X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Fx11%2Ffreeglut_window_x11.c;h=f810965bf712068f6eb485a8ae1aaee38bb1b030;hb=d685109e7dc055afb54e955e937eef7fb2ed4d1d;hp=e69de29bb2d1d6434b8b29ae775ad8c2e48c5391;hpb=23115ad49ced2f295f719e8cea6acad802402cdb;p=freeglut diff --git a/src/x11/freeglut_window_x11.c b/src/x11/freeglut_window_x11.c index e69de29..f810965 100644 --- a/src/x11/freeglut_window_x11.c +++ b/src/x11/freeglut_window_x11.c @@ -0,0 +1,800 @@ +/* + * freeglut_window_x11.c + * + * Window management methods for X11 + * + * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved. + * Written by Pawel W. Olszta, + * Copied for Platform code by Evan Felix + * Creation date: Thur Feb 2 2012 + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + +#define FREEGLUT_BUILDING_LIB +#include +#include /* LONG_MAX */ +#include /* usleep */ +#include "../Common/freeglut_internal.h" + +/* pushing attribute/value pairs into an array */ +#define ATTRIB(a) attributes[where++]=(a) +#define ATTRIB_VAL(a,v) {ATTRIB(a); ATTRIB(v);} + + +#ifndef GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB +#define GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20B2 +#endif + +#ifndef GLX_CONTEXT_MAJOR_VERSION_ARB +#define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091 +#endif + +#ifndef GLX_CONTEXT_MINOR_VERSION_ARB +#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092 +#endif + +#ifndef GLX_CONTEXT_FLAGS_ARB +#define GLX_CONTEXT_FLAGS_ARB 0x2094 +#endif + +#ifndef GLX_CONTEXT_PROFILE_MASK_ARB +#define GLX_CONTEXT_PROFILE_MASK_ARB 0x9126 +#endif + +#ifndef GLX_CONTEXT_DEBUG_BIT_ARB +#define GLX_CONTEXT_DEBUG_BIT_ARB 0x0001 +#endif + +#ifndef GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB +#define GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002 +#endif + +#ifndef GLX_CONTEXT_CORE_PROFILE_BIT_ARB +#define GLX_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001 +#endif + +#ifndef GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB +#define GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002 +#endif + +#ifndef GLX_RGBA_FLOAT_TYPE +#define GLX_RGBA_FLOAT_TYPE 0x20B9 +#endif + +#ifndef GLX_RGBA_FLOAT_BIT +#define GLX_RGBA_FLOAT_BIT 0x00000004 +#endif + + +/* + * Chooses a visual basing on the current display mode settings + */ + +GLXFBConfig* fgPlatformChooseFBConfig( int *numcfgs ) +{ + GLboolean wantIndexedMode = GL_FALSE; + int attributes[ 100 ]; + int where = 0, numAuxBuffers; + + /* First we have to process the display mode settings... */ + 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_VAL( GLX_RED_SIZE, 1 ); + ATTRIB_VAL( GLX_GREEN_SIZE, 1 ); + ATTRIB_VAL( GLX_BLUE_SIZE, 1 ); + if( fgState.DisplayMode & GLUT_ALPHA ) { + ATTRIB_VAL( GLX_ALPHA_SIZE, 1 ); + } + } + + if( fgState.DisplayMode & GLUT_DOUBLE ) { + ATTRIB_VAL( GLX_DOUBLEBUFFER, True ); + } + + if( fgState.DisplayMode & GLUT_STEREO ) { + ATTRIB_VAL( GLX_STEREO, True ); + } + + if( fgState.DisplayMode & GLUT_DEPTH ) { + ATTRIB_VAL( GLX_DEPTH_SIZE, 1 ); + } + + if( fgState.DisplayMode & GLUT_STENCIL ) { + ATTRIB_VAL( GLX_STENCIL_SIZE, 1 ); + } + + if( fgState.DisplayMode & GLUT_ACCUM ) { + ATTRIB_VAL( GLX_ACCUM_RED_SIZE, 1 ); + ATTRIB_VAL( GLX_ACCUM_GREEN_SIZE, 1 ); + ATTRIB_VAL( GLX_ACCUM_BLUE_SIZE, 1 ); + if( fgState.DisplayMode & GLUT_ALPHA ) { + ATTRIB_VAL( GLX_ACCUM_ALPHA_SIZE, 1 ); + } + } + + numAuxBuffers = fghNumberOfAuxBuffersRequested(); + if ( numAuxBuffers > 0 ) { + ATTRIB_VAL( GLX_AUX_BUFFERS, numAuxBuffers ); + } + + if( fgState.DisplayMode & GLUT_SRGB ) { + ATTRIB_VAL( GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB, True ); + } + + if (fgState.DisplayMode & GLUT_MULTISAMPLE) { + ATTRIB_VAL(GLX_SAMPLE_BUFFERS, 1); + ATTRIB_VAL(GLX_SAMPLES, fgState.SampleNumber); + } + + /* Push a terminator at the end of the list */ + ATTRIB( None ); + + { + GLXFBConfig * fbconfigArray; /* Array of FBConfigs */ + GLXFBConfig * fbconfig; /* The FBConfig we want */ + int fbconfigArraySize; /* Number of FBConfigs in the array */ + + + /* Get all FBConfigs that match "attributes". */ + fbconfigArray = glXChooseFBConfig( fgDisplay.pDisplay.Display, + fgDisplay.pDisplay.Screen, + attributes, + &fbconfigArraySize ); + + if (fbconfigArray != NULL) + { + int result; /* Returned by glXGetFBConfigAttrib, not checked. */ + + + if( wantIndexedMode ) + { + /* + * In index mode, we want the largest buffer size, i.e. visual + * depth. Here, FBConfigs are sorted by increasing buffer size + * first, so FBConfigs with the largest size come last. + */ + + int bufferSizeMin, bufferSizeMax; + + /* Get bufferSizeMin. */ + result = + glXGetFBConfigAttrib( fgDisplay.pDisplay.Display, + fbconfigArray[0], + GLX_BUFFER_SIZE, + &bufferSizeMin ); + /* Get bufferSizeMax. */ + result = + glXGetFBConfigAttrib( fgDisplay.pDisplay.Display, + fbconfigArray[fbconfigArraySize - 1], + GLX_BUFFER_SIZE, + &bufferSizeMax ); + + if (bufferSizeMax > 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.pDisplay.Display, + fgDisplay.pDisplay.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.pDisplay.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.pDisplay.Display, + * fgDisplay.pDisplay.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 + { + fbconfig = NULL; + } + + if (numcfgs) + *numcfgs = fbconfigArraySize; + + return fbconfig; + } +} + + +static void fghFillContextAttributes( int *attributes ) { + int where = 0, contextFlags, contextProfile; + + if ( !fghIsLegacyContextVersionRequested() ) { + ATTRIB_VAL( GLX_CONTEXT_MAJOR_VERSION_ARB, fgState.MajorVersion ); + ATTRIB_VAL( GLX_CONTEXT_MINOR_VERSION_ARB, fgState.MinorVersion ); + } + + contextFlags = + fghMapBit( fgState.ContextFlags, GLUT_DEBUG, GLX_CONTEXT_DEBUG_BIT_ARB ) | + fghMapBit( fgState.ContextFlags, GLUT_FORWARD_COMPATIBLE, GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB ); + if ( contextFlags != 0 ) { + ATTRIB_VAL( GLX_CONTEXT_FLAGS_ARB, contextFlags ); + } + + contextProfile = + fghMapBit( fgState.ContextProfile, GLUT_CORE_PROFILE, GLX_CONTEXT_CORE_PROFILE_BIT_ARB ) | + fghMapBit( fgState.ContextProfile, GLUT_COMPATIBILITY_PROFILE, GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB ); + if ( contextProfile != 0 ) { + ATTRIB_VAL( GLX_CONTEXT_PROFILE_MASK_ARB, contextProfile ); + } + + ATTRIB( 0 ); +} + +typedef GLXContext (*CreateContextAttribsProc)(Display *dpy, GLXFBConfig config, + GLXContext share_list, Bool direct, + const int *attrib_list); + +static GLXContext fghCreateNewContext( SFG_Window* window ) +{ + /* for color model calculation */ + int menu = ( window->IsMenu && !fgStructure.MenuContext ); + int index_mode = ( fgState.DisplayMode & GLUT_INDEX ); + + /* "classic" context creation */ + Display *dpy = fgDisplay.pDisplay.Display; + GLXFBConfig config = *(window->Window.pContext.FBConfig); + int render_type = ( !menu && index_mode ) ? GLX_COLOR_INDEX_TYPE : GLX_RGBA_TYPE; + GLXContext share_list = NULL; + Bool direct = ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT ); + GLXContext context; + + /* new context creation */ + int attributes[9]; + CreateContextAttribsProc createContextAttribs = (CreateContextAttribsProc) fghGetProcAddress( "glXCreateContextAttribsARB" ); + + /* glXCreateContextAttribsARB not found, yet the user has requested the new context creation */ + if ( !createContextAttribs && !fghIsLegacyContextRequested() ) { + fgWarning( "OpenGL >2.1 context requested but glXCreateContextAttribsARB is not available! Falling back to legacy context creation" ); + fgState.MajorVersion = 2; + fgState.MinorVersion = 1; + } + + /* If nothing fancy has been required, simply use the old context creation GLX API entry */ + if ( fghIsLegacyContextRequested() || !createContextAttribs ) + { + context = glXCreateNewContext( dpy, config, render_type, share_list, direct ); + if ( context == NULL ) { + fghContextCreationError(); + } + return context; + } + + /* color index mode is not available anymore with OpenGL 3.0 */ + if ( render_type == GLX_COLOR_INDEX_TYPE ) { + fgWarning( "color index mode is deprecated, using RGBA mode" ); + } + + fghFillContextAttributes( attributes ); + + context = createContextAttribs( dpy, config, share_list, direct, attributes ); + if ( context == NULL ) { + fghContextCreationError(); + } + return context; +} + + +#define _NET_WM_STATE_TOGGLE 2 +static int fghResizeFullscrToggle(void) +{ + XWindowAttributes attributes; + + if(glutGet(GLUT_FULL_SCREEN)) { + /* restore original window size */ + SFG_Window *win = fgStructure.CurrentWindow; + fgStructure.CurrentWindow->State.NeedToResize = GL_TRUE; + fgStructure.CurrentWindow->State.Width = win->State.pWState.OldWidth; + fgStructure.CurrentWindow->State.Height = win->State.pWState.OldHeight; + + } else { + /* resize the window to cover the entire screen */ + XGetWindowAttributes(fgDisplay.pDisplay.Display, + fgStructure.CurrentWindow->Window.Handle, + &attributes); + + /* + * The "x" and "y" members of "attributes" are the window's coordinates + * relative to its parent, i.e. to the decoration window. + */ + XMoveResizeWindow(fgDisplay.pDisplay.Display, + fgStructure.CurrentWindow->Window.Handle, + -attributes.x, + -attributes.y, + fgDisplay.ScreenWidth, + fgDisplay.ScreenHeight); + } + return 0; +} + +static int fghEwmhFullscrToggle(void) +{ + XEvent xev; + long evmask = SubstructureRedirectMask | SubstructureNotifyMask; + + if(!fgDisplay.pDisplay.State || !fgDisplay.pDisplay.StateFullScreen) { + return -1; + } + + xev.type = ClientMessage; + xev.xclient.window = fgStructure.CurrentWindow->Window.Handle; + xev.xclient.message_type = fgDisplay.pDisplay.State; + xev.xclient.format = 32; + xev.xclient.data.l[0] = _NET_WM_STATE_TOGGLE; + xev.xclient.data.l[1] = fgDisplay.pDisplay.StateFullScreen; + xev.xclient.data.l[2] = 0; /* no second property to toggle */ + xev.xclient.data.l[3] = 1; /* source indication: application */ + xev.xclient.data.l[4] = 0; /* unused */ + + if(!XSendEvent(fgDisplay.pDisplay.Display, fgDisplay.pDisplay.RootWindow, 0, evmask, &xev)) { + return -1; + } + return 0; +} + +static int fghToggleFullscreen(void) +{ + /* first try the EWMH (_NET_WM_STATE) method ... */ + if(fghEwmhFullscrToggle() != -1) { + return 0; + } + + /* fall back to resizing the window */ + if(fghResizeFullscrToggle() != -1) { + return 0; + } + return -1; +} + +void fgPlatformSetWindow ( SFG_Window *window ) +{ + if ( window ) + { + glXMakeContextCurrent( + fgDisplay.pDisplay.Display, + window->Window.Handle, + window->Window.Handle, + window->Window.Context + ); + } +} + +static Bool fghWindowIsVisible( Display *display, XEvent *event, XPointer arg) +{ + Window window = (Window)arg; + return (event->type == MapNotify) && (event->xmap.window == window); +} + +/* + * Opens a window. Requires a SFG_Window object created and attached + * to the freeglut structure. OpenGL context is created here. + */ +void fgPlatformOpenWindow( SFG_Window* window, const char* title, + GLboolean positionUse, int x, int y, + GLboolean sizeUse, int w, int h, + GLboolean gameMode, GLboolean isSubWindow ) +{ + XVisualInfo * visualInfo = NULL; + XSetWindowAttributes winAttr; + XTextProperty textProperty; + XSizeHints sizeHints; + XWMHints wmHints; + XEvent eventReturnBuffer; /* return buffer required for a call */ + unsigned long mask; + int num_FBConfigs, i; + 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.pContext.FBConfig = fgPlatformChooseFBConfig( &num_FBConfigs ); + + if( window->IsMenu && ( ! fgStructure.MenuContext ) ) + fgState.DisplayMode = current_DisplayMode ; + + if( ! window->Window.pContext.FBConfig ) + { + /* + * The "fgPlatformChooseFBConfig" 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.pContext.FBConfig = fgPlatformChooseFBConfig( &num_FBConfigs ); + fgState.DisplayMode &= ~GLUT_DOUBLE; + } + + if( fgState.DisplayMode & GLUT_MULTISAMPLE ) + { + fgState.DisplayMode &= ~GLUT_MULTISAMPLE ; + window->Window.pContext.FBConfig = fgPlatformChooseFBConfig( &num_FBConfigs ); + fgState.DisplayMode |= GLUT_MULTISAMPLE; + } + } + + FREEGLUT_INTERNAL_ERROR_EXIT( window->Window.pContext.FBConfig != NULL, + "FBConfig with necessary capabilities not found", "fgOpenWindow" ); + + /* Get the X visual. */ + for (i = 0; i < num_FBConfigs; i++) { + visualInfo = glXGetVisualFromFBConfig( fgDisplay.pDisplay.Display, + window->Window.pContext.FBConfig[i] ); + if (visualInfo) + break; + } + + FREEGLUT_INTERNAL_ERROR_EXIT( visualInfo != NULL, + "visualInfo could not be retrieved from FBConfig", "fgOpenWindow" ); + + /* + * 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 | KeyReleaseMask | + VisibilityChangeMask | EnterWindowMask | LeaveWindowMask | + PointerMotionMask | ButtonMotionMask; + winAttr.background_pixmap = None; + winAttr.background_pixel = 0; + winAttr.border_pixel = 0; + + winAttr.colormap = XCreateColormap( + fgDisplay.pDisplay.Display, fgDisplay.pDisplay.RootWindow, + visualInfo->visual, AllocNone + ); + + mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask; + + if( window->IsMenu || ( gameMode == GL_TRUE ) ) + { + winAttr.override_redirect = True; + mask |= CWOverrideRedirect; + } + + if( ! positionUse ) + x = y = -1; /* default window position */ + if( ! sizeUse ) + w = h = 300; /* default window size */ + + window->Window.Handle = XCreateWindow( + fgDisplay.pDisplay.Display, + window->Parent == NULL ? fgDisplay.pDisplay.RootWindow : + window->Parent->Window.Handle, + x, y, w, h, 0, + visualInfo->depth, InputOutput, + 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( 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->MContext = fghCreateNewContext( window ); + } + + /* window->Window.Context = fgStructure.MenuContext->MContext; */ + window->Window.Context = fghCreateNewContext( window ); + } + else if( fgState.UseCurrentContext ) + { + window->Window.Context = glXGetCurrentContext( ); + + if( ! window->Window.Context ) + window->Window.Context = fghCreateNewContext( window ); + } + else + window->Window.Context = fghCreateNewContext( window ); + +#if !defined( __FreeBSD__ ) && !defined( __NetBSD__ ) + if( !glXIsDirect( fgDisplay.pDisplay.Display, window->Window.Context ) ) + { + if( fgState.DirectContext == GLUT_FORCE_DIRECT_CONTEXT ) + fgError( "Unable to force direct context rendering for window '%s'", + title ); + } +#endif + + /* + * XXX Assume the new window is visible by default + * XXX Is this a safe assumption? + */ + window->State.Visible = GL_TRUE; + + sizeHints.flags = 0; + if ( positionUse ) + sizeHints.flags |= USPosition; + if ( sizeUse ) + sizeHints.flags |= USSize; + + /* + * Fill in the size hints values now (the x, y, width and height + * 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; + + wmHints.flags = StateHint; + wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState; + /* Prepare the window and iconified window names... */ + XStringListToTextProperty( (char **) &title, 1, &textProperty ); + + XSetWMProperties( + fgDisplay.pDisplay.Display, + window->Window.Handle, + &textProperty, + &textProperty, + 0, + 0, + &sizeHints, + &wmHints, + NULL + ); + XFree( textProperty.value ); + + XSetWMProtocols( fgDisplay.pDisplay.Display, window->Window.Handle, + &fgDisplay.pDisplay.DeleteWindow, 1 ); + + glXMakeContextCurrent( + fgDisplay.pDisplay.Display, + window->Window.Handle, + window->Window.Handle, + window->Window.Context + ); + + /* register extension events _before_ window is mapped */ + #ifdef HAVE_X11_EXTENSIONS_XINPUT2_H + fgRegisterDevices( fgDisplay.pDisplay.Display, &(window->Window.Handle) ); + #endif + + XMapWindow( fgDisplay.pDisplay.Display, window->Window.Handle ); + + XFree(visualInfo); + + if( !isSubWindow) + XPeekIfEvent( fgDisplay.pDisplay.Display, &eventReturnBuffer, &fghWindowIsVisible, (XPointer)(window->Window.Handle) ); +} + + +/* + * Closes a window, destroying the frame and OpenGL context + */ +void fgPlatformCloseWindow( SFG_Window* window ) +{ + if( window->Window.Context ) + glXDestroyContext( fgDisplay.pDisplay.Display, window->Window.Context ); + XFree( window->Window.pContext.FBConfig ); + + if( window->Window.Handle ) { + XDestroyWindow( fgDisplay.pDisplay.Display, window->Window.Handle ); + } + /* XFlush( fgDisplay.pDisplay.Display ); */ /* XXX Shouldn't need this */ +} + + +/* + * This function makes the current window visible + */ +void fgPlatformGlutShowWindow( void ) +{ + XMapWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle ); + XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */ +} + +/* + * This function hides the current window + */ +void fgPlatformGlutHideWindow( void ) +{ + if( fgStructure.CurrentWindow->Parent == NULL ) + XWithdrawWindow( fgDisplay.pDisplay.Display, + fgStructure.CurrentWindow->Window.Handle, + fgDisplay.pDisplay.Screen ); + else + XUnmapWindow( fgDisplay.pDisplay.Display, + fgStructure.CurrentWindow->Window.Handle ); + XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */ +} + +/* + * Iconify the current window (top-level windows only) + */ +void fgPlatformGlutIconifyWindow( void ) +{ + XIconifyWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle, + fgDisplay.pDisplay.Screen ); + XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */ +} + +/* + * Set the current window's title + */ +void fgPlatformGlutSetWindowTitle( const char* title ) +{ + XTextProperty text; + + text.value = (unsigned char *) title; + text.encoding = XA_STRING; + text.format = 8; + text.nitems = strlen( title ); + + XSetWMName( + fgDisplay.pDisplay.Display, + fgStructure.CurrentWindow->Window.Handle, + &text + ); + + XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */ +} + +/* + * Set the current window's iconified title + */ +void fgPlatformGlutSetIconTitle( const char* title ) +{ + XTextProperty text; + + text.value = (unsigned char *) title; + text.encoding = XA_STRING; + text.format = 8; + text.nitems = strlen( title ); + + XSetWMIconName( + fgDisplay.pDisplay.Display, + fgStructure.CurrentWindow->Window.Handle, + &text + ); + + XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */ +} + +/* + * Change the current window's position + */ +void fgPlatformGlutPositionWindow( int x, int y ) +{ + XMoveWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle, + x, y ); + XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */ +} + +/* + * Lowers the current window (by Z order change) + */ +void fgPlatformGlutPushWindow( void ) +{ + XLowerWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle ); +} + +/* + * Raises the current window (by Z order change) + */ +void fgPlatformGlutPopWindow( void ) +{ + XRaiseWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle ); +} + +/* + * Resize the current window so that it fits the whole screen + */ +void fgPlatformGlutFullScreen( SFG_Window *win ) +{ + if(!glutGet(GLUT_FULL_SCREEN)) { + if(fghToggleFullscreen() != -1) { + win->State.IsFullscreen = GL_TRUE; + } + } +} + +/* + * If we are fullscreen, resize the current window back to its original size + */ +void fgPlatformGlutLeaveFullScreen( SFG_Window *win ) +{ + if(glutGet(GLUT_FULL_SCREEN)) { + if(fghToggleFullscreen() != -1) { + win->State.IsFullscreen = GL_FALSE; + } + } +} + +/* + * Toggle the window's full screen state. + */ +void fgPlatformGlutFullScreenToggle( SFG_Window *win ) +{ + if(fghToggleFullscreen() != -1) { + win->State.IsFullscreen = !win->State.IsFullscreen; + } +} +