ppfd->dwLayerMask = 0;
ppfd->dwVisibleMask = 0;
ppfd->dwDamageMask = 0;
-
+
ppfd->cColorBits = (BYTE) GetDeviceCaps( hdc, BITSPIXEL );
}
/* windows hack for multismapling/sRGB */
if ( ( fgState.DisplayMode & GLUT_MULTISAMPLE ) ||
( fgState.DisplayMode & GLUT_SRGB ) )
- {
+ {
HGLRC rc, rc_before=wglGetCurrentContext();
HWND hWnd;
HDC hDC, hDC_before=wglGetCurrentDC();
windowRect.left = clientRect->left;
windowRect.top = clientRect->top;
}
-
+
/* done, copy windowRect to output */
CopyRect(clientRect,&windowRect);
}
POINT topLeftClient = {0,0};
freeglut_return_if_fail((window && window->Window.Handle));
-
+
/* Get size of client rect */
GetClientRect(window->Window.Handle, clientRect);
if (posIsOutside)
} m_proc_t;
static BOOL CALLBACK m_proc(HMONITOR mon,
- HDC hdc,
- LPRECT rect,
- LPARAM data)
+ HDC hdc,
+ LPRECT rect,
+ LPARAM data)
{
m_proc_t *dp=(m_proc_t *)data;
MONITORINFOEX info;
return TRUE;
}
-/*
+/*
* this function returns the origin of the screen identified by
* fgDisplay.pDisplay.DisplayName, and 0 otherwise.
* This is used in fgOpenWindow to open the gamemode window on the screen
/* Enable multitouch: additional flag TWF_FINETOUCH, TWF_WANTPALM */
#ifdef WM_TOUCH
- if (fghRegisterTouchWindow == (pRegisterTouchWindow)0xDEADBEEF)
- fghRegisterTouchWindow = (pRegisterTouchWindow)GetProcAddress(GetModuleHandle("user32"),"RegisterTouchWindow");
- if (fghRegisterTouchWindow)
+ if (fghRegisterTouchWindow == (pRegisterTouchWindow)0xDEADBEEF)
+ fghRegisterTouchWindow = (pRegisterTouchWindow)GetProcAddress(GetModuleHandle("user32"),"RegisterTouchWindow");
+ if (fghRegisterTouchWindow)
fghRegisterTouchWindow( window->Window.Handle, TWF_FINETOUCH | TWF_WANTPALM );
#endif