#endif /* TARGET_HOST_POSIX_X11 */\r
\r
\r
-#if TARGET_HOST_MS_WINDOWS\r
-/* The following include file is available from SGI but is not standard:\r
- * #include <GL/wglext.h>\r
- * So we copy the necessary parts out of it.\r
- * XXX: should local definitions for extensions be put in a separate include file?\r
- */\r
-typedef const char * (WINAPI * PFNWGLGETEXTENSIONSSTRINGARBPROC) (HDC hdc);\r
-\r
-typedef BOOL (WINAPI * PFNWGLCHOOSEPIXELFORMATARBPROC) (HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);\r
-\r
-#define WGL_DRAW_TO_WINDOW_ARB 0x2001\r
-#define WGL_ACCELERATION_ARB 0x2003\r
-#define WGL_SUPPORT_OPENGL_ARB 0x2010\r
-#define WGL_DOUBLE_BUFFER_ARB 0x2011\r
-#define WGL_COLOR_BITS_ARB 0x2014\r
-#define WGL_ALPHA_BITS_ARB 0x201B\r
-#define WGL_DEPTH_BITS_ARB 0x2022\r
-#define WGL_STENCIL_BITS_ARB 0x2023\r
-#define WGL_FULL_ACCELERATION_ARB 0x2027\r
-\r
-#define WGL_SAMPLE_BUFFERS_ARB 0x2041\r
-#define WGL_SAMPLES_ARB 0x2042\r
-\r
-#define WGL_TYPE_RGBA_FLOAT_ARB 0x21A0\r
-\r
-#define WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20A9\r
-\r
-#ifndef WGL_ARB_create_context\r
-#define WGL_ARB_create_context 1\r
-#ifdef WGL_WGLEXT_PROTOTYPES\r
-extern HGLRC WINAPI wglCreateContextAttribsARB (HDC, HGLRC, const int *);\r
-#endif /* WGL_WGLEXT_PROTOTYPES */\r
-typedef HGLRC (WINAPI * PFNWGLCREATECONTEXTATTRIBSARBPROC) (HDC hDC, HGLRC hShareContext, const int *attribList);\r
-\r
-#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091\r
-#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092\r
-#define WGL_CONTEXT_LAYER_PLANE_ARB 0x2093\r
-#define WGL_CONTEXT_FLAGS_ARB 0x2094\r
-#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126\r
-\r
-#define WGL_CONTEXT_DEBUG_BIT_ARB 0x0001\r
-#define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002\r
-\r
-#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001\r
-#define WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002\r
-\r
-#define ERROR_INVALID_VERSION_ARB 0x2095\r
-#define ERROR_INVALID_PROFILE_ARB 0x2096\r
-#endif\r
-\r
-#endif /* TARGET_HOST_MS_WINDOWS */\r
-\r
#ifdef WM_TOUCH\r
typedef BOOL (WINAPI *pRegisterTouchWindow)(HWND,ULONG);\r
static pRegisterTouchWindow fghRegisterTouchWindow = (pRegisterTouchWindow)0xDEADBEEF;\r
* glutPopWindow() -- check the Win32 version\r
*/\r
\r
+\r
+extern void fgPlatformSetWindow ( SFG_Window *window );\r
+extern void fgPlatformOpenWindow( SFG_Window* window, const char* title,\r
+ GLboolean positionUse, int x, int y,\r
+ GLboolean sizeUse, int w, int h,\r
+ GLboolean gameMode, GLboolean isSubWindow );\r
+extern void fgPlatformCloseWindow( SFG_Window* window );\r
+\r
/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */\r
\r
-static int fghIsLegacyContextVersionRequested( void )\r
+int fghIsLegacyContextVersionRequested( void )\r
{\r
return fgState.MajorVersion < 2 || (fgState.MajorVersion == 2 && fgState.MinorVersion <= 1);\r
}\r
\r
-static int fghIsLegacyContextRequested( void )\r
+int fghIsLegacyContextRequested( void )\r
{\r
return fghIsLegacyContextVersionRequested() &&\r
fgState.ContextFlags == 0 &&\r
fgState.ContextProfile == 0;\r
}\r
\r
-static int fghNumberOfAuxBuffersRequested( void )\r
+int fghNumberOfAuxBuffersRequested( void )\r
{\r
if ( fgState.DisplayMode & GLUT_AUX4 ) {\r
return 4;\r
return 0;\r
}\r
\r
-static int fghMapBit( int mask, int from, int to )\r
+int fghMapBit( int mask, int from, int to )\r
{\r
return ( mask & from ) ? to : 0;\r
\r
}\r
\r
-static void fghContextCreationError( void )\r
+void fghContextCreationError( void )\r
{\r
fgError( "Unable to create OpenGL %d.%d context (flags %x, profile %x)",\r
fgState.MajorVersion, fgState.MinorVersion, fgState.ContextFlags,\r
return -1;\r
}\r
\r
-\r
-#endif /* TARGET_HOST_POSIX_X11 */\r
-\r
-\r
-#if TARGET_HOST_MS_WINDOWS\r
-/*\r
- * Setup the pixel format for a Win32 window\r
- */\r
-\r
-#if defined(_WIN32_WCE)\r
-static wchar_t* fghWstrFromStr(const char* str)\r
+void fgPlatformSetWindow ( SFG_Window *window )\r
{\r
- int i,len=strlen(str);\r
- wchar_t* wstr = (wchar_t*)malloc(2*len+2);\r
- for(i=0; i<len; i++)\r
- wstr[i] = str[i];\r
- wstr[len] = 0;\r
- return wstr;\r
-}\r
-#endif /* defined(_WIN32_WCE) */\r
-\r
-\r
-static void fghFillContextAttributes( int *attributes ) {\r
- int where = 0, contextFlags, contextProfile;\r
-\r
- if ( !fghIsLegacyContextVersionRequested() ) {\r
- ATTRIB_VAL( WGL_CONTEXT_MAJOR_VERSION_ARB, fgState.MajorVersion );\r
- ATTRIB_VAL( WGL_CONTEXT_MINOR_VERSION_ARB, fgState.MinorVersion );\r
- }\r
-\r
- contextFlags =\r
- fghMapBit( fgState.ContextFlags, GLUT_DEBUG, WGL_CONTEXT_DEBUG_BIT_ARB ) |\r
- fghMapBit( fgState.ContextFlags, GLUT_FORWARD_COMPATIBLE, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB );\r
- if ( contextFlags != 0 ) {\r
- ATTRIB_VAL( WGL_CONTEXT_FLAGS_ARB, contextFlags );\r
- }\r
-\r
- contextProfile =\r
- fghMapBit( fgState.ContextProfile, GLUT_CORE_PROFILE, WGL_CONTEXT_CORE_PROFILE_BIT_ARB ) |\r
- fghMapBit( fgState.ContextProfile, GLUT_COMPATIBILITY_PROFILE, WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB );\r
- if ( contextProfile != 0 ) {\r
- ATTRIB_VAL( WGL_CONTEXT_PROFILE_MASK_ARB, contextProfile );\r
- }\r
-\r
- ATTRIB( 0 );\r
-}\r
-\r
-static int fghIsExtensionSupported( HDC hdc, const char *extension ) {\r
- const char *pWglExtString;\r
- PFNWGLGETEXTENSIONSSTRINGARBPROC wglGetEntensionsStringARB =\r
- (PFNWGLGETEXTENSIONSSTRINGARBPROC) wglGetProcAddress("wglGetExtensionsStringARB");\r
- if ( wglGetEntensionsStringARB == NULL )\r
- {\r
- return FALSE;\r
- }\r
- pWglExtString = wglGetEntensionsStringARB( hdc );\r
- return ( pWglExtString != NULL ) && ( strstr(pWglExtString, extension) != NULL );\r
-}\r
-\r
-void fgNewWGLCreateContext( SFG_Window* window )\r
-{\r
- HGLRC context;\r
- int attributes[9];\r
- PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB;\r
-\r
- /* If nothing fancy has been required, leave the context as it is */\r
- if ( fghIsLegacyContextRequested() )\r
- {\r
- return;\r
- }\r
-\r
- wglMakeCurrent( window->Window.Device, window->Window.Context );\r
-\r
- if ( !fghIsExtensionSupported( window->Window.Device, "WGL_ARB_create_context" ) )\r
- {\r
- return;\r
- }\r
-\r
- /* new context creation */\r
- fghFillContextAttributes( attributes );\r
-\r
- wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC) wglGetProcAddress( "wglCreateContextAttribsARB" );\r
- if ( wglCreateContextAttribsARB == NULL )\r
- {\r
- fgError( "wglCreateContextAttribsARB not found" );\r
- }\r
-\r
- context = wglCreateContextAttribsARB( window->Window.Device, 0, attributes );\r
- if ( context == NULL )\r
- {\r
- fghContextCreationError();\r
- }\r
-\r
- wglMakeCurrent( NULL, NULL );\r
- wglDeleteContext( window->Window.Context );\r
- window->Window.Context = context;\r
-}\r
-\r
-#if !defined(_WIN32_WCE)\r
-\r
-static void fghFillPFD( PIXELFORMATDESCRIPTOR *ppfd, HDC hdc, unsigned char layer_type )\r
-{\r
- int flags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL;\r
- if ( fgState.DisplayMode & GLUT_DOUBLE ) {\r
- flags |= PFD_DOUBLEBUFFER;\r
- }\r
- if ( fgState.DisplayMode & GLUT_STEREO ) {\r
- flags |= PFD_STEREO;\r
- }\r
-\r
-#if defined(_MSC_VER)\r
-#pragma message( "fgSetupPixelFormat(): there is still some work to do here!" )\r
-#endif\r
-\r
- /* Specify which pixel format do we opt for... */\r
- ppfd->nSize = sizeof(PIXELFORMATDESCRIPTOR);\r
- ppfd->nVersion = 1;\r
- ppfd->dwFlags = flags;\r
-\r
- if( fgState.DisplayMode & GLUT_INDEX ) {\r
- ppfd->iPixelType = PFD_TYPE_COLORINDEX;\r
- ppfd->cRedBits = 0;\r
- ppfd->cGreenBits = 0;\r
- ppfd->cBlueBits = 0;\r
- ppfd->cAlphaBits = 0;\r
- } else {\r
- ppfd->iPixelType = PFD_TYPE_RGBA;\r
- ppfd->cRedBits = 8;\r
- ppfd->cGreenBits = 8;\r
- ppfd->cBlueBits = 8;\r
- ppfd->cAlphaBits = ( fgState.DisplayMode & GLUT_ALPHA ) ? 8 : 0;\r
- }\r
-\r
- ppfd->cColorBits = 24;\r
- ppfd->cRedShift = 0;\r
- ppfd->cGreenShift = 0;\r
- ppfd->cBlueShift = 0;\r
- ppfd->cAlphaShift = 0;\r
- ppfd->cAccumBits = ( fgState.DisplayMode & GLUT_ACCUM ) ? 1 : 0;\r
- ppfd->cAccumRedBits = 0;\r
- ppfd->cAccumGreenBits = 0;\r
- ppfd->cAccumBlueBits = 0;\r
- ppfd->cAccumAlphaBits = 0;\r
-\r
- /* Hmmm, or 32/0 instead of 24/8? */\r
- ppfd->cDepthBits = 24;\r
- ppfd->cStencilBits = 8;\r
-\r
- ppfd->cAuxBuffers = fghNumberOfAuxBuffersRequested();\r
- ppfd->iLayerType = layer_type;\r
- ppfd->bReserved = 0;\r
- ppfd->dwLayerMask = 0;\r
- ppfd->dwVisibleMask = 0;\r
- ppfd->dwDamageMask = 0;\r
- \r
- ppfd->cColorBits = (BYTE) GetDeviceCaps( hdc, BITSPIXEL );\r
-}\r
-\r
-static void fghFillPixelFormatAttributes( int *attributes, const PIXELFORMATDESCRIPTOR *ppfd )\r
-{\r
- int where = 0;\r
-\r
- ATTRIB_VAL( WGL_DRAW_TO_WINDOW_ARB, GL_TRUE );\r
- ATTRIB_VAL( WGL_SUPPORT_OPENGL_ARB, GL_TRUE );\r
- ATTRIB_VAL( WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB );\r
-\r
- ATTRIB_VAL( WGL_COLOR_BITS_ARB, ppfd->cColorBits );\r
- ATTRIB_VAL( WGL_ALPHA_BITS_ARB, ppfd->cAlphaBits );\r
- ATTRIB_VAL( WGL_DEPTH_BITS_ARB, ppfd->cDepthBits );\r
- ATTRIB_VAL( WGL_STENCIL_BITS_ARB, ppfd->cStencilBits );\r
-\r
- ATTRIB_VAL( WGL_DOUBLE_BUFFER_ARB, ( fgState.DisplayMode & GLUT_DOUBLE ) != 0 );\r
-\r
- if ( fgState.DisplayMode & GLUT_SRGB ) {\r
- ATTRIB_VAL( WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB, TRUE );\r
- }\r
-\r
- ATTRIB_VAL( WGL_SAMPLE_BUFFERS_ARB, GL_TRUE );\r
- ATTRIB_VAL( WGL_SAMPLES_ARB, fgState.SampleNumber );\r
- ATTRIB( 0 );\r
-}\r
-#endif\r
-\r
-GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly,\r
- unsigned char layer_type )\r
-{\r
-#if defined(_WIN32_WCE)\r
- return GL_TRUE;\r
-#else\r
- PIXELFORMATDESCRIPTOR pfd;\r
- PIXELFORMATDESCRIPTOR* ppfd = &pfd;\r
- int pixelformat;\r
- HDC current_hDC;\r
- GLboolean success;\r
-\r
- if (checkOnly)\r
- current_hDC = CreateDC(TEXT("DISPLAY"), NULL ,NULL ,NULL);\r
- else\r
- current_hDC = window->Window.Device;\r
-\r
- fghFillPFD( ppfd, current_hDC, layer_type );\r
- pixelformat = ChoosePixelFormat( current_hDC, ppfd );\r
-\r
- /* windows hack for multismapling/sRGB */\r
- if ( ( fgState.DisplayMode & GLUT_MULTISAMPLE ) ||\r
- ( fgState.DisplayMode & GLUT_SRGB ) )\r
- { \r
- HGLRC rc, rc_before=wglGetCurrentContext();\r
- HWND hWnd;\r
- HDC hDC, hDC_before=wglGetCurrentDC();\r
- WNDCLASS wndCls;\r
-\r
- /* create a dummy window */\r
- ZeroMemory(&wndCls, sizeof(wndCls));\r
- wndCls.lpfnWndProc = DefWindowProc;\r
- wndCls.hInstance = fgDisplay.Instance;\r
- wndCls.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW;\r
- wndCls.lpszClassName = _T("FREEGLUT_dummy");\r
- RegisterClass( &wndCls );\r
-\r
- hWnd=CreateWindow(_T("FREEGLUT_dummy"), _T(""), WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_OVERLAPPEDWINDOW , 0,0,0,0, 0, 0, fgDisplay.Instance, 0 );\r
- hDC=GetDC(hWnd);\r
- SetPixelFormat( hDC, pixelformat, ppfd );\r
-\r
- rc = wglCreateContext( hDC );\r
- wglMakeCurrent(hDC, rc);\r
-\r
- if ( fghIsExtensionSupported( hDC, "WGL_ARB_multisample" ) )\r
- {\r
- PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARBProc =\r
- (PFNWGLCHOOSEPIXELFORMATARBPROC) wglGetProcAddress("wglChoosePixelFormatARB");\r
- if ( wglChoosePixelFormatARBProc )\r
- {\r
- int attributes[100];\r
- int iPixelFormat;\r
- BOOL bValid;\r
- float fAttributes[] = { 0, 0 };\r
- UINT numFormats;\r
- fghFillPixelFormatAttributes( attributes, ppfd );\r
- bValid = wglChoosePixelFormatARBProc(hDC, attributes, fAttributes, 1, &iPixelFormat, &numFormats);\r
-\r
- if ( bValid && numFormats > 0 )\r
- {\r
- pixelformat = iPixelFormat;\r
- }\r
- }\r
- }\r
-\r
- wglMakeCurrent( hDC_before, rc_before);\r
- wglDeleteContext(rc);\r
- ReleaseDC(hWnd, hDC);\r
- DestroyWindow(hWnd);\r
- UnregisterClass(_T("FREEGLUT_dummy"), fgDisplay.Instance);\r
- }\r
-\r
- success = ( pixelformat != 0 ) && ( checkOnly || SetPixelFormat( current_hDC, pixelformat, ppfd ) );\r
-\r
- if (checkOnly)\r
- DeleteDC(current_hDC);\r
-\r
- return success;\r
-#endif /* defined(_WIN32_WCE) */\r
-}\r
-\r
-#endif /* TARGET_HOST_MS_WINDOWS */\r
-\r
-/*\r
- * Sets the OpenGL context and the fgStructure "Current Window" pointer to\r
- * the window structure passed in.\r
- */\r
-void fgSetWindow ( SFG_Window *window )\r
-{\r
-#if TARGET_HOST_POSIX_X11\r
if ( window )\r
{\r
glXMakeContextCurrent(\r
window->Window.Context\r
);\r
}\r
-#elif TARGET_HOST_MS_WINDOWS\r
- if ( window != fgStructure.CurrentWindow )\r
- {\r
- if( fgStructure.CurrentWindow )\r
- ReleaseDC( fgStructure.CurrentWindow->Window.Handle,\r
- fgStructure.CurrentWindow->Window.Device );\r
-\r
- if ( window )\r
- {\r
- window->Window.Device = GetDC( window->Window.Handle );\r
- wglMakeCurrent(\r
- window->Window.Device,\r
- window->Window.Context\r
- );\r
- }\r
- }\r
-#endif\r
- fgStructure.CurrentWindow = window;\r
-}\r
-\r
-#if TARGET_HOST_MS_WINDOWS\r
-\r
-/* Computes position of corners of window Rect (outer position including\r
- * decorations) based on the provided client rect and based on the style\r
- * of the window in question.\r
- * If posIsOutside is set to true, the input client Rect is taken to follow\r
- * freeGLUT's window specification convention in which the top-left corner\r
- * is at the outside of the window, while the size\r
- * (rect.right-rect.left,rect.bottom-rect.top) is the size of the drawable\r
- * area.\r
- */\r
-void fghComputeWindowRectFromClientArea_UseStyle( const DWORD windowStyle, RECT *clientRect, BOOL posIsOutside )\r
-{\r
- int xBorderWidth = 0, yBorderWidth = 0;\r
-\r
- /* If window has title bar, correct rect for it */\r
- if (windowStyle & WS_MAXIMIZEBOX) /* Need to query for WS_MAXIMIZEBOX to see if we have a title bar, the WS_CAPTION query is also true for a WS_DLGFRAME only... */\r
- if (posIsOutside)\r
- clientRect->bottom += GetSystemMetrics( SM_CYCAPTION );\r
- else\r
- clientRect->top -= GetSystemMetrics( SM_CYCAPTION );\r
-\r
- /* get width of window's borders (frame), correct rect for it.\r
- * Note, borders can be of zero width if style does not specify borders\r
- */\r
- fghGetBorderWidth(windowStyle, &xBorderWidth, &yBorderWidth);\r
- if (posIsOutside)\r
- {\r
- clientRect->right += xBorderWidth * 2;\r
- clientRect->bottom += yBorderWidth * 2;\r
- }\r
- else\r
- {\r
- clientRect->left -= xBorderWidth;\r
- clientRect->right += xBorderWidth;\r
- clientRect->top -= yBorderWidth;\r
- clientRect->bottom += yBorderWidth;\r
- }\r
-}\r
-\r
-/* Computes position of corners of window Rect (outer position including\r
- * decorations) based on the provided client rect and based on the style\r
- * of the window in question. If the window pointer or the window handle\r
- * is NULL, a fully decorated window (caption and border) is assumed.\r
- * Furthermore, if posIsOutside is set to true, the input client Rect is\r
- * taken to follow freeGLUT's window specification convention in which the\r
- * top-left corner is at the outside of the window, while the size\r
- * (rect.right-rect.left,rect.bottom-rect.top) is the size of the drawable\r
- * area.\r
-*/\r
-void fghComputeWindowRectFromClientArea_QueryWindow( const SFG_Window *window, RECT *clientRect, BOOL posIsOutside )\r
-{\r
- DWORD windowStyle = 0;\r
-\r
- if (window && window->Window.Handle)\r
- windowStyle = GetWindowLong(window->Window.Handle, GWL_STYLE);\r
- else\r
- windowStyle = WS_OVERLAPPEDWINDOW;\r
-\r
- fghComputeWindowRectFromClientArea_UseStyle(windowStyle, clientRect, posIsOutside);\r
-}\r
-\r
-/* Computes position of corners of client area (drawable area) of a window\r
- * based on the provided window Rect (outer position including decorations)\r
- * and based on the style of the window in question. If the window pointer\r
- * or the window handle is NULL, a fully decorated window (caption and\r
- * border) is assumed.\r
- * Furthermore, if wantPosOutside is set to true, the output client Rect\r
- * will follow freeGLUT's window specification convention in which the\r
- * top-left corner is at the outside of the window, the size\r
- * (rect.right-rect.left,rect.bottom-rect.top) is the size of the drawable\r
- * area.\r
- */\r
-void fghComputeClientAreaFromWindowRect( const SFG_Window *window, RECT *windowRect, BOOL wantPosOutside )\r
-{\r
- DWORD windowStyle = 0;\r
- int xBorderWidth = 0, yBorderWidth = 0;\r
-\r
- if (window && window->Window.Handle)\r
- windowStyle = GetWindowLong(window->Window.Handle, GWL_STYLE);\r
- else\r
- windowStyle = WS_OVERLAPPEDWINDOW;\r
-\r
- /* If window has title bar, correct rect for it */\r
- if (windowStyle & WS_MAXIMIZEBOX) /* Need to query for WS_MAXIMIZEBOX to see if we have a title bar, the WS_CAPTION query is also true for a WS_DLGFRAME only... */\r
- if (wantPosOutside)\r
- windowRect->bottom -= GetSystemMetrics( SM_CYCAPTION );\r
- else\r
- windowRect->top += GetSystemMetrics( SM_CYCAPTION );\r
-\r
- /* get width of window's borders (frame), correct rect for it.\r
- * Note, borders can be of zero width if style does not specify borders\r
- */\r
- fghGetBorderWidth(windowStyle, &xBorderWidth, &yBorderWidth);\r
- if (wantPosOutside)\r
- {\r
- windowRect->right -= xBorderWidth * 2;\r
- windowRect->bottom -= yBorderWidth * 2;\r
- }\r
- else\r
- {\r
- windowRect->left += xBorderWidth;\r
- windowRect->right -= xBorderWidth;\r
- windowRect->top += yBorderWidth;\r
- windowRect->bottom -= yBorderWidth;\r
- }\r
}\r
\r
-/* Gets the rect describing the client area (drawable area) of the\r
- * specified window.\r
- * Returns an empty rect if window pointer or window handle is NULL.\r
- * If wantPosOutside is set to true, the output client Rect\r
- * will follow freeGLUT's window specification convention in which the\r
- * top-left corner is at the outside of the window, while the size\r
- * (rect.right-rect.left,rect.bottom-rect.top) is the size of the drawable\r
- * area.\r
- */\r
-RECT fghGetClientArea( const SFG_Window *window, BOOL wantPosOutside )\r
-{\r
- RECT windowRect = {0,0,0,0};\r
-\r
- freeglut_return_val_if_fail((window && window->Window.Handle),windowRect);\r
- \r
- /*\r
- * call GetWindowRect()\r
- * (this returns the pixel coordinates of the outside of the window)\r
- */\r
- GetWindowRect( window->Window.Handle, &windowRect );\r
-\r
- /* Then correct the results */\r
- fghComputeClientAreaFromWindowRect(window, &windowRect, wantPosOutside);\r
-\r
- return windowRect;\r
-}\r
-\r
-/* Returns the width of the window borders based on the window's style.\r
- */\r
-void fghGetBorderWidth(const DWORD windowStyle, int* xBorderWidth, int* yBorderWidth)\r
-{\r
- if (windowStyle & WS_THICKFRAME)\r
- {\r
- *xBorderWidth = GetSystemMetrics(SM_CXSIZEFRAME);\r
- *yBorderWidth = GetSystemMetrics(SM_CYSIZEFRAME);\r
- }\r
- else if (windowStyle & WS_DLGFRAME)\r
- {\r
- *xBorderWidth = GetSystemMetrics(SM_CXFIXEDFRAME);\r
- *yBorderWidth = GetSystemMetrics(SM_CYFIXEDFRAME);\r
- }\r
- else\r
- {\r
- *xBorderWidth = 0;\r
- *yBorderWidth = 0;\r
- }\r
-}\r
-\r
-#if(WINVER >= 0x500)\r
-typedef struct\r
-{\r
- int *x;\r
- int *y;\r
- const char *name;\r
-} m_proc_t;\r
-\r
-static BOOL CALLBACK m_proc(HMONITOR mon,\r
- HDC hdc,\r
- LPRECT rect,\r
- LPARAM data)\r
-{\r
- m_proc_t *dp=(m_proc_t *)data;\r
- MONITORINFOEX info;\r
- BOOL res;\r
- info.cbSize=sizeof(info);\r
- res=GetMonitorInfo(mon,(LPMONITORINFO)&info);\r
- if( res )\r
- {\r
- if( strcmp(dp->name,info.szDevice)==0 )\r
- {\r
- *(dp->x)=info.rcMonitor.left;\r
- *(dp->y)=info.rcMonitor.top;\r
- return FALSE;\r
- }\r
- }\r
- return TRUE;\r
-}\r
-\r
-/* \r
- * this function returns the origin of the screen identified by\r
- * fgDisplay.DisplayName, and 0 otherwise.\r
- * This is used in fgOpenWindow to open the gamemode window on the screen\r
- * identified by the -display command line argument. The function should\r
- * not be called otherwise.\r
- */\r
-\r
-static void get_display_origin(int *xp,int *yp)\r
-{\r
- *xp = 0;\r
- *yp = 0;\r
-\r
- if( fgDisplay.DisplayName )\r
- {\r
- m_proc_t st;\r
- st.x=xp;\r
- st.y=yp;\r
- st.name=fgDisplay.DisplayName;\r
- EnumDisplayMonitors(0,0,m_proc,(LPARAM)&st);\r
- }\r
-}\r
-#else\r
-#pragma message( "-display parameter only works if compiled with WINVER >= 0x0500")\r
-\r
-static void get_display_origin(int *xp,int *yp)\r
-{\r
- *xp = 0;\r
- *yp = 0;\r
-\r
- if( fgDisplay.DisplayName )\r
- {\r
- fgWarning( "for working -display support FreeGLUT must be compiled with WINVER >= 0x0500");\r
- }\r
-}\r
-#endif\r
-#endif\r
-\r
-\r
-#if TARGET_HOST_POSIX_X11\r
-static Bool fghWindowIsVisible( Display *display, XEvent *event, XPointer arg)\r
-{\r
- Window window = (Window)arg;\r
- return (event->type == MapNotify) && (event->xmap.window == window);\r
-}\r
-#endif\r
-\r
\r
/*\r
* Opens a window. Requires a SFG_Window object created and attached\r
* to the freeglut structure. OpenGL context is created here.\r
*/\r
-void fgOpenWindow( SFG_Window* window, const char* title,\r
- GLboolean positionUse, int x, int y,\r
- GLboolean sizeUse, int w, int h,\r
- GLboolean gameMode, GLboolean isSubWindow )\r
+void fgPlatformOpenWindow( SFG_Window* window, const char* title,\r
+ GLboolean positionUse, int x, int y,\r
+ GLboolean sizeUse, int w, int h,\r
+ GLboolean gameMode, GLboolean isSubWindow )\r
{\r
-#if TARGET_HOST_POSIX_X11\r
XVisualInfo * visualInfo = NULL;\r
XSetWindowAttributes winAttr;\r
XTextProperty textProperty;\r
\r
if( !isSubWindow)\r
XPeekIfEvent( fgDisplay.Display, &eventReturnBuffer, &fghWindowIsVisible, (XPointer)(window->Window.Handle) );\r
+}\r
\r
-#elif TARGET_HOST_MS_WINDOWS\r
-\r
- WNDCLASS wc;\r
- DWORD flags = 0;\r
- DWORD exFlags = 0;\r
- ATOM atom;\r
-\r
- /* Grab the window class we have registered on glutInit(): */\r
- atom = GetClassInfo( fgDisplay.Instance, _T("FREEGLUT"), &wc );\r
- FREEGLUT_INTERNAL_ERROR_EXIT ( atom, "Window Class Info Not Found",\r
- "fgOpenWindow" );\r
-\r
- /* Determine window style flags*/\r
- if( gameMode )\r
- {\r
- FREEGLUT_INTERNAL_ERROR_EXIT ( window->Parent == NULL,\r
- "Game mode being invoked on a subwindow",\r
- "fgOpenWindow" );\r
-\r
- /*\r
- * Set the window creation flags appropriately to make the window\r
- * entirely visible:\r
- */\r
- flags = WS_POPUP | WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE;\r
- }\r
- else\r
- {\r
- flags = WS_CLIPSIBLINGS | WS_CLIPCHILDREN;\r
-\r
- /*\r
- * There's a small difference between creating the top, child and\r
- * menu windows\r
- */\r
- if ( window->IsMenu )\r
- {\r
- flags |= WS_POPUP;\r
- exFlags |= WS_EX_TOOLWINDOW;\r
- }\r
-#if defined(_WIN32_WCE)\r
- /* no decorations for windows CE */\r
-#else\r
- /* if this is not a subwindow (child), set its style based on the requested display mode */\r
- else if( window->Parent == NULL )\r
- if ( fgState.DisplayMode & GLUT_BORDERLESS )\r
- {\r
- /* no window decorations needed */\r
- }\r
- else if ( fgState.DisplayMode & GLUT_CAPTIONLESS )\r
- /* only window decoration is a border, no title bar or buttons */\r
- flags |= WS_DLGFRAME;\r
- else\r
- /* window decoration are a border, title bar and buttons.\r
- * NB: we later query whether the window has a title bar or\r
- * not by testing for the maximize button, as the test for\r
- * WS_CAPTION can be true without the window having a title\r
- * bar. This style WS_OVERLAPPEDWINDOW gives you a maximize\r
- * button. */\r
- flags |= WS_OVERLAPPEDWINDOW;\r
-#endif\r
- else\r
- /* subwindows always have no decoration, but are marked as a child window to the OS */\r
- flags |= WS_CHILD;\r
- }\r
-\r
- /* determine window size and position */\r
- if( gameMode )\r
- {\r
- /* if in gamemode, query the origin of specified by the -display\r
- * command line parameter (if any) and offset the upper-left corner\r
- * of the window so we create the window on that screen.\r
- * The -display argument doesn't do anything if not trying to enter\r
- * gamemode.\r
- */\r
- int xoff=0, yoff=0;\r
- get_display_origin(&xoff,&yoff);\r
- x += xoff;\r
- y += yoff;\r
- }\r
- if( !positionUse )\r
- {\r
- x = CW_USEDEFAULT;\r
- y = CW_USEDEFAULT;\r
- }\r
- if( !sizeUse )\r
- {\r
- if( ! window->IsMenu )\r
- {\r
- w = CW_USEDEFAULT;\r
- h = CW_USEDEFAULT;\r
- }\r
- else /* fail safe - Windows can make a window of size (0, 0) */\r
- w = h = 300; /* default window size */\r
- }\r
- /* store requested client area width and height */\r
- window->State.Width = w;\r
- window->State.Height = h;\r
-\r
-#if !defined(_WIN32_WCE) /* no decorations for windows CE */\r
- if( sizeUse )\r
- {\r
- RECT windowRect;\r
- /*\r
- * Update the window dimensions, taking the window decorations\r
- * into account. FreeGLUT is to create the window with the\r
- * topleft outside corner at (x,y) and with client area\r
- * dimensions (w,h).\r
- * note: don't need to do this when w=h=CW_USEDEFAULT, so in the\r
- * if( sizeUse ) here is convenient.\r
- */\r
- windowRect.left = x;\r
- windowRect.top = y;\r
- windowRect.right = x+w;\r
- windowRect.bottom = y+h;\r
\r
- fghComputeWindowRectFromClientArea_UseStyle(flags,&windowRect,TRUE);\r
+/*\r
+ * Closes a window, destroying the frame and OpenGL context\r
+ */\r
+void fgPlatformCloseWindow( SFG_Window* window )\r
+{\r
+ if( window->Window.Context )\r
+ glXDestroyContext( fgDisplay.Display, window->Window.Context );\r
+ XFree( window->Window.FBConfig );\r
\r
- w = windowRect.right - windowRect.left;\r
- h = windowRect.bottom- windowRect.top;\r
+ if( window->Window.Handle ) {\r
+ XDestroyWindow( fgDisplay.Display, window->Window.Handle );\r
}\r
-#endif /* !defined(_WIN32_WCE) */\r
-\r
-#if defined(_WIN32_WCE)\r
- {\r
- wchar_t* wstr = fghWstrFromStr(title);\r
-\r
- window->Window.Handle = CreateWindow(\r
- _T("FREEGLUT"),\r
- wstr,\r
- WS_VISIBLE | WS_POPUP,\r
- 0,0, 240,320,\r
- NULL,\r
- NULL,\r
- fgDisplay.Instance,\r
- (LPVOID) window\r
- );\r
-\r
- free(wstr);\r
+ /* XFlush( fgDisplay.Display ); */ /* XXX Shouldn't need this */\r
+}\r
\r
- SHFullScreen(window->Window.Handle, SHFS_HIDESTARTICON);\r
- SHFullScreen(window->Window.Handle, SHFS_HIDESIPBUTTON);\r
- SHFullScreen(window->Window.Handle, SHFS_HIDETASKBAR);\r
- MoveWindow(window->Window.Handle, 0, 0, 240, 320, TRUE);\r
- ShowWindow(window->Window.Handle, SW_SHOW);\r
- UpdateWindow(window->Window.Handle);\r
- }\r
-#else\r
- window->Window.Handle = CreateWindowEx(\r
- exFlags,\r
- _T("FREEGLUT"),\r
- title,\r
- flags,\r
- x, y, w, h,\r
- (HWND) window->Parent == NULL ? NULL : window->Parent->Window.Handle,\r
- (HMENU) NULL,\r
- fgDisplay.Instance,\r
- (LPVOID) window\r
- );\r
-#endif /* defined(_WIN32_WCE) */\r
+#endif /* TARGET_HOST_POSIX_X11 */\r
\r
- if( !( window->Window.Handle ) )\r
- fgError( "Failed to create a window (%s)!", title );\r
\r
-#if !defined(_WIN32_WCE)\r
- /* Need to set requested style again, apparently Windows doesn't listen when requesting windows without title bar or borders */\r
- SetWindowLong(window->Window.Handle, GWL_STYLE, flags);\r
- SetWindowPos(window->Window.Handle, HWND_TOP, 0,0,0,0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED);\r
-#endif /* defined(_WIN32_WCE) */\r
+/*\r
+ * Sets the OpenGL context and the fgStructure "Current Window" pointer to\r
+ * the window structure passed in.\r
+ */\r
+void fgSetWindow ( SFG_Window *window )\r
+{\r
+ fgPlatformSetWindow ( window );\r
\r
- /* Make a menu window always on top - fix Feature Request 947118 */\r
- if( window->IsMenu || gameMode )\r
- SetWindowPos(\r
- window->Window.Handle,\r
- HWND_TOPMOST,\r
- 0, 0, 0, 0,\r
- SWP_NOMOVE | SWP_NOSIZE\r
- );\r
+ fgStructure.CurrentWindow = window;\r
+}\r
\r
- /* Enable multitouch: additional flag TWF_FINETOUCH, TWF_WANTPALM */\r
- #ifdef WM_TOUCH\r
- if (fghRegisterTouchWindow == (pRegisterTouchWindow)0xDEADBEEF) \r
- fghRegisterTouchWindow = (pRegisterTouchWindow)GetProcAddress(GetModuleHandle("user32"),"RegisterTouchWindow");\r
- if (fghRegisterTouchWindow)\r
- fghRegisterTouchWindow( window->Window.Handle, TWF_FINETOUCH | TWF_WANTPALM );\r
- #endif\r
\r
-#if defined(_WIN32_WCE)\r
- ShowWindow( window->Window.Handle, SW_SHOW );\r
-#else\r
- ShowWindow( window->Window.Handle,\r
- fgState.ForceIconic ? SW_SHOWMINIMIZED : SW_SHOW );\r
-#endif /* defined(_WIN32_WCE) */\r
+#if TARGET_HOST_POSIX_X11\r
+static Bool fghWindowIsVisible( Display *display, XEvent *event, XPointer arg)\r
+{\r
+ Window window = (Window)arg;\r
+ return (event->type == MapNotify) && (event->xmap.window == window);\r
+}\r
+#endif\r
\r
- UpdateWindow( window->Window.Handle );\r
- ShowCursor( TRUE ); /* XXX Old comments say "hide cursor"! */\r
\r
-#endif\r
+/*\r
+ * Opens a window. Requires a SFG_Window object created and attached\r
+ * to the freeglut structure. OpenGL context is created here.\r
+ */\r
+void fgOpenWindow( SFG_Window* window, const char* title,\r
+ GLboolean positionUse, int x, int y,\r
+ GLboolean sizeUse, int w, int h,\r
+ GLboolean gameMode, GLboolean isSubWindow )\r
+{\r
+ fgPlatformOpenWindow( window, title,\r
+ positionUse, x, y,\r
+ sizeUse, w, h,\r
+ gameMode, isSubWindow );\r
\r
fgSetWindow( window );\r
\r
if (fgStructure.GameModeWindow != NULL && fgStructure.GameModeWindow->ID==window->ID)\r
glutLeaveGameMode();\r
\r
-#if TARGET_HOST_POSIX_X11\r
-\r
- if( window->Window.Context )\r
- glXDestroyContext( fgDisplay.Display, window->Window.Context );\r
- XFree( window->Window.FBConfig );\r
-\r
- if( window->Window.Handle ) {\r
- XDestroyWindow( fgDisplay.Display, window->Window.Handle );\r
- }\r
- /* XFlush( fgDisplay.Display ); */ /* XXX Shouldn't need this */\r
-\r
-#elif TARGET_HOST_MS_WINDOWS\r
-\r
- /* Make sure we don't close a window with current context active */\r
- if( fgStructure.CurrentWindow == window )\r
- wglMakeCurrent( NULL, NULL );\r
-\r
- /*\r
- * Step through the list of windows. If the rendering context\r
- * is not being used by another window, then we delete it.\r
- */\r
- {\r
- int used = FALSE ;\r
- SFG_Window *iter ;\r
-\r
- for( iter = (SFG_Window *)fgStructure.Windows.First;\r
- iter;\r
- iter = (SFG_Window *)iter->Node.Next )\r
- {\r
- if( ( iter->Window.Context == window->Window.Context ) &&\r
- ( iter != window ) )\r
- used = TRUE;\r
- }\r
-\r
- if( ! used )\r
- wglDeleteContext( window->Window.Context );\r
- }\r
-\r
- DestroyWindow( window->Window.Handle );\r
-#endif\r
+ fgPlatformCloseWindow ( window );\r
}\r
\r
\r
+/*\r
+ * freeglut_window_mswin.c\r
+ *\r
+ * The Windows-specific mouse cursor related stuff.\r
+ *\r
+ * Copyright (c) 2012 Stephen J. Baker. All Rights Reserved.\r
+ * Written by John F. Fay, <fayjf@sourceforge.net>\r
+ * Creation date: Sun Jan 22, 2012\r
+ *\r
+ * Permission is hereby granted, free of charge, to any person obtaining a\r
+ * copy of this software and associated documentation files (the "Software"),\r
+ * to deal in the Software without restriction, including without limitation\r
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,\r
+ * and/or sell copies of the Software, and to permit persons to whom the\r
+ * Software is furnished to do so, subject to the following conditions:\r
+ *\r
+ * The above copyright notice and this permission notice shall be included\r
+ * in all copies or substantial portions of the Software.\r
+ *\r
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS\r
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\r
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\r
+ * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER\r
+ * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN\r
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\r
+ */\r
+\r
+#include <GL/freeglut.h>\r
+#include "freeglut_internal_mswin.h"\r
+\r
+\r
+/* The following include file is available from SGI but is not standard:\r
+ * #include <GL/wglext.h>\r
+ * So we copy the necessary parts out of it.\r
+ * XXX: should local definitions for extensions be put in a separate include file?\r
+ */\r
+typedef const char * (WINAPI * PFNWGLGETEXTENSIONSSTRINGARBPROC) (HDC hdc);\r
+\r
+typedef BOOL (WINAPI * PFNWGLCHOOSEPIXELFORMATARBPROC) (HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);\r
+\r
+#define WGL_DRAW_TO_WINDOW_ARB 0x2001\r
+#define WGL_ACCELERATION_ARB 0x2003\r
+#define WGL_SUPPORT_OPENGL_ARB 0x2010\r
+#define WGL_DOUBLE_BUFFER_ARB 0x2011\r
+#define WGL_COLOR_BITS_ARB 0x2014\r
+#define WGL_ALPHA_BITS_ARB 0x201B\r
+#define WGL_DEPTH_BITS_ARB 0x2022\r
+#define WGL_STENCIL_BITS_ARB 0x2023\r
+#define WGL_FULL_ACCELERATION_ARB 0x2027\r
+\r
+#define WGL_SAMPLE_BUFFERS_ARB 0x2041\r
+#define WGL_SAMPLES_ARB 0x2042\r
+\r
+#define WGL_TYPE_RGBA_FLOAT_ARB 0x21A0\r
+\r
+#define WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20A9\r
+\r
+#ifndef WGL_ARB_create_context\r
+#define WGL_ARB_create_context 1\r
+#ifdef WGL_WGLEXT_PROTOTYPES\r
+extern HGLRC WINAPI wglCreateContextAttribsARB (HDC, HGLRC, const int *);\r
+#endif /* WGL_WGLEXT_PROTOTYPES */\r
+typedef HGLRC (WINAPI * PFNWGLCREATECONTEXTATTRIBSARBPROC) (HDC hDC, HGLRC hShareContext, const int *attribList);\r
+\r
+#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091\r
+#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092\r
+#define WGL_CONTEXT_LAYER_PLANE_ARB 0x2093\r
+#define WGL_CONTEXT_FLAGS_ARB 0x2094\r
+#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126\r
+\r
+#define WGL_CONTEXT_DEBUG_BIT_ARB 0x0001\r
+#define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002\r
+\r
+#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001\r
+#define WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002\r
+\r
+#define ERROR_INVALID_VERSION_ARB 0x2095\r
+#define ERROR_INVALID_PROFILE_ARB 0x2096\r
+#endif\r
+/* End of copying the necessary parts out of it. */\r
+\r
+/* pushing attribute/value pairs into an array */\r
+#define ATTRIB(a) attributes[where++]=(a)\r
+#define ATTRIB_VAL(a,v) {ATTRIB(a); ATTRIB(v);}\r
+\r
+\r
+extern int fghIsLegacyContextVersionRequested( void );\r
+extern int fghMapBit( int mask, int from, int to );\r
+extern int fghIsLegacyContextRequested( void );\r
+extern void fghContextCreationError( void );\r
+extern int fghNumberOfAuxBuffersRequested( void );\r
+\r
+\r
+/*\r
+ * Setup the pixel format for a Win32 window\r
+ */\r
+\r
+#if defined(_WIN32_WCE)\r
+static wchar_t* fghWstrFromStr(const char* str)\r
+{\r
+ int i,len=strlen(str);\r
+ wchar_t* wstr = (wchar_t*)malloc(2*len+2);\r
+ for(i=0; i<len; i++)\r
+ wstr[i] = str[i];\r
+ wstr[len] = 0;\r
+ return wstr;\r
+}\r
+#endif /* defined(_WIN32_WCE) */\r
+\r
+\r
+static void fghFillContextAttributes( int *attributes ) {\r
+ int where = 0, contextFlags, contextProfile;\r
+\r
+ if ( !fghIsLegacyContextVersionRequested() ) {\r
+ ATTRIB_VAL( WGL_CONTEXT_MAJOR_VERSION_ARB, fgState.MajorVersion );\r
+ ATTRIB_VAL( WGL_CONTEXT_MINOR_VERSION_ARB, fgState.MinorVersion );\r
+ }\r
+\r
+ contextFlags =\r
+ fghMapBit( fgState.ContextFlags, GLUT_DEBUG, WGL_CONTEXT_DEBUG_BIT_ARB ) |\r
+ fghMapBit( fgState.ContextFlags, GLUT_FORWARD_COMPATIBLE, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB );\r
+ if ( contextFlags != 0 ) {\r
+ ATTRIB_VAL( WGL_CONTEXT_FLAGS_ARB, contextFlags );\r
+ }\r
+\r
+ contextProfile =\r
+ fghMapBit( fgState.ContextProfile, GLUT_CORE_PROFILE, WGL_CONTEXT_CORE_PROFILE_BIT_ARB ) |\r
+ fghMapBit( fgState.ContextProfile, GLUT_COMPATIBILITY_PROFILE, WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB );\r
+ if ( contextProfile != 0 ) {\r
+ ATTRIB_VAL( WGL_CONTEXT_PROFILE_MASK_ARB, contextProfile );\r
+ }\r
+\r
+ ATTRIB( 0 );\r
+}\r
+\r
+static int fghIsExtensionSupported( HDC hdc, const char *extension ) {\r
+ const char *pWglExtString;\r
+ PFNWGLGETEXTENSIONSSTRINGARBPROC wglGetEntensionsStringARB =\r
+ (PFNWGLGETEXTENSIONSSTRINGARBPROC) wglGetProcAddress("wglGetExtensionsStringARB");\r
+ if ( wglGetEntensionsStringARB == NULL )\r
+ {\r
+ return FALSE;\r
+ }\r
+ pWglExtString = wglGetEntensionsStringARB( hdc );\r
+ return ( pWglExtString != NULL ) && ( strstr(pWglExtString, extension) != NULL );\r
+}\r
+\r
+void fgNewWGLCreateContext( SFG_Window* window )\r
+{\r
+ HGLRC context;\r
+ int attributes[9];\r
+ PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB;\r
+\r
+ /* If nothing fancy has been required, leave the context as it is */\r
+ if ( fghIsLegacyContextRequested() )\r
+ {\r
+ return;\r
+ }\r
+\r
+ wglMakeCurrent( window->Window.Device, window->Window.Context );\r
+\r
+ if ( !fghIsExtensionSupported( window->Window.Device, "WGL_ARB_create_context" ) )\r
+ {\r
+ return;\r
+ }\r
+\r
+ /* new context creation */\r
+ fghFillContextAttributes( attributes );\r
+\r
+ wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC) wglGetProcAddress( "wglCreateContextAttribsARB" );\r
+ if ( wglCreateContextAttribsARB == NULL )\r
+ {\r
+ fgError( "wglCreateContextAttribsARB not found" );\r
+ }\r
+\r
+ context = wglCreateContextAttribsARB( window->Window.Device, 0, attributes );\r
+ if ( context == NULL )\r
+ {\r
+ fghContextCreationError();\r
+ }\r
+\r
+ wglMakeCurrent( NULL, NULL );\r
+ wglDeleteContext( window->Window.Context );\r
+ window->Window.Context = context;\r
+}\r
+\r
+#if !defined(_WIN32_WCE)\r
+\r
+static void fghFillPFD( PIXELFORMATDESCRIPTOR *ppfd, HDC hdc, unsigned char layer_type )\r
+{\r
+ int flags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL;\r
+ if ( fgState.DisplayMode & GLUT_DOUBLE ) {\r
+ flags |= PFD_DOUBLEBUFFER;\r
+ }\r
+ if ( fgState.DisplayMode & GLUT_STEREO ) {\r
+ flags |= PFD_STEREO;\r
+ }\r
+\r
+#if defined(_MSC_VER)\r
+#pragma message( "fgSetupPixelFormat(): there is still some work to do here!" )\r
+#endif\r
+\r
+ /* Specify which pixel format do we opt for... */\r
+ ppfd->nSize = sizeof(PIXELFORMATDESCRIPTOR);\r
+ ppfd->nVersion = 1;\r
+ ppfd->dwFlags = flags;\r
+\r
+ if( fgState.DisplayMode & GLUT_INDEX ) {\r
+ ppfd->iPixelType = PFD_TYPE_COLORINDEX;\r
+ ppfd->cRedBits = 0;\r
+ ppfd->cGreenBits = 0;\r
+ ppfd->cBlueBits = 0;\r
+ ppfd->cAlphaBits = 0;\r
+ } else {\r
+ ppfd->iPixelType = PFD_TYPE_RGBA;\r
+ ppfd->cRedBits = 8;\r
+ ppfd->cGreenBits = 8;\r
+ ppfd->cBlueBits = 8;\r
+ ppfd->cAlphaBits = ( fgState.DisplayMode & GLUT_ALPHA ) ? 8 : 0;\r
+ }\r
+\r
+ ppfd->cColorBits = 24;\r
+ ppfd->cRedShift = 0;\r
+ ppfd->cGreenShift = 0;\r
+ ppfd->cBlueShift = 0;\r
+ ppfd->cAlphaShift = 0;\r
+ ppfd->cAccumBits = ( fgState.DisplayMode & GLUT_ACCUM ) ? 1 : 0;\r
+ ppfd->cAccumRedBits = 0;\r
+ ppfd->cAccumGreenBits = 0;\r
+ ppfd->cAccumBlueBits = 0;\r
+ ppfd->cAccumAlphaBits = 0;\r
+\r
+ /* Hmmm, or 32/0 instead of 24/8? */\r
+ ppfd->cDepthBits = 24;\r
+ ppfd->cStencilBits = 8;\r
+\r
+ ppfd->cAuxBuffers = fghNumberOfAuxBuffersRequested();\r
+ ppfd->iLayerType = layer_type;\r
+ ppfd->bReserved = 0;\r
+ ppfd->dwLayerMask = 0;\r
+ ppfd->dwVisibleMask = 0;\r
+ ppfd->dwDamageMask = 0;\r
+ \r
+ ppfd->cColorBits = (BYTE) GetDeviceCaps( hdc, BITSPIXEL );\r
+}\r
+\r
+static void fghFillPixelFormatAttributes( int *attributes, const PIXELFORMATDESCRIPTOR *ppfd )\r
+{\r
+ int where = 0;\r
+\r
+ ATTRIB_VAL( WGL_DRAW_TO_WINDOW_ARB, GL_TRUE );\r
+ ATTRIB_VAL( WGL_SUPPORT_OPENGL_ARB, GL_TRUE );\r
+ ATTRIB_VAL( WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB );\r
+\r
+ ATTRIB_VAL( WGL_COLOR_BITS_ARB, ppfd->cColorBits );\r
+ ATTRIB_VAL( WGL_ALPHA_BITS_ARB, ppfd->cAlphaBits );\r
+ ATTRIB_VAL( WGL_DEPTH_BITS_ARB, ppfd->cDepthBits );\r
+ ATTRIB_VAL( WGL_STENCIL_BITS_ARB, ppfd->cStencilBits );\r
+\r
+ ATTRIB_VAL( WGL_DOUBLE_BUFFER_ARB, ( fgState.DisplayMode & GLUT_DOUBLE ) != 0 );\r
+\r
+ if ( fgState.DisplayMode & GLUT_SRGB ) {\r
+ ATTRIB_VAL( WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB, TRUE );\r
+ }\r
+\r
+ ATTRIB_VAL( WGL_SAMPLE_BUFFERS_ARB, GL_TRUE );\r
+ ATTRIB_VAL( WGL_SAMPLES_ARB, fgState.SampleNumber );\r
+ ATTRIB( 0 );\r
+}\r
+#endif\r
+\r
+GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly,\r
+ unsigned char layer_type )\r
+{\r
+#if defined(_WIN32_WCE)\r
+ return GL_TRUE;\r
+#else\r
+ PIXELFORMATDESCRIPTOR pfd;\r
+ PIXELFORMATDESCRIPTOR* ppfd = &pfd;\r
+ int pixelformat;\r
+ HDC current_hDC;\r
+ GLboolean success;\r
+\r
+ if (checkOnly)\r
+ current_hDC = CreateDC(TEXT("DISPLAY"), NULL ,NULL ,NULL);\r
+ else\r
+ current_hDC = window->Window.Device;\r
+\r
+ fghFillPFD( ppfd, current_hDC, layer_type );\r
+ pixelformat = ChoosePixelFormat( current_hDC, ppfd );\r
+\r
+ /* windows hack for multismapling/sRGB */\r
+ if ( ( fgState.DisplayMode & GLUT_MULTISAMPLE ) ||\r
+ ( fgState.DisplayMode & GLUT_SRGB ) )\r
+ { \r
+ HGLRC rc, rc_before=wglGetCurrentContext();\r
+ HWND hWnd;\r
+ HDC hDC, hDC_before=wglGetCurrentDC();\r
+ WNDCLASS wndCls;\r
+\r
+ /* create a dummy window */\r
+ ZeroMemory(&wndCls, sizeof(wndCls));\r
+ wndCls.lpfnWndProc = DefWindowProc;\r
+ wndCls.hInstance = fgDisplay.Instance;\r
+ wndCls.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW;\r
+ wndCls.lpszClassName = _T("FREEGLUT_dummy");\r
+ RegisterClass( &wndCls );\r
+\r
+ hWnd=CreateWindow(_T("FREEGLUT_dummy"), _T(""), WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_OVERLAPPEDWINDOW , 0,0,0,0, 0, 0, fgDisplay.Instance, 0 );\r
+ hDC=GetDC(hWnd);\r
+ SetPixelFormat( hDC, pixelformat, ppfd );\r
+\r
+ rc = wglCreateContext( hDC );\r
+ wglMakeCurrent(hDC, rc);\r
+\r
+ if ( fghIsExtensionSupported( hDC, "WGL_ARB_multisample" ) )\r
+ {\r
+ PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARBProc =\r
+ (PFNWGLCHOOSEPIXELFORMATARBPROC) wglGetProcAddress("wglChoosePixelFormatARB");\r
+ if ( wglChoosePixelFormatARBProc )\r
+ {\r
+ int attributes[100];\r
+ int iPixelFormat;\r
+ BOOL bValid;\r
+ float fAttributes[] = { 0, 0 };\r
+ UINT numFormats;\r
+ fghFillPixelFormatAttributes( attributes, ppfd );\r
+ bValid = wglChoosePixelFormatARBProc(hDC, attributes, fAttributes, 1, &iPixelFormat, &numFormats);\r
+\r
+ if ( bValid && numFormats > 0 )\r
+ {\r
+ pixelformat = iPixelFormat;\r
+ }\r
+ }\r
+ }\r
+\r
+ wglMakeCurrent( hDC_before, rc_before);\r
+ wglDeleteContext(rc);\r
+ ReleaseDC(hWnd, hDC);\r
+ DestroyWindow(hWnd);\r
+ UnregisterClass(_T("FREEGLUT_dummy"), fgDisplay.Instance);\r
+ }\r
+\r
+ success = ( pixelformat != 0 ) && ( checkOnly || SetPixelFormat( current_hDC, pixelformat, ppfd ) );\r
+\r
+ if (checkOnly)\r
+ DeleteDC(current_hDC);\r
+\r
+ return success;\r
+#endif /* defined(_WIN32_WCE) */\r
+}\r
+\r
+\r
+\r
+void fgPlatformSetWindow ( SFG_Window *window )\r
+{\r
+ if ( window != fgStructure.CurrentWindow )\r
+ {\r
+ if( fgStructure.CurrentWindow )\r
+ ReleaseDC( fgStructure.CurrentWindow->Window.Handle,\r
+ fgStructure.CurrentWindow->Window.Device );\r
+\r
+ if ( window )\r
+ {\r
+ window->Window.Device = GetDC( window->Window.Handle );\r
+ wglMakeCurrent(\r
+ window->Window.Device,\r
+ window->Window.Context\r
+ );\r
+ }\r
+ }\r
+}\r
+\r
+\r
+\r
+/* Computes position of corners of window Rect (outer position including\r
+ * decorations) based on the provided client rect and based on the style\r
+ * of the window in question.\r
+ * If posIsOutside is set to true, the input client Rect is taken to follow\r
+ * freeGLUT's window specification convention in which the top-left corner\r
+ * is at the outside of the window, while the size\r
+ * (rect.right-rect.left,rect.bottom-rect.top) is the size of the drawable\r
+ * area.\r
+ */\r
+void fghComputeWindowRectFromClientArea_UseStyle( const DWORD windowStyle, RECT *clientRect, BOOL posIsOutside )\r
+{\r
+ int xBorderWidth = 0, yBorderWidth = 0;\r
+\r
+ /* If window has title bar, correct rect for it */\r
+ if (windowStyle & WS_MAXIMIZEBOX) /* Need to query for WS_MAXIMIZEBOX to see if we have a title bar, the WS_CAPTION query is also true for a WS_DLGFRAME only... */\r
+ if (posIsOutside)\r
+ clientRect->bottom += GetSystemMetrics( SM_CYCAPTION );\r
+ else\r
+ clientRect->top -= GetSystemMetrics( SM_CYCAPTION );\r
+\r
+ /* get width of window's borders (frame), correct rect for it.\r
+ * Note, borders can be of zero width if style does not specify borders\r
+ */\r
+ fghGetBorderWidth(windowStyle, &xBorderWidth, &yBorderWidth);\r
+ if (posIsOutside)\r
+ {\r
+ clientRect->right += xBorderWidth * 2;\r
+ clientRect->bottom += yBorderWidth * 2;\r
+ }\r
+ else\r
+ {\r
+ clientRect->left -= xBorderWidth;\r
+ clientRect->right += xBorderWidth;\r
+ clientRect->top -= yBorderWidth;\r
+ clientRect->bottom += yBorderWidth;\r
+ }\r
+}\r
+\r
+/* Computes position of corners of window Rect (outer position including\r
+ * decorations) based on the provided client rect and based on the style\r
+ * of the window in question. If the window pointer or the window handle\r
+ * is NULL, a fully decorated window (caption and border) is assumed.\r
+ * Furthermore, if posIsOutside is set to true, the input client Rect is\r
+ * taken to follow freeGLUT's window specification convention in which the\r
+ * top-left corner is at the outside of the window, while the size\r
+ * (rect.right-rect.left,rect.bottom-rect.top) is the size of the drawable\r
+ * area.\r
+*/\r
+void fghComputeWindowRectFromClientArea_QueryWindow( const SFG_Window *window, RECT *clientRect, BOOL posIsOutside )\r
+{\r
+ DWORD windowStyle = 0;\r
+\r
+ if (window && window->Window.Handle)\r
+ windowStyle = GetWindowLong(window->Window.Handle, GWL_STYLE);\r
+ else\r
+ windowStyle = WS_OVERLAPPEDWINDOW;\r
+\r
+ fghComputeWindowRectFromClientArea_UseStyle(windowStyle, clientRect, posIsOutside);\r
+}\r
+\r
+/* Computes position of corners of client area (drawable area) of a window\r
+ * based on the provided window Rect (outer position including decorations)\r
+ * and based on the style of the window in question. If the window pointer\r
+ * or the window handle is NULL, a fully decorated window (caption and\r
+ * border) is assumed.\r
+ * Furthermore, if wantPosOutside is set to true, the output client Rect\r
+ * will follow freeGLUT's window specification convention in which the\r
+ * top-left corner is at the outside of the window, the size\r
+ * (rect.right-rect.left,rect.bottom-rect.top) is the size of the drawable\r
+ * area.\r
+ */\r
+void fghComputeClientAreaFromWindowRect( const SFG_Window *window, RECT *windowRect, BOOL wantPosOutside )\r
+{\r
+ DWORD windowStyle = 0;\r
+ int xBorderWidth = 0, yBorderWidth = 0;\r
+\r
+ if (window && window->Window.Handle)\r
+ windowStyle = GetWindowLong(window->Window.Handle, GWL_STYLE);\r
+ else\r
+ windowStyle = WS_OVERLAPPEDWINDOW;\r
+\r
+ /* If window has title bar, correct rect for it */\r
+ if (windowStyle & WS_MAXIMIZEBOX) /* Need to query for WS_MAXIMIZEBOX to see if we have a title bar, the WS_CAPTION query is also true for a WS_DLGFRAME only... */\r
+ if (wantPosOutside)\r
+ windowRect->bottom -= GetSystemMetrics( SM_CYCAPTION );\r
+ else\r
+ windowRect->top += GetSystemMetrics( SM_CYCAPTION );\r
+\r
+ /* get width of window's borders (frame), correct rect for it.\r
+ * Note, borders can be of zero width if style does not specify borders\r
+ */\r
+ fghGetBorderWidth(windowStyle, &xBorderWidth, &yBorderWidth);\r
+ if (wantPosOutside)\r
+ {\r
+ windowRect->right -= xBorderWidth * 2;\r
+ windowRect->bottom -= yBorderWidth * 2;\r
+ }\r
+ else\r
+ {\r
+ windowRect->left += xBorderWidth;\r
+ windowRect->right -= xBorderWidth;\r
+ windowRect->top += yBorderWidth;\r
+ windowRect->bottom -= yBorderWidth;\r
+ }\r
+}\r
+\r
+/* Gets the rect describing the client area (drawable area) of the\r
+ * specified window.\r
+ * Returns an empty rect if window pointer or window handle is NULL.\r
+ * If wantPosOutside is set to true, the output client Rect\r
+ * will follow freeGLUT's window specification convention in which the\r
+ * top-left corner is at the outside of the window, while the size\r
+ * (rect.right-rect.left,rect.bottom-rect.top) is the size of the drawable\r
+ * area.\r
+ */\r
+RECT fghGetClientArea( const SFG_Window *window, BOOL wantPosOutside )\r
+{\r
+ RECT windowRect = {0,0,0,0};\r
+\r
+ freeglut_return_val_if_fail((window && window->Window.Handle),windowRect);\r
+ \r
+ /*\r
+ * call GetWindowRect()\r
+ * (this returns the pixel coordinates of the outside of the window)\r
+ */\r
+ GetWindowRect( window->Window.Handle, &windowRect );\r
+\r
+ /* Then correct the results */\r
+ fghComputeClientAreaFromWindowRect(window, &windowRect, wantPosOutside);\r
+\r
+ return windowRect;\r
+}\r
+\r
+/* Returns the width of the window borders based on the window's style.\r
+ */\r
+void fghGetBorderWidth(const DWORD windowStyle, int* xBorderWidth, int* yBorderWidth)\r
+{\r
+ if (windowStyle & WS_THICKFRAME)\r
+ {\r
+ *xBorderWidth = GetSystemMetrics(SM_CXSIZEFRAME);\r
+ *yBorderWidth = GetSystemMetrics(SM_CYSIZEFRAME);\r
+ }\r
+ else if (windowStyle & WS_DLGFRAME)\r
+ {\r
+ *xBorderWidth = GetSystemMetrics(SM_CXFIXEDFRAME);\r
+ *yBorderWidth = GetSystemMetrics(SM_CYFIXEDFRAME);\r
+ }\r
+ else\r
+ {\r
+ *xBorderWidth = 0;\r
+ *yBorderWidth = 0;\r
+ }\r
+}\r
+\r
+#if(WINVER >= 0x500)\r
+typedef struct\r
+{\r
+ int *x;\r
+ int *y;\r
+ const char *name;\r
+} m_proc_t;\r
+\r
+static BOOL CALLBACK m_proc(HMONITOR mon,\r
+ HDC hdc,\r
+ LPRECT rect,\r
+ LPARAM data)\r
+{\r
+ m_proc_t *dp=(m_proc_t *)data;\r
+ MONITORINFOEX info;\r
+ BOOL res;\r
+ info.cbSize=sizeof(info);\r
+ res=GetMonitorInfo(mon,(LPMONITORINFO)&info);\r
+ if( res )\r
+ {\r
+ if( strcmp(dp->name,info.szDevice)==0 )\r
+ {\r
+ *(dp->x)=info.rcMonitor.left;\r
+ *(dp->y)=info.rcMonitor.top;\r
+ return FALSE;\r
+ }\r
+ }\r
+ return TRUE;\r
+}\r
+\r
+/* \r
+ * this function returns the origin of the screen identified by\r
+ * fgDisplay.DisplayName, and 0 otherwise.\r
+ * This is used in fgOpenWindow to open the gamemode window on the screen\r
+ * identified by the -display command line argument. The function should\r
+ * not be called otherwise.\r
+ */\r
+\r
+static void get_display_origin(int *xp,int *yp)\r
+{\r
+ *xp = 0;\r
+ *yp = 0;\r
+\r
+ if( fgDisplay.DisplayName )\r
+ {\r
+ m_proc_t st;\r
+ st.x=xp;\r
+ st.y=yp;\r
+ st.name=fgDisplay.DisplayName;\r
+ EnumDisplayMonitors(0,0,m_proc,(LPARAM)&st);\r
+ }\r
+}\r
+#else\r
+#pragma message( "-display parameter only works if compiled with WINVER >= 0x0500")\r
+\r
+static void get_display_origin(int *xp,int *yp)\r
+{\r
+ *xp = 0;\r
+ *yp = 0;\r
+\r
+ if( fgDisplay.DisplayName )\r
+ {\r
+ fgWarning( "for working -display support FreeGLUT must be compiled with WINVER >= 0x0500");\r
+ }\r
+}\r
+#endif\r
+\r
+\r
+\r
+/*\r
+ * Opens a window. Requires a SFG_Window object created and attached\r
+ * to the freeglut structure. OpenGL context is created here.\r
+ */\r
+void fgPlatformOpenWindow( SFG_Window* window, const char* title,\r
+ GLboolean positionUse, int x, int y,\r
+ GLboolean sizeUse, int w, int h,\r
+ GLboolean gameMode, GLboolean isSubWindow )\r
+{\r
+\r
+ WNDCLASS wc;\r
+ DWORD flags = 0;\r
+ DWORD exFlags = 0;\r
+ ATOM atom;\r
+\r
+ /* Grab the window class we have registered on glutInit(): */\r
+ atom = GetClassInfo( fgDisplay.Instance, _T("FREEGLUT"), &wc );\r
+ FREEGLUT_INTERNAL_ERROR_EXIT ( atom, "Window Class Info Not Found",\r
+ "fgOpenWindow" );\r
+\r
+ /* Determine window style flags*/\r
+ if( gameMode )\r
+ {\r
+ FREEGLUT_INTERNAL_ERROR_EXIT ( window->Parent == NULL,\r
+ "Game mode being invoked on a subwindow",\r
+ "fgOpenWindow" );\r
+\r
+ /*\r
+ * Set the window creation flags appropriately to make the window\r
+ * entirely visible:\r
+ */\r
+ flags = WS_POPUP | WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE;\r
+ }\r
+ else\r
+ {\r
+ flags = WS_CLIPSIBLINGS | WS_CLIPCHILDREN;\r
+\r
+ /*\r
+ * There's a small difference between creating the top, child and\r
+ * menu windows\r
+ */\r
+ if ( window->IsMenu )\r
+ {\r
+ flags |= WS_POPUP;\r
+ exFlags |= WS_EX_TOOLWINDOW;\r
+ }\r
+#if defined(_WIN32_WCE)\r
+ /* no decorations for windows CE */\r
+#else\r
+ /* if this is not a subwindow (child), set its style based on the requested display mode */\r
+ else if( window->Parent == NULL )\r
+ if ( fgState.DisplayMode & GLUT_BORDERLESS )\r
+ {\r
+ /* no window decorations needed */\r
+ }\r
+ else if ( fgState.DisplayMode & GLUT_CAPTIONLESS )\r
+ /* only window decoration is a border, no title bar or buttons */\r
+ flags |= WS_DLGFRAME;\r
+ else\r
+ /* window decoration are a border, title bar and buttons.\r
+ * NB: we later query whether the window has a title bar or\r
+ * not by testing for the maximize button, as the test for\r
+ * WS_CAPTION can be true without the window having a title\r
+ * bar. This style WS_OVERLAPPEDWINDOW gives you a maximize\r
+ * button. */\r
+ flags |= WS_OVERLAPPEDWINDOW;\r
+#endif\r
+ else\r
+ /* subwindows always have no decoration, but are marked as a child window to the OS */\r
+ flags |= WS_CHILD;\r
+ }\r
+\r
+ /* determine window size and position */\r
+ if( gameMode )\r
+ {\r
+ /* if in gamemode, query the origin of specified by the -display\r
+ * command line parameter (if any) and offset the upper-left corner\r
+ * of the window so we create the window on that screen.\r
+ * The -display argument doesn't do anything if not trying to enter\r
+ * gamemode.\r
+ */\r
+ int xoff=0, yoff=0;\r
+ get_display_origin(&xoff,&yoff);\r
+ x += xoff;\r
+ y += yoff;\r
+ }\r
+ if( !positionUse )\r
+ {\r
+ x = CW_USEDEFAULT;\r
+ y = CW_USEDEFAULT;\r
+ }\r
+ if( !sizeUse )\r
+ {\r
+ if( ! window->IsMenu )\r
+ {\r
+ w = CW_USEDEFAULT;\r
+ h = CW_USEDEFAULT;\r
+ }\r
+ else /* fail safe - Windows can make a window of size (0, 0) */\r
+ w = h = 300; /* default window size */\r
+ }\r
+ /* store requested client area width and height */\r
+ window->State.Width = w;\r
+ window->State.Height = h;\r
+\r
+#if !defined(_WIN32_WCE) /* no decorations for windows CE */\r
+ if( sizeUse )\r
+ {\r
+ RECT windowRect;\r
+ /*\r
+ * Update the window dimensions, taking the window decorations\r
+ * into account. FreeGLUT is to create the window with the\r
+ * topleft outside corner at (x,y) and with client area\r
+ * dimensions (w,h).\r
+ * note: don't need to do this when w=h=CW_USEDEFAULT, so in the\r
+ * if( sizeUse ) here is convenient.\r
+ */\r
+ windowRect.left = x;\r
+ windowRect.top = y;\r
+ windowRect.right = x+w;\r
+ windowRect.bottom = y+h;\r
+\r
+ fghComputeWindowRectFromClientArea_UseStyle(flags,&windowRect,TRUE);\r
+\r
+ w = windowRect.right - windowRect.left;\r
+ h = windowRect.bottom- windowRect.top;\r
+ }\r
+#endif /* !defined(_WIN32_WCE) */\r
+\r
+#if defined(_WIN32_WCE)\r
+ {\r
+ wchar_t* wstr = fghWstrFromStr(title);\r
+\r
+ window->Window.Handle = CreateWindow(\r
+ _T("FREEGLUT"),\r
+ wstr,\r
+ WS_VISIBLE | WS_POPUP,\r
+ 0,0, 240,320,\r
+ NULL,\r
+ NULL,\r
+ fgDisplay.Instance,\r
+ (LPVOID) window\r
+ );\r
+\r
+ free(wstr);\r
+\r
+ SHFullScreen(window->Window.Handle, SHFS_HIDESTARTICON);\r
+ SHFullScreen(window->Window.Handle, SHFS_HIDESIPBUTTON);\r
+ SHFullScreen(window->Window.Handle, SHFS_HIDETASKBAR);\r
+ MoveWindow(window->Window.Handle, 0, 0, 240, 320, TRUE);\r
+ ShowWindow(window->Window.Handle, SW_SHOW);\r
+ UpdateWindow(window->Window.Handle);\r
+ }\r
+#else\r
+ window->Window.Handle = CreateWindowEx(\r
+ exFlags,\r
+ _T("FREEGLUT"),\r
+ title,\r
+ flags,\r
+ x, y, w, h,\r
+ (HWND) window->Parent == NULL ? NULL : window->Parent->Window.Handle,\r
+ (HMENU) NULL,\r
+ fgDisplay.Instance,\r
+ (LPVOID) window\r
+ );\r
+#endif /* defined(_WIN32_WCE) */\r
+\r
+ if( !( window->Window.Handle ) )\r
+ fgError( "Failed to create a window (%s)!", title );\r
+\r
+#if !defined(_WIN32_WCE)\r
+ /* Need to set requested style again, apparently Windows doesn't listen when requesting windows without title bar or borders */\r
+ SetWindowLong(window->Window.Handle, GWL_STYLE, flags);\r
+ SetWindowPos(window->Window.Handle, HWND_TOP, 0,0,0,0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED);\r
+#endif /* defined(_WIN32_WCE) */\r
+\r
+ /* Make a menu window always on top - fix Feature Request 947118 */\r
+ if( window->IsMenu || gameMode )\r
+ SetWindowPos(\r
+ window->Window.Handle,\r
+ HWND_TOPMOST,\r
+ 0, 0, 0, 0,\r
+ SWP_NOMOVE | SWP_NOSIZE\r
+ );\r
+\r
+ /* Enable multitouch: additional flag TWF_FINETOUCH, TWF_WANTPALM */\r
+ #ifdef WM_TOUCH\r
+ if (fghRegisterTouchWindow == (pRegisterTouchWindow)0xDEADBEEF) \r
+ fghRegisterTouchWindow = (pRegisterTouchWindow)GetProcAddress(GetModuleHandle("user32"),"RegisterTouchWindow");\r
+ if (fghRegisterTouchWindow)\r
+ fghRegisterTouchWindow( window->Window.Handle, TWF_FINETOUCH | TWF_WANTPALM );\r
+ #endif\r
+\r
+#if defined(_WIN32_WCE)\r
+ ShowWindow( window->Window.Handle, SW_SHOW );\r
+#else\r
+ ShowWindow( window->Window.Handle,\r
+ fgState.ForceIconic ? SW_SHOWMINIMIZED : SW_SHOW );\r
+#endif /* defined(_WIN32_WCE) */\r
+\r
+ UpdateWindow( window->Window.Handle );\r
+ ShowCursor( TRUE ); /* XXX Old comments say "hide cursor"! */\r
+\r
+}\r
+\r
+\r
+/*\r
+ * Closes a window, destroying the frame and OpenGL context\r
+ */\r
+void fgPlatformCloseWindow( SFG_Window* window )\r
+{\r
+ /* Make sure we don't close a window with current context active */\r
+ if( fgStructure.CurrentWindow == window )\r
+ wglMakeCurrent( NULL, NULL );\r
+\r
+ /*\r
+ * Step through the list of windows. If the rendering context\r
+ * is not being used by another window, then we delete it.\r
+ */\r
+ {\r
+ int used = FALSE ;\r
+ SFG_Window *iter ;\r
+\r
+ for( iter = (SFG_Window *)fgStructure.Windows.First;\r
+ iter;\r
+ iter = (SFG_Window *)iter->Node.Next )\r
+ {\r
+ if( ( iter->Window.Context == window->Window.Context ) &&\r
+ ( iter != window ) )\r
+ used = TRUE;\r
+ }\r
+\r
+ if( ! used )\r
+ wglDeleteContext( window->Window.Context );\r
+ }\r
+\r
+ DestroyWindow( window->Window.Handle );\r
+}\r
+\r
+\r
+\r