X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_window.c;h=9ede7456d7805eb9e43b8cf54b4024ca75fe225b;hb=c4ffff1de4b14af7f0efb231f476961c21f3f552;hp=07422f7d8c99a6ef80643484f72af90e10524a3b;hpb=bb5b134be6cd4c781a8551a0c7ac9d00695720a7;p=freeglut diff --git a/src/freeglut_window.c b/src/freeglut_window.c index 07422f7..9ede745 100644 --- a/src/freeglut_window.c +++ b/src/freeglut_window.c @@ -29,9 +29,26 @@ #include "config.h" #endif -#include "../include/GL/freeglut.h" +#include #include "freeglut_internal.h" +#if TARGET_HOST_WINCE +#include +#pragma comment( lib, "Aygshell.lib" ) + +wchar_t* wstr_from_str(const char* str) +{ + int i,len=strlen(str); + wchar_t* wstr = (wchar_t*)malloc(2*len+2); + for(i=0; iWindow.Device, BITSPIXEL ); ppfd = &pfd; - + pixelformat = ChoosePixelFormat( window->Window.Device, ppfd ); if( pixelformat == 0 ) return GL_FALSE; @@ -209,6 +231,7 @@ GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly, if( checkOnly ) return GL_TRUE; return SetPixelFormat( window->Window.Device, pixelformat, ppfd ); +#endif //TARGET_HOST_WINCE } #endif @@ -225,7 +248,7 @@ void fgSetWindow ( SFG_Window *window ) window->Window.Handle, window->Window.Context ); -#elif TARGET_HOST_WIN32 +#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE if( fgStructure.Window ) ReleaseDC( fgStructure.Window->Window.Handle, fgStructure.Window->Window.Device ); @@ -233,8 +256,8 @@ void fgSetWindow ( SFG_Window *window ) if ( window ) { window->Window.Device = GetDC( window->Window.Handle ); - wglMakeCurrent( - window->Window.Device, + wglMakeCurrent( + window->Window.Device, window->Window.Context ); } @@ -265,40 +288,48 @@ void fgOpenWindow( SFG_Window* window, const char* title, * XXX With a little thought, we should be able to greatly * XXX simplify this. */ - if ( !window->IsMenu ) - 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; } - + /* * GLUT also checks for multi-sampling, but I don't see that * anywhere else in FREEGLUT so I won't bother with it for the moment. */ } + /* + * 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. + */ 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? @@ -306,15 +337,13 @@ void fgOpenWindow( SFG_Window* window, const char* title, * 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 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 | + winAttr.event_mask = + StructureNotifyMask | SubstructureNotifyMask | ExposureMask | + ButtonPressMask | ButtonReleaseMask | KeyPressMask | KeyRelease | + VisibilityChangeMask | EnterWindowMask | LeaveWindowMask | PointerMotionMask | ButtonMotionMask; winAttr.background_pixmap = None; winAttr.background_pixel = 0; @@ -327,7 +356,7 @@ void fgOpenWindow( SFG_Window* window, const char* title, mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask; - if ( window->IsMenu ) + if( window->IsMenu ) { winAttr.override_redirect = True; mask |= CWOverrideRedirect; @@ -336,7 +365,7 @@ void fgOpenWindow( SFG_Window* window, const char* title, window->Window.Handle = XCreateWindow( fgDisplay.Display, window->Parent == NULL ? fgDisplay.RootWindow : - window->Parent->Window.Handle, + window->Parent->Window.Handle, x, y, w, h, 0, window->Window.VisualInfo->depth, InputOutput, window->Window.VisualInfo->visual, mask, @@ -347,16 +376,16 @@ void fgOpenWindow( SFG_Window* window, const char* title, * 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( 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( @@ -417,14 +446,20 @@ void fgOpenWindow( SFG_Window* window, const char* title, * that they should replace a window manager that they like, and which * works, just because *we* think that it's not "modern" enough. */ +#if TARGET_HOST_WINCE + sizeHints.x = 0; + sizeHints.y = 0; + sizeHints.width = 320; + sizeHints.height = 240; +#else sizeHints.x = x; sizeHints.y = y; sizeHints.width = w; sizeHints.height = h; +#endif //TARGET_HOST_WINCE wmHints.flags = StateHint; wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState; - /* * Prepare the window and iconified window names... */ @@ -441,24 +476,27 @@ void fgOpenWindow( SFG_Window* window, const char* title, &wmHints, NULL ); + XSetWMProtocols( fgDisplay.Display, window->Window.Handle, &fgDisplay.DeleteWindow, 1 ); + XMapWindow( fgDisplay.Display, window->Window.Handle ); -#elif TARGET_HOST_WIN32 +#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE WNDCLASS wc; - int flags; + DWORD flags; + DWORD exFlags = 0; ATOM atom; freeglut_assert_ready; - + /* * Grab the window class we have registered on glutInit(): */ - atom = GetClassInfo( fgDisplay.Instance, "FREEGLUT", &wc ); + atom = GetClassInfo( fgDisplay.Instance, _T("FREEGLUT"), &wc ); assert( atom != 0 ); - + if( gameMode ) { assert( window->Parent == NULL ); @@ -471,6 +509,7 @@ void fgOpenWindow( SFG_Window* window, const char* title, } else { +#if !TARGET_HOST_WINCE if ( ( ! isSubWindow ) && ( ! window->IsMenu ) ) { /* @@ -482,6 +521,7 @@ void fgOpenWindow( SFG_Window* window, const char* title, h += (GetSystemMetrics( SM_CYSIZEFRAME ) )*2 + GetSystemMetrics( SM_CYCAPTION ); } +#endif //TARGET_HOST_WINCE if( ! fgState.Position.Use ) { @@ -501,14 +541,45 @@ void fgOpenWindow( SFG_Window* window, const char* title, flags = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE; if ( window->IsMenu ) - flags |= WS_POPUP ; + { + flags |= WS_POPUP; + exFlags |= WS_EX_TOOLWINDOW; + } +#if !TARGET_HOST_WINCE else if( window->Parent == NULL ) flags |= WS_OVERLAPPEDWINDOW; +#endif else flags |= WS_CHILD; } - window->Window.Handle = CreateWindow( +#if TARGET_HOST_WINCE + { + wchar_t* wstr = wstr_from_str(title); + + window->Window.Handle = CreateWindow( + _T("FREEGLUT"), + wstr, + WS_VISIBLE | WS_POPUP, + 0,0, 240,320, + NULL, + NULL, + fgDisplay.Instance, + (LPVOID) window + ); + + free(wstr); + + SHFullScreen(window->Window.Handle, SHFS_HIDESTARTICON); + SHFullScreen(window->Window.Handle, SHFS_HIDESIPBUTTON); + SHFullScreen(window->Window.Handle, SHFS_HIDETASKBAR); + MoveWindow(window->Window.Handle, 0, 0, 240, 320, TRUE); + ShowWindow(window->Window.Handle, SW_SHOW); + UpdateWindow(window->Window.Handle); + } +#else + window->Window.Handle = CreateWindowEx( + exFlags, "FREEGLUT", title, flags, @@ -518,16 +589,25 @@ void fgOpenWindow( SFG_Window* window, const char* title, fgDisplay.Instance, (LPVOID) window ); +#endif TARGET_HOST_WINCE + if( !( window->Window.Handle ) ) fgError( "Failed to create a window (%s)!", title ); +#if TARGET_HOST_WINCE + ShowWindow( window->Window.Handle, SW_SHOW ); +#else ShowWindow( window->Window.Handle, fgState.ForceIconic ? SW_SHOWMINIMIZED : SW_SHOW ); +#endif //TARGET_HOST_WINCE + UpdateWindow( window->Window.Handle ); ShowCursor( TRUE ); /* XXX Old comments say "hide cusror"! */ #endif + fgSetWindow( window ); + window->Window.DoubleBuffered = ( fgState.DisplayMode & GLUT_DOUBLE ) ? 1 : 0; @@ -536,7 +616,6 @@ void fgOpenWindow( SFG_Window* window, const char* title, glDrawBuffer ( GL_FRONT ); glReadBuffer ( GL_FRONT ); } - fgSetWindow( window ); } /* @@ -552,7 +631,7 @@ void fgCloseWindow( SFG_Window* window ) XDestroyWindow( fgDisplay.Display, window->Window.Handle ); XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ -#elif TARGET_HOST_WIN32 +#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE /* * Make sure we don't close a window with current context active @@ -603,6 +682,8 @@ int FGAPIENTRY glutCreateWindow( const char* title ) */ int FGAPIENTRY glutCreateSubWindow( int parentID, int x, int y, int w, int h ) { + int ret = 0; + SFG_Window* window = NULL; SFG_Window* parent = NULL; @@ -610,7 +691,9 @@ int FGAPIENTRY glutCreateSubWindow( int parentID, int x, int y, int w, int h ) parent = fgWindowByID( parentID ); freeglut_return_val_if_fail( parent != NULL, 0 ); window = fgCreateWindow( parent, "", x, y, w, h, GL_FALSE, GL_FALSE ); - return window->ID; + ret = window->ID; + + return ret; } /* @@ -673,7 +756,7 @@ void FGAPIENTRY glutShowWindow( void ) XMapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle ); XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ -#elif TARGET_HOST_WIN32 +#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE ShowWindow( fgStructure.Window->Window.Handle, SW_SHOW ); @@ -693,13 +776,15 @@ void FGAPIENTRY glutHideWindow( void ) #if TARGET_HOST_UNIX_X11 if( fgStructure.Window->Parent == NULL ) - XWithdrawWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, + XWithdrawWindow( fgDisplay.Display, + fgStructure.Window->Window.Handle, fgDisplay.Screen ); else - XUnmapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle ); + XUnmapWindow( fgDisplay.Display, + fgStructure.Window->Window.Handle ); XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ -#elif TARGET_HOST_WIN32 +#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE ShowWindow( fgStructure.Window->Window.Handle, SW_HIDE ); @@ -716,13 +801,14 @@ void FGAPIENTRY glutIconifyWindow( void ) freeglut_assert_ready; freeglut_assert_window; + fgStructure.Window->State.Visible = GL_FALSE; #if TARGET_HOST_UNIX_X11 XIconifyWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, fgDisplay.Screen ); XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ -#elif TARGET_HOST_WIN32 +#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE ShowWindow( fgStructure.Window->Window.Handle, SW_MINIMIZE ); @@ -738,34 +824,39 @@ void FGAPIENTRY glutSetWindowTitle( const char* title ) { freeglut_assert_ready; freeglut_assert_window; - if( fgStructure.Window->Parent != NULL ) - return; - + if( ! fgStructure.Window->Parent ) + { #if TARGET_HOST_UNIX_X11 - { 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 - SetWindowText( fgStructure.Window->Window.Handle, title ); + SetWindowText( fgStructure.Window->Window.Handle, title ); -#endif +#elif TARGET_HOST_WINCE + { + wchar_t* wstr = wstr_from_str(title); + + SetWindowText( fgStructure.Window->Window.Handle, wstr ); + free(wstr); + } +#endif + } } /* @@ -776,14 +867,12 @@ void FGAPIENTRY glutSetIconTitle( const char* title ) freeglut_assert_ready; freeglut_assert_window; - if( fgStructure.Window->Parent != NULL ) - return; - + if( ! fgStructure.Window->Parent ) + { #if TARGET_HOST_UNIX_X11 - { XTextProperty text; - + text.value = (unsigned char *) title; text.encoding = XA_STRING; text.format = 8; @@ -796,14 +885,21 @@ 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 +#elif TARGET_HOST_WINCE + { + wchar_t* wstr = wstr_from_str(title); + + SetWindowText( fgStructure.Window->Window.Handle, wstr ); + free(wstr); + } +#endif + } } /* @@ -829,14 +925,15 @@ void FGAPIENTRY glutPositionWindow( int x, int y ) #if TARGET_HOST_UNIX_X11 - XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, x, y ); + XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, + x, y ); XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ -#elif TARGET_HOST_WIN32 +#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE { RECT winRect; - + GetWindowRect( fgStructure.Window->Window.Handle, &winRect ); MoveWindow( fgStructure.Window->Window.Handle, @@ -849,7 +946,6 @@ void FGAPIENTRY glutPositionWindow( int x, int y ) } #endif - } /* @@ -864,7 +960,7 @@ void FGAPIENTRY glutPushWindow( void ) XLowerWindow( fgDisplay.Display, fgStructure.Window->Window.Handle ); -#elif TARGET_HOST_WIN32 +#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE SetWindowPos( fgStructure.Window->Window.Handle, @@ -874,7 +970,6 @@ void FGAPIENTRY glutPushWindow( void ) ); #endif - } /* @@ -889,7 +984,7 @@ void FGAPIENTRY glutPopWindow( void ) XRaiseWindow( fgDisplay.Display, fgStructure.Window->Window.Handle ); -#elif TARGET_HOST_WIN32 +#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE SetWindowPos( fgStructure.Window->Window.Handle, @@ -899,7 +994,6 @@ void FGAPIENTRY glutPopWindow( void ) ); #endif - } /* @@ -910,8 +1004,8 @@ void FGAPIENTRY glutFullScreen( void ) freeglut_assert_ready; freeglut_assert_window; -#if TARGET_HOST_UNIX_X11 { +#if TARGET_HOST_UNIX_X11 int x, y; Window w; @@ -941,16 +1035,40 @@ 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 + } } /* @@ -963,7 +1081,7 @@ void* FGAPIENTRY glutGetWindowData( void ) void FGAPIENTRY glutSetWindowData(void* data) { - fgStructure.Window->UserData=data; + fgStructure.Window->UserData = data; } /*** END OF FILE ***/