-/*\r
- * freeglut_window_x11.c\r
- *\r
- * Window management methods for X11\r
- *\r
- * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.\r
- * Written by Pawel W. Olszta, <olszta@sourceforge.net>\r
- * Copied for Platform code by Evan Felix <karcaw at gmail.com>\r
- * Creation date: Thur Feb 2 2012\r
- *\r
- * Permission is hereby granted, free of charge, to any person obtaining a\r
- * copy of this software and associated documentation files (the "Software"),\r
- * to deal in the Software without restriction, including without limitation\r
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,\r
- * and/or sell copies of the Software, and to permit persons to whom the\r
- * Software is furnished to do so, subject to the following conditions:\r
- *\r
- * The above copyright notice and this permission notice shall be included\r
- * in all copies or substantial portions of the Software.\r
- *\r
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS\r
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\r
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\r
- * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER\r
- * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN\r
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\r
- */\r
-\r
-#define FREEGLUT_BUILDING_LIB\r
-#include <GL/freeglut.h>\r
-#include <limits.h> /* LONG_MAX */\r
-#include <unistd.h> /* usleep */\r
-#include "freeglut_internal.h"\r
-\r
-/* pushing attribute/value pairs into an array */\r
-#define ATTRIB(a) attributes[where++]=(a)\r
-#define ATTRIB_VAL(a,v) {ATTRIB(a); ATTRIB(v);}\r
-\r
-\r
-#ifndef GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB\r
-#define GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20B2\r
-#endif\r
-\r
-#ifndef GLX_CONTEXT_MAJOR_VERSION_ARB\r
-#define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091\r
-#endif\r
-\r
-#ifndef GLX_CONTEXT_MINOR_VERSION_ARB\r
-#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092\r
-#endif\r
-\r
-#ifndef GLX_CONTEXT_FLAGS_ARB\r
-#define GLX_CONTEXT_FLAGS_ARB 0x2094\r
-#endif\r
-\r
-#ifndef GLX_CONTEXT_PROFILE_MASK_ARB\r
-#define GLX_CONTEXT_PROFILE_MASK_ARB 0x9126\r
-#endif\r
-\r
-#ifndef GLX_CONTEXT_DEBUG_BIT_ARB\r
-#define GLX_CONTEXT_DEBUG_BIT_ARB 0x0001\r
-#endif\r
-\r
-#ifndef GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB\r
-#define GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002\r
-#endif\r
-\r
-#ifndef GLX_CONTEXT_CORE_PROFILE_BIT_ARB\r
-#define GLX_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001\r
-#endif\r
-\r
-#ifndef GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB\r
-#define GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002\r
-#endif\r
-\r
-#ifndef GLX_RGBA_FLOAT_TYPE\r
-#define GLX_RGBA_FLOAT_TYPE 0x20B9\r
-#endif\r
-\r
-#ifndef GLX_RGBA_FLOAT_BIT\r
-#define GLX_RGBA_FLOAT_BIT 0x00000004\r
-#endif\r
-\r
-\r
-/*\r
- * Chooses a visual basing on the current display mode settings\r
- */\r
-\r
-GLXFBConfig* fgChooseFBConfig( int *numcfgs )\r
-{\r
- GLboolean wantIndexedMode = GL_FALSE;\r
- int attributes[ 100 ];\r
- int where = 0, numAuxBuffers;\r
-\r
- /* First we have to process the display mode settings... */\r
- if( fgState.DisplayMode & GLUT_INDEX ) {\r
- ATTRIB_VAL( GLX_BUFFER_SIZE, 8 );\r
- /* Buffer size is selected later. */\r
-\r
- ATTRIB_VAL( GLX_RENDER_TYPE, GLX_COLOR_INDEX_BIT );\r
- wantIndexedMode = GL_TRUE;\r
- } else {\r
- ATTRIB_VAL( GLX_RED_SIZE, 1 );\r
- ATTRIB_VAL( GLX_GREEN_SIZE, 1 );\r
- ATTRIB_VAL( GLX_BLUE_SIZE, 1 );\r
- if( fgState.DisplayMode & GLUT_ALPHA ) {\r
- ATTRIB_VAL( GLX_ALPHA_SIZE, 1 );\r
- }\r
- }\r
-\r
- if( fgState.DisplayMode & GLUT_DOUBLE ) {\r
- ATTRIB_VAL( GLX_DOUBLEBUFFER, True );\r
- }\r
-\r
- if( fgState.DisplayMode & GLUT_STEREO ) {\r
- ATTRIB_VAL( GLX_STEREO, True );\r
- }\r
-\r
- if( fgState.DisplayMode & GLUT_DEPTH ) {\r
- ATTRIB_VAL( GLX_DEPTH_SIZE, 1 );\r
- }\r
-\r
- if( fgState.DisplayMode & GLUT_STENCIL ) {\r
- ATTRIB_VAL( GLX_STENCIL_SIZE, 1 );\r
- }\r
-\r
- if( fgState.DisplayMode & GLUT_ACCUM ) {\r
- ATTRIB_VAL( GLX_ACCUM_RED_SIZE, 1 );\r
- ATTRIB_VAL( GLX_ACCUM_GREEN_SIZE, 1 );\r
- ATTRIB_VAL( GLX_ACCUM_BLUE_SIZE, 1 );\r
- if( fgState.DisplayMode & GLUT_ALPHA ) {\r
- ATTRIB_VAL( GLX_ACCUM_ALPHA_SIZE, 1 );\r
- }\r
- }\r
-\r
- numAuxBuffers = fghNumberOfAuxBuffersRequested();\r
- if ( numAuxBuffers > 0 ) {\r
- ATTRIB_VAL( GLX_AUX_BUFFERS, numAuxBuffers );\r
- }\r
-\r
- if( fgState.DisplayMode & GLUT_SRGB ) {\r
- ATTRIB_VAL( GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB, True );\r
- }\r
-\r
- if (fgState.DisplayMode & GLUT_MULTISAMPLE) {\r
- ATTRIB_VAL(GLX_SAMPLE_BUFFERS, 1);\r
- ATTRIB_VAL(GLX_SAMPLES, fgState.SampleNumber);\r
- }\r
-\r
- /* Push a terminator at the end of the list */\r
- ATTRIB( None );\r
-\r
- {\r
- GLXFBConfig * fbconfigArray; /* Array of FBConfigs */\r
- GLXFBConfig * fbconfig; /* The FBConfig we want */\r
- int fbconfigArraySize; /* Number of FBConfigs in the array */\r
-\r
-\r
- /* Get all FBConfigs that match "attributes". */\r
- fbconfigArray = glXChooseFBConfig( fgDisplay.pDisplay.Display,\r
- fgDisplay.pDisplay.Screen,\r
- attributes,\r
- &fbconfigArraySize );\r
-\r
- if (fbconfigArray != NULL)\r
- {\r
- int result; /* Returned by glXGetFBConfigAttrib, not checked. */\r
-\r
-\r
- if( wantIndexedMode )\r
- {\r
- /*\r
- * In index mode, we want the largest buffer size, i.e. visual\r
- * depth. Here, FBConfigs are sorted by increasing buffer size\r
- * first, so FBConfigs with the largest size come last.\r
- */\r
-\r
- int bufferSizeMin, bufferSizeMax;\r
-\r
- /* Get bufferSizeMin. */\r
- result =\r
- glXGetFBConfigAttrib( fgDisplay.pDisplay.Display,\r
- fbconfigArray[0],\r
- GLX_BUFFER_SIZE,\r
- &bufferSizeMin );\r
- /* Get bufferSizeMax. */\r
- result =\r
- glXGetFBConfigAttrib( fgDisplay.pDisplay.Display,\r
- fbconfigArray[fbconfigArraySize - 1],\r
- GLX_BUFFER_SIZE,\r
- &bufferSizeMax );\r
-\r
- if (bufferSizeMax > bufferSizeMin)\r
- {\r
- /* \r
- * Free and reallocate fbconfigArray, keeping only FBConfigs\r
- * with the largest buffer size.\r
- */\r
- XFree(fbconfigArray);\r
-\r
- /* Add buffer size token at the end of the list. */\r
- where--;\r
- ATTRIB_VAL( GLX_BUFFER_SIZE, bufferSizeMax );\r
- ATTRIB( None );\r
-\r
- fbconfigArray = glXChooseFBConfig( fgDisplay.pDisplay.Display,\r
- fgDisplay.pDisplay.Screen,\r
- attributes,\r
- &fbconfigArraySize );\r
- }\r
- }\r
-\r
- /*\r
- * We now have an array of FBConfigs, the first one being the "best"\r
- * one. So we should return only this FBConfig:\r
- *\r
- * int fbconfigXID;\r
- *\r
- * - pick the XID of the FBConfig we want\r
- * result = glXGetFBConfigAttrib( fgDisplay.pDisplay.Display,\r
- * fbconfigArray[0],\r
- * GLX_FBCONFIG_ID,\r
- * &fbconfigXID );\r
- *\r
- * - free the array\r
- * XFree(fbconfigArray);\r
- *\r
- * - reset "attributes" with the XID\r
- * where = 0;\r
- * ATTRIB_VAL( GLX_FBCONFIG_ID, fbconfigXID );\r
- * ATTRIB( None );\r
- *\r
- * - get our FBConfig only\r
- * fbconfig = glXChooseFBConfig( fgDisplay.pDisplay.Display,\r
- * fgDisplay.pDisplay.Screen,\r
- * attributes,\r
- * &fbconfigArraySize );\r
- *\r
- * However, for some configurations (for instance multisampling with\r
- * Mesa 6.5.2 and ATI drivers), this does not work:\r
- * glXChooseFBConfig returns NULL, whereas fbconfigXID is a valid\r
- * XID. Further investigation is needed.\r
- *\r
- * So, for now, we return the whole array of FBConfigs. This should\r
- * not produce any side effects elsewhere.\r
- */\r
- fbconfig = fbconfigArray;\r
- }\r
- else\r
- {\r
- fbconfig = NULL;\r
- }\r
-\r
- if (numcfgs)\r
- *numcfgs = fbconfigArraySize;\r
-\r
- return fbconfig;\r
- }\r
-}\r
-\r
-\r
-static void fghFillContextAttributes( int *attributes ) {\r
- int where = 0, contextFlags, contextProfile;\r
-\r
- if ( !fghIsLegacyContextVersionRequested() ) {\r
- ATTRIB_VAL( GLX_CONTEXT_MAJOR_VERSION_ARB, fgState.MajorVersion );\r
- ATTRIB_VAL( GLX_CONTEXT_MINOR_VERSION_ARB, fgState.MinorVersion );\r
- }\r
-\r
- contextFlags =\r
- fghMapBit( fgState.ContextFlags, GLUT_DEBUG, GLX_CONTEXT_DEBUG_BIT_ARB ) |\r
- fghMapBit( fgState.ContextFlags, GLUT_FORWARD_COMPATIBLE, GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB );\r
- if ( contextFlags != 0 ) {\r
- ATTRIB_VAL( GLX_CONTEXT_FLAGS_ARB, contextFlags );\r
- }\r
-\r
- contextProfile =\r
- fghMapBit( fgState.ContextProfile, GLUT_CORE_PROFILE, GLX_CONTEXT_CORE_PROFILE_BIT_ARB ) |\r
- fghMapBit( fgState.ContextProfile, GLUT_COMPATIBILITY_PROFILE, GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB );\r
- if ( contextProfile != 0 ) {\r
- ATTRIB_VAL( GLX_CONTEXT_PROFILE_MASK_ARB, contextProfile );\r
- }\r
-\r
- ATTRIB( 0 );\r
-}\r
-\r
-typedef GLXContext (*CreateContextAttribsProc)(Display *dpy, GLXFBConfig config,\r
- GLXContext share_list, Bool direct,\r
- const int *attrib_list);\r
-\r
-static GLXContext fghCreateNewContext( SFG_Window* window )\r
-{\r
- /* for color model calculation */\r
- int menu = ( window->IsMenu && !fgStructure.MenuContext );\r
- int index_mode = ( fgState.DisplayMode & GLUT_INDEX );\r
-\r
- /* "classic" context creation */\r
- Display *dpy = fgDisplay.pDisplay.Display;\r
- GLXFBConfig config = *(window->Window.pContext.FBConfig);\r
- int render_type = ( !menu && index_mode ) ? GLX_COLOR_INDEX_TYPE : GLX_RGBA_TYPE;\r
- GLXContext share_list = NULL;\r
- Bool direct = ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT );\r
- GLXContext context;\r
-\r
- /* new context creation */\r
- int attributes[9];\r
- CreateContextAttribsProc createContextAttribs = (CreateContextAttribsProc) fghGetProcAddress( "glXCreateContextAttribsARB" );\r
- \r
- /* glXCreateContextAttribsARB not found, yet the user has requested the new context creation */\r
- if ( !createContextAttribs && !fghIsLegacyContextRequested() ) {\r
- fgWarning( "OpenGL >2.1 context requested but glXCreateContextAttribsARB is not available! Falling back to legacy context creation" );\r
- fgState.MajorVersion = 2;\r
- fgState.MinorVersion = 1;\r
- }\r
-\r
- /* If nothing fancy has been required, simply use the old context creation GLX API entry */\r
- if ( fghIsLegacyContextRequested() || !createContextAttribs )\r
- {\r
- context = glXCreateNewContext( dpy, config, render_type, share_list, direct );\r
- if ( context == NULL ) {\r
- fghContextCreationError();\r
- }\r
- return context;\r
- }\r
-\r
- /* color index mode is not available anymore with OpenGL 3.0 */\r
- if ( render_type == GLX_COLOR_INDEX_TYPE ) {\r
- fgWarning( "color index mode is deprecated, using RGBA mode" );\r
- }\r
-\r
- fghFillContextAttributes( attributes );\r
-\r
- context = createContextAttribs( dpy, config, share_list, direct, attributes );\r
- if ( context == NULL ) {\r
- fghContextCreationError();\r
- }\r
- return context;\r
-}\r
-\r
-\r
-#define _NET_WM_STATE_TOGGLE 2\r
-static int fghResizeFullscrToggle(void)\r
-{\r
- XWindowAttributes attributes;\r
-\r
- if(glutGet(GLUT_FULL_SCREEN)) {\r
- /* restore original window size */\r
- SFG_Window *win = fgStructure.CurrentWindow;\r
- fgStructure.CurrentWindow->State.NeedToResize = GL_TRUE;\r
- fgStructure.CurrentWindow->State.Width = win->State.pWState.OldWidth;\r
- fgStructure.CurrentWindow->State.Height = win->State.pWState.OldHeight;\r
-\r
- } else {\r
- /* resize the window to cover the entire screen */\r
- XGetWindowAttributes(fgDisplay.pDisplay.Display,\r
- fgStructure.CurrentWindow->Window.Handle,\r
- &attributes);\r
- \r
- /*\r
- * The "x" and "y" members of "attributes" are the window's coordinates\r
- * relative to its parent, i.e. to the decoration window.\r
- */\r
- XMoveResizeWindow(fgDisplay.pDisplay.Display,\r
- fgStructure.CurrentWindow->Window.Handle,\r
- -attributes.x,\r
- -attributes.y,\r
- fgDisplay.ScreenWidth,\r
- fgDisplay.ScreenHeight);\r
- }\r
- return 0;\r
-}\r
-\r
-static int fghEwmhFullscrToggle(void)\r
-{\r
- XEvent xev;\r
- long evmask = SubstructureRedirectMask | SubstructureNotifyMask;\r
-\r
- if(!fgDisplay.pDisplay.State || !fgDisplay.pDisplay.StateFullScreen) {\r
- return -1;\r
- }\r
-\r
- xev.type = ClientMessage;\r
- xev.xclient.window = fgStructure.CurrentWindow->Window.Handle;\r
- xev.xclient.message_type = fgDisplay.pDisplay.State;\r
- xev.xclient.format = 32;\r
- xev.xclient.data.l[0] = _NET_WM_STATE_TOGGLE;\r
- xev.xclient.data.l[1] = fgDisplay.pDisplay.StateFullScreen;\r
- xev.xclient.data.l[2] = 0; /* no second property to toggle */\r
- xev.xclient.data.l[3] = 1; /* source indication: application */\r
- xev.xclient.data.l[4] = 0; /* unused */\r
-\r
- if(!XSendEvent(fgDisplay.pDisplay.Display, fgDisplay.pDisplay.RootWindow, 0, evmask, &xev)) {\r
- return -1;\r
- }\r
- return 0;\r
-}\r
-\r
-static int fghToggleFullscreen(void)\r
-{\r
- /* first try the EWMH (_NET_WM_STATE) method ... */\r
- if(fghEwmhFullscrToggle() != -1) {\r
- return 0;\r
- }\r
-\r
- /* fall back to resizing the window */\r
- if(fghResizeFullscrToggle() != -1) {\r
- return 0;\r
- }\r
- return -1;\r
-}\r
-\r
-void fgPlatformSetWindow ( SFG_Window *window )\r
-{\r
- if ( window )\r
- {\r
- glXMakeContextCurrent(\r
- fgDisplay.pDisplay.Display,\r
- window->Window.Handle,\r
- window->Window.Handle,\r
- window->Window.Context\r
- );\r
- }\r
-}\r
-\r
-static Bool fghWindowIsVisible( Display *display, XEvent *event, XPointer arg)\r
-{\r
- Window window = (Window)arg;\r
- return (event->type == MapNotify) && (event->xmap.window == window);\r
-}\r
-\r
-/*\r
- * Opens a window. Requires a SFG_Window object created and attached\r
- * to the freeglut structure. OpenGL context is created here.\r
- */\r
-void fgPlatformOpenWindow( SFG_Window* window, const char* title,\r
- GLboolean positionUse, int x, int y,\r
- GLboolean sizeUse, int w, int h,\r
- GLboolean gameMode, GLboolean isSubWindow )\r
-{\r
- XVisualInfo * visualInfo = NULL;\r
- XSetWindowAttributes winAttr;\r
- XTextProperty textProperty;\r
- XSizeHints sizeHints;\r
- XWMHints wmHints;\r
- XEvent eventReturnBuffer; /* return buffer required for a call */\r
- unsigned long mask;\r
- int num_FBConfigs, i;\r
- unsigned int current_DisplayMode = fgState.DisplayMode ;\r
-\r
- /* Save the display mode if we are creating a menu window */\r
- if( window->IsMenu && ( ! fgStructure.MenuContext ) )\r
- fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB ;\r
-\r
- window->Window.pContext.FBConfig = fgChooseFBConfig( &num_FBConfigs );\r
-\r
- if( window->IsMenu && ( ! fgStructure.MenuContext ) )\r
- fgState.DisplayMode = current_DisplayMode ;\r
-\r
- if( ! window->Window.pContext.FBConfig )\r
- {\r
- /*\r
- * The "fgChooseFBConfig" returned a null meaning that the visual\r
- * context is not available.\r
- * Try a couple of variations to see if they will work.\r
- */\r
- if( !( fgState.DisplayMode & GLUT_DOUBLE ) )\r
- {\r
- fgState.DisplayMode |= GLUT_DOUBLE ;\r
- window->Window.pContext.FBConfig = fgChooseFBConfig( &num_FBConfigs );\r
- fgState.DisplayMode &= ~GLUT_DOUBLE;\r
- }\r
-\r
- if( fgState.DisplayMode & GLUT_MULTISAMPLE )\r
- {\r
- fgState.DisplayMode &= ~GLUT_MULTISAMPLE ;\r
- window->Window.pContext.FBConfig = fgChooseFBConfig( &num_FBConfigs );\r
- fgState.DisplayMode |= GLUT_MULTISAMPLE;\r
- }\r
- }\r
-\r
- FREEGLUT_INTERNAL_ERROR_EXIT( window->Window.pContext.FBConfig != NULL,\r
- "FBConfig with necessary capabilities not found", "fgOpenWindow" );\r
-\r
- /* Get the X visual. */\r
- for (i = 0; i < num_FBConfigs; i++) {\r
- visualInfo = glXGetVisualFromFBConfig( fgDisplay.pDisplay.Display,\r
- window->Window.pContext.FBConfig[i] );\r
- if (visualInfo)\r
- break;\r
- }\r
-\r
- FREEGLUT_INTERNAL_ERROR_EXIT( visualInfo != NULL,\r
- "visualInfo could not be retrieved from FBConfig", "fgOpenWindow" );\r
-\r
- /*\r
- * XXX HINT: the masks should be updated when adding/removing callbacks.\r
- * XXX This might speed up message processing. Is that true?\r
- * XXX\r
- * XXX A: Not appreciably, but it WILL make it easier to debug.\r
- * XXX Try tracing old GLUT and try tracing freeglut. Old GLUT\r
- * XXX turns off events that it doesn't need and is a whole lot\r
- * XXX more pleasant to trace. (Think mouse-motion! Tons of\r
- * XXX ``bonus'' GUI events stream in.)\r
- */\r
- winAttr.event_mask =\r
- StructureNotifyMask | SubstructureNotifyMask | ExposureMask |\r
- ButtonPressMask | ButtonReleaseMask | KeyPressMask | KeyReleaseMask |\r
- VisibilityChangeMask | EnterWindowMask | LeaveWindowMask |\r
- PointerMotionMask | ButtonMotionMask;\r
- winAttr.background_pixmap = None;\r
- winAttr.background_pixel = 0;\r
- winAttr.border_pixel = 0;\r
-\r
- winAttr.colormap = XCreateColormap(\r
- fgDisplay.pDisplay.Display, fgDisplay.pDisplay.RootWindow,\r
- visualInfo->visual, AllocNone\r
- );\r
-\r
- mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;\r
-\r
- if( window->IsMenu || ( gameMode == GL_TRUE ) )\r
- {\r
- winAttr.override_redirect = True;\r
- mask |= CWOverrideRedirect;\r
- }\r
-\r
- if( ! positionUse )\r
- x = y = -1; /* default window position */\r
- if( ! sizeUse )\r
- w = h = 300; /* default window size */\r
-\r
- window->Window.Handle = XCreateWindow(\r
- fgDisplay.pDisplay.Display,\r
- window->Parent == NULL ? fgDisplay.pDisplay.RootWindow :\r
- window->Parent->Window.Handle,\r
- x, y, w, h, 0,\r
- visualInfo->depth, InputOutput,\r
- visualInfo->visual, mask,\r
- &winAttr\r
- );\r
-\r
- /*\r
- * The GLX context creation, possibly trying the direct context rendering\r
- * or else use the current context if the user has so specified\r
- */\r
-\r
- if( window->IsMenu )\r
- {\r
- /*\r
- * If there isn't already an OpenGL rendering context for menu\r
- * windows, make one\r
- */\r
- if( !fgStructure.MenuContext )\r
- {\r
- fgStructure.MenuContext =\r
- (SFG_MenuContext *)malloc( sizeof(SFG_MenuContext) );\r
- fgStructure.MenuContext->MContext = fghCreateNewContext( window );\r
- }\r
-\r
- /* window->Window.Context = fgStructure.MenuContext->MContext; */\r
- window->Window.Context = fghCreateNewContext( window );\r
- }\r
- else if( fgState.UseCurrentContext )\r
- {\r
- window->Window.Context = glXGetCurrentContext( );\r
-\r
- if( ! window->Window.Context )\r
- window->Window.Context = fghCreateNewContext( window );\r
- }\r
- else\r
- window->Window.Context = fghCreateNewContext( window );\r
-\r
-#if !defined( __FreeBSD__ ) && !defined( __NetBSD__ )\r
- if( !glXIsDirect( fgDisplay.pDisplay.Display, window->Window.Context ) )\r
- {\r
- if( fgState.DirectContext == GLUT_FORCE_DIRECT_CONTEXT )\r
- fgError( "Unable to force direct context rendering for window '%s'",\r
- title );\r
- }\r
-#endif\r
-\r
- /*\r
- * XXX Assume the new window is visible by default\r
- * XXX Is this a safe assumption?\r
- */\r
- window->State.Visible = GL_TRUE;\r
-\r
- sizeHints.flags = 0;\r
- if ( positionUse )\r
- sizeHints.flags |= USPosition;\r
- if ( sizeUse )\r
- sizeHints.flags |= USSize;\r
-\r
- /*\r
- * Fill in the size hints values now (the x, y, width and height\r
- * settings are obsolete, are there any more WMs that support them?)\r
- * Unless the X servers actually stop supporting these, we should\r
- * continue to fill them in. It is *not* our place to tell the user\r
- * that they should replace a window manager that they like, and which\r
- * works, just because *we* think that it's not "modern" enough.\r
- */\r
- sizeHints.x = x;\r
- sizeHints.y = y;\r
- sizeHints.width = w;\r
- sizeHints.height = h;\r
-\r
- wmHints.flags = StateHint;\r
- wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState;\r
- /* Prepare the window and iconified window names... */\r
- XStringListToTextProperty( (char **) &title, 1, &textProperty );\r
-\r
- XSetWMProperties(\r
- fgDisplay.pDisplay.Display,\r
- window->Window.Handle,\r
- &textProperty,\r
- &textProperty,\r
- 0,\r
- 0,\r
- &sizeHints,\r
- &wmHints,\r
- NULL\r
- );\r
- XFree( textProperty.value );\r
-\r
- XSetWMProtocols( fgDisplay.pDisplay.Display, window->Window.Handle,\r
- &fgDisplay.pDisplay.DeleteWindow, 1 );\r
-\r
- glXMakeContextCurrent(\r
- fgDisplay.pDisplay.Display,\r
- window->Window.Handle,\r
- window->Window.Handle,\r
- window->Window.Context\r
- );\r
-\r
- /* register extension events _before_ window is mapped */\r
- #ifdef HAVE_X11_EXTENSIONS_XINPUT2_H\r
- fgRegisterDevices( fgDisplay.pDisplay.Display, &(window->Window.Handle) );\r
- #endif\r
-\r
- XMapWindow( fgDisplay.pDisplay.Display, window->Window.Handle );\r
-\r
- XFree(visualInfo);\r
-\r
- if( !isSubWindow)\r
- XPeekIfEvent( fgDisplay.pDisplay.Display, &eventReturnBuffer, &fghWindowIsVisible, (XPointer)(window->Window.Handle) );\r
-}\r
-\r
-\r
-/*\r
- * Closes a window, destroying the frame and OpenGL context\r
- */\r
-void fgPlatformCloseWindow( SFG_Window* window )\r
-{\r
- if( window->Window.Context )\r
- glXDestroyContext( fgDisplay.pDisplay.Display, window->Window.Context );\r
- XFree( window->Window.pContext.FBConfig );\r
-\r
- if( window->Window.Handle ) {\r
- XDestroyWindow( fgDisplay.pDisplay.Display, window->Window.Handle );\r
- }\r
- /* XFlush( fgDisplay.pDisplay.Display ); */ /* XXX Shouldn't need this */\r
-}\r
-\r
-\r
-/*\r
- * This function makes the current window visible\r
- */\r
-void fgPlatformGlutShowWindow( void )\r
-{\r
- XMapWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle );\r
- XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */\r
-}\r
-\r
-/*\r
- * This function hides the current window\r
- */\r
-void fgPlatformGlutHideWindow( void )\r
-{\r
- if( fgStructure.CurrentWindow->Parent == NULL )\r
- XWithdrawWindow( fgDisplay.pDisplay.Display,\r
- fgStructure.CurrentWindow->Window.Handle,\r
- fgDisplay.pDisplay.Screen );\r
- else\r
- XUnmapWindow( fgDisplay.pDisplay.Display,\r
- fgStructure.CurrentWindow->Window.Handle );\r
- XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */\r
-}\r
-\r
-/*\r
- * Iconify the current window (top-level windows only)\r
- */\r
-void fgPlatformGlutIconifyWindow( void )\r
-{\r
- XIconifyWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle,\r
- fgDisplay.pDisplay.Screen );\r
- XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */\r
-}\r
-\r
-/*\r
- * Set the current window's title\r
- */\r
-void fgPlatformGlutSetWindowTitle( const char* title )\r
-{\r
- XTextProperty text;\r
-\r
- text.value = (unsigned char *) title;\r
- text.encoding = XA_STRING;\r
- text.format = 8;\r
- text.nitems = strlen( title );\r
-\r
- XSetWMName(\r
- fgDisplay.pDisplay.Display,\r
- fgStructure.CurrentWindow->Window.Handle,\r
- &text\r
- );\r
-\r
- XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */\r
-}\r
-\r
-/*\r
- * Set the current window's iconified title\r
- */\r
-void fgPlatformGlutSetIconTitle( const char* title )\r
-{\r
- XTextProperty text;\r
-\r
- text.value = (unsigned char *) title;\r
- text.encoding = XA_STRING;\r
- text.format = 8;\r
- text.nitems = strlen( title );\r
-\r
- XSetWMIconName(\r
- fgDisplay.pDisplay.Display,\r
- fgStructure.CurrentWindow->Window.Handle,\r
- &text\r
- );\r
-\r
- XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */\r
-}\r
-\r
-/*\r
- * Change the current window's position\r
- */\r
-void fgPlatformGlutPositionWindow( int x, int y )\r
-{\r
- XMoveWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle,\r
- x, y );\r
- XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */\r
-}\r
-\r
-/*\r
- * Lowers the current window (by Z order change)\r
- */\r
-void fgPlatformGlutPushWindow( void )\r
-{\r
- XLowerWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle );\r
-}\r
-\r
-/*\r
- * Raises the current window (by Z order change)\r
- */\r
-void fgPlatformGlutPopWindow( void )\r
-{\r
- XRaiseWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle );\r
-}\r
-\r
-/*\r
- * Resize the current window so that it fits the whole screen\r
- */\r
-void fgPlatformGlutFullScreen( SFG_Window *win )\r
-{\r
- if(!glutGet(GLUT_FULL_SCREEN)) {\r
- if(fghToggleFullscreen() != -1) {\r
- win->State.IsFullscreen = GL_TRUE;\r
- }\r
- }\r
-}\r
-\r
-/*\r
- * If we are fullscreen, resize the current window back to its original size\r
- */\r
-void fgPlatformGlutLeaveFullScreen( SFG_Window *win )\r
-{\r
- if(glutGet(GLUT_FULL_SCREEN)) {\r
- if(fghToggleFullscreen() != -1) {\r
- win->State.IsFullscreen = GL_FALSE;\r
- }\r
- }\r
-}\r
-\r
-/*\r
- * Toggle the window's full screen state.\r
- */\r
-void fgPlatformGlutFullScreenToggle( SFG_Window *win )\r
-{\r
- if(fghToggleFullscreen() != -1) {\r
- win->State.IsFullscreen = !win->State.IsFullscreen;\r
- }\r
-}\r
-\r
+/*
+ * freeglut_window_x11.c
+ *
+ * Window management methods for X11
+ *
+ * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
+ * Written by Pawel W. Olszta, <olszta@sourceforge.net>
+ * Copied for Platform code by Evan Felix <karcaw at gmail.com>
+ * Creation date: Thur Feb 2 2012
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
+ * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+#define FREEGLUT_BUILDING_LIB
+#include <GL/freeglut.h>
+#include <limits.h> /* LONG_MAX */
+#include <unistd.h> /* usleep */
+#include "../Common/freeglut_internal.h"
+
+/* pushing attribute/value pairs into an array */
+#define ATTRIB(a) attributes[where++]=(a)
+#define ATTRIB_VAL(a,v) {ATTRIB(a); ATTRIB(v);}
+
+
+#ifndef GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB
+#define GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20B2
+#endif
+
+#ifndef GLX_CONTEXT_MAJOR_VERSION_ARB
+#define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091
+#endif
+
+#ifndef GLX_CONTEXT_MINOR_VERSION_ARB
+#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092
+#endif
+
+#ifndef GLX_CONTEXT_FLAGS_ARB
+#define GLX_CONTEXT_FLAGS_ARB 0x2094
+#endif
+
+#ifndef GLX_CONTEXT_PROFILE_MASK_ARB
+#define GLX_CONTEXT_PROFILE_MASK_ARB 0x9126
+#endif
+
+#ifndef GLX_CONTEXT_DEBUG_BIT_ARB
+#define GLX_CONTEXT_DEBUG_BIT_ARB 0x0001
+#endif
+
+#ifndef GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
+#define GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002
+#endif
+
+#ifndef GLX_CONTEXT_CORE_PROFILE_BIT_ARB
+#define GLX_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001
+#endif
+
+#ifndef GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB
+#define GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002
+#endif
+
+#ifndef GLX_RGBA_FLOAT_TYPE
+#define GLX_RGBA_FLOAT_TYPE 0x20B9
+#endif
+
+#ifndef GLX_RGBA_FLOAT_BIT
+#define GLX_RGBA_FLOAT_BIT 0x00000004
+#endif
+
+
+/*
+ * Chooses a visual basing on the current display mode settings
+ */
+
+GLXFBConfig* fgPlatformChooseFBConfig( int *numcfgs )
+{
+ GLboolean wantIndexedMode = GL_FALSE;
+ int attributes[ 100 ];
+ int where = 0, numAuxBuffers;
+
+ /* First we have to process the display mode settings... */
+ 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_VAL( GLX_RED_SIZE, 1 );
+ ATTRIB_VAL( GLX_GREEN_SIZE, 1 );
+ ATTRIB_VAL( GLX_BLUE_SIZE, 1 );
+ if( fgState.DisplayMode & GLUT_ALPHA ) {
+ ATTRIB_VAL( GLX_ALPHA_SIZE, 1 );
+ }
+ }
+
+ if( fgState.DisplayMode & GLUT_DOUBLE ) {
+ ATTRIB_VAL( GLX_DOUBLEBUFFER, True );
+ }
+
+ if( fgState.DisplayMode & GLUT_STEREO ) {
+ ATTRIB_VAL( GLX_STEREO, True );
+ }
+
+ if( fgState.DisplayMode & GLUT_DEPTH ) {
+ ATTRIB_VAL( GLX_DEPTH_SIZE, 1 );
+ }
+
+ if( fgState.DisplayMode & GLUT_STENCIL ) {
+ ATTRIB_VAL( GLX_STENCIL_SIZE, 1 );
+ }
+
+ if( fgState.DisplayMode & GLUT_ACCUM ) {
+ ATTRIB_VAL( GLX_ACCUM_RED_SIZE, 1 );
+ ATTRIB_VAL( GLX_ACCUM_GREEN_SIZE, 1 );
+ ATTRIB_VAL( GLX_ACCUM_BLUE_SIZE, 1 );
+ if( fgState.DisplayMode & GLUT_ALPHA ) {
+ ATTRIB_VAL( GLX_ACCUM_ALPHA_SIZE, 1 );
+ }
+ }
+
+ numAuxBuffers = fghNumberOfAuxBuffersRequested();
+ if ( numAuxBuffers > 0 ) {
+ ATTRIB_VAL( GLX_AUX_BUFFERS, numAuxBuffers );
+ }
+
+ if( fgState.DisplayMode & GLUT_SRGB ) {
+ ATTRIB_VAL( GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB, True );
+ }
+
+ if (fgState.DisplayMode & GLUT_MULTISAMPLE) {
+ ATTRIB_VAL(GLX_SAMPLE_BUFFERS, 1);
+ ATTRIB_VAL(GLX_SAMPLES, fgState.SampleNumber);
+ }
+
+ /* Push a terminator at the end of the list */
+ ATTRIB( None );
+
+ {
+ GLXFBConfig * fbconfigArray; /* Array of FBConfigs */
+ GLXFBConfig * fbconfig; /* The FBConfig we want */
+ int fbconfigArraySize; /* Number of FBConfigs in the array */
+
+
+ /* Get all FBConfigs that match "attributes". */
+ fbconfigArray = glXChooseFBConfig( fgDisplay.pDisplay.Display,
+ fgDisplay.pDisplay.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.pDisplay.Display,
+ fbconfigArray[0],
+ GLX_BUFFER_SIZE,
+ &bufferSizeMin );
+ /* Get bufferSizeMax. */
+ result =
+ glXGetFBConfigAttrib( fgDisplay.pDisplay.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.pDisplay.Display,
+ fgDisplay.pDisplay.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.pDisplay.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.pDisplay.Display,
+ * fgDisplay.pDisplay.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
+ {
+ fbconfig = NULL;
+ }
+
+ if (numcfgs)
+ *numcfgs = fbconfigArraySize;
+
+ return fbconfig;
+ }
+}
+
+
+static void fghFillContextAttributes( int *attributes ) {
+ int where = 0, contextFlags, contextProfile;
+
+ if ( !fghIsLegacyContextVersionRequested() ) {
+ ATTRIB_VAL( GLX_CONTEXT_MAJOR_VERSION_ARB, fgState.MajorVersion );
+ ATTRIB_VAL( GLX_CONTEXT_MINOR_VERSION_ARB, fgState.MinorVersion );
+ }
+
+ contextFlags =
+ fghMapBit( fgState.ContextFlags, GLUT_DEBUG, GLX_CONTEXT_DEBUG_BIT_ARB ) |
+ fghMapBit( fgState.ContextFlags, GLUT_FORWARD_COMPATIBLE, GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB );
+ if ( contextFlags != 0 ) {
+ ATTRIB_VAL( GLX_CONTEXT_FLAGS_ARB, contextFlags );
+ }
+
+ contextProfile =
+ fghMapBit( fgState.ContextProfile, GLUT_CORE_PROFILE, GLX_CONTEXT_CORE_PROFILE_BIT_ARB ) |
+ fghMapBit( fgState.ContextProfile, GLUT_COMPATIBILITY_PROFILE, GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB );
+ if ( contextProfile != 0 ) {
+ ATTRIB_VAL( GLX_CONTEXT_PROFILE_MASK_ARB, contextProfile );
+ }
+
+ ATTRIB( 0 );
+}
+
+typedef GLXContext (*CreateContextAttribsProc)(Display *dpy, GLXFBConfig config,
+ GLXContext share_list, Bool direct,
+ const int *attrib_list);
+
+static GLXContext fghCreateNewContext( SFG_Window* window )
+{
+ /* for color model calculation */
+ int menu = ( window->IsMenu && !fgStructure.MenuContext );
+ int index_mode = ( fgState.DisplayMode & GLUT_INDEX );
+
+ /* "classic" context creation */
+ Display *dpy = fgDisplay.pDisplay.Display;
+ GLXFBConfig config = *(window->Window.pContext.FBConfig);
+ int render_type = ( !menu && index_mode ) ? GLX_COLOR_INDEX_TYPE : GLX_RGBA_TYPE;
+ GLXContext share_list = NULL;
+ Bool direct = ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT );
+ GLXContext context;
+
+ /* new context creation */
+ int attributes[9];
+ CreateContextAttribsProc createContextAttribs = (CreateContextAttribsProc) fgPlatformGetProcAddress( "glXCreateContextAttribsARB" );
+
+ /* glXCreateContextAttribsARB not found, yet the user has requested the new context creation */
+ if ( !createContextAttribs && !fghIsLegacyContextRequested() ) {
+ fgWarning( "OpenGL >2.1 context requested but glXCreateContextAttribsARB is not available! Falling back to legacy context creation" );
+ fgState.MajorVersion = 2;
+ fgState.MinorVersion = 1;
+ }
+
+ /* If nothing fancy has been required, simply use the old context creation GLX API entry */
+ if ( fghIsLegacyContextRequested() || !createContextAttribs )
+ {
+ context = glXCreateNewContext( dpy, config, render_type, share_list, direct );
+ if ( context == NULL ) {
+ fghContextCreationError();
+ }
+ return context;
+ }
+
+ /* color index mode is not available anymore with OpenGL 3.0 */
+ if ( render_type == GLX_COLOR_INDEX_TYPE ) {
+ fgWarning( "color index mode is deprecated, using RGBA mode" );
+ }
+
+ fghFillContextAttributes( attributes );
+
+ context = createContextAttribs( dpy, config, share_list, direct, attributes );
+ if ( context == NULL ) {
+ fghContextCreationError();
+ }
+ return context;
+}
+
+
+#define _NET_WM_STATE_TOGGLE 2
+static int fghResizeFullscrToggle(void)
+{
+ XWindowAttributes attributes;
+
+ 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;
+
+ } else {
+ /* resize the window to cover the entire screen */
+ XGetWindowAttributes(fgDisplay.pDisplay.Display,
+ fgStructure.CurrentWindow->Window.Handle,
+ &attributes);
+
+ /*
+ * The "x" and "y" members of "attributes" are the window's coordinates
+ * relative to its parent, i.e. to the decoration window.
+ */
+ XMoveResizeWindow(fgDisplay.pDisplay.Display,
+ fgStructure.CurrentWindow->Window.Handle,
+ -attributes.x,
+ -attributes.y,
+ fgDisplay.ScreenWidth,
+ fgDisplay.ScreenHeight);
+ }
+ return 0;
+}
+
+static int fghEwmhFullscrToggle(void)
+{
+ XEvent xev;
+ long evmask = SubstructureRedirectMask | SubstructureNotifyMask;
+
+ if(!fgDisplay.pDisplay.State || !fgDisplay.pDisplay.StateFullScreen) {
+ return -1;
+ }
+
+ xev.type = ClientMessage;
+ xev.xclient.window = fgStructure.CurrentWindow->Window.Handle;
+ xev.xclient.message_type = fgDisplay.pDisplay.State;
+ xev.xclient.format = 32;
+ xev.xclient.data.l[0] = _NET_WM_STATE_TOGGLE;
+ xev.xclient.data.l[1] = fgDisplay.pDisplay.StateFullScreen;
+ xev.xclient.data.l[2] = 0; /* no second property to toggle */
+ xev.xclient.data.l[3] = 1; /* source indication: application */
+ xev.xclient.data.l[4] = 0; /* unused */
+
+ if(!XSendEvent(fgDisplay.pDisplay.Display, fgDisplay.pDisplay.RootWindow, 0, evmask, &xev)) {
+ return -1;
+ }
+ return 0;
+}
+
+static int fghToggleFullscreen(void)
+{
+ /* first try the EWMH (_NET_WM_STATE) method ... */
+ if(fghEwmhFullscrToggle() != -1) {
+ return 0;
+ }
+
+ /* fall back to resizing the window */
+ if(fghResizeFullscrToggle() != -1) {
+ return 0;
+ }
+ return -1;
+}
+
+void fgPlatformSetWindow ( SFG_Window *window )
+{
+ if ( window )
+ {
+ glXMakeContextCurrent(
+ fgDisplay.pDisplay.Display,
+ window->Window.Handle,
+ window->Window.Handle,
+ window->Window.Context
+ );
+ }
+}
+
+static Bool fghWindowIsVisible( Display *display, XEvent *event, XPointer arg)
+{
+ Window window = (Window)arg;
+ return (event->type == MapNotify) && (event->xmap.window == window);
+}
+
+/*
+ * Opens a window. Requires a SFG_Window object created and attached
+ * to the freeglut structure. OpenGL context is created here.
+ */
+void fgPlatformOpenWindow( SFG_Window* window, const char* title,
+ GLboolean positionUse, int x, int y,
+ GLboolean sizeUse, int w, int h,
+ GLboolean gameMode, GLboolean isSubWindow )
+{
+ XVisualInfo * visualInfo = NULL;
+ XSetWindowAttributes winAttr;
+ XTextProperty textProperty;
+ XSizeHints sizeHints;
+ XWMHints wmHints;
+ XEvent eventReturnBuffer; /* return buffer required for a call */
+ unsigned long mask;
+ int num_FBConfigs, i;
+ 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.pContext.FBConfig = fgPlatformChooseFBConfig( &num_FBConfigs );
+
+ if( window->IsMenu && ( ! fgStructure.MenuContext ) )
+ fgState.DisplayMode = current_DisplayMode ;
+
+ if( ! window->Window.pContext.FBConfig )
+ {
+ /*
+ * The "fgPlatformChooseFBConfig" 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.pContext.FBConfig = fgPlatformChooseFBConfig( &num_FBConfigs );
+ fgState.DisplayMode &= ~GLUT_DOUBLE;
+ }
+
+ if( fgState.DisplayMode & GLUT_MULTISAMPLE )
+ {
+ fgState.DisplayMode &= ~GLUT_MULTISAMPLE ;
+ window->Window.pContext.FBConfig = fgPlatformChooseFBConfig( &num_FBConfigs );
+ fgState.DisplayMode |= GLUT_MULTISAMPLE;
+ }
+ }
+
+ FREEGLUT_INTERNAL_ERROR_EXIT( window->Window.pContext.FBConfig != NULL,
+ "FBConfig with necessary capabilities not found", "fgOpenWindow" );
+
+ /* Get the X visual. */
+ for (i = 0; i < num_FBConfigs; i++) {
+ visualInfo = glXGetVisualFromFBConfig( fgDisplay.pDisplay.Display,
+ window->Window.pContext.FBConfig[i] );
+ if (visualInfo)
+ break;
+ }
+
+ FREEGLUT_INTERNAL_ERROR_EXIT( visualInfo != NULL,
+ "visualInfo could not be retrieved from FBConfig", "fgOpenWindow" );
+
+ /*
+ * XXX HINT: the masks should be updated when adding/removing callbacks.
+ * XXX This might speed up message processing. Is that true?
+ * XXX
+ * XXX A: Not appreciably, but it WILL make it easier to debug.
+ * XXX Try tracing old GLUT and try tracing freeglut. Old GLUT
+ * XXX turns off events that it doesn't need and is a whole lot
+ * XXX more pleasant to trace. (Think mouse-motion! Tons of
+ * XXX ``bonus'' GUI events stream in.)
+ */
+ winAttr.event_mask =
+ StructureNotifyMask | SubstructureNotifyMask | ExposureMask |
+ ButtonPressMask | ButtonReleaseMask | KeyPressMask | KeyReleaseMask |
+ VisibilityChangeMask | EnterWindowMask | LeaveWindowMask |
+ PointerMotionMask | ButtonMotionMask;
+ winAttr.background_pixmap = None;
+ winAttr.background_pixel = 0;
+ winAttr.border_pixel = 0;
+
+ winAttr.colormap = XCreateColormap(
+ fgDisplay.pDisplay.Display, fgDisplay.pDisplay.RootWindow,
+ visualInfo->visual, AllocNone
+ );
+
+ mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;
+
+ if( window->IsMenu || ( gameMode == GL_TRUE ) )
+ {
+ winAttr.override_redirect = True;
+ mask |= CWOverrideRedirect;
+ }
+
+ if( ! positionUse )
+ x = y = -1; /* default window position */
+ if( ! sizeUse )
+ w = h = 300; /* default window size */
+
+ window->Window.Handle = XCreateWindow(
+ fgDisplay.pDisplay.Display,
+ window->Parent == NULL ? fgDisplay.pDisplay.RootWindow :
+ window->Parent->Window.Handle,
+ x, y, w, h, 0,
+ visualInfo->depth, InputOutput,
+ visualInfo->visual, mask,
+ &winAttr
+ );
+
+ /*
+ * The GLX context creation, possibly trying the direct context rendering
+ * or else use the current context if the user has so specified
+ */
+
+ if( window->IsMenu )
+ {
+ /*
+ * If there isn't already an OpenGL rendering context for menu
+ * windows, make one
+ */
+ if( !fgStructure.MenuContext )
+ {
+ fgStructure.MenuContext =
+ (SFG_MenuContext *)malloc( sizeof(SFG_MenuContext) );
+ fgStructure.MenuContext->MContext = fghCreateNewContext( window );
+ }
+
+ /* window->Window.Context = fgStructure.MenuContext->MContext; */
+ window->Window.Context = fghCreateNewContext( window );
+ }
+ else if( fgState.UseCurrentContext )
+ {
+ window->Window.Context = glXGetCurrentContext( );
+
+ if( ! window->Window.Context )
+ window->Window.Context = fghCreateNewContext( window );
+ }
+ else
+ window->Window.Context = fghCreateNewContext( window );
+
+#if !defined( __FreeBSD__ ) && !defined( __NetBSD__ )
+ if( !glXIsDirect( fgDisplay.pDisplay.Display, window->Window.Context ) )
+ {
+ if( fgState.DirectContext == GLUT_FORCE_DIRECT_CONTEXT )
+ fgError( "Unable to force direct context rendering for window '%s'",
+ title );
+ }
+#endif
+
+ /*
+ * XXX Assume the new window is visible by default
+ * XXX Is this a safe assumption?
+ */
+ window->State.Visible = GL_TRUE;
+
+ sizeHints.flags = 0;
+ if ( positionUse )
+ sizeHints.flags |= USPosition;
+ if ( sizeUse )
+ sizeHints.flags |= USSize;
+
+ /*
+ * Fill in the size hints values now (the x, y, width and height
+ * settings are obsolete, are there any more WMs that support them?)
+ * Unless the X servers actually stop supporting these, we should
+ * continue to fill them in. It is *not* our place to tell the user
+ * that they should replace a window manager that they like, and which
+ * works, just because *we* think that it's not "modern" enough.
+ */
+ sizeHints.x = x;
+ sizeHints.y = y;
+ sizeHints.width = w;
+ sizeHints.height = h;
+
+ wmHints.flags = StateHint;
+ wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState;
+ /* Prepare the window and iconified window names... */
+ XStringListToTextProperty( (char **) &title, 1, &textProperty );
+
+ XSetWMProperties(
+ fgDisplay.pDisplay.Display,
+ window->Window.Handle,
+ &textProperty,
+ &textProperty,
+ 0,
+ 0,
+ &sizeHints,
+ &wmHints,
+ NULL
+ );
+ XFree( textProperty.value );
+
+ XSetWMProtocols( fgDisplay.pDisplay.Display, window->Window.Handle,
+ &fgDisplay.pDisplay.DeleteWindow, 1 );
+
+ glXMakeContextCurrent(
+ fgDisplay.pDisplay.Display,
+ window->Window.Handle,
+ window->Window.Handle,
+ window->Window.Context
+ );
+
+ /* register extension events _before_ window is mapped */
+ #ifdef HAVE_X11_EXTENSIONS_XINPUT2_H
+ fgRegisterDevices( fgDisplay.pDisplay.Display, &(window->Window.Handle) );
+ #endif
+
+ XMapWindow( fgDisplay.pDisplay.Display, window->Window.Handle );
+
+ XFree(visualInfo);
+
+ if( !isSubWindow)
+ XPeekIfEvent( fgDisplay.pDisplay.Display, &eventReturnBuffer, &fghWindowIsVisible, (XPointer)(window->Window.Handle) );
+}
+
+
+/*
+ * Closes a window, destroying the frame and OpenGL context
+ */
+void fgPlatformCloseWindow( SFG_Window* window )
+{
+ if( window->Window.Context )
+ glXDestroyContext( fgDisplay.pDisplay.Display, window->Window.Context );
+ XFree( window->Window.pContext.FBConfig );
+
+ if( window->Window.Handle ) {
+ XDestroyWindow( fgDisplay.pDisplay.Display, window->Window.Handle );
+ }
+ /* XFlush( fgDisplay.pDisplay.Display ); */ /* XXX Shouldn't need this */
+}
+
+
+/*
+ * This function makes the current window visible
+ */
+void fgPlatformGlutShowWindow( void )
+{
+ XMapWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
+ XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
+}
+
+/*
+ * This function hides the current window
+ */
+void fgPlatformGlutHideWindow( void )
+{
+ if( fgStructure.CurrentWindow->Parent == NULL )
+ XWithdrawWindow( fgDisplay.pDisplay.Display,
+ fgStructure.CurrentWindow->Window.Handle,
+ fgDisplay.pDisplay.Screen );
+ else
+ XUnmapWindow( fgDisplay.pDisplay.Display,
+ fgStructure.CurrentWindow->Window.Handle );
+ XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
+}
+
+/*
+ * Iconify the current window (top-level windows only)
+ */
+void fgPlatformGlutIconifyWindow( void )
+{
+ XIconifyWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle,
+ fgDisplay.pDisplay.Screen );
+ XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
+}
+
+/*
+ * Set the current window's title
+ */
+void fgPlatformGlutSetWindowTitle( const char* title )
+{
+ XTextProperty text;
+
+ text.value = (unsigned char *) title;
+ text.encoding = XA_STRING;
+ text.format = 8;
+ text.nitems = strlen( title );
+
+ XSetWMName(
+ fgDisplay.pDisplay.Display,
+ fgStructure.CurrentWindow->Window.Handle,
+ &text
+ );
+
+ XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
+}
+
+/*
+ * Set the current window's iconified title
+ */
+void fgPlatformGlutSetIconTitle( const char* title )
+{
+ XTextProperty text;
+
+ text.value = (unsigned char *) title;
+ text.encoding = XA_STRING;
+ text.format = 8;
+ text.nitems = strlen( title );
+
+ XSetWMIconName(
+ fgDisplay.pDisplay.Display,
+ fgStructure.CurrentWindow->Window.Handle,
+ &text
+ );
+
+ XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
+}
+
+/*
+ * Change the current window's position
+ */
+void fgPlatformGlutPositionWindow( int x, int y )
+{
+ XMoveWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->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
+ */
+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;
+ }
+ }
+}
+
+/*
+ * Toggle the window's full screen state.
+ */
+void fgPlatformGlutFullScreenToggle( SFG_Window *win )
+{
+ if(fghToggleFullscreen() != -1) {
+ win->State.IsFullscreen = !win->State.IsFullscreen;
+ }
+}
+