* 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, int isSubWindow )
{
#if TARGET_HOST_UNIX_X11
XSetWindowAttributes winAttr;
freeglut_assert_ready;
/*
- * Here we are upon the stage. Have the visual selected.
+ * XXX fgChooseVisual() is a common part of all three.
+ * XXX With a little thought, we should be able to greatly
+ * XXX simplify this.
*/
- if ( fgState.BuildingAMenu )
+ if ( !fgState.BuildingAMenu )
+ window->Window.VisualInfo = fgChooseVisual();
+ else if ( fgStructure.MenuContext )
+ window->Window.VisualInfo = fgChooseVisual();
+ else
{
- /*
- * 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();
fgState.DisplayMode = current_DisplayMode ;
- }
- else
- window->Window.VisualInfo = fgChooseVisual();
}
- else
- window->Window.VisualInfo = fgChooseVisual();
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.
+ */
+ if ( ! ( fgState.DisplayMode & GLUT_DOUBLE ) )
+ {
+ 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.
*/
- 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.
- */
}
assert( window->Window.VisualInfo != NULL );
/*
- * 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. (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.
*/
- winAttr.event_mask = StructureNotifyMask | SubstructureNotifyMask | ExposureMask |
- ButtonPressMask | ButtonReleaseMask | KeyPressMask | KeyRelease |
- VisibilityChangeMask | EnterWindowMask | LeaveWindowMask |
- PointerMotionMask | ButtonMotionMask;
+ winAttr.event_mask = StructureNotifyMask | SubstructureNotifyMask |
+ ExposureMask | ButtonPressMask | ButtonReleaseMask | KeyPressMask |
+ KeyRelease | 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 )
{
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,
*/
if ( fgState.BuildingAMenu )
{
- /*
- * 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->VisualInfo = window->Window.VisualInfo;
+ fgStructure.MenuContext->Context = glXCreateContext(
+ fgDisplay.Display, fgStructure.MenuContext->VisualInfo,
+ NULL, fgState.ForceDirectContext | fgState.TryDirectContext
+ );
+ }
/* window->Window.Context = fgStructure.MenuContext->Context ; */
- window->Window.Context = glXCreateContext(
+ window->Window.Context = glXCreateContext(
fgDisplay.Display, window->Window.VisualInfo,
NULL, fgState.ForceDirectContext | fgState.TryDirectContext
);
);
}
else
- window->Window.Context = glXCreateContext(
- fgDisplay.Display, window->Window.VisualInfo,
- NULL, fgState.ForceDirectContext | fgState.TryDirectContext
- );
+ 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 );
+ 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,
);
/*
- * 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;
- /*
- * 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 == TRUE)
+ sizeHints.flags |= USPosition;
+ if (fgState.Size.Use == TRUE)
+ 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?)
+ * 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;
+ wmHints.initial_state =
+ (fgState.ForceIconic == FALSE) ? NormalState : IconicState;
/*
* Prepare the window and iconified window names...
*/
XStringListToTextProperty( (char **) &title, 1, &textProperty );
- /*
- * Set the window's properties now
- */
XSetWMProperties(
fgDisplay.Display,
window->Window.Handle,
&wmHints,
NULL
);
-
- /*
- * Make sure we are informed about the window deletion commands
- */
- XSetWMProtocols( fgDisplay.Display, window->Window.Handle, &fgDisplay.DeleteWindow, 1 );
-
- /*
- * Finally, have the window mapped to our display
- */
+ XSetWMProtocols( fgDisplay.Display, window->Window.Handle,
+ &fgDisplay.DeleteWindow, 1 );
XMapWindow( fgDisplay.Display, window->Window.Handle );
#elif TARGET_HOST_WIN32
- WNDCLASS wc;
- int flags;
- ATOM atom;
+ WNDCLASS wc;
+ int flags;
+ 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 == FALSE )
+
+ /*
+ * Grab the window class we have registered on glutInit():
+ */
+ atom = GetClassInfo( fgDisplay.Instance, "FREEGLUT", &wc );
+ assert( atom != 0 );
+
+ if( gameMode != FALSE )
{
- if ( ( !isSubWindow ) && ( ! window->IsMenu ) )
- {
+ assert( window->Parent == NULL );
+
/*
- * 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 ( ( !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 );
+ }
+
+ if( fgState.Position.Use == FALSE )
+ {
+ x = CW_USEDEFAULT;
+ y = CW_USEDEFAULT;
+ }
+ if( fgState.Size.Use == FALSE )
+ {
+ 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 ;
+ else if( window->Parent == NULL )
+ flags |= WS_OVERLAPPEDWINDOW;
+ else
+ flags |= WS_CHILD;
}
- /*
- * Create the window now, passing the freeglut window structure as the parameter
- */
- window->Window.Handle = CreateWindow(
- "FREEGLUT",
+ window->Window.Handle = CreateWindow(
+ "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
+ );
+ if( !( window->Window.Handle ) )
+ fgError( "Failed to create a window (%s)!", title );
/*
- * Show and update the main window. Hide the mouse cursor.
+ * Show and update the main window. Hide(???) the mouse cursor.
*/
- ShowWindow( window->Window.Handle, fgState.ForceIconic ? SW_SHOWMINIMIZED : SW_SHOW );
+ ShowWindow( window->Window.Handle,
+ fgState.ForceIconic ? SW_SHOWMINIMIZED : SW_SHOW );
UpdateWindow( window->Window.Handle );
ShowCursor( TRUE );
#endif
- /*
- * Save the window's single- or double-buffering state
- */
- window->Window.DoubleBuffered = ( fgState.DisplayMode & GLUT_DOUBLE ) ? 1 : 0 ;
+ 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 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 ) ;
}
/*