X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_window.c;h=f6da23ec54662a03ab37304c3f3ade0794011d48;hb=30971e75717f3d7b826714fbbb1171dfaf9164cf;hp=69afdf8641a0e188896dbe8b9d00880d2645bd98;hpb=fe573d6af98de430357a7321cd50f5e92e9a2aab;p=freeglut diff --git a/src/freeglut_window.c b/src/freeglut_window.c index 69afdf8..f6da23e 100644 --- a/src/freeglut_window.c +++ b/src/freeglut_window.c @@ -49,7 +49,7 @@ static wchar_t* fghWstrFromStr(const char* str) /* * TODO BEFORE THE STABLE RELEASE: * - * fgChooseVisual() -- OK, but what about glutInitDisplayString()? + * fgChooseFBConfig() -- OK, but what about glutInitDisplayString()? * fgSetupPixelFormat -- ignores the display mode settings * fgOpenWindow() -- check the Win32 version, -iconic handling! * fgCloseWindow() -- check the Win32 version @@ -76,10 +76,8 @@ static wchar_t* fghWstrFromStr(const char* str) */ #if TARGET_HOST_POSIX_X11 -XVisualInfo* fgChooseVisual( void ) +GLXFBConfig* fgChooseFBConfig( void ) { -#define BUFFER_SIZES 6 - int bufferSize[BUFFER_SIZES] = { 16, 12, 8, 4, 2, 1 }; GLboolean wantIndexedMode = GL_FALSE; int attributes[ 32 ]; int where = 0; @@ -95,11 +93,13 @@ XVisualInfo* fgChooseVisual( void ) if( fgState.DisplayMode & GLUT_INDEX ) { ATTRIB_VAL( GLX_BUFFER_SIZE, 8 ); + /* Buffer size is selected later. */ + + ATTRIB_VAL( GLX_RENDER_TYPE, GLX_COLOR_INDEX_BIT ); wantIndexedMode = GL_TRUE; } else { - ATTRIB( GLX_RGBA ); ATTRIB_VAL( GLX_RED_SIZE, 1 ); ATTRIB_VAL( GLX_GREEN_SIZE, 1 ); ATTRIB_VAL( GLX_BLUE_SIZE, 1 ); @@ -108,10 +108,10 @@ XVisualInfo* fgChooseVisual( void ) } if( fgState.DisplayMode & GLUT_DOUBLE ) - ATTRIB( GLX_DOUBLEBUFFER ); + ATTRIB_VAL( GLX_DOUBLEBUFFER, True ); if( fgState.DisplayMode & GLUT_STEREO ) - ATTRIB( GLX_STEREO ); + ATTRIB_VAL( GLX_STEREO, True ); if( fgState.DisplayMode & GLUT_DEPTH ) ATTRIB_VAL( GLX_DEPTH_SIZE, 1 ); @@ -128,43 +128,126 @@ XVisualInfo* fgChooseVisual( void ) ATTRIB_VAL( GLX_ACCUM_ALPHA_SIZE, 1 ); } - if( fgState.DisplayMode & GLUT_AUX1 ) - ATTRIB_VAL( GLX_AUX_BUFFERS, 1 ); - if( fgState.DisplayMode & GLUT_AUX2 ) - ATTRIB_VAL( GLX_AUX_BUFFERS, 2 ); - if( fgState.DisplayMode & GLUT_AUX3 ) - ATTRIB_VAL( GLX_AUX_BUFFERS, 3 ); - if( fgState.DisplayMode & GLUT_AUX4 ) - ATTRIB_VAL( GLX_AUX_BUFFERS, 4 ); - if ( fgState.DisplayMode & GLUT_MULTISAMPLE ) - ATTRIB_VAL( GLX_SAMPLES_SGIS, 4 ); - + if ((fgState.DisplayMode & GLUT_AUX) + || (fgState.DisplayMode & GLUT_AUX1) + || (fgState.DisplayMode & GLUT_AUX2) + || (fgState.DisplayMode & GLUT_AUX3) + || (fgState.DisplayMode & GLUT_AUX4)) + { + ATTRIB_VAL(GLX_AUX_BUFFERS, fgState.AuxiliaryBufferNumber) + } + + if (fgState.DisplayMode & GLUT_MULTISAMPLE) + { + ATTRIB_VAL(GLX_SAMPLE_BUFFERS, 1) + ATTRIB_VAL(GLX_SAMPLES, fgState.SampleNumber) + } /* Push a null at the end of the list */ ATTRIB( None ); - if( ! wantIndexedMode ) - return glXChooseVisual( fgDisplay.Display, fgDisplay.Screen, - attributes ); - else { - XVisualInfo* visualInfo; - int i; + GLXFBConfig * fbconfigArray; /* Array of FBConfigs */ + GLXFBConfig * fbconfig; /* The FBConfig we want */ + int fbconfigArraySize; /* Number of FBConfigs in the array */ - /* - * In indexed mode, we need to check how many bits of depth can we - * achieve. We do this by trying each possibility from the list - * given in the {bufferSize} array. If we match, we return to caller. - */ - for( i=0; i bufferSizeMin) + { + /* + * Free and reallocate fbconfigArray, keeping only FBConfigs + * with the largest buffer size. + */ + XFree(fbconfigArray); + + /* Add buffer size token at the end of the list. */ + where--; + ATTRIB_VAL( GLX_BUFFER_SIZE, bufferSizeMax ); + ATTRIB( None ); + + fbconfigArray = glXChooseFBConfig( fgDisplay.Display, + fgDisplay.Screen, + attributes, + &fbconfigArraySize ); + } + } + + /* + * We now have an array of FBConfigs, the first one being the "best" + * one. So we should return only this FBConfig: + * + * int fbconfigXID; + * + * - pick the XID of the FBConfig we want + * result = glXGetFBConfigAttrib( fgDisplay.Display, + * fbconfigArray[0], + * GLX_FBCONFIG_ID, + * &fbconfigXID ); + * + * - free the array + * XFree(fbconfigArray); + * + * - reset "attributes" with the XID + * where = 0; + * ATTRIB_VAL( GLX_FBCONFIG_ID, fbconfigXID ); + * ATTRIB( None ); + * + * - get our FBConfig only + * fbconfig = glXChooseFBConfig( fgDisplay.Display, + * fgDisplay.Screen, + * attributes, + * &fbconfigArraySize ); + * + * However, for some configurations (for instance multisampling with + * Mesa 6.5.2 and ATI drivers), this does not work: + * glXChooseFBConfig returns NULL, whereas fbconfigXID is a valid + * XID. Further investigation is needed. + * + * So, for now, we return the whole array of FBConfigs. This should + * not produce any side effects elsewhere. + */ + fbconfig = fbconfigArray; + } + else { - attributes[ 1 ] = bufferSize[ i ]; - visualInfo = glXChooseVisual( fgDisplay.Display, fgDisplay.Screen, - attributes ); - if( visualInfo != NULL ) - return visualInfo; + fbconfig = NULL; } - return NULL; + + return fbconfig; } } #endif @@ -372,9 +455,10 @@ void fgSetWindow ( SFG_Window *window ) { #if TARGET_HOST_POSIX_X11 if ( window ) - glXMakeCurrent( + glXMakeContextCurrent( fgDisplay.Display, window->Window.Handle, + window->Window.Handle, window->Window.Context ); #elif TARGET_HOST_MS_WINDOWS @@ -405,46 +489,52 @@ void fgOpenWindow( SFG_Window* window, const char* title, GLboolean gameMode, GLboolean isSubWindow ) { #if TARGET_HOST_POSIX_X11 + XVisualInfo * visualInfo; XSetWindowAttributes winAttr; XTextProperty textProperty; XSizeHints sizeHints; XWMHints wmHints; unsigned long mask; + int renderType; /* GLX_RGBA_TYPE or GLX_COLOR_INDEX_TYPE */ unsigned int current_DisplayMode = fgState.DisplayMode ; /* Save the display mode if we are creating a menu window */ if( window->IsMenu && ( ! fgStructure.MenuContext ) ) fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB ; - window->Window.VisualInfo = fgChooseVisual( ); + window->Window.FBConfig = fgChooseFBConfig( ); if( window->IsMenu && ( ! fgStructure.MenuContext ) ) fgState.DisplayMode = current_DisplayMode ; - if( ! window->Window.VisualInfo ) + if( ! window->Window.FBConfig ) { /* - * The "fgChooseVisual" returned a null meaning that the visual + * The "fgChooseFBConfig" 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 ) ) { fgState.DisplayMode |= GLUT_DOUBLE ; - window->Window.VisualInfo = fgChooseVisual( ); + window->Window.FBConfig = fgChooseFBConfig( ); fgState.DisplayMode &= ~GLUT_DOUBLE; } if( fgState.DisplayMode & GLUT_MULTISAMPLE ) { fgState.DisplayMode &= ~GLUT_MULTISAMPLE ; - window->Window.VisualInfo = fgChooseVisual( ); + window->Window.FBConfig = fgChooseFBConfig( ); fgState.DisplayMode |= GLUT_MULTISAMPLE; } } - FREEGLUT_INTERNAL_ERROR_EXIT( window->Window.VisualInfo != NULL, - "Visual with necessary capabilities not found", "fgOpenWindow" ); + FREEGLUT_INTERNAL_ERROR_EXIT( window->Window.FBConfig != NULL, + "FBConfig with necessary capabilities not found", "fgOpenWindow" ); + + /* Get the X visual. */ + visualInfo = glXGetVisualFromFBConfig( fgDisplay.Display, + *(window->Window.FBConfig) ); /* * XXX HINT: the masks should be updated when adding/removing callbacks. @@ -467,7 +557,7 @@ void fgOpenWindow( SFG_Window* window, const char* title, winAttr.colormap = XCreateColormap( fgDisplay.Display, fgDisplay.RootWindow, - window->Window.VisualInfo->visual, AllocNone + visualInfo->visual, AllocNone ); mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask; @@ -488,8 +578,8 @@ void fgOpenWindow( SFG_Window* window, const char* title, window->Parent == NULL ? fgDisplay.RootWindow : window->Parent->Window.Handle, x, y, w, h, 0, - window->Window.VisualInfo->depth, InputOutput, - window->Window.VisualInfo->visual, mask, + visualInfo->depth, InputOutput, + visualInfo->visual, mask, &winAttr ); @@ -497,6 +587,22 @@ 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 */ + + /* Set renderType. */ + if( window->IsMenu && ( ! fgStructure.MenuContext ) ) + { + /* Display mode has been set to GLUT_RGB. */ + renderType = GLX_RGBA_TYPE; + } + else if (fgState.DisplayMode & GLUT_INDEX) + { + renderType = GLX_COLOR_INDEX_TYPE; + } + else + { + renderType = GLX_RGBA_TYPE; + } + if( window->IsMenu ) { /* @@ -507,16 +613,15 @@ void fgOpenWindow( SFG_Window* window, const char* title, { fgStructure.MenuContext = (SFG_MenuContext *)malloc( sizeof(SFG_MenuContext) ); - fgStructure.MenuContext->MVisualInfo = window->Window.VisualInfo; - fgStructure.MenuContext->MContext = glXCreateContext( - fgDisplay.Display, fgStructure.MenuContext->MVisualInfo, + fgStructure.MenuContext->MContext = glXCreateNewContext( + fgDisplay.Display, *(window->Window.FBConfig), renderType, NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT ) ); } /* window->Window.Context = fgStructure.MenuContext->MContext; */ - window->Window.Context = glXCreateContext( - fgDisplay.Display, window->Window.VisualInfo, + window->Window.Context = glXCreateNewContext( + fgDisplay.Display, *(window->Window.FBConfig), renderType, NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT ) ); } @@ -525,14 +630,14 @@ void fgOpenWindow( SFG_Window* window, const char* title, window->Window.Context = glXGetCurrentContext( ); if( ! window->Window.Context ) - window->Window.Context = glXCreateContext( - fgDisplay.Display, window->Window.VisualInfo, + window->Window.Context = glXCreateNewContext( + fgDisplay.Display, *(window->Window.FBConfig), renderType, NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT ) ); } else - window->Window.Context = glXCreateContext( - fgDisplay.Display, window->Window.VisualInfo, + window->Window.Context = glXCreateNewContext( + fgDisplay.Display, *(window->Window.FBConfig), renderType, NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT ) ); @@ -594,20 +699,24 @@ void fgOpenWindow( SFG_Window* window, const char* title, XSetWMProtocols( fgDisplay.Display, window->Window.Handle, &fgDisplay.DeleteWindow, 1 ); - glXMakeCurrent( + glXMakeContextCurrent( fgDisplay.Display, window->Window.Handle, + window->Window.Handle, window->Window.Context ); XMapWindow( fgDisplay.Display, window->Window.Handle ); + XFree(visualInfo); + #elif TARGET_HOST_MS_WINDOWS WNDCLASS wc; DWORD flags; DWORD exFlags = 0; ATOM atom; + int WindowStyle = 0; /* Grab the window class we have registered on glutInit(): */ atom = GetClassInfo( fgDisplay.Instance, _T("FREEGLUT"), &wc ); @@ -713,7 +822,7 @@ void fgOpenWindow( SFG_Window* window, const char* title, #else window->Window.Handle = CreateWindowEx( exFlags, - "FREEGLUT", + _T("FREEGLUT"), title, flags, x, y, w, h, @@ -727,6 +836,33 @@ void fgOpenWindow( SFG_Window* window, const char* title, if( !( window->Window.Handle ) ) fgError( "Failed to create a window (%s)!", title ); + /* Make a menu window always on top - fix Feature Request 947118 */ + if( window->IsMenu || gameMode ) + SetWindowPos( + window->Window.Handle, + HWND_TOPMOST, + 0, 0, 0, 0, + SWP_NOMOVE | SWP_NOSIZE + ); + + /* Hack to remove the caption (title bar) and/or border + * and all the system menu controls. + */ + WindowStyle = GetWindowLong(window->Window.Handle, GWL_STYLE); + if ( fgState.DisplayMode & GLUT_CAPTIONLESS ) + { + SetWindowLong ( window->Window.Handle, GWL_STYLE, + WindowStyle & ~(WS_DLGFRAME | WS_SYSMENU | WS_MINIMIZEBOX | WS_MAXIMIZEBOX)); + } + else if ( fgState.DisplayMode & GLUT_BORDERLESS ) + { + SetWindowLong ( window->Window.Handle, GWL_STYLE, + WindowStyle & ~(WS_BORDER | WS_SYSMENU | WS_MINIMIZEBOX | WS_MAXIMIZEBOX)); + } +/* SetWindowPos(window->Window.Handle, NULL, 0, 0, 0, 0, + SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED); */ + + #if defined(_WIN32_WCE) ShowWindow( window->Window.Handle, SW_SHOW ); #else @@ -759,9 +895,9 @@ void fgCloseWindow( SFG_Window* window ) #if TARGET_HOST_POSIX_X11 glXDestroyContext( fgDisplay.Display, window->Window.Context ); - XFree( window->Window.VisualInfo ); + XFree( window->Window.FBConfig ); XDestroyWindow( fgDisplay.Display, window->Window.Handle ); - XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ + /* XFlush( fgDisplay.Display ); */ /* XXX Shouldn't need this */ #elif TARGET_HOST_MS_WINDOWS @@ -904,7 +1040,14 @@ void FGAPIENTRY glutSetWindow( int ID ) int FGAPIENTRY glutGetWindow( void ) { SFG_Window *win = fgStructure.CurrentWindow; - FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetWindow" ); + /* + * Since GLUT did not throw an error if this function was called without a prior call to + * "glutInit", this function shouldn't do so here. Instead let us return a zero. + * See Feature Request "[ 1307049 ] glutInit check". + */ + if ( ! fgState.Initialised ) + return 0; + while ( win && win->IsMenu ) win = win->Parent; return win ? win->ID : 0;