X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_window.c;h=6217627dad6fb4695a4f8235419804e8655f3cc5;hb=65e03872c287ab34ae76bd1831a3786d5e986b72;hp=907696d3b67a3395c52dcd5a13291ec526f8186e;hpb=074fe7a4ceb20811af83f735d5db74d69d11442c;p=freeglut diff --git a/src/freeglut_window.c b/src/freeglut_window.c index 907696d..6217627 100644 --- a/src/freeglut_window.c +++ b/src/freeglut_window.c @@ -29,7 +29,7 @@ #include "config.h" #endif -#include "../include/GL/freeglut.h" +#include #include "freeglut_internal.h" /* @@ -162,7 +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... @@ -265,30 +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; } /* @@ -297,66 +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, @@ -364,21 +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 ) + 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( @@ -424,27 +453,31 @@ void fgOpenWindow( SFG_Window* window, const char* title, wmHints.flags = StateHint; 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 ); - /* - * 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 ); - + 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; @@ -528,15 +561,16 @@ void fgOpenWindow( SFG_Window* window, const char* title, #endif + fgSetWindow( window ); + window->Window.DoubleBuffered = - ( fgState.DisplayMode & GLUT_DOUBLE ) ? 1 : 0 ; + ( fgState.DisplayMode & GLUT_DOUBLE ) ? 1 : 0; if ( ! window->Window.DoubleBuffered ) { - glDrawBuffer ( GL_FRONT ) ; - glReadBuffer ( GL_FRONT ) ; + glDrawBuffer ( GL_FRONT ); + glReadBuffer ( GL_FRONT ); } - fgSetWindow( window ); } /* @@ -549,18 +583,45 @@ void fgCloseWindow( SFG_Window* window ) #if TARGET_HOST_UNIX_X11 glXDestroyContext( fgDisplay.Display, window->Window.Context ); - XDestroyWindow( fgDisplay.Display, window->Window.Handle ); + 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 - SendMessage( - window->Window.Handle, - WM_CLOSE, - 0, - 0 - ); + /* + * Make sure we don't close a window with current context active + */ + if( fgStructure.Window == window ) + wglMakeCurrent( NULL, NULL ); + + /* + * Step through the list of windows. If the rendering context + * is not being used by another window, then we delete it. + */ + { + int used = FALSE ; + SFG_Window *iter ; + + 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 } @@ -573,7 +634,8 @@ void fgCloseWindow( SFG_Window* window ) int FGAPIENTRY glutCreateWindow( const char* title ) { return fgCreateWindow( NULL, title, fgState.Position.X, fgState.Position.Y, - fgState.Size.X, fgState.Size.Y, GL_FALSE )->ID; + fgState.Size.X, fgState.Size.Y, GL_FALSE, + GL_FALSE )->ID; } /* @@ -581,14 +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; - parent = fgWindowByID( parentID ); - freeglut_return_val_if_fail( parent != NULL, 0 ); - window = fgCreateWindow( parent, "", x, y, w, h, GL_FALSE ); - 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; } /* @@ -600,7 +668,7 @@ void FGAPIENTRY glutDestroyWindow( int windowID ) freeglut_return_if_fail( window != NULL ); { fgExecutionState ExecState = fgState.ExecState; - fgAddToWindowDestroyList( window, GL_TRUE ); + fgAddToWindowDestroyList( window ); fgState.ExecState = ExecState; } } @@ -624,7 +692,7 @@ void FGAPIENTRY glutSetWindow( int ID ) return; } - fgSetWindow( window ) ; + fgSetWindow( window ); } /* @@ -646,17 +714,19 @@ void FGAPIENTRY glutShowWindow( void ) freeglut_assert_ready; freeglut_assert_window; + if( GL_FALSE == fgStructure.Window->State.IsOffscreen ) + { #if TARGET_HOST_UNIX_X11 - XMapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle ); - XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ + XMapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle ); + XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ #elif TARGET_HOST_WIN32 - ShowWindow( fgStructure.Window->Window.Handle, SW_SHOW ); + ShowWindow( fgStructure.Window->Window.Handle, SW_SHOW ); #endif - + } fgStructure.Window->State.Redisplay = GL_TRUE; } @@ -668,21 +738,25 @@ void FGAPIENTRY glutHideWindow( void ) freeglut_assert_ready; freeglut_assert_window; + if( GL_FALSE == fgStructure.Window->State.IsOffscreen ) + { #if TARGET_HOST_UNIX_X11 - 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 */ + 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 - ShowWindow( fgStructure.Window->Window.Handle, SW_HIDE ); + ShowWindow( fgStructure.Window->Window.Handle, SW_HIDE ); #endif - + } fgStructure.Window->State.Redisplay = GL_FALSE; } @@ -694,18 +768,21 @@ void FGAPIENTRY glutIconifyWindow( void ) freeglut_assert_ready; freeglut_assert_window; + fgStructure.Window->State.Visible = GL_FALSE; + if( GL_FALSE == fgStructure.Window->State.IsOffscreen ) + { #if TARGET_HOST_UNIX_X11 - XIconifyWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, - fgDisplay.Screen ); - XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ + XIconifyWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, + fgDisplay.Screen ); + XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ #elif TARGET_HOST_WIN32 - ShowWindow( fgStructure.Window->Window.Handle, SW_MINIMIZE ); + ShowWindow( fgStructure.Window->Window.Handle, SW_MINIMIZE ); #endif - + } fgStructure.Window->State.Redisplay = GL_FALSE; } @@ -716,12 +793,11 @@ void FGAPIENTRY glutSetWindowTitle( const char* title ) { freeglut_assert_ready; freeglut_assert_window; - if( fgStructure.Window->Parent != NULL ) - return; - + if( ! fgStructure.Window->Parent && + ( GL_FALSE == fgStructure.Window->State.IsOffscreen ) ) + { #if TARGET_HOST_UNIX_X11 - { XTextProperty text; text.value = (unsigned char *) title; @@ -736,14 +812,13 @@ void FGAPIENTRY glutSetWindowTitle( const char* title ) ); XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ - } #elif TARGET_HOST_WIN32 - SetWindowText( fgStructure.Window->Window.Handle, title ); + SetWindowText( fgStructure.Window->Window.Handle, title ); #endif - + } } /* @@ -754,12 +829,11 @@ void FGAPIENTRY glutSetIconTitle( const char* title ) freeglut_assert_ready; freeglut_assert_window; - if( fgStructure.Window->Parent != NULL ) - return; - + if( ! fgStructure.Window->Parent && + GL_FALSE == fgStructure.Window->State.IsOffscreen ) + { #if TARGET_HOST_UNIX_X11 - { XTextProperty text; text.value = (unsigned char *) title; @@ -774,14 +848,13 @@ void FGAPIENTRY glutSetIconTitle( const char* title ) ); XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ - } #elif TARGET_HOST_WIN32 - SetWindowText( fgStructure.Window->Window.Handle, title ); + SetWindowText( fgStructure.Window->Window.Handle, title ); #endif - + } } /* @@ -792,68 +865,13 @@ void FGAPIENTRY glutReshapeWindow( int width, int height ) freeglut_assert_ready; freeglut_assert_window; -#if TARGET_HOST_UNIX_X11 - - XResizeWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, - width, height ); - XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ - /* - * XXX REALLY shouldn't be done. GLUT docs state that this - * XXX isn't even processed immediately, but rather waits - * XXX for return to the mainloop. "This allows multiple - * XXX glutReshapeWindow, glutPositionWindow, and glutFullScreen - * XXX requests to the same window to be coalesced." (This is - * XXX having some deleterious effect on a sample program of mine.) - * XXX Not only does GLUT not flush at this point, GLUT doesn't even - * XXX *do* the reshape at this point! We should probably rip this - * XXX out and do what GLUT promises. It would be more efficient, and - * XXX might be more compatible. - */ - -#elif TARGET_HOST_WIN32 - + /* XXX Could delete/create/set-window-id for offscreen. */ + if( GL_FALSE == fgStructure.Window->State.IsOffscreen ) { - RECT winRect; - int x, y; - - GetWindowRect( fgStructure.Window->Window.Handle, &winRect ); - x = winRect.left; - y = winRect.top; - - if ( fgStructure.Window->Parent == NULL ) - { - /* - * 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 ); - } - } - else - { - GetWindowRect( fgStructure.Window->Parent->Window.Handle, - &winRect ); - x -= winRect.left + GetSystemMetrics( SM_CXSIZEFRAME ); - y -= winRect.top + GetSystemMetrics( SM_CYSIZEFRAME ) + - GetSystemMetrics( SM_CYCAPTION ); - } - - MoveWindow( - fgStructure.Window->Window.Handle, - x, - y, - width, - height, - TRUE - ); + fgStructure.Window->State.NeedToResize = GL_TRUE; + fgStructure.Window->State.Width = width ; + fgStructure.Window->State.Height = height; } - -#endif - } /* @@ -864,14 +882,16 @@ void FGAPIENTRY glutPositionWindow( int x, int y ) freeglut_assert_ready; freeglut_assert_window; + if( GL_FALSE == fgStructure.Window->State.IsOffscreen ) + { #if TARGET_HOST_UNIX_X11 - XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, x, y ); - XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ + XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, + x, y ); + XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ #elif TARGET_HOST_WIN32 - { RECT winRect; GetWindowRect( fgStructure.Window->Window.Handle, &winRect ); @@ -883,10 +903,9 @@ void FGAPIENTRY glutPositionWindow( int x, int y ) winRect.bottom - winRect.top, TRUE ); - } #endif - + } } /* @@ -897,21 +916,23 @@ void FGAPIENTRY glutPushWindow( void ) freeglut_assert_ready; freeglut_assert_window; + if( GL_FALSE == fgStructure.Window->State.IsOffscreen ) + { #if TARGET_HOST_UNIX_X11 - XLowerWindow( fgDisplay.Display, fgStructure.Window->Window.Handle ); + XLowerWindow( fgDisplay.Display, fgStructure.Window->Window.Handle ); #elif TARGET_HOST_WIN32 - 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 - + } } /* @@ -922,21 +943,23 @@ void FGAPIENTRY glutPopWindow( void ) freeglut_assert_ready; freeglut_assert_window; + if( GL_FALSE == fgStructure.Window->State.IsOffscreen ) + { #if TARGET_HOST_UNIX_X11 - XRaiseWindow( fgDisplay.Display, fgStructure.Window->Window.Handle ); + XRaiseWindow( fgDisplay.Display, fgStructure.Window->Window.Handle ); #elif TARGET_HOST_WIN32 - 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 - + } } /* @@ -947,8 +970,9 @@ void FGAPIENTRY glutFullScreen( void ) 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; @@ -978,16 +1002,40 @@ void FGAPIENTRY glutFullScreen( void ) ); 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 + } } /* @@ -1000,7 +1048,7 @@ void* FGAPIENTRY glutGetWindowData( void ) void FGAPIENTRY glutSetWindowData(void* data) { - fgStructure.Window->UserData=data; + fgStructure.Window->UserData = data; } /*** END OF FILE ***/