top, child and
+ * game mode windows
*/
- w += (GetSystemMetrics( SM_CXSIZEFRAME ) )*2;
- h += (GetSystemMetrics( SM_CYSIZEFRAME ) )*2 + GetSystemMetrics( SM_CYCAPTION );
- }
+ flags = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE;
- /*
- * 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;
+ if ( window->IsMenu )
+ {
+ flags |= WS_POPUP;
+ exFlags |= WS_EX_TOOLWINDOW;
+ }
+#if !defined(_WIN32_WCE)
+ else if( window->Parent == NULL )
+ flags |= WS_OVERLAPPEDWINDOW;
+#endif
+ else
+ flags |= WS_CHILD;
}
- else
+
+#if defined(_WIN32_WCE)
{
- /*
- * In game mode, the story is a little bit different...
- */
- assert( window->Parent == NULL );
+ wchar_t* wstr = fghWstrFromStr(title);
+
+ window->Window.Handle = CreateWindow(
+ _T("FREEGLUT"),
+ wstr,
+ WS_VISIBLE | WS_POPUP,
+ 0,0, 240,320,
+ NULL,
+ NULL,
+ fgDisplay.Instance,
+ (LPVOID) window
+ );
- /*
- * Set the window creation flags appropriately to make the window entirely visible:
- */
- flags = WS_POPUP | WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE;
- }
+ free(wstr);
- /*
- * Create the window now, passing the freeglut window structure as the parameter
- */
- window->Window.Handle = CreateWindow(
- "FREEGLUT",
+ SHFullScreen(window->Window.Handle, SHFS_HIDESTARTICON);
+ SHFullScreen(window->Window.Handle, SHFS_HIDESIPBUTTON);
+ SHFullScreen(window->Window.Handle, SHFS_HIDETASKBAR);
+ MoveWindow(window->Window.Handle, 0, 0, 240, 320, TRUE);
+ ShowWindow(window->Window.Handle, SW_SHOW);
+ UpdateWindow(window->Window.Handle);
+ }
+#else
+ window->Window.Handle = CreateWindowEx(
+ exFlags,
+ _T("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
+ (HWND) window->Parent == NULL ? NULL : window->Parent->Window.Handle,
+ (HMENU) NULL,
+ fgDisplay.Instance,
+ (LPVOID) window
+ );
+#endif /* defined(_WIN32_WCE) */
+
+ if( !( window->Window.Handle ) )
+ fgError( "Failed to create a window (%s)!", title );
+
+ /* Make a menu window always on top - fix Feature Request 947118 */
+ if( window->IsMenu || gameMode )
+ SetWindowPos(
+ window->Window.Handle,
+ HWND_TOPMOST,
+ 0, 0, 0, 0,
+ SWP_NOMOVE | SWP_NOSIZE
+ );
+
+ /* Hack to remove the caption (title bar) and/or border
+ * and all the system menu controls.
*/
- assert( window->Window.Handle != NULL );
+ WindowStyle = GetWindowLong(window->Window.Handle, GWL_STYLE);
+ if ( fgState.DisplayMode & GLUT_CAPTIONLESS )
+ {
+ SetWindowLong ( window->Window.Handle, GWL_STYLE,
+ WindowStyle & ~(WS_DLGFRAME | WS_SYSMENU | WS_MINIMIZEBOX | WS_MAXIMIZEBOX));
+ }
+ else if ( fgState.DisplayMode & GLUT_BORDERLESS )
+ {
+ SetWindowLong ( window->Window.Handle, GWL_STYLE,
+ WindowStyle & ~(WS_BORDER | WS_SYSMENU | WS_MINIMIZEBOX | WS_MAXIMIZEBOX));
+ }
+/* SetWindowPos(window->Window.Handle, NULL, 0, 0, 0, 0,
+ SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED); */
+
+
+#if defined(_WIN32_WCE)
+ ShowWindow( window->Window.Handle, SW_SHOW );
+#else
+ ShowWindow( window->Window.Handle,
+ fgState.ForceIconic ? SW_SHOWMINIMIZED : SW_SHOW );
+#endif /* defined(_WIN32_WCE) */
- /*
- * Show and update the main window. Hide the mouse cursor.
- */
- ShowWindow( window->Window.Handle, fgState.ForceIconic ? SW_SHOWMINIMIZED : SW_SHOW );
UpdateWindow( window->Window.Handle );
- ShowCursor( TRUE );
+ ShowCursor( TRUE ); /* XXX Old comments say "hide cursor"! */
#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 );
}
/*
*/
void fgCloseWindow( SFG_Window* window )
{
- freeglut_assert_ready;
+#if TARGET_HOST_POSIX_X11
-#if TARGET_HOST_UNIX_X11
- /*
- * As easy as kill bunnies with axes. Destroy the context first:
- */
- glXDestroyContext( fgDisplay.Display, window->Window.Context );
-
- /*
- * Then have the window killed:
- */
+ if( window->Window.Context )
+ glXDestroyContext( fgDisplay.Display, window->Window.Context );
+ XFree( window->Window.FBConfig );
XDestroyWindow( fgDisplay.Display, window->Window.Handle );
+ /* XFlush( fgDisplay.Display ); */ /* XXX Shouldn't need this */
+
+#elif TARGET_HOST_MS_WINDOWS
+
+ /* Make sure we don't close a window with current context active */
+ if( fgStructure.CurrentWindow == 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 );
-
-#elif TARGET_HOST_WIN32
- /*
- * Send the WM_CLOSE message to the window now
- */
- SendMessage(
- window->Window.Handle,
- WM_CLOSE,
- 0,
- 0
- );
+ {
+ 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 )
{
- /*
- * Create a new window and return its unique ID number
+ /* XXX GLUT does not exit; it simply calls "glutInit" quietly if the
+ * XXX application has not already done so. The "freeglut" community
+ * XXX decided not to go this route (freeglut-developer e-mail from
+ * XXX Steve Baker, 12/16/04, 4:22 PM CST, "Re: [Freeglut-developer]
+ * XXX Desired 'freeglut' behaviour when there is no current window"
*/
- return( fgCreateWindow( NULL, title, fgState.Position.X, fgState.Position.Y,
- fgState.Size.X, fgState.Size.Y, FALSE )->ID );
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateWindow" );
+
+ return fgCreateWindow( NULL, title, fgState.Position.Use,
+ fgState.Position.X, fgState.Position.Y,
+ fgState.Size.Use, fgState.Size.X, fgState.Size.Y,
+ GL_FALSE, GL_FALSE )->ID;
}
/*
*/
int FGAPIENTRY glutCreateSubWindow( int parentID, int x, int y, int w, int h )
{
+ int ret = 0;
SFG_Window* window = NULL;
SFG_Window* parent = NULL;
- freeglut_assert_ready;
-
- /*
- * Find a parent to the newly created window...
- */
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateSubWindow" );
parent = fgWindowByID( parentID );
-
- /*
- * Fail if the parent has not been found
- */
freeglut_return_val_if_fail( parent != NULL, 0 );
+ if ( x < 0 )
+ {
+ x = parent->State.Width + x ;
+ if ( w >= 0 ) x -= w ;
+ }
- /*
- * Create the new window
- */
- window = fgCreateWindow( parent, "", x, y, w, h, FALSE );
+ if ( w < 0 ) w = parent->State.Width - x + w ;
+ if ( w < 0 )
+ {
+ x += w ;
+ w = -w ;
+ }
- /*
- * Return the new window's ID
- */
- return( window->ID );
+ if ( y < 0 )
+ {
+ y = parent->State.Height + y ;
+ if ( h >= 0 ) y -= h ;
+ }
+
+ if ( h < 0 ) h = parent->State.Height - y + h ;
+ if ( h < 0 )
+ {
+ y += h ;
+ h = -h ;
+ }
+
+ window = fgCreateWindow( parent, "", GL_TRUE, x, y, GL_TRUE, 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;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDestroyWindow" );
+ 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 )
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetWindow" );
+ if( fgStructure.CurrentWindow != NULL )
+ if( fgStructure.CurrentWindow->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 );
+ fgWarning( "glutSetWindow(): window ID %d not found!", ID );
return;
}
- fgSetWindow ( window ) ;
+ fgSetWindow( window );
}
/*
*/
int FGAPIENTRY glutGetWindow( void )
{
- freeglut_assert_ready;
-
+ SFG_Window *win = fgStructure.CurrentWindow;
/*
- * Do we have a current window selected?
+ * Since GLUT did not throw an error if this function was called without a prior call to
+ * "glutInit", this function shouldn't do so here. Instead let us return a zero.
+ * See Feature Request "[ 1307049 ] glutInit check".
*/
- if( fgStructure.Window == NULL )
- {
- /*
- * Nope. Return zero to mark the state.
- */
- return( 0 );
- }
+ if ( ! fgState.Initialised )
+ return 0;
- /*
- * Otherwise, return the ID of the current window
- */
- return( fgStructure.Window->ID );
+ while ( win && win->IsMenu )
+ win = win->Parent;
+ return win ? win->ID : 0;
}
/*
*/
void FGAPIENTRY glutShowWindow( void )
{
- freeglut_assert_ready; freeglut_assert_window;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutShowWindow" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutShowWindow" );
-#if TARGET_HOST_UNIX_X11
- /*
- * Showing the window is done via mapping under X
- */
- XMapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
- XFlush( fgDisplay.Display );
+#if TARGET_HOST_POSIX_X11
-#elif TARGET_HOST_WIN32
- /*
- * Restore the window's originial position and size
- */
- ShowWindow( fgStructure.Window->Window.Handle, SW_SHOW );
+ XMapWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
-#endif
+#elif TARGET_HOST_MS_WINDOWS
+
+ ShowWindow( fgStructure.CurrentWindow->Window.Handle, SW_SHOW );
- /*
- * Since the window is visible, we need to redisplay it ...
- */
- fgStructure.Window->State.Redisplay = TRUE;
+#endif
+ fgStructure.CurrentWindow->State.Redisplay = GL_TRUE;
}
/*
*/
void FGAPIENTRY glutHideWindow( void )
{
- freeglut_assert_ready; freeglut_assert_window;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutHideWindow" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutHideWindow" );
-#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 );
- }
+#if TARGET_HOST_POSIX_X11
+
+ if( fgStructure.CurrentWindow->Parent == NULL )
+ XWithdrawWindow( fgDisplay.Display,
+ fgStructure.CurrentWindow->Window.Handle,
+ fgDisplay.Screen );
else
- {
- /*
- * Nope, it's a child window
- */
- XUnmapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
- }
+ XUnmapWindow( fgDisplay.Display,
+ fgStructure.CurrentWindow->Window.Handle );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
- /*
- * Flush the X state now
- */
- XFlush( fgDisplay.Display );
+#elif TARGET_HOST_MS_WINDOWS
-#elif TARGET_HOST_WIN32
- /*
- * Hide the window
- */
- ShowWindow( fgStructure.Window->Window.Handle, SW_HIDE );
+ ShowWindow( fgStructure.CurrentWindow->Window.Handle, SW_HIDE );
#endif
- /*
- * Since the window is hidden, we don't need to redisplay it ...
- */
- fgStructure.Window->State.Redisplay = FALSE;
+ fgStructure.CurrentWindow->State.Redisplay = GL_FALSE;
}
/*
*/
void FGAPIENTRY glutIconifyWindow( void )
{
- freeglut_assert_ready; freeglut_assert_window;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutIconifyWindow" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutIconifyWindow" );
-#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 );
+ fgStructure.CurrentWindow->State.Visible = GL_FALSE;
+#if TARGET_HOST_POSIX_X11
-#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.CurrentWindow->Window.Handle,
+ fgDisplay.Screen );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
-#endif
+#elif TARGET_HOST_MS_WINDOWS
- /*
- * Since the window is just an icon, we don't need to redisplay it ...
- */
- fgStructure.Window->State.Redisplay = FALSE;
+ ShowWindow( fgStructure.CurrentWindow->Window.Handle, SW_MINIMIZE );
+#endif
+
+ fgStructure.CurrentWindow->State.Redisplay = GL_FALSE;
}
/*
*/
void FGAPIENTRY glutSetWindowTitle( const char* title )
{
- freeglut_assert_ready; freeglut_assert_window;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetWindowTitle" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetWindowTitle" );
+ if( ! fgStructure.CurrentWindow->Parent )
+ {
+#if TARGET_HOST_POSIX_X11
- /*
- * Works only for top-level windows
- */
- if( fgStructure.Window->Parent != NULL )
- return;
+ XTextProperty text;
+
+ text.value = (unsigned char *) title;
+ text.encoding = XA_STRING;
+ text.format = 8;
+ text.nitems = strlen( title );
+
+ XSetWMName(
+ fgDisplay.Display,
+ fgStructure.CurrentWindow->Window.Handle,
+ &text
+ );
+
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
-#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 );
- }
-
-#elif TARGET_HOST_WIN32
- /*
- * This seems to be a bit easier under Win32
- */
- SetWindowText( fgStructure.Window->Window.Handle, title );
+#elif TARGET_HOST_MS_WINDOWS
+# ifdef _WIN32_WCE
+ {
+ wchar_t* wstr = fghWstrFromStr(title);
+ SetWindowText( fgStructure.CurrentWindow->Window.Handle, wstr );
+ free(wstr);
+ }
+# else
+ SetWindowText( fgStructure.CurrentWindow->Window.Handle, title );
+# endif
#endif
+ }
}
/*
*/
void FGAPIENTRY glutSetIconTitle( const char* title )
{
- freeglut_assert_ready; freeglut_assert_window;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetIconTitle" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetIconTitle" );
- /*
- * Works only for top-level windows
- */
- if( fgStructure.Window->Parent != NULL )
- return;
+ if( ! fgStructure.CurrentWindow->Parent )
+ {
+#if TARGET_HOST_POSIX_X11
+
+ 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
- */
- XSetWMIconName(
- fgDisplay.Display,
- fgStructure.Window->Window.Handle,
- &text
- );
-
- /*
- * Have the X display state flushed
- */
- XFlush( fgDisplay.Display );
- }
-
-#elif TARGET_HOST_WIN32
- /*
- * This seems to be a bit easier under Win32
- */
- SetWindowText( fgStructure.Window->Window.Handle, title );
+ text.value = (unsigned char *) title;
+ text.encoding = XA_STRING;
+ text.format = 8;
+ text.nitems = strlen( title );
+
+ XSetWMIconName(
+ fgDisplay.Display,
+ fgStructure.CurrentWindow->Window.Handle,
+ &text
+ );
+
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
+
+#elif TARGET_HOST_MS_WINDOWS
+# ifdef _WIN32_WCE
+ {
+ wchar_t* wstr = fghWstrFromStr(title);
+ SetWindowText( fgStructure.CurrentWindow->Window.Handle, wstr );
+ free(wstr);
+ }
+# else
+ SetWindowText( fgStructure.CurrentWindow->Window.Handle, title );
+# endif
#endif
+ }
}
/*
*/
void FGAPIENTRY glutReshapeWindow( int width, int height )
{
- freeglut_assert_ready; freeglut_assert_window;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutReshapeWindow" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutReshapeWindow" );
-#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 );
-
-#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 */
+ if (glutGet(GLUT_FULL_SCREEN))
{
- GetWindowRect ( fgStructure.Window->Parent->Window.Handle, &winRect ) ;
- x -= winRect.left + GetSystemMetrics( SM_CXSIZEFRAME ) ;
- y -= winRect.top + GetSystemMetrics( SM_CYSIZEFRAME ) + GetSystemMetrics( SM_CYCAPTION ) ;
+ /* Leave full screen state before resizing. */
+ glutFullScreenToggle();
}
- /*
- * Resize the window, forcing a redraw to happen
- */
- MoveWindow(
- fgStructure.Window->Window.Handle,
- x,
- y,
- width,
- height,
- TRUE
- );
- }
-#endif
+ fgStructure.CurrentWindow->State.NeedToResize = GL_TRUE;
+ fgStructure.CurrentWindow->State.Width = width ;
+ fgStructure.CurrentWindow->State.Height = height;
}
/*
*/
void FGAPIENTRY glutPositionWindow( int x, int y )
{
- freeglut_assert_ready; freeglut_assert_window;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPositionWindow" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPositionWindow" );
-#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 );
+ if (glutGet(GLUT_FULL_SCREEN))
+ {
+ /* Leave full screen state before moving. */
+ glutFullScreenToggle();
+ }
-#elif TARGET_HOST_WIN32
- {
- RECT winRect;
+#if TARGET_HOST_POSIX_X11
- /*
- * First off, grab the current window's position
- */
- GetWindowRect( fgStructure.Window->Window.Handle, &winRect );
+ XMoveWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle,
+ x, y );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
- /*
- * Reposition the window, forcing a redraw to happen
- */
- MoveWindow(
- fgStructure.Window->Window.Handle,
- x,
- y,
- winRect.right - winRect.left,
- winRect.bottom - winRect.top,
- TRUE
- );
- }
+#elif TARGET_HOST_MS_WINDOWS
+
+ {
+ RECT winRect;
+
+ /* "GetWindowRect" returns the pixel coordinates of the outside of the window */
+ GetWindowRect( fgStructure.CurrentWindow->Window.Handle, &winRect );
+ MoveWindow(
+ fgStructure.CurrentWindow->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_EXIT_IF_NOT_INITIALISED ( "glutPushWindow" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPushWindow" );
-#if TARGET_HOST_UNIX_X11
- /*
- * Lower the current window
- */
- 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
- );
+#if TARGET_HOST_POSIX_X11
+
+ XLowerWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
+
+#elif TARGET_HOST_MS_WINDOWS
+
+ SetWindowPos(
+ fgStructure.CurrentWindow->Window.Handle,
+ HWND_BOTTOM,
+ 0, 0, 0, 0,
+ SWP_NOSIZE | SWP_NOMOVE
+ );
#endif
}
*/
void FGAPIENTRY glutPopWindow( void )
{
- freeglut_assert_ready; freeglut_assert_window;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPopWindow" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPopWindow" );
-#if TARGET_HOST_UNIX_X11
- /*
- * Raise the current window
- */
- 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
- );
+#if TARGET_HOST_POSIX_X11
+
+ XRaiseWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
+
+#elif TARGET_HOST_MS_WINDOWS
+
+ SetWindowPos(
+ fgStructure.CurrentWindow->Window.Handle,
+ HWND_TOP,
+ 0, 0, 0, 0,
+ SWP_NOSIZE | SWP_NOMOVE
+ );
#endif
}
*/
void FGAPIENTRY glutFullScreen( void )
{
- freeglut_assert_ready; freeglut_assert_window;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutFullScreen" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutFullScreen" );
- /*
- * Just have the window repositioned and resized
- */
- glutPositionWindow( 0, 0 );
+ if (glutGet(GLUT_FULL_SCREEN))
+ {
+ /* Leave full screen state before resizing. */
+ glutFullScreenToggle();
+ }
- glutReshapeWindow(
- fgDisplay.ScreenWidth,
- fgDisplay.ScreenHeight
- );
+ {
+#if TARGET_HOST_POSIX_X11
+
+ Status status; /* Returned by XGetWindowAttributes(), not checked. */
+ XWindowAttributes attributes;
+
+ status = XGetWindowAttributes(fgDisplay.Display,
+ fgStructure.CurrentWindow->Window.Handle,
+ &attributes);
+ /*
+ * The "x" and "y" members of "attributes" are the window's coordinates
+ * relative to its parent, i.e. to the decoration window.
+ */
+ XMoveResizeWindow(fgDisplay.Display,
+ fgStructure.CurrentWindow->Window.Handle,
+ -attributes.x,
+ -attributes.y,
+ fgDisplay.ScreenWidth,
+ fgDisplay.ScreenHeight);
+
+#elif TARGET_HOST_MS_WINDOWS && !defined(_WIN32_WCE) /* FIXME: what about WinCE */
+ 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.CurrentWindow->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
+ }
+}
+
+/*
+ * Toggle the window's full screen state.
+ */
+void FGAPIENTRY glutFullScreenToggle( void )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutFullScreenToggle" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutFullScreenToggle" );
+
+ {
+#if TARGET_HOST_POSIX_X11
+
+ if (fgDisplay.StateFullScreen != None)
+ {
+ XEvent xevent;
+ long event_mask;
+ int status;
+
+ xevent.type = ClientMessage;
+ xevent.xclient.type = ClientMessage;
+ xevent.xclient.serial = 0;
+ xevent.xclient.send_event = True;
+ xevent.xclient.display = fgDisplay.Display;
+ xevent.xclient.window = fgStructure.CurrentWindow->Window.Handle;
+ xevent.xclient.message_type = fgDisplay.State;
+ xevent.xclient.format = 32;
+ xevent.xclient.data.l[0] = 2; /* _NET_WM_STATE_TOGGLE */
+ xevent.xclient.data.l[1] = fgDisplay.StateFullScreen;
+ xevent.xclient.data.l[2] = 0;
+ xevent.xclient.data.l[3] = 0;
+ xevent.xclient.data.l[4] = 0;
+
+ /*** Don't really understand how event masks work... ***/
+ event_mask = SubstructureRedirectMask | SubstructureNotifyMask;
+
+ status = XSendEvent(fgDisplay.Display,
+ fgDisplay.RootWindow,
+ False,
+ event_mask,
+ &xevent);
+ FREEGLUT_INTERNAL_ERROR_EXIT(status != 0,
+ "XSendEvent failed",
+ "glutFullScreenToggle");
+ }
+ else
+#endif
+ {
+ /*
+ * If the window manager is not Net WM compliant, fall back to legacy
+ * behaviour.
+ */
+ glutFullScreen();
+ }
+ }
}
/*
*/
void* FGAPIENTRY glutGetWindowData( void )
{
- return(fgStructure.Window->UserData);
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetWindowData" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutGetWindowData" );
+ return fgStructure.CurrentWindow->UserData;
}
void FGAPIENTRY glutSetWindowData(void* data)
{
- fgStructure.Window->UserData=data;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetWindowData" );
+ FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetWindowData" );
+ fgStructure.CurrentWindow->UserData = data;
}
/*** END OF FILE ***/
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