X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_window.c;h=c60aee0a22231eb84f8a51e1294d84f05f847bd8;hb=f2afa8e09dc46f89642a9cbbbc19250554c7ec5f;hp=1014579f059db5e936dd5ac576dc1fd5a2e2dce0;hpb=70e2127dd0109fa0351356dc78eb9f92ce584423;p=freeglut diff --git a/src/freeglut_window.c b/src/freeglut_window.c index 1014579..c60aee0 100644 --- a/src/freeglut_window.c +++ b/src/freeglut_window.c @@ -25,14 +25,25 @@ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -#ifdef HAVE_CONFIG_H -#include "config.h" -#endif +#include +#include "freeglut_internal.h" -#define G_LOG_DOMAIN "freeglut-window" +#if defined(_WIN32_WCE) +#include +#pragma comment( lib, "Aygshell.lib" ) /* library pragmas are bad */ -#include "../include/GL/freeglut.h" -#include "freeglut_internal.h" +static wchar_t* fghWstrFromStr(const char* str) +{ + int i,len=strlen(str); + wchar_t* wstr = (wchar_t*)malloc(2*len+2); + for(i=0; i + * So we copy the necessary parts out of it. + */ +typedef const char * (WINAPI * PFNWGLGETEXTENSIONSSTRINGARBPROC) (HDC hdc); + +typedef BOOL (WINAPI * PFNWGLCHOOSEPIXELFORMATARBPROC) (HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats); + +#define WGL_DRAW_TO_WINDOW_ARB 0x2001 +#define WGL_ACCELERATION_ARB 0x2003 +#define WGL_SUPPORT_OPENGL_ARB 0x2010 +#define WGL_DOUBLE_BUFFER_ARB 0x2011 +#define WGL_COLOR_BITS_ARB 0x2014 +#define WGL_ALPHA_BITS_ARB 0x201B +#define WGL_DEPTH_BITS_ARB 0x2022 +#define WGL_STENCIL_BITS_ARB 0x2023 +#define WGL_FULL_ACCELERATION_ARB 0x2027 + +#define WGL_SAMPLE_BUFFERS_ARB 0x2041 +#define WGL_SAMPLES_ARB 0x2042 + + GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly, unsigned char layer_type ) { +#if defined(_WIN32_WCE) + return GL_TRUE; +#else PIXELFORMATDESCRIPTOR* ppfd, pfd; int flags, pixelformat; @@ -164,23 +209,42 @@ GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly, if( fgState.DisplayMode & GLUT_DOUBLE ) flags |= PFD_DOUBLEBUFFER; + if( fgState.DisplayMode & GLUT_STEREO ) + flags |= PFD_STEREO; + +#if defined(_MSC_VER) #pragma message( "fgSetupPixelFormat(): there is still some work to do here!" ) +#endif - /* - * Specify which pixel format do we opt for... - */ + /* Specify which pixel format do we opt for... */ pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR); pfd.nVersion = 1; pfd.dwFlags = flags; - pfd.iPixelType = PFD_TYPE_RGBA; + + if( fgState.DisplayMode & GLUT_INDEX ) + { + pfd.iPixelType = PFD_TYPE_COLORINDEX; + pfd.cRedBits = 0; + pfd.cGreenBits = 0; + pfd.cBlueBits = 0; + pfd.cAlphaBits = 0; + } + else + { + pfd.iPixelType = PFD_TYPE_RGBA; + pfd.cRedBits = 8; + pfd.cGreenBits = 8; + pfd.cBlueBits = 8; + if ( fgState.DisplayMode & GLUT_ALPHA ) + pfd.cAlphaBits = 8; + else + pfd.cAlphaBits = 0; + } + pfd.cColorBits = 24; - pfd.cRedBits = 0; pfd.cRedShift = 0; - pfd.cGreenBits = 0; pfd.cGreenShift = 0; - pfd.cBlueBits = 0; pfd.cBlueShift = 0; - pfd.cAlphaBits = 0; pfd.cAlphaShift = 0; pfd.cAccumBits = 0; pfd.cAccumRedBits = 0; @@ -194,7 +258,17 @@ GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly, pfd.cDepthBits = 24; pfd.cStencilBits = 8; #endif - pfd.cAuxBuffers = 0; + if( fgState.DisplayMode & GLUT_AUX4 ) + pfd.cAuxBuffers = 4; + else if( fgState.DisplayMode & GLUT_AUX3 ) + pfd.cAuxBuffers = 3; + else if( fgState.DisplayMode & GLUT_AUX2 ) + pfd.cAuxBuffers = 2; + else if( fgState.DisplayMode & GLUT_AUX1 ) + pfd.cAuxBuffers = 1; + else + pfd.cAuxBuffers = 0; + pfd.iLayerType = layer_type; pfd.bReserved = 0; pfd.dwLayerMask = 0; @@ -203,63 +277,120 @@ GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly, pfd.cColorBits = (BYTE) GetDeviceCaps( window->Window.Device, BITSPIXEL ); ppfd = &pfd; - + pixelformat = ChoosePixelFormat( window->Window.Device, ppfd ); + + /* windows hack for multismapling */ + if (fgState.DisplayMode&GLUT_MULTISAMPLE) + { + PFNWGLGETEXTENSIONSSTRINGARBPROC wglGetEntensionsStringARB=NULL; + HGLRC rc, rc_before=wglGetCurrentContext(); + HWND hWnd; + HDC hDC, hDC_before=wglGetCurrentDC(); + WNDCLASS wndCls; + ATOM atom; + + /* create a dummy window */ + ZeroMemory(&wndCls, sizeof(wndCls)); + wndCls.lpfnWndProc = DefWindowProc; + wndCls.hInstance = fgDisplay.Instance; + wndCls.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW; + wndCls.lpszClassName = _T("FREEGLUT_dummy"); + atom = RegisterClass( &wndCls ); + + hWnd=CreateWindow((LPCSTR)atom, _T(""), WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_OVERLAPPEDWINDOW , 0,0,0,0, 0, 0, fgDisplay.Instance, 0 ); + hDC=GetDC(hWnd); + SetPixelFormat( hDC, pixelformat, ppfd ); + + rc = wglCreateContext( hDC ); + wglMakeCurrent(hDC, rc); + + wglGetEntensionsStringARB=(PFNWGLGETEXTENSIONSSTRINGARBPROC)wglGetProcAddress("wglGetExtensionsStringARB"); + if (wglGetEntensionsStringARB) + { + const char * pWglExtString=wglGetEntensionsStringARB(hDC); + if (pWglExtString) + { + if (strstr(pWglExtString, "WGL_ARB_multisample")) + { + int pAttributes[100]; + int iCounter=0; + int iPixelFormat; + BOOL bValid; + float fAttributes[] = {0,0}; + UINT numFormats; + PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARBProc=NULL; + + wglChoosePixelFormatARBProc=(PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormatARB"); + if ( wglChoosePixelFormatARBProc ) + { + pAttributes[iCounter++]=WGL_DRAW_TO_WINDOW_ARB; pAttributes[iCounter++]=GL_TRUE; + pAttributes[iCounter++]=WGL_SUPPORT_OPENGL_ARB; pAttributes[iCounter++]=GL_TRUE; + pAttributes[iCounter++]=WGL_ACCELERATION_ARB; pAttributes[iCounter++]=WGL_FULL_ACCELERATION_ARB; + + pAttributes[iCounter++]=WGL_COLOR_BITS_ARB; pAttributes[iCounter++]=pfd.cColorBits ; + pAttributes[iCounter++]=WGL_ALPHA_BITS_ARB; pAttributes[iCounter++]=pfd.cAlphaBits; + pAttributes[iCounter++]=WGL_DEPTH_BITS_ARB; pAttributes[iCounter++]=pfd.cDepthBits; + pAttributes[iCounter++]=WGL_STENCIL_BITS_ARB; pAttributes[iCounter++]=pfd.cStencilBits; + + pAttributes[iCounter++]=WGL_DOUBLE_BUFFER_ARB; pAttributes[iCounter++]=(fgState.DisplayMode & GLUT_DOUBLE)!=0; + pAttributes[iCounter++]=WGL_SAMPLE_BUFFERS_ARB; pAttributes[iCounter++]=GL_TRUE; + pAttributes[iCounter++]=WGL_SAMPLES_ARB; pAttributes[iCounter++]=4; + pAttributes[iCounter++]=0; pAttributes[iCounter++]=0; /* terminator */ + + bValid = wglChoosePixelFormatARBProc(window->Window.Device,pAttributes,fAttributes,1,&iPixelFormat,&numFormats); + + if (bValid && numFormats>0) + pixelformat=iPixelFormat; + } + } + wglMakeCurrent( hDC_before, rc_before); + wglDeleteContext(rc); + ReleaseDC(hWnd, hDC); + DestroyWindow(hWnd); + UnregisterClass(_T("FREEGLUT_dummy"), fgDisplay.Instance); + } + } + } + if( pixelformat == 0 ) - return FALSE; + return GL_FALSE; if( checkOnly ) - return TRUE; + return GL_TRUE; return SetPixelFormat( window->Window.Device, pixelformat, ppfd ); +#endif /* defined(_WIN32_WCE) */ } -#endif +#endif /* TARGET_HOST_MS_WINDOWS */ /* - * Sets the OpenGL context and the fgStructure "Current Window" pointer to the window - * structure passed in. + * Sets the OpenGL context and the fgStructure "Current Window" pointer to + * the window structure passed in. */ void fgSetWindow ( SFG_Window *window ) { -#if TARGET_HOST_UNIX_X11 - if ( window ) - { - /* - * Make the selected window's GLX context the current one - */ - glXMakeCurrent( - fgDisplay.Display, - window->Window.Handle, - window->Window.Context - ); - } -#elif TARGET_HOST_WIN32 - /* - * Release the previous' context's device context - */ - if( fgStructure.Window != NULL ) - ReleaseDC( fgStructure.Window->Window.Handle, fgStructure.Window->Window.Device ); - - if ( window ) - { - /* - * We will care about releasing the device context later - */ - window->Window.Device = GetDC( window->Window.Handle ); - - /* - * Set the new current context: - */ - wglMakeCurrent( - window->Window.Device, - window->Window.Context - ); - } -#endif +#if TARGET_HOST_POSIX_X11 + if ( window ) + glXMakeCurrent( + fgDisplay.Display, + window->Window.Handle, + window->Window.Context + ); +#elif TARGET_HOST_MS_WINDOWS + if( fgStructure.CurrentWindow ) + ReleaseDC( fgStructure.CurrentWindow->Window.Handle, + fgStructure.CurrentWindow->Window.Device ); - /* - * Remember that we have changed the current window state - */ - fgStructure.Window = window; + if ( window ) + { + window->Window.Device = GetDC( window->Window.Handle ); + wglMakeCurrent( + window->Window.Device, + window->Window.Context + ); + } +#endif + fgStructure.CurrentWindow = window; } @@ -267,107 +398,88 @@ void fgSetWindow ( SFG_Window *window ) * Opens a window. Requires a SFG_Window object created and attached * to the freeglut structure. OpenGL context is created here. */ -void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, int h, GLboolean gameMode, int isSubWindow ) +void fgOpenWindow( SFG_Window* window, const char* title, + int x, int y, int w, int h, + GLboolean gameMode, GLboolean isSubWindow ) { -#if TARGET_HOST_UNIX_X11 +#if TARGET_HOST_POSIX_X11 XSetWindowAttributes winAttr; XTextProperty textProperty; XSizeHints sizeHints; XWMHints wmHints; unsigned long mask; + unsigned int current_DisplayMode = fgState.DisplayMode ; - freeglut_assert_ready; + /* Save the display mode if we are creating a menu window */ + if( window->IsMenu && ( ! fgStructure.MenuContext ) ) + fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB ; - /* - * Here we are upon the stage. Have the visual selected. - */ - if ( fgState.BuildingAMenu ) - { - /* - * If there isn't already an OpenGL rendering context for menu windows, make one - */ - if ( !fgStructure.MenuContext ) - { - unsigned int current_DisplayMode = fgState.DisplayMode ; - fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ; - window->Window.VisualInfo = fgChooseVisual(); + window->Window.VisualInfo = fgChooseVisual( ); + + if( window->IsMenu && ( ! fgStructure.MenuContext ) ) fgState.DisplayMode = current_DisplayMode ; - } - else - window->Window.VisualInfo = fgChooseVisual(); - } - else - window->Window.VisualInfo = fgChooseVisual(); - 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 ) ) - { /* - * Single buffering--try it doubled + * The "fgChooseVisual" returned a null meaning that the visual + * context is not available. + * Try a couple of variations to see if they will work. */ - fgState.DisplayMode |= GLUT_DOUBLE ; - window->Window.VisualInfo = fgChooseVisual(); - /* OK, we got a double-buffered window, but we only wanted - * single-buffered. Clear the double-buffer flag now. - */ - 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. - */ + if( !( fgState.DisplayMode & GLUT_DOUBLE ) ) + { + fgState.DisplayMode |= GLUT_DOUBLE ; + window->Window.VisualInfo = fgChooseVisual( ); + fgState.DisplayMode &= ~GLUT_DOUBLE; + } + + if( fgState.DisplayMode & GLUT_MULTISAMPLE ) + { + fgState.DisplayMode &= ~GLUT_MULTISAMPLE ; + window->Window.VisualInfo = fgChooseVisual( ); + fgState.DisplayMode &= GLUT_MULTISAMPLE; + } } - assert( window->Window.VisualInfo != NULL ); + FREEGLUT_INTERNAL_ERROR_EXIT( window->Window.VisualInfo != NULL, + "Visual with necessary capabilities not found", "fgOpenWindow" ); /* - * Have the windows attributes set - * - * HINT: the masks should be updated when adding/removing callbacks. - * This might speed up message processing. Is that true? + * 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.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; - /* - * The color map is required, too - */ winAttr.colormap = XCreateColormap( fgDisplay.Display, fgDisplay.RootWindow, window->Window.VisualInfo->visual, AllocNone ); - /* - * This tells the XCreateWindow() what attributes are we supplying it with - */ mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask; - /* - * If this is a menu window we want the window manager to ignore it. - */ - if ( fgState.BuildingAMenu ) + if( window->IsMenu || ( gameMode == GL_TRUE ) ) { winAttr.override_redirect = True; - mask |= CWOverrideRedirect; + mask |= CWOverrideRedirect; } - /* - * Have the window created now - */ window->Window.Handle = XCreateWindow( fgDisplay.Display, - window->Parent == NULL ? fgDisplay.RootWindow : window->Parent->Window.Handle, + window->Parent == NULL ? fgDisplay.RootWindow : + window->Parent->Window.Handle, x, y, w, h, 0, window->Window.VisualInfo->depth, InputOutput, window->Window.VisualInfo->visual, mask, @@ -378,92 +490,87 @@ void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, i * 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 ) - { - fgStructure.MenuContext = (SFG_MenuContext *)malloc ( sizeof(SFG_MenuContext) ) ; - fgStructure.MenuContext->VisualInfo = window->Window.VisualInfo ; - fgStructure.MenuContext->Context = glXCreateContext( - fgDisplay.Display, fgStructure.MenuContext->VisualInfo, - NULL, fgState.ForceDirectContext | fgState.TryDirectContext - ); - } + /* + * 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->MVisualInfo = window->Window.VisualInfo; + fgStructure.MenuContext->MContext = glXCreateContext( + fgDisplay.Display, fgStructure.MenuContext->MVisualInfo, + NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT ) + ); + } -/* window->Window.Context = fgStructure.MenuContext->Context ; */ - window->Window.Context = glXCreateContext( + /* window->Window.Context = fgStructure.MenuContext->MContext; */ + window->Window.Context = glXCreateContext( fgDisplay.Display, window->Window.VisualInfo, - NULL, fgState.ForceDirectContext | fgState.TryDirectContext + NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT ) ); } - else if ( fgState.UseCurrentContext == TRUE ) + else if( fgState.UseCurrentContext ) { - window->Window.Context = glXGetCurrentContext(); + window->Window.Context = glXGetCurrentContext( ); - if ( ! window->Window.Context ) + if( ! window->Window.Context ) + window->Window.Context = glXCreateContext( + fgDisplay.Display, window->Window.VisualInfo, + NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT ) + ); + } + else window->Window.Context = glXCreateContext( fgDisplay.Display, window->Window.VisualInfo, - NULL, fgState.ForceDirectContext | fgState.TryDirectContext + NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT ) ); - } - else - window->Window.Context = glXCreateContext( - fgDisplay.Display, window->Window.VisualInfo, - NULL, fgState.ForceDirectContext | fgState.TryDirectContext - ); - /* - * Make sure the context is direct when the user wants it forced - */ - if( fgState.ForceDirectContext && !glXIsDirect( fgDisplay.Display, window->Window.Context ) ) - fgError( "unable to force direct context rendering for window '%s'", title ); - - /* - * Set the new context as the current one. That's all about the window creation. - */ - glXMakeCurrent( - fgDisplay.Display, - window->Window.Handle, - window->Window.Context - ); +#if !defined( __FreeBSD__ ) && !defined( __NetBSD__ ) + if( !glXIsDirect( fgDisplay.Display, window->Window.Context ) ) + { + if( fgState.DirectContext == GLUT_FORCE_DIRECT_CONTEXT ) + fgError( "Unable to force direct context rendering for window '%s'", + title ); + else if( fgState.DirectContext == GLUT_TRY_DIRECT_CONTEXT ) + fgWarning( "Unable to create direct context rendering for window '%s'\nThis may hurt performance.", + title ); + } +#endif /* - * Assume the new window is visible by default + * XXX Assume the new window is visible by default + * XXX Is this a safe assumption? */ - window->State.Visible = TRUE; + window->State.Visible = GL_TRUE; - /* - * For the position and size hints -- make sure we are passing valid values - */ sizeHints.flags = 0; - - if (fgState.Position.Use == TRUE) sizeHints.flags |= USPosition; - if (fgState.Size.Use == TRUE) sizeHints.flags |= USSize; + if ( fgState.Position.Use ) + sizeHints.flags |= USPosition; + if ( fgState.Size.Use ) + sizeHints.flags |= USSize; /* * Fill in the size hints values now (the x, y, width and height - * settings are obsolote, are there any more WMs that support them?) + * 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; + sizeHints.x = x; + sizeHints.y = y; + sizeHints.width = w; + sizeHints.height = h; - /* - * We can have forced all new windows start in iconified state: - */ wmHints.flags = StateHint; - wmHints.initial_state = (fgState.ForceIconic == FALSE) ? NormalState : IconicState; - - /* - * Prepare the window and iconified window names... - */ + wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState; + /* Prepare the window and iconified window names... */ XStringListToTextProperty( (char **) &title, 1, &textProperty ); - /* - * Set the window's properties now - */ XSetWMProperties( fgDisplay.Display, window->Window.Handle, @@ -475,124 +582,152 @@ void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, i &wmHints, NULL ); + XFree( textProperty.value ); - /* - * Make sure we are informed about the window deletion commands - */ - XSetWMProtocols( fgDisplay.Display, window->Window.Handle, &fgDisplay.DeleteWindow, 1 ); + XSetWMProtocols( fgDisplay.Display, window->Window.Handle, + &fgDisplay.DeleteWindow, 1 ); - /* - * Finally, have the window mapped to our display - */ - XMapWindow( fgDisplay.Display, window->Window.Handle ); + glXMakeCurrent( + fgDisplay.Display, + window->Window.Handle, + window->Window.Context + ); -#elif TARGET_HOST_WIN32 + XMapWindow( fgDisplay.Display, window->Window.Handle ); - WNDCLASS wc; - int flags; - ATOM atom; +#elif TARGET_HOST_MS_WINDOWS - freeglut_assert_ready; + WNDCLASS wc; + DWORD flags; + DWORD exFlags = 0; + ATOM atom; - /* - * Grab the window class we have registered on glutInit(): - */ - atom = GetClassInfo( fgDisplay.Instance, "FREEGLUT", &wc ); - assert( atom != 0 ); + /* Grab the window class we have registered on glutInit(): */ + atom = GetClassInfo( fgDisplay.Instance, _T("FREEGLUT"), &wc ); + FREEGLUT_INTERNAL_ERROR_EXIT ( atom, "Window Class Info Not Found", + "fgOpenWindow" ); - if( gameMode == FALSE ) + if( gameMode ) { - if ( ( !isSubWindow ) && ( ! window->IsMenu ) ) - { + FREEGLUT_INTERNAL_ERROR_EXIT ( window->Parent == NULL, + "Game mode being invoked on a subwindow", + "fgOpenWindow" ); + /* - * Update the window dimensions, taking account of window decorations. - * "freeglut" is to create the window with the outside of its border at (x,y) - * and with dimensions (w,h). + * Set the window creation flags appropriately to make the window + * entirely visible: */ - w += (GetSystemMetrics( SM_CXSIZEFRAME ) )*2; - h += (GetSystemMetrics( SM_CYSIZEFRAME ) )*2 + GetSystemMetrics( SM_CYCAPTION ); - } - - /* - * Check if the user wants us to use the default position/size - */ - if( fgState.Position.Use == FALSE ) { x = CW_USEDEFAULT; y = CW_USEDEFAULT; } - if( fgState.Size .Use == FALSE ) { w = CW_USEDEFAULT; h = CW_USEDEFAULT; } - - /* - * There's a small difference between creating the top, child and game mode windows - */ - flags = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE; - - /* - * If we're a menu, set our flags to include WS_POPUP to remove decorations - */ - if ( window->IsMenu ) - flags |= WS_POPUP ; - else if( window->Parent == NULL ) - flags |= WS_OVERLAPPEDWINDOW; - else - flags |= WS_CHILD; + flags = WS_POPUP | WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE; } else { - /* - * In game mode, the story is a little bit different... - */ - assert( window->Parent == NULL ); +#if !defined(_WIN32_WCE) + if ( ( ! isSubWindow ) && ( ! window->IsMenu ) ) + { + /* + * Update the window dimensions, taking account of window + * decorations. "freeglut" is to create the window with the + * outside of its border at (x,y) and with dimensions (w,h). + */ + w += (GetSystemMetrics( SM_CXSIZEFRAME ) )*2; + h += (GetSystemMetrics( SM_CYSIZEFRAME ) )*2 + + GetSystemMetrics( SM_CYCAPTION ); + } +#endif /* defined(_WIN32_WCE) */ + + if( ! fgState.Position.Use ) + { + x = CW_USEDEFAULT; + y = CW_USEDEFAULT; + } + if( ! fgState.Size.Use ) + { + w = CW_USEDEFAULT; + h = CW_USEDEFAULT; + } /* - * Set the window creation flags appropriately to make the window entirely visible: + * There's a small difference between creating the top, child and + * game mode windows */ - flags = WS_POPUP | WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE; + flags = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE; + + if ( window->IsMenu ) + { + flags |= WS_POPUP; + exFlags |= WS_EX_TOOLWINDOW; + } +#if !defined(_WIN32_WCE) + else if( window->Parent == NULL ) + flags |= WS_OVERLAPPEDWINDOW; +#endif + else + flags |= WS_CHILD; } - /* - * Create the window now, passing the freeglut window structure as the parameter - */ - window->Window.Handle = CreateWindow( - "FREEGLUT", +#if defined(_WIN32_WCE) + { + wchar_t* wstr = fghWstrFromStr(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, + flags, x, y, w, h, - (HWND) window->Parent == NULL ? NULL : window->Parent->Window.Handle, - (HMENU) NULL, - fgDisplay.Instance, - (LPVOID) window - ); - - /* - * Make sure window was created - */ - assert( window->Window.Handle != NULL ); + (HWND) window->Parent == NULL ? NULL : window->Parent->Window.Handle, + (HMENU) NULL, + fgDisplay.Instance, + (LPVOID) window + ); +#endif /* defined(_WIN32_WCE) */ + + if( !( window->Window.Handle ) ) + fgError( "Failed to create a window (%s)!", title ); + +#if defined(_WIN32_WCE) + ShowWindow( window->Window.Handle, SW_SHOW ); +#else + ShowWindow( window->Window.Handle, + fgState.ForceIconic ? SW_SHOWMINIMIZED : SW_SHOW ); +#endif /* defined(_WIN32_WCE) */ - /* - * 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 cursor"! */ #endif - /* - * Save the window's single- or double-buffering state - */ - window->Window.DoubleBuffered = ( fgState.DisplayMode & GLUT_DOUBLE ) ? 1 : 0 ; + fgSetWindow( window ); + + window->Window.DoubleBuffered = + ( 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 ); } /* @@ -600,35 +735,41 @@ void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, i */ void fgCloseWindow( SFG_Window* window ) { - freeglut_assert_ready; +#if TARGET_HOST_POSIX_X11 -#if TARGET_HOST_UNIX_X11 - /* - * As easy as kill bunnies with axes. Destroy the context first: - */ glXDestroyContext( fgDisplay.Display, window->Window.Context ); - - /* - * Then have the window killed: - */ + XFree( window->Window.VisualInfo ); XDestroyWindow( fgDisplay.Display, window->Window.Handle ); + XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ + +#elif TARGET_HOST_MS_WINDOWS + + /* Make sure we don't close a window with current context active */ + if( fgStructure.CurrentWindow == 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 ); - -#elif TARGET_HOST_WIN32 - /* - * Send the WM_CLOSE message to the window now - */ - SendMessage( - window->Window.Handle, - WM_CLOSE, - 0, - 0 - ); + { + 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 } @@ -640,11 +781,17 @@ void fgCloseWindow( SFG_Window* window ) */ int FGAPIENTRY glutCreateWindow( const char* title ) { - /* - * Create a new window and return its unique ID number + /* XXX GLUT does not exit; it simply calls "glutInit" quietly if the + * 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" */ - return( fgCreateWindow( NULL, title, fgState.Position.X, fgState.Position.Y, - fgState.Size.X, fgState.Size.Y, FALSE )->ID ); + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateWindow" ); + + return fgCreateWindow( NULL, title, fgState.Position.X, fgState.Position.Y, + fgState.Size.X, fgState.Size.Y, GL_FALSE, + GL_FALSE )->ID; } /* @@ -652,30 +799,43 @@ 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; - freeglut_assert_ready; - - /* - * Find a parent to the newly created window... - */ + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateSubWindow" ); parent = fgWindowByID( parentID ); - - /* - * Fail if the parent has not been found - */ freeglut_return_val_if_fail( parent != NULL, 0 ); + if ( x < 0 ) + { + x = parent->State.Width + x ; + if ( w >= 0 ) x -= w ; + } - /* - * Create the new window - */ - window = fgCreateWindow( parent, "", x, y, w, h, FALSE ); + if ( w < 0 ) w = parent->State.Width - x + w ; + if ( w < 0 ) + { + x += w ; + w = -w ; + } - /* - * Return the new window's ID - */ - return( window->ID ); + 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, "", x, y, w, h, GL_FALSE, GL_FALSE ); + ret = window->ID; + + return ret; } /* @@ -683,25 +843,15 @@ 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; + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDestroyWindow" ); + window = fgWindowByID( windowID ); + freeglut_return_if_fail( window != NULL ); + { + fgExecutionState ExecState = fgState.ExecState; + fgAddToWindowDestroyList( window ); + fgState.ExecState = ExecState; + } } /* @@ -711,36 +861,19 @@ 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 ) + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetWindow" ); + if( fgStructure.CurrentWindow != NULL ) + if( fgStructure.CurrentWindow->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 ); + fgWarning( "glutSetWindow(): window ID %d not found!", ID ); return; } - fgSetWindow ( window ) ; + fgSetWindow( window ); } /* @@ -748,23 +881,11 @@ 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 ); + SFG_Window *win = fgStructure.CurrentWindow; + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetWindow" ); + while ( win && win->IsMenu ) + win = win->Parent; + return win ? win->ID : 0; } /* @@ -772,28 +893,21 @@ int FGAPIENTRY glutGetWindow( void ) */ void FGAPIENTRY glutShowWindow( void ) { - freeglut_assert_ready; freeglut_assert_window; + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutShowWindow" ); + FREEGLUT_EXIT_IF_NO_WINDOW ( "glutShowWindow" ); -#if TARGET_HOST_UNIX_X11 - /* - * Showing the window is done via mapping under X - */ - XMapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle ); - XFlush( fgDisplay.Display ); +#if TARGET_HOST_POSIX_X11 -#elif TARGET_HOST_WIN32 - /* - * Restore the window's originial position and size - */ - ShowWindow( fgStructure.Window->Window.Handle, SW_SHOW ); + XMapWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle ); + XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ -#endif +#elif TARGET_HOST_MS_WINDOWS - /* - * Since the window is visible, we need to redisplay it ... - */ - fgStructure.Window->State.Redisplay = TRUE; + ShowWindow( fgStructure.CurrentWindow->Window.Handle, SW_SHOW ); + +#endif + fgStructure.CurrentWindow->State.Redisplay = GL_TRUE; } /* @@ -801,45 +915,27 @@ void FGAPIENTRY glutShowWindow( void ) */ void FGAPIENTRY glutHideWindow( void ) { - freeglut_assert_ready; freeglut_assert_window; + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutHideWindow" ); + FREEGLUT_EXIT_IF_NO_WINDOW ( "glutHideWindow" ); -#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 ); - } +#if TARGET_HOST_POSIX_X11 + + if( fgStructure.CurrentWindow->Parent == NULL ) + XWithdrawWindow( fgDisplay.Display, + fgStructure.CurrentWindow->Window.Handle, + fgDisplay.Screen ); else - { - /* - * Nope, it's a child window - */ - XUnmapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle ); - } + XUnmapWindow( fgDisplay.Display, + fgStructure.CurrentWindow->Window.Handle ); + XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ - /* - * Flush the X state now - */ - XFlush( fgDisplay.Display ); +#elif TARGET_HOST_MS_WINDOWS -#elif TARGET_HOST_WIN32 - /* - * Hide the window - */ - ShowWindow( fgStructure.Window->Window.Handle, SW_HIDE ); + ShowWindow( fgStructure.CurrentWindow->Window.Handle, SW_HIDE ); #endif - /* - * Since the window is hidden, we don't need to redisplay it ... - */ - fgStructure.Window->State.Redisplay = FALSE; + fgStructure.CurrentWindow->State.Redisplay = GL_FALSE; } /* @@ -847,28 +943,23 @@ void FGAPIENTRY glutHideWindow( void ) */ void FGAPIENTRY glutIconifyWindow( void ) { - freeglut_assert_ready; freeglut_assert_window; + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutIconifyWindow" ); + FREEGLUT_EXIT_IF_NO_WINDOW ( "glutIconifyWindow" ); -#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 ); + fgStructure.CurrentWindow->State.Visible = GL_FALSE; +#if TARGET_HOST_POSIX_X11 -#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.CurrentWindow->Window.Handle, + fgDisplay.Screen ); + XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ -#endif +#elif TARGET_HOST_MS_WINDOWS - /* - * Since the window is just an icon, we don't need to redisplay it ... - */ - fgStructure.Window->State.Redisplay = FALSE; + ShowWindow( fgStructure.CurrentWindow->Window.Handle, SW_MINIMIZE ); +#endif + + fgStructure.CurrentWindow->State.Redisplay = GL_FALSE; } /* @@ -876,48 +967,40 @@ void FGAPIENTRY glutIconifyWindow( void ) */ void FGAPIENTRY glutSetWindowTitle( const char* title ) { - freeglut_assert_ready; freeglut_assert_window; + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetWindowTitle" ); + FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetWindowTitle" ); + if( ! fgStructure.CurrentWindow->Parent ) + { +#if TARGET_HOST_POSIX_X11 - /* - * Works only for top-level windows - */ - if( fgStructure.Window->Parent != NULL ) - return; + XTextProperty text; -#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 ); - } - -#elif TARGET_HOST_WIN32 - /* - * This seems to be a bit easier under Win32 - */ - SetWindowText( fgStructure.Window->Window.Handle, title ); + text.value = (unsigned char *) title; + text.encoding = XA_STRING; + text.format = 8; + text.nitems = strlen( title ); + + XSetWMName( + fgDisplay.Display, + fgStructure.CurrentWindow->Window.Handle, + &text + ); + + XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ + +#elif TARGET_HOST_MS_WINDOWS +# ifdef _WIN32_WCE + { + wchar_t* wstr = fghWstrFromStr(title); + SetWindowText( fgStructure.CurrentWindow->Window.Handle, wstr ); + free(wstr); + } +# else + SetWindowText( fgStructure.CurrentWindow->Window.Handle, title ); +# endif #endif + } } /* @@ -925,48 +1008,41 @@ void FGAPIENTRY glutSetWindowTitle( const char* title ) */ void FGAPIENTRY glutSetIconTitle( const char* title ) { - freeglut_assert_ready; freeglut_assert_window; + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetIconTitle" ); + FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetIconTitle" ); - /* - * Works only for top-level windows - */ - if( fgStructure.Window->Parent != NULL ) - return; + if( ! fgStructure.CurrentWindow->Parent ) + { +#if TARGET_HOST_POSIX_X11 -#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 ); - } - -#elif TARGET_HOST_WIN32 - /* - * This seems to be a bit easier under Win32 - */ - SetWindowText( fgStructure.Window->Window.Handle, title ); + XTextProperty text; + + text.value = (unsigned char *) title; + text.encoding = XA_STRING; + text.format = 8; + text.nitems = strlen( title ); + + XSetWMIconName( + fgDisplay.Display, + fgStructure.CurrentWindow->Window.Handle, + &text + ); + + XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ + +#elif TARGET_HOST_MS_WINDOWS +# ifdef _WIN32_WCE + { + wchar_t* wstr = fghWstrFromStr(title); + SetWindowText( fgStructure.CurrentWindow->Window.Handle, wstr ); + free(wstr); + } +# else + SetWindowText( fgStructure.CurrentWindow->Window.Handle, title ); +# endif #endif + } } /* @@ -974,58 +1050,12 @@ void FGAPIENTRY glutSetIconTitle( const char* title ) */ void FGAPIENTRY glutReshapeWindow( int width, int height ) { - freeglut_assert_ready; freeglut_assert_window; + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutReshapeWindow" ); + FREEGLUT_EXIT_IF_NO_WINDOW ( "glutReshapeWindow" ); -#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 ); - -#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 ... */ - { - /* - * 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 /* 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 + fgStructure.CurrentWindow->State.NeedToResize = GL_TRUE; + fgStructure.CurrentWindow->State.Width = width ; + fgStructure.CurrentWindow->State.Height = height; } /* @@ -1033,36 +1063,31 @@ void FGAPIENTRY glutReshapeWindow( int width, int height ) */ void FGAPIENTRY glutPositionWindow( int x, int y ) { - freeglut_assert_ready; freeglut_assert_window; + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPositionWindow" ); + FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPositionWindow" ); -#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 ); +#if TARGET_HOST_POSIX_X11 -#elif TARGET_HOST_WIN32 - { - RECT winRect; + XMoveWindow( fgDisplay.Display, fgStructure.CurrentWindow->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_MS_WINDOWS - /* - * 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" returns the pixel coordinates of the outside of the window */ + GetWindowRect( fgStructure.CurrentWindow->Window.Handle, &winRect ); + MoveWindow( + fgStructure.CurrentWindow->Window.Handle, + x, + y, + winRect.right - winRect.left, + winRect.bottom - winRect.top, + TRUE + ); + } #endif } @@ -1072,24 +1097,21 @@ void FGAPIENTRY glutPositionWindow( int x, int y ) */ void FGAPIENTRY glutPushWindow( void ) { - freeglut_assert_ready; freeglut_assert_window; + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPushWindow" ); + FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPushWindow" ); -#if TARGET_HOST_UNIX_X11 - /* - * Lower the current window - */ - 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 - ); +#if TARGET_HOST_POSIX_X11 + + XLowerWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle ); + +#elif TARGET_HOST_MS_WINDOWS + + SetWindowPos( + fgStructure.CurrentWindow->Window.Handle, + HWND_BOTTOM, + 0, 0, 0, 0, + SWP_NOSIZE | SWP_NOMOVE + ); #endif } @@ -1099,24 +1121,21 @@ void FGAPIENTRY glutPushWindow( void ) */ void FGAPIENTRY glutPopWindow( void ) { - freeglut_assert_ready; freeglut_assert_window; + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPopWindow" ); + FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPopWindow" ); -#if TARGET_HOST_UNIX_X11 - /* - * Raise the current window - */ - 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 - ); +#if TARGET_HOST_POSIX_X11 + + XRaiseWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle ); + +#elif TARGET_HOST_MS_WINDOWS + + SetWindowPos( + fgStructure.CurrentWindow->Window.Handle, + HWND_TOP, + 0, 0, 0, 0, + SWP_NOSIZE | SWP_NOMOVE + ); #endif } @@ -1126,25 +1145,27 @@ void FGAPIENTRY glutPopWindow( void ) */ void FGAPIENTRY glutFullScreen( void ) { - freeglut_assert_ready; freeglut_assert_window; + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutFullScreen" ); + FREEGLUT_EXIT_IF_NO_WINDOW ( "glutFullScreen" ); -#if TARGET_HOST_UNIX_X11 { +#if TARGET_HOST_POSIX_X11 int x, y; Window w; XMoveResizeWindow( fgDisplay.Display, - fgStructure.Window->Window.Handle, + fgStructure.CurrentWindow->Window.Handle, 0, 0, fgDisplay.ScreenWidth, fgDisplay.ScreenHeight ); - XFlush( fgDisplay.Display ); + + XFlush( fgDisplay.Display ); /* This is needed */ XTranslateCoordinates( fgDisplay.Display, - fgStructure.Window->Window.Handle, + fgStructure.CurrentWindow->Window.Handle, fgDisplay.RootWindow, 0, 0, &x, &y, &w ); @@ -1153,21 +1174,45 @@ void FGAPIENTRY glutFullScreen( void ) { XMoveWindow( fgDisplay.Display, - fgStructure.Window->Window.Handle, + fgStructure.CurrentWindow->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 - ); +#elif TARGET_HOST_MS_WINDOWS && !defined(_WIN32_WCE) /* FIXME: what about WinCE */ + 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.CurrentWindow->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 + } } /* @@ -1175,12 +1220,16 @@ void FGAPIENTRY glutFullScreen( void ) */ void* FGAPIENTRY glutGetWindowData( void ) { - return(fgStructure.Window->UserData); + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetWindowData" ); + FREEGLUT_EXIT_IF_NO_WINDOW ( "glutGetWindowData" ); + return fgStructure.CurrentWindow->UserData; } void FGAPIENTRY glutSetWindowData(void* data) { - fgStructure.Window->UserData=data; + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetWindowData" ); + FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetWindowData" ); + fgStructure.CurrentWindow->UserData = data; } /*** END OF FILE ***/