static int fghResizeFullscrToggle(void)
{
XWindowAttributes attributes;
+ SFG_Window *win = fgStructure.CurrentWindow;
if(glutGet(GLUT_FULL_SCREEN)) {
/* restore original window size */
- SFG_Window *win = fgStructure.CurrentWindow;
- fgStructure.CurrentWindow->State.NeedToResize = GL_TRUE;
- fgStructure.CurrentWindow->State.Width = win->State.pWState.OldWidth;
- fgStructure.CurrentWindow->State.Height = win->State.pWState.OldHeight;
+ fgStructure.CurrentWindow->State.WorkMask = GLUT_SIZE_WORK;
+ fgStructure.CurrentWindow->State.DesiredWidth = win->State.pWState.OldWidth;
+ fgStructure.CurrentWindow->State.DesiredHeight = win->State.pWState.OldHeight;
} else {
+ fgStructure.CurrentWindow->State.pWState.OldWidth = win->State.Width;
+ fgStructure.CurrentWindow->State.pWState.OldHeight = win->State.Height;
+
/* resize the window to cover the entire screen */
XGetWindowAttributes(fgDisplay.pDisplay.Display,
fgStructure.CurrentWindow->Window.Handle,
XEvent eventReturnBuffer; /* return buffer required for a call */
unsigned long mask;
unsigned int current_DisplayMode = fgState.DisplayMode ;
+ XConfigureEvent fakeEvent = {0};
/* Save the display mode if we are creating a menu window */
if( window->IsMenu && ( ! fgStructure.MenuContext ) )
&winAttr
);
+ /* Fake configure event to force viewport setup
+ * even with no window manager.
+ */
+ fakeEvent.type = ConfigureNotify;
+ fakeEvent.display = fgDisplay.pDisplay.Display;
+ fakeEvent.window = window->Window.Handle;
+ fakeEvent.x = x;
+ fakeEvent.y = y;
+ fakeEvent.width = w;
+ fakeEvent.height = h;
+ XPutBackEvent(fgDisplay.pDisplay.Display, (XEvent*)&fakeEvent);
+
/*
* The GLX context creation, possibly trying the direct context rendering
* or else use the current context if the user has so specified
/*
+ * Request a window resize
+ */
+void fgPlatformReshapeWindow ( SFG_Window *window, int width, int height )
+{
+ XResizeWindow( fgDisplay.pDisplay.Display, window->Window.Handle,
+ width, height );
+ XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
+}
+
+
+/*
* Closes a window, destroying the frame and OpenGL context
*/
void fgPlatformCloseWindow( SFG_Window* window )
/*
- * This function makes the current window visible
+ * This function makes the specified window visible
*/
-void fgPlatformGlutShowWindow( void )
+void fgPlatformShowWindow( SFG_Window *window )
{
- XMapWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
+ XMapWindow( fgDisplay.pDisplay.Display, window->Window.Handle );
XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
}
/*
- * This function hides the current window
+ * This function hides the specified window
*/
-void fgPlatformGlutHideWindow( void )
+void fgPlatformHideWindow( SFG_Window *window )
{
- if( fgStructure.CurrentWindow->Parent == NULL )
+ if( window->Parent == NULL )
XWithdrawWindow( fgDisplay.pDisplay.Display,
- fgStructure.CurrentWindow->Window.Handle,
+ window->Window.Handle,
fgDisplay.pDisplay.Screen );
else
XUnmapWindow( fgDisplay.pDisplay.Display,
- fgStructure.CurrentWindow->Window.Handle );
+ window->Window.Handle );
XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
}
/*
- * Iconify the current window (top-level windows only)
+ * Iconify the specified window (top-level windows only)
*/
-void fgPlatformGlutIconifyWindow( void )
+void fgPlatformIconifyWindow( SFG_Window *window )
{
- XIconifyWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle,
+ XIconifyWindow( fgDisplay.pDisplay.Display, window->Window.Handle,
fgDisplay.pDisplay.Screen );
XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
+
+ fgStructure.CurrentWindow->State.Visible = GL_FALSE;
}
/*
}
/*
- * Change the current window's position
+ * Change the specified window's position
*/
-void fgPlatformGlutPositionWindow( int x, int y )
+void fgPlatformPositionWindow( SFG_Window *window, int x, int y )
{
- XMoveWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle,
+ XMoveWindow( fgDisplay.pDisplay.Display, window->Window.Handle,
x, y );
XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
}
/*
- * Lowers the current window (by Z order change)
+ * Lowers the specified window (by Z order change)
*/
-void fgPlatformGlutPushWindow( void )
+void fgPlatformPushWindow( SFG_Window *window )
{
- XLowerWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
+ XLowerWindow( fgDisplay.pDisplay.Display, window->Window.Handle );
}
/*
- * Raises the current window (by Z order change)
+ * Raises the specified window (by Z order change)
*/
-void fgPlatformGlutPopWindow( void )
+void fgPlatformPopWindow( SFG_Window *window )
{
- XRaiseWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
-}
-
-/*
- * Resize the current window so that it fits the whole screen
- */
-void fgPlatformGlutFullScreen( SFG_Window *win )
-{
- if(!glutGet(GLUT_FULL_SCREEN)) {
- if(fghToggleFullscreen() != -1) {
- win->State.IsFullscreen = GL_TRUE;
- }
- }
-}
-
-/*
- * If we are fullscreen, resize the current window back to its original size
- */
-void fgPlatformGlutLeaveFullScreen( SFG_Window *win )
-{
- if(glutGet(GLUT_FULL_SCREEN)) {
- if(fghToggleFullscreen() != -1) {
- win->State.IsFullscreen = GL_FALSE;
- }
- }
+ XRaiseWindow( fgDisplay.pDisplay.Display, window->Window.Handle );
}
/*
* Toggle the window's full screen state.
*/
-void fgPlatformGlutFullScreenToggle( SFG_Window *win )
+void fgPlatformFullScreenToggle( SFG_Window *win )
{
if(fghToggleFullscreen() != -1) {
win->State.IsFullscreen = !win->State.IsFullscreen;