X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_window.c;h=dc00029d75973f111bc2c97c4c1e8b9a2c63f20e;hb=5b2917d3a4709d46262b896af6e996309a48c869;hp=99f871f016d17b6488476ce0202e3f93a9ebb6d5;hpb=98ea79ef777bea593a87aef9600ee3d4fda6e110;p=freeglut diff --git a/src/freeglut_window.c b/src/freeglut_window.c index 99f871f..dc00029 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... @@ -201,7 +203,7 @@ GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly, pfd.cColorBits = (BYTE) GetDeviceCaps( window->Window.Device, BITSPIXEL ); ppfd = &pfd; - + pixelformat = ChoosePixelFormat( window->Window.Device, ppfd ); if( pixelformat == 0 ) return GL_FALSE; @@ -233,8 +235,8 @@ 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 +267,48 @@ 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 +316,13 @@ 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 +335,7 @@ 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 +344,7 @@ 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 +355,16 @@ 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 +372,21 @@ 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( @@ -424,7 +432,6 @@ void fgOpenWindow( SFG_Window* window, const char* title, wmHints.flags = StateHint; wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState; - /* * Prepare the window and iconified window names... */ @@ -441,24 +448,27 @@ 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 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 ); assert( atom != 0 ); - + if( gameMode ) { assert( window->Parent == NULL ); @@ -501,14 +511,18 @@ 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; + } else if( window->Parent == NULL ) flags |= WS_OVERLAPPEDWINDOW; else flags |= WS_CHILD; } - window->Window.Handle = CreateWindow( + window->Window.Handle = CreateWindowEx( + exFlags, "FREEGLUT", title, flags, @@ -528,6 +542,8 @@ void fgOpenWindow( SFG_Window* window, const char* title, #endif + fgSetWindow( window ); + window->Window.DoubleBuffered = ( fgState.DisplayMode & GLUT_DOUBLE ) ? 1 : 0; @@ -536,7 +552,6 @@ void fgOpenWindow( SFG_Window* window, const char* title, glDrawBuffer ( GL_FRONT ); glReadBuffer ( GL_FRONT ); } - fgSetWindow( window ); } /* @@ -549,18 +564,41 @@ void fgCloseWindow( SFG_Window* window ) #if TARGET_HOST_UNIX_X11 glXDestroyContext( fgDisplay.Display, window->Window.Context ); - XDestroyWindow( fgDisplay.Display, window->Window.Handle ); + 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 } @@ -582,6 +620,8 @@ 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; @@ -589,7 +629,9 @@ 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; } /* @@ -601,7 +643,7 @@ void FGAPIENTRY glutDestroyWindow( int windowID ) freeglut_return_if_fail( window != NULL ); { fgExecutionState ExecState = fgState.ExecState; - fgAddToWindowDestroyList( window, GL_TRUE ); + fgAddToWindowDestroyList( window ); fgState.ExecState = ExecState; } } @@ -672,10 +714,12 @@ 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 @@ -695,6 +739,7 @@ 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, @@ -717,34 +762,31 @@ 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 - + } } /* @@ -755,14 +797,12 @@ 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; @@ -775,14 +815,13 @@ 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 - + } } /* @@ -808,14 +847,15 @@ 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 - + { RECT winRect; - + GetWindowRect( fgStructure.Window->Window.Handle, &winRect ); MoveWindow( fgStructure.Window->Window.Handle, @@ -828,7 +868,6 @@ void FGAPIENTRY glutPositionWindow( int x, int y ) } #endif - } /* @@ -853,7 +892,6 @@ void FGAPIENTRY glutPushWindow( void ) ); #endif - } /* @@ -878,7 +916,6 @@ void FGAPIENTRY glutPopWindow( void ) ); #endif - } /* @@ -889,8 +926,8 @@ 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; @@ -920,16 +957,40 @@ 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 + } } /* @@ -942,7 +1003,7 @@ void* FGAPIENTRY glutGetWindowData( void ) void FGAPIENTRY glutSetWindowData(void* data) { - fgStructure.Window->UserData=data; + fgStructure.Window->UserData = data; } /*** END OF FILE ***/