- moving to a new way of handling window changes (position, size, visibility)
[freeglut] / src / x11 / fg_window_x11.c
index 6f927c2..b6943d3 100644 (file)
@@ -32,8 +32,6 @@
 #include <unistd.h>  /* usleep */
 #include "../fg_internal.h"
 
-extern void fghRedrawWindow(SFG_Window *window);
-
 #ifdef EGL_VERSION_1_0
 #include "egl/fg_window_egl.h"
 #define fghCreateNewContext fghCreateNewContextEGL
@@ -48,11 +46,14 @@ static int fghResizeFullscrToggle(void)
     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,
@@ -383,15 +384,6 @@ void fgPlatformReshapeWindow ( SFG_Window *window, int width, int height )
 
 
 /*
- * A static helper function to execute display callback for a window
- */
-void fgPlatformDisplayWindow ( SFG_Window *window )
-{
-        fghRedrawWindow ( window ) ;
-}
-
-
-/*
  * Closes a window, destroying the frame and OpenGL context
  */
 void fgPlatformCloseWindow( SFG_Window* window )
@@ -412,35 +404,35 @@ 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 */
 
@@ -490,59 +482,35 @@ void fgPlatformGlutSetIconTitle( const char* title )
 }
 
 /*
- * 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)
- */
-void fgPlatformGlutPushWindow( void )
-{
-    XLowerWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
-}
-
-/*
- * Raises the current window (by Z order change)
- */
-void fgPlatformGlutPopWindow( void )
-{
-    XRaiseWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
-}
-
-/*
- * Resize the current window so that it fits the whole screen
+ * Lowers the specified window (by Z order change)
  */
-void fgPlatformGlutFullScreen( SFG_Window *win )
+void fgPlatformPushWindow( SFG_Window *window )
 {
-    if(!glutGet(GLUT_FULL_SCREEN)) {
-        if(fghToggleFullscreen() != -1) {
-            win->State.IsFullscreen = GL_TRUE;
-        }
-    }
+    XLowerWindow( fgDisplay.pDisplay.Display, window->Window.Handle );
 }
 
 /*
- * If we are fullscreen, resize the current window back to its original size
+ * Raises the specified window (by Z order change)
  */
-void fgPlatformGlutLeaveFullScreen( SFG_Window *win )
+void fgPlatformPopWindow( SFG_Window *window )
 {
-    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;