typedef BOOL (WINAPI *pRegisterTouchWindow)(HWND,ULONG);
static pRegisterTouchWindow fghRegisterTouchWindow = (pRegisterTouchWindow)0xDEADBEEF;
#endif
+extern void fghNotifyWindowStatus(SFG_Window *window);
/*
}
}
-
/* Computes position of corners of window Rect (outer position including
* decorations) based on the provided client rect and based on the style
* of the window in question.
fghComputeWindowRectFromClientArea_UseStyle(clientRect, windowStyle, windowExStyle, posIsOutside);
}
-
/* Gets the rect describing the client area (drawable area) of the
* specified window. Output is position of corners of client area (drawable area) on the screen.
* Does not touch clientRect if window pointer or window handle is NULL.
void fghGetClientArea( RECT *clientRect, const SFG_Window *window )
{
POINT topLeftClient = {0,0};
- POINT topLeftWindow = {0,0};
freeglut_return_if_fail((window && window->Window.Handle));
OffsetRect(clientRect,topLeftClient.x,topLeftClient.y);
}
+
#if(WINVER >= 0x500)
typedef struct
{
if( !( window->Window.Handle ) )
fgError( "Failed to create a window (%s)!", title );
+ /* Store title */
+ {
+ window->State.pWState.WindowTitle = malloc (strlen(title) + 1);
+ strcpy(window->State.pWState.WindowTitle, title);
+ }
+
#if !defined(_WIN32_WCE)
/* Need to set requested style again, apparently Windows doesn't listen when requesting windows without title bar or borders */
SetWindowLong(window->Window.Handle, GWL_STYLE, flags);
fgState.ForceIconic ? SW_SHOWMINIMIZED : SW_SHOWNORMAL );
#endif /* defined(_WIN32_WCE) */
- UpdateWindow( window->Window.Handle );
- ShowCursor( TRUE ); /* XXX Old comments say "hide cursor"! */
+ ShowCursor( TRUE );
}
RECT windowRect;
/*
+ * HACK HACK HACK:
+ * Before we do anything else, check if this is a newly created window
+ * that did not have its windowStatus/visibility func called yet
+ * we do that on first paint, but because I want to keep the paint
+ * operation as lean as possible, we do it here. The first paint
+ * goes together with a first resize call before the display callback
+ * is called, so this is just in time. Shitty place to do it, but this
+ * is the only reliable way I can think of to call the callback upon
+ * first draw of the window.
+ * More broadly speaking, I know this is an ugly hack, but I'm not sure
+ * what else to do about it. Depending on WM_ACTIVATE would not work
+ * as not all windows get this when you are opening multiple before the
+ * mainloop starts. WM_SHOWWINDOW looked like an interesting candidate,
+ * but it is generated and processed before glutCreate(Sub)Window
+ * returns, so no callback can yet be set on the window.
+ */
+ /* Check windowStatus/visibility func has been notified that window is visible (deferred from creation time to give user opportunity to register callbacks) */
+ if (!window->State.pWState.WindowFuncCalled)
+ {
+ fghNotifyWindowStatus(window);
+ window->State.pWState.WindowFuncCalled = GL_TRUE;
+ }
+
+ /*
* For windowed mode, get the current position of the
* window and resize taking the size of the frame
* decorations into account.
}
DestroyWindow( window->Window.Handle );
+
+ /* clean up copied title text(s) */
+ if (window->State.pWState.WindowTitle)
+ free(window->State.pWState.WindowTitle);
+ if (window->State.pWState.IconTitle)
+ free(window->State.pWState.IconTitle);
}
*/
void fgPlatformGlutIconifyWindow( void )
{
- ShowWindow( fgStructure.CurrentWindow->Window.Handle, SW_MINIMIZE );
+ SFG_Window *win = fgStructure.CurrentWindow;
+
+ /* Call on parent window */
+ while (win->Parent)
+ win = win->Parent;
+
+ /* Visibility status of window gets updated in the WM_SHOWWINDOW handler */
+ ShowWindow(win->Window.Handle, SW_MINIMIZE);
}
/*
#else
SetWindowText( fgStructure.CurrentWindow->Window.Handle, title );
#endif
+
+ /* Make copy of string to refer to later */
+ if (fgStructure.CurrentWindow->State.pWState.WindowTitle)
+ free(fgStructure.CurrentWindow->State.pWState.WindowTitle);
+ fgStructure.CurrentWindow->State.pWState.WindowTitle = malloc (strlen(title) + 1);
+ strcpy(fgStructure.CurrentWindow->State.pWState.WindowTitle, title);
}
/*
* Set the current window's iconified title
- * There really isn't a way to set the icon name separate from the
- * windows name in Win32, so, just set the windows name.
*/
void fgPlatformGlutSetIconTitle( const char* title )
{
-#ifdef _WIN32_WCE
- {
- wchar_t* wstr = fghWstrFromStr(title);
- SetWindowText( fgStructure.CurrentWindow->Window.Handle, wstr );
- free(wstr);
- }
-#else
- SetWindowText( fgStructure.CurrentWindow->Window.Handle, title );
-#endif
+ /* Make copy of string to refer to later */
+ if (fgStructure.CurrentWindow->State.pWState.IconTitle)
+ free(fgStructure.CurrentWindow->State.pWState.IconTitle);
+ fgStructure.CurrentWindow->State.pWState.IconTitle = malloc (strlen(title) + 1);
+ strcpy(fgStructure.CurrentWindow->State.pWState.IconTitle, title);
}
/*