X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffg_window.c;h=366bbf31120ccfb8565911991452dfe8c9c62636;hb=ba0b3e4f7c57925fea4b418356a283a3d8135f2d;hp=9a980f8ad63440edce37afb318f762174b405e6e;hpb=39c957d9929f0aba775c4a07a70b6124bc4b50e6;p=freeglut diff --git a/src/fg_window.c b/src/fg_window.c index 9a980f8..366bbf3 100644 --- a/src/fg_window.c +++ b/src/fg_window.c @@ -1,5 +1,5 @@ /* - * freeglut_window.c + * fg_window.c * * Window management methods. * @@ -28,6 +28,7 @@ #define FREEGLUT_BUILDING_LIB #include #include "fg_internal.h" +#include "fg_gl2.h" /* * TODO BEFORE THE STABLE RELEASE: @@ -55,17 +56,8 @@ extern void fgPlatformOpenWindow( SFG_Window* window, const char* title, GLboolean sizeUse, int w, int h, GLboolean gameMode, GLboolean isSubWindow ); extern void fgPlatformCloseWindow( SFG_Window* window ); -extern void fgPlatformGlutShowWindow( void ); -extern void fgPlatformGlutHideWindow( void ); -extern void fgPlatformGlutIconifyWindow( void ); extern void fgPlatformGlutSetWindowTitle( const char* title ); extern void fgPlatformGlutSetIconTitle( const char* title ); -extern void fgPlatformGlutPositionWindow( int x, int y ); -extern void fgPlatformGlutPushWindow( void ); -extern void fgPlatformGlutPopWindow( void ); -extern void fgPlatformGlutFullScreen( SFG_Window *win ); -extern void fgPlatformGlutLeaveFullScreen( SFG_Window *win ); -extern void fgPlatformGlutFullScreenToggle( SFG_Window *win ); /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */ @@ -114,7 +106,7 @@ void fghContextCreationError( void ) */ void fgSetWindow ( SFG_Window *window ) { - fgPlatformSetWindow ( window ); + fgPlatformSetWindow ( window ); fgStructure.CurrentWindow = window; } @@ -128,25 +120,34 @@ void fgOpenWindow( SFG_Window* window, const char* title, GLboolean sizeUse, int w, int h, GLboolean gameMode, GLboolean isSubWindow ) { - fgPlatformOpenWindow( window, title, - positionUse, x, y, - sizeUse, w, h, - gameMode, isSubWindow ); + fgPlatformOpenWindow( window, title, + positionUse, x, y, + sizeUse, w, h, + gameMode, isSubWindow ); fgSetWindow( window ); +#ifndef EGL_VERSION_1_0 window->Window.DoubleBuffered = ( fgState.DisplayMode & GLUT_DOUBLE ) ? 1 : 0; -#ifndef EGL_VERSION_1_0 /* No glDrawBuffer/glReadBuffer in GLES */ if ( ! window->Window.DoubleBuffered ) { glDrawBuffer ( GL_FRONT ); glReadBuffer ( GL_FRONT ); } +#else + /* - EGL is always double-buffered */ + /* - No glDrawBuffer/glReadBuffer in GLES */ + window->Window.DoubleBuffered = 1; #endif window->Window.attribute_v_coord = -1; window->Window.attribute_v_normal = -1; + window->Window.attribute_v_texture = -1; + + fgInitGL2(); + + window->State.WorkMask |= GLUT_INIT_WORK; } /* @@ -161,7 +162,7 @@ void fgCloseWindow( SFG_Window* window ) if (fgStructure.GameModeWindow != NULL && fgStructure.GameModeWindow->ID==window->ID) glutLeaveGameMode(); - fgPlatformCloseWindow ( window ); + fgPlatformCloseWindow ( window ); } @@ -176,12 +177,12 @@ int FGAPIENTRY glutCreateWindow( const char* title ) * XXX application has not already done so. The "freeglut" community * XXX decided not to go this route (freeglut-developer e-mail from * XXX Steve Baker, 12/16/04, 4:22 PM CST, "Re: [Freeglut-developer] - * XXX Desired 'freeglut' behaviour when there is no current window" + * XXX Desired 'freeglut' behaviour when there is no current window") */ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateWindow" ); - return fgCreateWindow( NULL, title, fgState.Position.Use, - fgState.Position.X, fgState.Position.Y, + return fgCreateWindow( NULL, title, + fgState.Position.Use, fgState.Position.X, fgState.Position.Y, fgState.Size.Use, fgState.Size.X, fgState.Size.Y, GL_FALSE, GL_FALSE )->ID; } @@ -198,33 +199,51 @@ int FGAPIENTRY glutCreateSubWindow( int parentID, int x, int y, int w, int h ) FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateSubWindow" ); parent = fgWindowByID( parentID ); freeglut_return_val_if_fail( parent != NULL, 0 ); - if ( x < 0 ) - { - x = parent->State.Width + x ; - if ( w >= 0 ) x -= w ; - } - if ( w < 0 ) w = parent->State.Width - x + w ; - if ( w < 0 ) + if ( fgState.AllowNegativeWindowPosition ) { - x += w ; - w = -w ; - } + /* XXX This results in different widths/heights than if AllowNegativeWindowPosition + * XXX was false. The "freeglut" community defined this logic. + * XXX (freeglut-developer e-mail from Diederick C. Niehorster, 11/15/2015, 4:06 PM EST. + * XXX "Re: [Freeglut-developer] glutInitWindowPosition with negative coordinate(s)") + */ - if ( y < 0 ) - { - y = parent->State.Height + y ; - if ( h >= 0 ) y -= h ; + if ( w < 0 ) w = parent->State.Width + w ; + if ( h < 0 ) h = parent->State.Height + h ; } - - if ( h < 0 ) h = parent->State.Height - y + h ; - if ( h < 0 ) + else { - y += h ; - h = -h ; + if ( ( x < 0 ) ) + { + x = parent->State.Width + x ; + if ( w > 0 ) x -= w ; + } + + if ( w < 0 ) w = parent->State.Width - x + w ; + if ( w < 0 ) + { + x += w ; + w = -w ; + } + + if ( ( y < 0 ) ) + { + y = parent->State.Height + y ; + if ( h > 0 ) y -= h ; + } + + if ( h < 0 ) h = parent->State.Height - y + h ; + if ( h < 0 ) + { + y += h ; + h = -h ; + } } - window = fgCreateWindow( parent, "", GL_TRUE, x, y, GL_TRUE, w, h, GL_FALSE, GL_FALSE ); + window = fgCreateWindow( parent, "", + GL_TRUE, x, y, + GL_TRUE, w, h, + GL_FALSE, GL_FALSE ); ret = window->ID; return ret; @@ -295,9 +314,10 @@ void FGAPIENTRY glutShowWindow( void ) FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutShowWindow" ); FREEGLUT_EXIT_IF_NO_WINDOW ( "glutShowWindow" ); - fgPlatformGlutShowWindow (); + fgStructure.CurrentWindow->State.WorkMask |= GLUT_VISIBILITY_WORK; + fgStructure.CurrentWindow->State.DesiredVisibility = DesireNormalState; - fgStructure.CurrentWindow->State.Redisplay = GL_TRUE; + fgStructure.CurrentWindow->State.WorkMask |= GLUT_DISPLAY_WORK; } /* @@ -308,9 +328,10 @@ void FGAPIENTRY glutHideWindow( void ) FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutHideWindow" ); FREEGLUT_EXIT_IF_NO_WINDOW ( "glutHideWindow" ); - fgPlatformGlutHideWindow (); + fgStructure.CurrentWindow->State.WorkMask |= GLUT_VISIBILITY_WORK; + fgStructure.CurrentWindow->State.DesiredVisibility = DesireHiddenState; - fgStructure.CurrentWindow->State.Redisplay = GL_FALSE; + fgStructure.CurrentWindow->State.WorkMask &= ~GLUT_DISPLAY_WORK; } /* @@ -321,11 +342,10 @@ void FGAPIENTRY glutIconifyWindow( void ) FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutIconifyWindow" ); FREEGLUT_EXIT_IF_NO_WINDOW ( "glutIconifyWindow" ); - fgStructure.CurrentWindow->State.Visible = GL_FALSE; - - fgPlatformGlutIconifyWindow (); + fgStructure.CurrentWindow->State.WorkMask |= GLUT_VISIBILITY_WORK; + fgStructure.CurrentWindow->State.DesiredVisibility = DesireIconicState; - fgStructure.CurrentWindow->State.Redisplay = GL_FALSE; + fgStructure.CurrentWindow->State.WorkMask &= ~GLUT_DISPLAY_WORK; } /* @@ -337,7 +357,7 @@ void FGAPIENTRY glutSetWindowTitle( const char* title ) FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetWindowTitle" ); if( ! fgStructure.CurrentWindow->Parent ) { - fgPlatformGlutSetWindowTitle ( title ); + fgPlatformGlutSetWindowTitle ( title ); } } @@ -351,7 +371,7 @@ void FGAPIENTRY glutSetIconTitle( const char* title ) if( ! fgStructure.CurrentWindow->Parent ) { - fgPlatformGlutSetIconTitle ( title ); + fgPlatformGlutSetIconTitle ( title ); } } @@ -369,9 +389,9 @@ void FGAPIENTRY glutReshapeWindow( int width, int height ) glutLeaveFullScreen(); } - fgStructure.CurrentWindow->State.NeedToResize = GL_TRUE; - fgStructure.CurrentWindow->State.Width = width ; - fgStructure.CurrentWindow->State.Height = height; + fgStructure.CurrentWindow->State.WorkMask |= GLUT_SIZE_WORK; + fgStructure.CurrentWindow->State.DesiredWidth = width ; + fgStructure.CurrentWindow->State.DesiredHeight = height; } /* @@ -388,7 +408,9 @@ void FGAPIENTRY glutPositionWindow( int x, int y ) glutLeaveFullScreen(); } - fgPlatformGlutPositionWindow ( x, y ); + fgStructure.CurrentWindow->State.WorkMask |= GLUT_POSITION_WORK; + fgStructure.CurrentWindow->State.DesiredXpos = x; + fgStructure.CurrentWindow->State.DesiredYpos = y; } /* @@ -399,7 +421,8 @@ void FGAPIENTRY glutPushWindow( void ) FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPushWindow" ); FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPushWindow" ); - fgPlatformGlutPushWindow (); + fgStructure.CurrentWindow->State.WorkMask |= GLUT_ZORDER_WORK; + fgStructure.CurrentWindow->State.DesiredZOrder = -1; } /* @@ -410,7 +433,8 @@ void FGAPIENTRY glutPopWindow( void ) FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPopWindow" ); FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPopWindow" ); - fgPlatformGlutPopWindow (); + fgStructure.CurrentWindow->State.WorkMask |= GLUT_ZORDER_WORK; + fgStructure.CurrentWindow->State.DesiredZOrder = 1; } /* @@ -434,13 +458,16 @@ void FGAPIENTRY glutFullScreen( void ) fgWarning("glutFullScreen called on a child window, ignoring..."); return; } - else if (fgStructure.GameModeWindow != NULL && fgStructure.GameModeWindow->ID==win->ID) + else if (fgStructure.GameModeWindow != NULL && fgStructure.GameModeWindow->ID==win->ID && win->State.IsFullscreen) { - /* Ignore fullscreen call on GameMode window, those are always fullscreen already */ + /* Ignore fullscreen call on GameMode window, those are always fullscreen already + * only exception is when first entering GameMode + */ return; } - fgPlatformGlutFullScreen ( win ); + if (!win->State.IsFullscreen) + win->State.WorkMask |= GLUT_FULL_SCREEN_WORK; } /* @@ -448,14 +475,11 @@ void FGAPIENTRY glutFullScreen( void ) */ void FGAPIENTRY glutLeaveFullScreen( void ) { - SFG_Window *win; - FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutFullScreen" ); FREEGLUT_EXIT_IF_NO_WINDOW ( "glutFullScreen" ); - win = fgStructure.CurrentWindow; - - fgPlatformGlutLeaveFullScreen ( win ); + if (fgStructure.CurrentWindow->State.IsFullscreen) + fgStructure.CurrentWindow->State.WorkMask |= GLUT_FULL_SCREEN_WORK; } /* @@ -463,14 +487,10 @@ void FGAPIENTRY glutLeaveFullScreen( void ) */ void FGAPIENTRY glutFullScreenToggle( void ) { - SFG_Window *win; - FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutFullScreenToggle" ); FREEGLUT_EXIT_IF_NO_WINDOW ( "glutFullScreenToggle" ); - win = fgStructure.CurrentWindow; - - fgPlatformGlutFullScreenToggle ( win ); + fgStructure.CurrentWindow->State.WorkMask |= GLUT_FULL_SCREEN_WORK; } /*