X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_window.c;h=6217627dad6fb4695a4f8235419804e8655f3cc5;hb=65e03872c287ab34ae76bd1831a3786d5e986b72;hp=6fc6ade4a6eccb021b4df599bcc5e256f7dc49cd;hpb=2cf5907afe7e631b9112031f30ed84c5fc527d5f;p=freeglut diff --git a/src/freeglut_window.c b/src/freeglut_window.c index 6fc6ade..6217627 100644 --- a/src/freeglut_window.c +++ b/src/freeglut_window.c @@ -29,9 +29,7 @@ #include "config.h" #endif -#define G_LOG_DOMAIN "freeglut-window" - -#include "../include/GL/freeglut.h" +#include #include "freeglut_internal.h" /* @@ -68,7 +66,7 @@ XVisualInfo* fgChooseVisual( void ) { #define BUFFER_SIZES 6 int bufferSize[BUFFER_SIZES] = { 16, 12, 8, 4, 2, 1 }; - GLboolean wantIndexedMode = FALSE; + GLboolean wantIndexedMode = GL_FALSE; int attributes[ 32 ]; int where = 0; @@ -85,7 +83,7 @@ XVisualInfo* fgChooseVisual( void ) if( fgState.DisplayMode & GLUT_INDEX ) { ATTRIB_VAL( GLX_BUFFER_SIZE, 8 ); - wantIndexedMode = TRUE; + wantIndexedMode = GL_TRUE; } else { @@ -123,7 +121,7 @@ XVisualInfo* fgChooseVisual( void ) */ ATTRIB( None ); - if( wantIndexedMode == FALSE ) + if( ! wantIndexedMode ) return glXChooseVisual( fgDisplay.Display, fgDisplay.Screen, attributes ); else @@ -164,7 +162,9 @@ GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly, if( fgState.DisplayMode & GLUT_DOUBLE ) flags |= PFD_DOUBLEBUFFER; +#if defined(_MSC_VER) #pragma message( "fgSetupPixelFormat(): there is still some work to do here!" ) +#endif /* * Specify which pixel format do we opt for... @@ -206,10 +206,10 @@ GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly, pixelformat = ChoosePixelFormat( window->Window.Device, ppfd ); if( pixelformat == 0 ) - return FALSE; + return GL_FALSE; if( checkOnly ) - return TRUE; + return GL_TRUE; return SetPixelFormat( window->Window.Device, pixelformat, ppfd ); } #endif @@ -237,8 +237,8 @@ void fgSetWindow ( SFG_Window *window ) window->Window.Device = GetDC( window->Window.Handle ); wglMakeCurrent( window->Window.Device, - window->Window.Context - ); + window->Window.Context + ); } #endif fgStructure.Window = window; @@ -251,7 +251,7 @@ void fgSetWindow ( SFG_Window *window ) */ void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, int h, - GLboolean gameMode, int isSubWindow ) + GLboolean gameMode, GLboolean isSubWindow ) { #if TARGET_HOST_UNIX_X11 XSetWindowAttributes winAttr; @@ -267,30 +267,31 @@ void fgOpenWindow( SFG_Window* window, const char* title, * XXX With a little thought, we should be able to greatly * XXX simplify this. */ - if ( !fgState.BuildingAMenu ) - window->Window.VisualInfo = fgChooseVisual(); - else if ( fgStructure.MenuContext ) - window->Window.VisualInfo = fgChooseVisual(); + if( !window->IsMenu ) + window->Window.VisualInfo = fgChooseVisual( ); + else if( fgStructure.MenuContext ) + window->Window.VisualInfo = fgChooseVisual( ); else { + /* XXX Why are menus double- and depth-buffered? */ unsigned int current_DisplayMode = fgState.DisplayMode ; fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ; - window->Window.VisualInfo = fgChooseVisual(); + window->Window.VisualInfo = fgChooseVisual( ); fgState.DisplayMode = current_DisplayMode ; } - if ( ! window->Window.VisualInfo ) + if( ! window->Window.VisualInfo ) { /* * The "fgChooseVisual" 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 ) ) + if( !( fgState.DisplayMode & GLUT_DOUBLE ) ) { fgState.DisplayMode |= GLUT_DOUBLE ; - window->Window.VisualInfo = fgChooseVisual(); - fgState.DisplayMode &= ~GLUT_DOUBLE ; + window->Window.VisualInfo = fgChooseVisual( ); + fgState.DisplayMode &= ~GLUT_DOUBLE; } /* @@ -299,66 +300,92 @@ void fgOpenWindow( SFG_Window* window, const char* title, */ } - assert( window->Window.VisualInfo != NULL ); - /* - * 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. (Hint: Think mouse-motion!) - * XXX - * XXX It may make a difference in networked environments or on - * XXX some very slow systems, but I think that that is secondary - * XXX to making debugging easier. + * XXX This seems to be abusing an assert() for error-checking. + * XXX It is possible that the visual simply can't be found, + * XXX in which case we should print an error and return a 0 + * XXX for the window id, I think. */ - winAttr.event_mask = StructureNotifyMask | SubstructureNotifyMask | - ExposureMask | ButtonPressMask | ButtonReleaseMask | KeyPressMask | - KeyRelease | VisibilityChangeMask | EnterWindowMask | LeaveWindowMask | - PointerMotionMask | ButtonMotionMask; - winAttr.background_pixmap = None; - winAttr.background_pixel = 0; - winAttr.border_pixel = 0; - - winAttr.colormap = XCreateColormap( - fgDisplay.Display, fgDisplay.RootWindow, - window->Window.VisualInfo->visual, AllocNone - ); - - mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask; + assert( window->Window.VisualInfo != NULL ); - if ( fgState.BuildingAMenu ) + window->State.IsOffscreen = GL_FALSE; + if( fgState.DisplayMode & GLUT_OFFSCREEN ) { - winAttr.override_redirect = True; - mask |= CWOverrideRedirect; + window->State.IsOffscreen = GL_TRUE; + window->Window.Pixmap = XCreatePixmap( + fgDisplay.Display, fgDisplay.RootWindow, + w, h, + window->Window.VisualInfo->depth + ); + if( False != window->Window.Pixmap ) + { + window->Window.Handle = glXCreateGLXPixmap( + fgDisplay.Display, + window->Window.VisualInfo, + window->Window.Pixmap + ); + if( False == window->Window.Handle ) + XFreePixmap( fgDisplay.Display, window->Window.Pixmap ); + } } + else + { + /* + * 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 | KeyRelease | + VisibilityChangeMask | EnterWindowMask | LeaveWindowMask | + PointerMotionMask | ButtonMotionMask; + winAttr.background_pixmap = None; + winAttr.background_pixel = 0; + winAttr.border_pixel = 0; + + winAttr.colormap = XCreateColormap( + fgDisplay.Display, fgDisplay.RootWindow, + window->Window.VisualInfo->visual, AllocNone + ); - window->Window.Handle = XCreateWindow( - fgDisplay.Display, - window->Parent == NULL ? fgDisplay.RootWindow : - window->Parent->Window.Handle, - x, y, w, h, 0, - window->Window.VisualInfo->depth, InputOutput, - window->Window.VisualInfo->visual, mask, - &winAttr - ); + mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask; + if ( window->IsMenu ) + { + winAttr.override_redirect = True; + mask |= CWOverrideRedirect; + } + + window->Window.Handle = XCreateWindow( + fgDisplay.Display, + window->Parent == NULL ? fgDisplay.RootWindow : + window->Parent->Window.Handle, + x, y, w, h, 0, + window->Window.VisualInfo->depth, InputOutput, + window->Window.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 ( fgState.BuildingAMenu ) + if( window->IsMenu ) { /* * If there isn't already an OpenGL rendering context for menu * windows, make one */ - if ( !fgStructure.MenuContext ) + if( !fgStructure.MenuContext ) { fgStructure.MenuContext = - (SFG_MenuContext *)malloc ( sizeof(SFG_MenuContext) ); + (SFG_MenuContext *)malloc( sizeof(SFG_MenuContext) ); fgStructure.MenuContext->VisualInfo = window->Window.VisualInfo; fgStructure.MenuContext->Context = glXCreateContext( fgDisplay.Display, fgStructure.MenuContext->VisualInfo, @@ -366,21 +393,21 @@ void fgOpenWindow( SFG_Window* window, const char* title, ); } -/* window->Window.Context = fgStructure.MenuContext->Context ; */ + /* window->Window.Context = fgStructure.MenuContext->Context; */ window->Window.Context = glXCreateContext( fgDisplay.Display, window->Window.VisualInfo, NULL, fgState.ForceDirectContext | fgState.TryDirectContext ); } - else if ( fgState.UseCurrentContext == TRUE ) + else if( fgState.UseCurrentContext ) { - window->Window.Context = glXGetCurrentContext(); + window->Window.Context = glXGetCurrentContext( ); - if ( ! window->Window.Context ) - window->Window.Context = glXCreateContext( - fgDisplay.Display, window->Window.VisualInfo, - NULL, fgState.ForceDirectContext | fgState.TryDirectContext - ); + if( ! window->Window.Context ) + window->Window.Context = glXCreateContext( + fgDisplay.Display, window->Window.VisualInfo, + NULL, fgState.ForceDirectContext | fgState.TryDirectContext + ); } else window->Window.Context = glXCreateContext( @@ -403,12 +430,12 @@ void fgOpenWindow( SFG_Window* window, const char* title, * XXX Assume the new window is visible by default * XXX Is this a safe assumption? */ - window->State.Visible = TRUE; + window->State.Visible = GL_TRUE; sizeHints.flags = 0; - if (fgState.Position.Use == TRUE) + if ( fgState.Position.Use ) sizeHints.flags |= USPosition; - if (fgState.Size.Use == TRUE) + if ( fgState.Size.Use ) sizeHints.flags |= USSize; /* @@ -425,29 +452,32 @@ void fgOpenWindow( SFG_Window* window, const char* title, sizeHints.height = h; wmHints.flags = StateHint; - wmHints.initial_state = - (fgState.ForceIconic == FALSE) ? NormalState : IconicState; - - /* - * Prepare the window and iconified window names... - */ - XStringListToTextProperty( (char **) &title, 1, &textProperty ); - - XSetWMProperties( - fgDisplay.Display, - window->Window.Handle, - &textProperty, - &textProperty, - 0, - 0, - &sizeHints, - &wmHints, - NULL - ); - XSetWMProtocols( fgDisplay.Display, window->Window.Handle, - &fgDisplay.DeleteWindow, 1 ); - XMapWindow( fgDisplay.Display, window->Window.Handle ); + wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState; + if( GL_FALSE == window->State.IsOffscreen ) + { + /* + * Prepare the window and iconified window names... + */ + XStringListToTextProperty( (char **) &title, 1, &textProperty ); + XSetWMProperties( + fgDisplay.Display, + window->Window.Handle, + &textProperty, + &textProperty, + 0, + 0, + &sizeHints, + &wmHints, + NULL + ); + + XSetWMProtocols( fgDisplay.Display, window->Window.Handle, + &fgDisplay.DeleteWindow, 1 ); + + XMapWindow( fgDisplay.Display, window->Window.Handle ); + } + #elif TARGET_HOST_WIN32 WNDCLASS wc; @@ -462,7 +492,7 @@ void fgOpenWindow( SFG_Window* window, const char* title, atom = GetClassInfo( fgDisplay.Instance, "FREEGLUT", &wc ); assert( atom != 0 ); - if( gameMode != FALSE ) + if( gameMode ) { assert( window->Parent == NULL ); @@ -474,7 +504,7 @@ void fgOpenWindow( SFG_Window* window, const char* title, } else { - if ( ( !isSubWindow ) && ( ! window->IsMenu ) ) + if ( ( ! isSubWindow ) && ( ! window->IsMenu ) ) { /* * Update the window dimensions, taking account of window @@ -486,12 +516,12 @@ void fgOpenWindow( SFG_Window* window, const char* title, GetSystemMetrics( SM_CYCAPTION ); } - if( fgState.Position.Use == FALSE ) + if( ! fgState.Position.Use ) { x = CW_USEDEFAULT; y = CW_USEDEFAULT; } - if( fgState.Size.Use == FALSE ) + if( ! fgState.Size.Use ) { w = CW_USEDEFAULT; h = CW_USEDEFAULT; @@ -524,33 +554,23 @@ void fgOpenWindow( SFG_Window* window, const char* title, if( !( window->Window.Handle ) ) fgError( "Failed to create a window (%s)!", title ); - /* - * Show and update the main window. Hide(???) the mouse cursor. - */ ShowWindow( window->Window.Handle, fgState.ForceIconic ? SW_SHOWMINIMIZED : SW_SHOW ); UpdateWindow( window->Window.Handle ); - ShowCursor( TRUE ); + ShowCursor( TRUE ); /* XXX Old comments say "hide cusror"! */ #endif + fgSetWindow( window ); + window->Window.DoubleBuffered = - ( fgState.DisplayMode & GLUT_DOUBLE ) ? 1 : 0 ; + ( fgState.DisplayMode & GLUT_DOUBLE ) ? 1 : 0; - /* - * If it's not double-buffered, make sure the rendering is done to the - * front buffer. - */ if ( ! window->Window.DoubleBuffered ) { - glDrawBuffer ( GL_FRONT ) ; - glReadBuffer ( GL_FRONT ) ; + glDrawBuffer ( GL_FRONT ); + glReadBuffer ( GL_FRONT ); } - - /* - * Set the newly created window as the current one - */ - fgSetWindow( window ); } /* @@ -561,32 +581,47 @@ void fgCloseWindow( SFG_Window* window ) freeglut_assert_ready; #if TARGET_HOST_UNIX_X11 - /* - * As easy as kill bunnies with axes. Destroy the context first: - */ + glXDestroyContext( fgDisplay.Display, window->Window.Context ); + if( GL_FALSE == window->State.IsOffscreen ) + XDestroyWindow( fgDisplay.Display, window->Window.Handle ); + else + { + glXDestroyGLXPixmap( fgDisplay.Display, window->Window.Handle ); + XFreePixmap( fgDisplay.Display, window->Window.Pixmap ); + } + XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ + +#elif TARGET_HOST_WIN32 /* - * Then have the window killed: + * Make sure we don't close a window with current context active */ - XDestroyWindow( fgDisplay.Display, window->Window.Handle ); + if( fgStructure.Window == window ) + wglMakeCurrent( NULL, NULL ); /* - * Finally, flush the rests down the stream + * Step through the list of windows. If the rendering context + * is not being used by another window, then we delete it. */ - XFlush( fgDisplay.Display ); + { + int used = FALSE ; + SFG_Window *iter ; -#elif TARGET_HOST_WIN32 - /* - * Send the WM_CLOSE message to the window now - */ - SendMessage( - window->Window.Handle, - WM_CLOSE, - 0, - 0 - ); + for( iter = (SFG_Window *)fgStructure.Windows.First; + iter; + iter = (SFG_Window *)iter->Node.Next ) + { + if( ( iter->Window.Context == window->Window.Context ) && + ( iter != window ) ) + used = TRUE; + } + if( ! used ) + wglDeleteContext( window->Window.Context ); + } + + DestroyWindow( window->Window.Handle ); #endif } @@ -598,11 +633,9 @@ void fgCloseWindow( SFG_Window* window ) */ int FGAPIENTRY glutCreateWindow( const char* title ) { - /* - * Create a new window and return its unique ID number - */ - return( fgCreateWindow( NULL, title, fgState.Position.X, fgState.Position.Y, - fgState.Size.X, fgState.Size.Y, FALSE )->ID ); + return fgCreateWindow( NULL, title, fgState.Position.X, fgState.Position.Y, + fgState.Size.X, fgState.Size.Y, GL_FALSE, + GL_FALSE )->ID; } /* @@ -610,30 +643,20 @@ int FGAPIENTRY glutCreateWindow( const char* title ) */ int FGAPIENTRY glutCreateSubWindow( int parentID, int x, int y, int w, int h ) { - SFG_Window* window = NULL; - SFG_Window* parent = NULL; - - freeglut_assert_ready; - - /* - * Find a parent to the newly created window... - */ - parent = fgWindowByID( parentID ); - - /* - * Fail if the parent has not been found - */ - freeglut_return_val_if_fail( parent != NULL, 0 ); - - /* - * Create the new window - */ - window = fgCreateWindow( parent, "", x, y, w, h, FALSE ); - - /* - * Return the new window's ID - */ - return( window->ID ); + int ret = 0; + + if( GL_FALSE == fgStructure.Window->State.IsOffscreen ) + { + SFG_Window* window = NULL; + SFG_Window* parent = NULL; + + freeglut_assert_ready; + parent = fgWindowByID( parentID ); + freeglut_return_val_if_fail( parent != NULL, 0 ); + window = fgCreateWindow( parent, "", x, y, w, h, GL_FALSE, GL_FALSE ); + ret = window->ID; + } + return ret; } /* @@ -641,25 +664,13 @@ int FGAPIENTRY glutCreateSubWindow( int parentID, int x, int y, int w, int h ) */ void FGAPIENTRY glutDestroyWindow( int windowID ) { - fgExecutionState ExecState = fgState.ExecState ; - - /* - * Grab the freeglut window pointer from the structure - */ - SFG_Window* window = fgWindowByID( windowID ); - freeglut_return_if_fail( window != NULL ); - - /* - * There is a function that performs all needed steps - * defined in freeglut_structure.c. Let's use it: - */ - fgAddToWindowDestroyList( window, TRUE ); - - /* - * Since the "fgAddToWindowDestroyList" function could easily have set the "ExecState" - * to stop, let's set it back to what it was. - */ - fgState.ExecState = ExecState ; + SFG_Window* window = fgWindowByID( windowID ); + freeglut_return_if_fail( window != NULL ); + { + fgExecutionState ExecState = fgState.ExecState; + fgAddToWindowDestroyList( window ); + fgState.ExecState = ExecState; + } } /* @@ -669,36 +680,19 @@ void FGAPIENTRY glutSetWindow( int ID ) { SFG_Window* window = NULL; - /* - * Make sure we don't get called too early - */ freeglut_assert_ready; - - /* - * Be wise. Be wise. Be wise. Be quick. - */ if( fgStructure.Window != NULL ) if( fgStructure.Window->ID == ID ) return; - /* - * Now we are sure there is sense in looking for the window - */ window = fgWindowByID( ID ); - - /* - * In the case of an utter failure... - */ if( window == NULL ) { - /* - * ...issue a warning message and keep rolling on - */ fgWarning( "glutSetWindow(): window ID %i not found!", ID ); return; } - fgSetWindow ( window ) ; + fgSetWindow( window ); } /* @@ -707,22 +701,9 @@ void FGAPIENTRY glutSetWindow( int ID ) int FGAPIENTRY glutGetWindow( void ) { freeglut_assert_ready; - - /* - * Do we have a current window selected? - */ if( fgStructure.Window == NULL ) - { - /* - * Nope. Return zero to mark the state. - */ - return( 0 ); - } - - /* - * Otherwise, return the ID of the current window - */ - return( fgStructure.Window->ID ); + return 0; + return fgStructure.Window->ID; } /* @@ -730,28 +711,23 @@ int FGAPIENTRY glutGetWindow( void ) */ void FGAPIENTRY glutShowWindow( void ) { - freeglut_assert_ready; freeglut_assert_window; + freeglut_assert_ready; + freeglut_assert_window; + if( GL_FALSE == fgStructure.Window->State.IsOffscreen ) + { #if TARGET_HOST_UNIX_X11 - /* - * Showing the window is done via mapping under X - */ - XMapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle ); - XFlush( fgDisplay.Display ); -#elif TARGET_HOST_WIN32 - /* - * Restore the window's originial position and size - */ - ShowWindow( fgStructure.Window->Window.Handle, SW_SHOW ); + XMapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle ); + XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ -#endif +#elif TARGET_HOST_WIN32 - /* - * Since the window is visible, we need to redisplay it ... - */ - fgStructure.Window->State.Redisplay = TRUE; + ShowWindow( fgStructure.Window->Window.Handle, SW_SHOW ); +#endif + } + fgStructure.Window->State.Redisplay = GL_TRUE; } /* @@ -759,45 +735,29 @@ void FGAPIENTRY glutShowWindow( void ) */ void FGAPIENTRY glutHideWindow( void ) { - freeglut_assert_ready; freeglut_assert_window; + freeglut_assert_ready; + freeglut_assert_window; -#if TARGET_HOST_UNIX_X11 - /* - * The way we hide a window depends on if we're dealing - * with a top-level or children one... - */ - if( fgStructure.Window->Parent == NULL ) - { - /* - * This is a top-level window - */ - XWithdrawWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, fgDisplay.Screen ); - } - else + if( GL_FALSE == fgStructure.Window->State.IsOffscreen ) { - /* - * Nope, it's a child window - */ - XUnmapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle ); - } +#if TARGET_HOST_UNIX_X11 - /* - * Flush the X state now - */ - XFlush( fgDisplay.Display ); + if( fgStructure.Window->Parent == NULL ) + XWithdrawWindow( fgDisplay.Display, + fgStructure.Window->Window.Handle, + fgDisplay.Screen ); + else + XUnmapWindow( fgDisplay.Display, + fgStructure.Window->Window.Handle ); + XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ #elif TARGET_HOST_WIN32 - /* - * Hide the window - */ - ShowWindow( fgStructure.Window->Window.Handle, SW_HIDE ); -#endif + ShowWindow( fgStructure.Window->Window.Handle, SW_HIDE ); - /* - * Since the window is hidden, we don't need to redisplay it ... - */ - fgStructure.Window->State.Redisplay = FALSE; +#endif + } + fgStructure.Window->State.Redisplay = GL_FALSE; } /* @@ -805,28 +765,25 @@ void FGAPIENTRY glutHideWindow( void ) */ void FGAPIENTRY glutIconifyWindow( void ) { - freeglut_assert_ready; freeglut_assert_window; + freeglut_assert_ready; + freeglut_assert_window; + fgStructure.Window->State.Visible = GL_FALSE; + if( GL_FALSE == fgStructure.Window->State.IsOffscreen ) + { #if TARGET_HOST_UNIX_X11 - /* - * Iconify the window and flush the X state - */ - XIconifyWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, fgDisplay.Screen ); - XFlush( fgDisplay.Display ); -#elif TARGET_HOST_WIN32 - /* - * Minimize the current window (this should be the same as X window iconifying) - */ - ShowWindow( fgStructure.Window->Window.Handle, SW_MINIMIZE ); + XIconifyWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, + fgDisplay.Screen ); + XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ -#endif +#elif TARGET_HOST_WIN32 - /* - * Since the window is just an icon, we don't need to redisplay it ... - */ - fgStructure.Window->State.Redisplay = FALSE; + ShowWindow( fgStructure.Window->Window.Handle, SW_MINIMIZE ); +#endif + } + fgStructure.Window->State.Redisplay = GL_FALSE; } /* @@ -834,48 +791,34 @@ void FGAPIENTRY glutIconifyWindow( void ) */ void FGAPIENTRY glutSetWindowTitle( const char* title ) { - freeglut_assert_ready; freeglut_assert_window; - - /* - * Works only for top-level windows - */ - if( fgStructure.Window->Parent != NULL ) - return; - + freeglut_assert_ready; + freeglut_assert_window; + if( ! fgStructure.Window->Parent && + ( GL_FALSE == fgStructure.Window->State.IsOffscreen ) ) + { #if TARGET_HOST_UNIX_X11 - { - XTextProperty text; - - /* - * Prepare the text properties - */ - text.value = (unsigned char *) title; - text.encoding = XA_STRING; - text.format = 8; - text.nitems = strlen( title ); - - /* - * Set the title now - */ - XSetWMName( - fgDisplay.Display, - fgStructure.Window->Window.Handle, - &text - ); - - /* - * Have the X display state flushed - */ - XFlush( fgDisplay.Display ); - } + + XTextProperty text; + + text.value = (unsigned char *) title; + text.encoding = XA_STRING; + text.format = 8; + text.nitems = strlen( title ); + + XSetWMName( + fgDisplay.Display, + fgStructure.Window->Window.Handle, + &text + ); + + XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ #elif TARGET_HOST_WIN32 - /* - * This seems to be a bit easier under Win32 - */ - SetWindowText( fgStructure.Window->Window.Handle, title ); + + SetWindowText( fgStructure.Window->Window.Handle, title ); #endif + } } /* @@ -883,48 +826,35 @@ void FGAPIENTRY glutSetWindowTitle( const char* title ) */ void FGAPIENTRY glutSetIconTitle( const char* title ) { - freeglut_assert_ready; freeglut_assert_window; - - /* - * Works only for top-level windows - */ - if( fgStructure.Window->Parent != NULL ) - return; + freeglut_assert_ready; + freeglut_assert_window; + if( ! fgStructure.Window->Parent && + GL_FALSE == fgStructure.Window->State.IsOffscreen ) + { #if TARGET_HOST_UNIX_X11 - { - XTextProperty text; - - /* - * Prepare the text properties - */ - text.value = (unsigned char *) title; - text.encoding = XA_STRING; - text.format = 8; - text.nitems = strlen( title ); - - /* - * Set the title now - */ - XSetWMIconName( - fgDisplay.Display, - fgStructure.Window->Window.Handle, - &text - ); - - /* - * Have the X display state flushed - */ - XFlush( fgDisplay.Display ); - } + + XTextProperty text; + + text.value = (unsigned char *) title; + text.encoding = XA_STRING; + text.format = 8; + text.nitems = strlen( title ); + + XSetWMIconName( + fgDisplay.Display, + fgStructure.Window->Window.Handle, + &text + ); + + XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ #elif TARGET_HOST_WIN32 - /* - * This seems to be a bit easier under Win32 - */ - SetWindowText( fgStructure.Window->Window.Handle, title ); + + SetWindowText( fgStructure.Window->Window.Handle, title ); #endif + } } /* @@ -932,58 +862,16 @@ void FGAPIENTRY glutSetIconTitle( const char* title ) */ void FGAPIENTRY glutReshapeWindow( int width, int height ) { - freeglut_assert_ready; freeglut_assert_window; - -#if TARGET_HOST_UNIX_X11 - /* - * Resize the window and flush the X state - */ - XResizeWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, width, height ); - XFlush( fgDisplay.Display ); + freeglut_assert_ready; + freeglut_assert_window; -#elif TARGET_HOST_WIN32 - { - RECT winRect; - int x, y ; - - /* - * First off, grab the current window's position - */ - GetWindowRect( fgStructure.Window->Window.Handle, &winRect ); - x = winRect.left ; - y = winRect.top ; - - if ( fgStructure.Window->Parent == NULL ) /* If this is not a subwindow ... */ + /* XXX Could delete/create/set-window-id for offscreen. */ + if( GL_FALSE == fgStructure.Window->State.IsOffscreen ) { - /* - * Adjust the size of the window to allow for the size of the frame, if we are not a menu - */ - if ( ! fgStructure.Window->IsMenu ) - { - width += GetSystemMetrics( SM_CXSIZEFRAME ) * 2; - height += GetSystemMetrics( SM_CYSIZEFRAME ) * 2 + GetSystemMetrics( SM_CYCAPTION ); - } + fgStructure.Window->State.NeedToResize = GL_TRUE; + fgStructure.Window->State.Width = width ; + fgStructure.Window->State.Height = height; } - else /* This is a subwindow, get the parent window's position and subtract it off */ - { - GetWindowRect ( fgStructure.Window->Parent->Window.Handle, &winRect ) ; - x -= winRect.left + GetSystemMetrics( SM_CXSIZEFRAME ) ; - y -= winRect.top + GetSystemMetrics( SM_CYSIZEFRAME ) + GetSystemMetrics( SM_CYCAPTION ) ; - } - - /* - * Resize the window, forcing a redraw to happen - */ - MoveWindow( - fgStructure.Window->Window.Handle, - x, - y, - width, - height, - TRUE - ); - } -#endif } /* @@ -991,38 +879,33 @@ void FGAPIENTRY glutReshapeWindow( int width, int height ) */ void FGAPIENTRY glutPositionWindow( int x, int y ) { - freeglut_assert_ready; freeglut_assert_window; + freeglut_assert_ready; + freeglut_assert_window; + if( GL_FALSE == fgStructure.Window->State.IsOffscreen ) + { #if TARGET_HOST_UNIX_X11 - /* - * Reposition the window and flush the X state - */ - XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, x, y ); - XFlush( fgDisplay.Display ); -#elif TARGET_HOST_WIN32 - { - RECT winRect; + XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, + x, y ); + XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ - /* - * First off, grab the current window's position - */ - GetWindowRect( fgStructure.Window->Window.Handle, &winRect ); +#elif TARGET_HOST_WIN32 - /* - * Reposition the window, forcing a redraw to happen - */ - MoveWindow( - fgStructure.Window->Window.Handle, - x, - y, - winRect.right - winRect.left, - winRect.bottom - winRect.top, - TRUE - ); - } + RECT winRect; + + GetWindowRect( fgStructure.Window->Window.Handle, &winRect ); + MoveWindow( + fgStructure.Window->Window.Handle, + x, + y, + winRect.right - winRect.left, + winRect.bottom - winRect.top, + TRUE + ); #endif + } } /* @@ -1030,26 +913,26 @@ void FGAPIENTRY glutPositionWindow( int x, int y ) */ void FGAPIENTRY glutPushWindow( void ) { - freeglut_assert_ready; freeglut_assert_window; + freeglut_assert_ready; + freeglut_assert_window; + if( GL_FALSE == fgStructure.Window->State.IsOffscreen ) + { #if TARGET_HOST_UNIX_X11 - /* - * Lower the current window - */ - XLowerWindow( fgDisplay.Display, fgStructure.Window->Window.Handle ); + + XLowerWindow( fgDisplay.Display, fgStructure.Window->Window.Handle ); #elif TARGET_HOST_WIN32 - /* - * Set the new window's Z position, not affecting the rest of the settings: - */ - SetWindowPos( - fgStructure.Window->Window.Handle, - HWND_BOTTOM, - 0, 0, 0, 0, - SWP_NOSIZE | SWP_NOMOVE - ); + + SetWindowPos( + fgStructure.Window->Window.Handle, + HWND_BOTTOM, + 0, 0, 0, 0, + SWP_NOSIZE | SWP_NOMOVE + ); #endif + } } /* @@ -1057,26 +940,26 @@ void FGAPIENTRY glutPushWindow( void ) */ void FGAPIENTRY glutPopWindow( void ) { - freeglut_assert_ready; freeglut_assert_window; + freeglut_assert_ready; + freeglut_assert_window; + if( GL_FALSE == fgStructure.Window->State.IsOffscreen ) + { #if TARGET_HOST_UNIX_X11 - /* - * Raise the current window - */ - XRaiseWindow( fgDisplay.Display, fgStructure.Window->Window.Handle ); + + XRaiseWindow( fgDisplay.Display, fgStructure.Window->Window.Handle ); #elif TARGET_HOST_WIN32 - /* - * Set the new window's Z position, not affecting the rest of the settings: - */ - SetWindowPos( - fgStructure.Window->Window.Handle, - HWND_TOP, - 0, 0, 0, 0, - SWP_NOSIZE | SWP_NOMOVE - ); + + SetWindowPos( + fgStructure.Window->Window.Handle, + HWND_TOP, + 0, 0, 0, 0, + SWP_NOSIZE | SWP_NOMOVE + ); #endif + } } /* @@ -1084,10 +967,12 @@ void FGAPIENTRY glutPopWindow( void ) */ void FGAPIENTRY glutFullScreen( void ) { - freeglut_assert_ready; freeglut_assert_window; + freeglut_assert_ready; + freeglut_assert_window; -#if TARGET_HOST_UNIX_X11 + if( GL_FALSE == fgStructure.Window->State.IsOffscreen ) { +#if TARGET_HOST_UNIX_X11 int x, y; Window w; @@ -1098,7 +983,8 @@ void FGAPIENTRY glutFullScreen( void ) fgDisplay.ScreenWidth, fgDisplay.ScreenHeight ); - XFlush( fgDisplay.Display ); + + XFlush( fgDisplay.Display ); /* This is needed */ XTranslateCoordinates( fgDisplay.Display, @@ -1114,18 +1000,42 @@ void FGAPIENTRY glutFullScreen( void ) fgStructure.Window->Window.Handle, -x, -y ); - XFlush( fgDisplay.Display ); + XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ } - } #elif TARGET_HOST_WIN32 - MoveWindow( - fgStructure.Window->Window.Handle, - 0, 0, - fgDisplay.ScreenWidth, - fgDisplay.ScreenHeight, - TRUE - ); + RECT rect; + + /* For fullscreen mode, force the top-left corner to 0,0 + * and adjust the window rectangle so that the client area + * covers the whole screen. + */ + + rect.left = 0; + rect.top = 0; + rect.right = fgDisplay.ScreenWidth; + rect.bottom = fgDisplay.ScreenHeight; + + AdjustWindowRect ( &rect, WS_OVERLAPPEDWINDOW | WS_CLIPSIBLINGS | + WS_CLIPCHILDREN, FALSE ); + + /* + * SWP_NOACTIVATE Do not activate the window + * SWP_NOOWNERZORDER Do not change position in z-order + * SWP_NOSENDCHANGING Supress WM_WINDOWPOSCHANGING message + * SWP_NOZORDER Retains the current Z order (ignore 2nd param) + */ + + SetWindowPos( fgStructure.Window->Window.Handle, + HWND_TOP, + rect.left, + rect.top, + rect.right - rect.left, + rect.bottom - rect.top, + SWP_NOACTIVATE | SWP_NOOWNERZORDER | SWP_NOSENDCHANGING | + SWP_NOZORDER + ); #endif + } } /* @@ -1133,12 +1043,12 @@ void FGAPIENTRY glutFullScreen( void ) */ void* FGAPIENTRY glutGetWindowData( void ) { - return(fgStructure.Window->UserData); + return fgStructure.Window->UserData; } void FGAPIENTRY glutSetWindowData(void* data) { - fgStructure.Window->UserData=data; + fgStructure.Window->UserData = data; } /*** END OF FILE ***/