#include "config.h"
#endif
-#include "../include/GL/freeglut.h"
+#include <GL/freeglut.h>
#include "freeglut_internal.h"
/*
pfd.cColorBits = (BYTE) GetDeviceCaps( window->Window.Device, BITSPIXEL );
ppfd = &pfd;
-
+
pixelformat = ChoosePixelFormat( window->Window.Device, ppfd );
if( pixelformat == 0 )
return GL_FALSE;
if ( window )
{
window->Window.Device = GetDC( window->Window.Handle );
- wglMakeCurrent(
- window->Window.Device,
+ wglMakeCurrent(
+ window->Window.Device,
window->Window.Context
);
}
* XXX simplify this.
*/
if( !window->IsMenu )
- window->Window.VisualInfo = fgChooseVisual( );
+ window->Window.VisualInfo = fgChooseVisual( );
else if( fgStructure.MenuContext )
window->Window.VisualInfo = fgChooseVisual( );
else
{
+ /* 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 &= ~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 );
- window->State.IsOffscreen = GL_FALSE;
- if( fgState.DisplayMode & GLUT_OFFSCREEN )
- {
- 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. (Hint: Think mouse-motion!)
- * XXX
- * XXX It may make a difference in networked environments or on
- * XXX some very slow systems, but I think that that is secondary
- * XXX to making debugging easier.
- */
- 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
- );
- mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;
+ /*
+ * 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
+ );
- if ( window->IsMenu )
- {
- winAttr.override_redirect = True;
- mask |= CWOverrideRedirect;
- }
+ mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;
- 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
- );
+ 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
);
}
-/* window->Window.Context = fgStructure.MenuContext->Context ; */
+ /* window->Window.Context = fgStructure.MenuContext->Context; */
window->Window.Context = glXCreateContext(
fgDisplay.Display, window->Window.VisualInfo,
NULL, fgState.ForceDirectContext | fgState.TryDirectContext
wmHints.flags = StateHint;
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 );
+ /*
+ * 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
+ );
+
+ XSetWMProtocols( fgDisplay.Display, window->Window.Handle,
+ &fgDisplay.DeleteWindow, 1 );
+
+ XMapWindow( fgDisplay.Display, window->Window.Handle );
- XSetWMProperties(
- fgDisplay.Display,
- window->Window.Handle,
- &textProperty,
- &textProperty,
- 0,
- 0,
- &sizeHints,
- &wmHints,
- NULL
- );
-
- XSetWMProtocols( fgDisplay.Display, window->Window.Handle,
- &fgDisplay.DeleteWindow, 1 );
-
- XMapWindow( fgDisplay.Display, window->Window.Handle );
- }
-
#elif TARGET_HOST_WIN32
WNDCLASS wc;
- int flags;
+ 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 );
-
+
if( gameMode )
{
assert( window->Parent == NULL );
flags = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE;
if ( window->IsMenu )
- flags |= WS_POPUP ;
+ {
+ flags |= WS_POPUP;
+ exFlags |= WS_EX_TOOLWINDOW;
+ }
else if( window->Parent == NULL )
flags |= WS_OVERLAPPEDWINDOW;
else
flags |= WS_CHILD;
}
- window->Window.Handle = CreateWindow(
+ window->Window.Handle = CreateWindowEx(
+ exFlags,
"FREEGLUT",
title,
flags,
#if TARGET_HOST_UNIX_X11
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 );
- }
+ glXDestroyGLXPixmap( fgDisplay.Display, window->Window.Handle );
+ XFreePixmap( fgDisplay.Display, window->Window.Pixmap );
+
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32
*/
int FGAPIENTRY glutCreateSubWindow( int parentID, int x, int y, int w, int h )
{
+ int ret = 0;
+
SFG_Window* window = NULL;
SFG_Window* parent = NULL;
parent = fgWindowByID( parentID );
freeglut_return_val_if_fail( parent != NULL, 0 );
window = fgCreateWindow( parent, "", x, y, w, h, GL_FALSE, GL_FALSE );
- return window->ID;
+ ret = window->ID;
+
+ return ret;
}
/*
freeglut_assert_ready;
freeglut_assert_window;
- if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
- {
#if TARGET_HOST_UNIX_X11
- XMapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
- XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
+ XMapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32
- ShowWindow( fgStructure.Window->Window.Handle, SW_SHOW );
+ ShowWindow( fgStructure.Window->Window.Handle, SW_SHOW );
#endif
- }
+
fgStructure.Window->State.Redisplay = GL_TRUE;
}
freeglut_assert_ready;
freeglut_assert_window;
- if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
- {
#if TARGET_HOST_UNIX_X11
- 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 */
+ 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
- ShowWindow( fgStructure.Window->Window.Handle, SW_HIDE );
+ ShowWindow( fgStructure.Window->Window.Handle, SW_HIDE );
#endif
- }
+
fgStructure.Window->State.Redisplay = GL_FALSE;
}
freeglut_assert_window;
fgStructure.Window->State.Visible = GL_FALSE;
- if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
- {
#if TARGET_HOST_UNIX_X11
- XIconifyWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
- fgDisplay.Screen );
- XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
+ XIconifyWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
+ fgDisplay.Screen );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32
- ShowWindow( fgStructure.Window->Window.Handle, SW_MINIMIZE );
+ ShowWindow( fgStructure.Window->Window.Handle, SW_MINIMIZE );
#endif
- }
+
fgStructure.Window->State.Redisplay = GL_FALSE;
}
{
freeglut_assert_ready;
freeglut_assert_window;
- if( ! fgStructure.Window->Parent &&
- ( GL_FALSE == fgStructure.Window->State.IsOffscreen ) )
+ if( ! fgStructure.Window->Parent )
{
#if TARGET_HOST_UNIX_X11
XTextProperty text;
-
+
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
freeglut_assert_ready;
freeglut_assert_window;
- if( ! fgStructure.Window->Parent &&
- GL_FALSE == fgStructure.Window->State.IsOffscreen )
+ if( ! fgStructure.Window->Parent )
{
#if TARGET_HOST_UNIX_X11
XTextProperty text;
-
+
text.value = (unsigned char *) title;
text.encoding = XA_STRING;
text.format = 8;
freeglut_assert_ready;
freeglut_assert_window;
- /* XXX Could delete/create/set-window-id for offscreen. */
- if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
- {
- fgStructure.Window->State.NeedToResize = GL_TRUE;
- fgStructure.Window->State.Width = width ;
- fgStructure.Window->State.Height = height;
- }
+ fgStructure.Window->State.NeedToResize = GL_TRUE;
+ fgStructure.Window->State.Width = width ;
+ fgStructure.Window->State.Height = height;
}
/*
freeglut_assert_ready;
freeglut_assert_window;
- if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
- {
#if TARGET_HOST_UNIX_X11
- XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
- x, y );
- XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
+ XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
+ x, y );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32
-
+
+ {
RECT winRect;
-
+
GetWindowRect( fgStructure.Window->Window.Handle, &winRect );
MoveWindow(
fgStructure.Window->Window.Handle,
winRect.bottom - winRect.top,
TRUE
);
+ }
#endif
- }
}
/*
freeglut_assert_ready;
freeglut_assert_window;
- if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
- {
#if TARGET_HOST_UNIX_X11
- XLowerWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
+ XLowerWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
#elif TARGET_HOST_WIN32
- 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
- }
}
/*
freeglut_assert_ready;
freeglut_assert_window;
- if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
- {
#if TARGET_HOST_UNIX_X11
- XRaiseWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
+ XRaiseWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
#elif TARGET_HOST_WIN32
- 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
- }
}
/*
freeglut_assert_ready;
freeglut_assert_window;
- if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
{
#if TARGET_HOST_UNIX_X11
int x, y;