Putting in Jocelyn Frechot's X11 visual context changes. THIS WILL BREAK THE BUILD...
[freeglut] / src / freeglut_window.c
index 0d2705a..f1438bf 100644 (file)
 #include "freeglut_internal.h"
 
 #if defined(_WIN32_WCE)
-#include <aygshell.h>
-#pragma comment( lib, "Aygshell.lib" ) /* library pragmas are bad */
+#   include <Aygshell.h>
+#   ifdef FREEGLUT_LIB_PRAGMAS
+#       pragma comment( lib, "Aygshell.lib" )
+#   endif
 
 static wchar_t* fghWstrFromStr(const char* str)
 {
@@ -42,13 +44,12 @@ static wchar_t* fghWstrFromStr(const char* str)
     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
@@ -75,10 +76,8 @@ static wchar_t* fghWstrFromStr(const char* str)
  */
 #if TARGET_HOST_POSIX_X11
 
-XVisualInfo* fgChooseVisual( void )
+GLXFBConfig* fgChooseFBConfig( void )
 {
-#define BUFFER_SIZES 6
-    int bufferSize[BUFFER_SIZES] = { 16, 12, 8, 4, 2, 1 };
     GLboolean wantIndexedMode = GL_FALSE;
     int attributes[ 32 ];
     int where = 0;
@@ -94,11 +93,13 @@ XVisualInfo* fgChooseVisual( void )
     if( fgState.DisplayMode & GLUT_INDEX )
     {
         ATTRIB_VAL( GLX_BUFFER_SIZE, 8 );
+        /*  Buffer size is selected later.  */
+
+        ATTRIB_VAL( GLX_RENDER_TYPE, GLX_COLOR_INDEX_BIT );
         wantIndexedMode = GL_TRUE;
     }
     else
     {
-        ATTRIB( GLX_RGBA );
         ATTRIB_VAL( GLX_RED_SIZE,   1 );
         ATTRIB_VAL( GLX_GREEN_SIZE, 1 );
         ATTRIB_VAL( GLX_BLUE_SIZE,  1 );
@@ -107,10 +108,10 @@ XVisualInfo* fgChooseVisual( void )
     }
 
     if( fgState.DisplayMode & GLUT_DOUBLE )
-        ATTRIB( GLX_DOUBLEBUFFER );
+        ATTRIB_VAL( GLX_DOUBLEBUFFER, True );
 
     if( fgState.DisplayMode & GLUT_STEREO )
-        ATTRIB( GLX_STEREO );
+        ATTRIB_VAL( GLX_STEREO, True );
 
     if( fgState.DisplayMode & GLUT_DEPTH )
         ATTRIB_VAL( GLX_DEPTH_SIZE, 1 );
@@ -136,34 +137,116 @@ XVisualInfo* fgChooseVisual( void )
     if( fgState.DisplayMode & GLUT_AUX4 )
         ATTRIB_VAL( GLX_AUX_BUFFERS, 4 );
     if ( fgState.DisplayMode & GLUT_MULTISAMPLE )
-        ATTRIB_VAL( GLX_SAMPLES_SGIS, 4 );
+    {
+        ATTRIB_VAL( GLX_SAMPLE_BUFFERS, 1 );
+    }
 
 
     /* Push a null at the end of the list */
     ATTRIB( None );
 
-    if( ! wantIndexedMode )
-        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.  We do this by trying each possibility from the list
-         * given in the {bufferSize} array.  If we match, we return to caller.
-         */
-        for( i=0; i<BUFFER_SIZES; i++ )
+
+        /*  Get all FBConfigs that match "attributes".  */
+        fbconfigArray = glXChooseFBConfig( fgDisplay.Display,
+                                           fgDisplay.Screen,
+                                           attributes,
+                                           &fbconfigArraySize );
+
+        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 );
+                }
+            }
+
+            /*
+             * 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.
+             */
+            fbconfig = fbconfigArray;
+        }
+        else
         {
-            attributes[ 1 ] = bufferSize[ i ];
-            visualInfo = glXChooseVisual( fgDisplay.Display, fgDisplay.Screen,
-                                          attributes );
-            if( visualInfo != NULL )
-                return visualInfo;
+           fbconfig = NULL;
         }
-        return NULL;
+
+        return fbconfig;
     }
 }
 #endif
@@ -172,10 +255,10 @@ XVisualInfo* fgChooseVisual( void )
  * Setup the pixel format for a Win32 window
  */
 #if TARGET_HOST_MS_WINDOWS
-/* WRONG-- FIXME */
 /* 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);
 
@@ -371,9 +454,10 @@ void fgSetWindow ( SFG_Window *window )
 {
 #if TARGET_HOST_POSIX_X11
     if ( window )
-        glXMakeCurrent(
+        glXMakeContextCurrent(
             fgDisplay.Display,
             window->Window.Handle,
+            window->Window.Handle,
             window->Window.Context
         );
 #elif TARGET_HOST_MS_WINDOWS
@@ -399,50 +483,57 @@ void fgSetWindow ( SFG_Window *window )
  * 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 positionUse, int x, int y,
+                   GLboolean sizeUse, int w, int h,
                    GLboolean gameMode, GLboolean isSubWindow )
 {
 #if TARGET_HOST_POSIX_X11
+    XVisualInfo * visualInfo;
     XSetWindowAttributes winAttr;
     XTextProperty textProperty;
     XSizeHints sizeHints;
     XWMHints wmHints;
     unsigned long mask;
+    int renderType;  /*  GLX_RGBA_TYPE or GLX_COLOR_INDEX_TYPE  */
     unsigned int current_DisplayMode = fgState.DisplayMode ;
 
     /* Save the display mode if we are creating a menu window */
     if( window->IsMenu && ( ! fgStructure.MenuContext ) )
         fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB ;
 
-    window->Window.VisualInfo = fgChooseVisual( );
+    window->Window.FBConfig = fgChooseFBConfig( );
 
     if( window->IsMenu && ( ! fgStructure.MenuContext ) )
         fgState.DisplayMode = current_DisplayMode ;
 
-    if( ! window->Window.VisualInfo )
+    if( ! window->Window.FBConfig )
     {
         /*
-         * The "fgChooseVisual" returned a null meaning that the visual
+         * The "fgChooseFBConfig" 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 ) )
         {
             fgState.DisplayMode |= GLUT_DOUBLE ;
-            window->Window.VisualInfo = fgChooseVisual( );
+            window->Window.FBConfig = fgChooseFBConfig( );
             fgState.DisplayMode &= ~GLUT_DOUBLE;
         }
 
         if( fgState.DisplayMode & GLUT_MULTISAMPLE )
         {
             fgState.DisplayMode &= ~GLUT_MULTISAMPLE ;
-            window->Window.VisualInfo = fgChooseVisual( );
+            window->Window.FBConfig = fgChooseFBConfig( );
             fgState.DisplayMode |= GLUT_MULTISAMPLE;
         }
     }
 
-    FREEGLUT_INTERNAL_ERROR_EXIT( window->Window.VisualInfo != NULL,
-                                  "Visual with necessary capabilities not found", "fgOpenWindow" );
+    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) );
 
     /*
      * XXX HINT: the masks should be updated when adding/removing callbacks.
@@ -465,7 +556,7 @@ void fgOpenWindow( SFG_Window* window, const char* title,
 
     winAttr.colormap = XCreateColormap(
         fgDisplay.Display, fgDisplay.RootWindow,
-        window->Window.VisualInfo->visual, AllocNone
+        visualInfo->visual, AllocNone
     );
 
     mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;
@@ -476,13 +567,18 @@ void fgOpenWindow( SFG_Window* window, const char* title,
         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,
         x, y, w, h, 0,
-        window->Window.VisualInfo->depth, InputOutput,
-        window->Window.VisualInfo->visual, mask,
+        visualInfo->depth, InputOutput,
+        visualInfo->visual, mask,
         &winAttr
     );
 
@@ -490,6 +586,22 @@ void fgOpenWindow( SFG_Window* window, const char* title,
      * The GLX context creation, possibly trying the direct context rendering
      *  or else use the current context if the user has so specified
      */
+
+    /*  Set renderType.  */
+    if( window->IsMenu && ( ! fgStructure.MenuContext ) )
+    {
+        /*  Display mode has been set to GLUT_RGB.  */
+        renderType = GLX_RGBA_TYPE;
+    }
+    else if (fgState.DisplayMode & GLUT_INDEX)
+    {
+        renderType = GLX_COLOR_INDEX_TYPE;
+    }
+    else
+    {
+        renderType = GLX_RGBA_TYPE;
+    }
+
     if( window->IsMenu )
     {
         /*
@@ -500,16 +612,15 @@ void fgOpenWindow( SFG_Window* window, const char* title,
         {
             fgStructure.MenuContext =
                 (SFG_MenuContext *)malloc( sizeof(SFG_MenuContext) );
-            fgStructure.MenuContext->MVisualInfo = window->Window.VisualInfo;
-            fgStructure.MenuContext->MContext = glXCreateContext(
-                fgDisplay.Display, fgStructure.MenuContext->MVisualInfo,
+            fgStructure.MenuContext->Context = glXCreateNewContext(
+                fgDisplay.Display, *(window->Window.FBConfig), renderType,
                 NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT )
             );
         }
 
         /* window->Window.Context = fgStructure.MenuContext->MContext; */
         window->Window.Context = glXCreateContext(
-            fgDisplay.Display, window->Window.VisualInfo,
+            fgDisplay.Display, window->Window.FBConfig, renderType,
             NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT )
         );
     }
@@ -518,14 +629,14 @@ void fgOpenWindow( SFG_Window* window, const char* title,
         window->Window.Context = glXGetCurrentContext( );
 
         if( ! window->Window.Context )
-            window->Window.Context = glXCreateContext(
-                fgDisplay.Display, window->Window.VisualInfo,
+            window->Window.Context = glXCreateNewContext(
+                fgDisplay.Display, window->Window.FBConfig, renderType,
                 NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT )
             );
     }
     else
-        window->Window.Context = glXCreateContext(
-            fgDisplay.Display, window->Window.VisualInfo,
+        window->Window.Context = glXCreateNewContext(
+            fgDisplay.Display, window->Window.FBConfig, renderType,
             NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT )
         );
 
@@ -548,9 +659,9 @@ void fgOpenWindow( SFG_Window* window, const char* title,
     window->State.Visible = GL_TRUE;
 
     sizeHints.flags = 0;
-    if ( fgState.Position.Use )
+    if ( positionUse )
         sizeHints.flags |= USPosition;
-    if ( fgState.Size.Use )
+    if ( sizeUse )
         sizeHints.flags |= USSize;
 
     /*
@@ -587,20 +698,24 @@ void fgOpenWindow( SFG_Window* window, const char* title,
     XSetWMProtocols( fgDisplay.Display, window->Window.Handle,
                      &fgDisplay.DeleteWindow, 1 );
 
-    glXMakeCurrent(
+    glXMakeContextCurrent(
         fgDisplay.Display,
         window->Window.Handle,
+        window->Window.Handle,
         window->Window.Context
     );
 
     XMapWindow( fgDisplay.Display, window->Window.Handle );
 
+    XFree(visualInfo);
+
 #elif TARGET_HOST_MS_WINDOWS
 
     WNDCLASS wc;
     DWORD flags;
     DWORD exFlags = 0;
     ATOM atom;
+    int WindowStyle = 0;
 
     /* Grab the window class we have registered on glutInit(): */
     atom = GetClassInfo( fgDisplay.Instance, _T("FREEGLUT"), &wc );
@@ -621,6 +736,8 @@ void fgOpenWindow( SFG_Window* window, const char* title,
     }
     else
     {
+        int worig = w, horig = h;
+
 #if !defined(_WIN32_WCE)
         if ( ( ! isSubWindow ) && ( ! window->IsMenu ) )
         {
@@ -635,15 +752,27 @@ void fgOpenWindow( SFG_Window* window, const char* title,
         }
 #endif /* defined(_WIN32_WCE) */
 
-        if( ! fgState.Position.Use )
+        if( ! positionUse )
         {
             x = CW_USEDEFAULT;
             y = CW_USEDEFAULT;
         }
-        if( ! fgState.Size.Use )
+        /* 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
         {
-            w = CW_USEDEFAULT;
-            h = CW_USEDEFAULT;
+            window->State.Width = worig;
+            window->State.Height = horig;
         }
 
         /*
@@ -692,7 +821,7 @@ void fgOpenWindow( SFG_Window* window, const char* title,
 #else
     window->Window.Handle = CreateWindowEx(
         exFlags,
-        "FREEGLUT",
+        _T("FREEGLUT"),
         title,
         flags,
         x, y, w, h,
@@ -706,6 +835,33 @@ void fgOpenWindow( SFG_Window* window, const char* title,
     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.
+     */
+    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
@@ -789,9 +945,10 @@ int FGAPIENTRY glutCreateWindow( const char* title )
      */
     FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateWindow" );
 
-    return fgCreateWindow( NULL, title, fgState.Position.X, fgState.Position.Y,
-                           fgState.Size.X, fgState.Size.Y, GL_FALSE,
-                           GL_FALSE )->ID;
+    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;
 }
 
 /*
@@ -832,7 +989,7 @@ int FGAPIENTRY glutCreateSubWindow( int parentID, int x, int y, int w, int h )
         h = -h ;
     }
 
-    window = fgCreateWindow( parent, "", x, y, w, h, GL_FALSE, GL_FALSE );
+    window = fgCreateWindow( parent, "", GL_TRUE, x, y, GL_TRUE, w, h, GL_FALSE, GL_FALSE );
     ret = window->ID;
 
     return ret;
@@ -882,7 +1039,14 @@ void FGAPIENTRY glutSetWindow( int ID )
 int FGAPIENTRY glutGetWindow( void )
 {
     SFG_Window *win = fgStructure.CurrentWindow;
-    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetWindow" );
+    /*
+     * 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 ( ! fgState.Initialised )
+        return 0;
+
     while ( win && win->IsMenu )
         win = win->Parent;
     return win ? win->ID : 0;